10-7-2015

Discussion in 'Changelog' started by robregen, Oct 7, 2015.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,387
    Hightlights:
    Kunark now active!
    features includes
    -Disciplines-
    -Kunark boats- <butcher to timorous not implemented>
    -Level to 60-
    -New Spells-
    -Epics-

    The following dropppable items has been disabled for the time being:
    Dizok Imperial Katana - Prince_Selrach_Di`zok
    Jeldorin - Battle_Master_Ska`tu
    Argent Protector - Overking_Bathezid
    Herbalists Spade - a_Wizened_Herb_Collector
    Worn Shai`din Naginata - Korocust
    Polished Shai`din Naginata - Korocust
    Spirit Wracked Cord - Grand_Lorekeeper_Kino_Shai`din

    Quest listed here are also disabled:
    Spirit Wracked Cord
    Shaman Skull #8

    Code:
    Cavedude:
    * All skills will now use stats to determine how quickly (or slowly, if they have low stats) a skill will skillup.
    * Changed experience so the order at which multipliers are applied make more sense.
    * All pets will now take most of the XP if a player does not damage the NPC at all. If a player does deal damage, then they will receive 100% of the XP (Assuming they aren't using a dire charm pet.)
    * Dire Charm Pets will now take a percentage of XP if they do the majority of the damage.
    * Added a group experience split weighted by player level.
    * Green NPCs will now give XP to lower level players in a group assuming they meet the qualifications. (Make sure rule AlKabor:GreensGiveXPToGroup is true.)
    * Commented much of the group exp split method. This will help to make sense of things later on when raids are rewritten.
    * This commit will affect group XP gain. Solo gain will be the same.
    * Replaced BreakInvis() with CommonBreakInvis() as the first did not send the debuff packet.
    * This fixes invis not wearing off when a trade is intiated.
    * World will no longer try to save eqtime on shutdown or when it crashes.
    * NPCs that are not a playable race will now return to their proper texture after an illusion wears off.
    * All entities will now return to their proper size after an illusion wears off.
    * Corrected the issue causing Halflings and Half Elves to sometimes be the wrong size.
    * Cleaned up the size code and condensed base heights to a single method, GetPlayerHeight()
    * Shrink will now work while an illusion is active, and it should be less buggy in general.
    * Fixed the Disintegrate message sent when the spell is cast on a NPC that is too high in level.
    * Jolt will now cap at 0 hate. (Thanks Torven for the heads up and data!)
    * Improved GetSkillStat() with data found online.
    * The Bind Sight line of spells can now be cast on all targets. (NPC, PC, and corpse)
    * Fixed a crash caused by casting Bind Sight on a corpse.
    * Summoned Pets will now despawn when its owner accepts a resurrection request.
    * Lowered the #setapts cap to 170, as we were still getting an overflow.
    * Lowered the timer world uses to save eqtime from an hour to 10 minutes.
    * Fixed faction being reset while using an illusion. (Thank you wharhogg for pointing out what was happening!)
    * Re-worked skillups to reflect formulas posted by Shendare here: http://www.eqemulator.org/forums/showpost.php?p=243531&postcount=20
    * This formula matches up with other sources, and is close to what we are currently using for tradeskills which came from eqtraders.
    * All skills now have a difficulty rating between 1 and 15 (15 being the hardest) that determines how difficult they are to skillup.
    * The above mentioned difficulty values are now stored in the skills_difficulty database table. This has the benefit of not only being able to change these skills on the fly, but we can now also set skills individually that in the old code were clumped together. (Weapon skills, Monk skills, spell skills, numchuku skills, bow hunting skills, computer hacking skills)
    * Skills that can succeed or fail and can skillup on failure will now take their success into account for the calculation.
    * Added command #skills. This can be used to view a player's current skill, their cap, and all the skills difficulties. It can also reload or change skill difficulties.
    * Important note: The old values EQEmu used were pulled from thin air. So, we are basically starting over. Feedback will be necessary to get all the skills leveling at the proper rate.
    * It is also important to note that tradeskill and language skillups are NOT affected by this change.
    * Corrected the name of the TradeskillSkillUpModifier rule. (Not sure how this was even compiling.) Moved LangSkillUpModifier and SkillUpModifier to the Skills category so all are uniform.
    * Moved AIhail_timer->Start() to NPC::pauseWandering which catches more cases.
    * Defensive skills now are penalized when the stat is obtained for skillups.
    Haynar:
    * Client position updates.
    * Reduced ghosting and packet updates outside of zone clip plane.
    * Targeting updates to help prevent clients target going bad.
    * Fleeing mobs snared to a stop will now face their flee direction.
    * Added some mob rotations.
    * Mobs that lose aggro, after reaching their guard point, will now rotate to their guard heading.
    * Mobs fleeing, snared to a stop, will rotate to the their flee heading.
    * Mobs rooted or snared to a stop, without aggro, will rotate to their desired heading.
    * Mobs that rotate to flee, when snared to a stop, will face first node in their path, if the zone has pathing.
    * Improved turning response after hailing NPCs.
    Speedz:
    * Fixed most loginserver memleak.
    * Buffer over-run fix in loginserver banner.
    * Fix array delete, window title handling.
    * Launcher code tweak to facilitate by era launching and easy toggle of zone boots.
    Robregen:
    * Item code clean ups Removed out of era related item stats.
    * Racial Bane Damage should now work.
    Secrets:
    * hp update crash fix (observed on dev)
    * fix for roamboxes being halted by runspeed changes
    * switch around cur target and new target in hp packet update on new target via tab
    Torven:
    * Precise formulae for player character offense, to-hit, mitigation and avoidance implemented.
    * Melee damage mitigation is now done with a new routine using a guassian bell curve returning a DI value of 1-20, imitating Live.
    * The player character damage multipler (i.e. 'melee tables') now use much more accurate calculations and caps.
    * The melee avoidance function has been completely rewritten to use curves that match Live data.
    * Avoidance AC checks are now after avoidance skill checks. Riposte is now the first check.
    * Melee damage calculations are now only done if the hit lands on the target.
    * The minimum player character weapon hit is now round(weapon damage / 10) + DB instead of 1 + DB.
    * Low level NPCs and pets wielding weapons will now hit harder if the weapon damage * 2 is greater than the NPC's max hit.
    * The class and racial AC bonuses are now applied in mitigation calculations.
    * Agility bonuses are now applied in mitigation and avoidance calculations.
    * Monk weight AC bonus/penalties are now precise.
    * Riposte, Parry, Dodge, and Block rates are now precise. (at least precise relative to Live)
    * NPCs will now proc innate procs on special attacks. (kick bash etc)
    * NPCs above level 52 will now always resist fear spells.
    * Zero damage melee swings due to invulnerability now generate hate.
    * The shielding stat on equipment now reduces (minHit - di) damage instead of minHit damage.
    * Hitting a sitting client now rolls a guaranteed DI 20 instead of the absolute maximum hit. (in the case of a client attacker)
    * Finishing blows are now processed only on hits.
    * Rogue backstab code rewritten. Client damage will be much more accurate. Hate reduced.
    * Ripostes now require a weapon or empty fist.
    * Monk skill tiger claw attack message fixed.
    * Dex added to offense calculations for archery and throwing.

    As a result of these changes, NPCs will hit harder but miss more often. Player melee damage has been reduced, but strength
    and atk will result in more noticable gains. The very low level game SHOULD be easier-- cloth armor and skill gains should
    result in a noticale survivability improvement.

    Database:
    Robregen:
    * fixed the recipe for silvered star ruby veil
    * Ogre Shadowknight in Befallen should now always drop "Smoked Glass Key"
    * Added missing Shadowed Book to various shadowed men across Norrath.
    * Rharzar and Blackwing should now be KOS.
    * Zahal the vile should now be KOS.
    * a gnoll brewer / Master Brewer should now spawn at the right location near the water instead of at the barrel.
    * decreased spawntimer for Brewer to 18 minutes.
    * removed the out of era Folded bearskin potion bag from the database.
    * Oracle of K'Arnon should now drop the Robe of the Oracle 100% of the time.
    Torven:
    * cabeast: Vessell Drozlin parsed and stats set. Enter combat emote set.
    * nektulos: Kirak Vil's respawn time set to 7 days +/-12 hours, stats set to parsed values, granted enrage, and given increased combat regen.
    * eastkarana: Tarbul's damage reduced and given increased combat regen.
    * oasis: Cazel's combat regen increased.
    * neriakc: Verina Tomb parsed and stats set.
    * mistmoore: Black Dire's stats adjusted slightly to parsed values and given increased combat regen.
    * kithicor: Dark Elf drops are now enabled.
    Cavedude
    * Bladestopper and Leatherfoot Raider skullcap will no longer be vendor sellable or rechargable.
    Speedz
    * sql supporting code changes for launcher tweak.

    Scripts:
    Robregen:
    * Added missing xp and faction hits for turn in reward to Vacto Molunel in South Kaladim.
     
    Last edited by a moderator: Oct 8, 2015
    Oiwon, Elroz and Ghakim like this.
  2. surron

    surron People Like Me

    Messages:
    554
    wow awesome stuff...


    question about

    * All pets will now take most of the XP if a player does not damage the NPC at all. If a player does deal damage, then they will receive 100% of the XP

    this is true but it was my understanding if there were 2 or more people in a group then a pet could do 100% damage and the players would receive 100% exp, is that true still?
     
  3. phresh2k3

    phresh2k3 Member

    Messages:
    34
    I did some tests, it seems like even in a group if its pets only dmg, exp is severely reduced
     
  4. Zeklen

    Zeklen Member

    Messages:
    118
    The problem I see with this is if the pet owner just happens to be healing or buffing the whole time during the fight. Which is why it wasn't like this on live.
     
  5. Zeklen

    Zeklen Member

    Messages:
    118
    Or simply meddling back up from a previous rough fight.
     
  6. Suriinya

    Suriinya Well-Known Member

    Messages:
    123
    Don't you just have to do *1* point of damage to not get the XP penalty? A lot of people use those clicky rings that have a level 1 spell on them (shallow breath for the Enc version). I personally use a small nuke, since I don't like to DoT a mob I might have to end up mezzing if things go south.
     
  7. cavedude

    cavedude Administrator Staff Member

    Messages:
    1,893
    Yes, 1 point is all you need to do. Normal pets don't care about the majority of damage. Dire charmed pets when we get there will.

    I used these pages for reference:

    http://everquest.allakhazam.com/story.html?story=960 (That is from June 2002 which is about 5-6ish months before Ak)

    "If you or your group do any damage to the monster at all, your group gets all of the experience. * If you or your group don't do any damage to the monster, the pet gets 75% of the experience."

    http://wiki.takp.info/index.php?title=Experience_Points

    "If one or more pets (including charm pets) deals all of the damage to a mob, then only 31% of the normal XP will be awarded. In these situations, have someone in the group do at least one point of damage to all of the mobs. Low level nukes or Ceramic Bands are handy for this purpose."
     
  8. Zeklen

    Zeklen Member

    Messages:
    118
    Thanks for the link, Cavedude.