Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Voxpire

#46
Shard Changes / Publish 49.5
November 21, 2013, 07:08:07 AM
Changes - Publish 49.5
13th NOV, 2013



- Added new imbuable attribute, Accuracy, which allows you to strike for additional damage based on target's weakest armor.
- Removed archery changes for using wrestling when target is too close or you run out of ammo.
- Fixed issue with Evasion and Perception breaking stealth.
- Perception now cancels out Evasion, if you have 10% evasion and a target within range has 50% Perception, you'll have a 40% chance to bee revealed.
- Gargoyles and some monsters now bleed black blood, just because.
- Thrown weapon damage bonus has been increased significantly to match other ranged weapon damage output.
- House welcome notices now have a standard 2 second delay before appearing.
- Vehicle movement has been cleaned up, boats should no longer think you are inside after recalling or gating away.
- Whirlwind Attack should work as expected now.
- Fixed an issue with Ihara Soko ToT turn-in vendor not offering the turn-in menu.
- Targets must be within 3 paces range of the original location they were at when a ranged weapon attacks for it to count as a hit.
- Fixed a small issue with vehicle keys not receiving proper names.
- Added bonus damage to using your fists in combat, the bonus is based on your average tier.
- Corrected an issue where packets are being sent to the client too fast causing client freezes or crashes.
- Spell Cast Bars have been re-designed and should work perfectly now.

***TECHNICAL***

+ Vita-Nex: Core 2.1.0.0

- Fixed an issue with the SuperGump double click detection.
- Reduced the SuperGump instance poll timer delay down to 10ms to increase accuracy for gumps that use fast (auto-) refresh rates.
- Rune Codex Gump support double click action for category selection and recalling.
- Refactored RangeExtUtility ZipRange to ScanRange.
- Moved various extension methods to relevant files and classes.
- Added Parallel tasks support to Clilocs for loading files.
- Added Parallel Tasks support for SuperGumps that have lots of input entries.
- Added Parallel Tasks support for BaseEffects to speed up the Point3D caching algorithm.
- Added support for Int64 to TimeStamp construction and implicit conversion to keep RunUO compatibility between 2.3 and 2.4+ 'TickCount' Core impl.
- Added Block3D, a geometric struct representing a box on a single point by giving it height.
- Block3D allows for more precise intersection calculations when used in a component matrix such as multis.
- Added more generic static construction methods to PollTimer.
#47
Shard Changes / Re: [PENDING] Publish 49.4
October 01, 2013, 05:00:39 PM
Haha thanks guys, my problems are not huge, and I prefer not to mention them or use them as an excuse, I hate sympathy lol :P
Just sometimes people don't realise and it only takes one comment to make me think "you know what, know the facts before you criticize"

Test server is up and we're stress testing everything now, got a few players on so it's going fast :)
#48
Shard Changes / Re: [PENDING] Publish 49.4
October 01, 2013, 04:27:23 PM
Quote from: rocktuff on October 01, 2013, 11:45:19 AM
wasn't this patch supposed to be released already.. im kinda bored myself, will there be any new content whenthis patch finally goes live....

It will be ready when I deem it ready and not before.
Maybe you have no life outside of UO but I have  a family to look after and I'm not gonna speed things up just because a random person on the internet is "bored".
If you are bored, go play solitaire.
Or do one of the many hundreds of things that are possible in UO.

Everyone is excited, then there is always one who has to put a bummer on everything.

It is lucky that this patch is even happening, because this time last month I was telling Kon that I was probably going to have to leave to take care of life problems, so the fact that I am still here right now, is a miracle.
#49
Shard Changes / Re: [PENDING] Publish 49.4
September 28, 2013, 04:55:05 PM
I'm just testing stuff now :)
If all goes good, tonight is the night.

Might need some people to help me test on local test server, so keep watch.
#50
Shard Changes / Re: [PENDING] Publish 49.4
September 27, 2013, 08:22:34 PM
- Added new Halloween 2013 Pumpkins and Pumpkin Carving Kit.
#51
Shard Changes / Re: [PENDING] Publish 49.4
September 27, 2013, 02:11:16 PM
I suggest you guys update your client... they've just added a ton of new artwork, but I'm not going to reveal what they've added, but damn, brand new Halloween art is the tip of the iceberg.
#52
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 05:41:31 PM
- Using your fists to fight will now use your average tier rating to increase your base damage.
#53
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 04:17:57 PM
Some times it's for the best. Nothing like a good old protest on my door-step :P
#54
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 04:11:53 PM
Everyone is correct, whether for or against the nerf, but like I said, I look at the majority vote - I don't physically play the game, so I rely on you as a community collective to spell out the logic and reasoning behind mechanics.
I might not always make comment, because I don't like to interfere, but I am always reading the posts :)
#55
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 03:57:35 PM
Another point I'd like to make is that, whether it's obvious or not, I am trying to bring skill back in to the game on an even balance with gear.
We don't want it to be about who has the most imbues or highest gear score - sure, that makes a big difference, but I also would like to see it take actual tactics to take down an opponent as well.
Those that don't complain about nerfs are usually the people who prefer a challenge and enjoy change, others who do complain are usually comfortable with what they have and don't like change when it provides an extra challenge, or maybe they just don't have time.
Everyone is entitled to an opinion, but I firmly believe in the fact that the majority is correct - democracy ftw? :P

The truth is, if you don't have any challenge to rise to, you get bored.

All of these mini-patches (49.x) will make perfect sense when patch 50.0 is ready and we unlock the Abyss facet ;)
#56
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 03:51:47 PM
For all intense purposes, it should be nerfed anyway, because of the high grade items that will become available in the near future, everything needs to be scalable so we can continue to release new content.
#57
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 03:42:44 PM
Before AI was capped at 35% of enemy health, it would just do up to 35 damage.
At that time, I wasn't entirely sure about the maximum health a player could have.

I now know that 200 was the average amount of health at that time, so I should technically have reduced the 35% to 17.5% - but now I believe a nerf is in order, I've been paying attention to many similar discussions and pretty much everyone agrees AI is over-powered.
Having said this, AI will be reduced to a 20% cap. - a 15% reduction.
At 100 health, that's up to 20 damage, at 200 health, that's 40 damage - since it used to be 35 damage at 200 average health, I think it should balance out fairly well.
#58
Shard Changes / Re: [PENDING] Publish 49.4
September 26, 2013, 12:50:37 AM
Will have to finish this tomorrow, need to get the new login info from Kon before I can patch up and it's already 7am here.
#59
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 10:23:08 PM
Looks like you'll have to learn the art of switching weapons or keeping your distance from your enemy.
#60
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 09:05:02 PM
Yea, since technically your weapon will default to fists, it will be the same as if you didn't have the weapon equipped.