What's new

PATCH Patch Notes for May 30, 2020

Luthius

Developer
Staff Member
Mastery Chain Experience
  • Mastery Chain Experience and Links Unlocked are now fully stored on a per-character basis rather than on individual mastery chains themselves (this allows characters to use multiple Mastery Chains and share Experience / Unlocked Link amounts between all of them freely)
  • When this patch goes live, players will immediately adopt the highest Experience amount and highest Links Unlocked amongst all their existing Mastery Chains


Parties
  • Parties should now remain persistant through crashes and server reboots once again


Prevalia Exchange Officer
  • Players can now return Alchemy, Carpentry, Cartography, and Cooking Crafting Manuals at the Prevalia Exchange Officer in exchange for Mastercrafting Diagrams
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Ships
  • Fixed an issue that was not correctly restricting tamed creature AOE effects to only hit a maximum of 2 targets on ships
  • Fixed an issue where it was not checking that the creator of a Crew Begging Motivation effect was still part of the ship's Fighting Party when utilizing the bonus for crewmembers
  • If a Civilian-flagged player ship damages another player ship, and both ship captains are friends or co-owners of each other's ship, it will not trigger a transition to Pirate flag status
  • Fixed an issue where players were sometimes earning various experience types for sinking player ships
  • Removed a Sorcerous Theme ship item that would could movement on ships
  • NPC Ship Doubloon, Gold, and item loot has been reduced moderately
  • Ship Deeds recovered via a Salvage Foreman will now be automatically restored to full Hit Points, Sail Points, and Gun Points
  • The Ship Overview page for ships will now display the total number of Doubloons currently residing in that ship's hold
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Ship IP Restrictions
  • Players are now IP restricted from being onboard more than one player ship at a time for all accounts on their IP address (unless they have a MAH Multi-Account Household exemption)
  • Players who attempt to Embark, Recall Onto, or Board a player ship while they already have another player on their IP address onboard a different player ship will be prevented from doing so and receive a message informing them of such (unless they have a MAH exemption)
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  • Players will not be able to place another ship in the water if they already have another ship placed by another characters on their IP address (unless they have a MAH exemption)
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  • Players who attempt to violate the ship IP Restriction by logging in and appearing on another player ship (while they already have an other player online on a player ship) will have all of their non-blessed / non-newbied items placed into the hold of that ship and they will be teleported along with their nearby pets to town
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Origin Ship
  • The first ship a player Recalls onto or Embarks onto from land is now considered their "Origin" ship
  • A player can only do harmful/beneficial actions at sea if they are in the Fighting Party of their Origin ship (this fixes some issues with players embarking across friendly ships and the system getting "confused" as to which ship to check for Fighting Parties)
  • Placing a ship bomb requires a player to be in the Fighting Party of their Origin ship


Ship Runes
  • Ship Runes can now be placed in Runetomes
  • Ship Runes removed from Runebooks and Runetomes will be automatically deleted if the corresponding ship no longer exists


Ship Crewmembers
  • Ship Crewmmembers will now by default attack Ocean Spawns / Ocean Boss Minions / Ocean Bosses if they do not have a manual Crew Attack Target already set


Dockmasters
  • Fixed an issue where dockmaster range in some instances was reduced (12 tiles) compared to its intended 24 tile range


Treasure Maps
  • Treasure Map Chests should now correctly increase their gold value from a player with Fortune Aspect
  • Fixed an issue where Level 8 Treasure Maps being removed from Map Tomes would lose their special hue


Provocation
  • Provoking creatures should now stop their current spellcast, similar to using Peacemaking on a creature


Arena Tournaments

Arena Qualifiers
We will be re-enabling Arena Tournaments soon, however, in order for a player to participate in an Arena Tournament, they must first have the following new Arena Category Achievements completed on their account:

Arena Qualifier 1
Earn 100,000 gold


Arena Qualifier 2
Participate in 10 PvP events (includes Town Struggles, Castle Sieges, Corpse Creek Contests, and Dungeon Flashpoints)


Arena Qualifier 3
Have an account age of at least 30 days


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Any existing accounts at the time this patch goes live that has already earned 100,000 gold on their account will automatically have all 3 Achievements unlocked for them and not require any further action to qualify for future Arena Tournaments


Arena Reward Points
  • Arena Reward Points will now be distributed on a 3 day delay after an Arena Tournament concludes to verify participants are not "dummy accounts"


Hiking
  • Recoded Hiking location (custom Hiking Locations) checks to mirror how the Recall spell's location check works (checking destination for House Locations, blocking terrain, etc)
  • Southern Prevalia locations have been removed from Hiking and Player-Warp Destinations
  • Fixed several Valor Shrine Hiking locations that had Z-level issues
  • Fixed several Druid Circle Hiking Locations that had Z-level issues


Town Struggles
  • Town Struggle gates will now disappear once town struggle starts
  • Prevalia, Cambria, and Andaria NPC Guards are now hidden during Town Struggles in their respective towns
  • Fixed an issue where force-restarted Town Struggles (typically due to server reboots) would switch Mounted settings


Castle Sieges
  • Fixed an issue where players could sometimes get locked out of being able to use or attack Castle Gates
  • Prevalia, Cambria, and Andaria NPC Guards are now hidden during Castle Sieges in their respective towns


Mining
  • Fixed an issue where players mining Avarite ore would get a display message about "Valorite" ore instead of "Avarite" ore


Loot Skulls
  • Any time a Loot Skull (from Mini-Bosses / Bosses) is moved to a location that is not a corpse, it will now correctly convert to its underlying item


Aspect Gear
  • Players can now trigger all Aspect Spellbook specials from casting any spell type (including non-damaging spells such as Poison, Mana Drain, Mana Vampire, etc)


Paragon Chests
  • Lesser Paragon Chests will now have 1000 gold inside
  • Regular Paragon Chests will now have 2000 gold inside
  • Greater Paragon Chests will now have 3000 gold inside
  • Paragon Chests will now offer Fortune XP for lockpicking them (since XP earned is based on the gold total of corpses/containers)


Notoriety
  • Fixed several notoriety circumstances where attacking a pet might flag the player as grey to themselves
  • Any tameable creature that has been tamed at least once, but has been released by its master, will have a grey corpse to all players (including store-purchased Pack Animals)


Stealth
  • Fixed an issue where players receiving bonus Stealth Steps from Shadow Aspect and Mastery Chains were not automatically generating footsteps when using those bonus steps for movement


Plant Items
  • Fixed an issue where using a Fertility Serum or Growth Tablets for Mount Breeding would sometimes not provide the full bonus amount


Spell Hues
  • Spell Hue Deeds should now display their correct hue on the deed itself


Bludchok Orc Fort
  • Recall and Gate is now restricted in the Bludchok Orc Fort region


Tracking
  • Tracking results for Players will now also display the player's Guild abbreviation if that player has Show Guild Titles or Show Guild Abbreviation toggled on
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Arch Spells
  • Arch Cure and Arch Protection will now only affect players who flag as Blue or Green to the casting player (can never cause a player to go Criminal, even if they are already a Murderer or Criminal currently)


Societies
  • Clicking the "Quests" button in a player's paperdoll will now launch the Societies Overview page
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Magic Trap
  • The Magic Trap spell can now only be casted onto Pouches or players (i.e. can no longer be cast onto Chests, Bags, Shelves, etc)


Houses
  • Creatures (tamed and wild) will no longer demolish any impassable items within houses
  • Players can no longer cast Teleport into any area of a House if the player is outside of the house (but they can still teleport out of a House or between areas within the same House)
  • Recoded the handling on House "Courtyards" for the purposes of Recall / Teleport / Gate / Hiking to fix many issues related to player accessibility (both wanted and unwanted) to houses
  • Courtyards are now considered areas of houses that are ground level (no elevation changes allowed) and have no overhangs above the tile; i.e. they must have completely open sky above the tile location
  • Courtyard dimensions for houses have all been recalculated, based on the previously mentioned rules

The following houses are now considered to have Recall/Hiking/Gate accessible Courtyards:
  • Andarian Courtyard Keep
  • Andarian Farmstead
  • Bluestone Guildhouse Fortress
  • Cambrian Farmstead
  • Castle
  • Farmstead Compound
  • Fieldstone and Player Courtyard
  • Frontier Compound
  • Grand Fortress
  • Large Marble Compound
  • Large Sandstone Compound
  • Light Brick and Whitewash Courtyard
  • Lightstone and Slate Compound
  • Limestone Fortress
  • Limestone Keep
  • Norse Farmstead
  • Palisade Fortress
  • Prevalian Fortress
  • Rural Courtyard Shoppe
  • Sandstone Chateau
  • Shingled Houseboat
  • Shingled Two-Story Houseboat
  • Small Wooden Houseboat
  • Small Wooden Houseboat East
  • Wooden Houseboat
  • Wooden Houseboat East
  • Wooden Two-Story Houseboat East
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House Decay and IDOCs
  • When a house decays, players cannot place another house in that location for a randomized 30 to 60 seconds
  • The Greatly Worn to IDOC housing stage is now 7 Days + an additional randomized 0 to 24 hours
  • When players attempt to place a House Deed and fail, they will not be able to attempt to place a house for another 30 seconds and that specific house deed cannot be used again for 30 seconds either


Real Estate Broker NPCs
  • When players launch the Real Estate Broker vendor menu and as well as when they perform confirmation clicks for selling a House Deed to the NPC, they will be warned that selling any House Deed from their bank will return only 90% of the original gold price of the deed
 
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Fixed an issue where players mining Avarite ore would get a display message about "Valorite" ore instead of "Avarite" ore

Finaly :-) . Good job
 
Awesome, been playing only a few weeks and your update history on here looks solid! Keep up the amazing work thank you so much!
 
GREAT UPDAATE HOWEVER:
I highly recommend you to not only read, but to enable @Dread Lord Bile 's post. A lot of what this post explains, describes lots of the problems with the current status of the pvp events.. https://forums.uooutlands.com/index.php?threads/guild-battle-events-pls.2839/

Bile put in a lot of time into this post and it needs to be heard nd considered. We can all agree.... friend, foe, enemy, ally, this does not matter..... it is right and is needed to be corrected on all fronts. This man might be a silent expert in this criteria but he also has put ALOT of time and dedication into the first couple seasons of these events. He aint just spewing stuff that will benefit him, but EVERYONE who pvps nd seeks to pvp.
 
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For house decay rules, 30 to 60 seconds does not really mean much since houses have stuff in them and you'd have to pick em up to place anyway. And I think you guys should really consider a mechanic that will help players to place a house on a plot such that if the selected location is impossible to place, but is placable on somewhere in the screen, place the house to closest possible place.
 
For house decay rules, 30 to 60 seconds does not really mean much since houses have stuff in them and you'd have to pick em up to place anyway. And I think you guys should really consider a mechanic that will help players to place a house on a plot such that if the selected location is impossible to place, but is placable on somewhere in the screen, place the house to closest possible place.
You don't have to pick things up to place houses here. You can place where the house was and everything, including mobiles, gets pushed to the perimeter of the new house.
Allowing placement to 'pick nearest valid location' is absolutely going to be abused. Do not want.
 
Looking for a small house spot is a frustrating neverending process. Find several greatly worn boxes -- next morning the spots are taken and selling for 1,5mil. Looks like the ability of selling houses makes it almost impossible for new players to place one or even get one, since wagons start at 300k-600k. Little place in bank box makes the process even more hardcore.
 
Looking for a small house spot is a frustrating neverending process. Find several greatly worn boxes -- next morning the spots are taken and selling for 1,5mil. Looks like the ability of selling houses makes it almost impossible for new players to place one or even get one, since wagons start at 300k-600k. Little place in bank box makes the process even more hardcore.
Yes, that is how housing works on a populated UO server. If you don't get lucky, you need to build wealth to get a home. Fortunately for the suffering masses, the staff is developing a really nice Inn system wherein players can rent a private room with secure containers to expand their inventory and training ability while they save up for a real home. Way to go Outlands.
It is not hard to make money on Outlands if you play the game consistently. If you don't waste money building multiple characters right out of the gate and just make a grinder or two to build up wealth first, you can make a mil in a month or two. Much faster if you get some lucky drops. Hell, resource market is pretty good here too. If you don't craft with resources you can easily make good money just wandering the wilderness gathering. Make a Lumberjack with Forensics and Camping and you can stack resources all day with very little risk of loss.
 
Yes, that is how housing works on a populated UO server. If you don't get lucky, you need to build wealth to get a home. Fortunately for the suffering masses, the staff is developing a really nice Inn system wherein players can rent a private room with secure containers to expand their inventory and training ability while they save up for a real home. Way to go Outlands.
It is not hard to make money on Outlands if you play the game consistently. If you don't waste money building multiple characters right out of the gate and just make a grinder or two to build up wealth first, you can make a mil in a month or two. Much faster if you get some lucky drops. Hell, resource market is pretty good here too. If you don't craft with resources you can easily make good money just wandering the wilderness gathering. Make a Lumberjack with Forensics and Camping and you can stack resources all day with very little risk of loss.


Make a Lumberjack/Miner with Tracking and Camping and you can stack resources all day with very little risk of loss . Or Peace Dexxer with Forensic/Traking .
 
The Greatly Worn to IDOC housing stage is now 7 Days + an additional randomized 0 to 24 hours

That makes no sense, its 7 days to IDOC, then randomized 0-24 to fall? If so, then state once a house goes IDOC, it will fall within 0-24 hours.

OR is it 7 days + 0-24 hours to reach IDOC, then 1-2 hours to fall?
 
The Greatly Worn to IDOC housing stage is now 7 Days + an additional randomized 0 to 24 hours

That makes no sense, its 7 days to IDOC, then randomized 0-24 to fall? If so, then state once a house goes IDOC, it will fall within 0-24 hours.

OR is it 7 days + 0-24 hours to reach IDOC, then 1-2 hours to fall?

Its 7 Days + (0-24 hours) to go from Greatly Worn to IDOC
Then once it hits IDOC, it is the same random 1-2 hours like before
The actual IDOC stage duration hasn't changed handling at all; only the length of Greatly Worn that has changed
 
@Luthius That really confuses me, what are you trying to accomplish with this change?

People still run house check scripts non-stop - so extending GW to a random time is annoying, but certainly can be overcome in a script with regular checks. The house checkers just cycle their rune tomes once per hour - easy to catch an IDOC in that time frame. Especially when houses fall between hour 1 and 2. You continue to cater to scripters :(

But whatever, I am not part of the back room conversations on these changes and what they are trying to do. I hope it worked out - whatever it was intended to accomplish. Great changes all around, love em.