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Uzik
11-17-2009, 03:32 PM
------ FEATURES ------
- The dynamic Skill System is now introduced, new skills to be added soon.
- The placeholder Character Creation has been updated; it’s now entering the final stage.
- First draft of the guild system is implemented.
- Introducing FFA Structures (structures available for all to build or destroy at certain points of interest). Right now several unfinished bridges can be found and built in places around Myrland.
- The Blainn of the Oghmir clade (race family) is now available for play.
- The new hair style system is implemented.
- Torches are introduced.

------ ADDITIONS & CHANGES ------
- The placeholder Player House model and upgrades have been replaced with the real ones.
- More Terrain available south of Morin-Khur.
- More Terrain available west of Moh-Ki.
- New Khurite Village, Bákti, west of Moh-Ki.
- An abandoned bandit camp with fortifications can be found south of Morin-Khur.
- Rebuilt the mount/node system, it should now be almost 100% safe (needs beta-testing to be sure).
- Reduced the damage bonus you get from mounted-combat-speed.
- Improved efficiency for creature spawning.
- Improved efficiency for server side creature movement.
- Creatures should now refrain from running out from cliffs and drops.
- Creatures now have more individual characteristics.
- Changed look of quick bar and quick tab.
- Escape now closes all windows, starting with the latest one opened.
- New Skill Window.
- Chat Window revamped.
- New spell icons.
- Guild Window added.
- Updated character creation music.
- Added sound effects in character creation.
- GUI sounds improved.
- Sound when bodies fall to the ground is lowered.
- Dogs and Wolves have got some new sounds.
- Terror Bird has received an audio overhaul.
- Optimization tweak with world ambience.
- Old world ambience replaced with new shiny one.
- Ambience added in camp outside Gaul'Kor.
- Music implemented into Mortal Online.
- House spots reduced in the area near Meduli for now.
- House spots reduced in the area west of Morin-Khur for now.
- A few new house spots added in different places around Myrland.
- Tweaks made to certain collision meshes to improve performance.
- Several Model LODs added and tweaked.
- Meduli has gotten a small facelift.
- GUI sounds added for: clicks, money and keys. *
- GUI has received a new font. *


------ BUG FIXES ------

General:
- You should no longer, again, be able to jump while overweight; this is true for mounts too.

Creatures & AI:
- You can no longer use all the pet-commands WHILE mounted.
- Jumping while mounted no longer drains stamina from the rider.
- Mounts now also take fall damage when the rider takes fall damage.
- Dismounting and remounting will no longer restore the mounts stamina to full.
- Fleeing creatures should now update their headings to move away from the player during a chase.
- Fleeing creatures should now collide.
- Creatures should now flee again if confronted while they are returning.

Combat:
- Fixed so that you now can aim your melee-attack from mounts up or down rather than just hitting people on the side of you.
- Fixed Shield-Bash hit-detection.
- Fists will no longer sporadically block when moving around.

Skills:
- You should no longer receive skill gain in Mounted Combat when not mounted.
- You should no longer receive skill gain in Bows when shooting at houses.
- You should no longer receive skill gain in Creature Control when attacking your own pet.

Housing:
- House chests will no longer permanently lock themselves when beginning construction of a new tier.
- House chests are no longer accessible from outside the houses and through the walls.

Art & Sound:
- Fixed Collision issues with Nereb Madgulu.
- You no longer hear the "breathing"-sound when you run out of stamina while swimming, or underwater.
- Players and creatures will not be lit by the outside light when deep inside the caves/tunnels anymore.
- Several static torches removed from the caves.
- Fixed mesh errors on the Morin Khur bridge which caused some objects on it to appear transparent.
- Players should no longer get stuck behind the tower near Fabernum.
- Morin-Khur now has its own bank.
- Players should now be able to walk all the way up the doorway stairs in Meduli.
- All the missing priests have now found their way back to their statues.

Notes that get added during the day (Nov 17th) will be marked with *

treefingers
11-17-2009, 05:23 PM
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Omley Boozebeard
11-17-2009, 06:36 PM
When's that due for release?

Rougie
11-17-2009, 06:53 PM
Introducing FFA Structures (structures available for all to build or destroy at certain points of interest). Right now several unfinished bridges can be found and built in places around Myrland

- There were bridges in DF, but we never charged a toll to cross them. What are you going to ask people to do? - Stand at a bridge all day long, waiting for someone to come along and pay, when they can just cross a river instead?

Riddle
11-17-2009, 07:04 PM
- There were bridges in DF, but we never charged a toll to cross them. What are you going to ask people to do? - Stand at a bridge all day long, waiting for someone to come along and pay, when they can just cross a river instead?

Thats such a daily mail way to look at things.

Omley Boozebeard
11-17-2009, 07:05 PM
- There were bridges in DF, but we never charged a toll to cross them. What are you going to ask people to do? - Stand at a bridge all day long, waiting for someone to come along and pay, when they can just cross a river instead?

Can't swim if you're wearing armour or carrying alot of weight in general and can't swim with a caravan.

We could try and find a house spot next to a bridge and keep a look out.

Tetsu
11-17-2009, 07:07 PM
- There were bridges in DF, but we never charged a toll to cross them. What are you going to ask people to do? - Stand at a bridge all day long, waiting for someone to come along and pay, when they can just cross a river instead?

if you hadnt deported all the darkies we could have hired one for pennies on the dollar

Kietharr
11-17-2009, 09:02 PM
- There were bridges in DF, but we never charged a toll to cross them. What are you going to ask people to do? - Stand at a bridge all day long, waiting for someone to come along and pay, when they can just cross a river instead?

Except in MO you can't swim with any sort of metal armor on and taking it off takes like 3 seconds per piece.

Uzik
11-17-2009, 09:04 PM
Except in MO you can't swim with any sort of metal armor on and taking it off takes like 3 seconds per piece.


My hope is that they will make stricter limitations on swimming. That way there will be true use for bridges, and lightly armored scouts.

Kran De Loy
11-17-2009, 09:08 PM
Isn't already strict from what the other guys said? Having to take off each piece for 3seconds, or put them on for whatever timer, to be able to swim, and you still can't have too much stuff on you when you swim across. That's fairly realistic to me.

Only thing more they could put in would be endurance cost for swimming. Makes it so people still can't go all that far at once. This would make smaller boats and rafts really damned useful when attacking coastal targets.

Jolle Poker
11-17-2009, 09:38 PM
If they don't pay and take the river way, two water niggerniggerniggerniggerniggers will run up and kill them.

Or two vampires.

Tetsu
11-17-2009, 09:53 PM
i like how you fags think bridges can only be used to span moving bodies of water.

Kran De Loy
11-17-2009, 10:35 PM
i like how you fags think bridges can only be used to span moving bodies of water.
Yeah, just that most of them do, also that one has to keep in mind that all these bridges are already in place. We don't get to decide where they are, only what material they're made out of, be it stone or smoke.

Omley Boozebeard
11-17-2009, 10:48 PM
Yeah, just that most of them do, also that one has to keep in mind that all these bridges are already in place. We don't get to decide where they are, only what material they're made out of, be it stone or smoke.

Well yeah. Still pretty cool we have to make them our selves though. I hope it takes a really communal effort to do so.

Gromit
11-17-2009, 10:56 PM
i like how you fags think bridges can only be used to span moving bodies of water.

It's a common fact that homosexuals have very little knowledge on the uses of bridges and about their construction.

slugys
11-17-2009, 11:21 PM
yeah, but its alot harder to hide under a bridge thats got a massive hole under it and not just water.

unless you plan on just hanging on the bridge to get your pay.. how non RP is that?


fuck.

Omley Boozebeard
11-23-2009, 04:42 PM
I think this patch is up. The character creation is totally redone. Can have surnames and theres a log out timer. As far as I have got so far.

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