Difference between revisions of "Client Patch 1.25.12"

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{{Client Patch
 
{{Client Patch
|client=2d
+
|client=cc
 
|date=October 16, 1997
 
|date=October 16, 1997
|patchnotes=The Latest Patch:
+
|patchnotes=* The missing shopkeepers should be back.
* Notoriety:
+
* We're slowing the rate of notoriety drops from attacks.
** We're slowing the rate of notoriety drops from attacks.
+
* We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value.
** We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value.
+
* The weapon or armor moving into inventory for no visible reason has been fixed.
** The problems with notoriety not being affected by spellcasting are fixed.
+
* The problems with notoriety not being affected by spellcasting are fixed.
** We tweaked the notoriety curve somewhat to adjust some of the loss rates.
+
* We tweaked the notoriety curve somewhat to adjust some of the loss rates.
** A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed.
+
* Communication crystals will not use a whole stack of gems to recharge, but just the one.
** A bug with notoriety not falling under some circumstances will be fixed.  
+
* Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in).
* Items:
+
* Ghosts will be able to use the planks and give orders to the tillerman while manifested.
** The weapon or armor moving into inventory for no visible reason has been fixed.
+
* Objects in houses will not decay as quickly.
** Objects in houses will not decay as quickly.
+
* Jewelers purchasing from players.
** Armor ratings for magic armor should be correct now.
+
* Changes strength requirements and armor values for female armor.
** The double axe will become two-handed.
+
* The double axe will become twohanded.
** Changes strength requirements and armor values for female armor.
+
* Hair dye will be cheaper.
** Several sorts of knives and cleavers have had their swing rate slowed.
+
* Prices on magic items in shops should be correct.
** Female platemail now has the same dexterity penalties that male plate does.
+
* Armor ratings for magic armor should be correct now.
** Communication crystals will not use a whole stack of gems to recharge, but just the one.
+
* Dragon and drake AI has been tweaked.
** Cloth will say how many yards of cloth are left.
+
* Several sorts of knives and cleavers have had their swing rate slowed.
** The problem with all of your mandrake root being consumed at once will be corrected.
+
* Iron maidens won't kill you outright, and they will have some warning to them.
** Items in player-made chests and other containers won't be vanishing anymore.
+
* Female platemail now has the same dexterity penalties that male plate does.
* Economy:
+
* A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed.
** Jewelers purchasing from players.
+
* Forest birds and jungle birds have been weakened.
** Prices on magic items in shops should be correct.
+
* Zoo creatures aren't tamable anymore.
** Hair dye will be cheaper.
+
* Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot.
** We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues.
+
* Miner guildmasters will be more common.
** Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank.
+
* Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done.
** Reagent supply in shops will be increased.  
+
* You will get a message in the lower left corner of your screen when you cross into and out of justice regions.
* Ecology:
+
* The "transfer" command on pets will turn off their previous guarding and following orders.
** Dragon and drake AI has been tweaked.
+
* Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank.
** Iron maidens won't kill you outright, and they will have some warning to them.
+
* Items in player-made chests and other containers won't be vanishing anymore.
** Forest birds and jungle birds have been weakened.
+
* The regrow rate on ore and lumber will be faster.
** The regrow rate on ore and lumber will be faster.  
+
* We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues.
* NPCs, Guards, Pets and Hirelings:
+
* We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore.
** The missing shopkeepers should be back.
+
* Begging should be largely fixed.
** Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot.
+
* The "infinite newbies" exploit is fixed.
** Miner guildmasters will be more common.
+
* Cloth will say how many yards of cloth are left.
** Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done.
+
* The problem with all of your mandrake root being consumed at once will be corrected.
** The pet "transfer" command will cause the pet to stop following.
+
* Problems with weight involving horses will be fixed.
** The "transfer" command on pets will turn off their previous guarding and following orders.
+
* The problem some had with resurrecting immediately sometimes not working will be fixed.
** Zoo creatures aren't tamable anymore.
+
* A bug with notoriety not falling under some circumstances (particularly offensive spellcasting) will be fixed.
* Miscellaneous:
+
* The pet "transfer" command will cause the pet to stop following.
** Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in).
+
* Reagent supply in shops will be increased.
** Ghosts will be able to use the planks and give orders to the tillerman while manifested.
+
* The area west of Trinsic that has no bridges over the river will gain them.
** The problem some had with resurrecting immediately sometimes not working will be fixed.
+
* The following items require a client patch:
** You will get a message in the lower left corner of your screen when you cross into and out of justice regions.
+
** We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore.
+
** Begging should be largely fixed.
+
** The "infinite newbies" exploit is fixed.
+
** Problems with weight involving horses will be fixed.
+
** The area west of Trinsic that has no bridges over the river will gain them.  
+
* Client Patch:
+
 
** Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!)
 
** Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!)
 
** Lag issues with light sources will be improved.
 
** Lag issues with light sources will be improved.
 
** Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing.
 
** Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing.
 
** The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects.
 
** The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects.
** Counselor paperdoll problems will be fixed.  
+
** Counselor paperdoll problems will be fixed.
* Some special notes:
+
 
** Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake.
+
''Some special notes:''
** It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems.
+
* Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake.
** We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet.
+
* It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems.
 +
* We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet.
 +
|previous=1.25.11
 +
|next=1.25.13
 
}}
 
}}

Revision as of 13:24, 6 January 2012

This patch was for the Classic Client.

Statistics

  • Date: October 16, 1997
  • Size: Unknown
  • Notes: None

Patch Notes

  • The missing shopkeepers should be back.
  • We're slowing the rate of notoriety drops from attacks.
  • We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value.
  • The weapon or armor moving into inventory for no visible reason has been fixed.
  • The problems with notoriety not being affected by spellcasting are fixed.
  • We tweaked the notoriety curve somewhat to adjust some of the loss rates.
  • Communication crystals will not use a whole stack of gems to recharge, but just the one.
  • Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in).
  • Ghosts will be able to use the planks and give orders to the tillerman while manifested.
  • Objects in houses will not decay as quickly.
  • Jewelers purchasing from players.
  • Changes strength requirements and armor values for female armor.
  • The double axe will become twohanded.
  • Hair dye will be cheaper.
  • Prices on magic items in shops should be correct.
  • Armor ratings for magic armor should be correct now.
  • Dragon and drake AI has been tweaked.
  • Several sorts of knives and cleavers have had their swing rate slowed.
  • Iron maidens won't kill you outright, and they will have some warning to them.
  • Female platemail now has the same dexterity penalties that male plate does.
  • A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed.
  • Forest birds and jungle birds have been weakened.
  • Zoo creatures aren't tamable anymore.
  • Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot.
  • Miner guildmasters will be more common.
  • Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done.
  • You will get a message in the lower left corner of your screen when you cross into and out of justice regions.
  • The "transfer" command on pets will turn off their previous guarding and following orders.
  • Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank.
  • Items in player-made chests and other containers won't be vanishing anymore.
  • The regrow rate on ore and lumber will be faster.
  • We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues.
  • We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore.
  • Begging should be largely fixed.
  • The "infinite newbies" exploit is fixed.
  • Cloth will say how many yards of cloth are left.
  • The problem with all of your mandrake root being consumed at once will be corrected.
  • Problems with weight involving horses will be fixed.
  • The problem some had with resurrecting immediately sometimes not working will be fixed.
  • A bug with notoriety not falling under some circumstances (particularly offensive spellcasting) will be fixed.
  • The pet "transfer" command will cause the pet to stop following.
  • Reagent supply in shops will be increased.
  • The area west of Trinsic that has no bridges over the river will gain them.
  • The following items require a client patch:
    • Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!)
    • Lag issues with light sources will be improved.
    • Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing.
    • The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects.
    • Counselor paperdoll problems will be fixed.

Some special notes:

  • Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake.
  • It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems.
  • We've heard reports of "timewarp" still occurring, so we are not listing it as fixed yet.

See Also