Updates in 2008

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Revision as of 18:03, 28 August 2007 by Eggmceye (Talk | contribs) (added 1.2 and 1.2.1 notes)

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1.2.1 (Aug 17, 2007)

  • enchanting
    • old enchanting scrapped
    • enchanting now just a list of crafted items like tinkering etc
    • removed all improved gems (eg magnificent, etc)
    • disenchant essentially the same - but only basic gems
    • all ench recipes still require soul shards of different colours and strengths
    • int cap placed back on enchanting (since no sb recipes)
  • 4x4 monsters (not spawning though, needs work)
  • added inflict status enchant: eg sword of slowing (chc to slow on strike)
  • diet for all pet golems is golem power cyrstal
  • removed polypile for the time being
  • food prices (thx destroyer)
  • 100% rage bar is now white (thx sandy)
  • re-added rage bar above head - client config.cfg option -> rage_bar=1
  • tweaked apothecary drops as mega yellows were too common
  • mega pot weight 1.5 stones (down from 5), flask weight 0.7 (down from 2)
  • removed lightning from green drags
  • made xj & aep casting by all mobs rarer
  • always spawn turned on for reg (mobs spawn every 120 sec regardless of players on map or not)

1.2 (July 26, 2007)

This was the first EUO release using the Moa Engine.

  • widescreen view
  • edible slimes, brains
  • kull keys
  • press C to cast a spell from a list
  • use the above list to bind spells to letters and ctrl-alt keys
  • to learn spells from tomes use L (shfit el)
  • fighter abilities must be bought and manually bound to the ctrl/alt/shift keys!
  • backstab is now an ability that must be bought and bound - it does not auto-fire simply when hidden!
  • fountains need to be activated with 'a' rather than looked at
  • bash is a purchasable ability (like a spell, and flurry etc)
  • different foodstuffs have different nutrition values (ie feed you better)
  • monsters actually level up and get harder as they gain xp
  • size up shows everything that the player is wearing
  • trapped chests may zap you (cosmetic change)
  • to see your rage instead of your mana press #
  • pet xp sharing - you get some of your pet's xp and your pet gets some of yours
  • shfit-v toggles old lighting on and off

1.1.11 (Apr 19, 2007)

  • craftable wood golems
  • quest journal
  • player made clans
  • AI tweaks (mostly to do with portals)

1.1.10 (Feb 24, 2007)

  • scrapped shift-d to drop - use d only now, asks for qty if qty in inv >1
  • instead of 'a' to select all from srolling list, press enter
  • uncheesed search for mandrake/nightshade
  • lvl reqs for ench weps upped to min 61 (since +5 is intrinsic)
  • lvl req for leeching upped to 33 (since +3 intrinsic)
  • re-enabled old EP code for chests
  • re-enabled gold dropping when killed by mobs for lvl 10+
  • removed requirement for anvil for repair
  • tinted gloves of attack should work now
  • see names and bars of players & npcs when dead

1.1.9 (Dec 27, 2006)

  • scrolling list filtering
  • use = to set prices on player merchants

1.1.8 (Dec 22, 2006)

  • increased item level requirments
  • level req on health scrolls
  • proper artifact levels
  • fixed poly pile cheese
  • better drops
  • crafted high level enchs are soulbound
  • repair scroll no longer craftable, only repairs 14%
  • improved repair scroll found as a drop and repairs fully
  • soulbound items can be dropped (and repaired or displayed) but are owned by the dropper and can't be picked up
  • a bunch of new artifact weps
  • adamantium weapons (drop only)
  • 3 new weapon materials (drop only):
    • barbed - chance of wounding
    • runed - increased crits
    • addled - chance to confuse
  • fixed create character avatar pink bg
  • boss names back on
  • can train skills at university to 50%
  • tweaked a lot of client side delays, for example, you can bandage then med immediately now
  • can't change levels when encumbered
  • tinted jewelry drops (eg gold ring)
  • NG: stats not bumped when skill is limited or capped (this isn't quite right but it fixes the basic problem/cheese)

1.1.7 (Sept 18, 2006)

  • packet encryption
  • transparent background monster & player tiles
  • bug fixes

1.1.6 (July 17, 2006)

  • home and end keys work when using the scrolling inventory screen move to top or bottom of list
  • h-key pickup no longer spams server
  • bug fixes

1.1.5 (Dec 23, 2005)

  • deep water
  • all mobs now have unique tiles (a few mobs got deleted, eg gnomes, hillgiant)
  • replaced some old tiles and added some new ones - thanks to those who contributed
  • inventory weight shown when buying/selling/transferring
  • shift+~ shortcut for use bandage in direction
  • shift+enter shortcut for /g (ie global chat)
  • bugs fixed

1.1.4 (Dec 9, 2005)

  • improved method for equipping identical shortswords and rings
  • BR/copper rarity tweaks
  • studded AC nerfed, boiled nerfed a little
  • spell tomes are now spread across the continent among merchants, with some found as quests and drops
  • named items are now purple in the list
  • new quest goal type 'slaughter' : ie kill X of monster type Y
  • much improved method for transferring files ingame (may even fix the missing bank inventory due to it being massive)
  • fixed bugs

1.1.3 (Nov 29, 2005)

  • reduced xp for lowbies partying with highbies (within limits)
  • recalculated item level requirements
  • mimic-containers may be added to clanhalls by the clan leader for use by clan members
  • disease no longer affects encumberance
  • talking to NPC's must be activated with t-dir (pets unchanged)
  • magic using mobs 50% less likely to cast when disarmed
  • mostly bugs fixed otherwise

1.1.2 (Sept 28, 2005)

1.1.1 (Sept 12, 2005)

  • mostly bug fixes and anti-cheese remedies
  • re-enabled polypiling after changing the pricing formula

1.1 (Sept 2, 2005)

  • canned mage staff wear and magic damage reduction due to staff wear
  • blue potion recipe is flask+moss+ginseng
  • monsters a lot less likely to cast WQ
  • spell cast times with staff down very slightly
  • artifacts 10x rarer
  • price of tomes a lot cheaper
  • missing when adjacent to target when using ranged weapon down to 20%

Patch 034 (Aug 31)

  • new shortswords special move 'slice and dice' (nothing fancy, just 3 hits)
  • new ranged special move 'point blank headshot' - 2x dmg, induces wounding, must be adjactent and use it like a melee wep
  • tailoring expansion: see Tailoring
  • renamed the non ratskull rat to giant rat
  • diamond mage staff increases INT for the domination test only (ie doesn't affect damage)
  • lightning now lights up the darkness
  • effects visibility tweaks (you should see lighting bolts from offscreen attackers now)
  • QP 3 crits max
  • disenchanting tweaks as requested
  • some slight network improvs
  • fixed monsters healing too quickly after losing a target
  • improved pots are heavier
  • lots of bugs fixed + other stuff forgotten

Patch 033 (Aug 28)

  • yellow pot rewrite, see forums
  • bandages (only healing) rewrite - see forums
  • bandages can now cure wounded status
  • major enchanting recipe rewrite (new enchants require special gems from old items): see Enchanting and Polypiling
  • oilskin back to being padded --;
  • player merchants: will auto delete after 4 weeks if not maintained - see Player Merchants
  • player merchants: setting price to -1 will mark an item as 'trade only' and can't be sold for gp
  • AXC rewrite
  • many bugs fixed (see http://bugs.swut.net)

Patch 032 (Aug 22)

  • changed 'nearly got it' formulas for item id and cartog.
  • removed int requirement for reading spell scrolls for casting (they still req mana)
  • itemlore and enchanting now have an int-req in order to train
  • trade chat channnel - use /t or start a sentence with WTB or FS
  • trainers have the type of training in their name (floating above their heads)
  • cursed stat items negative effects + other cursed tweaks
  • ranged mobs should stop retreating after around 3 steps

Special moves revision

  • Flurry: hits down from 5 to (3 to 5) (4 avg), reduced (on average) damage per successive hit (NERFED)
  • Bloodbolt: max bounces 3, down from 5. Works on full mag res mobs. (NERFED with bonus)
  • Disarm: pvp: target is not allowed to re-equip for 5 seconds. PvM: monster has Attack Strength halved for 5 sec
  • Cleave: still gives cleaved status (reduced as/ac) for 7 sec. Cleaved no longer stacks on mobs. Cleaved also halves MR. Cleave-axe move also induces a new status 'Wounded' whereby the target bleeds 5% of health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
  • Quiv Palm: rewritten completely. Target goes into 'complete shock' for 3 seconds, during this time, every hit landed on him will have a 50% chance of being a critical. This goes for all attackers. This might need nerfing.
  • Maces new move "Thunderclap" with spiffy sfx: target and the surrounding 8 squares all suffer a shockwave. 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs)

Staves revision

  • oak staff : + 10% to magic damage
  • silverleaf : +50% to magic damage vs undead
  • ebony : +25% to magic damage
  • venomous: 10% chance of poisoning target when casting
  • vamp : heals caster 5% of magic damage inflicted
  • Staves of slaying have the + added on to the damage
  • Leeching: changed from 50% of melee damage dealt restored to mana to 1.5-2.5% of your max mana restored per melee hit. Leechings weps get intrinsic +3 slaying bonus.
  • Staff wear: damage is scaled down in proportion to the wear % of your staff.

Patch 031 (Aug 19)

mostly bug fixes and tweaks

  • old style stat display (with + and -) but keeping colours
  • player joining/leaving message is in grey
  • now using allegro 4.2beta4

Hopefully with the new allegro version, there won't be problems with attacking and windows 98. Hopefully this new version will also fix a myriad of bugs, namely

  • alt tab probs
  • caps probs
  • midi probs
  • keyboard probs

Patch 030 (Aug 8)

about 30 bugs fixed and things tweaked, most I won't mention since you probably won't even notice that they've gone or changed

  • server side per character item and spell binds
  • scrolls you learn to cast are now called 'tomes'
  • inscription rewrite: only a handful of scrolls to cast are inscribable, 6 new scrolls: id all, uncurse all, protection, repair item, scroll of health (4 variants), scroll of truesight - see InscriptionSkill
  • monster casting range down to 4 yards
  • stat damage bonus formula re-written (so that weapon matters more)
  • new tile for rondel
  • studs recipe for tinkers, studded leather for tailors (to make studded leather items from)
  • pets get 10x xp on the PD server
  • correct damage ranges displayed for weapons when readying/viewing
  • ok to hide near pets
  • mage staves wear from casting (tho the wear doesn't affect further spellcasting, yet)
  • chat doesn't stop meditation
  • low fishing skill no longer gives good maps: high fishing skill gives both good and bad maps
  • shrines on PD should work for id'ing curses
  • added River's End to PD
  • can't dodge with shield equipped

Patch 029 (July 31)

Party

  • awesome party list under stats display
  • offscreen party members indicated on the edge of screen with icons

Items

  • loot ownership: the killer of a mob gets exclusive rights to the loot dropped - ie, only they may pick it up. May need tweaking in a party situation but we'll see how it goes this week
  • ID changes: separate identification process for item stats and curses. All loot now (again) un-id'd. ID scrolls only reveal stats, not curses. ID skill in addition to revealing stats (unchanged), may reveal curse. Drop an item near a shrine to see if it is cursed! Equipping a cursed item will reveal the curse also. I don't plan on changing this again ...
  • looking at a pile of items will tell you everything that is in the pile
  • new items: spiked collar, falchion (longsword), shillelagh (staff), crook (staff), leather tunic (light armour)
  • renamed padded->oilskin (eg padded leggins are now oilskin pants)
  • in addition to new tiles for all the above, I made a new tile for the scimitar
  • reviewed all weapons, made sure dmg/sec is current, and prices relevant
  • bandages weigh less than cloth, drag scales less than hide
  • food weighs less, especially fish, all 0.05 stones now (so poor weak mages can carry more and not starve)
  • require a coloured tool to repair coloured items
  • material type 'studded' for leather items (eg studded leather armour): 1.5x defense, craftable with studded sewing kit made by tinker

Pets

  • pets can now walk on sanc squares
  • abandoned pets no longer go red and disappear after 10 sec
  • pets walking speed when following should roughly be same as owners (so they keep up) - may need tweaking

Mobs

  • adjusted mob treasure
  • new mob skeleton archer, new tile for skeleton warrior (thx Dolus!)
  • vampires summon bats

Combat

  • dodging: high dex gives a chance to dodge an attack. Dex no longer contributes to defense (ac)!
  • fast weapon switching: bind a weapon to a number then press that number to eq that weapon anytime
  • ranged: 4 square range now, down from 5
  • ranged: when targeting an adjacent mob, you have a large chance of missing
  • ranged: 2 ammo types, arrows and bullets

Misc

  • added Dolus's player avatars
  • intelligible werewolf party chat (so partying with wolves is ok)
  • in random caves unearthed by digging, the mobs spawned are now proportional (in strength) to the quality of the buried treasure. Eg a lvl 15 map will spawn dragons
  • LOTS of network optimisations - expect problems :/
  • shrines are now non-pvp
  • added 'too difficult' message when you have no hope of unlocking/probing a chest

Fixed lots of bugs, noteworthy:

  • enchant weps no longer get Int bonus like spells do! consider this a mager nerf for mages
  • in PvP, autotargeting spells should no longer miss (die dexxers)
  • bloodbolt damage doubled
  • magic fx and other things are now in b/w when dead
  • can only dip in fountains on pvp maps (ie not in town)
  • fixed serious bug with magic merchant where you could sell artifacts for 1gp and buy them back for 0gp. Also magic merchant gets locked when used, similar to how player merchants are. Items sold to magic merchant are destroyed


Patch 028 (July 25)

  • AI fleeing / retreat improvements
  • when a monster flees, it's last enemy will get a message saying that it's running
  • fixed weapon requirements
  • spell list in stats display sorted by school, then circle
  • lycan: you stay as a wolf even when you die/res, until the sun rises
  • lycan: if you log in after midnite you will still poly into a wolf
  • lycan: you get xp for kills
  • lycan: faster movement
  • lycan: dmg up, defense and attack strength scaled to player level
  • lycan: instant criminal status, but goes away when sun rises
  • completing a quest now tells you how much xp you got
  • gold a little rarer
  • adjusted material drop rates (eg vamp rarer, BR less rare)
  • party disband message
  • red death message for dying party members only
  • new character names are checked against old ones case-insensitively
  • fixed a problem with environment sounds
  • fixed: correct message when connecting to shutting down server
  • now have 0% chance of hiding when wearing heavy boots, pants or armour
  • can now craft/repair the new weapons added in 027
  • polymorph (VYR) improvements
  • when login, you are always made visible
  • IZH PvM only
  • fixed treasure spawns in forest
  • fixed OG not going thru sanct and other map features (still blocked by locks)
  • when selling, you get a message telling you how much gold you earned
  • PD server: added a desert & swapped locations of one of the shrines and the magic merchant
  • PD server: added Netherterra

Patch 027 (July 18)

  • Improved character creation skill selection
  • new weapons: 2 new axes (tomahawk & labrys), 1 new foil (epee), 1 new dagger (rondel)
  • cleaver is now an axe (5 axes total now)
  • new tiles for claymore, club, flail, morn star, kryss
  • new merch type armourer
  • pets won't walk on cursed items
  • bandaging: 5 sec cool off, 3x skill gain rate
  • xp formula rewrite (will apply to reg soon)
  • 3 new polypile recipes (see EnchantingAndPolypiling)
  • PVP min lvl 10 (up from 5) (doesn't apply to alpha server)
  • for sellable items, only enchanted items are now sellable, and, they are only valued as much as their non-enchanted counterparts (doesn't apply to alpha server)
  • try dipping a weapon on a fountain (shift-u)

Patch 026 (July 15)

  • Fixed bugs with 025
  • Minor network optimisations
  • Improvements to volume control (eg it controls music vol too)
  • Pet kills give gold to party (rather than leaving it on the ground)
  • Hopefully fixed 'old pet names' bug
  • clan invitation slash command changes
  • enable player remort with /command (won't work on alpha tho since there are no levels)
  • dynamic map unloading: server unloads maps it's not using to conserve memory

Patch 025 (July 11)

  • sitting in seats
  • reflection of self in mirror
  • mirage in desert
  • rising and sinking town portals
  • environment sounds

Patch 024 (July 4)

  • Potion cool off 7 sec, up from 5
  • Bandages have a cooloff of 7 sec as well now
  • Shield/block minor rewrite
  • [Party invitation changes|AlphaControls]
  • Lots of changes to make alpha backward compatible with regular player files in preparation for 1.009

Patch 023 (June 27)

  • fixed bugs
  • spell enchanted weapons now only found on high end mobs
  • regular weapon drops are back in - but quality is on avg a lot lower than player enchated
  • enchanting recipe changes
  • added spell weapon enchant recipes
  • spell weapon enchants can now wear out
  • removed 'bling' from dug up treasure chests, rarer in regular chests
  • increased golems attack strength considerably
  • all mobs sight dropped to a max of 6 (was 7)
  • item ID changes

Patch 022 (June 23)

  • visible merchant names
  • new merchant type bowyer
  • chgs to peering
  • spell-enchant weapons now show spell in item list rather than a *
  • unlikely to get blocked & reset logging in
  • KOP changes: unlikely to get blocked
  • clan chat with /c
  • /wc to see online clan members
  • minor FOV optimisations
  • walking on swamp only has 33% chance to poison (per step)
  • zorns can travel across mountains (but can't see across mountains)

Patch 021 (June 15)

  • experimental change to combat: damage reduction/absorbtion based on defense-AS; [see forums|http://forums.swut.net/viewtopic.php?t=2085]
  • press ` (tilde key next to 1) to use bandage on self
  • brown pot speedy time up to 30 sec, from 20
  • slight change to client stats display
  • added some new artifacts (look out for the Boots of Blinding Speed!)
  • other bits and pieces

Patch 020 (June 6)

  • diagonal movement for laptop: use NW=[[ NE=] SW=; SE='
  • eating nerf: if vomit, can't eat again till hungry
  • slaying weapons are now known as simply + : eg, axe slaying + 3 -> axe +3; similarly for armour
  • reading scrolls nerf: minimum int required, proportional to scroll lvl but reduced if you have skill in that scroll's school
  • bash rewrite: easier to bash (min 100 str aprox), however sometimes breaks chests contents
  • Ex Por no longer works on chests
  • all weapons are wearing out now. Use pocketknife (shift-u) on wooden weapons to repair them, sewing kit on sling.
  • shift space buys/sells/xfers 10x the usual amount (ie 1000 ammo, 10000 gold, 10 for everything else)
  • can now put worthless (ie invaluable) items, ammo & gold in containers
  • logging rewrite: similar mechanism to mining, see WoodCrafting
  • for wood items, gold->ash, silver->silverleaf, copper->oak, blackrock->ebony. New names, same effects
  • for fish, copper->rare, silver->prize, gold->wonderous. New names only
  • new skills page format: if you dont like it, put old_style_skills=1 in client.cfg
  • crafting: min skill reqd now shown when selecting items to make
  • slings/guns require ammo; slings now 1 handed but slower
  • if not pvp-enabled, can't target other players
  • monsters can see players thru forests
  • item list enhancements
  • lots of little changes as usual & bugs fixed

Patch 019 (June 2)

  • XC back in, but no longer kills. A bit harsher than VF. Still nasty.
  • Brass golems nerfed; require 100 skill to make; powergems now boss drops only; all powergems in game removed
  • client tidy up; can quit to title screen
  • when banking/using container or pmerch; press 'a' to transfer all of an item
  • silver armour reflects 100% damage to undead but only if the body position you were hit has silver armour on it
  • age (in mins) on client screen; time on screen if pocket watch in inventory
  • when repeat use/make with shift f9/f11, can use esc to cancel it
  • when a target you cast at resists, it no longer says 'missed', it now says 'no effect'
  • springing a map-trap will display a txt message if one is defined
  • when /trimskill etc, 'UA-combat' renamed to 'unarmed'

Patch 018 (May 28)

  • [copper weapons and armour|WeaponAndArmourMaterials]
  • player & npc avatars stop animating when paralised
  • new player sleeping tile
  • ghosts of PD'd players no longer have the inventory (alpha needs the item loss)
  • scrolls to create mimic containers are for sale for 5000gp
  • try shift-F9 and shift F11 instead of holding the key down with bluetak
  • repairing magical weaponry now has a weaponsmith-skill requirement (same formula used for ID)
  • mining bumps STR
  • recipes for [Tinkering] new tools have changed
  • new GM tinker recipe Brass Golem - see [Tinkering] page
  • when crafting, skill won't bump if you're well over the min-required skill for item you are making

Bugs Fixed

  • fixed magrocks f11 bug (moving resets your last_recipe to zero)
  • fixed kybas bandaging-res bug
  • taming a boss will now give message 'no chance' rather than 'you can't tame that'
  • fountain waterdemons are no longer bosses so should be tamable
  • rework of armourmaking-skill such that it can be trained from scratch
  • fixed poisonous creature immunity; golems are now also poison immune
  • fixed view spells page in client - formatting was broken

Patch 017 (May 21)

  • EnchantingAndPolypiling
  • weapon degradation
  • pet xfers require an expensive pet transfer deed
  • gold items being worn work as a permanent light source (ie they glow)
  • full item wipe (including res stones and quest tokens! sorry!)

Patch 016 (May 16)

  • Artifact weapons/armour/etc

Artifacts are just rare magic items with multi enchants. Eg a LS+6 str+20 etc. They also happen to have fancy names. This has been half finished for a while now but I polished off today to make room for enchanting (skill), which is comign soon hopefully.

Patch 015 (May 13)

  • Taming And Pets
  • runic font for certain signs and magic
  • waterfall cursor
  • AXE no longer creates followers, just temporary allies
  • stat items values scaled correctly
  • can use some potions in a direction with shift-u (only yellow, blue and red atm)
  • upgraded to the allegro 4.2 beta library

Patch 014 (May 1, 2005)

  • can only catch fish on the continent map
  • clear-pot/fountain/halluciation minor rewrite (see below)
  • res-sickness: 5 min delay before stats actually start decreasing
  • cursed staff will make you fumble spells
  • glowing lava
  • parties see their own stealthed/invis members
  • stocks (like jail)
  • new food items carrot & boiled egg. Figure out yrself what they do (I still love nethack)
  • added crocodile and rabbit mobs + 2 croc spawners on the cont near kingswood
  • + bugs fixed as noted in the bugs thread

Clear pots have been nerfed a bit. They no longer restore full health: infact the healing effect is now just like a yellow pot. There is no mana restoration.

Clear pots can only be made in pvp maps (ie dungeons, ie where there is risk of summoning snakes & water demons). Looking at (using) fountains directly however will give you a full hp/mp heal.

Finally, hallucinations has been made less severe. Altho the base Halluc time is up to 20 sec, you are no longer confused & the screen is not upside down - so it is possible to actually keep fighting.

The motivation for these changes was the dual (and contrary belief) that clears were both too dangerous but too good. They're still a double edged sword, but have just had their edges dulled a little.

Patch 013 (19 Apr)

all bugfixes and changes absorbed from 1.008d

Patch 012 (11 Apr 2005)

all bugfixes and changes absorbed from 1.008b and 1.008c

Patch 011 (19 Dec 2004)

all the bugfixes (including network) from 1.008a, as noted in the journal, + the following changes

  • fighters get an AS bonus from str, 3 per 50 str over 100
  • the rogue's dex->as bonus has been nerfed to equal that of the fighters, of course it is still dex based
  • lag detector tweaks
  • fixed probs with titles
  • dual logging is now not allowed
  • account based GM's (currently only cat and extell)
  • lots of tweaks

Patch 010 (8th Dec)

A lot of this stuff will be going into 1.008 as soon as it's proven to be stable.

  • parry (block) for foils at 70%, riposte (reflected damage) at 80%
  • disarm special move for foils at 90%, only works PvP
  • experimental damage type (eg slash, pierce) bonus vs some. Piercing weps do added damage to dragons, bludgeoning do extra damage to undead, and slashers do extra damage to hellspawn.
  • new item khaki potion sets full rage that doesn't reset for 10 seconds, and anyone can do specials when 'enranged'. This item is so good that I won't add it to the alchemy crafting table. I might give out some for free for evaluation purposes however.
  • new U/A weapons katar, neokode & brass knuckles. These U/a weapons are a little slower, do a little more damage, and have reduced criticals. They can of course get all the regular weapon enchants.
  • old style poison that degrades HP over time
  • scribes can only scribe spells that they actually know
  • randomised KX and KVX slightly
  • Mob AI tweaks; green dragons cast INH (also cast XJ less)
  • bash tweaked so that min str required is about 150 (alpha only, its about 350 on reg)
  • stat items rarer, min stat now +7 roughly, down from +10. max is still +30
  • trap skill bumping tweaks and fixes
  • rage cooloff timer now 15 sec, up from 10
  • new item 'horned helm', same properties as full helm

Patches 008 and 009 (6th Dec)

  • replaced %stat items with regular old style + stat items
  • houses are now linked to accounts, not characters (so houses can be shared)
  • attempt at fixing a lot of the map transferring errors (eg when you enter nord, and see the guards floating in the water, and other strange things)
  • \ and ; for party chat and emote (shortcuts)
  • merged many other changes in from 1.008 (most of which I've forgotten)

Patch 007 (30 oct)

  • inventory fixes: bank should suck less
  • 'u' only displays usable tools and misc items
  • use R (shift-r) to read a scroll (of any sort)
  • skills pages now show 1 decimal place
  • stat boosting items are now % based: eg a +1 dex helm adds 1% to your dex, not one whole point
  • added Osan's Lunacy! map

Patch 006 (27 oct)

  • Changes to special moves: 1/3 mana deduction replaced with a RageMeter
  • new PD characters get 2 lives (ie you can die twice & get resurrected, but the 3rd death is permanent)
  • Character names can now be re-used by the original creator. Eg if your character called Henry dies, then you can recreate Henry. The character name, once selected, is yours to keep.
  • player merchants deleted on character death
  • Provisioners now sell all provisions - inventories no longer random
  • slight continuity changes to noob dung/sewer/jail
  • bugs fixed and lots of other little tweaks

Changes (22 oct)

  • bandages now removed from inventory when used
  • scribe merchants now sell all scrolls

Patch 005 (18 october)

  • full wipe
  • Alpha now accounts based, apply [here|http://swut.net/euo/alphaaccount.html]
  • fixed healing & bandage use problems
  • monsters dropping weapons again because player economy sucks (and PD is on)

Patch 004 27th sep)

  • full wipe
  • reorganisation and shrinking of bartertown
  • NPC smiths & tailors are selling some weps & armour
  • NPC provisioners are selling random things, but also tools
  • [completed healing skill|SkillsHealing]
  • use shift-C to learn a scroll
  • use a scroll to cast it (no magery required)
  • /limitskill command
  • [basic food requirement|Food] (will expand on comestibles some other time)
  • only 'metallic' food heals HP (eg golden fish)
  • cows sometimes drop hide which can be cut into leather with scissors

Patch 003 (15th sep 2004)

  • full wipe
  • magery split into 3 schools: magery, piety and sorcery: see SchoolsOfMagic
  • merchants only sell the BARE neccessities (and I mean bare!) see PlayerEconomy

Changes (12th sep)

Many things have changed or been tweaked in the last few days: too many to mention. Here's the main changes

  • enabled the alpha/ NG patcher: it runs on a non web port so hopefully proxies won't interfere with your patching process
  • Quivering palm special move for unarmed (temp blinds and paralyses)
  • fixed server lag spikes
  • chest traps are MUCH more dangerous, in an attempt to justify the traps skill
  • chests may have multiple traps
  • resurrection sickness (stats deteriorate) - med at shrine to cure
  • medding at humility shrine will remove your crim status somewhat more quickly
  • extell has rewritten fishing
  • KX & KVX enhancements by extell
  • bash on chests and doors now str based, not skill based

Changes (6th Sep)

  • enabled armourer
  • enabled inscription (recipe list only partially complete however)
  • enabled cartography requirement for treasure map decoding
  • buried loot is a bit more interesting & substantial
  • stats will still bump with skill use even if that skill is at 100
  • can now catch 'metallic' fish that heal substantially more
  • skill rates down a fraction, stat rates up 50%
  • + rings & amulets add defense like they should (bugfix)
  • unarmoured defense forumla rewritten a little

Changes (5th Sep)

  • fixed MR & AS display
  • added shovel and treasure map tiles (thanks Extell)
  • added a new corpse (thanks Extell)

Changes (3rd Sep)

  • full player wipe
  • 300 pt stat cap but stats are worth a lot more
  • HP max is based purely off strength (as mana max is based purely off int)
  • [armour skills|SkillsArmour] (UA attack probably sucks a bit)
  • block skill (shields are still adding to AC tho, which may change)
  • karma is visible but not moving
  • other skills soon to be coded are visible but unusable (cartog, taming, armourer, healing, enchanting, inscription)
  • /limitstat command for stat limiting
  • rewritten /trimskill so that that for example, /trimskill magery 50 now sets your magery to 50, rather than removes 50 from magery
  • PD is not on

Changes (27th Aug)

  • added ore spawners. Ore is in veins now. figure out for yourself how it works. There is currently a way to cheeze finding the veins but I'm not telling you how: will be fixed next client patch.
  • added treasure maps (but not a cartography skill, yet) : treasure maps will be exhaustively expanded when I have more energy

Changes (24th Aug 2004)

  • mining no longer bumps str
  • doubled med increase rate
  • doubled all skill increases overall (dont forget this is a test serv)
  • stat increases up a bit
  • 10x recipes no longer bump stats and skills 10x
  • skills that are tweaked to increase at a higher rate due to low usage (eg ID) now bump the stats at a proportional rate.

Older Versions

  • 1.008 - Nov 2004
  • 1.007 - Jun 2004
  • 1.006 - May 2004
  • 1.005 - Jan 2004
  • 1.004 - Dec 2003
  • 1.002 - Nov 2003
  • 1.000 - Oct 2003
  • unversioned initial release - May 9, 2003