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Thu, May 22, 2025, 09:31pmLogin ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 1[2]3456 ]
Subject: The Good, the Bad & the Ugly. List of Publish 18 Bug Fixes


Author:
Darkstone News
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Date Posted: Wed, May 07 2003, 11:23am

Publish 18 Bug Fixes May 6 2003 12:53PM CST

The following is a list of bugs currently slated to be fixed in our next major publish, Publish 18.

There are a couple things to remember, though, when reading this:

If an issue is found with one of these bugfixes before the publish goes live, it could be pulled from the publish to avoid delaying the rest of the fixes. (In other words, until it’s all passed testing, consider all of this tentative!)

There may be more bugs fixed as part of Publish 18; this is a list of only those we feel are certain enough now to discuss publicly.

Publish 18 is mostly bugfixes, but there are a few other things planned as well, such as the AoS launch gift and some server optimizations.

If there’s a bug you’re hoping to see fixed that’s not on this list, there’s a good chance we’ve got it pegged for Publish 19, or it could possibly still make it into Publish 18 if it passes testing in time.
Keep an eye out for the final bugfix list once we’re ready for the publish in a couple weeks!

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Client/Lag/Graphic Fixes

Fixed a client crash issue caused by logging out of UO while in single-click mode with an item property display on the screen.
Fixed a lag issue caused by duplicate item property information being sent when interacting with NPC shopkeepers.
Fixed a lag issue caused by watching another player cross a server boundary.
Characters that had dyed runebooks equipped prior to the AOS converstion should no longer find their runebook invisible.
Fixed an issue causing too many items to spawn in the Delucia area, which was still causing some blackholing of players.
Selling large quantities of non-stackable items in the 2D client should no longer cause the sell gump to remain open.
Fixed an issue causing some of Malas’ starfield tiles to appear as lava tiles.
Certain dungeon entrances should no longer appear to be covered in grass in the 3D client.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat Changes

The Curse spell will now reduce a player’s maximum elemental resistances to 60% (but only when cast by another player).
Being dismounted by a lance will no longer cause a target to take damage from falling.
Firehorns will no longer cause users to be flagged as criminals in Trammel.
”Young” players will no longer be protected against attack in Dungeon Doom.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creature and Pet Changes

The hit points and damage for Energy Vortices and Blade Spirits have been lowered.
8th circle summoned elementals will have their hit points increased substantially.
When tamed, beetles and ice wyrms will no longer have their maximum hit points cut in half.
Imps' resistances and evaluate intelligence levels have been lowered substantially.
Fixed an issue where tamed pets could not follow their masters across a particular bridge in Malas

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
House and Lockdown Changes

Fixed a problem where pieces of other structures would seem to disappear after you exit customization mode on your own house.
Addressed a major source of locked down items falling beneath the floors of houses.
Corrected a problem where moving crates would appear in the wrong location, even though the items inside still belong to their correct owner.
When you demolish a house with lockdowns and secures in it, those items will no longer remain locked down.
Locked down clocks and maps can now be used.
Trash barrels will now be deleted when a house is customized, allowing players to re-place it after they are finished.
When building staircases in customization mode, the top half of staircases will no longer be cut off.
Customizing a house with the door open will no longer cause the door to be deleted.
Backpacks and wooden chests should no longer give a message that makes it sound like they are a moving crate.
Items should no longer be left floating in the air when customizing large towers.
House Add-ons can now be placed on all appropriate floor tile types.
Converting a log cabin or sandstone house into a customizable house should no longer cause you to lose both secure and lockdown storage.
Players will no longer be able to set security settings on containers inside secure containers.
Fixed an issue preventing some players from seeing parts of their house if it’s next to a 3-story house that’s already designed.
Short walls in custom houses should no longer go invisible when walking under a ceiling.
If a house with another player’s guildstone in it is customized, the guildmaster should now be able to use a teleport ball to move the guildstone.
Fixed an issue recently re-introduced into the game, where doors and teleporters would sometimes become static and unusable after customization.
Fixed an issue where players couldn’t ban other players from marble houses with patios.
Plants can now be accessed when locked down or inside secure containers.
Players can no longer enter gates to gain access into private houses.
Addressed a lag issue caused by locking down a container with too many items.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Loot Changes

Looting rights should now be working correctly (based on the player who does the most damage, rather than giving looting rights to any player who damages a creature).
The Collector Quest and Hag Quest loot has been improved to yield better items.
Vorpal bunny loot has been decreased to better fit the level of difficulty.
Boss monster loot for champion spawns has been improved to include better magic items, and Doom bosses will have a greater chance of dropping artifacts (this chance will also be positively influenced by the luck value of the player with the highest looting rights). Artifacts will now also go directly into the appropriate player’s backpack rather than being left on the corpse.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic, Spell and Item Property Changes

The Hit Mana Drain magic property (not to be confused with the Mana Drain spell) has been changed to give the user a 40% mana return on the damage they deal (instead of 20%).
The Hit Life Drain magic property has had its healing effect increased to 30% of the damage dealt (instead of 10%).
Hit Lower Defense will have its duration increased to 8 seconds.
Hit Lower Attack will have its duration increased to 10 seconds.
The Stamina Drain property is being increased to return 100% of the damage dealt to the attacker's stamina (instead of 20%).
The Resisting Spells skill will now give players a substantial minimum value in all of their 5 elemental resistances.
Magic items and skills that regenerate derived stats (hit points, stamina, or mana) should now work correctly under all circumstances.
Corrected an issue where Weapon Enhancing was not adding the correct damage values to the weapons. If you tried to enhance a weapon that had less physical damage than the enhanced values would add, no values were added at all and the physical damage remained the same.
Night sight should now function correctly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Necromancer and Paladin changes

Certain situations where Paladin and Necromancy books did not appear with the correct graphics have been fixed.
Paladin spellbooks will no longer have their spells decay rather than the book itself if left on the ground.
The Paladin Sacred Journey ability has had its mana cost lowered to 10, and its tithing cost reduced to 15 gold.
The Paladin Dispel Evil ability has had its mana cost lowered to 10, and has had its Fear Chance increased to make it slightly easier to cause monsters to run.
The Paladin Holy Light ability will have its mana cost and casting time decreased, and its damage raised very slightly.
The Paladin Cleanse by Fire ability will have its damage lowered slightly, and the spell will no longer kill a Paladin who uses it – it will simply reduce their hit points to zero but leave them alive.
Protection will now prevent interruption of Paladin spells.
The Necromancer Poison Strike spell has had its damage slightly increased.
The Necromancer Evil Omen spell will now last for approximately 7 seconds at GM Spirit Speak, or until the necromancer takes damage.
The Necromancer Vampiric Embrace spell will have its difficulty value lowered to equal that of other 8th circle spells, but will still require 99.0 skill in Necromancy to cast.
The Necromancer Corpse Skin spell will have its fire/poison resist penalty increased to -15.
The Necromancer Death Adder familiar will now allow players to double-click other snakes in order to charm them (rather than requiring the player to use the snake’s context menu).
The Necromancer Curse Weapon spell will have its duration extended to 30 seconds at 100% Spirit Speak.
The Necromancer Strangle spell will have its damage significantly increased vs. NPCs.
Spirit speak will now heal slightly more damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quest Changes

Players will no longer be able to block the spawn of an NPC on the Necromancer quest, which was effectively making them inable to complete the quest.
Fixed an incorrect line of dialogue in a Vault of Secrets quest; it should now direct the player to the Crystal Cave.
Mage Templates and Warrior templates that are moving through the directed experience quests should now receive the treasure map or horn of retreat after quest step 5 (turning in the scroll).
The Solen Matriarch Quest should now update properly once the infiltrators have been killed.
Fixed a quest dialogue issue in which Uzeraan tells players to go South-West rather than South-East.
Ghost players should now be able to use the teleporters inside the Solen tunnels to leave or travel further inside.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Recalling and Map Fixes

Fixed an issue where sometimes players would recall to a rune in a runebook, using up reagents, but not actually go anywhere.
Players should now be able to recall/gate to the Trammel Lost Lands from Felucca.
Spawn in Haven is being decreased to prevent new characters on non-young accounts from being clobbered too early.
Players should now be able to enter the Yew Crypts.
Dead players should now be able to exit the caves between Luna and Umbra.
Fixed an issue with recalling in Malas.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shopkeeper/Vendor/Barkeeper Changes

Shopkeeper offer gumps will no longer remain open when you cannot afford the goods.
Items bought from a shopkeeper should no longer go into a character’s spellbook rather than their backpack.
Friends will no longer be able to ban player owned barkeepers.
Barkeepers are getting back their titles.
Vendors will no longer be moved under the house sign when changing sign type and foundation.
The "All of your vendors in this house have been stationed" warning should no longer appear when logging back in at a friended house after placing a vendor in a different house.
Co-owners should no longer be able to re-position vendors that are not theirs.
Fixed an issue with the "get vendor" gump only appearing once after customizing your house.
Vendors will no longer drop to the ground, becoming homeless and unusable when their house is demolished. Instead, they will deposit their inventory and gold, as well as a vendor deed, into their owner’s bank (even if the bank is full), and then delete themselves.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miscellaneous Bugfixes

Players will no longer get iron ingots from smelting colored ore barding deeds, but will instead get the correct type of metal.
Young players will once again be able to use the moongates in Malas after using the Horn of Retreat.
Young players on the Paladin Quest will once again be able to use the Horn of Retreat in Malas to return to Uzeraan’s mansion.
Harvesting resources from plants in a custom house or from a backpack will no longer kick you from the house.
Ancient Smithy Hammers will once again increase a player’s blacksmith skill over their skill cap if applicable.
Runic hammers will be converted to their proper number of charges.
Using the Arm/Disarm macro while holding a weapon should no longer cause the weapon to become invisible.
Enhanced Bone armor should no longer take the color and name of the leather it is enhanced with.
Players should now be able to recover any personal bless deeds that were used on "bless spell" magic items before their effects were fixed in a previous publish.

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