10-14-2015

Discussion in 'Changelog' started by robregen, Oct 14, 2015.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    Code: https://github.com/EQMacEmu/Server/pull/514
    Cavedude
    * Improved how weight is calculated server side. Implemented coin purses (server side - the client end was already working.)
    * Weight will now be recalculated when coin is moved to and from the bank.
    * Added IsEncumbered() to tell us when the server thinks the client is emcumbered.
    * The bestz adjustment at zone-in will be skipped when a player is encumbered.
    * Added some pet info and IsEncumbered to #showstats.
    * Large races can now shrink twice.
    * Merchants will now remember the number of charges an item has when it is first sold to them. Each item of the same type sold afterward will use the number of charges the first item had.
    * Items will no longer change slots when additional items are sold to the merchant.
    * All players using the merchant will now receive a merchant update when another player sells or buys temporary items.
    * Items on a merchant will now display the proper number of charges when right clicked.
    * Fixed a couple of issues that could lead to phantom items or desyncs while using a merchant.
    * We are now sending the various size fields in PlayerProfile and ZoneEntry.
    * Cleaned up the #size command.
    * Changed OP_ManaChange to use native code instead of being an encode. The spellbar should no longer flicker on stamina updates. It will continue to do so on mana updates, however.
    * Fixed a constant redefine warning I missed. Thanks stairs for the heads up.
    * The expansion column of zone is now loaded and zone->GetZoneExpansion() can be used to get the expansion value for the current zone.
    * Lich type spells will no longer break invis.
    * Finished adding bind areas listed here: http://web.archive.org/web/20030210093227/http://www.eqatlas.com/bindguide.html
    * Added bind info to #loc
    * Changing your resolution will no longer try to end trader mode if you are not in Bazaar.
    Haynar
    * Spawn Packet timing changes.
    * Added delays to performing SPAWN events, until after the spawn packet is sent for NPCs.
    * SPAWN emotes will now be sent after spawn packets are sent.
    * Fixed random delay in starting spell casting for NPCs on spawn (this was added before, but didn't actually work).
    * SpawnPacket fixes. Missed a couple of paths that needed flag set for sent.
    * Corpse position updates to fix corpses being at wrong location.
    * Fix for roaming mobs clearing hatelist when outside pursuit range.
    * Pathing improvements
    * Ground items that are picked up, will no longer automagically reappear just by zoning out and back in.
    Torven
    * Attackers swinging at sitting clients will now always hit.
    * Defensive disc hardcoded for accuracy.
    * The implementation for Fellstrike, Duelist, Innerflame, and Bestial Rage is now precise.
    * The Archery and Throwing routines have been edited to use the new damage and mitigation code and the avoidance order has been set correctly.
    * Caster NPCs in Kunark above level 30 will now try to cast the Gate spell when their HP rechages the flee threshold.
    * The NPC flee code was incorrectly scaling the ratio based on the attacker's level relative to the NPC and has been fixed. NPCs will now flee at the correct flee HP threhold. (20%) Yellow and Red con NPCs will flee later. Deep green con NPCs will flee earlier.
    * Damaged summoning NPCs will no longer ignore entities on its hate list beyond the forget distance.
    * Charmed NPCs will now hate the charmer much more after the spell breaks.
    * Ranged attack NPCs will now bow animate and shoot arrows.

    Database:
    Robregen
    * Players should no longer bind in any of the Kunark Dungeons except City of Mist.
    * Readjust KOS from -1000 to -2000 so faction raised type spells can no longer make it dubious.
    * correct the zonepoints to the hole on drop down.
    * Master Yael should now see invisible and be kos to all.
    * Added missing loots (Imbued Shield of Paineel and Tome of Miragul) to Dartain_the_Lost in the Hole.
    * Set respawn to 24 hours for Dartain_the_Lost in the Hole.
    * Added a roambox for the wizard port area in Skyfire.
    * Fixed the size with the correct value to various Named in the forager / hunter name cycle in Trakanon.
    * Added the correct loot (a golden bracer) to a Crypt Spectre in Howling Stone.
    * Trakaraptor should no longer see invisible in Emerald Jungle.
    * Removed "Chase the Moon" from the NPC Enchanter Spell Set.
    * Added missing forage items to Temple of Droga.
    * remove see invisible from various Coerced NPC in Dalnir.
    * increase the spawn rate to Gylton in Burning Woods.
    * Skeletons in Kurn's Tower should no longer be immune to non-magical melee.
    * The Rogue Epic NPC Renux_Herkanor should now drop Jagged Diamond Dagger 100% of the time.
    * The Cleric Epic NPC a_plasmatic_priest should now be KOS instead of sol ro temple faction.
    * Fixed various gem loot tables in Sebilis to only drop 1 if any drop at all.
    Torven
    * karnor: Added a few spawn points to skeletal warlord, skeleton berserker, and skeletal scryer spawngroups.
    * sebilis: Blood of Chottal spawn rate increased.
    * sebilis: Krup and Ilis frogs now summon.
    * sebilis: Increased see invis chance on some frogs.
    * sebilis: Jugg, reet, and Imperial Crypt Guardian assist radii increased.
    * sebilis: Damages slightly adjusted for several NPCs.
    * kithicor: General V`ghera will now always dual wield.
    * skyfire: Most NPCs given increased fire resistance.
    * skyfire: Missing procs and spells given to NPCs.
    * chardok: Damage adjusted for most NPCs.
    * chardok: Assist radii for all NPCs increased.
    * burningwood: Several NPCs given increased fire resistance.
    Robregen/Torven
    * reduced spawn chance for Skeletal Berzerker and Skeletal Warlord based on player feedback.
    Cavedude
    * adjust prices sellback for Bladestopper and Leatherfoot Raider skullcap
     
    Last edited: Oct 14, 2015
  2. Sturmm

    Sturmm Well-Known Member

    Messages:
    316
    * Added a roambox for the wizard port area in Skyfire.
    Is a roambox basically a safe area for a wizard and party to port in so they're not set upon immediately by mobs?
     
  3. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    if it's the right timing. porting there were always a risk and never guarantee a safe port.
     
  4. Lenas

    Lenas I Feel Loved

    Messages:
    2,968
    1) Start casting invis on Wizard
    2) Invis wizard and everyone else before port goes off
    3) Profit
     
  5. Lenas

    Lenas I Feel Loved

    Messages:
    2,968
    1) Port* not invis -- can't edit
     
  6. Sturmm

    Sturmm Well-Known Member

    Messages:
    316
    Right, but I guess my question is: What is a roambox
     
  7. Lenas

    Lenas I Feel Loved

    Messages:
    2,968
    As described by Torven:

    A 'roambox' system for NPC wandering which allows for rapid development of NPC movement areas was also developed after P99 forked, so it's a very easy thing to click on an NPC and input four coordinates that define the box that the NPC can wander in. You can make an outdoor zone look complete in a very short amount of time with this newer emu feature, particularly if the NPCs had already been imported. There are still accuracy issues with where and how large the boxes should be however.
     
    Sturmm likes this.
  8. Sturmm

    Sturmm Well-Known Member

    Messages:
    316
    Thanks!