Code: Torven * Fixed a couple of errors in the NPC flee pathfinding routine that were added last patch. * Added the warrior and rogue class experience bonuses. (sorry this is very overdue) Solar * fix a pvp check with intimidation/instill doubt skill * remove a duplicate interrupt message for blocked spells * rampage list fix - players shouldn't get on the rampage list more than once now Database: Torven * blackburrow: Aggro and assist radii adjusted for accuracy. * qeytoqrg: Aggro and assist radii for gnolls adjusted for accuracy. * nektulos: Added grids to piranha. * nektulos: Guards will now always equip their swords. * lfaydark: Changed factions of some NPCs and enabled NPCs to attack other NPCs of the appropriate factions. * lfaydark: Added a significant amount of overall diversity in the zone. * lfaydark: Made several named NPCs harder to camp. * lfaydark: Ivie Bramblefoot's spawn, PH and patrol route is now accurate. * lfaydark: Rancorous ghouls now only spawn at night. Elroz * Added pathing to all the fish in qcat * Added missing mucktail gnolls to EK (Burah,Klage,Mechi,Nra`Vren,Nre`Glega,Canik,Emhu,Jekca,Nra`Brox,Olixen,Plur,Prark,Rheg,Tregil,Yahg) * Added missing Shralok Orcs in kithicor (Rok, C`Habrel, Curkur, Hagnis, Hargvex, Grigga, Kladnog, Kornek, Recfek, Renkil, Captain, Talok, Unked, Wrek, Wrom, Vehgar, Tulonk, Barg) * Added missing fire beetles in misty (Prince, Princess, Queen Klaknak, and "a Klaknak warrior") * Added 5 Poachers to tox (Dell, Shelli, Willa, Topi, Unil) and added pathing/agro for poachers. * Added missing halflings to nektulos (Neophyte Halle, Neophyte Edel, Neophyte Hazel, Bink, Quester Hannil, Quester Hannin, Cannix, Foley, Gammer, Klimmer, Mardoon, Rauner, Rollis) * Added "a heretic prophet" to tox * Added "large fire beetle" to tox * Added "a large skunk" to tox * Added "a willowisp" to tox * Added "a giant piranha" to tox * Added "Skeletal guard" to kithicor * Added "large fire goblin" to soldunga, potential ph for Lord Gimblox * Added "cinder goblin wizard" to soldunga * Added "a wraithish ancille" to mistmoore * Added "Feddi Dooger" to steamfont * Added "Guard Kellot" and "Guard Miles" to qeynos hills * Added "a pixie" to lfaydark * Added "a faerie noble" in lfaydark * Added "a faerie duchess" in lfaydark * Added "orc oracle" to gfaydark * Fixed emotes for alot of the orcs on antonica * Added roambox to aviak island and goblins on Allizewsaur island in oot * Fixed a bugged spawnpoint on south island of hollowshade * Added "Holinix Darkpaw" as a Fippy PH in qeynos2 and adjusted Fippy/PH spawn rates (fippy more common than he already was) * Fixed up the poachers in jaggedpine, any named poacher can now spawn from any poacher spawn point, and only 1 of each named can be up at once. The 4 spawns by campfire will now spawn at the fire and path their routes. * Added "Decaying Skeleton" faction, they will be attacked by gnolls, ice goblins, frogloks, and city guard factions * Added "a froglok" to lake rathe * Added "an alligator" to lake rathe * Added "a pickclaw spiritist" to highkeep, replaces pickclaw cabalist in the lookout room and has a small chance to spawn in the guard room * Added "a Splitpaw gnoll" to south karana and fixed up a couple named/ph cycles (Brother Qwinn, Synger Foxfire/Coloth Meadowgreen, and Marik Clubthorn) * Added "fang tooth" to kerraridge * Added "a kerran amira priestess" to kerraridge * Added "a zombie" to misty * Added "orc legionnaire" to misty * Added "a lizard man scout" to rathemtn Robregen * redo Paineel newbie yards to fixed the under the world issue. Script Torven * nektulos: Bridge guards will now patrol the zone trails occasionally. Elroz * Added quest "Urako's Big Mistake" in grobb * Modified some vanilla quest xp rewards based on Torven's research and Live data Robregen * codecay: non flag level 55 players should now be able to zone in. Pulled from EQMacEmu (DoNotUseGitHub) * fixed typo in Megosh Thistlethorn questsay.
Solar accidentally put them in last patch, I believe he reverted them for this patch. We are still looking at fixing prices on certain items, but it's going to end up being a case-by-case basis it looks like.
I think Sony changed the prices on things often and so even though we have item data that was captured from Sony servers, they aren't all from the same time period and some things have prices that don't make sense. One example is shaman potions being economical to just sell and buy back, instead of making a new one with tradeskills. It may be that it was this way at some time period but without the original server we can't get item data anymore and have to make it up somehow. Anyway I thought that I had some good 2002ish era item data I could import then I realized that even that data was inconsistent and this needs a lot more work, so for now it should be back how it was before the last patch, I hope.
I'm sure there is a lot of this in the AK logs people have, it would just require a ton of validation and manual entry.
sounds good, i tried for her a few years ago and there was a post saying she wasnt there. so between then and now... or w/e... thanks elroz
So uhh, i added her this year - but i messed up and put her on a spawn table that wasn't right - torven noticed this before this latest patch and fixed her. So technically I added her, but now she's really where she should be (and rare!)
does this mean warriors and rogues should set AA exp to 99% for bonus same as halflings? granted they don't have a penalty race
Looking at the source code, the AA exp bonus for classes is applied after any AA exp split is calculated. So it only applies to regular exp (even if it's split with AA). Sorry to any level 65 war/rog. We missed the boat. Can we put an asterisk on any *new* level 65 war/rog players? Just so everyone knows they got there "with help."
oh interesting the exp bonus for races is applied in some other place that makes the 99% bonus work? but same trick no work for classes? dumb
Code: [ Only registered users can see the bbcode. Click Here To Register... ] Which is 11.11% bonus for Warrior, and 10.49% bonus for Rogue.
tl;dr It'll multiply with floating point precision, and then do integer truncation (ie: 4.9 -> 4) afterwards. Later in the code, it looks like this: Code: [ Only registered users can see the bbcode. Click Here To Register... ] Where `add_exp` is a `uint32`, and `hbm` and `class_mult` are floats. The expression inside the parenthesis would promote the uint32 to a float, then do the math, and then the `cast<uint32>` operation will truncate the result back to an integer.