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PvM Testing Patch 3-19-18
#1
Patch Notes

Testing
  • Players now have 1000 stable slots for testing purposes

Factions
  • Fixed faction control zones for Corpse Creek
  • Adjusted location for "Northside" capture zone for Horseshoe Bay
  • Fixed the Faction Menu countdown timer display when a Faction event is currently being assembled

Buff and Debuff Spells
  • Weaken, Clumsy, Feeblemind, Curse, Mana Drain, Mana Vampire, and Mass Curse spells can no longer be resisted
  • If a target is already under a similar debuff or buff effect, the player will receive a system message notifying them of such
  • Recoded the handling on Stat Increases and Stat Decreases to fix several issues with players not displaying the correct stats after various buff / debuff spells

Disguise Kits
  • Players can now purchase Disguise Kits from Thief NPCs or they may craft them with the Tailoring skill
  • Players must have 80 Stealing skill in order to use a disguise kit
  • Once a player applies a disguise, it will stay on them until they die or remove it (which can be done via the "Remove Existing" button in the disguise kit menu)
  • Players may apply a disguise at most once every 2 hours
  • Normal disguise kits have 3 uses per item and will grant the player a randomized hairstyle, hair color, facial hair style, facial hair color, and name
  • Exceptional quality disguise kits have 4 uses per item and the player can manually select their hairstyle, hair color, facial hair style, facial hair color, and skin color
  • Mastercrafted (Exceptional quality made with 120 skill) disguise kits have 5 uses for item and the player can additionally change their gender, select a new randomized name, or manually enter a new name by hand (following normal player naming guidelines)
  • Wearing a disguise kit increases a player's stealing success chances by 25%
  • Wearing a disguise kit increases a player's snooping success chances by 25%


Stealing
  • Players do not need to be part of a Thieves Guild in order to use the stealing skill and may be murderers
  • Players can steal individual items up to (10 * (Stealing Skill / 100)) stones of weight
  • The maximum weight for any weapons is 10 stones (halberds)
  • Players can steal stacked items in amounts up 50% of their normal stealing weight (such as 50 reagents or 250 gold)
  • All housing deeds in game are non-blessed and therefore stealable
  • Players must have a least one hand free to make a stealing attempt
  • Success chance to steal an item is (50% * (Stealing Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%


Being Spotted
  • If a player is "Spotted" stealing in town by either a player or human NPC, they will be killed by guards and the stealing attempt will automatically fail
  • Only targets within 8 tiles of the target can spot a stealing attempt
  • A player that flags green to the thief will never spot a stealing attempt
  • Each player, including the target, has a 20% chance to spot a nearby stealing attempt (10% if they do not have a line-of-sight to the thief)
  • Each human NPC, including the target, has a 10% chance to spot a nearby stealing attempt (5% if they do not have a line-of-sight to the thief)
  • If the stealing player has been resurrected within the last 5 minutes, the chance for them to be spotted by players and human NPCs is doubled
  • If the thief was hidden at the time they made the stealing attempt, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to steal from Serathi")


Snooping
  • Success chance is (75% * (Snooping Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%
  • If the thief is hidden while making snooping attempts, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to peak into Serathi's belongings")

Stun / Disarm
  • Added various checks to prevent players being able to make Stun or Disarm attempts while at insufficient skills to do so


Magic Resist
  • Players resisting spells from creatures (non-summoned / non-tamed) now have a 20x skill gain bonus (previously was 2.0x) and stacks with Active Skill Gain bonus scalars
  • Players can at most gain .5 Magic Resist skill gain from any individual creature while they are between 70-80 Magic Resist
  • Players can at most gain .3 Magic Resist skill gain from any individual creature while they are between 80-90 Magic Resist
  • Players can at most gain .1 Magic Resist skill gain from any individual creature while they are between 90-100 Magic Resist
  • Increased the effective Magic Resist skillgain range of spells when cast by creatures by 20 (i.e. players can gain up to 80 Magic Resist from creature casted Lightning spells, as opposed to only up to 60 Magic Resist from player-casted Lightning spells)


Misc
  • Fixed several crash issues
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