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PostPosted: Mon Feb 20, 2006 11:13 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
This changelog is in no way complete, I have not even attempted to record all the changes to Creatures alone that have been done over time. This also is lacking added custom items as well.. But this is a good reference for our changes, compared to a standard RunUO shard. I basicly ran a compare with WinMerge from RunUOscripts, to mine, and these are the changed files only.. not added.

Player Character Related
*******************************************
Accounts:
  • Player account support added for a 6th character slot
  • Auto Account IP limitation increased to 2 accounts per IP
Support to PlayerMobile (player characters):
  • Town Division Guild;
  • Town Division Guild Fetality;
  • Town Division Guild Title;
  • Player Messenging support to record/save Hidden, and location show/hide and ignore list
  • PvP System properties
    Support added to calculate who can be and can not be attacked, as well as who's pets are able to or not be attacked, depending on if you are, or are not set to PvP
  • Power Hour support
  • married / divorced / engaged
  • Aura/Radiation hit time (records when last damage from aura, and used to determin when to take damage next)
Characters:
  • No Young Player status
  • There should be no "Followers" count for owning pets. ( Pub 15 rules )
  • Items display with old style greyish lable text. (10% still in progress) ( -Pub 15 rules )
  • Many modifications to support the PvP system HarmfullActions.
  • Thirst now works the same as hunger, you will recieve similar messages when drinking, to full.
  • A Character that is drunk will now both show the *hic* emote, and play a male/female hic-up sound efect
  • Added support to corpse's for new Town Division guilds loot rights
  • Red players are free to roam on both Trammel and Felucca facets.
  • Red players are now permited to use a public moongate, unless currently flagged Criminal.
  • Bandage; Increased area from 1 tile, to 2 tile range to bandage
  • Lowered healing/anatomy skill from 80 needed to ressurect, to 78 in both skills
  • reduced time frame for healing one self one ~1.5 seconds
  • Hunger and Thirst reduction timer has been changed from 5 minute intervals, to 15
  • Stamina regeneration rate reduced from 7 seconds per point, to 2 seconds per point for faster regen rate.
Player related Systems:
  • Custom Hair Stylist prices significantly reduced
  • Notoriety: Added support for new town division guilds to verify who is attackable, and not
  • Both Trammel and Felucca facets use the Felucca rule sets (and all other maps as well)
  • Help 'stuck' menu reworked for custom map towns
  • Guild charter gump option will now default to the Portal Back, UO:BD website (not RunUO)
  • Demolishing a player house will now return a bank check of the house value to the players bank box, rather than returning the house deed.

Controled Pet Modifications
*******************************************
  • Releaseing a tamed pet no longer checks for a Control Chance
  • Modification to pet following speeds.
  • Pets now follow faster and stay closer. Also follow faster if player is riding a horse
  • Fixed a bug where player pets would sometimes attack their owner from the 'guard' command *still in testing

Region Related
*******************************************
  • All guarded style town regions now removed.
  • Towns will only be guarded by the guards wandering around.

Item Changes or additions
*******************************************
Houses:
  • House decay system is disabled for now (untill further notice)
  • Added support to check house for existing Town Division Guild stones for future player placements
  • Player Vendors max has been changed to 10, for now. (untill further notice)
  • Added advanced support for door and sign directions for the many custom multi houses for players placement.
  • Added support for other characters on the Owners account to act as the Owner, in most circumstances.
  • Added house restriction support (same as standard guild) for new Town Division Guild system
  • House Placement tool overhauled with all custom houses for the shard
    Boats:
  • Fixed bug on Dry docked boats (ship models) not displaying the correct names of the boat it represents
  • Boating from one side of the map to the other now changed.
  • When hitting an edge of the map, you will now continue on the opposite side, on opposite Facet. IE: Hitting the western edge of Trammel (Heartlands) will now continue you from the Eastern side of Felucca (Ultima 5 map) and so on.
  • Removed spell casting efect when mounting an ethereal mount ( Pub 15 rules )
  • Players are still able to be dismounted from the Ethereal by Bola or other means
  • Remounting an ethereal after being knocked off will still delay as any regular mount would
  • Wepon swings will now check for skill base of 0 - 100, rather than 0 - 120
  • Power and Stat scrolls will no longer (if ever found by a player) make any modifications to the player, The scrolls will simply return a message saying they are unusable, and page a GM for *possible* trade
  • Spyglass now have support to tell the correct moon phase from the new time system
  • Clocks now have added support for new time and light cycle system
  • Clocks will now display correct formats the time system will be set to
  • Potion kegs now have a Furniture attribute, and are dyable
  • Fixed a bug in Potion keg that allowed the amount to go below 0
  • Removed stupid messages seen when dropping an item into a trash chest in towns.
  • Public moongates completly redone to allow custom map town names
  • Malas, Tokonu, and Ileshenar are removed from the travel list.
  • Interior decorator tool has been changed from Blessed, to Newbied.
  • Bank checks now use a comma to seperate amounts by 1000's ie; a bank check for 10,000 gold
  • BaseLights (any item that can light up, lamp post, lantern) in some areas can be efected by an evil in the air and flicker on/off at night time.
  • When dressing a character with Dragon Armor, upon completing the suit with the helmet, you will now get the particle efect informing you of a complete set. (this has no other function as of yet)
  • Mace weapons (and creatures with mace hiting ability) destruction to armor has been reduced slightly
  • Armor rating calculation to Damage taken reworked, Damage is now more reasonable with high armor *There was an issue with an armor rating of 40+ only taking one damage from most offenders (RunUO calculation)
  • Bed Addons are now labled as Furniture, and are dyable.
  • Added new wood resources:
    Cedar, Cypress, Oak, Walnut, Yew, Willow branch, These wood types will be obtainable from chopping their respective tree
  • Removed any chance for slayer instruments as loot. ( Pub 15 rules )
  • Added practice wepons. Players will start with these at creation. ( -Pub 15 rules )
  • Added glacial staff. (works with the words del corp, etc ( Pub 15 rules )
  • Added most all Post AOS, SE hairs (as far as I know) to the system, Not yet implemented for player characters.

Wepons and Armor editions
*******************************************
  • Added Ranger armor set
  • Added Phoenix armor set
  • Added evil orc helmet (stat modifying helm) ( Pub 15 rules )
Crafting Changes:
*******************************************
  • All craft skill success ratio recalculated to use a skill base from 0 - 100 ( Pub 15 rules )
    Blacksmithy:
  • AOS Items now craftable:
    Dragon Barding deeds, ChaosShield, OrderShield, BoneHarvester, CrescentBlade, BladedStaff, DoubleBladedStaff, Lance, Pike, Scythe, Scepter
  • SE Items now craftable:
    PlateDo, PlateHiroSode, PlateSuneate, PlateHaidate, ChainHatsuburi, PlateHatsuburi, HeavyPlateJingasa, LightPlateJingasa, SmallPlateJingasa, DecorativePlateKabuto, PlateBattleKabuto, StandardPlateKabuto, NoDachi, Wakizashi, Lajatang, Daisho, Tekagi, Shuriken, Kama, Sai, Tessen
    Bowcraft/Fletching:
  • Added resource type menu (like ingot type on smith menu) for wood types to craft with Bows, Crossbows, Heavy Crossbows now retain the wood color from the wood type used to craft them
  • AOS Items now craftable:
    CompositeBow, RepeatingCrossbow,
  • SE Items now craftable:
    Yumi
    Carpentry:
  • Added resource type menu (like ingot type on smith menu) for wood types to craft with
  • Added all AOS and SE items to craft list
    TODO: Carpentry Modification list (too large atm)

    Inscription
  • AOS Items now craftable:
    Bulk Order Book
    Masonry:
  • SE Items now craftable:
    SmallUrn, SmallTowerSculpture *need to mod for pre SE scripts?
    Tailoring:
  • Added all AOS and SE items to craft list
  • RuneBook can now obtain the makers mark

Skill use Changes:
*******************************************
Animal Taming:
  • Upon taming animals, fresh tamed now start with Confused Loyalty and wandering mode. ( Pub 15 rules )
  • Feeding pets once will restore loyalty 100% to Wonderflu Happy. ( Pub 15 rules )
  • Most higher end level creatures will all now have an anger chance upon taming:
    Dragon, Nightmare, Swamp Dragon, White Wyrm, PureWhite Wyrm
  • ReAdded support to allow a tamer to retame a wild pet reguardless of how many owners it has had, if the tamer was one of the prior owners ( Pub 15 rules )
  • Removed stat loss to pets that would have been tamed by paralize / tame, beaten etc. However, animals/creatures will still only get 90% of skills once they have succesfully been tamed ( Pub 15 rules )
    Animal Lore
  • While still using the post 16 style animal lore skill style
  • Skill reduced from 100 to 90 to view lore of both tamed, and wild tamable creatures
  • Skill still requires 100 skill to lore wild untamable creatures.
    LumberJacking:
  • Complete rework, Each tree gives a specific resourse:
    Oak tree = oak log, Walnut tree = walnut log, etc.. any tree with name simply "Tree" will give standard log
  • Harvesting logs with unique specie uses a skill base chance, similal to mining (skill rates are not very high to sucseed as ore types are)
Magery:
******************************************
  • Removed stupid smoke blowing out of a players ass when failing to cast
  • Spell success rate now based on 0 - 100 skill base.
  • Recall, Gate, and Mark have been reAdded to dungeon and other restricted areas from the Publish 16 erra. ( T2A ) (This may be changed in areas at a later time)
  • Summoning creature spells now hole the 5 second delay they use to have. ( Pub 15 rules )
  • Meditation regenerates mana slightly faster
    Music skills:
  • Peacemaking is reverted to a pure skill based success change, while keeping the area and target style usage
  • Provo skill is now reverted back to a pure skill base success chance.
  • No fail rate due to the dificulty of the monsters being provoked
  • Failing Provoke will upset the first creature, and will attack you. ( Pub 15 rules )

Mobile changes/Additions:
*******************************************
New AI systems:
  • FearlessMeleeAI
    Generally used for undead creatures, these will not run when low on health.
  • FearlessMageAI
    Generally used for Mage casting undead, these will not run when low on health
  • AL_MageAI
    Mage AI used to test new AI changes or ideas, generally not found in use on any live shard creature.
  • TownGuardAI
    New Town Guards AI system.
    Good Town Guards, attack crim, reds, and wild monsters
    Evil Town Guards, attack innocent players/pets, leave monsters alone
    Town guards will wander around within a designated area.
    When chasing someone, the town guard will not go beyond a specific radius to prevent them from being lured away from any specific areas
  • ArcharGuardAI
    New Town Guard AI system
    Same as the standard Town Guard AI, only with archar abilities
  • SkitishAnimalAI
    New AI for animals that will run from anyone that comes near them
    This AI is not yet used.
  • LichAI
    New AI specificly for the Lich
    Lich magery and casting system completly independant from any other creatures
    Lich, like FearlessAI, will not run when low on health
  • DaemonAI
    New AI used specificly for Daemons, Balrons and other High end Demonic creatures.
    Mage casting system completly independant from any other creatures.
    DaemonAI have specific chances per type (daemon, balron, etc) for dispell, heal, and cure type abilityes
    DaemonAI can retarget while fighting to another player that runs by.
    DaemonAI have random chance to retarget to another player that hits it, even if its focusing on someone else.
  • LesserDaemonAI
    New AI, similar to the DaemonAI
    little to no (in some cases) dispell chances
    Used for lesser Demonic mage caster like, Imp, Gargoyle, etc.
  • LesserUndeadAI
    New Mage AI for lower class mage casting undead creatures. (shade, wraith, etc. )
    like the FearlessAI, these do not run when low on health.
    Mage casting abilities are independant from other creatures.
    Low level magery casting. ( mainly fireball, Harm, and stat mod spells)
  • WeakUndeadAI
    New AI for very weak mae casting Undead
    Spells are almost completly limited to stat mod spells, with rarity of the couple low end damage spells (magic arrow, etc )
    Like other Undead AI, they will not run when low on health.
    These are currently not used on the shard
  • Provoked creatures will no longer stop fighting when the bard runs out of range ( Pub 15 rules )
  • Added new wandering guard system (more info to come)
  • Support added to BaseAI's AquireFocusMob for good and evil town guards
  • Completly reworked the Default RunUO MageAI:
    Spell choices completly reworked based on creatures Mage skill, and mana
    Reduced the Combo spell attack chance significantly
    *Only a few limited creatures still remain using this AI on the shard
  • VendorAI (town vendors)
    Town Vendors are now killable/attackable
    Vendors now fight back when attacked
    Town Vendors when killed now have a 50% chance of respawning as their ghost, and attacking the player that killed them.
    Changes efecting all AI:
  • Most all creatures will now use the walk animation upon attacking, rather than a slow run animation. (generally only noticed on 3D before)
  • Reduced the time it takes a creature to notice you on screen from 10 seconds, to 8
  • Completly overhauled how the system was originally writen:
  • Added support for Radiation/Aura effects on creatures to the BaseCreature class itself
  • Creatures with Aura or Radiation efects (snow elementals, ice elementals, etc) will now damage anyone(or tamed pets) within 2 tiles of them
  • Radiation damage from these creatures will continue to damage every 4-8 seconds, with a random amount of damage (can differ between the creatures that radiate)
  • Radiant creatures that cause damage to a player (or pet) will now refocus and attack that player (or pet)
  • Revamped all loot from creatures.
  • Increased magic item loot chance slightly
  • increased some creatures gold amounts
  • Removed all teleporting chance from all AI (only special creatures will have this ability in specific situations)
  • Significantly reduced the spell casting Heal chance on all AI
  • Reduced the spell casting Cure chance on most AI
  • Removed Dispell chance on all but a few higher class MageAI
  • MageAI (most all) will not only start casting if they have recieved damage of some kind from the Player. ( Pub 15 rules )
  • Tamed and relased creatures will now be released from any spawner 'home' and wander in the released area
  • Creatures chance to Rummage a dead corpse for items reduced to 10%.
    Specific Creature changes:
  • Efreets can not open doors ( Pub 15 rules )

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PostPosted: Tue Feb 21, 2006 6:53 pm 
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Slayer of Fools
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Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Interesting changes Di.
Would love to see the new AI.

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PostPosted: Wed Feb 22, 2006 12:20 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Yeah, well there is nothing super special about them, I mean.. Im no recket scientist. The main thing is that they are independant from one another.. so they dont have to preform all the unnessisary checks to a hundered things that do not relate to them. I feel after playing around with them, that they do act and respond a lot 'cleaner' in game :)


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