Patch 1.23.41B
- Notoriety changes:
- An attack that would result in your notoriety going down will indeed
make it go down (eg a newbie attacks a newbie).
- An attack that would result in your notoriety going up will not have
any effect (a newbie attacking a vile monster).
- A kill that would result in your notoriety going down will not have
any effect (for example, a newbie attacks you and you vanquish him).
- A kill that would result in your notoriety going up will indeed have
a positive effect (for example, a playerkiller attacks you and you
kill him).
- The change that was in for one day, of notoriety for fights changing
only on death, has been replaced by the above.
- Several bugs with notoriety loss were fixed, making the penalties for
snooping, theft, provocation, and a few other actions less.
- Skill and stat advancement changes:
- Attributes (strength, dexterity, intelligence) now have an advancement
curve, whereby it is ten times harder to advance from 99 to 100 than it
is from 10 to 11.
- Skills have an advancement curve. We fixed a bug whereby everyone on
Friday was advancing at the slowest possible rate.
- Stat and skill atrophy have been drastically slowed.
- Several fixes were made to starting equipment:
- Starting shepherd's crooks now work for herding.
- Starting bladed items (axes, knives, etc) have been fixed.
- Starting weapons have been changed to be "practice weapons." These
weapons are exactly equivalent in damage to each other, and can be
wielded by people with the lowest possible starting strength.
- You can no longer stop guards and other NPCs from fighting by simply
talking to them.
- The following aspects of magic have been adjusted:
The following spells are now illegal in towns:
- Clumsy
- Feeblemind
- Weaken
- Poison
- Curse
- Mana drain
- Paralyze
- Mass curse
- Mana vampire
- Earthquake
- The Explosion spell will actually do damage now.
- Summon spells should now make the summoned creature your pet.
- Various magic item effects have been fixed or tweaked.
- New art for various interface windows: trading, color picker, and selector.
- A weight bug with carpentry items being chopped up in the backpack was
fixed.
Patch 1.23.40B
This patch fixes the character creation problem introduced in the last patch.
Patch 1.23.39B
- A fix to the problem of stat effects caused by wearables not going away
when the worn item is removed.
- NPC guildmasters should stay put in their guilds soon.
- Spellcasting creatures will now use their spells in combat regardless of
who attacked first.
- The overall rate of advancement in skills and stats will be slowed
significantly. Atrophy will also be lowered commensurately.
- A time cap will go into place on positive changes in notoriety, and in
addition, gains in notoriety will be significantly slowed. Loss of
notoriety however is still at the same rate as before.
- Dying will no longer affect your notoriety in any way. If you die to a
guard because he killed you on sight, you will need to play as a ghost and
leave town to be safe. Otherwise he will kill you upon resurrection.
- NPCs will now call the guards on any scoundrels they see. (Notoriety of
Evil Lord or worse).
- The starting amount of STAT points that you get to distribute as a newbie
is changing to 65 from 100. This only affects strength, dexterity, and
intelligence. You still have 100 points to distribute for skills.
- A fix to the lag problems caused by lit torches. We do not know if this
will fully resolve the problem, but we hope so.
- We are instituting a cap of 200 points total across your three attributes.
If you advance in one attribute when you have 200 stat points total,
one of your other stats will go down.
- Player names will appear color coded based on notoriety when you look
at them. People at Evil Lord or worse will have their names appear in
bright red, and people at very high notorieties will have their names
appear in light blue. This way you can tell at a glance whether someone
is a habitual killer.
- We are adjusting creature populations. We will be both inscreasing the
total quantity of creatures in the world and also increasing the
proportions of newbie creatures.
- Evil creatures in dungeons will attack evil players again.
- Player-made carpentry items have been made extremely light-weight, so
you can move them out of your backpack when they get in there. This also
means you can sell them to shops.
- Local boards will have a "recent killings" post that tracks recent pkill
activity, giving names, titles, and professions. Players can use these
to track habitual killers, post bounties on them, etc.
- Notoriety will no longer change from mere attack/double-click.
- The maximum amount of stamina taken for shoving has been halved.
- The amount of weight you can carry has been increased by 30 stones across
the board.
- There are some new interface windows: the "counting" window for setting
quantity of an item, the color picker, and the journal are all redone.
The journal's lower tab now serves to resize the size of the scroll.
- The frequency of magic items on monsters has been decreased considerably.
Patch 1.23.38B
This patch was internal to Origin only.
Patch 1.23.37B
This patch fixed a bug introduced with patch 1.23.35B, whereby everyone
entered the game naked.
Patch 1.23.36B
This patch was for internal testing purposes.
Patch 1.23.35B
- A full map update was done that should fix many map problems.
- Clicking on an archery butte after shooting now gives you your score
for the shooting session.
- Double-clicking an archery butte when standing right next to it
recovers your arrows.
- Several fixes for stability went in.
- You will no longer be able to hire hirelings for less than the amount
of money they request.
- Pets will only obey the "guard" command from a ghost, nothing else.
- You can no longer bow or salute while riding a horse.
- The various field, energy vortex, and blade spirit spells have been
declared illegal in towns and will result in guards being called.
- Learning by watching rate has been adjusted upwards, and the facing
check in it has been improved.
- A fix to horse fatigue.
- A fix to the problem of combat going on after you have stopped fighting.
- Changed the macro option from "backscroll" to "journal" to match the
character window button.
- Numerous bugs with magic items have been fixed, whereby they were
not removing their effect when the item was removed.
- All carpentry-made items should now be movable.
- You can now steal heavy items.
- We fixed a problem whereby you could get too-heavy items into your backpack.
- Fixed a crash in the shop window when buying.
- Fixed a problem with random pricing in certain shops.
- Put in place the strength requirements for armor and other clothing. This
means that you now need a substantial strength to be able to wear plate
mail!
- We have a new set of fixes in for shopkeepers wandering away and
teleporting.
- The veterinary skill has been fixed.
- Numerous carpentry problems were fixed including placing items in illegal
locations.
- The inscription skill should be fixed. The icons and names should be
correct, and you should be able to put the resulting scrolls into a
new spellbook.
- Fixed problems with lights displaying properly.
- Reagents should now be taken properly when spells are cast.
Patch 1.23.34B
This fixed a crash introduced into the client with patch 1.23.34B.
Patch 1.23.33B
- A general weakening of creature difficulty.
- Slowing down of creature movement.
- Fixes to animations when riding horses.
- Another pass on starting equipment.
- The magic system moved to difficulty based as well. Using low level
spells when at a moderate skill level will not enhance your skill, and
using a high level spell that is a challenge for you will confer a
greater reward in terms of learning.
- A fix to reagent taking in spells, so that they take the right amount
of reagents for a spell. There is still some randomness involved.
- Failure to smelt consumes some of the ore.
- Smelting a useless piece of ore will no longer check your skill.
- You won't be able to repair items already in perfect condition.
- The amount of raw materials required for making items has been put on
a curve, so that the nicer items require substantially more raw
materials than before.
- Reagents will be lighter.
- Magic item variety should be greatly increased.
- Fixed some clicking problems where double-clicks registered as only
single-clicks.
- Pets will only take single word names with no punctuation.
- New character windows with more room for the titles and name.
- Creatures will now have a shorter "alertness" range before they can spot
you and decide to attack (on-screen only).
- Tamed creatures and hirelings will no longer freeze when released or they
quit.
- Smelting ore is now based on mining skill, not blacksmithing.
- Moongates will be guarded regions.
- Spellbooks are no longer stealable.
- Animal taming will now require some time spent convincing the animal.
- Many spells were fixed.
- A new skills window is in place, with a smaller font, and buttons you can
single-click for the skills usable from the skills window.
- You can no longer use items that belong to other people.
- Alchemy should be working again.
- The protection spell should work again.
- The Armor Rating statistic shown in your status window now displays the
AR weighted by equipment slots. This is purely a change in display, not
in the internal mechanics of the way armor works.
- The interface to blacksmithing changed slightly. Using a blacksmithing
tool now brings up a selection window. The anvil in the selection window
represents repairing an item rather than making one.
- Blacksmithing now searches your inventory for metal rather than making
you target it.
- You can now chop up carpentry-made items with an axe. Only the owner of
a house can chop up items in his house.
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