Shard Revision Tracking (Patches & Hotfixes)

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Rex
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Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Rex » December 3rd, 2018, 8:31 pm

At revision: 1417

File Update map0.mul map1.mul statics0.mul statics1.mul staidx0.mul staidx1.mul

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Sic
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Posts: 368
Character: Isidor Abendroth

Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Sic » December 4th, 2018, 9:15 pm

At revision: 1422

Lockpicking

Lockpicking skill check values and skill check algorithm is now correctly working and implemented. Lockpicking will now bestow a % chance to open a lock based upon the average of the minimum and maximum skills associated with the lock vs. the players' skill in lockpicking (resulting in final percentage chance). Locks of non-player origin (spawned and dungeons) benefit from a random 5 - 15% bonus to encourage use in PVE. Difficulty feedback messages have been added to the failure of a lockpicking attempt to help determine how difficult the lock is and where your skill checks are landing at. An installed lock can never be absolutely and entirely protected against that of a 120% master lockpicker, however, employing the use of a master engineer can assure that it is a very difficult and complex task for the lockpicker (along with using traps and other means). These changes apply to doors, gates and containers.

Master Locksmith engineering perk updated to reflect new algorithm.

Advanced Locksmithing engineering perk updated to reflect new algorithm.

Locksmithing base ability retains old algorithm to encourage specialization in higher perks.

Knockouts

Knockouts resulting from PvP will now result in a 60 second base knock out timer, vs. the base 20 second timer. This is to allow players more time to make decisions in these scenarios.

Corpses can now be dragged by using the CONNECT and RELEASE context menu options on the corpse. This includes every corpse, from NPCs to Players. A rope is required to be in the player's backpack to conduct a drag. A corpse can be connected to a player or a horse for dragging purposes.

Rope can be used to bind players suffering from knock out fatigue. Double click the rope or use [bind. Bound players will be subjected to numerous types of penalties and debuffs, but will be able to talk and emote.

Bound players can be escorted as prisoners for a limited period of time. A player may use [escort to move a prisoner. Bound players have the ability to attempt to escape after they are no longer suffering from knock out fatigue.

Players can now opt to either injure or PD other players when using a bladed item on a player corpse. Players can choose from five different types of injuries to inflict upon their victim, or may choose to initiate the PD sequence.

Legacy System

The Legacy System has been greatly expanded in terms of decorative items and cosmetics in preparation for opening donation rewards.

Tertiary character slots lowered from 60 LP to 30 LP.

Legacy decorative items (not cosmetics) are now flagged to be secure property inside houses and inside townhouses; they cannot be removed by other players, only co-owners to the house. This functionality will be extended to claims soon.

Wood Staining via. the Legacy System has been lowered from 4 LP to 3 LP.

Wood Staining via. the Legacy System can now be used on wooden furniture items.

File Update

Gump Files updated for this release.


Notes

All currently crafted ROPE items will be deleted with this update; sorry.

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Sic
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Posts: 368
Character: Isidor Abendroth

Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Sic » December 5th, 2018, 4:51 am

At revision: 1428

- Bug fixing for townhouses that do not have doors not being refreshed properly.
- Caltdrops will no longer affect the dropper/user.
- Alterations to Vendor behavior.

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Sic
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Posts: 368
Character: Isidor Abendroth

Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Sic » December 5th, 2018, 8:43 pm

At revision: 1430

Specialty hair dyes added to Cosmetic vendors.
Donation system up and running.

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Sic
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Posts: 368
Character: Isidor Abendroth

Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Sic » December 6th, 2018, 12:37 am

At revision: 1433


- Issues with Throwing weapons resolved; throwing weapons should no longer randomly vanish at rare times.
- Drop behavior of throwing weapons changed; when being struck in close quarters while trying to use a throwing weapon, the "drop" debuff will place the weapon in the user's pack now vs. dropping it in the game world.
- Arcing Throw issues resolved.

- Perception ability browser bug fixed.
- Dual instances of butter in Cooking fixed.

- New method of handling target acquisition in Enraged Torrent added.

Rex
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Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Rex » December 8th, 2018, 6:19 am

At revision: 1435

- Nails are now craftable via Engineering
- SpellcraftKit is no longer an item you can research directly.

Rex
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Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Rex » December 10th, 2018, 2:50 pm

At revision: 1441

- Heavy Stone changes:
Heavy Stone is no longer stackable.
When Heavy Stone is created it will appear after 2 seconds on purpose, usually at your feet.
You may now Double click on heavy stone like you would on a geology harvest node and mine them directly to get Shaped Stone and also other materials.
"Other" materials only come from Heavy Stones from the caverns, and are location specific.
Shaped Stone is (or will be) removed from crafting menus.

Rex
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Posts: 252
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Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Rex » December 10th, 2018, 5:38 pm

At revision: 1442

- Ground Animal Remains now takes the proper Scales type
- The following items have had their difficulties lowered or adjusted to make crafting easier, especially from 0.
Board
LightYarn
HeavyYarn
Shaft
Shaft
Shaft
Shaft
Vinegar
TomatoSauce
BowlBeets
BowlBroccoli
BowlCauliflower
BowlTurnips
WoodenBowlCarrot
WoodenBowlCorn
WoodenBowlLettuce
WoodenBowlPea
PewterBowlOfPotatos
MixedVegetables
Vermin
Brushmeat
CopperIngot
CopperIngot
BoltOfCloth
BoltOfHeavyCloth
SpoolOfThread
SpoolOfThread
Bottle
EmptyVial
CuredRegularLeather
LeatherWrapping
LightLeatherPadding
MediumLeatherPadding
HeavyLeatherPadding
Waterskin
Pouch
Bag
Backpack
TinIngot
AxleGears
ClockParts
SextantParts
ClockRight
ClockLeft
Hinge
CuredSpinedLeather
IronIngot
CuredHornedLeather
SilverIngot
SilverIngot
Sextant
LeatherGorget
PaddedCloak
LeatherGloves
LeatherArms
LeatherBustierArms
GoldIngot
GoldIngot
NoxCrystal
CuredBarbedLeather
LeatherLegs
LeatherShorts
LeatherSkirt
CollatianHotPot
LeatherChest
FemaleLeatherChest
CompositeBow
MidlandsMeatloaf
OrnateAxe
DualShortAxes
WarAxe
DiamondMace
RadiantScimitar
SplintmailChest
SplintmailArms
SplintmailGloves
SplintmailGorget
ImmenseCloak
SplintmailLegs
FemalePlateChest
PlateChest
PlateArms
PlateGloves
PlateGorget
HeavyCloak
PlateLegs
HeavyCrossbow
RepeatingCrossbow
Yumi
LightRepeatingCrossbow
DecusianDuck
StuddedGloves
StuddedGorget
StuddedCloak
StuddedCap
StuddedArms
StuddedLegs
StuddedChest
StuddedBustierArms
FemaleStuddedChest
BoneHelm
BoneGloves
BoneArms
BoneLegs
BoneChest

- Corn now starts at -5 skill to start harvesting
- Kettle now can use 10 kindling or 1 log to boil water
- All craftables that used to use Heavy Stone adjusted to use Shaped Stone

Rex
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Posts: 252
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Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Rex » December 13th, 2018, 4:47 am

At revision: 1444

- Salt now weighs 0.125 down from 0.5 per.
- Shaped Stone is no longer craftable via Blacksmithy or Artisanry.
- Spellcrafting loot recipes will now have 1 use only.
- Successfully casting spell will have a low chance to raise Arcane Linguistics by a small amount above the minimum casting requirements of the spell. Whispering or Yelling the spell has a slightly higher upper range to the possible skill gain.
- All summoned weapons now use their normal melee use skills instead of the Arcana and Incantation to determine hit and defense rates.
- Mine Shafts that decay will not leave teleporters around.
- StakeClaims will now refresh the decay of the addons within the area by walking into the claim area or by clicking the claim area button within the menu.
- Splintmail Helm and Norse Helm now properly use the [conceal commands
- Using [lore on a Focused Morium with more then 80 Archmagic will return the proper result.
- Using [lore on a Morium with more then 80 General Arcana will return the proper result.
- Perception Beacons can be deleted by double clicking on them. Perception Beacons are those flashing items you see when using skills like [detect [reveal [Horticulture [agriculture and a few others.
- Lumberjacking directly on all the new trees and foliage now works.

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Sic
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Posts: 368
Character: Isidor Abendroth

Re: Shard Revision Tracking (Patches & Hotfixes)

Post by Sic » December 14th, 2018, 3:34 am

At Revision: 1448

Crafting Speed

- Tier III crafting has been normalized across all crafting disciplines. Time To Craft (TTC) has been reduced in some instances by 75%. Average TTC for Tier III crafting items is now 8 seconds (average time). (Alchemy T3, Glassblowing, Inscription, Jeweler, Masonry, Painting, Blacksmithing, Carpentry, Cooking, Trap Making, Tailoring, Leathercrafting, Engineering all included as "Tier III" craft skills).

- Tier II crafting has been normalized across all crafting disciplines. TTC has been reduced to an average time of 4 seconds. (Alchy Scales, Paint Making, Blacksmithy Tools, Carp Nails/Saws, Tailoring Cloth Making, Leather Tanning all included as "Tier II craft skills).

- Tier I crafting has been normalized across all crafting disciplines. TTC has been reduced to an average time of 2 seconds. (Alchemy Mortar & Pestle, Paper Making, Plant Grinding, Blacksmithy Tongs, Whiddling Knife, Yarn Making, Leather Curing all included as "Tier I craft skills"

Crafting Infusion

Infusion chances have been raised to the following levels:

Tier III Items: BASE chance raised from 60% to 70%; with all three perks, 100% chance for infusion gain upon creation of item.
Tier III Item Infusion Reward raised from 35 to 40. (50 at T3 Perk)

Tier II Items: BASE chance raised from 40% to 50%; with all three perks, 80% chance for infusion gain upon creation of item.
Tier II Item Infusion Reward raised from 10 to 15 (20 at T3 Perk)

Tier I Items: BASE chance raised from 20% to 30%; with all three perks, 60% chance for infusion gain upon creation of item.
Tier I Item Infusion Reward raised from 5 to 7 (10 at T3 Perk)

A new algorithm has been instituted for calculation of bulk Infusion gains from crafting. Bulk crafting of items that are eligible for any amount of Infusion will now calculate the chance of gaining Infusion on a count basis; that is, for each single item crafted in a bulk craft, a chance for gaining Infusion will be calculated individually vs. a singular check. Normal recipe bonuses and perk bonuses also apply to this situation. This change does not apply to items that are flagged as bestowing "additional final quantities", as these are not crafted items that are considered "bulk".

Alchemy

Alchemy Tier I: Vast majority of Alchemical base ingredients (T1) have been converted to "Use All Available Resources", allowing for the player to use all available resources in one craft.

Alchemy Tier II: All crafts converted to "Use All Available Resources".

Blacksmithing

Armor Hinge reduced to 0.5 stone weight. Item ID changed. Hinges now stackable.
Armor Pad reduced to 0.5 stone weight. Item ID changed. Armor Pads now stackable.

Carpentry

Carpentry Tier II: Arrows & Bolts raised to T2 reward.

Cooking

Vinegar lowered to 0.5 stone.

Tailoring

Tailoring Tier I: Light and Heavy yarn now bestow T1 Infusion.
Tailoring Tier II: All items raised to proper T2 Infusion gains. BoltOfCloth / BoltOfHeavyCloth now are "Use All Available Resources".
Cotton and Flax reduced to 0.5 stone per item.

Leathercrafting

Leathercrafting Tier 1: All hides set to T1 rewards and "Use All Available Resources".

Crafting Generally

- Tools can be used away from craft workbenches to browse craftable items. Maker's Mark options and the selection of craft bags can further be accessed away from workbenches. The crafting of items via. tools is still reliant on being in range of a Workbench.

- Repair Contracts can now be created by using the Repair crafting menu option on a Foundry Repair Writ.

- Apprentice level repair contract can be purchased in-game.

- Vendor spots have been opened on the 2nd floor of the craft hall.

- Bulk Resource Deposit Boxes are now available in Fort Praesidium. These can be found in the eastern warehouse. Characters with a pre-requisite amount of skill may rent these boxes on a weekly basis to store bulk resources and some Tier 1 craftables.

- Auction system has been activated and can be found around the Foundry HQ outside of Fort Praesidium.

Combat

Global infusion from hunting and PVE combat has been increased by 25% across all levels.

Triggering PVP traps via. proximity will not induce mortality; mortality chances exist for PVP crafted traps when placed on doors and containers.

Dodge and Parry now have new scaling algorithms for bonuses of their governing stat points at above 100 in these stats (current stat, not raw). Therefore, utilizing boosting agents, spells and otherwise to raise a governing stat like this above 100 (and even 120) will now yield escalating rewards to dodge/parry (roughly equating out to be 1% per 10 points above 100).

Misc.

Acquiring a Grandmastery Ability will now automatically set your skill value in said skill to 100.0 as to close a loophole with skill purchasing and acquisition of this skill.

Jump ability has been removed; players who had this ability have been refunded 15 Animus to the Bonus Animus pool, regardless of price paid (birthsigns, etc.)

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