Implementor Erelei Posted October 7, 2018 Implementor Report Share Posted October 7, 2018 Hot Change Date: 10/07/2018 Bugs / Fixes / Changes - Added a code check for altar screams, rather than depending on a mob prog which could break due to a number of factors. Every hour, if a cabal altar is fighting against someone, it will echo to the altar's cabal that it's happening. - When mobs that are hunting other mobs have their target killed (aggressive only mobs) they will no longer disappear unless it's a player they've been hunting and the player dies. - Spell forged items are automatically removed when remorted, now, to prevent issues with added spells or skills. - Weapons that poison should no longer stack poison against their target. - When a Warmaster is put to sleep by insomnia, they properly step out of stance now. - Several Cabal skills/spells fixed that were charging more CP than intended during specific cirumstances. - You can no longer continually put someone to sleep as a necromancer, even if they're forced awake by other means. The timer will remain until it expires naturally. - Ninja decoys now check owner level against attacker level, and will not blow up against those out of the owner's PK range. - Asphyxiate spell for Syndicate has been fixed (it's been broken for a long, long, long, long, long time. We won't mention who actually initially broke it in 2012.. - hint, it wasn't me!) - Mobs now yell when zapped or brandished against while in a lawful city. - Power Expertise shouldn't double up on berserkers anymore. - Shoulder smash for Crusaders slightly updated (spiked/barbed specific) - Socket names shouldn't cause enormous spaces in short or long descriptions, or name fields anymore. - Note # matching issue fixed. - Quest "To find a Lost Boy" in Drkshtyre now actually gives you rewards for completing it. - Syndicate portals fixed and now connect to correct, connected areas. Typos - Minister echo FINALLY fixed. (.. no more seremons..!) - "Armaggedon Smash" updated to reflect the correct "Armageddon" spelling. - Invoke skill "severly" typo updated to "severely" - Rhapsody of Delusion description now has an added 'Y' at the end of 'majest'. Now it's spelled correctly. (butter fingers.. I swear) - Rust echo no longer causes your "possesions" spelling to annoy you. (updated to "possessions") - Ammo depleting echo updated to be more gramatically correct. - Demonpelt Trousers are correctly "haphazardly" sewn together now. - Some fried eggplant can be eaten correctly now. (thanks to Magick for all of these!) View full hot change 3 1 2 Link to comment Share on other sites More sharing options...
f0xx Posted October 7, 2018 Report Share Posted October 7, 2018 In what manner was the Asphyxiate spell broken? Link to comment Share on other sites More sharing options...
Implementor Erelei Posted October 7, 2018 Author Implementor Report Share Posted October 7, 2018 It was merged with the spell 'hold', and had all of its checks running along with asphyxiate. Asphyxiate essentially didn't work at all and just gave a default 'you failed to hold target' when cast against anyone. Link to comment Share on other sites More sharing options...
Unknown Criminal Posted October 11, 2018 Report Share Posted October 11, 2018 Just curious: - Added a code check for altar screams, rather than depending on a mob prog which could break due to a number of factors. Every hour, if a cabal altar is fighting against someone, it will echo to the altar's cabal that it's happening. So if I flee before the tick the altar wont yell? Link to comment Share on other sites More sharing options...
f0xx Posted October 11, 2018 Report Share Posted October 11, 2018 2 hours ago, Unknown Criminal said: So if I flee before the tick the altar wont yell? I think it will yell the moment you attack it, but just once per tick. Link to comment Share on other sites More sharing options...
Implementor Erelei Posted October 12, 2018 Author Implementor Report Share Posted October 12, 2018 @f0xx unfortunately not. The mob prog (and the way it always has been) was a RAND_PROG which checked every hour. It never reported the moment it was attacked, and I haven't updated it to do so either. So yes, if you can kill it in less than an in game hour, or flee/attack/flee/attack (and the defender is not there) you could effectively take it without it echoing. This is to help against the 1vsmany scenarios that some go up against (although a lot of people just log out now unfortunately). 1 Link to comment Share on other sites More sharing options...
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