Updates in 2003

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29 Dec 2003

  • Kill quests get a 60 min timeout.

24 Nov 2003

  • fixed monsters with wrong names on their heads
  • fixed time jitter
  • blinking from a raft will make you exit the raft if u end up on land
  • right shift & control now work as they should have from day one

1.004 - 3 Dec 2003

http://forums.swut.net/viewtopic.php?t=440

  • All spells circle 2 and over will require an equipped mage-staff. An Mani will go to level 2, while An Nox & Ex Uus will become level 1. This is aimed at separating mages & fighters. They will not be balanced for PvP, but who cares about PvP. They will be co-dependant for adventuring however.
  • Resurrection tax: SCRAPPED (drop gold on death now, except for pk's)
  • Banking tax: 1% of item value per transaction. Eg, taking out that sword worth 50k will cost you 500 gold. This is a gold sink.
  • Regular merchants will now buy your magic items, but no, there will be no merchant selling magic items. This is aimed at destroying the magic items in circulation. There are far too many.
  • Item level/skill requirements. AC+ items will require 10 levels per +1, so that +3 of defense will now require you to be level 30. Weapons (slayers) will require 10 skill points per +1 of that weapon. Stat boosters will require 2 levels per +1. A +20 INT ring will require level 40. This is aimed at stopping newbie tanks.
  • Bosses rarer: now 2x as rare as before. This is aimed at reducing magic item production.
  • Prices for un-id'd and cursed items are up. This again is aimed at encouraging people to get rid of them.
  • NERFS: skill gains slowed, esp for magic. Ebony and Adamantium are now 2x as rare (6x as rare combined with boss rareness). XP gain nerfed, esp for bigger monsters (eg dragons down from 3k to 2k). Prices of mag items dropped. Max value of stat items down from +50-ish to +25-ish.
  • BEEFS: vampyric weps more effective, since Vas Mani will be off limits for fighters. Tactics more effective on AS. AS has been upped by 20% anyway, since AC's are currently too high. slaying drops up from max of +6 to +9 or +10. Again aimed at balancing AS & AC, as well as giving fighters a boost.

1.003 - 23 Nov 2003

  • added blink spell (IP)
  • fixed telefrag bug
  • fixed grav por for moving targets (this spell should be core MU spell now - get some INT)
  • cursed & unid'd items are now sellable
  • price of unweld & curse scrolls dropped, and are more available
  • waterfalls cascade players properly
  • mag merch sells only his 10 most recent items
  • nerfed adamantium, nerfed ebony (armour only)
  • client side clock is more accurate (sunsets should be smoother when standing still)
  • npcs will only reply if they are flagged as quest npcs
  • merchants dissappear at nite
  • stat points loss on level up bug
  • disabled XC vs players on PD
  • VYR AC now 40 (was 30)

20 Nov

  • experimental magic merchant with REAL Dynamic inventory
  • added emoting
  • fixed inventory sync lag drama
  • unarmed critical is a fraction rarer
  • cursed items on ground will decay
  • press up when chatting will let u resend last message
  • when polymorphed, you must now use a melee attack

1.002 - 13 Nov 2003

http://forums.swut.net/viewtopic.php?t=373

  • raft
  • grappling hook
  • buccaneer's den
  • time, day & night
  • fountains
  • shaded lighting

24 Oct

  • finished off magic resistance calculations - you may not even notice the difference
  • renamed the 3 jeweled amulets to necklaces
  • magic merchant has more stock & more variety
  • revised pricing system for magic weps - items affected are stat boosters & night vision mainly - their prices have increased dramatically
  • magic rings slightly more common in chests. Unenchanted jewelry MUCH less common in monster drops (was a bug)
  • revised ban control code
  • reapers are now immobile (forgot to test - hope it works)
  • added pants merchant in izumi to the non-PD shard

20 Oct

Fixed a massive client memory leak & made some drastic changes to how the dat files are transferred in order to fix numerous problems. Not much else made it in tho that wasn't already in the post above.

19 Oct

  • when making a character, you decide on a password
  • equippable rings, amulets and trousers! Infact, there are two ring slots.
  • the ready inventory 'dialog' now displays little icons next to readied items, just like Ultima V
  • players can now see their own health bar. You can turn it off by pressing H if you don't like it
  • when poisoned, the health bar in the bottom right corner of the screen turns green
  • new tiles for chain boots, leather gloves, normal gloves. Added new tiles for the trousers (see below)
  • strength requirements for equipping items has increased from 5x to 8x (if you don't know what this means, you now need to be 60% stronger, overall - most ppl wont notice this, but it means you can't deck out in full plate till your strength is about 120)
  • quite a number of cosmetic fixes no-one will ever notice

I've added 5 rings, 6 amulets and 4 wearable pants. The pants are:

  • padded leggins
  • leather leggins
  • chain leggins
  • greaves

Now trousers are meant to complement the other armour. Consequently, the AC's of all body armour as been nerfed down. But the overall, a full set of matching armour will give you a slightly higher AC than before. Coupled with the tougher str reqs, it should balance somewhat.

16 Oct 2003

  • Permanent death server created.

12 Oct

  • players now res with 1 hp rather than full hp
  • have removed the magic property 'resist poison'. Added the mag property 'vigour', which boosts your mana regen. All items that were 'resist poison' are now 'vigour' enchanted.
  • added the magic property 'leeching'. This is a mana stealing item, and applies to weapons only. It works the same as vampyric. This is an enchantment, not a material, so it is possible to have a weapon that is both vampyric & leeching!
  • have added a new item 'swamp boots'. Swamp boots are out of u5/u6 (u6 I'm sure of), and you'll resist poison from SWAMPS ONLY if you're wearing them. There is now NO way to resist poison from Poisonous attacks, including other players' venomous weapons
  • server speed & memory usage optimisations that amuse only myself - everyone else should care less since they don't effect play
  • party chat
  • private / whispering
  • magic weapons are now valued accordingly & can be sold at higher than non-magic prices
  • added magic wep merchant & a merchant that sells teh last of the spells in an ULTRA SECRET LOCATION :cool:
  • permadeth is coded
  • Vas Mani nerfed to circle 6
  • no pking of players under level 5
  • added tower shield and field plate
  • bug fixes

7 Oct

  • astray TP bug fixed
  • look bug fixed
  • res bug fixed probably
  • did a workaround for cath's stop/reconnect bug
  • invis teleporter support
  • cross-level teleporter support

1.0 - 2 Oct 2003

  • server side player files

15 Sep

  • movement speeds slowed in forest, swamp, hills and scrub
  • AI efficiency improvements
  • barriers now appear as a pink force field
  • lava (it burns)
  • + other bug / cheeze fixes
  • Also added Catherine's most excellent Minotaur halls maps.

unversioned initial release: 3 Apr, 2003

No actual changes since Oct 2002.