Discussion in   Shard Updates   started     10 years ago   September 01, 2014, 11:48:34 AM   by   Kane

Shard Update September 1, 2014

Kane
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Topic :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 11:48:34 AM

A few new systems in place here...

September Quest:
Find Derrick, a Blacksmith of Cove. For those players willing to find the resources needed, he will craft 2 new unique items. Derrick will only be offering his services during the month of September, so act quickly! The quests will take time to complete but will be well worth the effort.

Once you find Derrick, all you have to do is say "Hard Quest" or "Easy Quest" and he will tell you what you need. Once you have acquired everything, just say "Complete".

BTW... these are not your normal items ;) 


Evolution Coins (EC)
This is a new form of currently available to Evolution players which can only be obtained by being online. Every hour each player online will get 1 coin.  Just leave the coin in your bank box and they will accumulate as long as you are online.  Starting next week there will be Evolution Coin Stones, the ones in town will look like the normal EC in your bank but will have an item on display that can be purchased with your saved up Evolution Coins.  I will also try to have 1 or 2 items at the auction that you can use ECs to bid and purchase.  Finally there will be hidden Evolution Coin Stones in the world where rare items can be purchased. These stones are subject to vanish or be moved at anytime, some may even only allow for a certain number of items to be purchased and then no longer available.


Version 29
Breeding System - Breed Count:  Even though this should be a simple RNG it does not do what I desired so it is now changed, I also moved this to phase 2.  When you tame a creature, if your taming, lore and the breed count is zero, the creature will get a second breed count generation.  If your luck is high enough and the breed count is zero, you can also get another breed count generation.  Finally, if you have very high luck, the breed count will be +1.  This means with the right gear you could have a breed count of 1-5 rather then 0-4.

Biocreatures should now be created with resist caps in place
Icehound: Now should have the correct flavor damage and resist when created
Evo Custom Stealables: A few tweaks for the upcoming event
Added: Talisman of Osgood
Added: Elemental Shield
Added: Helm of Brilliance

Added: GenericQuestItem
BaseCreature: Added loot table for the new quest system
Claim/Grab: Will not grab specific quest related items
Stealing: No longer able to steal specific quest related items from backpacks
BaseChampion: Level deeds will be become more rare
Paralyzing Fear: Will now function like normal paralyze spell
Bulk Order Deeds:  Hopefully this fixes this rare moment when a 0 use gargoyle tool is rewarded
Treasure Chests: Updated loot table probability
Tiger Claw Thief: Now drops the badge

Fairy Dragon Pet: This is a small 3 control slot dragon that has a double strength bandages (only pet on the shard) to heal itself and its owner, breath weapon, double strike and can resurrect its owner.
http://uoevolution.com/wiki/index.php/Fairy_Dragon#Fairy_Dragon


Development Log
http://uoevolution.com/wiki/index.php/UOE_Development_Logs#Publish_5_-_September_2014

Maas
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#1 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 11:59:33 AM

Tiger Claw Thief: Now drops the badge

I knew I wasn't crazy!

Kane
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#2 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 12:05:08 PM

Yeah, I had to get someone to do the quest for me that knew the quest.. so they could tell me what needed to happen.    Sorry about that taking so long

#3 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 12:06:20 PM

Good Job

Maas
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#4 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 12:07:54 PM

Just glad things get fixed, however long it takes.


Tamed ice hounds still seem to be 100% physical, is it just the trapped ones that do cold dmg now?

Kane
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#5 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 12:32:16 PM

I have not decided how I am going to fix the ones that are already opened up yet.  This is only for new ones opened from this point forward.

Maas
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#6 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 12:47:33 PM

Sorry, I worded that badly.


Freshly tamed ice hounds seem to still by physical is what I meant. Just went and tamed a new one to check. I rather expected old ones to still be busted.


What I was asking was, are tamed ones intended to be physical. While the crystal trapped ones are not? Sorry, I'm sorta new here and unsure how the crystal traps even work/are made.

Sagemoon
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#7 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 01:26:02 PM

Kane said that we leave the "Evolution Coin", in our bank.  We dont need to carry it around.
 
http://uoevolution.com/wiki/index.php/Monetary_System#Evolution_Coin.28EC.29

Sturger
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#8 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 02:19:41 PM

  @ Zenn

  FYI: when a patch is made the information is changed to reflect the change of course-- this is obvious. What is not obvious is that the, EVO-Realms, current list of animal/monster population is not changed, unless stated other wise.

  Summed up, all tameable ice hounds, that existed in the realm prior to the patch, still reflect the old variations. All newly generated Ice Hounds should be fixed. Kill the areas worth of tameable Ice Hounds, and wait for respawns, which should reflect the patches changes.


  --Sturger--

  P.S. I know about as much as you do, with concerns about trapped hounds.  8)

Maas
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#9 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 03:21:21 PM

Still 100% physical, either something is still off or they are intended this way. This is after clearing the spawn several times.

Kane
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#10 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 04:56:27 PM

I will double check.. something does sound off

Maas
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#11 Re :   Shard Update September 1, 2014
10 years ago  September 01, 2014, 07:26:55 PM

Just tamed about 5:15 PST


I miss my dogs :(






Expo
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#12 Re :   Shard Update September 1, 2014
10 years ago  September 02, 2014, 02:21:28 AM

*tinkers away at original post and gets giddy over the new stealable upgrades and just about everything else on the list*

Good show!

Kane
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#13 Re :   Shard Update September 1, 2014
10 years ago  September 02, 2014, 07:51:24 AM

@Zenn
We had bad communication.. I thought you were talking about imprisoned which were wrong, I see now you were meaning the other ones.  I will take a look at them

sale
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#14 Re :   Shard Update September 1, 2014
10 years ago  September 02, 2014, 08:34:36 AM

Just to let you know about the new quests : the "generic quest items" can t be picked up with the Grab command.
Moreover, when stacking them, if you accidentaly target the original item, it get deleted (like the level scrolls bug)

Kane
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#15 Re :   Shard Update September 1, 2014
10 years ago  September 02, 2014, 10:43:30 AM

The level deed bug was fixed and this is already coded to be fixed for the next update.  As long as the problem does not seem to get out of hand we won't force the update until friday though.

Maas
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#16 Re :   Shard Update September 1, 2014
10 years ago  September 02, 2014, 12:57:47 PM


Thank you for taking a look. :)

Twillichow
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#17 Re :   Shard Update September 1, 2014
10 years ago  September 03, 2014, 05:17:43 AM

Is it an idea or you did not only change the loot table probability of the treasure chests but also the spawn timer?

I agree that they were too common but now it is totally the opposite. A get about one chest every 45min-50minutes and do not see any opened chest anywhere like I used to, nor slain monsters around. And not only that, but the chance to have something valuable seem to still be really low. With 1500+ luck, I got nothing in 3 chests. Actually, I got more (gold) opening the regular chests, kegs and crates...

I think that the dungeon treasure chests are now worthless, especially compared to the T-map. And with a growing server, this will be more and more true every day.

My two cents and an half, but who cares about half a cent? ^^

Kane
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#18 Re :   Shard Update September 1, 2014
10 years ago  September 04, 2014, 12:43:13 PM

@ Zenn:  Get with me in game please when you are on, I checked on this from the script side of things and cannot find what you are looking at.

@Twillichow:  I did it for a reason, I noticed the spawners were out of control and did not have the time at that moment to figure out the needed changes (times) So I reduced them just temp this week while I figure it out.

Twillichow
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#19 Re :   Shard Update September 1, 2014
10 years ago  September 04, 2014, 03:15:26 PM

Well, next time, warn us so I won't waste 3 hours looking for something that is no more ^^ (Especially as, being quite new, I've plenty of things to do)

Don't worry, I'm not angry nor hungry, I won't eat you alive... well not the whole of you :D

Maas
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#20 Re :   Shard Update September 1, 2014
10 years ago  September 07, 2014, 11:05:15 AM

I am on at the spawn point Kane.