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#652135 - 04/13/09 11:01 AM
Re: Latest Updates
[Re: AI Staff]
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The Glorious Lord
 
Registered: 05/15/00
Posts: 14557
Loc: San Jose, CA.
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The following items have either been fixed or enhanced.- Mini champ armor
We introduced a bug a couple weeks ago that was causing most mini champ armor to drop as unusable scrolls. We've now changed the code so that mini champs only drop the special armor pieces. This means that anyone holding a scroll to mini champ armor now holds a true rare.
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#654998 - 04/21/09 11:47 AM
Re: Latest Updates
[Re: AI Staff]
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The Glorious Lord
 
Registered: 05/15/00
Posts: 14557
Loc: San Jose, CA.
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The following items have either been fixed or enhanced.- Factions 1.0 ALPHA
Now don’t go all crazy, but Plasma’s just merged the bulk of Factions 1.0! Woo! Plasma rocks! Factions 1.0 will not be switched-on on Production until they are well tested on Test Center. We’ll let you know when that will be happening. (Plasma’s trying to setup the special regions now.) - Exception handling
Remove noise from the daily report - Enhance quest tools
I've just checked in a neat system Roark and I designed that allows us to place dynamic loot on creatures without any code changes or a need to restart the server. (Begin nerd-speak) The Model we are using is that of a Factory. We now have a Factory object associated with each spawner which will drop items of our liking on any creature we want and with any frequency we choose. I won’t tell what we are dropping as that’s Roark’s domain :p
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#657776 - 05/06/09 11:37 AM
Re: Latest Updates
[Re: AI Staff]
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The Glorious Lord
 
Registered: 05/15/00
Posts: 14557
Loc: San Jose, CA.
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The following items have either been fixed or enhanced.- Many faction updates
The system is moving forward and we are in a bug fix mode as most development has ended. (Alpha testing shouldn’t be too far off.) - Township gump
Fix a bug in the township gump. - Server-wide region management upgrade
We totally replaced the RunUO Static Region Model with our Dynamic Region System. Our dynamic regions are very powerful and can be configured by seers to support events. The system was already in place for Kin regions but it made sense to apply them globally since factions will require them as well.
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#658946 - 05/12/09 01:17 PM
Re: Latest Updates
[Re: AI Staff]
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The Glorious Lord
 
Registered: 05/15/00
Posts: 14557
Loc: San Jose, CA.
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The following items have either been fixed or enhanced.- Special drops
Update our rare factory system to allow deletion of the item via nullify. - Fix an old school RunUO bug
There are both Newbied and LootType properties in the RunUO core. The Newbied property is Obsolete but still used in Dupe logic. Since Dupe dynamically enumerates the property names for an item and because Newbied and LootType modify the same property, badness happens.
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#659316 - 05/14/09 12:53 PM
Re: Latest Updates
[Re: AI Staff]
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The Glorious Lord
 
Registered: 05/15/00
Posts: 14557
Loc: San Jose, CA.
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The following items have either been fixed or enhanced.- New game item
We’ve added a new deed item to the game to solve a problem with dropping a certain new rare. Now, instead of getting the rare directly, you will get the deed which when double clicked will spawn the new rare in your backback. These new deeds will be placed on a rare spawner later today … look from a follow-up post from Roark. Caution: The deed is lootable!
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#660948 - 05/25/09 09:37 AM
Re: Latest Updates
[Re: Adam Ant]
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no longer a dev
The Eminent
 
Registered: 08/14/06
Posts: 1555
Loc: Somewhere between 0 and 1
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This update presently affects Test Centre onlyThe following items relating to Factions have either been added, fixed or enhanced.Lots of faction updates, including but almost certainly not limited to the following : - Guards
- Guard posts can no longer be placed next to doors and require at least one free tile around them in every direction - Fixed a bug where changing to LB guards could end up doubling people's free guard slots beyond the city max. - When taking a city from the controllers or another kin who were using LB guards, the guards will be set to None so you murderers don't get owned up. - General guard stat tweaks. Made some tier three guards a bit harder, some tier two a bit weaker, etc. - You can now equip guards and move stuff around in their backpacks, rather than just on their paperdoll. - Guards should now use weapons you give them where applicable - Fixed a bug in the guard post spawning logic stemmed from the guard post fund target. - Tax
- City tax no longer uses floating-point math and works with integers on an item-by-item basis - City tax no longer affects the balanced-buy-back system - Power Vortex
- The power vortex is now a bit harder! I gave it a bit more HP, more magic resist, higher virtual armour. I've also made it fight back a bit more, it can reflect damage (although only half to players), leech health, and spawn controllers as it gets low on health which may well focs on the tamers. It still shouldn't be too hard but I'm not sure about your chances on your own of killing it. The controllers are not going to be easy to fool, you might notice they are quite relentless in the targeting of you. It should still be doable though, because the vortex won't do anything unless you are attacking it. - power vortex now makes noise! I honourably stole the Shadowlords samples and put them to good use. - Artifical Intelligence
- Modify hybrid AI to work without magery, this fixes the melee guards trying to use magic. - Modify AI model to re-introduce the use of a feature that was sitting around not being used, and was not implemented very nicely. I'd like to see you tamers invis out of this one. - Misc
- Fixed display of Brit Militia appearing as "Good" on control gump and status gump - Changed city status gump (which is still only a 5 minute job and I will tart it up later) to use gray instead of white which makes it more readable - Prevent power points being transfered if target is in stat (not that we have power points on at the moment but hey) - Switched the activity model on properly!! - Annoucements will now be made when a vortex spawns, dies, and when your cities are being attacked. - Voting will no longer happen if there's only one beneficiary - Vote processing will happen straight away when the last beneficiary votes - An announcement will be made when the voting process ends - Fixed several typos, notably in the guard post funding target code. - Fixed some dodgy IO code in the logging system that I must have wrote whilst I was drunk. - Logging now includes daily summary of Power, Solo and Team points. - NPCs that get switched on/off now include the missing farmer, butcher, fisher and several of the guildmasters - Kin NPCs (like those in vesper) will now switch off and remain off.
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