Patch Notes

Divinity 2.0 Publish 7 ( 0 Replies )
Zippy on Sat, August 02nd, 2008 @ 2:07pm

Publish 7 will be applied to the shard after server wars on Saturday, August 2nd.

This patch is the much awaited "Order/Chaos" system. While the code for the system is going in now, the town battle itself still needs to be built in game, and it will take at least a few days and maybe a few weeks to get it built.

Changes:

  • Murderers are not allowed in Chaos/Order guilds. (See this post for more info.)
  • Chaos/Order membership is determined per IP-address (See this post for more info.) and may only be changed once per week. If you want to change alignments, change to regular and then after the next server restart/server wars you may change to a Virtue guild. See the post for more detail information about restrictions.
  • You may now use the "[hueitem" command to hue wearable items according to your Virtue. The hue will be removed when you die or unequip the item.
  • Virtue "Battle" System has been implemented. Here is some brief information about how the battle will work. Once the town is constructed there will be additional information about the layout of the town.
    • The event is a "war" between Order and Chaos for control of a town. The war will happen once per week at a pre-determined time (yet to be announced, probably Sunday evenings).
    • Each Virtue will have a "Headquarters" inside of the town where only they may enter. Enemy virtue players and even innocenet/blue players will be killed by the guards if they enter this area.
    • When the event starts, there will be a short period where the town is "open" to everyone. Once the event starts (there will be a broadcast) it is time to capture buildings. Each building is held by having a majority (>50%) of the players inside of one virtue or the other. While you have the majority, you will score points. You can check the score at any time by saying "[battlescore" in game.
    • At the end of the war, whoever has the most points wins the town. Winning the town will show special decorations around the town, and will also provide other prizes 9to be determined) to the winning faction. Probably in the form of special vendors with certain interesting items for sale.
    • Most importantly, when the war is over the losing faction is no longer allowed in the town. A short time after the war has ended, the guards will begin imposing this rule on any enemies still in the town. Innocent players are always allowed in the town (but not the Virtue headquarters). Also, Virtue members are always allowed inside of their headquarters, even if they do not control the town 9though if they step outside they are likely to be killed by the guards.)

 

Divinity 2.0 Publish 6 ( 1 Reply )
Ryan on Mon, March 31st, 2008 @ 8:15pm

We will be applying Publish 6 to the shard today. The following changes were made in Publish 6:

  • Complete Revamp of Treasure Map loot (for Treasure Hunters)
  • Complete Revamp of SOS loot (for Fisherman)
  • Complete Revamp of spell damages (to make them 100% accurate)
  • Complete Revamp of Weapons (to make them 100% accurate)
  • Meditation through Leather Armor will now work (we know this is not T2A accurate but this makes Tailors more viable)
  • Removal of recast timers for spells.
As we do with any publish we will be watching this publish very closely to ensure there are no adverse effects. In the event you find any issues with this publish please feel free to page in game and let us know.

We appreciate your continued support of UO Gamers.

 

Divinity 2.0 Publish 5B ( 0 Replies )
Zippy on Fri, March 21st, 2008 @ 7:14am

A small update was put in place. We didn't want to hold off until Publish 6 to implement this change:

  • Moongates now have a short delay when used before teleporting you. (This include walking over them and double clicking them.)

Discussion thread:
http://www.uodivinity.com/forum/showthread.php?t=12422

 

Divinity 2.0 Publish 5A ( 0 Replies )
Salamando on Sun, March 02nd, 2008 @ 5:51pm

A bunch of small updates were put in place. We didn't want to hold off until publish 6 to implement these changes:

  • Fixed a bug that caused you to be permaflagged if you were killed by the guards while stealing.
  • Temporary stat/skill loss is now temporarily suspended during duels and event games so you can fight with your normal skills. After the event/duel is over, your skill/stat loss will come back.
  • Tweaked the taming changes from the last publish slightly. It will be easier to command animals when they are "wonderfully happy" and the chance of them attacking has been slightly lowered. Note, it is still very difficult to control multiple high level creatures at one time. The solution for this is to take less pets with you... it's not rocket science.
  • We have added some detection for some hacked versions of Razor that have been going around. Some people have already been banned, and more will follow. Our advice is that you do not use these hacks and those like them. Not only are they illegal, but many contain viruses and trojans which steal shard passwords. Several people have already fallen victum to this scam.
  • Anyone caught with a hacked Razor or any other unapproved third party program (this includes EasyUO) will be permanently banned without prior warning.
Discussion thread:
http://www.uodivinity.com/forum/showthread.php?t=12422

 

Divinity 2.0 Publish 5 ( 1 Reply )
Salamando on Mon, February 25th, 2008 @ 9:48pm

Good evening everyone. We will be applying Publish 5 to the shard tonight. The following changes are the publish:

  • Greatly increased the chance of finding magical clothing.
  • Fixed a bug that caused people to hold items while they were dead. (Originally supposed to be fixed in Publish 4. Really fixed this time.)
  • Ghosts can no longer see living players and NPCs (other than healer NPCs) when they are not in war mode.
  • The spirit speak skill now allows you to see ghosts who are not in war mode.
  • You can no longer gain skills and stats in Event safe zones.
  • Fixed a pricing problem with tinkering items.
  • Temporary Stat and Skill Loss System for Murderers
    • Short Term Murders now decay in 10 minutes.
    • Long Term Murders now decay in 12 hours (instead of 40).
    • When you die with "short term murders" they are converted in to temporary statloss. Each short term murder gives you 1% stat and skill loss (up to a maximum of 15% for 15 or more short term murders) for 5 minutes (up to no maximum.
      • Example: You kill 5 noobs and then are killed. You receive 5% stat and skill loss for 25 minutes.
    • Multiple penalties are served consecutively. So if you kill 1 peron, die, and then kill 2 people and die again right away you will serve 5 minutes at 1% loss and then when that 5 minutes is over you serve 10 minutes at 2% loss.
    • Your stat loss time is served only when you are alive and logged in.
    • You can say "I must consider my sins" at any time to see how much statloss you have and how much you would receive if you were to die.
    • There will be no "reprieve." However, all characters will be reset to 0 short term murders (and thus no temporary loss).
    • Blue characters who murder innocents are subject to this system as well.
    • The forensic evaluation skills can be used on a player to determine whether or not they will receive statloss if you kill them right now. (Similar to how you can use the skill to determine if someone is a thief.)
    • As a reminder, Short Term (and long term) kills are give only when you are "reported" for a murder of an innocent player.
  • Magery System Changes:
    • We had originally planned to introduce changes to the spell casting timers on a test center this week and have a shard-wide poll and possibly introduce the timers to the live shard this weekend. However, after much consideration and input from many players, we have decided to hold off on such a large change. Such a sweeping change needs to be more carefully considered and tested with more player input. We are not ruling out future PvP changes by any means by not changing spell cast timers at this time.
    • Instead, however, we are introducing several changes that were previously introduced on the Test Center. We, as well as the majority of players we talked to, feel that these are all positive changes and will help improve "1v1" PvP as well as group PvP.
      • Paralyze now does 1 damage when cast on players. This causes paralyze to interrupt whatever spells the target may be casting, as well as flag the caster as a damager (who can be reported for a murder).
      • 1st Circle Heal will now heal slightly more damage than before.
      • Spells now have a "Recast" delay between casts of one half second. This manifests itself as a "You must recover from casting a spell" message.
      • Spells now have a longer disrupt delay if you are disrupted during casting. This delay is based on the amount of casting you had already completed.
      • The delay on explosion has been ever so slightly increased.
      • Poison will now "tick" shortly after it is cast on a person, rather than waiting the full timer for the poison level.
  • Poison has become slightly more damaging, and at a faster rate. The new timers are based on T2A demo, and are era-accurate.
  • You will now lose a small amount of stamina while you are running.
  • You can now cast spells with Virtue shields equipped.
  • The delay involved with the healing skill is now based on your dexterity. With 100 dex, you will heal yourself about 3.5 seconds (75%) faster than before.
  • Taming system changes:
    • Animals now have a chance to ignore/disobey your commands based on their loyalty. If they are not well fed, they may not listen to you.
    • High level tames now have a chance to ignore/disobey your commands when you are attempting to command too many high level creatures at once.
    • When high level tames disobey your commands there is a chance they will attack you.

As we do with any publish we will be watching this publish very closely to ensure there are no adverse effects. In the event you find any issues with this publish please feel free to page in game and let us know.

We are committed to continuing to work to improve what is already a great and hugely popular shard. We will be looking for player input on these changes and future ones in the coming weeks, and we will be trying to put up the Test Center for changes on a more regular basis.

We appreciate your continued support of UO Gamers.

Discussion located here:
http://www.uodivinity.com/forum/showthread.php?t=12422