NEW REVISION 958 IS LIVE!

Announcements of server updates, news, bug fixes, etc.
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Lillu
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NEW REVISION 958 IS LIVE!

Post#1 » Wed Aug 26, 2009 7:47 pm

We are upgraded to the newest 958 revision. Many changes are in, so please give us good feedback on anything that seems "unfamiliar". :)

This rev update brought us once again amazing improvements and possibilities for new and exciting content!

As always, I would like to thank Striat for his hard work on updates. All credits goes to him!

Custom Code from Striat

  • Healing Gift Mastery and Healing Adept Mastery is now supported.
  • Undead direct damage spells are now affected by general improved damage focus.
  • You can now inspect bots. To give a bot a no drop item, hold it on your cursor and use the #bot giveitem command
  • Added custom support for Secondary Forte. Should function as it does on live
  • Undead DD with focus
  • HoT,DoT,Spell Damage, Healing mods reimplemented. Custom rules for dire charm.
  • Custom rules for haste caps
  • Hp/mana regen exploit with bots fixed again
  • Bots share ooc hp regen rules with other mobs. This is being changed (Tuesday).
  • Bot Timers disabled in nektulosa
  • Bot timers are 60 seconds after a bot dies
  • Bot timers are 2 minutes when using #bot group remove
  • Bot Charm has been disabled
  • Bot lockpick has been disabled
  • Bots now are confined to sizes 3-9 when grow/shrink is used
  • Names - Creating bots or players with the same name has been disabled
  • Line of Sight on Bots adjusted - this will be fine tuned in the next release (probably tuesday)
  • Bots can hold aggro even when a player is in range (rogues/other melee benefit)
  • Trading should be good to go since everything is character based now
  • Trading augmented items is impossible

General REV958 update list

  • *BOTS* Fixed a bug that made bots ghost when moving.
  • *BOTS* Refactored some bots code and implemented a new feature. Players can now inspect bots and their equipment just like players inspect other players. Enjoy!
  • Minor fix for the new Maxlevel Scaling for NPCs to correct a HP issue if they have visible armor/weapons or buffs.
  • *BOTS* Cleaned up bot inventory code a little and fixed a bug that caused some items to display in incorrect slots in the inspection window.
  • *BOTS* Bot bards are now holding concerts for those willing to listen...
  • Tweaked Groups a little to allow a group to consist of both Bots and Clients, doesn't matter what order you invite either nor does it matter how many of each.
  • *BOTS* A client camping out or zoning will now auto camp out all their bots and clean up any group those bots may have been in.
  • Added #revoke support to /auction and UCS chat channels.
  • Added rule ChatKarmaGlobalChatLimit amount of karma needed to be able to chat in global channels below the minimum level and ChatGlobalChatLevelLimit. By default the level is 8 and the karma amount equal to 24 hours of /played time. Meaning that unchanged someone must be >= level 8 or have more than a day of played time before they can chat in global channels.
  • *BOTS* Fixed the bots illusion bug that caused a bots gender and race values to be changed to that of the illusion in the bots table.
  • *BOTS* Added new bots command, "#bot giveitem". This command lets you give a NO DROP, NO TRADE item to your bot as long as its on your cursor.
  • *BOTS* Added new commands, "#bot camp" and "#bot camp all". The first orders your bots to camp out if you target them. The second orders all bots you own to camp out, no need to target each.
  • *BOTS* Fixed a bug caused by using #bot giveitem that didn't update the client that the iyem that was on the cursor is now gone.
  • *BOTS* Fixed a bug that crash the client when trading with a bot.
  • *BOTS* More code refactoring.
  • *BOTS* Bots now appear as another client player to your client. This will lead to using your UI to perform operations like group invites/disbands and the raid UI. Perhaps even guilding your bot! (Thanks Trev for your assistance!)
  • Fixed a bug that negatively impacted BOTS when the NPC scaling logic was introduced. This caused bots to spawn as outrageously large levels, like level 185!
  • *BOTS* Bots can now be invited and disbanded from your group by simply using the group "Invite" and "Disband" buttons from the client's UI.
  • *BOTS* Tweak to the bots total play time calculation to make it more accurate.
  • Pets will now be amiable to their owners, indifferent to all else.
  • Casting an invis spell on a player that already has a similar type invis spell will no
    longer drop the existing buff.
  • Corrected message string for heal spells.
  • Added rule to determine at what HP a fleeing NPC will halt due to being snared.
  • Implemented 4 additional abstract methods in the mob object, HasRaid(), HasGroup(), GetRaid(), GetGroup(). These will be implemented as common interfaces by any class deriving from Mob.
  • *BOTS* Tweaked bot logic so group channnel doesnt get spammed with every swing.
  • Corrected the Attack Rating portion of #showstats and #mystats
  • *BOTS* Commented out code that let bots use the groups chat channel until I can fix I bug I found that causes bots to have their targets repeatedly reset to null values and back to their attacker while in combat.
  • *BOTS* Significantly modified the bots table. Removed several unnecessary columns and changed many interger columns to accept signed values. Added new columns to track dates and times for bots.
  • *BOTS* Slowed bot runspeed to a more reasonable default value.
  • *BOTS* Bots will now depop instead of being murdered to go away.
  • Only a Client object will try to update its group id in the database when a group member is removed from the group.
  • *BOTS* Bots will now record their total play time.
  • Modified GroupAddMember() to be more bots friendly and removed specific bot code to do the same thing.
  • *BOTS* Modified the IsBotAttackAllowed() method to prevent a bot wizard's familiar from attacking.
  • *BOTS* More code refactoring. Bots will now use group message channel to communicate with the group (idea being bots may eventually be in a different zone than the group and/or client).
  • Bots will now call the database a lot less regarding their inventory. They can get info about their inventory from memory during runtime.
  • Bots appearance like face, hair, etc is now persisted to the database and used during runtime.
  • (Taurinus) Tweaked the way bots calculate their AA's so the code isn't as long and is easier to read.
  • A bot getting aggro will aggro its group members for them to come to the bots defense.
  • Fixed a bug that broke cash handins with NPC's.
  • Fixed a bug that reversed a riposte attack's target.
  • Skills can no longer pass the cap from initial training (specifically bard meditate)
  • AGI Penalty for being encumbered now matches the Titanium client. The old formula was much higher than the client was reporting.
  • The scribespells commands/quest functions should no longer overwrite existing spells & will use only unused book slots.
  • Combat range will now check the z axis as well.
  • Added a much more accurate but slower Hazard Detection algorithm for #path process that will calculate water and very spikey terrain between two points, other instances of PathManagerNoHazards untouched.
  • Fixed memory leak in /who all processing.
  • Corrected/Updated some minor size stuff with illusions and player races.
  • Spells cast from items now reduce the charges before creating spell effects (stops loregroup conflict with Gloves/Hammer of Infuse)
  • Changed weight in the client class to uint32 from int16 since the client uses 32 bits for the weight. This should prevent it from overflowing.
  • Corrected Packrat from 10% per level to 1% per level per the Titanium client. It also now affects coin weight (also 1% per level) per the Titanium client.
  • Reimplemented pet hate scaling.
  • Upped default monk melee damage, halved default monk special attack damage by a little over half.
  • SoF - Added workaround for disconnection on death for now.
  • Fixed BOTS so the bot doesn't warp to its owner.
  • All commands for the BOTS system can be tested now except for bot raiding and bot group raiding.
  • Fix for fear not wearing off properly.
  • Small tweaks to npc spell ai.
  • Clients are no longer immune to charm.
  • Added rule ArcheryBaseDamageBonus to allow easy adjustments to archery base damage
  • Lowered aggro backstabs generates by roughly 2/3 for a high level rogue, probably a bit less for a low level rogue.
  • Backstab will now use the backstab damage field from items instead of weapon damage.
  • Mobs will prefer targets who are not feared to targets who are feared when selecting new targets.
  • Fear will now cause PCs to run instead of just be stunned, beware.
  • Fix for mobs getting stuck if their path between waypoints attempts to take them 'under the world'.
  • Added slow migitation. Set npc_types.slow_mitigation with the portion of slow you want mitigated 0 = 0%, 1 = 100%, .5 = 50%, etc.
  • NPCs will no longer try to base their attack speed off weapons they're using, the code wasn't working anyway.
  • Lowered monk kick damage and damage table bonuses but added rules to govern this damage so they can be boosted up for any servers that want.
  • Fix for AA reuse timer text.
  • Redid inner workings of rampage a bit to be more efficient memory wise and to hold an unlimited number of rampage targets instead of capping at 20.
  • Made ranged combat stuff virtual so I can implement npc ranged attacks tomorrow.
  • Berserker NPCs will now frenzy instead of kick.
  • Repop force was broken when we went to the instancing system, it has now been fixed.
  • Added NPC code 'd' to make npcs be able to see through feign death attempts. (mostly implemented, still have to look into aggroing people who are feigned by proximity)
  • Fix for mobs in pathing enabled zones fleeing at low health at full run speed.
  • Starting cities are now tracked for newly created characters.
  • Enabled the /setstartcity command for characters without a start city assigned.
  • Petitions will assign id based on character id instead of this stupid desyncing junk.
  • Max NPC name length increased to 50 characters up from 30.
  • Save on zone success will now commit immediately instead of possibly delaying. Hopefully will help with some of the situations where people zone to bad locations.
  • New rule NPCSmartLastFightingDelayMoving. When true (default), if a mob is already wandering home during a FD pull and the puller stands up and then FD again, the mob's timer to return home will not reset, but instead will return home immediately. The timer will be reset if the mob forgets about the FD puller.
  • Pets no longer get client war/berserker crit bonuses.
  • Specialization should now never increase the amount of mana it takes to cast a spell.
  • Fix for mana preservation focus not functioning correctly.
  • Fix for duration enhancement focus effects not affecting detrimental spells.
  • Fix for summoning focus not reducing the cast time of nec/beast pets serverside.
  • Insufficient mana serverside check will now be before any modifiers instead of after, if you don't have enough mana in your mana pool to cast a spell after modifiers but do before modifiers the spell will cost your entire mana pool.
  • More changes to archery damage.
  • Size is now identified in the illusion struct for SoF and Titanium.
  • Implemented quiver haste.
  • Change to ranger stationary archery bonus. (Re Nerfed)
  • Adjusted high level ranger archery hate.
  • Fix for hybrids not getting mana reduction effects.
  • /surname changes

User avatar
Tyler
Posts: 4365

Re: NEW REVISION 958 IS LIVE!

Post#2 » Wed Aug 26, 2009 8:26 pm

Cleaned up the mess that Lillu calls a patch message :)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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