9-21-2016

Discussion in 'Changelog' started by robregen, Sep 21, 2016.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    Scar of Velious is now live

    Code:
    Cavedude

    * Corpse camper special ability now accepts a value to tell a NPC to pause after losing aggro. Value is in seconds. A value of 1 tells the NPC to permanently wait at the spot where it lost aggro, until it is aggroed again.
    * Poisons will now be treated as expendable and will be deleted once their charges reach 0.
    * NPCs will now equip earrings, rings, and bracers again. (This was broken in my last loot commit.)
    * NPC Corpse shouts will now be in default text instead of red.
    * Corpse Camper special ability now supports a range for the pause time.
    * Changed our faction values to match what Rob has observed on Live. The findings also match several reports on the internet closer then our previous values did.
    * The caps have not changed, so the total amount of faction needed to go from max scowls to max ally has not changed. However, the ranges of most factions has changed. Players may see their faction changed due to the new ranges (up or down.)
    * Added a cap to non-Guide Alliance type spells.
    * An error message will now display if Alliance can not land on a NPC due to not having faction in the database.
    * Added column never_idle to zone, to prevent a zone from idling when there are no players in it. We previous were hardcoding boat and nexus zones, but they are now handled by the database column.
    * Teleport doors in veeshan will now work properly.
    * Corrected Giant and Dragon Bane spells to use the correct target bodytype.
    * Added the ability to repop a single NPC. The functionality of #repop has been changed so that if a NPC is targeted, only they will be repopped. Otherwise, the whole zone will be as normal.
    * Exported ForceRepop to lua, in the NPC class. It can be used to repop the current NPC (e.self:ForceRepop()) or another NPC.
    * NPCs that control a proximity say will now be reloaded after the zone has finished loading everything else. Hopefully, this fixes the issue that sometimes causes proximity say to not work until a #repop is done.
    * In addition to the above, a new command has been added #reloadproxsay that will reload any proximity say NPCs in the current zone. It has also been exported to lua, using eq.reloadproxsaynpcs().
    * NPCs level 10 and higher are now hardcoded to have magic attack.
    Haynar
    * Pathing Fixes for getting stuck in loops.
    * Increased the max limit of arq resends, matching what the client will not discard.
    * Ack's too far behind will now be automatically purged from the Send Queue.
    Torven
    * The ExtraAttackOptions struct that was passed to Attack() and used by special attacks (rampage, flurry, wild ramp) has been removed and replaced with a simple damage percent paramater. The struct was merely a collection of redundant damage modifying variables that did not exist on AK. (e.g. armor penetration, criticals for NPCs)
    * Attack() parameters 'FromRiposte' 'IsStrikethrough' 'IsFromSpell' removed as they were not used.
    * Rampage now has a maximum range, beyond which targets are not rampable. The default range is 75.
    * Rampage paramters read in from the database have changed. The new paramters are: chance per round, range, and damage percent. E.g. if you wanted an NPC to rampage 35% of the time, with a limit of 150 range, at 50% damage: 3,1,35,150,50
    * Rampage will now class attack (bash, backstab) the ramp target 50% of the time instead of 100%. This was a sort of middle ground as Sony's logic to determine whether ramps should class attack is unknown.
    * Several special attack related rules removed as they did not apply to AK and frankly made little sense.
    * default wild ramp targets
    * Corrected an issue where glancing push vectors would have incorrect magnitudes.
    * The 'cushion' size around NPCs that prevents their centerpoints from hitting walls has been capped at 2.5. This means that larger NPCs will go into walls more than they used to. Shrink on medium to large races will generally be required to corner tank large NPCs now.
    * Archery will no longer hit cornered NPCs.
    * 15k HP flee cap

    Database:
    Robregen

    * Equestrielle_the_Corrupted made a return to lesser faydark.
    * Fixed the appearance for Iron Cudgel of the Clairvoyant
    * Added a missing recipe for Purified Water with Sop Bark as component
    * fixed the correct spawntimer for one of the 78 sec named in South Karana
    * Zoning into Paineel from the Hole should put you the correct location.
    * removed a LoY era spell from Druid spellset.
    * shadowed man necro and cleric would very rarely have a weapon in their loottable. Cleric would appear to hold an orb even if it's not equipped and Necro would appear to hold a book.
    * Warrior type shadowed man with 2 hand weapon won't appear to be equipped.
    * Warrior type shadowed man with 1 hand weapon will always appear and equipped with 2 weapons.
    * Shadowed Man lootable has been redone.
    * Felwithe guards will now always equipped a 2h sword. Fine weapon will no longer be appeared to be equipped if it's in their loottable.
    * Neriak guards will now always equipped a long sword / fine steel stave and a shield. Other fine steel will no longer appear to be equipped if it's in their lootable.
    * Added a missing weapon tables to Hill Giants in Rathe Mountain.
    * Added pathing for Mojax Hikspin and Duggin Scumper in West Commonlands.
    Cavedude
    * Most NPCs that equip weapons will no longer display "phantom" items. Any NPCs that still display phantom items either do so on purpose, have no loot, or have no equippable loot in the database.

    Script:
    Robregen

    * added missing dialog for Paladin Message.
    * Fixed various dialongs involving Iron Cudgel 1 and 2.
    * Maligar should now depop and spawn the Doppleganger instead of spawning it to assist.
     
    Last edited by a moderator: Sep 21, 2016
    Delorne and Bum like this.
  2. Pithy

    Pithy I Feel Loved

    Messages:
    2,630
    Love it! Great work y'all.

    Any plans to make flurry and rampage rates dex-dependent?
     
  3. Lenas

    Lenas I Feel Loved

    Messages:
    2,968
    I believe they already are, because Rob lowered Yeldema's dexterity to fix his crazy rampaging.