Development: Hotfix and Update Thread

Announcements, updates and news concerning the Requiem project.
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Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 13th, 2021, 4:46 am

Development Update List:

Growing Crops (Wild and Planted):


Reagent-based plants will now be able to be properly harvested via Horticulture OR Agriculture (if Reagent Harvesting is purchased).

Harvesting a plant will explain it's skill requirements in a fail message appropriately depending on what abilities you have.

Skill checks will be performed against and towards your highest skill, IE: if Reagent Harvesting is purchased and you have 50 Agriculture and your Horticulture is 40, you will perform a skill check for success versus Agriculture and you will also gain a chance to gain skill w/ it.

Factions:


Cleaned up Supply Node gump to not display errant crazy numbers.


Misc.

Fixed an scenario where a player may gain progress towards losing Mortality when they don't have any, therefore gaining unfair advantage towards decay.

Fixed an scenario where a player may gain progress towards regaining Providence when they don't have any, therefore gaining unfair advantage towards decay.

Various optimizations in BaseAI code.

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Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 14th, 2021, 5:26 am

Development Update List:

Recipes:

Cooking recipes should now properly use Agriculture skill.

Factions:

Fixed up some more back-end code for faction node upkeep calculations.

Faction supply node logs are now generated server-side for more accurate tracking of the Conquest system.

Faction supply node menus should account for times between 2000 hrs and 2359 hrs when calculating the displayed time until next cycle.

Faction purchasing of conscripts now places the conscript directly in front of the stone.

Crafting:

Fixed a scaling bug with very high end quality weapons and armor not acquiring correct durability bonuses post-craft.

Spawning, NPC Balance, Global:

Global, default spawns (spawns that have NOT been hand-altered to be faster or slower) have had their minimum times reduced by 50% and their maximum times by 55% - this is a work in progress to help cater spawn solutions to our playerbase, and may go up or down in the future.

Corpse decay time reduced to one hour.

NPCs engaged in combat will naturally regenerate hit-points at 50% of their out-of-combat effficiency; this does not alter behavior of NPCs whom bandage, heal or cast healing spells, only natural regeneration of hit points - this is a work in progress to help cater spawn solutions to our playerbase, and may go up or down in the future.

Fixed a bug (known as the Elsea Hunter bug) that allowed bedded-down NPCs (hidden and out of their time of day period) to detect hidden players in some circumstances.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 16th, 2021, 4:46 am

Development Update List:

BaseAI:

Minor fixes to AI handling.
Fixes to NPC equipment issues.
Guard AI crash fix.

Combat Skills:

Macing durability and stamina drain removed - this was a holdout of the old code and wasn't intended for combat changes in Act VI.

Crafting Skills:

Agriculture skill gains re-worked.
Cooking: Beef pot pie recipe now uses Beef Hock

Factions:

Patched crash issue w/ followers.
Patched issue where old Menu could show up and therefore charge bad sums of silver for dyeing.
Last Online value added to Roster page.

Misc.:

Removed shadow effect from Lore Window titles for better readability.

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Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 17th, 2021, 4:46 am

Development Update List:

Critical:

Fixed numerous webhook issues that were attributing to periodical lag.

Factions:

You can now recruit/conscript NPCs outside of your claim when in the immediate area of a Shadow Mercenary Company standard.

Laborers will now stay put once you release control of them.

Fixed a few Quest instance issues.

Legacy Decorations:

Legacy Decorations can now be locked down in Faction Claims using the single-click context menu. Locking items down or releasing items in this manner requres 5 reputation, and can only be done in Faction Claims. These items can only be unlocked by other Faction members of rank 5 or higher.

Misc.:

Clicking the Profile Scroll will now open the Look profile.

Followers (packhorses and mercs) should follow when not in combat at a quicker pace.

Repeated back-to-back poisoning of identical levels will no longer occur in combat which was resulting in feedback loops of constant flashes and sounds.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 18th, 2021, 2:48 am

Development Update List:

Combat:

Large, heavy weapons of > 4.5 swing speed and some other exceptions (GreatHammer, GreatSword, Flamberge, Halberd,TwoHandedAxe, LargeBattleAxe) have been sped up somewhat and have had their range of damage brought down lower as part of a first phase of weapon polishing and balancing of which will be an ongoing process. DPS of these weapons remain the same, however the "alpha strike" damage of these weapons were outpacing other weapons and styles by large margins.


Factions:


Faction NPCs can properly pass over return tiles.

Faction NPCs will inheret a deadly trait along with the ability to inflict injuries when assigned to and actively working a node.

Misc.:

Fixed an issue with unloading claimconstruction chests.

Disabled dinghys for the time being.

Addressed exploitable issue with lockpicking and avoiding the chance to break a lockpick by timing out the timer; bulk of lockpicking skill checks are now made after the lockpicking attempt, and lockpicking now has a critical failure chance to break the pick while picking.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 19th, 2021, 6:04 am

Development Update List:

Legacy Store:

Spring hues have now arrived!

Misc.

Fixes to Lockpicking.
Rehaul of sound engine.

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Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 20th, 2021, 5:30 am

Development Update List:

Critical Issues

Two crash-related issues patched.
Phase 1 of 3: Faction Nodes Added (Not Yet Active)

Lockpicking:

Lockpicking skill gain has been upped slightly.

Music Engine:

Ambient music has been added to all major Regional areas (more to come).
Music now properly works w/ the Music slider in the client.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 23rd, 2021, 5:27 am

Development Update List:

Legacy System:

Legacy Hues can now be previewed; simply dye an item to begin the preview process.

Legacy Weapon Huing reduced to 4 LP from 5.



Character Progression:

Kindling Bonus base reduced to 150 from 200.

Skill Gain slightly adjusted for minor difficulty increase in mid-level skill values.



Raging:

Evasion Infuriation added. https://www.13thrones.com/abilities/eva ... iation.htm


Combat:

One-handed weapons along with off-handed weapons have had both min and max damage ranges buffed by 25% across the board.

Two-handed weapons both min and max damage ranges reduced by 10% across the board.

Maximum swing speed delay has been increased slightly to account for new NPC restrictions.

Maximum swing speed delay for NPCs can no longer go below 2 seconds.

Conditions will no longer stack and only one condition will be applied to a character at one time.

Inflicting Conditions will no longer trigger a screen flash.

Two Handed Tactics updated to properly account for giving bonuses to ranged weaponry.

Fixed a loophole w/ training Anatomy w/ Grit.

Time in which using Aid on another has been increased and is now reduced to being 20% faster than aiding-self and is now more reliant on Dexterity to put it in line with self-aid.

Nimble Fingers reduced from 1 second to 0.5.

WoodenSpear now is appropriately a Polearms weapon.

Fists now properly use correct speed formulas.

Fists now sport the Throat Punch and Peronial Punch moves as their SWM moves.

Brass Knuckles now properly sports four weapon moves; two from Wrestling and two from Two Handed.

Clawed Gauntlet now properly sports four weapon moves; two from Wrestling and two from Two Handed.

Cestus now properly sports four weapon moves; two from Wrestling and two from Two Handed.

You can no longer equip a weapon when paralyzed.

Innate buffs to defensive skills and chance-to-evade hits lowered on non-player characters.

Slight innate bonus bestowed to Players in their to-hit chance versus NPCs.




Cooking:

Cooking milk baseclass changed to make it usable in cooking recipes; prior instances have been deleted.



Perception:

Having a light source equipped (and on) will provide a +15% bonus to reveal and detect checks vs. hidden mobiles and players.

A light source will not automatically reveal a hidden/stealthed player unless they make a move as described below.



Hiding:

Hiding will now properly account for all types of held and environment lights when making checks to go into hiding.

Hiding will now properly account for held lightsources on nearby persons when making checks to go into hiding.



Stealth:

Stealth will now properly account for all types of held and environment lights when making checks to remain stealthed while moving.

Stealth will now properly account for same-level z checks properly.


Stealing:

All stealing attempts will now consume 20% of the thief's maximum stamina regardless of their success.

All non-targetted stealing attempt (target of a Mobile instead of an item, such as when not snooping and just using the skill directly) will consume an additional 30% of the thief's maximum stamina.



Harvesting:

Prospecting Abilities (Geo and Hort) I/II/III now work at ranges 20/40/60 instead of 15/30/50.

Prospecting III abilities will now show proper harvest nodes for their skill.



Misc.:

Better tracking for dismissal of vendors.

Bulk Storage will simply seize items now instead of throwing them to the ground.

Keyrings and/or keys cannot be used as keys to unlock doors when keistered.

Addition of newbie-only teleporters for newbie-inteded areas.

Post-Sprint Stamina regeneration will now be blocked for a period of 15 seconds.



Factions:

Held equipment on FactionNPCs should now be movable.

Optimized return functions for Node Guards and de-hiding of Laborers.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » March 25th, 2021, 4:36 am

Development Update List:

Combat:

Base chance for durability loss when Parrying with Shield or Weapon reduced to 40% from 50% - final calculation numbers with all perks are now as follows:

5% for Shields if using a Heavy Armor Class shield and having all Equipment Management Perks.

10% for weapons if having all Equipment Management Perks.


Equipment Management abilities reflect to show new changes.

Innate Parry Durability Bonus for Heavy Shields is -5%. This value further lowers the overall chance of durability lostt to a shield and stacks with Equipment Management abilities. This is reflected on the Item Property Gump as well.

Innate Parry Durability Bonus for Medium Shields is -2.5%. This value further lowers the overall chance of durability lost to a shield and stacks with Equipment Management abilities. This is reflected on the Item Property Gump as well.

New Command: WeaponParry

WeaponParry command will allow you to toggle on and off the process of parrying with your weapon until the next login or until the command is re-used; this allows for the use of weapons in situations where you do not want to attempt a parry.

Traditional, Tactics based Disarm will disarm an opponent for a period of between three to five and one half seconds, and have a 50% chance to incur a point of durability loss upon the weapon used to effect the Disarm.



Wrestling:

Added new SWM Pacification:

Special Weapon Move. Pacification does 60% of normal combat damage. On executing a successful Pacification, your opponent will have their weapon disarmed and moved to their pack, unable to re-equip it for a short period of time (5 seconds). Furthermore, your opponent will be unable to regenerate stamina by natural means for a period of 2.5 seconds.

Added Handwrap weapon to Engineering: this is a two-handed weapon with the following SWMs: Peronial Punch, Pacification, Defense Mastery, Sunder.

Added Gadlinged Gauntlets weapon to Blackmsmithing (low-recipe): this is a two-handed weapon with the following SWMs: Pacfification, Haymaker, Defense Mastery and Cavalry Tactics.




BaseAI:

Reduced range in which animals will search out for food and hunt for prey.



Factions:

Duty Report Gumps fixed

Faction NPCs will no longer be acquired or acquire hostile mobs/animals if assigned to a Faction Node.

Faction NPC corpses will no longer be eaten by animals.



Def Cooking:

Fixed issue with Cream not adding additional.

Heavy Cream is no longer consumable.


Misc.

Lootpacks have more chances to drop ragged clothing.



Files:

Fixed animations for 1 handed axes

Fixed animations for goggles

Updated gender-specific animations for "Poet Shirt"

New Wrestling Weapons added

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 1st, 2021, 2:51 am

Development Update List:

Cooking

Added PreservedVenison
Increased Mat Requirement for Faction Lunches
Increases Mat Requirement (now preserved meats) for Faction Supplies
Faction Lunches now expire in 120 hrs.

Tailoring

SleevelesShirt, HaremPants : Mythic level Recipes
PoetShirt, Pantaloons : Mythic level Recipes
LoosefittingSmock, Britches : Mythic level Recipes

These recipes have been flagged as Mythic and no longer drop.
These recipes are now auto-given to players based on their heritage.
This is retroactive to all current players.

Vendor NPCs

New vendor menus added.

PD System

Changes emote context when PDing
New Player PD Immunity reduced to 5 days; this is retroactive to all current players.
Added the following commands:

[wound
[kill
[injure
[murder
[pd
[hurt
[maim

These commands will act the same as using a bladed object on an unconscious person.

Combat

SwingSpeed command updated to reflect new changes.
Ignite reduced efficiency.
Upped 2 Handed Damage by 5%.
One Handed Weapons global buff reduced to 20%.
Off Handed Weapons global buff reduced to 5%.
GM Tools: New tracking to determine exact real-time chance to hit.

Parrying

Fixed a large bug where Off Hand Weapons inversely provided buff to parrying - this is no longer the case.
Off-Hand parrying III reduces Weapon Parry penalty from 5% to 2.5%.

Raging

Fixed a large bug with negative debuffs to swing speed due to faster weapons flagging incorrectly and inversely adding very large bonuses when they shouldn't have - this will change the feel of Raging when using one-handed and off-handed weapons.
Rewrote rage algorithm completely due to prior bug issues and is now based upon actual swing speed of the weapon used by the user and in a more intended spot. This is phase one testing and will be subject to change further.
Changes to weapon types: Two Handed Weapons get a flat 50% bonus to rage, Offhand generate 50% less rage.

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