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#513833 - 05/06/07 08:29 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Public houses and Lockboxes
    Public houses may now have lockboxes just like private houses.
  • Additional storage for sale - building permits
    You may now purchase a building permit from the Architect NPC to increase the capacity of your house with regard to lockboxes. Each building permit will increase your available lockboxes by one up to double your original allotment.
    For instance; if your house originally allowed two lockboxes, you may purchase two building permits and apply them to your house. Your house will now support 4 lockboxes.
    You apply the building permits by standing under your house sign and double clicking the permit and targeting your house sign.
  • Additional storage for sale - Storage Tax Credits
    Lord British is requiring a 'use tax' be paid for each additional lockbox for each day of use. You may purchase tax credits from the Architect NPC, each being worth 30 days of use.
    A house may store about 2,600 days of tax credits which breaks down as follows.
    For 1 extra lockbox, that's 2,600 days
    For 2 extra lockboxes, that's 1,300 days
    For 3 extra lockboxes, that's 888 days
    Etc.
    You apply the tax credits by standing under your house sign and double clicking the voucher and targeting your house sign.


I considered granting extra storage to only smaller houses, but figured that 'collectors' living in larger houses would simply create extra accounts to fill their storage needs. I would prefer to satisfy those needs within a single account while at the same time draining some gold from the economy.
Collectors are always going to migrate towards the larger houses and more storage regardless. This housing patch attempts to satisfy the needs of the common adventurer, crafter or casual player.

Important note: If you have purchased and placed an additional lockbox and your tax credits go to zero, one of your lockboxes will be 'released' and decay as per normal. The system does not distinguish between your lockboxes as they can be released and relocked down in any order. It is therefore advised that you keep your tax credit bank fat and not let it run too low. You can check your credit bank on the house sign.
The credits on your house sign are shown in real-world hours. So if you apply a 30 day credit that will appear as 720 credits.

PS. We are looking to means that might allow public houses to lock at least some doors so as to make the available lockboxes reasonably valuable, while at the same time preventing the old 'vendor as free storage exploit'.
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#514938 - 05/10/07 08:42 AM Re: Latest Updates [Re: Adam Ant]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Storage Upgrade Contracts
    Players may now purchase storage upgrade contracts from the General Contractor NPC located alongside Carpenters, Architects, an Real Estate Brokers.
    - The General Contractor also sells a book explaining the available upgrades
    - The upgrade will upgrade your houses storage on par with larger houses, all the way up to castle level storage.
    - You apply an upgrade by double clicking the contract and targeting your house sign
    - All cumulative upgrades are refunded via bank check when the house is redeeded.
    - You may only upgrade.. you cannot apply the same or lesser level storage to your house.
    - This system is complementary to the taxable 'luxury' storage from the last update. That is; if Storage Upgrade Contracts are still not enough, you can purchase additional taxable storage.
  • Test Center – House building
    Fix a bug that was preventing roofs from being applied to custom houses.
    Note: We are still getting complaints that they are not working, but several of us have successfully put roofs up, so we're doing further research to determine what might be going on.
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#516270 - 05/14/07 01:09 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Townships
    Fixed bug in growth that was causing a week lag in moving to the next level.
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#518647 - 05/21/07 06:02 AM Re: Latest Updates [Re: Adam Ant]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Locking doors in public houses
    You can now lock doors in public houses.
    With the recent addition of 'upgradeable storage', we no longer believe the 'free vendor storage' (the OSI motivation behind unlockable doors on public houses) is a major concern. While we understand 'free vendor storage' will happen on a small scale, the bulk of players that want more storage will simply upgrade their home storage and be done with it.
    This change will allow:
    1. shop keepers to lock a room to their shops and make effective use of all those lockdowns that are now all but useless.
    2. Close up shop while on vacation, restocking, redecorating, etc.
    3. Open a public inn (see upcoming changes below)



Upcoming changes:
We will be adding a deed that allows you to change individual locks. What this enables is the ability to run an inn.
The basic idea would be where:
1. you friend someone
2. you change the locks on their door and give them a key
3. the new friend places a strongbox outside their room with the room key in it
4. if the innkeeper is nice, they will put a lockbox in your room for personal storage

Note: 1, 3 & 4 are optional.

PS. Thanks Akarius Alexios for the neat inn idea.



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#519600 - 05/23/07 12:59 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Ghosts and the ethereal plane
    Ghosts will now transcend the corporeal world and enter the ethereal plane after being dead for approximately the amount of time it takes for their body to decay.

    In plain English: After your body decays, ghosts will not be able to see corporeal beings and their corpses (cows, people, monsters) with the exception of their own pets and wondering healers (wondering healers have a connection with the ethereal plane.)
    Certain other earthly structures will be veiled from those whom reside on the ethereal plane.

    Implications: This change should put an immediate end to any sort of effective ghost-cam'ing. Spies will now need to be there in the flesh.
  • Individual Door Locks for Houses
    The Tinker NPC now sells a contract to rekey a single lock in your house.
    This change coupled with strongboxes makes it possible for players to run their own inn with private rooms.

    Note: Tenants, be advised that the home owner does get a second key in their bank, so those renting a room should not assume the owner cannot get into the room.
    Rekeying the entire house from the house sign resets all locks including those previously rekeyed by a tinker's contract.
  • Server Update
    Update for Windows Server 2003 (KB927891)
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#522146 - 06/01/07 10:13 AM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Rares Factory now online
    We've finally brought the rares factory online.
    What this means is that we can now generate 'true rares' ingame that carry their 'set identity' with them. For instance, we now have rare wines and there are only so many bottles of a certain vintage. There were only ever 20 bottles of "Toad Hollow Merlot" produced, so you will see on the bottle:
    Toad Hollow Merlot, bottle 1 of 20
    Toad Hollow Merlot, bottle 2 of 20
    Toad Hollow Merlot, bottle 3 of 20
    Etc..

    Item Identification also shows this M of N identifier so that you know you own the a 'true rare'.

    Other 'true rares' generated by the rares factory will not carry the M of N designation in the name, but will still carry it in the description returned by Item Identification. For instance, the fabled sword Hrunting does not give M of N in the name, but you can find exactly how many of these swords were ever produced (or will ever be produced) by using Item Identification upon it.
  • Overland Merchant
    The overland merchant may now give you a bottle of rare wine, or perhaps a rare book describing the available wines.
    Remember: The Overland merchant is the merchant that is announced on the Town Crier.
  • Overland Bandit
    Overland bandit may now drop the fabled Hrunting
    Remember: The Overland bandit is the bandit that is announced on the Town Crier.


Definitions:
Daily Rares: semi-rares that drop regularly
True Rares: rare items of which there are only a finite number (1-N.)
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#523840 - 06/08/07 03:18 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Thieves
    Removed a check when stealing from players in the thieves' guild that allowed thieves to steal from any other thief without going criminal or perma-grey.
  • Rare Factory
    Redesign internals and resolve some issues which were causing database load errors.

    Implications:
    The rares factory may not have been generating all the rares it should have, and in fact had only generated one such rare.
    Jimbo's Tower had the one and only true rare on display.
    Because I had to recreate the rares database, and because we cannot allow duplicate rares, I confiscated Jimbo's bottle if wine and replaced it with an even more rare wine (acquired legally through the newly redesigned factory) to ensure our M of N model stays pure and accurate.
    Jimbo is now in possession of a bottle of: Toad Hollow Merlot, bottle 1 of 8.
  • Virtual Memory Manager (VMM) - internal
    Redesign the scheduling mechanism to ensure we don't have excessive timers created on server restart. Some of you may have noticed that spells and other timer based operations are typically borked after a server restart for up to 5 minutes. This change should do a better job at scheduling this work.
  • [set command - internal
    Add macro processing.
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#525026 - 06/13/07 12:12 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Static Houses – merge housing generation system V1.0
    First time check-in of the Static Housing generation system.
    This system allows staff to capture any type of structure and convert it into an old style OSI (static) house complete with client-side caching (AOS clients and later.)
    The NPC architect has been updated to sell these new Static Houses as well.
    Note: None of the new houses are available on the production server at this time.
    We should start bringing them online slowly over the next week or so.
  • Boat Keys
    Boat keys now accurately describe the location of the boat to which they belong.
  • Overland Spawn System
    The overland spawn that are announced on the town crier (treasure hunter, bandit, and merchant) have been changed as follows:
    1. The ratio of spawn (one vs another) has been normalized.
    2. The frequency has been change from every 4 hours, to a small chance for one to spawn each hour. The result being; slightly fewer spawns overall, but better distribution over time. Another impact of this change is a reduced ability to camp these spawns as they will appear randomly throughout the day instead of at a fixed time.
  • Rare factory
    Fix a bug in the way the rare-array was being indexed.
  • New command [TakeOwnership - internal
    GM's can now easily take ownership of a house without going through all the transfer mumbo-jumbo.
    This change was implemented so that staff can guarantee players can no longer make modifications to a Custom House once it's been approved.
  • Voting Booth at WBB
    I've converted the Voting Booth located at the West Britain Bank to the Angel Island Library.
    This library contains links to the play guide, features page, basic shard information, news, and general discussion.
    Be sure to point newbies here so that they can find the information they need.


Edited by Adam Ant (06/13/07 12:53 PM)
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#530878 - 07/02/07 05:35 PM Re: Latest Updates [Re: AI Staff]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Dragon Breeding
    Dragon breeding is online and live!
    We will be following up with in-depth coverage of dragon breeding in our playguide, but here are the basics:
    1. Opt in Breeding
      You must make your pet fertile by feeding him or her 3 Kukui nuts (found at the tree of knowledge.)
      If you choose not to participate in the breeding system, you need not do anything.
      Pets that do not consume the requisite 3 Kukui nuts will neither breed nor grow old.
    2. Genetics
      There are many genes that you can control by selective breeding, including all of the obvious ones like intelligence, strength and dexterity; but there are also many new ones including hides, meat and virtual armor.
    3. Dragon stats
      You can manage your dragon's stats much like you would a players. You can for instance create a damage soaking brute, or a mana beast.
    4. Dragon Colors
      Red dragons are male, brown dragons are female.
      All existing dragons will be grandfathered into the new system without affecting their color. (Living rares)
    5. Breeding location
      Dragons will only breed in Fire Dungeon where it is very warm and conducive to such activities.
    6. Dragon Growth Stages
      Wild dragons will not experience growth and will be in the Adult stage. The amount of time spent in each stage is dependent on the dragon's progression in its stats. The lower the stats, the longer it's in a particular stage (except adulthood).
      1. Infant - Dragons hatch from the egg as Infants and start with 40% of the stats of wild dragons. Their graphic is an alligator, but their sounds are those of a full-grown dragon (we don't have any believable baby-drag sounds). Infancy lasts from one to three weeks, taking longer if it's not being trained.
      2. Child - Once out of infancy, dragons get the Swamp Dragon graphic, and they get a 50% bonus to their chances to raise stats and skills, effectively making them train 1.5 times faster than normal. Childhood lasts between two and five weeks, depending on its training level.
      3. Youth - Puberty is a stage of great opportunity for the dragon. It begins to take on a dragon-like form (Drake graphic) and rapidly gains skills and stats - 5x faster than normal. Dragons are in the Youth stage for another 2 to 5 weeks.
      4. Adult - Once an adult, the dragon gains its full size (dragon graphic) and loses its stat/skill gain bonuses. This is the only stage that will allow dragons to breed. Dragons will remain in the adult stage for between 15 and 50 weeks, depending on their training level. (15 weeks is for a dragon that's never raised a single stat since hatching, 50 weeks is for a dragon that's been bumping against the statcap since it became an Adult.)
      5. Ancient - After adulthood, a dragon becomes "Ancient" and acquires the Ancient Wyrm graphic. Upon becoming Ancient, their stats fall to 60% of their previous level (not of the caps or average level), and they are unable to gain any more stats or skills. At this stage, the dragon will be quite ineffective - the sole reason to keep one around would be for sentimental value.
    7. The Breeding Process
      Males initiate the process and actively look for mates. When they find a female they like, they will attempt to initiate the breeding process.
      For a male to look for a mate, the following conditions must be satisfied:
      • He/She must have consumed the 3 Kukui nuts to make them fertile.
      • He must be tame.
      • He must not be under any command ("all stop" will do the trick).
      • He must be an adult.
      • He must have at least 80% health.
      • He must have been idle (wandering) for at least 2.0 minutes.
      • He must not have successfully mated in the last 2.0 hours.
      • He must not have searched for a mate in the last 20 - 45 seconds.
      • He must be in the Fire Dungeon.
    8. Secrets
      There a couple interesting and beneficial aspects of breeding dragons not covered here and left for you to find out on your own!
  • New Houses
    The new housing system is online and I've brought 4 'approved' houses over from Test Center for resale.
    I'm setting up a 'preview neighborhood' where you can see these houses before you purchase them.
    We will be following up with in-depth coverage of the new housing system in our playguide, but here are the basics:
    1. Cost
      Cost is a function of the plot size, land tax, and materials. (One-time cost to the buyer.)
    2. Lockdowns & Secures
      All New houses have 2 lockboxes, 2 secures, and 270 lockdowns
      Players will need to purchase Storage Upgrade Contracts to upgrade their storage all the way up to that of a castle.
    3. Doors
      New houses do not come with doors, players will be responsible for purchasing their doors from the NPC architect.
    4. Vanity display
      All new houses will carry the Designers name, license number, version, and last revision date.
      The license number uniquely identifies a designer since names in UO are not unique. That is, if you want to be sure you are getting a true Jade original, then you will want to look for the license number DL919. For example:
      Designed By Jade
      Designer License: DL919
    5. Availability
      You may be able to find an NPC architect selling these deeds, but it is not advised as you cannot see what you are buying. I'll try to have a little neighborhood up tonight or tomorrow where the houses can be seen first hand and deeds purchased on the spot.





Edited by Adam Ant (07/03/07 01:06 PM)
Edit Reason: Added opt-in breeding via kukui nuts
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#531066 - 07/03/07 01:18 PM Re: Latest Updates [Re: Adam Ant]
Adam Ant Administrator Offline
The Glorious Lord
***

Registered: 05/15/00
Posts: 15164
Loc: San Jose, CA.
The following items have either been fixed or enhanced.

  • Opt in dragon Breeding
    You must make your adult dragon fertile by feeding him or her 3 Kukui nuts (found at the tree of knowledge.)
    If you choose not to participate in the breeding system, you need not do anything.
    Wild dragons or tames not raised from an egg that do not consume the requisite 3 Kukui nuts will neither breed nor grow old.
    Any dragons raised from an egg will automatically be opt'ed into the breeding system and grow old as per the normal dragon breeding growth rules.
  • Boats & grappling hooks
    - Fix a bug where the tiller man would randomly stop listening to commands
    - make grappling hooks a bit more reliable wrt water tiles
  • Housing gump
    Fix the formatting in the housing gump to display max values without cutting them off.
  • Kukui nuts and the Tree of Knowledge
    The TOK now drops Kukui nuts.





Edited by Adam Ant (07/03/07 01:24 PM)
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