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PvM Testing Patch 4-19-18
#1
Patch Notes


Achievements
  • Removed the Competition category (moved Liars Dice and Monster Shuffle into the Luxury category) and created the Arena category
  • Arena, Faction and Societies will no longer have reward points (since they have their own currency systems) but will instead have more titles available (eventually)


Arenas
[Image: WLV8dzM.png]
  • Removed "Unranked" and "Ranked" matches: all non-tournament matches will now just be "Standard" matches which cost 1 Arena Credit to participate in
  • Player stats will now be tracked for players for Solo Matches, Team Matches, Solo Tournaments, and Team Tournaments
  • Players can view the arena stats for any player by clicking the Blue Orb button next to a player in the Match Info page for a match, or in the Match Results window that appears after a match concludes
  • Fixed an issue in the Results Menu where Heal and Cure Potions used were not displaying properly


Young Players
[Image: 1xEqzUd.png]
  • Players now have a new gump menu when they say "I renounce my young player status" which explains the consequences for doing so before confirmation


Bandaging
  • Players will be prevented from attempting to resurrect a player or creature if they have insufficient skill to do so (and will be notified as such)


Guilds
  • Fixed Diplomacy Page previous/next button issue
  • Fixed an issue where a player's Faction wouldn't show up in the Guild Gump


Factions Results Menu
  • Fixed an issue where Damage Dealt was being counted twice for players in the Results Menu
  • Added "Healing Done to Other Players" stat tracking


Tamables
  • Blood Coursers will no longer die when their Aegis Knight controller dies
  • Blood Courses will now maintain their correct bodyvalue when mounting and dismounting
  • The Haste pet trait now reduces ability cooldowns by 15% (previously was 10%)
  • The Resourceful pet trait now increases ability trigger chances by 25% (pervious was 10%)
  • Fixed Upgradable Traits for Stinger (Mount Petram)
  • Release All and Release commands now have a new gump menu
  • Dragons and Drakes now spawn in both brown and red varieties
  • Players using Animal Lore on a tamable creature will now default to display the "Tamed Values" page
  • Fixed an issue where Tamed Creatures being released would attack with super high speed afterwards


Spirit Speaking
  • Summoning Elder versions of 8th circle summons now consumes 25% of a Spirit Stone (instead of 20%)
  • Summoning Elder versions of creatures now has a special effect and sound
  • Summoning Ancient versions of creatures now has several special effects and sounds


Creatures
  • NPC Creature aggro delay is now scaled based on creature difficulty, ranging from 1-5 seconds
  • Added Skeletal Archers to Ossuary
  • Made several adjustments to Infernus' abilities for balancing purposes


Spells
  • Players casting a harmful spell onto themselves while they have Magic Reflect active will no longer remove Magic Reflect from them
  • Players will be prevented from attempting to cast Energy Vortex if they do not have enough control slots available
  • Players will be prevented from casting Resurrection on a player if that player currently has a Faction Resurrection penalty still in place


Titles
  • Titles Menu is now fully functional (players can also manually choose which skill title is displayed for their character)
  • Most titles now are permanent (previous many titles had a limited duration)
  • Players now choose whether their Lord / Lady title is displayed for their character


Inscription
  • Spell Tome, Treasure Map Tome, Fishing Map Tome, Lumber Map Tome, Ore Map Tome, and Skinning Map Tomes added to Inscription Crafting Menu


Arcane Runes
  • Arcane runes now have new graphics and colors
  • Arcane runes no longer require the player to craft them via Inscription (they are simply loot items)
  • Arcane runes can now be placed on locations with blood and timed static (i.e. spell / ability visual effects)
  • Players placing arcane runes who have Inscription will increase the rune effect radius from 6 to upwards of 12 at GM inscription
  • Players placing arcane runes who have Inscription will increase the rune duration from 5 minutes to upwards of 10 minutes at GM Inscription

There are now 10 different rune types:

Empowerment Rune
Increases spell damage caused by players by 20%

Spellshielding Rune
Reduces spell damage taken by players by 20%

Fury Rune
Increases melee damage caused by players by 20%

Fortification Rune
Reduces physical damage taken by players by 20%

Toxicity Rune
Increases poison damage caused by players by 20%

Poison Warding Rune
Reduces poison damage taken by players by 20% and increases cure chances by 20%

Aggression Rune
Increases creature aggression towards nearby players immensely

Healing Rune
Increases healing amounts for players by 20%

Immunity Rune
Players have a 20% chance to avoid Bleed, Disease, Knockback, Hinder, and Entangle effects

Chemistry Rune
Increases potion effectiveness by 20% (similar to having Alchemy skill)


Buff Icons
  • Buff Icons are now useable (players can toggle displaying of Buff Icons in their UO Options Page under ToggleBuffIcons)
Buff Icons have now been enabled for the following fffects:

Hiding

Invisibility
Will show duration remaining

Nightsight
Will show default duration

Disarm
Will show duration remaining

Magic Reflection

Reactive Armor

Incognito
Will show duration remaining

Disguise Kit

Polymorph
Will show duration remaining

Protection
Will show duration remaining

Paralyze / Hinder / Entangle
Displays as Paralyze Icon
Will show duration of longest current effect remaining

Poison
Will show poison type
Will show and duration remaining

Disease
Displays as Corpse Skin icon
Will show duration remaining

Magic Resist Potion
Displays as Divine Fury icon
Will show duration remaining

Bleed
Will show duration remaining

Food Satisfaction
Displays as Gift of Renewal icon
Will show duration remaining

PvP Flag (2 minute duration)
Displays as Mortal Strike icon
Will show duration remaining

Taste ID Poultice Effect
Displays as Gift of Life icon
Will show duration remaining

Strength or Strength Potion
Will show duration remaining

Agility or Agility Potion
Will show duration remaining

Cunning
Will show duration remaining

Weaken / Clumsy / Feeblemind
Will show duration remaining


Buffs / Debuffs
  • Fixed several issues with Bless / Curse / Agility / Cunning effects not calculating properly

Provocation / Peacemaking / Discordance
  • Players will now be able to gain skill in Provocation, Peacemaking, and Discordance against any creature if their skill is currently below 50

Tracking
[Image: cmT54cQ.png]
  • Any paragon creatures will display their name text as purple and will have a purple button in the Tracking Results menu window

Crafting
  • Fixed display names for Leather material types

Recycling
  • Players can now recycle any items that take Blank Scrolls or Arcane Scrolls to craft (including looted Spell Scrolls from monsters)

Tinkering Floor and Container Traps
  • Players can now craft Iron Trap Wire with Tinkering
  • Players can find Copper, Silver, Gold, and Platinum Trap Wire as loot inside Dungeon, Treasure Map, and Paragon Chests
  • Players may double-click Trap Wire and target a lockable container to open a Create Container Trap menu
  • Players may double-click Trap Wire and target themselves or the ground near them to open a Create Floor Trap menu
  • Creating a Floor Trap or Container trap requires the player to select a Wire Type and a Trap Type by clicking the Up/Down arrows in the respective menu and then clicking the Create Trap button
  • Creating a Trap consumes 1 Trap Wire of the selected type and any ingredients required for the trap type
  • Trap Strength for player-made traps mirrors the Trap Strength levels available for Dungeon and Treasure Map chests
Trap Strengths will default to the following based on wire type:

Iron Trap Wire
Average Trap Strength

Copper Trap Wire
Difficult Trap Strength

Silver Trap Wire
Very Difficult Trap Strength

Gold Trap Wire
Extremely Difficult Trap Strength

Platinum Trap Strength
Nearly Impossible Trap Strength

If a player only has lower quality ingredients available to make a trap (such as Lesser or Regular explosion potions for Explosive Traps or Lesser, Regular, Greater, or Deadly Poison potions for Poison Traps), the Strength of the trap is reduced by one level for each level of ingredient quality level, and can reduce Traps Strengths potentially to:

Worthless Trap Strength
Very Easy Trap Strength
Easy Trap Strength

For instance, using Copper Trap Wire, but a lesser explosion potion (instead of a greater explosion potion) would reduce the trap strength down from Difficult Trap Strength to Easy Trap Strength (i.e. a reduction of 2 Levels)


Container Traps
[Image: UIJSP0N.png]
  • Requires 100 Tinkering to create
  • Any player attempting to open a trapped container will detonate it unless they successfully make a Detect Hidden check, which if successful, will launch the Lockpicking / Remove Trap window players would normally see when interacting with Dungeon and Treasure Map Chests. The player may proceed to use Remove Trap on the chest to disarm the container's trap
  • A player who places a trap on a chest will be considered attacking the player who opens the chest and triggers a trap (and will be subject to Murder Counts if the player should die)
A player opening a trapped container is subjected to the following effects:


Explosive Container Trap
Worthless Trap Strength: 25-50 Damage
Very Easy Trap Strength: 50-75 Damage
Easy Trap Strength: 75-100 Damage
Average Trap Strength: 100-125 Damage
Difficult Trap Strength: 125-150 Damage
Very Difficult Trap Strength: 150-175 Damage
Extremely Difficult Trap Strength: 175-200 Damage
Nearly Impossible Trap Strength: 200-225 Damage

Damage is increased by ((Tinkering Skill - 100) / 120) * 20%)


Poison Container Traps
Worthless Trap Strength: Regular Poison (50% chance to upgrade to Greater Poison)
Very Easy Trap Strength: Regular Poison (75% chance to upgrade to Greater Poison)
Easy Trap Strength: Greater Poison (25% chance to upgrade to Deadly Poison)
Average Trap Strength: Greater Poison (50% chance to upgrade to Deadly Poison)
Difficult Trap Strength: Greater Poison (75% chance to upgrade to Deadly Poison)
Very Difficult Trap Strength: Deadly Poison (25% chance to upgrade to Lethal Poison)
Extremely Difficult Trap Strength: Deadly Poison (50% chance to upgrade to Lethal Poison)
Nearly Impossible Trap Strength: Deadly Poison (75% chance to upgrade to Lethal Poison)

Chance to upgrade poison is increased by (((Tinkering Skill - 100) / 120) * 20%))


Web Container Traps
Worthless Trap Strength: Entangle for 6 seconds
Very Easy Trap Strength: Entangle for 9 seconds
Easy Trap Strength: Entangle for 12 seconds
Average Trap Strength: Entangle for 15 seconds
Difficult Trap Strength: Entangle for 18 seconds
Very Difficult Trap Strength: Entangle for 21 seconds
Extremely Difficult Trap Strength: Entangle for 24 seconds
Nearly Impossible Trap Strength: Entangle for 27 seconds

Entangle duration is increased by (((Tinkering Skill - 100) / 120) * 20%))


Floor Traps
[Image: PWitALs.png]
  • Requires 100 Tinkering and 100 Detect Hidden to create
  • Floor Traps will place a Pressure Plate at the player's location as well as one in each cardinal direction (North / South / East / West
  • Players may only place a single Floor Trap on a tile and cannot have overlapping Pressure Plates
  • Floor traps will activate if a non-tamed / non-summoned creature steps onto one of the Pressure Plates for the trap
  • Floor traps will expire in 3 minutes if not activated by creatures
  • Players may only place up to 3 Traps within a 3 minute period
The effect radius of Floor Traps are as follows (radius is based on the center Pressure Plate):

Worthless and Very Easy Strength Traps: Radius 1
Easy and Average Strength Traps: Radius 2
Difficult and Very Difficult Strength Traps: Radius 3
Extremely Difficult and Nearly Impossible Difficulty Strength Traps: Radius 4

Each non-tamed / non-summoned creature within the trap radius are subjected to the following effects:

Explosive Floor Traps
Worthless Trap Strength: 75 Damage
Very Easy Trap Strength: 100 Damage
Easy Trap Strength: 125 Damage
Average Trap Strength: 150 Damage
Difficult Trap Strength: 175 Damage
Very Difficult Trap Strength: 200 Damage
Extremely Difficult Trap Strength: 225 Damage
Nearly Impossible Trap Strength: 250 Damage

Damage is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%) )


Poison Floor Traps
Worthless Trap Strength: Lesser Poison (33% chance to upgrade to Regular Poison)
Very Easy Trap Strength: Lesser Poison (66% chance to upgrade to Regular Poison)
Easy Trap Strength: Regular Poison (33% chance to upgrade to Greater Poison)
Average Trap Strength: Regular Poison (66% chance to upgrade to Greater Poison)
Difficult Trap Strength: Greater Poison (33% chance to upgrade to Deadly Poison)
Very Difficult Trap Strength: Greater Poison (66% chance to upgrade to Deadly Poison)
Extremely Difficult Trap Strength: Deadly Poison (33% chance to upgrade to Lethal Poison)
Nearly Impossible Trap Strength: Deadly Poison (66% chance to upgrade to Lethal Poison)

Chance to upgrade poison is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))


Web Floor Traps
Worthless Trap Strength: Entangle for 6 seconds
Very Easy Trap Strength: Entangle for 9 seconds
Easy Trap Strength: Entangle for 12 seconds
Average Trap Strength: Entangle for 15 seconds
Difficult Trap Strength: Entangle for 18 seconds
Very Difficult Trap Strength: Entangle for 21 seconds
Extremely Difficult Trap Strength: Entangle for 24 seconds
Nearly Impossible Trap Strength: Entangle for 27 seconds

Entangle duration is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))


Trap Detonators
[Image: AoVvTrw.png]
  • Players may craft Trap Detonators using Tinkering 
  • Players can use Trap Detonators to manually detonate Floor Traps they have placed
  • When using a Trap Detonator, the player may click themselves to detonate all traps they currently have within 18 tiles, or may click the ground to detonate a single trap within 1 tile of the target location
  • Trap Detonators have an unlimited number of uses

Misc
  • Fixed the description text on the Frenzied Skill pet trait
  • Casting the Mark spell on a single Blank Recall Rune will now place the newly marked rune in the same location / backpack location (previously would drop to random spot in bottom level of backpack)
  • Trap Tools have been renamed to "Trap Removal Tools"
  • Fixed the prices on several Bone Armor items
  • Fixed an issue where Passive Taming Skill Gain system messages would display with large numbers of decimals
  • Fixed a crash related to Blood Harpy's feather ability
  • Fixes several typos relating to the Magic Lock and Magic Unlock spell
Reply
#2
I might be reading this wrong but it looks like a player will need to have GM tinkering and GM detect hidden to make even lesser traps.


If this is true I think you guys need to reconsider your approach.   

making it so their is a treadmill grind is bad enough but a treadmill grind to even participate in basic game play is tedious. 




IMO focus should be on reducing the grind/treadmill gameplay and working on creating an environment where people with the best ping and or computers dominate everyone else.
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