What's new

PATCH Patch Notes for June 9, 2021

Luthius

Developer
Staff Member
Item Cleanup
  • Restructured the way many data profiles for players are saved as data on the server
  • Performed a massive audit and removed a large number of newbie and low-value items (such as kindling) sitting in the banks of dormant characters (12+ months inactive)
  • Effectively reduced the amount of data saved by the server for items by 20%, which should result in faster save times for players


House Placement
  • Movable items will no longer block placement of a house
  • When a house is placed, all moveable items within its new boundaries will be moved to the house's Ban Location


IDOCs / House Decay
  • When players attempt to place a new house down during the randomized 15-120 minute post-IDOC period for a house location, it will no longer display any visual Placement Preview tiles on the ground, and will simply tell the player they cannot place a house there yet (having dozens of players spam these preview tiles every few seconds was causing server lag)
  • Players failing to place a house during the post-IDOC period will be delayed from making further attempts to place for 30-60 seconds


Boss Summoning
  • There is now a flat 5 minute delay after a mini-boss or boss dies before a new one of the same type can be summoned (previously was a randomized 5-15 minutes)
  • Fixed an issue that was allowing for a potential "double-spawn" of bosses in some outlier scenarios where players summoned bosses


Rental Rooms
  • Fixed an issue where sometimes players would not be able to visit another player's room that they have been made co-owner or friends to
  • Fixed an issue where Young players were losing Young status when entering Rental Rooms


Fame/Karma
  • Players will no longer increase their Fame when killing other players


Ghosts
  • Ghosts will no longer automatically enter Warmode while talking
  • Players can now type [GhostVisible or access a command via "PaperDoll -> Help -> Commands - > Mechanics -> [GhostVisible" to toggle whether they will always be visible to Ghost Players in dungeons and restricted areas, even if not currently in that player's Party/Guild/Alliance (Note: Toggling on the command while next to a stationary ghost will require the player to move at least one tile to become visible to the ghost)

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Add-On Deeds
  • Fixed an issue where a large number of Add-On deeds were simply displaying as "Deed" when single-clicked


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Strangelands
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Core Mechanics
  • Strangeland events will now last 40 minutes (instead of 90)
  • Strangeland events will now occur 4 days a week on: Tuesdays at 10am and 10pm EST, Thursdays at 10am and 10pm EST, Saturdays at 2am and 2pm EST, Sundays at 2am and 2pm EST, (previously was only 2 days a week on Sundays and Thursdays)
  • Players are still limited to playing 1 Strangelands event within a 24 hour period
  • Hunger and Thirst will now each increase by a randomized 5-10 points every minute (instead of a flat 5)
  • Scoring ticks which occur every 5 minutes are now worth 50 points (instead of 25)
  • Players can earn up to 12 Strangelands Reward Points per event (previously was 20) and the top player receives a bonus 3 Strangeland Reward Points (previously was 5)


PvP
  • Because PvP is a near constant threat occuring during in Strangelands, players will no longer have bonuses from Weapon Codexs/Wizardry Grimoires/Summoner's Tome disabled if they enter PvP
  • Bonuses and effects players receive from Weapon Codexes/Wizardry Grimoires/Summoner Tome Upgrades will NOT, however, apply against other players in Strangelands (they can only apply against creatures)


Items
  • Skill Manuals for the Magic Resist skill now increase the player's Magic Resist by 2 (instead of 5)
  • Players can now double-click a Storage Cache to automatically score all Trophies in their backpack
  • Removed the item capacity limit on Storage Caches (players can now store any number of item in any Storage Cache)
  • Deadly Poison potions will now be consumed by Assassins when used (but will now drop in stacks of 3 for loot)
  • Using a Tunnel or Tunnel Shovel will now no longer reveal the player, and will place a Tunnel Rat Template character (explained later) immediately into Stealth
  • Greater Explosion Potions will now drop as loot in Strangelands
  • Supply Crates now have 400 Hit Points (previously was 500 Hit Points)
  • Poor Quality Supply Containers will now always drop Medium Trophies (previously was randomized between Small and Medium Trophies)
  • Exceptional Quality Supply Containers will now always drop Large Trophies (previously was randomized between Medium and Large Trophies)


Supply Manifests
  • Players will now encounter Supply Manifests as loot in Strangelands, which when double-clicked, will place a Pointer Arrow on their screen directing them to the nearest Supply Container currently on the map
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Skills
  • Tracking distance for the Tracking skill in Strangelands has been reduced to 50% of normal (however, Rangers now begin with 90 Tracking skill)


Spells
  • Players will no longer be able to Dispel other player's Summoned followers in Strangelands
  • Players will now have a Max Control Slots limit of 3 for Summoned Followers in Strangelands
  • Spell Scrolls will no longer drop as loot (each template is given their intended spells at the start)
  • Blessed Spell Scrolls have been removed from templates with Inscription skill
  • Players with the Inscription skill will always treat their spellcasts as if they casted off a spell scroll for purposes of effect and damage bonuses (similar to handling in the Arena)


Rewards
  • Strangeland Mushrooms players receive from the Strangelands Reward Sack (reward currency item)will now come in randomized hues
  • Players can double-click any non-Hued versions they have already received in their backpack and it will adopt a randomized rare hue
  • Added Forager Corpse and Tunnel Rat Corpse to list of randomized items from Strangeland Reward Sacks
  • Fixed single-click display names for Strangelands Reward Items
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Templates
  • All starting skills selected for each template will now begin at 90 skill, and some skills have changed for some templates
  • Each template will now start with Weapon/Shields Codexes, Wizard's Grimoires, and Summoner's Tomes based on the template's theme, with Upgrades/Selections/Stances/Finishers pre-determined for the template
  • Players will NOT be able to manually change their selections for Codexes, Grimoires, and Tomes during Strangelands; the selections made have been pre-determined for each template to align with their intended gameplay roles and template balance
  • During template selection players can see in the "Starting Items" section of their template all of the details of their template's Stances/Finishers/Wizardry Upgrades/Summoner Upgrades available to them
  • There are two new templates available for players to use: Forager and Tunnel Rat

Players can view all the details of each template's Stats, Skills, and Starting Items below:


Assassin

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Barbarian

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Bard

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Engineer

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Forager
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The Forager is a new template that receives passive as well as randomized bonuses each time it harvests a Mushroom, with those bonuses scaling with the size of the Mushroom harvested

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Passive Bonuses
Whenever a Forager harvests a mushroom, they will always receive each of the effects below:
  • Bonus Score Earned for Mushroom: +1 for Small Mushroom, +10 for Large Mushroom, +20 for Massive Mushroom
  • Restore Hit Points: +25 for Small Mushroom, +50 for Large Mushroom, +75 for Massive Mushroom
  • Apply Poison to Held Weapon: 2 Charges of Greater Poison for Small Mushroom, 6 Charges of Greater Poison for Large Mushroom, 18 Charges of Greater Poison for Massive Mushroom

Random Bonuses
Additionally, whenever a Forager harvests a mushroom, they will also receive one random effect from below (bonuses will stack and will apply in PvP)
  • Attack Speed Increase for 10 Minutes +2% for Small Mushroom, +4% for Large Mushroom, +6% for Massive Mushroom (Max +20%)
  • Melee Accuracy Increase for 10 Minutes: +3% for Small Mushroom, +6% for Large Mushroom, +9% for Massive Mushroom (Max +30%)
  • Damage Resistance Increase for 10 Minutes: +3% Damage Resistance for Small Mushroom, +6% Damage Resistance for Large Mushroom, +9% Damage Resistance for Massive Mushroom (Max +30%)
  • Weapon Special Chance Increase for 10 Minutes: +4% for Small Mushroom, +8% for Large Mushroom, +12% for Massive Mushroom (Max +40%)
  • Melee Damage Increase for 10 Minutes: +5% for Small Mushroom, +10% for Large Mushroom, +15% for Massive Mushroom (Max +50%)


Monk

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Ranger

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Skirmisher

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Soldier

Soldiers are now equipped with a Whetstone, which is an unlimited use item that when double-clicked will provide the player with a +30% Weapon Special Chance bonus for 30 seconds, with a 2 minute cooldown in between uses

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Sorcerer

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Summoner

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Tunnel Rat
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The Tunnel Rat is a new template that focuses on quickly opening Supply Containers, and rapidly traversing the map through Tunnels

Tunnel Rats are equipped with Blasting Powder, which is an unlimited use item that will inflict 125-250 damage to a targeted Supply Container, with a 1 minute cooldown in between uses

Tunnel Rats are also equipped with a Tunnel Rat Shovel, which is an unlimited use Tunnel Shovel that has a 5 minute cooldown in between uses

Tunnel Rats can also use the Detect Hidden skill to locate existing Tunnels on the map and utilize those as well

While the character cannot directly activate the Hiding skill, each time the player uses a Tunnel or Tunnel Rat Shovel they automatically are Hidden and immediately enter into Stealth (which will then allow them to perform Stealth movement and make Backstab attacks on enemies)


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Testing

  • On the Test Shard, there will now be a "Strangelands Activator" mushroom at the Prevalia Bank and Corpse Creek banks
  • Players can double-click the Strangelands Activator mushroom, which will start a Strangelands event in 5 minutes (if one isn't already scheduled or currently underway) which players can use to test out the event and get familiar with game concepts and experience the different templates
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Awesome qol thanks for listening to feedback


  • There is now a flat 5 minute delay after a mini-boss or boss dies before a new one of the same type can be summoned (previously was a randomized 5-15 minutes
 
  • In terms of balance. Could we see if strangelands “keep pvm buffs when engaged in pvp” could just be applied to everything? It sucks when aspect/codex stops working when ganked and your fighting demons etc
  • Alternatively when ganked monsters should recalculate aggro randomly in the area so its not mobs + pks vs single dude
  • At least for defensive buffs only
 
Everything looks cool, love the Strangelands changes.

Big question though.. why the fame nerf? that was such a fun part of world pvp and pking.. getting a PK to lord is like a little achievement on it's own. Feels kinda lame to have this be taken away for future players.
 
Everything looks cool, love the Strangelands changes.

Big question though.. why the fame nerf? that was such a fun part of world pvp and pking.. getting a PK to lord is like a little achievement on it's own. Feels kinda lame to have this be taken away for future players.
Because for the last 2.5 years people were killing alts/guild members alts that were Lord/Lady to get near instant Lord/Lady and no matter how long something has been broken Owyn and Luthius have pushed to fix broken things.

Should've included a fame and achievement wipe with this so that everyone has to legit earn their titles.
 
Love the Strangelands changes and the ability to start the event on Test. Now I have no excuse for not building out template and cache macros to play. Also love the additional time slots so more folks can participate!

Oh, also, great IDOC changes for the moveable objects. All you lame ass dudes out there who dropped bottles, bandages, and regs can go cry in the corner now.
 
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  • In terms of balance. Could we see if strangelands “keep pvm buffs when engaged in pvp” could just be applied to everything? It sucks when aspect/codex stops working when ganked and your fighting demons etc
  • Alternatively when ganked monsters should recalculate aggro randomly in the area so its not mobs + pks vs single dude
  • At least for defensive buffs only

Where is the balance in defensive properties of aspect saving your bacon against PK's who don't have high level aspect? It annoys me too - I'd be ok considering a 30s cooldown on aspect re-engaging but, to leave it on always means all players will run deeper into monsters to survive the PK's, with far less risk to themselves.
 
I had a mule character logged out for over a year that had a ton of kindling I was holding onto in case kindling on the shard ran out and then I would have a monopoly on firewood. You have totally ruined that with this patch. I'm quitting UO and going back to Asheron's Call!!!!!

Item Cleanup
  • Performed a massive audit and removed a large number of newbie and low-value items (such as kindling) sitting in the banks of dormant characters (12+ months inactive)
 
Because for the last 2.5 years people were killing alts/guild members alts that were Lord/Lady to get near instant Lord/Lady and no matter how long something has been broken Owyn and Luthius have pushed to fix broken things.

Should've included a fame and achievement wipe with this so that everyone has to legit earn their titles.
If it was going to be fixed, it should have been fixed 2.5 years ago. Personally I got dread lord on my red and 600k fame on my orange purely from pvp. Just doesn't seem right to screw over people gaining fame in pvp cuz some lazy people abuse the system. Given that the system doesn't even matter in the slightest mechanically, you're hurting the players that take pride in the achievement of getting lord on pvp toons the real way, as opposed to the abusers who don't really care. Maybe I would have a different opinion if it was possible to old-school farm fame on pvp chars, but alas.
 
House Placement
  • Movable items will no longer block placement of a house
  • When a house is placed, all moveable items within its new boundaries will be moved to the house's Ban Location
Another nerf to idocing because of com and pvmers and small guilds complain because they continue to lose.. i dont see SOF/Hood complaining /shrug if its that big of a deal try and create a macro to pick up items like a smart player or better yet scavenger... i hope that doesnt blow everyones brain

If it was going to be fixed, it should have been fixed 2.5 years ago. Personally I got dread lord on my red and 600k fame on my orange purely from pvp. Just doesn't seem right to screw over people gaining fame in pvp cuz some lazy people abuse the system. Given that the system doesn't even matter in the slightest mechanically, you're hurting the players that take pride in the achievement of getting lord on pvp toons. Maybe I would have a different opinion if it was possible to old-school farm fame on pvp chars, but alas.
i earned my lord/lady title from killing everyone even going deep into dungeons to kill the high famed players.. just more bad players continuing to cry and complain because they get killed or dont even attempt to earn it themselves.. if it was a problem (before noobs complained) it should have been fixed like baca stated 2+ years ago but it wasnt because its not a problem in the slightest. Its an achievement just like life time stats, people work for the life time stats whether its PvP/PvM etc they work hard for it to be top 10 or even #1 but thats being removed because we rather remove stuff that doesnt effect the server instead of changing actual problems makes mad sense

Love the Strangelands changes and the ability to start the event on Test. Now I have no excuse for not building out template and cache macros to play. Also love the additional time slots so more folks can participate!

Oh, also, great IDOC changes for the moveable objects. All you lame ass dudes out there who dropped bottles, bandages, and regs can go cry in the corner now.
^ here is proof of a noob whos brain i just blown by explaining you can use scavenger or even a macro to pick items up.. sheeeeeeeeeesh!
Scals: but we cant get in range of the idoc because CoM/SOF/Hood/PEC own the idocs and make it impossible for us noobs to get in range of them :( so i cry daily because of it instead of creating a good group to do end game content properly
 
House Placement
  • Movable items will no longer block placement of a house
  • When a house is placed, all moveable items within its new boundaries will be moved to the house's Ban Location
Another nerf to idocing because of com and pvmers and small guilds complain because they continue to lose.. i dont see SOF/Hood complaining /shrug if its that big of a deal try and create a macro to pick up items like a smart player or better yet scavenger... i hope that doesnt blow everyones brain


i earned my lord/lady title from killing everyone even going deep into dungeons to kill the high famed players.. just more bad players continuing to cry and complain because they get killed or dont even attempt to earn it themselves.. if it was a problem (before noobs complained) it should have been fixed like baca stated 2+ years ago but it wasnt because its not a problem in the slightest. Its an achievement just like life time stats, people work for the life time stats whether its PvP/PvM etc they work hard for it to be top 10 or even #1 but thats being removed because we rather remove stuff that doesnt effect the server instead of changing actual problems makes mad sense


^ here is proof of a noob whos brain i just blown by explaining you can use scavenger or even a macro to pick items up.. sheeeeeeeeeesh!
Scals: but we cant get in range of the idoc because CoM/SOF/Hood/PEC own the idocs and make it impossible for us noobs to get in range of them :( so i cry daily because of it instead of creating a good group to do end game content properly
The fact you think dropping items on the ground to block a house is tactical gameplay is absurd. The change simply forces the only viable option to be pvp. If you think dropping bottles on the ground is more exciting than fighting for territory you should probably go play a trammel facet shard.
 
Fame/Karma
  • Players will no longer increase their Fame when killing other players

Why? If a blue kills a red, fame should be gained. If a red kills a blue fame should be lost. I'm confused on the reasoning for this.

Rest looks good, keep it up. And revert CCC please :)
 
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Fame/Karma
  • Players will no longer increase their Fame when killing other players

Why? If a blue kills a red, fame should be gained. If a red kills a blue fame should be lost. I'm confused on the reasoning for this.

Rest looks good, keep it up. And revert CCC please :)

If a blue kills a red or a red kills a blue no fame is lost or gained in the new system, prior fame was gained by the killer, and lost by the killee..
Karma acted how your suggesting, and it's still in play.. One leads to Lord, the other leads to Glorious or Dread.
 
I have played the new Strangelands today and I liked this new set of rules.
I think this new way is more balanced with food/water random increases, thus reamp of class skills. Didn't play the new classes today but looking forward to.

There were no dislikes to this new reamp you guys did with Strangelands so far and as for the new time limit: Play time felt just right. I got disqualified for failing at water drinking but there were only 10 min left to the end and I did not felt such a loser as the 1st time playing stranglands: Also lost because of water but there were 1 hour event left.

Either way, keep up the good work, both staff and players who collaborate to keep this shard top notch. :cool: