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Thatcher
09-17-2009, 04:14 AM
Fixes:
- Range for targeting people increased by 100%.
- Range for calling guards taken down to 25%, meaning you need to be closer to the person who you want to call guards on then before.
- People outside of the guard zones will no longer be treated as criminals when you call guards.

- Added several fixes for magic-fx.
- Added support for magic-animations that have their anim-rate scaled based on cast-time.

- You will now use skills when casting magic, meaning you might fizzle if you don't have enough skill.
- You will now gain skills in magic based on the difficulty of your current spell.

- You can no longer pre cast spells while auto running or jumping.
- Spells should now deal/heal more random amounts of damage.
- Spells should no longer overwrite each other when cast on the same target at the same time.
- New sound for channelling animation.

- Added support for hitfx on projectile-based magic.
- Added sound support for sound when hitting with spells.
- Removed default trail-fx and hit-fx for spells.

- Fixed a bug in line-of-sight that made all spells say "out of sight" after you targeted thin air.
- Fixed a bug that made casting a new spell while having a spell pre-casted messed up.
- Fixed a bug that made it possible to "paxa" a loot even when you were dead.
- Fixed a bug that made it really hard to get equipment hits.
- Fixed a bug that made dual-wielding power-level your character.
- Fixed a bug where the names of the players were not displayed in the trade window.

- You will now correctly gain skill from the weapon you hit with when dual-wielding.
- Fixed a bug in armour calculations that made armours remove less damage then it should.
- Fix for small clearing bug in the action bar.
- Several server-stability issues fixed.

- Added Attribute Gain on Skills.
- Added the to lock, gain on attributes.
- Added Attribute Skill Cap.
- Reduced the Attribute points placeable at char creation.
- Left Mouse button Bug fixed.
- Separated Mining / Lumberjack animations.

- New particle-fx for spurt.
- Weapons will now take durability damage based on what armor you hit on.
- Durability on weapons will now make the weapon do less and less damage until it's destroyed.
- If you left click a vendors item you can now write with numbers how many you want, single right clicking will still add one.
- Item names are now displayed on mouse over in the vendor window.
- Item names are now displayed on mouse over in the trade window.

- The number box for item splitting will now appear next to the clicked item.
- Changed the look of the "Tool-tip box" in the inventory and made it scale with the length of the item name.
- Names of weapon-parts has been changed in the weapon creation.
- How a weapon was built will now be reflected in its item name, seen on mouse over.
- All characters will now start with 20 more hp.
- Changed Actionbar shorts from F1-12 to 1 - ´.

- New Magic Animations (more to come).
- Ragdolls for creatures has gotten more density (weight).
- Magic "ball" follows camera so it doesn't disappear from view.
- NPCs react from damage.

- New spellicons.
- sidebar design changed.
- Toggle feature in gameoptions for sidebar.

World:
- Some performance tweaking made in Fabernum.
- More Detail added to Fabernum (more to come).
- More work done around the trail from Kranesh.
- Vadda got some more work done to it. (more to come).
- Moved around NPC´s in Vadda.
- Arrow Value and price reduced.
- Several collision fixes.
- Spruces now got branches and needles again.
- Khurite village got new ambience sound.
- Slight optimization of login screen.





Every time I consider logging in to try the game out, they've relaesed a new download and i just cba. Is anyone still actively following this?
</pre>

Goobles
09-17-2009, 04:25 AM
no, but every patch notes is a good patch notes!


"Changed Actionbar shorts from F1-12 to 1 - ´."

horray

MrBlah
09-17-2009, 05:12 AM
Large patches! Hooray! It shows good progress. It kinda looks like what niggerniggerniggerniggerniggerniggerniggernigger was doing 2 months after release.

Kran De Loy
09-17-2009, 05:19 AM
Mostly Unambiguous patch notes! Wuu!

Jolle Poker
09-17-2009, 08:53 AM
I love how this is bigger and better than niggerniggerniggerniggerniggerniggerniggerniggers so called "expansions"

Atnas
09-17-2009, 09:01 AM
I wish I could play this but I crash constantly and the supposed fix didn't work.

Durthar
09-17-2009, 09:12 AM
its bigger than niggerniggerniggerniggerniggerniggerniggernigger's expansions because MO is basically not even alpha yet

Riddle
09-17-2009, 09:39 AM
Keep the faith! We all know it's not a game just yet but theres no reason why it won't ship up to be one.


I can't be arsed to log in either, give it 6 months and i'm sure that'll change.

Omley Boozebeard
09-17-2009, 01:12 PM
its bigger than niggerniggerniggerniggerniggerniggerniggernigger's expansions because MO is basically not even alpha yet

Thats a horrific exageration. Go away.

Kran De Loy
09-17-2009, 03:48 PM
its bigger than niggerniggerniggerniggerniggerniggerniggernigger's expansions because MO is basically not even alpha yet


Thats a horrific exageration. Go away.
Agreed. I would say it is in Alpha phasing right now.
It is to me that..
Beta is what is done when the game is 95-100% done and you want to find the last few bugs before a release.
Alpha is the testing that gets done at the 60-90% range or so where the game is mostly done, they're just implementing things piece by piece to find the bugs in them and correct things before they're finalize to keep as much stuff as possible from conflicting with itself while they try to build the game as it should be, or at least as close to as what they want it to be a that time.

I would say they're doing the Alpha testing.
Edit: But I also think the game wont be ready by the fourth quarter. December maybe, but no sooner.

Omley Boozebeard
09-17-2009, 04:07 PM
Agreed. I would say it is in Alpha phasing right now.
It is to me that..
Beta is what is done when the game is 95-100% done and you want to find the last few bugs before a release.
Alpha is the testing that gets done at the 60-90% range or so where the game is mostly done, they're just implementing things piece by piece to find the bugs in them and correct things before they're finalize to keep as much stuff as possible from conflicting with itself while they try to build the game as it should be, or at least as close to as what they want it to be a that time.

I would say they're doing the Alpha testing.
Edit: But I also think the game wont be ready by the fourth quarter. December maybe, but no sooner.

I was always thinking Q1 2010. However the beta will probably be fun and worth playing by Q4 :thumb:

Durthar
09-17-2009, 04:08 PM
I was talking out of my ass, i haven't even played the game ever

Uzik
09-17-2009, 06:09 PM
MO is still early development.

They developers seem cool, so hopefully they will be able to carry through with their plans!

Kran De Loy
09-17-2009, 06:18 PM
MO is still early development.

They developers seem cool, so hopefully they will be able to carry through with their plans!
I have Faith, even with niggerniggerniggerniggerniggerniggerniggernigger staring me in the eye, that the developers will not be the ones to fuck up the game.
That's if it goes FUBAR.

losinglife
09-17-2009, 08:37 PM
people are still playing the alpha?!

Kran De Loy
09-17-2009, 08:46 PM
people are still playing the alpha?!
I havn't logged in once. Well, I havn't gotten to make a character, so I quick trying. I would try again now, but I want to play http://www.battleswarm.net/images/logo.jpg

niccoli
09-18-2009, 05:40 PM
I'm waiting til they have more done, then I'll fuck around with it more. Full game downloads every week or whatever it seemed like is just a bit to fucking ridiculous. I understand why, but I don't care for it and I'm happy enough to do other shit while waiting.

Gromit
09-18-2009, 05:52 PM
I'll buy this game when it's going to release properly.

LordTenacious
09-18-2009, 05:56 PM
lol a mmo releasing properly. that's a knee-slapper.

Atnas
09-18-2009, 06:23 PM
lol a mmo releasing properly. that's a knee-slapper.

Lord of the rings online slaps LordTenacious around with a proper, bugfree release

LordTenacious
09-18-2009, 06:39 PM
Outliers exist in most data sets, Atnas. However, surely you agree that most MMOs released in this decade have had less than stellar launches.

Gromit
09-18-2009, 06:44 PM
You knew what I meant, stop being a fag.

LordTenacious
09-18-2009, 06:45 PM
You can't ask me to do the impossible.

Gromit
09-18-2009, 06:46 PM
I wasn't asking you, I was telling you to stop being a fag.

Stop being a fag... Fag!

Motavia
09-21-2009, 05:03 AM
Outliers exist in most data sets, Atnas. However, surely you agree that most MMOs released in this decade have had less than stellar launches.

I will say, I recall WoW's launch being pretty problem free (aside from the log-in queues on the servers launched on day one).

Kran De Loy
09-21-2009, 07:58 AM
Actually all of the servers they had released prior to the launch day were so flooded that those day-one problems persisted on them for roughly a month to two months for some dozen or so servers.

Motavia
09-21-2009, 09:44 AM
Actually all of the servers they had released prior to the launch day were so flooded that those day-one problems persisted on them for roughly a month to two months for some dozen or so servers.

I'll take your word for it. I started on a day 2 or 3 server (as the day 1 server I was on had lengthy queues) and it stayed a medium-low pop until the day I quit (WotLK).

comestible
09-21-2009, 10:50 AM
Actually all of the servers they had released prior to the launch day were so flooded that those day-one problems persisted on them for roughly a month to two months for some dozen or so servers.

If by 'all' you mean 'not all'. I did beta and started retail day 1 no problems.

Kran De Loy
09-21-2009, 04:19 PM
If by 'all' you mean 'not all'. I did beta and started retail day 1 no problems.
No I mean ALL the servers that had there names leaked before the release. I think it was something like a couple dozen or so, maybe more.

Blizzard originally didn't want the names of the servers published for this reason so that certain servers wouldn't get flooded all at once. Instead a leak got out of the names of a couple dozen servers and those are the ones I'm talking about that got swamped.

Other than that, there was the Log In server for those getting the shit kicked out of it a lot and having to be down for an hour now and again, and the Starter area's couldn't handle the overload either.

But those were all of WoW's start up faults. Nearly non existent when compared to any other MMO release.

comestible
09-21-2009, 04:38 PM
Gotcha.

Spinewire
09-24-2009, 10:15 PM
- New particle-fx for spurt.

Phasar
09-29-2009, 05:20 PM
I love how this is bigger and better than niggerniggerniggerniggerniggerniggerniggerniggers so called "expansions"

Retarded post ftw.

Kran De Loy
09-29-2009, 05:26 PM
Retarded post ftw.
Useless Necro Post ftl.

Also, another God damn Jizz Hammer.

Atnas
09-29-2009, 05:26 PM
Hey yo Phasar, anything is bigger then DFs expansions.

Jolle Poker
09-29-2009, 05:55 PM
Hey yo Phasar, anything is bigger then DFs expansions.

Yes, even your E-peen.

Atnas
09-29-2009, 07:39 PM
You are right, I am a pretty modest person!

treefingers
09-29-2009, 09:46 PM
phasar confirmed spy abort thread immediately

Supreme
09-29-2009, 10:20 PM
We no taker spies

Gromit
09-29-2009, 11:17 PM
ban?

comestible
09-30-2009, 12:13 AM
The mod forum should only be visible to confirmed members so stuff like this don't happen again.

Gromit
09-30-2009, 01:31 AM
The mod forum should only be visible to confirmed members so stuff like this don't happen again.

We need better security!

BAN BAN BAN BAN BAN!

losinglife
09-30-2009, 03:53 AM
PATRIOT ACT!!!!!!!!!!!!

Jolle Poker
10-02-2009, 08:58 AM
New patch notes!




Features:
- Directional Attacks. Players, if skilled enough, may now evade incoming enemy attacks. While attacking, creatures now only rotates as much as their attack allows.
- Basic Creature Taming. Creatures in the world may now be tamed and controlled

Fixes:
- Added support for MassiveLOD.
- Fixed so that self-inflicted damage no longer sends you flying, fixing several client-crashes.
- Re-added upper body-pitch animation support.
- Stamina-breathing sound is now based on how much % of you total-stamina you have rather then being a constant value.
- Female characters should now correctly play the fatigue sounds when tired.
- The lictor will spawn instantly.
- Loot-bags now load faster.
- You should no longer be able to stand on top of NPCs.
- You can now drown if you stay under water for too long!
- The amount of time you can spend under water is now correctly calculated.
- Added support in the for the "iconsidermysins" and "murdercount" commands in the chat-log, these will show you your current MurderCount.
- Fixed bug that made login in while in water mess up effects and drowning.
- You should now correctly lose one MurderCount every 20th hour, if you get another murder count during this time the timer will reset.
- You can no longer attack loot-bags.
- Fixed the constant "I'm sinking!" issue when swimming.
- Made the camera-calculation that decides if you are under water a bit better.
- Fixed an issue that made grey-flags on clients update out of sync.
- Removed and issue with local flags on the server (they didn't get updated correctly).
- You can no longer dodge while carrying to much stuff.
- All npcs should now correctly die.
- Knockback due to getting hit is now calculated rather then being a fixed amount.
- Buoyancy on character is now correctly calculated from the weight of your backpack.
- Fixed a bug that sometimes forced you to walk when you left water.
- Fixed mouse-cursor show up now and then when using/stunning etc.
- Performance update for character/creature shadows.
- Fixed so that loot should now show the name of the creature/character that dropped it.
- Loot is now correctly flagged, and if you loot it you will be flagged as if you helped killing the creature/character that dropped it.
- You can now call guards to kill evil-npcs.
- Added support for several AimOffsets.
- Shield bash is now working again.
- You are now able to open loot bags several times.
- Spells now require reagents.
- Spells now require sufficient skill to use.
- Spell effects are now affected by skill.
- New spell added, Greater Healing.
- Spell numbers tweaked across the board.
- Spell effects spinning around targets should now be gone.
- A bow carried on the back should no longer display an arrow.
- New dynamic tool tip system has been added, so far only implemented in the inventory.
- The position given when you say "pos" in chat is now encrypted (it's not supposed to be used for map making ^_^)
- Designfix: You always gain attributes from skill regardless of skill lock.
- Fixed a small bug regarding skill success check on mining and lumberjacking skills.
- Added range checks for skill use.
- Fixed attribute gain on lumberjacking.
- Added new skill, Taming.
- Added target health bar.
- Added real-time paper-doll.
- Fixed a bug where you beta suicide if you pressed space with the Profile Menu open.
- Fixed a bug where you could gain max skills in all attributes.
- Small fixes in the spellbook.
- Spell Order / Index fix.
- New GUI for character selection added.
- Sidebar scaled.
- Resource icons fixed.
- A few changes to the invetory GUI.
- Close button in the loot window fixed.
- Created a new AimOffset for 3rd-person characters.
- All creatures are re-imported.
- Damage output from creatures is now taking player armor into account.
- Creature behaviours tweaked to make each creature more unique.
- Creatures may or may not be able to attack while running.
- Players and creatures are now bleeding and screaming when being attacked by other creatures.
- Battles messages now display creature names correctly.
- Creatures should now flee at full speed.
- Fized a bug where creatures weren't acting as intended after returning from battle.
- Creatures should now detect incoming ranged attacks better.
- Fix that should improve the target selection of creatures.
- More advanced AI added.

World:
- Loading for zones is now changed.
- All zones now use massiveLOD.
- Mining cave has got new ambience.
- Female Sidoian has gotten new impact sounds.
- Updated ambiances for Khurite village in T03-02.
- Updated props for T01-03.
- Lowered world ambience.
- Some performance tweaking made in Vadda.
- More detail added to Vadda (more to come).
- Added leather and metal vendors at Vadda.
- Storage Npc near the mine now has the proper StorageID (previous deposits made at the mine can be found in the Fabernum Storage).
- Fixed a rotation bug on the tents in Moh-Ki.
- World terrain texture tiled up.
- Grass meshes should now blend in better with the ground texture.
- Fabernum got it´s own streaming volume for increased performance.
- Torches should now have collision.
- Reagent vendors added in towns and camps.
- Npc once again feel safe inside.
- There is something lurking in the deep...

Atnas
10-02-2009, 09:05 AM
I can't patch! Weird!

Jolle Poker
10-02-2009, 12:32 PM
Stop being stupid Atnas, the patch ain't up yet.

Omley Boozebeard
10-02-2009, 01:47 PM
Oh wow, they put taming in. I wonder how well that works.

Kran De Loy
10-02-2009, 08:50 PM
Beta Testing is for Testing. May as well get as much out of it as you can, eh?

Gromit
10-04-2009, 01:27 AM
even better when you pay for it.

slugys
10-04-2009, 01:51 PM
taming is over powered imo but without it a game feels a little meh to me.

how is shit shaping up anyway?

Thatcher
10-04-2009, 01:59 PM
taming is currently op, just train a buffalo and let it go apeshit on people, lulzorz

treefingers
10-04-2009, 03:02 PM
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LordTenacious
10-04-2009, 04:30 PM
<EMBED src=http://listen.grooveshark.com/songWidget.swf width=250 height=40 type=application/x-shockwave-flash wmode="window" allowScriptAccess="always" flashvars="hostname=cowbell.grooveshark.com&widgetID=15673044&style=metal&p=0"> .</EMBED>

treefingers
10-04-2009, 06:10 PM
:smirk:<object width="250" height="40"> <param name="movie" value="http://listen.grooveshark.com/songWidget.swf"></param> <param name="wmode" value="window"></param> <param name="allowScriptAccess" value="always"></param> <param name="flashvars" value="hostname=cowbell.grooveshark.com&widgetID=15674780&style=metal&p=0"></param> <embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" width="250" height="40" flashvars="hostname=cowbell.grooveshark.com&widgetID=15674780&style=metal&p=0" allowScriptAccess="always" wmode="window"></embed></object>

LordTenacious
10-04-2009, 06:21 PM
:thumb:<EMBED src=http://listen.grooveshark.com/songWidget.swf width=250 height=40 type=application/x-shockwave-flash wmode="window" allowScriptAccess="always" flashvars="hostname=cowbell.grooveshark.com&widgetID=15674943&style=metal&p=0"></EMBED></EMBED>

Gromit
10-04-2009, 06:33 PM
So when is this meant to be coming out again?

Kale
10-14-2009, 12:28 PM
I think now....LOL. I think they are either gonna release early and unfinished, or not release at all.

Supreme
10-14-2009, 04:51 PM
D.......

Gromit
10-16-2009, 01:55 AM
...ick head?

comestible
10-16-2009, 02:09 AM
...âlet probably developed from the logogram for a fish or a door.

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