Latest Release - 10-11-09 - Notes

Started by Gardner Denver, October 11, 2009, 09:52:30 AM

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  • Fixed selling multiple items at one time.  Will always get paid now.
  • Fixed Max Evil not being able to defend in pvp or vs good aligned mobs
  • Fixed Large Silvery Cross so Paladins can use the spell
  • Fixed the drag player bug in pvp.  If they hang you can't keep them in the realm by dragging them.
  • Summon Guard will no longer take your $$ if the room is at max mobs
  • Fixed bug that allowed you to "drag" roomspells into a room full of players.  If you move, area spell combat will be broken and you'll have to reengage combat
  • Elemental Resistances should work now. (Water, Fire, Stone, ect)
  • Ntap, flux, nity will now give a new random roll of mana regen each time they are cast
  • We fixed the bug with poisons not poisoning
  • We reduced the regen in the webbed lair
  • Fixed the cause of both crashes today

Quote from: Gardner Denver on October 11, 2009, 09:52:30 AM

  • Fixed selling multiple items at one time.  Will always get paid now.
  • Fixed Max Evil not being able to defend in pvp or vs good aligned mobs
  • Fixed Large Silvery Cross so Paladins can use the spell
  • Fixed the drag player bug in pvp.  If they hang you can't keep them in the realm by dragging them.
  • Summon Guard will no longer take your $$ if the room is at max mobs
  • Fixed bug that allowed you to "drag" roomspells into a room full of players.  If you move, area spell combat will be broken and you'll have to reengage combat
  • Elemental Resistances should work now. (Water, Fire, Stone, ect)
  • Ntap, flux, nity will now give a new random roll of mana regen each time they are cast
  • We fixed the bug with poisons not poisoning
  • We reduced the regen in the webbed lair
  • Fixed the cause of both crashes today

Paladins should not be able to use the cross.

And room spells should drag like that, but you should either get EPs or break for Warnings turned on

Quote from: DeathCow on October 11, 2009, 09:58:22 AM
Paladins should not be able to use the cross.

And room spells should drag like that, but you should either get EPs or break for Warnings turned on

If the cross fix is not correct then we'll fix it back

The room spells still work, this is a "quick fix" to the dragging problem

October 11, 2009, 01:17:11 PM #3 Last Edit: October 11, 2009, 01:35:47 PM by schwagg
Quote from: Gardner Denver on October 11, 2009, 10:14:21 AM
If the cross fix is not correct then we'll fix it back

The room spells still work, this is a "quick fix" to the dragging problem


Why are you editing crap that doesn't matter like silvery cross when Warlocks and Gypsies still can't use ethereal shield? Unless you've just been dying to let Paladins use the cross forever, someone must've asked you to do this. I've been asking for some sort of fix for shld for 2 years. If you're going to blatantly edit stuff that's not even in the legit game at least fix the crap that IS supposed to.

Why are you literally editing down areas that I'm scripting and nowhere else? Why was this so imperative to do today when it didn't mean jack to you for years?  Less than 24 hours after talking to DeathCow about how the engine is flawed concerning spawn under certain parameters in certain areas, all of sudden just the area that I'm scripting is literally edited down. This is hardly a fix, and to be honest, it simply looks like an attempt at a hamstring. Nerfing a single control room in a single area on a single map isn't "fixing" anything, and just downright reeks.

October 11, 2009, 02:42:45 PM #4 Last Edit: October 11, 2009, 02:52:41 PM by DeathCow
The "fixing" of the cross was a mistake.  It will be reverted next update. 

Whats the issue with ethereal shield?  Can mages use it?  I don't have a mmexplorer copy on this comp, so I can't look at the details of the spell.  I'll check the forum for a bug complaint.

As for the lair, that simply wasn't a good way to fix the issue.  The issue with the webbed lair is actually a several pronged issue, and we are working to address one of the key issues that has allowed it to persist as long as it has.  We were attempting to make a fix but my computer issues are preventing us from making a truly cooperative effort at a fix, so we'll have to subtle for using the developers section of the forum as our means of communication. 

There are at least 3-4 issues that have been established as the primary issues with the obscene exp rates we are seeing on some players. 

We've marked ACC issues as a primary problem and bad rgen logic as a secondary.  The bad rgen logic can be fixed somewhat readily, and we've decided to circumvent our own 1.0 goals and go ahead and establish new ACC, AC, DODGE, CRIT formulas as a means to fix the issues. 

I'm never a fan when database changes are made in order to fix a coding issue.  However difficulty occurs when we have to derive formulas based solely on in game observation (such as random rgen).

Hopefully, tossing out the flawed str based ACC system will allow us to address all of the ACC issues by allowing us to define the relationship between AC and ACC in a whole new way, rather than attempting to make small tweaks here and there in an attempt to emulate and already broken system which we have planned to change since day one.

ethereal shield currently gives 0/1 ac. Its supposed to scale based on the armor type yer wearing. I forget the exact numbers, but it gave the best ac foir cloth/nekkid, midrange forleather, and low for chain.

Quote from: MudHunter on October 11, 2009, 03:15:43 PM
ethereal shield currently gives 0/1 ac. Its supposed to scale based on the armor type yer wearing. I forget the exact numbers, but it gave the best ac foir cloth/nekkid, midrange forleather, and low for chain.

Oh, it used blur ac?  Maybe that hasnt been coded yet..but blur AC is just Value(enc %)=total.

Yeah there is some discussion underway about AC Blur and the best way to deal with it in the engine.  You do get a bonus from it, but currently the bonus has the standard /10 AC modifier on it, so you only get a fractional bonus.


October 11, 2009, 10:29:02 PM #9 Last Edit: October 11, 2009, 10:32:46 PM by kalus
Quote from: DeathCow on October 11, 2009, 09:58:22 AM
Paladins should not be able to use the cross.

And room spells should drag like that, but you should either get EPs or break for Warnings turned on

Why no cross spell for Paladins?

Magical 1, SpellCasting +10, Max Mana +20, Max Damage +3, Casts "Cross Of Vengeance" (Target: Self, Room Illuminate +200, Accuracy +5, Max Damage +2, Stealth -15, 600 Rounds, 15 Mana), Cleric / Missionary / Paladin / Priest only, Negates "deeply bite" / "drain life" / "drain life" / "energy drain" / "necro drain" / "necro drain" / "necromantic beam" / "necromantic beam" / "necromantic bolt" / "song of draining"

So Paladin can wear it, but not use it? Makes no sense.

Quote from: kalus on October 11, 2009, 10:29:02 PM
Why no cross spell for Paladins?

Magical 1, SpellCasting +10, Max Mana +20, Max Damage +3, Casts "Cross Of Vengeance" (Target: Self, Room Illuminate +200, Accuracy +5, Max Damage +2, Stealth -15, 600 Rounds, 15 Mana), Cleric / Missionary / Paladin / Priest only, Negates "deeply bite" / "drain life" / "drain life" / "energy drain" / "necro drain" / "necro drain" / "necromantic beam" / "necromantic beam" / "necromantic bolt" / "song of draining"

So Paladin can wear it, but not use it? Makes no sense.

Its always been that way. the same is with the crescent moon staff. anyone can wear it, but only a priest can use its spell. the spell on the cross is coded priest-2. and I suspect its for a very good reason. Pallies have everything else, eh?

Quote from: Gardner Denver on October 11, 2009, 09:52:30 AM

  • We reduced the regen in the webbed lair

That explains a few things.  I was wondering why the old realm was so good in there and the new realm not so much.
It does, however, make the area much safer, which I'm no sure is a good outcome.

What exactly is the problem?  People being able to make good rates in there?  The area is a big hotspot in regmud too.

The problem is related to the monster regen.  Even with a very large group of people in the area, like 20 people, it was still possible for one player to make > 6 million exp per hour down there.

This is not the solution to the problem, only a stop gap measure until the underlying problems with the engine can be fixed.

I think Ethereal should should do something at least ;) Base it off encumberance..
or just have it give 10/1 ac and +10 dodge :D~

that sounds like a reasonably good spell.. warlocks should get at least ONE armour spell sheesh
Listen peeps, *I INSULT PEOPLE*, thats what I do.

So when I respond to a forum, I insult people equally, I dont descriminate.

It's just me adding salt and pepper to a conversation.

Don't take anything to heart. Nubs.

Quote from: Gardner Denver on December 17, 2009, 01:37:22 PM
The problem is related to the monster regen.  Even with a very large group of people in the area, like 20 people, it was still possible for one player to make > 6 million exp per hour down there.

This is not the solution to the problem, only a stop gap measure until the underlying problems with the engine can be fixed.

So, if the player was there solo (e.g. no large party), it's OK to be making 6mil/hr there solo?

I think the problem with the exp rates there (at least for a solo character) are related to combat.  The monsters have low AC (30 I think), and thus a 40 mystic can average 650 a round on spiders.  Put a high level paladin in there, and they can tank, heal, and round the spiders.  Whereas, in regmud, this is harder to do because of the crit cap, etc.