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#1 (permalink) |
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Quality Assurance
Join Date: May 2009
Posts: 115
Rep Power: 0
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Version 1.23.40.59 – Release
2010-08-31 Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall. ------ FEATURES ------ The Taxation System: When a guild takes control of a territory, the guild can now set the taxes for that territory. Taxes are taken from the daily upkeep costs of houses and keeps. Meaning that: 100% tax for houses are 5 silver coins / day. 100% tax for houses with player vendors are 10 silver coins / day. 100% tax for keeps are 100 silver coins / day. 80 % of the total tax will go to the guild in charge and end up in their keep chest. Using the territory control options in the keep menu allows the territory owner to control the tax of the region and it can be set to a range from 100% to 400% tax. Example: Guild A owns Territory A. Guild A sets the tax to 200%. House A without a player vendor at 200% tax pays 10 silver coins / day. Guild A receives 8 silver coins from House A / day. Spawners: Functionality has been added to Creature spawners that makes it possible to save any data between server reboots. For example, if a rare creature was spawned and had been taken down to a certain health level. It will be re-spawned in the same state when the server comes back online. ------ ADDITIONS & CHANGES ------ General: - Prices for catalysts have been adjusted. - Prices for Horn, Emalj, Molarium and Incisium have been adjusted. - Gaur loot adjusted. - Siege ammo boulders are now available as a pickable item. - Siege ammo boulders can be picked in all corners of Myrland but is not common. AI & Mounts: - Belbus and Campodon, two new creatures added. - Added a 1 hour spawn delay for Molva beasts in Myrland. - One Molva beast has moved west from the Nereb Madgulu region. - All mounts got a 20% speed reduction. - All physical assets on creatures and players adjusted to fit the new combat collision system. - Increased the amount of stamina your mount loses when you ride in full speed slightly. - Decreased the amount of stamina your mount loses when you ride in canter speed slightly. - Increased the amount of stamina a mount regains when standing still. - Pets should now always become blue when tamed, no matter its tamers flag status. - Pets in aggressive state will no longer attack any blue flagged players / pets. - Pet murder count system has been tweaked and made simpler. Pets will no longer become murder flagged when killing other blue players / pets. Instead its tamer will be flagged for the murder if online. If the tamer is offline when this happens, the murder count will be saved on the pet until the tamer logs back in, and then transferred to the tamer. - Pets that are left in the world while its master is logged out, will now loose 100% of max loyalty per hour which also means a total of maximum 1,5 hours with 150% max loyalty. No loyalty loss will occur while game server is down. Note that while a pet is stabled, it will not loose any loyalty. Art & Sound: - Tweaked ground grass textures in the jungle - Audio overhaul on Springbok/Urial impact sounds. - Tweaked sounds from hail caster release. - Increased times impact sound from manganon can be played at once. - Increased times impact sound from hail caster can be played at once. - Updated impact sound from manganon for a more genuine impact effect. - Added wind ambiance in Myrland steppe, amplitude alter between day and night. Combat: - Slightly reduced the amount of handle-hits you get. - Added a mechanic so that your first person blade won't intersect with objects as much when you aren't swinging. - Took down the sprint speed in combat a bit. - Raised the out-of-combat speed a bit. It's now the same as sprinting in combat mode. - Took down the overall movement-speed of players. - Rebuilt large parts of the melee-trace system. It should now be a lot more precise and you can no longer hit people that are behind you. - Rebuilt how the bone you hit with melee gets calculated, it should now work a lot better even on larger creatures such as mounts. Magic: - Added the Spiritism spell “Transcendental Awareness" that allows the caster to see and target characters that are in the etherworld. - Added the Spiritism spell "Resurrect" that allows the caster to resurrect his dead target with 20% HP. The target must however accept the resurrect to come to life. This spell is counted as a good act in regards of flagging. - The spell book now has two new buttons for scrolling back and forth between magic schools. - Magic should no longer be able to damage world construction objects such as houses, bridges or player houses. (Note that the numbers might still print, but it will not actually remove anything.) - Magic should no longer be able to heal world construction objects such as houses, bridges or player houses. (Note that the numbers might still print, but it will not actually add anything.) - Changed the game mechanic where you could initiate a block while casting magic. Initiating a block while casting will now fizzle your spell. ------ BUG FIXES ------ General: - Fixed the Vendor Crash. - You no longer get the [Torso] message when you hit buildings and other static items. - Fixed issue that made it possible to use banks/pet inventory while dead. - Fixed a bug in the jump-calculation for mounts. - Fixed an issue that gave folks stat-loss count greater than 240min (4h). - Fixed an issue that gave some folks a murder count timer above the 8h they should have. - People with characters that have either of the above issues will be fixed once they log in. AI & Mounts: - Fixed a glitch that made mount-stamina regain to fast when you weren't on the mount. - Fixed a bug that forced mounts to do a full stop when you enter/leave combat mode. - Bug resolved with pet grazing, and should now work properly. Art & Sound: - Fixed an issue with Rare mongrel horse equipment. - Fixed a bug close to Hyllspęia not playing wind ambiance. - Missing ambiance in Fabernum and Fabernum forest is back. Combat: - Fixed a bug that prevented Arrows from hitting [Head] when a player was mounted. Guilds: - Fixed a bug where deleted characters would remain in the guild member list. - Fixed a bug with territory control that caused the zones to say that they were owned by no one. Housing: - Player Vendors should no longer place themselves inside obstacles. - Fixed a bug where house vendors could not have more then 7 items in their shop. - Fixed a bug where the house vendor GUI failed to open. - Fixed a bug where the house vendor shop GUI failed to open. - Fixed a bug where the GUI to the house chest failed to open. - Fixed a bug where the house vendor wouldn't accept commands for the second row in the house vendor GUI. - Houses that are transfered to another owner will now have their guild removed. - Territory control should no longer be accessible from palisade gates. Magic: - Fixed a bug where blocking and then casting a spell and then getting interrupted would lock the spell that was being cast until another spell was cast. - Fixed a bug where performing an action that would get your character stunned caused you to lose your charged spell. - Fixed a bug that made it possible to cast while resting. Skills & Attributes: - Fixed a minor bug in the Damage Assessment code that made it possible to see exactly how much damage you did when you were at level 14. UI: - Fixed a bug where you could target characters through walls. ------ KNOWN ISSUES ------ We are working on the Skill gain issues / Skill rollback issues. It will get patched asap. Last edited by Christian Hedberg : 1st September 2010 at 08:15. |
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#5 (permalink) |
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Member
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.-.' turtle
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PvP Videos |
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#12 (permalink) |
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Member
Join Date: Apr 2009
Posts: 828
Rep Power: 3
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I want to meet those new creatures.
I still want arrow crafting! :P nice changes, specially this: Combat: - Fixed a bug that prevented Arrows from hitting [Head] when a player was mounted.
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Bravo
Last edited by Alfa Bravo : 31st August 2010 at 17:24. |
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#13 (permalink) |
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Member
Join Date: Nov 2008
Location: Sweden
Posts: 344
Rep Power: 0
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looks good
but seems like it will be harder to kill mages as melee when they now run as fast out of combat as we do in combat mode. or faster if they have 120dex lets see how it plays out..
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Last edited by Schiva_Silver : 31st August 2010 at 17:05. |
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#16 (permalink) |
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Member
Join Date: Jun 2009
Location: Kansas City, Missouri
Age: 26
Posts: 499
Rep Power: 0
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Thats not fair, Emil gets first say!
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#18 (permalink) |
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Arena Champion
Join Date: Mar 2010
Location: Norway
Posts: 1,666
Rep Power: 2
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I like the majority of the patch, however, I am somewhat disappointed that there has been no major change to the PVP magic. I doubt I'll be subbing.
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#20 (permalink) |
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Member
Join Date: Mar 2009
Posts: 469
Rep Power: 3
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- All mounts got a 20% speed reduction.
- Increased the amount of stamina your mount loses when you ride in full speed slightly. - Took down the overall movement-speed of players. This seems like a poor mans way of making the world look bigger. |
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#22 (permalink) |
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Veteran Member
Join Date: Apr 2008
Location: Quebec
Posts: 5,130
Rep Power: 4
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20% mount speed reduction ? Why ? WHY ?
Mounts are already slow, except desert horses, and they will be even slower ? It will probably feel like slow motion, especially in speed #2. It's nice it won't consume as much stamina in speed #2 as in speed #3 though. |
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#24 (permalink) |
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Arena Champion
Join Date: Mar 2010
Location: Norway
Posts: 1,666
Rep Power: 2
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#26 (permalink) |
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Member
Join Date: Sep 2009
Posts: 529
Rep Power: 3
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The mounts, specially other peoples mounts, are moving too fast and too jerky. They need som physics modeling of the movement too. Horse however is an animal to run with endurance. The stamina loss now is too much already.
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#31 (permalink) |
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Senior Member
Join Date: Jul 2009
Posts: 2,079
Rep Power: 3
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Looks really good! GJ.
A few thoughts: I like the horse changes, yes it might take longer to get somewhere, but I honestly think it was for the best for balance reasons for people that don't like using horses for combat. Also another thing to think about is that I hope the resurrection spell has a pretty long cool-down timer. I can see people exploiting it very badly. |
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#34 (permalink) | ||
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Senior Member
Join Date: Mar 2009
Location: Austria
Posts: 2,046
Rep Power: 0
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Quote:
Guess I have to farm more often than once a week a single wisent now Edit: Better Idea, I just won't log out.
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Quote:
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#35 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 895
Rep Power: 15
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We have some issues with fast moving players in the world, that you experience like warping people and starts accusing them for speedhacking, in 9.9/10 cases its an issue on our end. We are lacking an interpolation system which we will work on now alongside with the update from Epic. This will help this area a lot, when that is in place, we are able to fine tune all our current speeds again, as in, mount speed and player run speeds. If we think they are to slow, then we will increase them. But for now we want a smoother game play with less warping and lagging around right? Especially when it affects pvp big time.
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#36 (permalink) |
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Member
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Eh, I doubt it will have a cooldown timer, but I can expect to see it take a lot of mana, which is effectively the same thing.
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Located in Bakti Illswyn - Archer Sortin - Butcher/Armorer Raelyen - Bow Crafter Specializing in Asymmetrical Bows |
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#37 (permalink) |
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Arena Champion
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Why isn't magic aimed based yet for damage spells? This is ridiculously annoying that it's still not fixed.
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Credulous at best, your desire to believe in angels in the hearts of men. Pull your head on out your hippy haze and give a listen, shouldn't have to say it all again. The universe is hostile, so impersonal. Devour to survive, so it is. So it's always been. |
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#38 (permalink) |
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Junior Member
Join Date: Jan 2010
Posts: 148
Rep Power: 0
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Well keep it up SV hope this and many improvemnts to come. People will come back, or sub once you get this game working as intended, not to mention a bit more sand! Im currently playing and supporting ya, Keep up the good work!
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