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Patch Information

Post by Flanker » Fri Feb 21, 2003 8:24 pm

February Letter to the Players

Welcome to the February edition of the Asheron's Call Letter to the Players. The AC Live team has been extremely busy this past month, and February will bring some interesting changes to Dereth.

Monster Redistribution
Have you ever seen a Snowy Mattekar in the middle of the desert? Or a swamp-dwelling Mosswart hanging out in the snow on a tall mountain? Well, when the Virindi story arc ended, the creatures of Dereth went through a shift from their old homes to new ones based off of a more consistent level structure. While this created more definable areas for players to hunt in, it also placed creatures in previously non-native areas. For February, we are revamping the monster generators to create hunting areas that are based on a more consistent leveling structure but adhere to the history, background and nature of the creatures that will be used in these areas.

We strongly recommend logging out in a safe area before the February prop-and by "safe," we don't mean your favorite muling spot in the Dires!-Try inside your house or a city. This is going be a multi-prop process; this month you'll see monsters redistributed, and next month they will be going through a rebalancing phase.

Housing Issues
Several months ago, we posted an article about duplicated housing objects and how they affect you. We have continued our quest to eliminate duplicated housing objects, and although we have not yet completely solved this problem, we have made significant progress.

In addition, this month we have made several small changes that should help the owners of houses with duplicated hooks or storage resolve their situations more easily. Starting with the February update, duplicated housing objects will attempt to synchronize with the house that owns them so that when the house is loaded, the duplicate object has the current owner information. This will fix the problem in which a new owner does not have access to hooks or storage duplicated before he or she purchased the house. It is important that you can access any duplicated housing objects in order to clean them out. Starting in February, duplicated objects will automatically delete themselves, but only if they are empty. The February event will also see some new code that better synchronizes the number of hooks that you have in use at any one time.

A few months ago we released information on how to determine if you had duplicate hooks and storage in your house. That information is now obsolete. The information below explains how to tell if you have duplicate housing objects and what you can do if your housing objects have been duplicated.

How do I tell if I have duplicated hooks/chests?

You can determine if you have duplicated housing objects by using the [ and ] keys on your keyboard to select the items near you. If you have two or more storage chests, for instance, you will be able to flip between both chests using the [ and ] keys, even though you can only see one chest and select one chest with the mouse. Once you have selected one of the duplicated housing objects with the keyboard, use the R key to open the object so that you can remove the contents.

How do I get rid of the duplicated hooks/chests?

Once you have identified a duplicated hook or chest, empty both instances. When you empty the "fake" copy of the hook/chest, you will see a message explaining that the hook/chest was a duplicate and that it will now be deleted. The hook or chest will disappear a few seconds later. Please note that the duplicated hook/chest will NOT disappear until it is empty, so you must remove all objects-including empty backpacks-from the chest. Once the duplicate hook/chest has disappeared, it will be safe once again to use the "real" instance of your hook or chest that remains.

What if I'm not around when my hooks and storage duplicate? Will I lose everything?

The primary risk of item loss from duplicated housing objects occurs when you are transferring items to and from your hooks or storage, since you may unknowingly place an item in a duplicated storage object. As a result of the February fix, you can no longer add items to a duplicated hook or chest-if you attempt to do so, you will see a message explaining that this is a duplicated object and that you should empty it immediately. So the risk of losing items due to duplicated housing objects is very small.

A special note for villa owners: One model of villa has two hooks located in the same place (in the corner of the room that contains the portal into the dungeon). This is not actually a duplicated hook situation; both of these hooks are legitimate hooks correctly linked to your house. Therefore, one of these hooks will not delete itself when empty. Because these two hooks overlap, there is some potential for strange interactions between the physics of hooked objects. Therefore, we recommend that you only use one of these hooks at a time.

Changes to the Queen's Quest
We've modified the Queen's Quest slightly to help those who may have been flagged as having finished the quest but never got the quest reward. To address this issue, we've adjusted the Queen's Quest so that it can be repeated every three months. If you completed the quest more than three months ago-even if you completed it successfully-you will now be able to repeat the quest and receive the reward. How do you tell if your timer has expired and you are allowed to repeat the quest? You can find out by speaking to one of the Tumeroks in Timaru. If they no longer greet you as "Queenslayer" or talk about your brave exploits defeating the Olthoi Queen, you can complete the quest again.

Post-Creation Specialization Limit
When post-character creation skill untraining and specialization were introduced, we instituted a limit of 50 skill credits that could be invested in specializing skills. This was the same limit newly created characters had. Further discussion of the system led us to decide that at some point we'd want to increase that limit; however, we wanted to evaluate what changes this might have on the game before we did so. We wanted to give ourselves time to observe the effects of the skill specialization system since it would be nearly impossible to revert unbalanced characters, and we wanted to be careful of going overboard. Now that we understand the effects of the system, we feel that our previous concerns have been addressed. We have raised the limit to what we'd originally proposed; i.e., to 64 skill credits. Some of you got to take advantage of this a bit early because some of the code snuck through in January, but in February everyone will be able to spend 64 skill credits in specializing skills.

That's it for the big changes in February. Of course, that's not all that we have in store for you in the future, but for further updates on content, you'll just have to wait and see… As always, enjoy the game, and thank you for playing Asheron's Call.

-The Asheron's Call Team
February Dev Notes

That Which is Ours

Not all that happens in Dereth shakes the world, but even small events can leave mysteries behind them. One such begins in the town of Rithwic…

Delton Hardor was surprised by Tamian's sudden interest in challenging him to combat, even if that combat was only with wooden practice swords. Tamian had never shown interest in swordplay or combat before. Nor, in Delton's opinion had Tamian ever shown interest in anything that benefited the community. He did not hunt, did not farm, did not craft items of utility, and certainly did not help defend Rithwic, even from the Drudges. The look on Astara's face seemed to imply she thought his behavior was strange as well.

Although his grip on the wooden sword was unsure, Tamian seemed more determined than Delton had ever seen him. Curious to see how he would react, Delton allowed Tamian the first attack. After Delton easily parried his thrust, Tamian hesitated, almost as if he realized how out of place he was. Then the hesitation passed and Tamian swung at Delton's legs. Delton parried this one as easily as the first.

"Honestly," Delton thought as he moved in closer to Tamian. "Tamian handles that sword like a farmer swinging a hoe."

Delton delivered a swift blow to Tamian's sword arm, throwing him off balance and spinning him around. He followed this with a blow to Tamian's backside. Delton could not help but laugh at how ridiculous all this was. Did Tamian actually think he stood a chance?

Tamian's face turned red. He leaped at Delton, swinging wildly. Delton's well-practiced parries blocked the blows, and he swatted Tamian again and again. This worthless cur would learn a lesson today.

Listed below are the changes introduced in our February event. We've spelled out specifc changes to game functionality and existing content, but the details on new content are up to you to discover! Speak to town criers, barkeeps, and scribes for the latest happenings in Dereth. For more information on this month's event, please see this month's Letter to the Players. Please submit any bugs you come across to http://bugs.zone.com.

New Functionality and Content

A mysterious tower has been spotted…
Monsters have migrated back to more hospitable climes!
Those skilled with lock picks can now help everyone organize their keys.
Strap on some additional protection from those fire bolts and acid blasts!
Miscellaneous Improvements and Changes

Characters may now devote 64 skill credits, increased from the previous limit of 50, toward specializing skills using specialization gems found in the "Temple of Enlightenment."
As part of our redistribution of monsters, we've tried to define more level-centric hunting grounds. This will give players looking for landscape hunting a specific area in which to hunt. The character level ranges we have defined for these hunting grounds are:
Newbie: 1 - 20
Low: 20 - 40
Mid: 40 - 60
High: 60 - 80
Extreme: 80+
Uber: 100+

Redistribution map

For example, creatures found in a Low level hunting ground should be those that are appealing (in both their experience reward and treasure they provide) to a character between levels 1 and 20. The only exception to this would be creatures that protect special treasure chests. These creatures may still seem out of place for the area in which they are found.

In addition to redistributing monsters along character level lines, we've begun the process of rebalancing monsters along those same lines. Depending on the creature, this may involve tweaks to the monster's melee, missile, and magic defenses. It may also involve revising the level of spell it casts and the experience reward it provides. Due to the amount of time involved, for February we were only able to balance creatures found in the Newbie areas of the world. In March we'll complete this rebalancing process, but for now players may come across a monster that seems tougher or easier than those surrounding it.
The resistance to Drain provided by a character's Endurance was not being applied correctly when some spells were draining health. We have corrected this. The target character's drain resistance is now applied during any health-draining spell attacks.
As discussed in the Letter to the Players, we've tweaked the Olthoi Queen quest slightly:
The Olthoi Eviscerators that spray you, thus allowing you to enter the Royal Hive, are spraying you more often.
Aun Hareltah no longer changes your title without asking you. Instead, he hands you a token. If you'd like your title changed to "Queenslayer," just hand him the token back.
Aun Hareltah's logic has been changed slightly. He shouldn't stamp you as having completed the quest unless you've actually received the reward.
The quest can now be repeated every three months.
Ivory may now be applied to Bandit Weapons so that they can be taken out of a character's inventory and stored.
We've implemented some fixes to help address duplicate hooks and storage chests. Please see this month's Letter to the Player for more details.
On very rare occasions, a hook could become unlinked from its house. This could, in turn, cause any items in those hooks to be lost. Therefore, we've changed the behavior of houses when they are loaded by the server. As it loads, a house essentially verifies that its hooks "know" which house they belong to. It should no longer be possible for a hook to become unlinked from the house that owns it.
It was sometimes possible for a house to mistakenly register that more of its hooks were being used than was really the case. Houses now do a more accurate inventory of the hooks they own, so this mistake shouldn't occur in the future.
When we gave mansions more hooks, we said that the update gave the mansions 100 hooks and that players could use all 100 of these hooks. However, in reality mansions each had 100 above-ground hooks and 41 below-ground hooks. We've updated mansions so that you can now use all 141 hooks.
Minor Details

We've corrected a situation that could cause the Player Killer portal use restrictions to be triggered accidentally by the use of some recall and dispel spells.
The chests found scattered throughout the "Valley of Death" have a much longer regeneration cycle, allowing more people to loot each chest before it locks again.
The Neydisa Hauberk got a bit more useful.
We've spoken to Larry the Bunny Master again, and he says he'll try to be around his cottage a bit more.
Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Flanker
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Post by Flanker » Fri Feb 21, 2003 8:25 pm

Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Post by Flanker » Fri Feb 21, 2003 8:25 pm

And the town criers speak

Town Crier tells you, "Word has it that a young man from Rithwic has gone missing."

Town Crier tells you, "Adventurers rejoice, new dried rations make long quests into the wilds possible. Never again go days without necessary sustenance. Choose to carry rations rather than bags of back breaking heavy potions. Yes friends, rations are for you. Buy some from your local grocer today!"

Town Crier tells you, "Strange depressions and small ponds have been found around the Southern Land-Bridge recently. Authorities are investigating and assure everyone that there is nothing to fear."

Town Crier tells you, "I saw a mosswart the other day with a nice little frost sword. Man I wish I had that weapon when I first came to Dereth... There I was, all wide eyed and filled with wonder at the new strange and magical surroundings. I came across this beautiful dancing flame, it almost looked human... I know, I know, but I didn't have any clue what an elemental was back then! Needless to say the elemental didn't have any romantic notions about Isparians and I found myself taking my first of many trips to the lifestone."

Town Crier tells you, "I hear that Larry the Bunny Master has been a bit more sociable lately."

Town Crier tells you, "Alchemist Leandra of Martine's Retreat caused waves in the alchemy community when she released her latest findings on that strange substance, chorizite."

Town Crier tells you, "Alchemist Leandra had this to say about her chorizite research; "I was disappointed when I tested my latest formula. It failed to alter the various materials I applied it to in any useable way. That is, until I found the right metal-crystalline substance.""

Town Crier tells you, "Some creatures are returning to their homelands slower than others. Apparently they are carrying their relics and treasure with them. Seems like a perfect opportunity to help them out eh?

Town Crier tells you, "Some monsters never before seen on the landscape are crawling out from their dungeons. Be careful out there."

Town Crier tells you, "Locksmiths are now crafting key rings that can be used to carry around certain keys, leaving more space for important items and treasure."

Town Crier tells you, "If you see a young man named Tamian Wilmit, his friends in Rithwic are very worried about him and would like to know where he is."

Town Crier tells you, "A great warrior recently said something quite odd to me: "I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve.""
Town Crier tells you, "Do you suppose he was referring to the Harbinger?"

Town Crier tells you, "I saw a mosswart the other day with a nice little frost sword. Man I wish I had that weapon when I first came to Dereth... There I was, all wide eyed and filled with wonder at the new strange and magical surroundings. I came across this beautiful dancing flame, it almost looked human... I know, I know, but I didn't have any clue what an elemental was back then! Needless to say the elemental didn't have any romantic notions about Isparians and I found myself taking my first of many trips to the lifestone."

Town Crier tells you, "The ice and snow are again receding. They say if some special Carenzi pops his head out of his burrow and sees a Shadow then we will have another month of winter. Guess the shadows aren't to active on Marae Lassel this year."

Town Crier tells you, "Creatures all over Dereth are migrating back to their homelands. It seems that the strange Virindi influence that caused them to roam is no longer affecting them. Perhaps the Virindi have finally given up and will leave us in peace, only time will tell."
Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Post by Flanker » Fri Feb 21, 2003 8:26 pm

Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Post by Flanker » Fri Feb 21, 2003 8:32 pm

From what I gather. You can now make key rings.

Those key rings can hold your sing keys OB keys and what not.

They are carved out of golem hearts.

So this will be nice for those of us that have a mule dedicated to siks and sings
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Post by Flanker » Fri Feb 21, 2003 8:53 pm

Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Post by Flanker » Fri Feb 21, 2003 8:54 pm

Panzerfaust tells you "Flanker -- stay right where you are -- i'm coming over to open a can of high grade whoop ass for ya.
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Post by Flanker » Fri Feb 21, 2003 8:55 pm

Wood Golem Hearts can be carved into
Intricate Wooden Keys.

Copper Golem Hearts can be carved into Intricate Copper Keys.

Iron Golem Hearts can be carved into keyrings that hold Master Keys.

Obsidian Golem Hearts can be carved into Intricate Obsidian Keys.

Granite Golem Hearts can be carved into keyrings that hold Sturdy Iron Keys.


Glacial Golem Hearts can be carved into keyrings that hold Directive Keys.

Diamond Golem Hearts can be carved into keyrings that hold Singularity Keys.

Pyreal Golem Hearts can be carved into keyrings that hold Marble Keys.

Platinum Golem Hearts can be carved into keyrings that hold Granite Keys.

Again, if your lockpicking skill is not sufficient to the task, you risk destroying the golem heart without creating any keys or keyrings.

Once you have carved a key or keyring, anyone can use it. Indeed, this is the true value we bring to the community. With our skills, we create opportunities for everyone. To add a key to the ring, use the ring on the key. The ring will only accept the proper type of keys. Unfortunately, adding keys to a keyring weakens its structure, so the lifetime of the keyring is limited by how many keys you have added.
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Post by Flanker » Fri Feb 21, 2003 8:56 pm

I purchased the following in Qual :

Simple Food Mix (plain brown block on portal.dat, not sure if correct name), cost= 2,325py, value= 1,500py, 75 BU
Elaborate Food Mix (block with blue band), cost= 3,100py, value=2,000py, 75 BU

With my cook (skill 282) I used pot on each and got:

25 Simple Field Rations, 1875 BU, when consumed renews 75 pts stamina (greenish rolled loggy thing)

25 Elaborate Field Rations, 3125 BU, when consumed renews 100pt stamina (orangey rolled loggy thing)
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Post by Flanker » Fri Feb 21, 2003 8:57 pm

From Orion

http://vnboards.ign.com/message.asp?top ... t=45582284

Our goal was to get the monster spawns done first and then focusing on upgrading the creatures so that they made more sense from a reward vs difficulty standpoint. There are still some creatures that yield far too little XP, horrible loot and who are simply too easy for the areas that they are living. Next month you can expect that the creatures will be more difficult and will yield XP that more closley relates to their difficulty. Treasure profiles may need to wait a little bit but that is because every creature in the game is getting touched up to make them make more sense.

Levels will change: This means that after some testing you'll be able to figure out how difficult a creature is based off of its level. No more level 300 creatures that can be beaten by level 20's the creature levels will be set to be more in line with players. That being said you will still be hunting creatures that are higher level than you, but the levelling structure will make more sense.

Creature Gaps: These are those areas where, in the past, we have had only a handful of creatures that really fit into the level scheme. For those areas we'll be adding new creatures to fill in the gaps. These creatures will offer new challenges and may even have a few tricks up their sleeve.

Balance: Another goal of these changes is to balance the traditional ways of hunting. This means that your main skills, Melee, Archery, and Magic will be brought more into line with what the traditional player has at the levels the creatures are meant for. I am warning you now, Missile characters this is for you, in looking through our creatures I found that they were horribly underbalanced against missile attacks. This means that the largest change to creature difficulty is against you. Now that does not mean that you will be missing all the time, it just means that you'll be better managing your accuracy bar. I think mages will be pleased with some of the changes as well.

There are also some skills that had the appearance of being usless in the past. I am making an effort to make those skills useful.

The end goal of all these changes is to bring the bar for challenge slightly higher, while at the same time making content more accessible to everyone. There will still be creatures that remain more difficult for some skills and easier for others, but overall the yield of experience should eliminate the traditional "trash monster".

Next month.
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Post by Druhsk » Fri Feb 21, 2003 9:02 pm

Flanker's disguising a pharm thread as a patch thread..... sneak bastard.
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Post by Dark Tiereal » Fri Feb 21, 2003 9:17 pm

Jeeez Flanker Posted enough yet :D wait it hink ya need 1 more lol
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Post by thunderblade » Fri Feb 21, 2003 11:33 pm

thx for all that info flanker :crazyeyes: but my eyes feel funny now after reading all that :lol:
the name speaks for itself!!!
aka fu man ki level 210 BM
both proud vassals of panzerfaust!
ever need a can of whoop a$$ i,m always carrying a six pack!!!

smoke free as of 4-25-05

little bit of pain never hurt anybody !!!! muwahahahaha

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Post by Flanker » Mon Feb 24, 2003 4:50 pm

Hey anything I can do to help :)
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