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Author Topic: New Version Online  (Read 3066 times)

Leanthar

RE: New Version Online
« Reply #20 on: November 13, 2004, 11:36:00 am »
As of 11:45 am PST
  I have gone through and adjusted the prices of everything that has been reported to be incorrect so far.  I think I have all of those reported and a few that were not.  I tried to get them as close as possible, not sure if I can do much more on some of them.  The gem setters may be incorrectly priced still but I need to speak to Forsettii about that first.  A few other things looked a little odd to me but I need to speak to both Forsettii and Ghost before touching them.  This version should have prices a lot better on most of the items.  I need you guys/gals to continue to report things that are way off (not just a little off).  Thank you and I'm sorry for the hassle of the prices during the change over, it will take some time to get them right.
 

Leanthar

RE: New Version Online
« Reply #21 on: November 13, 2004, 02:23:00 pm »
As of 2:30pm PST
  This is the last update today.  Sorry for doing this on a Saturday but I figured it was best to try and get things back to close to normal for items.  I think I have them all this time, but then I thought I did last time.  Thanks for your posts Morvis, they helped a lot.
  I am also taking this opportunity to update NWNX/APS, I thought I was running the latest but I'm not.  I would like to thank Orth for helping out with this and other SQL improvements, much much appreciated.
  I think things will be back to normal after this update, at least I hope.  If not we will get them on the next update but I doubt that will be this weekend.
 

Leanthar

RE: New Version Online
« Reply #22 on: November 18, 2004, 10:50:00 am »
As of 11am PST (11/18/2004)
  + A few vendor changes
  + Some code changes, nothing overly major
  + Spellgard is on the west (tks Qui_z).  It is NOT finished at all (vendors etc. etc.) but it is at least rechable
  + Added more plot areas on west and east.  Ready for the weekend plot quest finally.
  + Lots of additions and changes to East server (getting closer now)
 

Leanthar

RE: New Version Online
« Reply #23 on: November 19, 2004, 03:55:00 pm »
As of some time this afternoon (after the current quest is completed), 11/19/2004
  + Found a MAJOR memory leak and I think it may be fixed now.  We will see tonight when we have more people on.  Thank you to Orth for helping me find this beast. + Graveyard Dirt is now placed.  Sorry all, somehow I missed getting it placed.  It is placed now on West and Central. + Ships will now travel to the Forsaken Island (Central Server) and Voltrex (east server--though the east server is still down for a bit). + Another update for the plot quest this weekend + A quest exploit should be fixed.  A note on this exploit.  I know of two other people that exploited this quest bug (but I have no proof lucky for the both of you)--but you are now being watched.  I do not tolerate, in any way shape or form, exploits of this nature.  It shows a total lack of respect for the world, other players, and the community as a whole.  I don't want people of that kind on this server.  Exploiting is a bannable offense.
 

Leanthar

RE: New Version Online
« Reply #24 on: November 24, 2004, 05:17:00 pm »
New Version Online as of 5:20pm PST on 11/24/2004
   

+ Ress/Raise should now take the correct XP from caster when target does not have a soul stone. + Made the soul stone slightly cheaper to purchase as well as the level requirement on it is lower. + Fixed a few uncraftable CNR items (chain stuff mainly). + Flame Weapon is now at level 3 when crafting it—it was bugged and was being crafted at 17th level. + Fixed an issue with a longbow that was marked as Elf only. + A few other bugs and tweaks, including a few area encounters and placements.
+ A few dungeons have been modified and are ready to go on East (tks ozy). + Imported more creatures in to all three modules (tks Juste). + Made another major change in the attempt to control the lag and lag spikes.  I am thinking that for the most part the lag spikes caused by save/update code routines should be gone.  I have changed the way characters are saved and the way the web is updated to not be in a long while loop but rather it is fired off by the individual PC itself.  Lets see how this works, it should but I don’t know for sure.
Thank you to Orth for helping me find a few issues as well as his continued support on SQL.
   
 

Leanthar

RE: New Version Online
« Reply #25 on: December 10, 2004, 12:27:00 pm »
New Version Online as of 12:35pm PST, 12/10/2004
 
  This is a pretty major update today so bare with me if we have a few bumps that I need to work out this afternoon and/or if I have to revert back to an older version for the weekend.  + Further lag optimization.  This is a major one as some important code was touched. + Jumping to other servers should not put you in the wrong location now.  This is another major one as once again some important code was touched.  I hope I did not mess anything up. + Creatures have been updated and more balanced for all servers.  Thank you Pankoki + Casting creatures of higher than 6th level now have a chance to spawn with spells already casted on them (buffed etc.).  Beware + Many areas have been further balanced (especially on the central server).  Beware + A few dungeons have been updated. Beware.  Thank you Ozy + Frindahl Fortress (central server) has been further balanced to meet with the central server levels (ie.  Made easier) + An exploit in one of our core systems should now be fixed. + You must now have the use poison feat in order to apply poison to an item now.  It was being abused before so I went this path. + All normal racial NPC’s made are now in all modules + Some potions were removed from stores.  Players can still make them. + Divine Power no longer gives extra attacks when casted.  However all other bonuses from this spell (which is a lot) remain as they were before.  If this spell is not balanced after this I will degrade the other bonuses slightly.  I think this may be enough though. + Stoneskin is now fixed.  Before it would not do more than +1, now it does. + Some epic spells will now feed on the casters lifeforce as per PnP rules.  For some reason Bioware had this turned off, this is now turned back on. + Adjusted nugget to ingot crafting/conversion costs on some minerals. + Some resources are now better protected. + Housing Furniture (placeables) now have better names and descriptions.  Turn your current furniture in to a deed and then replace the deed to see the updates.  Thank you Rhizome. + Lots of other various bugs have been fixed. + All known Quest GM items, npc’s, and creatures are in—at least that I know of at this time. + A few CNR fixes. + CNR Additions:  Here we go. J
  + Silver Enhancements and Titanium Enhancements are back in (under alchemy): Silver gives weapons bonus damage to Undead and Shapechangers, Titanium gives weapons bonus damage to Outsiders and Elementals. + 36 new items are now in CNR.  I went through the race/class thread and took out what I could then adjusted a few to make them more balanced for Layonara.  Not all are in but quite a lot are, here they are:    Cloak of Mystery, Mirror of True Reflection, Staff of Elements, Claws of the Lich, Circlet of the Confidante, Belt of the Battle Mage, Cloak of Transmutation, Staff of Contingent Summons, Noble Suit of Comfort, Royal Ball Gown, Coat of Arms +1, Blad eof the Dragonslayer, Garb of the Made Man, Dwarven Throwing Axe, Hood of Shadows, Boots of the arachnea, Staff of Taming, Staff of the Badger, Staff of the Woods, Staff of the Sun, Staff of the Oak Heart, Staff of the Forest, Black Staff of Balance, Gloves of Mischief, Gloves of the Tiger, Boots of the Tiger, Bow of Close Range, Gnomish Repeating Crossbow, Club of Bloodiness, Shoes of the Swift, Leather of the Ogre, Gnomish Lenses, Bane of the Orc, Orcish Dwarf Razor, Orcish Bane of the Elf, Helm of the Guard


A special thanks to Pankoki on this update.  He helped me out a lot on the creatures and the CNR updates. 
     
 

Leanthar

RE: New Version Online
« Reply #26 on: December 16, 2004, 04:01:00 pm »
New Version Online as of 4:05pm PST (12/16/2004)
   

Servers are now at version 1.65 so go update your client before logging in.  There is also a hak pak and tlk update, please download LAYOV2_2DA_V7.RAR and Layonara_v5 (TLK file) under Downloads/Latest Files (above).    Another fairly large update on this one.  I have received a lot of help from Orth, G-452, Aryn and Dwyvyrn this week, thank you to each of you.
   

+  There is now a Remembering Orb at the temple and nature stores.  Use the Orb to save the location of your character.  It is not required but many players wanted an item to be able to do this so that they did not need to rest. + Gem and Wand of Camouflage is now craftable + Silver IV and Titanium IV is now craftable + Dwarven Throwing Axes and CNR arrows should now stack when they are crafted.  Please let me know if this is indeed fixed.
+ There are now more drinks that are craftable and they should be working with the hunger/thirst system + All traps are craftable again.  I tried to make the recipes balanced but at the same time require a good amount of resources for higher level traps.  Traps used to be heavily exploited and I hope that does not happen again or I will remove them permanently. + A few other CNR fixes + I have in place the beginning of a new travel system that I think adds realism as well as makes sense.  I need feedback on these systems.  Let me know if they are okay or if they are worth the effort etc.  Only a few areas have them in place and to put them in other places it will take about two full days of work.  If they are liked and/or it is worth the effort I will put them in other places (ie the rest of the world).
++ Road Travel System – This system in only in place around the Hlint areas.  What it does is increase your travel rate when you are on a road.
++ Swamp Travel System – This system is only in place in The High Moors.  What it does is decrease your travel rate when you are in the waters and mud.
+ Jumping to Areas and/or servers should now be a little more reliable (I hope) + Made a few more memory optimizations + A few dialog updates

 

Leanthar

RE: New Version Online
« Reply #27 on: December 17, 2004, 03:02:00 pm »
New Version Online
   

Just a small patch/fix type version.
   

+ Remembering orb should now work. + Fixed a few quest drops problems. + Adjusted the travel system due to some feedback. + Added some armor for future use in cnr and quest rewards, thank you Dwyvyrn. + Ever so slightly adjusted high and unique loot drops.
 

Leanthar

RE: New Version Online
« Reply #28 on: December 18, 2004, 10:58:00 am »
New Version Online
  I had to revert us back to Layonara_v4 of the TLK file.  If you deleted it before then please make sure you download it again, if you did not delete it then you are fine with the file that you have.
  + Imported Gnomish Machine + Fixed brewerskeg receipes + a few other minor fixes that I am drawing a blank on
 

Leanthar

RE: New Version Online
« Reply #29 on: December 30, 2004, 10:26:00 am »
New Version Online as of 10:30am PST, 12/30/2004

  This is a major update so please read through the changes.  I would like to thank Orth, Pankoki, Aryn, Ozy, Qui_z, and G-452 for their help over the past few weeks.  With their assistance this turned out to be a significant final update of the year. 

   I also want to thank Ghost and Forsettii for all of their help with V2 over the past year, without you two this would NEVER have happened.  It is on this day that Forsettii and I started work on this massive V2 project—Ghost joined us a few months later—thank you to both of you. ---------------------------------------------------------------------------------------------------------------------------------
  Healing Kits and Cure/Heal Potions are no longer the nwn defaults.  I had to change healing kits due to various issues, one of them being that it was not even remotely close to PnP and that they were being abused to a degree.  But to change the healing kits I also had to change the way cure and heal potions worked.  This has been done and tested.  Why did I have to change the healing kits you ask?  1)  They could be used in combat and basically nullify the use of potions and such—that is just silly.  2)  They did additional healing (10 or 20) depending on the situation (combat or not combat) and it did not relate to your characters skill at all, it was just additional healing—no idea why Bioware went that route but they did.  3)  In PnP they are much more limited than they are even now (after this change) and I needed to bring them to be a little closer at least.  4)  And all of this was hardcoded in to the system and will not allow us to change the default behavior—sadly.  Why did I have to change Cure/Heal potions you ask?  Basically with healing kits not being able to be used in combat any longer characters needed a way to be able to heal other characters in game.  The normal potions do not allow this (for some strange hard coded reason) so I had to go around the system yet again in order to make it so that potions of this type can be used for the reason that they are intended to be used.  Later I may do a hak pak update in order to change their graphics but I did not think it was necessary at this point in time.  Healing Kits may now only be used when not in combat, you must also be standing close to your target.  When they are used you must make a check (D20+Healskill+healkitbonus VS DC 15).  If that is passed then the target is cured of all poison and disease as well as healed the same amount of your healskill+healkitbonus.  So if you are using a healingkit +3 and your heal skill is 8 you would heal your target for 11 points.  The new healing kits have a max stack size of 7.  Potions of Curing and Healing now require you to click on a target in order to heal them, before they were self use only.  Cure Light does 1d8+1, Cure Moderate does 1d10+1, Cure Serious does 2d8+2, Cure Critical does 3d8+3, Heal does 30-100 points of healing.  The new potions have a max stack size of 7.

  Your current heal/cure potions and heal kits will still work as before, but they will no longer be available in stores nor are they craftable.


  We have made a sweeping change to crafted armor.  We have made it so that there is a lot more variety on the mid to higher levels, as well as making them better overall.  Sadly, due to the way NWN bases things some of the level reqs have changed—but it also means the armor has gotten better overall, with more options through all of the materials and armor pieces.

  The following is a breakdown based on fullplate of each type (chain etc. are not the same reqs but they have also been improved/modified).  There are relatively few changes in those first two categories SPECIFICALLY to keep the reqs down and manageable for the players.  Here are the fullplate level reqs by type:
Copper 5  Bronze 9  Iron 12  Platinum 15  Adamantium 18  Cobalt 21  Mithril 28  Enchanted Mithril 36   I know this looks like a major impact at first glance but we have tried to make this as minimal as possible and yet still allow variety and better armor overall, as well as allow a good scale from type to type. We did not adjust the level reqs via hak paks or anything like that but by adjusting how good they are for your characters their values went up which caused the level req. to go up because NWN bases it off of GP value.  Please be aware that your current equipment and anything already crafted has the old values and thusly can still be used at their old level req.  We did not touch the weapons, this affects only armor.
------------------------------------------------------------------------------------------------------------------------------------
Another major thing that we have to do is to balance things out with spells so that in an online world things make a little more sense.  On top of that Layonara is a low/mid level magic world and out of the box NWN is set to work for high magic worlds (ultra high in my humble opinion).  As such from time to time I have to adjust spells.  I do not do this to pick on any person or any class, I call them as I see them and I tend to get input from  people before doing it.  + Blade Barrier now does a max of 15d6 damage as per PnP rules (it was 20d6) + Firestorm now does pure fire damage (the damage output has not been adjusted).  It used to be ½ fire and ½ divine.  In PnP rules it is pure fire and I have adjusted it as such. + Both Darkfire and Flameweapon are not PnP spells and they completely throw the balance of things out the window, they were put in to NWN in order to help balance things for a single player campaign.  I almost got rid of the spells completely but decided against that after some input from the team as well as a few players.  These spells now do a max bonus of 1d4+4 and you get the +’s once ever 5 spell casting levels.  So if you are a level 10 caster casting this it will do 1d4+2 points of bonus.  This is more in line with our crafting system as well as keeping with the idea of a low/mid magic world. + Magic Vestment now gives a bonus of +1 for every 7 caster levels.  We had adjusted it to every 5 caster levels but since this spell stacks on shields and armor alike it was still too unbalancing.  So even at level 14 you will still have +4 to your AC because we all know it is casted on both the armor and shields for the most part. In PnP this spell does not stack with armor and shields, it is either or—not both.  This stacking problem is a pretty major flaw in the NWN system and if things that were not supposed to stack didn’t stack then we would not have such a difficult balancing job.


+ PK Tracking is now in place and working.    ++ Players get booted after 3 PKs in 24 hours (griefers)     ++ Players get booted after 5 Party PKs in 48 hours.  Mistakes happen but if you are careless enough to kill this often then perhaps you do not belong here.     ++ Players get historical PK count which boots after 10 PKs (more for GM reference)     ++ PCs will not get a token if PKed     ++ PKs are counted for spells, summons and traps set by players.



+ There are a few adjustments to healing kit recipes. + Both of these have now been updated in the crafting system as well as the vendors.  Prices have been dropped on both, especially the heal kits. + You can still use the old heal kits and potions but they can not be purchased and/or crafted any longer. + You can now craft a Spool of Thread +  Tailoring items now require a Spool of Thread +  There was a typo in the reinforced clothing recipe and it has been fixed/adjusted + NPC’s should no longer cross area boundaries + Server Status page should now show our custom PRC’s + Graves will now have the names of the owners on them if that person is logged in to the game + Tweaked server areas on west and central servers
+ Changed the recipe for Ultravison item to actually require ultravision type items + Fixed two Skald PrC bugs + There is a new shop (player run and paid for by the guild) in Hlint, Eastside.  It will be open when the players open it. + A few food crafting levels have been adjusted + There are now about a dozen more food items that can be crafted + Adjusted the drinks that are crafted so that they work with the hunger/thirst system.  Sorry for the bug before but it should be working now. + Elves will no longer snore when sleeping + You can no longer get a death token when killed by a DM or DM Possessed creature + DM’s can now speak to other DM via the DM channel across servers.  We are still working on a user friendly system for players to be able to communicate across servers.  You activate the DM Voice Widget on yourself then on the DM channel you'd type for example:   .cs Hey Pan, the groups about ready to head to Central, you got everything setup there?      As like other voice things, you need to be visible (Appear) for it to work. No way around that unfortunately. + Malar’s are not slightly rarer as well as a tougher fight + Various other creatures have been updated in combat prowess + Various other creatures have been reduced in number or moved to a more dangerous location (or both) + A few crafting houses have been rebuilt due to character donations and efforts + A lot of other various fixes


+++ And last but certainly not least, the EAST Server is now open for business.  Come one; come all to your death. J  I do have more work to do on this server but at this time it is close enough and is now open.
 

Leanthar

RE: New Version Online
« Reply #30 on: January 05, 2005, 04:48:00 pm »
New Version Online as of 4:55pm PST, 1/5/2005
   
  + Potions of target (the new ones) have been adjusted to no longer do random rolls.  I decided that since in the online world we fight 1000’s of more creatures than in PnP that a random roll was not very good.  Therefore this is what they will do with this update:  Cure Light Wounds (Target) = 7 HP’s healed Cure Moderate Wounds (Target) = 15 HP’s healed Cure Serious Wounds (Target) = 24 HP’s healed Cure Critical Wounds (Target) = 35 HP’s healed Heal (Target) = 110 HP’s healed
 
+ You can once again craft the above standard (nwn potions) as well.  This will help solve the problem where people want to just hot button it or to use it while polymorphed etc.  I can not adjust their prices so it is the best solution I can do.  But you need to use the "target" potions to heal/aid your party members. + The recipe for the heal potion has been adjusted to be easier to craft. + You should now be able to cast the spells that did not previously work on our custom weapons.  We think this is fixed.  (tks Orth). + The swamp travel system has been fixed.  As well if you have the feat Woodland Stride you will not be affected by the swamp travel system (ie. you will move at normal rates). + Malar’s are no longer on the West Server. + Sandpaper can now be crafted. + Sandpaper is now a recipe for many of the wood crafted items—though not all. + You can now craft Lucinda’s Gift as well as Greater Scribing Parchment. + Lucinda’s Gift and Great Scribing Parchment are now required for Scrolls of 7th – 9th level. + Fixed a few other transition and minor bugs.
 

Leanthar

RE: New Version Online
« Reply #31 on: January 06, 2005, 11:51:00 am »
New Version Online as of 11:55am PST, 1/6/2005
  + Sawdust can now be crafted. + Fixed a few minor problems that needed to be done.
  Sorry for the restart.  
 

Leanthar

RE: New Version Online
« Reply #32 on: January 21, 2005, 04:56:00 pm »
New Version Online as of 5pm PST, 1/21/2005
  I want to first thank the new Project Team, you guys are doing great.  We are really starting to click and a lot of things are being worked on and completed.  A big thank you to Orth, Aryn, and G-452 for a lot of work over this update.
    This is a major update and it also means a large amount of downloading again for everybody.  It had to be done to fix a mistake that I had did about eight months ago as well as to bring you all of the cool stuff that is in this new version.
      Download these files from the Download Page: layov2_2da_v8.rar (210 KBytes - 1/21/2005) (all of the new customization stuff and more) layov2_art_v3.rar (24.7 MBytes - 1/21/2005) (all of the new customization stuff and more) layov2_crea_v1.rar (65.8 MBytes - 1/19/2005)  (this file is needed to fix the deity shield problem--sorry for making you download this beast again).  If you do not want to download it that is okay but you will not have a few shields (deity shields) that you can make and/or equip.  But if you do not download it the game will still work.  I strongly urge you to download it though. layonara_v5.rar (190 KBytes - 10/14/2004)  (you need to download this new tlk file as well...remember put it in your tlk directory).
  Okay now on to the updates:
 
  + Customization for characters should now be fully functional as I wanted it to be many months ago.  Lots of cool new customization options. + All Shields (including deity shields) can now be customized without error (we hope), you MUST have downloaded the layov2_crea_v1.rar file above for this to work properly as well as to view the shields properly that others have equipped.  I urge you to download it. + You now need a Weapon Kit to modify weapons and a Shield Kit to modify shields, you do not need dyes and such for these two modifications.  You still need dyes for Cloth, Helms, Leather, Metal Armor.  The kits are on the crafting vendors. + All Hide, Leather, and Studded Leather has been updated to better fit with the world and character needs.  It was badly needed and is now done, everything is also craftable with these new items.  There are also an additional 12 armor pieces (4 of each type) that can be crafted.  This modification of items did cause their level restrictions to be raised due to the way NWN handles level restrictions equating to gold piece value.  But they are also far more useful and versatile.  All current equipment is still at their current level restrictions and can still be worn, only the newly created stuff falls in to the new level restrictions (but that is because the items are quite a bit better in many places). + With the arrival of Blood’s forces it seems they have also introduced a new card game to the general populace, and it is spreading like wildfire.  It is called “Demon Cards” and the Wild Surge Inn offers the game at this time—I will put it on the other servers if the game is liked enough.  Have you ever played Magic the Gathering?  If so you will like this game.  Later, and again if it is liked enough, I will probably put cards on creature drops—but it all depends.  I will quite likely be adjusting the prices of cards and such as we go along so please keep that in mind if/when I do adjust prices.  Click here to see a basic breakdown of the Demon Card Game.  http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=9459&posts=1#M52865  + Furniture in houses will now have their Orientation (facing), when the furniture tool is used, saved across server reboots.  Finally. J + The time system should now be far more reliable and as such we will start researching/working on systems that rely heavily on time. +  Most of the CNR resources that are found on the West Server can now also be found on the Central Server. + There is now a stable in Arable (East Server) + Various CNR Fixes + Various Area tweaks across all servers + Quite a few other Miscellaneous bugs are fixed
     
 

orth

RE: New Version Online
« Reply #33 on: January 29, 2005, 01:33:00 am »
Leanthar's words:

New Version Online

A fairly good update once again.  You need to get some new hak paks as well.  Thank you to the Project Team, Orth, Ozy, and Adam Miller.

Layov2_2da_v9.rar and Layov2_art_v4.rar must be downloaded in order to get back in to the game.  I have also updated layov2_misc_v1.rar but you do not need to download it unless you want to.  I removed a conflicting head from that hak pak and you will still have problems unless you get that file, I urge you to do it but it is not required.

+ Demon Cards has had a lot of work put in to it and most of the known bugs are now fixed.  As well as you can now become a spectator in a game and also place bets on a game.  Adam Miller should be commended as he spent a full week on this project and he does not even play here.  I thank him very much.
+ Arrows and Bolts are now fully craftable, all missing recipes are in place.  There are a lot more options now.
Port Hampshire has been heavily reworked and should feel a little more like a city. Leilon has been touched up.
+ All customization bugs should be fixed.  We have also added yet more customization options.  What we have now is probably the best it will be for a while (bugs—if there are some—and all) as we need to move on to other projects.
+ More creatures have been added (horse drawn wagons and a surprise for a future update on a subrace).
+ Lens of Pricing now gives the Level Restriction of an item.
+ Sawdust mixup is now fixed.
+ Fishing line bug is fixed.
+ Flawed gems are now fixed.
+ Various typos are fixed.
+ CS System is updated to keep a loop from happening.
+ Increased the drop rate slightly on items across the board.
+ Increased the gold piece drop on Mid/Higher level creatures.
+ Thieves tools can now be crafted.
+ Fishing pole can now be crafted.
+ Polymorphed players won't lose their item stats bonuses due to autosave
+ A few more CNR additions and modifications.
 

orth

RE: New Version Online
« Reply #34 on: January 29, 2005, 04:44:00 pm »
As of 4:30PM PST.

-Crates and Chests are now functional once more.
 

orth

RE: New Version Online
« Reply #35 on: February 01, 2005, 12:18:00 am »
As of 2/1/5 12:15AM PST

-Dram and other Small Town Tailor vendors heads back to normal
-Shadow Shield, Greater Sanctuary, and Mass Heal can now be scribed
-silver/stirge arrows have been removed
-Wands have been fixed, please download the latest layov2_2da_v9.rar if you need em
-Port Hampshire fixes
-Halfling heads fixed as of previous update
-GM Possessed Creature Kills no longer adding to GM's PKCOUNT (Pankoki has been booted from the server)
 

orth

RE: New Version Online
« Reply #36 on: February 04, 2005, 06:15:00 am »
As of 2/4/5 6:15AM PST

- removed cnr mortar scripts and placeables
- removed mail scripts, dialogs and creatures
- fixed lens pricing level requirement bug
- updated new demon cards
- removed arena scripts, dialogs, creatures, placeables
- removed pgs scripts, dialogs
- removed port hampshire areas no longer used
- added travel system for road on Lake Ibnoune
- removed npc raise res scripts and dialogs
- removed gem appraiser dialog (healers do this now)
- implemented cold system again
- completely started new with cached scripts and added scripts that were most resource heavy based on profiler feedback
- added trash can to card emporium
- gm possessed creature kills affect raise/res/respawn xp loss
- removed debug information logging to logs for spell components
- fixed arrow/bolt stacking problem and certain arrows being unable to go into containers
- couches/cookpots/cots now work
- can place items in 'empty bookshelves'
- The Voice will now work with invisible people
- wandering madmen do not wander so far
- duelist precise strike causing invalid char hopefully fixed
- recipe fix for cnr adamantium clothing
- summons durations and creature updates
- new summons for Ilsare, tweaks of others (thanks Pankoki)
- new Gate functionality, alignment determines gate, works cool (thanks Pankoki)
- animate/create/create greater undead duration changes
- lowered Bless Weapon duration to 1 Turn a caster level instead of 2
- log every death,who killed them, the location they died, level and whether they got a token to the db
- fixed typo in tortured lands name
- fixed encounter with bugbears in temple of the thousand eyes
- complete precise synchronization of scripts, conversations, items, placeables, merchants, creatures, encounters between all modules
- lowered shield and weapon kit prices
- xp loss slightly raised for summons in party
 

orth

RE: New Version Online
« Reply #37 on: February 09, 2005, 01:59:00 am »
As of 2AM PST.

- fix ilsare level 4 summon
- typos in Crimson Eagles' Statue
- typos on Gate to Goblin Wastelands
- typos in Erag's conversation
- more caching tweaks with profiler information
- fixed getting DMFI encounter wand every login
- foraging/entertaining cleaned up
- fix ancient dire bear
- new on_client_enter
  - complete new setup of actions in the oce - firing in order they way we want them to
  - system waits for areas to load before executing activity (this may fix crash bug!)
  - subraces now fire after everything else is done (should fix subraces not loading all the time)
  - added automatic animal ear creation for druids and rangers who don't have those classes as their first class
  - added automatic animal ear creation for clerics with the animal domain
  - oxen don't come if you logged off/crashed dead
  - removed message about too many items
  - if you logged out/crashed while dead, once you respawn/res/raise you'll have to relog for subrace adjustments
  - auto portal from forest of summons should work every time (no more need for the emergency teleporter) Note: The first time you login will most likely leave you in forest of summons, it should work from then on
  - dynamic welcome message can be altered on the db
- new on_client_leave
- updated loot drop system
- updated some east creatures
- updated some east areas
- updates some west areas
- added Amidships
- removed chair decor deed
- engagement/wedding rings
 

orth

RE: New Version Online
« Reply #38 on: February 10, 2005, 06:54:00 am »
As of 7AM PST

- fixed all ancient dire bear issues hopefully
- save character on pray at grave
- more login tweaks
- area updates
- creature updates
- demon card updates
 

orth

RE: New Version Online
« Reply #39 on: February 11, 2005, 11:20:00 am »
Version 335 AS of 11AM PST

- fixed entropic shield infusing
- removed waitresses and jokers
- fixed deer pathfinding
- fixed demon card placeables
- drunks don't do drunken things as much (20% of the time now, was 60% of the time)
- save loc on on_client_leave
- more cached scripts tweaking based on profiler info
- fixed not going to last rest location over module upgrades. ( This means after the first time you login into the Forest of Summons after an upgrade the portal would never work, now it does.  It won't the first time you login to this new version, but every version hereafter)