Discussion in   Shard Updates   started     7 years ago   January 27, 2017, 09:43:54 AM   by   Kane

Shard Update January 27. 2017

Kane
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Topic :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 09:43:54 AM

This weekend will start the testing of Vecna's Tombs.  From time to time I will be asking or offering people I see playing if they would like to fight something.  This will be for players of all ages and sizes so I can get a good idea of where things are or need to be plus use the new commands to gather much needed data.

Version 168
BaseLevelMonsters Added: Can now add the ability for mobs to level up, becoming increasingly harder as they kill players
VecnaTombMonsters Added: Base functionality and abilities that all monsters in the tomb will share.  Tomb mobs can use augments such as spiked shield, triple slash and such.
Vecna Acolyte Added: Mage of Vecna that uses fire
Vecna Necromancer Added: Necromancer of Vecna that turns the corpses around him into a new fighting force
Vecna Priest Added: Prist of Vecna that heals those forces around him supporting the cause
Vecna Archmage Added: Archmage of Vecna that can summon the Sword of Kas
Kas Guard Added: Low level troops of Kas
Kas Assassin Added: Sneak attacks that make your ability to defend even harder
Kas Archer Added: Range support
Kas Knight Added: The swords of Kas
Kas Royal Guard Added: Just consider this a warning, expect him to level up fast.
Vecna's Soul Spike Added: New augment
Vecna's Mind Rott Added: New augment
Vecna's Grave Leech Added: New augment
Vecna's Arrow Spray Added: New augment
Tomb Spirit Added
Corpse Spirit Added
Kas Blade Added
Vecnas Tomb Controller Updated:  Now can figure out what section of the tomb mobs originate from, the tomb is divided into 5 sections
Anniversary Present 2017 Added: Can be opened on Jan 30, 2017
Ann Present Command Added: Dante can hand out over the weekend
Domino's Deco Deeds Added: 76 new items
Combat Check Commands Added: New commands that will allow to get a better look at the combat numbers under the hood while in game.  This should speed up testing the tombs and anything else we need to look at, also assist me in recoding the rest of UO Combat
Evo Hunt Updated: Hopefully cleaned up this code for the last time..
Xml Custom Attack Updated: New functionality to allow mobs to use augments
Xml Custom Defense Updated: New functionality to allow mobs to use augments
Vecna Tomb Region Updated: Just to make things interesting
Wildfire Updated: Now follows the UOGuide description
Mage Spells Updated: Enable new AI elements to use easier
AOS Damage Updated: The math was bad, allowed for negative results which would effect other numbers.

Hatchi
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#1 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 09:56:44 AM

Vecna vecna vecna  :D


BaseLevelMonsters Added: Can now add the ability for mobs to level up, becoming increasingly harder as they kill players

Hum, I don't understand, if a mob is able to kill a player in UO evo, it's already quite a hard one. So if you die, you will have less and les chance to kill him ? What happen if no one in the shard is able to kill him after X death ?


asig
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#2 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 10:34:29 AM

what don't you understand about it? grab a friend if its too hard, perhaps?

Expo
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#3 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 11:19:15 AM

Hum, I don't understand, if a mob is able to kill a player in UO evo, it's already quite a hard one. So if you die, you will have less and les chance to kill him ? What happen if no one in the shard is able to kill him after X death ?
Is it bad that I'm looking forward to a monster that'll go on a murderous rampage and become quite difficult? Nope =)

Hatchi
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#4 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 12:21:53 PM

hey guys, a hard monster in Evo mean one shot so not so funny. Does it's increase his HP and def or just damage. Loch ness or Serpentine are hard to kill cause of 3000 damages fireball. Does it increase table loot or we will die more with no purpose (people will avoid them if no purpose)

Sturger
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#5 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 02:02:11 PM

  Lets all take a breath here, Kane is doing a good job.


 I believe him when he tells me that he is thinking about new players and veterans when he built the Tomb of Vecna. We have five sections, to play in, if I read his content post right. He has mentioned doors, as well, which should contain the tougher beasties.


  If we have learned anything from champion spawns, its that sometimes solo spree's are not fun for everyone. Having a monster level to awesome statues is no different then having a paragon Ancient Wyrm or Balron spawn on you on OSI shards. Run away, get friends, and come back and stomp it. (bows anyone?)

  Tough as those Paragons were, someone-- or a small army-- always came around and took care of things.

   I'll throw one more thing out there. I'll only be mad at Kane if I some how slay his so called Murder Spree, and only get 200gp as loot. Other then that, lets work together, use the party system (teamspeak) and get things done!


  I call first dibs on any shiny loot...       Hmmm progressive toughness--progressive loot tables?


   --Sturger--

Hatchi
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#6 Re :   Shard Update January 27. 2017
7 years ago  January 27, 2017, 03:45:16 PM

hehe sorry, I feel like i write like a grumpy, but i'm not :P I though kane had wrote couple month ago about progressive table loot, still monster can't get over 64k hp :p

joshuadt
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#7 Re :   Shard Update January 27. 2017
7 years ago  January 30, 2017, 12:35:29 AM

Hey Kane, just out of curiosity, what was different about how UOGuide described it to how it used to work here? I was under the impression that it worked the way I've always known it to work


edit: referring to the Wildfire spell lol

Smilingdeath
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#8 Re :   Shard Update January 27. 2017
7 years ago  January 30, 2017, 01:54:35 AM

hehe sorry, I feel like i write like a grumpy, but i'm not :P I though kane had wrote couple month ago about progressive table loot, still monster can't get over 64k hp :p
With Kane coding the monsters, who says they cannot get over 65k health.  Maybe he tweaked the max health numbers on them.   MMWWWHHHHAAAAA!!!!!!

Sturger
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#9 Re :   Shard Update January 27. 2017
7 years ago  January 30, 2017, 11:39:24 AM

@ joshuadt

 The change to the wildfire spell has to do with line of sight. Animals, players, or monsters not in line of sight will not longer be effected by wildfire, until line of sight is achieved.


  Apparently, before the change, players could attack stuff through walls; and now that's fixed.

 

   --Sturger--

Reside
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#10 Re :   Shard Update January 27. 2017
7 years ago  January 30, 2017, 05:56:14 PM

RIP Wildfire at the City of Dead champ!

~ Reside

Emperor_Norton
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#11 Re :   Shard Update January 27. 2017
7 years ago  January 31, 2017, 03:22:13 PM

Maybe the name of the spell should be changed to Controlled Burn, since Wild Fire doesn't really seem to fit the moniker.

lysanthir
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#12 Re :   Shard Update January 27. 2017
7 years ago  January 31, 2017, 07:56:34 PM

Maybe the name of the spell should be changed to Controlled Burn, since Wild Fire doesn't really seem to fit the moniker.


We will hate you for the rest of our lives Norton, you took 20 seconds from everybody who read that post, trying to copy paste it to somewhere else to see what you said >:( ;)

joshuadt
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#13 Re :   Shard Update January 27. 2017
7 years ago  February 17, 2017, 06:06:55 PM

Yeah, gonna have to agree with Reside and Emp here... doesn't seem to be much point to me in nerfing that wildfire spell, considering that was one of the only useful times to use it in pvm, at least the most useful time
ie- undead city, oaks, kaldun, etc... all those champs where mobs spawn in hard to reach/los places