6-29-2016

Discussion in 'Changelog' started by robregen, Jun 29, 2016.

  1. robregen

    robregen Administrator Staff Member

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    Cavedude

    * Added message for disarm success.
    * Updated the Bard stacking rules to correctly handle movement speed buffs and debuffs.
    * "You cannot see your target." when casting a spell will no longer generate interrupted messages for players around the caster.
    * Sacrifice and DOTs will now produce the proper messages on death.
    * Rewrote Beg to no longer cause a client desync.
    * Changed the chance for a NPC to attack while begging and the coin type and amount on success to be based on the player's beg skill.
    * Coin on beg successes will now be removed from the NPC's loot, instead of being summoned.
    * Fixed an issue causing controllable row boats to not update their position properly.
    * Bard pulses will now always do a resist check.
    * Renamed ResistSpell() to CheckResistSpell() to make its function more clear.
    * Consolidated the code that handles successful resists to ResistSpell().
    * Changed AE spells with a target limit to default to 5 targets allowed. Damage spells are limited to 4, with the exception of the Al'Kabor line of spells.
    * AE Mez spells will now have a target limit.
    * Corrected an issue where the target would not count towards the limit for certain AE spells.
    * Casting a Mez spell on yourself will bypass the level cap check. You still have a chance to resist the spell.
    * Bard pulses will now be cancelled while on a boat.
    * The Stun, Charm, Pacify, and Mez family of spells will now only enforce the spell level limit when the caster is a player and the target is a NPC. Every other combination will not use a level limit.
    * Removed the rule Spells:NPCIgnoreBaseImmunity as it only served to create confusing logic.
    * Corrected an issue where Mez spells would sometimes be considered beneficial.
    * Prevented an unlikely situation where Harmony spells could use the wrong target to perform its casting checks.
    * Added a caster check to prevent a redundant spell resist message.
    * Spells will now set a recovery timer upon successful completion of a cast. This timer will be checked after a spell completes the casting phase. If the timer is not yet expired, the new spell will be interrupted.
    * Removed the 400 millisecond delay when using clickies with a cast time. Clickies are also exempt from the recovery timer.
    * Added a rule Spells:SpellRecoveryTimer to control how long the recovery timer is. It defaults to 2500 milliseconds.
    * When any Alliance type spell is cast, any faction bonuses caused by a previous cast will be removed.
    * All players in a zone will now receive door open packets by NPCs for the benefit of Eye of Zomm.
    * Fixed a spell slot desync issue that happened with specific buffs.
    * Treeform will now be faded server side when a player movement update is recieved. This is a workaround for the issue allowing Treeform to stick anywhere server side due to a lack of tree data in our map files.
    * Corrected the spell stacking rules regarding illusion spells.
    * Wolf Form spells will now use the correct texture.
    * Bind Wound will no longer force the target to stand.
    * Corrected the Bind Wound messages.
    * Corrected an issue causing the max heal percentage of Bind Wound to not be calculated correctly.
    * Added combat messages for Thunderkick, Silentfist, and Ashenhand disciplines.
    * Fixed an overflow found in the Monk disc reuse timers. Monks who were affected by this will see their discipline reuse timers drop considerably, so be sure to check.
    * Lowered the chance that spin stuns can break early. (This excludes Whirl till you hurl and Dyn`s Dizzying Draught - they remain broken.)
    * Charm should now break as soon as the owner zones, to prevent kill steals by the former pet and possibly faction wars.
    * Rez will now fade charm on your pet. The hatelist is cleared after the charm is faded, so the former pet will not have aggro.
    * Beneficial and Detrimental single target spells no longer use the Z coord in the server's range check.
    * Casting on a target who is standing on "ice" or "slime" and the caster is in a normal region or vice versa will now work properly.
    * Added NPC Special Ability to always leave a corpse if the deathblow was dealt by a client or a client's pet.
    * Added support code required for charmed NPCs with lua scripts to accept and equip items they do not require in their trade event.
    * NPCs will now use the correct damage messages after being disarmed.
    * Consolidated breaking sneak and hide to a single method. Replaced most of the raw packet creation for both with SendApperancePacket().
    * Sneak/Hide will now break properly when casting a spell, when a spell lands on a player, when a player resists a spell, when attacking, when attacked, and when an old world trap is clicked and the player either lacks the disarm skill, or the disarm attempt fails. (Many of these were already working, I just confirmed them.)
    * Resting a spell or being missed by a combat swing will cause the sneak button to "bug" if the player is not also hidden. The player will need to click the button to reset it. This quirk occurred on AK.
    * Fixed an issue causing the hide packet to not be sent out correctly for racial hide on failures.
    * Corrected an issue causing Sneak to sometimes incorrectly cancel hide, and to send out an invisible appearance packet instead of a sneak packet (copy/paste error?)
    * Rewrote Sense Traps to support old world traps (swinging axe, falling ceiling, etc) and to provide accurate messages.
    * Old world traps can now be disarmed by clicking on them, if you have the trap disarm skill.
    * Added more logging for sneak, hide, and traps.
    * Removed the cooldown timer that occurs when clickies are used.
    * Removed support of the RecastDelay item database column since no clicky item in the DB uses it. Also removed pTimerItemStart which is the associated timer.
    * Tradeskill skillups will now use the difficulty value from the database instead of the hardcoded values. (No values have been changed!)
    * At skill 190, the chance to succeed on a tradeskill skillup will correctly be 5%, instead of 5.99%.
    * Removed rule Skills:TradeskillSkillUpModifier. Difficulty can be changed per skill in the DB now.
    * Increased the difficulty cap for normal skillups to accommodate begging.
    * Bard pulses will no longer check for line of sight.
    * Skills that allow skillups from green cons (offense on damage shields) will no longer allow skillups if the NPC is green and level 18 or under.
    Haynar
    * Bard instrument modifiers associated with buffs will now carry when zoning
    * Added code support for zoning out of airplane, to replace the zoner script. (This should fixed the issue with the occasional death when jumping off the islands.)
    * Fixed an issue with zoning that drops you to server select, under certain conditions.
    * Very high snares will no longer make running mobs stop. Walking or fleeing (feared) mobs can still be stopped by high snares.

    Database
    Robregen

    * Added a missing groundspawn "Abandoned Orc Shovel" in lake rathe
    * Putrid Skeletons should now cast Putrid breath
    * The Spectre in Feerrott will now see ivu
    * decaying initiate / decaying councilman should be more common in Nektulos.
    * a spirit of flame (cleric epic) should now leave a corpse if it recieve a death blow from the player.
    * removed roambox and add grids to named cycle in Frontier Mountain.
    * Named Cycle in Frontier Mountain should now instantly respawn
    * Hangnail in Karnor Castle should now give a negative faction hit with Venril Sathir.
    * adjust the following tradeskill:
    -- Jewelcrafting, Fletching to 4
    -- Baking, Brewing to 3
    -- Tailoring, Smithing to 2
     
    Last edited: Jun 29, 2016
    Ransom, Lenas, Mokli and 4 others like this.
  2. Pithy

    Pithy I Feel Loved

    Messages:
    2,630
    Lots to like here! You guys are killin' it.
     
  3. Haynar

    Haynar Administrator

    Messages:
    3,637
    Holy crap cavedude.

    Ur killing it!

    Awesome patch!
     
  4. cavedude

    cavedude Administrator Staff Member

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    1,893
    Well, let's wait to see what I broke!