Difference between revisions of "Client Patch 1.25.12"
(Patch notes for Ultima Online Client Patch 1.25.12 (October 16th, 1997)) |
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− | + | {{Client Patch | |
− | + | |client=2d | |
− | + | |date=October 16, 1997 | |
− | = | + | |patchnotes=The Latest Patch: |
− | October | + | * Notoriety: |
− | + | ** We're slowing the rate of notoriety drops from attacks. | |
− | = | + | ** We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value. |
− | The Latest Patch: | + | ** The problems with notoriety not being affected by spellcasting are fixed. |
− | + | ** We tweaked the notoriety curve somewhat to adjust some of the loss rates. | |
− | *Notoriety: | + | ** A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed. |
− | **We're slowing the rate of notoriety drops from attacks. | + | ** A bug with notoriety not falling under some circumstances will be fixed. |
− | **We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value. | + | * Items: |
− | **The problems with notoriety not being affected by spellcasting are fixed. | + | ** The weapon or armor moving into inventory for no visible reason has been fixed. |
− | **We tweaked the notoriety curve somewhat to adjust some of the loss rates. | + | ** Objects in houses will not decay as quickly. |
− | **A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed. | + | ** Armor ratings for magic armor should be correct now. |
− | **A bug with notoriety not falling under some circumstances will be fixed. | + | ** The double axe will become two-handed. |
− | *Items: | + | ** Changes strength requirements and armor values for female armor. |
− | **The weapon or armor moving into inventory for no visible reason has been fixed. | + | ** Several sorts of knives and cleavers have had their swing rate slowed. |
− | **Objects in houses will not decay as quickly. | + | ** Female platemail now has the same dexterity penalties that male plate does. |
− | **Armor ratings for magic armor should be correct now. | + | ** Communication crystals will not use a whole stack of gems to recharge, but just the one. |
− | **The double axe will become two-handed. | + | ** Cloth will say how many yards of cloth are left. |
− | **Changes strength requirements and armor values for female armor. | + | ** The problem with all of your mandrake root being consumed at once will be corrected. |
− | **Several sorts of knives and cleavers have had their swing rate slowed. | + | ** Items in player-made chests and other containers won't be vanishing anymore. |
− | **Female platemail now has the same dexterity penalties that male plate does. | + | * Economy: |
− | **Communication crystals will not use a whole stack of gems to recharge, but just the one. | + | ** Jewelers purchasing from players. |
− | **Cloth will say how many yards of cloth are left. | + | ** Prices on magic items in shops should be correct. |
− | **The problem with all of your mandrake root being consumed at once will be corrected. | + | ** Hair dye will be cheaper. |
− | **Items in player-made chests and other containers won't be vanishing anymore. | + | ** We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues. |
− | *Economy: | + | ** Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank. |
− | **Jewelers purchasing from players. | + | ** Reagent supply in shops will be increased. |
− | **Prices on magic items in shops should be correct. | + | * Ecology: |
− | **Hair dye will be cheaper. | + | ** Dragon and drake AI has been tweaked. |
− | **We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues. | + | ** Iron maidens won't kill you outright, and they will have some warning to them. |
− | **Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank. | + | ** Forest birds and jungle birds have been weakened. |
− | **Reagent supply in shops will be increased. | + | ** The regrow rate on ore and lumber will be faster. |
− | *Ecology: | + | * NPCs, Guards, Pets and Hirelings: |
− | **Dragon and drake AI has been tweaked. | + | ** The missing shopkeepers should be back. |
− | **Iron maidens won't kill you outright, and they will have some warning to them. | + | ** Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot. |
− | **Forest birds and jungle birds have been weakened. | + | ** Miner guildmasters will be more common. |
− | **The regrow rate on ore and lumber will be faster. | + | ** Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done. |
− | *NPCs, Guards, Pets and Hirelings: | + | ** The pet "transfer" command will cause the pet to stop following. |
− | **The missing shopkeepers should be back. | + | ** The "transfer" command on pets will turn off their previous guarding and following orders. |
− | **Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot. | + | ** Zoo creatures aren't tamable anymore. |
− | **Miner guildmasters will be more common. | + | * Miscellaneous: |
− | **Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done. | + | ** Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in). |
− | **The pet "transfer" command will cause the pet to stop following. | + | ** Ghosts will be able to use the planks and give orders to the tillerman while manifested. |
− | **The "transfer" command on pets will turn off their previous guarding and following orders. | + | ** The problem some had with resurrecting immediately sometimes not working will be fixed. |
− | **Zoo creatures aren't tamable anymore. | + | ** You will get a message in the lower left corner of your screen when you cross into and out of justice regions. |
− | *Miscellaneous: | + | ** We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore. |
− | **Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in). | + | ** Begging should be largely fixed. |
− | **Ghosts will be able to use the planks and give orders to the tillerman while manifested. | + | ** The "infinite newbies" exploit is fixed. |
− | **The problem some had with resurrecting immediately sometimes not working will be fixed. | + | ** Problems with weight involving horses will be fixed. |
− | **You will get a message in the lower left corner of your screen when you cross into and out of justice regions. | + | ** The area west of Trinsic that has no bridges over the river will gain them. |
− | **We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore. | + | * Client Patch: |
− | **Begging should be largely fixed. | + | ** Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!) |
− | **The "infinite newbies" exploit is fixed. | + | ** Lag issues with light sources will be improved. |
− | **Problems with weight involving horses will be fixed. | + | ** Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing. |
− | **The area west of Trinsic that has no bridges over the river will gain them. | + | ** The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects. |
− | *Client Patch: | + | ** Counselor paperdoll problems will be fixed. |
− | **Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!) | + | * Some special notes: |
− | **Lag issues with light sources will be improved. | + | ** Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake. |
− | **Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing. | + | ** It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems. |
− | **The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects. | + | ** We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet. |
− | **Counselor paperdoll problems will be fixed. | + | }} |
− | *Some special notes: | + | |
− | **Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake. | + | |
− | **It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems. | + | |
− | **We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet. | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + |
Revision as of 07:44, 24 May 2011
ERROR: Must supply client code.
Statistics
- Date: October 16, 1997
- Size: Unknown
- Notes: None
Patch Notes
The Latest Patch:
- Notoriety:
- We're slowing the rate of notoriety drops from attacks.
- We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value.
- The problems with notoriety not being affected by spellcasting are fixed.
- We tweaked the notoriety curve somewhat to adjust some of the loss rates.
- A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed.
- A bug with notoriety not falling under some circumstances will be fixed.
- Items:
- The weapon or armor moving into inventory for no visible reason has been fixed.
- Objects in houses will not decay as quickly.
- Armor ratings for magic armor should be correct now.
- The double axe will become two-handed.
- Changes strength requirements and armor values for female armor.
- Several sorts of knives and cleavers have had their swing rate slowed.
- Female platemail now has the same dexterity penalties that male plate does.
- Communication crystals will not use a whole stack of gems to recharge, but just the one.
- Cloth will say how many yards of cloth are left.
- The problem with all of your mandrake root being consumed at once will be corrected.
- Items in player-made chests and other containers won't be vanishing anymore.
- Economy:
- Jewelers purchasing from players.
- Prices on magic items in shops should be correct.
- Hair dye will be cheaper.
- We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues.
- Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank.
- Reagent supply in shops will be increased.
- Ecology:
- Dragon and drake AI has been tweaked.
- Iron maidens won't kill you outright, and they will have some warning to them.
- Forest birds and jungle birds have been weakened.
- The regrow rate on ore and lumber will be faster.
- NPCs, Guards, Pets and Hirelings:
- The missing shopkeepers should be back.
- Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot.
- Miner guildmasters will be more common.
- Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done.
- The pet "transfer" command will cause the pet to stop following.
- The "transfer" command on pets will turn off their previous guarding and following orders.
- Zoo creatures aren't tamable anymore.
- Miscellaneous:
- Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in).
- Ghosts will be able to use the planks and give orders to the tillerman while manifested.
- The problem some had with resurrecting immediately sometimes not working will be fixed.
- You will get a message in the lower left corner of your screen when you cross into and out of justice regions.
- We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore.
- Begging should be largely fixed.
- The "infinite newbies" exploit is fixed.
- Problems with weight involving horses will be fixed.
- The area west of Trinsic that has no bridges over the river will gain them.
- Client Patch:
- Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!)
- Lag issues with light sources will be improved.
- Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing.
- The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects.
- Counselor paperdoll problems will be fixed.
- Some special notes:
- Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake.
- It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems.
- We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet.
See Also
ERROR: Must supply client code. | |||
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ERROR: Must supply client code.