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Publish 100

Started by Drakelord · 2018-05-16 · 104 posts · General Discussions
#0
Posted on May 16, 2018 by UO Dev Team
Wiki > Publish 100

First TC1 Release – 5/16/2018

Note there will be missing strings on TC1 until we release a new client patch to coincide with these changes.  We anticipate that will sometime in June.

The following changes have been published to TC1 as of the latest release date,

  • Resolved issue where players could have access to certain masteries after soul stoning a skill.
  • Players can no longer use soulstones with an active mastery.
  • Mastery passives will be removed on login if a player does not have the correct skill or active mastery.
  • Fixes issue where pet attacks would not proc the fiendish calling AI.
  • Covetous resource maps will now indicate when they are located in the Lost Lands.
  • Artifacts will preserve their max durability when exchanged with the Legendary Artificer.
  • Harbingers can now only be summoned in a cemetery.
  • Cannonballs can now be smelted.
  • Mannequins and stewards can now equip talisman.
  • You can now specify an amount of seeds to remove from the seedbox.
  • “Owned by” items can no longer be quipped on mannequins, stewards, or vendors.
  • Time of Legends items can now be dyed with natural dye.
  • Revenants spawned in doom will no longer endlessly pursue their victims outside of the dungeon.
  • Fixed issue where the New Magincia gardening contract would not work between years.
  • NPC mage guildmasters will always accept gold for training.
  • Fixed issue where the Silver Sapling would erroneously work outside of the Stygian Abyss.
  • Fixed issue where players could get stuck on the Spirituality shrine while on a trade quest.
  • Fixed the skill requirement for entering the City of Wind.
  • Level 5 & 6 treasure maps have been added to the Hag Quest.
  • Endless Journey players will receive a warning gump on login when mounted on a mount that contains items (This is currently live in Publish 99)
  • Fixed issue where guards would instakill red players participating in a VvV city battle.
  • Fixed issued where Global Chat presence would not be properly updated when players go offline.
  • Fixed issue where the exit locations for the Primeival Lich spawn could be blocked with items.
  • Fixed issue where Bard Mastery Despair would not deliver the correct damage.
  • The Gorgon Lens should now work on all equipment that fits in the head and neck slot.
  • The Cu Sidhe is now considered a wolf with regard to slayer damage.
  • There is now a delay when toggling acceptance of trades in the trade window.
  • Fixes issue where a number of skills could get stuck on a player.  This issue will be resolved on player login.
  • Fixes issue where players purchasing City Banners would receive tokenization errors.
  • The Palomino Horse & Lasher can now be trained.
  • Gnarled Staves that do not have any “charges” associated with any magical spell item properties can now be reforged.
  • Fixed issue where ML artifact drops would not occur.
  • Pets duplicated by Medusa will no longer have positive karma.
  • Fixed issue where Messages in a Bottle would become erroneously named when used with the Davies’ Locker.
  • Sapphires have been added to the ore cart spawn.
  • Skeleton keys can now be combined up to 100 charges.
  • Yarn made on a spinning wheel will now properly stack in a player’s backpack.
  • The “wight” corpse will no longer be erroneously named.
  • Fixed issue where magic reflect buff icon would display erroneous information when logging in.
  • Adjusted Travesty’s wrestling skill
  • The Jewelry Box can now be secured with contents if the house has available storage.
  • Adjusted Despise Island Champ Spawn to reduce lag.
  • Cleanup Britannia points can now be exchanged between characters on an account by visiting the Cleanup Exchange Stone located at the Britain Commons.
  • The Britain Cleanup Officer will now spawn in the Britain Commons.
  • Amethysts spawned in Exodus Chests will now stack with those purchased from the Jeweler.
  • Sugarcane & Flax will now produce seeds.
  • Daemons, Ogre Lords, Silver Serpents, and Wisps will no longer be associated with factions, resulting in odd results while trying to bard them.
  • Flax will now produce flax instead of cotton.
  • Spellweaving spell “Word of Death” will now have the correct minimum skill requirement displayed in the spellweaving book.
  • Slayer damage will now impact Magery Mastery Death Ray.

 

#1
woopee

Level 5 & 6 treasure maps have been added to the Hag Quest.

Skeleton keys can now be combined up to 100 charges.

Cleanup Britannia points can now be exchanged between characters on an account by visiting the Cleanup Exchange Stone located at the Britain Commons.

The Britain Cleanup Officer will now spawn in the Britain Commons.

Sugarcane & Flax will now produce seeds.

well on TC1 it will be nice.  


#2
We’ll need to test it but on reading I’m sceptical on the fix for the despise lag issue (by adjusting spawn) because today it was actually doing it about 5 mins after the champ was dead so there was no spawn. But I’ll let you know. 

Pleased they refrained from ruining the game by introducing self res for any non vvv mounts.

I think the trade window delay will please a lot of people, but no comma mention?

Surprised no mention of the issue with feint debuff, and still no gate to star room from fel dragon turtle champ. 

Surprised no mention of cold wind not working.


Bit of a short list tbh

#3
You were on TC1 doing despise ?
#4
Boggles the mind that the Devs can not set up the feed for these to post in the forums....Clearly its what the players want since we continually post it for them. 
#5
What's this all about?
  • Artifacts will preserve their max durability when exchanged with the Legendary Artificer.
#6
Any client side fixes won't be available until a client patch is deployed as part of our TC1 release schedule, we except that sometime in June.
#7
Is it possible to either add a filter to the jewelry box, or change it so that item properties could be pulled by Pinco's UI filters like they do in regular chests. I love the idea of a jewelry box, but having to mouse over each item makes a regular chest much more preferable.

I second Mervin on Cold wind and add a request to make pet poisoning scale with skill.
#8
@Kyronix

Is this worded correctly?

  • The Jewelry Box can now be secured with contents if the house has available storage.
If the jewelry box has 10 items in it and the house has 5 spare storage slots  Can I unlock the box and then lock it again?  I wont have but 6 available lockdowns if I do this. So it will not lock down.

Also I can not put a jewelry box with more than 125 items in my backpack. Will this be addressed?

Thanks
#9
No movable health bar fix?     
#10

I'm glad the yard will auto stack just like the spools already do. I get so much of the wool from the sheep that it just collects in my bank.

also loving that the sugarcane will produce seeds... yay sugar!!!


I am also wanting to know about the jewelry box. I would love to be able to move it from its current location.

#11
Kyronix said:
Any client side fixes won't be available until a client patch is deployed as part of our TC1 release schedule, we except that sometime in June.

Any chance the bug where the Grizzled Mare can only be trained to 3 slots will be fixed ? Please tell me you're not going to allow Windrunner and that freaking unicorn to also be 3 slot pets ? You do realize how rarely the Griz drops right ? I'm pretty sure everyone on every shard doesn't own one, they should be trainable to 5 slots.
#12
I hope the despise spawn fix isn't just reduced spawn and it actually fixes the current issue.  Cause even when the spawn isn't popped and people are fighting with fields the same ridiculous lag shows up if your on the island trying to fight.
#13
At least people shouldn’t be able to do the roof afk now. Thank you. 
#14

Unless I missed it granite is not getting added to the character's bank box on TC1 when you request resources.  I had to go buy the how to mine granite book and then go mine it.

#15
"Players can no longer use soulstones with an active mastery."

What does that mean exactly? As far as I know there is no way to comepletely turn off masteries once you activated one.

Or is this just poorly worded and means I can't have a mastery toggle ability active (e.g. hightened senses) while using a soulstone?
#16
is there a separate list for new bugs introduced? 
#17
North_LS said:
is there a separate list for new bugs introduced? 
Yes. Look for a publish 200 wish list in the Bug forum section 😂
#18
Is this really the entire publish 100 list? If so, I suspect some people will be sorely disappointed in the depth of this fix. There has to be many times over the amount of bugs that are listed here. 
#19
Can't comment until the next patch come.
#20
Is this really the entire publish 100 list? If so, I suspect some people will be sorely disappointed in the depth of this fix. There has to be many times over the amount of bugs that are listed here. 
The announcement for the publish reads:
We are pleased to announce the first of several TC1 Publish 100 releases will be available for testing on TC1 by 4pm ET May 16, 2018
#22
Mariah said:
Is this really the entire publish 100 list? If so, I suspect some people will be sorely disappointed in the depth of this fix. There has to be many times over the amount of bugs that are listed here. 
The announcement for the publish reads:
We are pleased to announce the first of several TC1 Publish 100 releases will be available for testing on TC1 by 4pm ET May 16, 2018
Thanks for the clarification Mariah. 
We look forward to seing that list grow as more releases come out :wink:
#23
OK, so I went to test to do the roof on a tamer. A guild mate and Iwent in with a fire beetle and a dimatapp (the poison one from Eodon). Guildie was a provo/disco/tamer I was on a tamer/T-hunter. After multiple deaths each, we somehow managed to get through Anon, Virtuebane, and Ozymandius. At one time I saw 57 spawn corpses when doing Virtuebane. OUCH! But we got him. Then came Jou'nar. He ate our lunch!!!!!! The skeletal dragon's agroed to us continually. Combine that with the fact we kept getting "sucked in" to Jou'nar and there was no way to control the spawn. We finally both died at the same time and got kicked out. If Jou'nar would have been the first champ "up", we wouldn't have made it to any of the others. 
#24
@KHAN did they make the roof harder with the new publish?
#25
KHAN said:
OK, so I went to test to do the roof on a tamer. A guild mate and Iwent in with a fire beetle and a dimatapp (the poison one from Eodon). Guildie was a provo/disco/tamer I was on a tamer/T-hunter. After multiple deaths each, we somehow managed to get through Anon, Virtuebane, and Ozymandius. At one time I saw 57 spawn corpses when doing Virtuebane. OUCH! But we got him. Then came Jou'nar. He ate our lunch!!!!!! The skeletal dragon's agroed to us continually. Combine that with the fact we kept getting "sucked in" to Jou'nar and there was no way to control the spawn. We finally both died at the same time and got kicked out. If Jou'nar would have been the first champ "up", we wouldn't have made it to any of the others. 
Thank you for testing. So Shadowguard is now closed for tamers in addition to casters. Back to Sampires Online?
#26
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
#27
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Good idea, let us know when you try that combo and how you get along.
#28
Yay for sugarcane and flax seeds, and yay for flax bundles! These are pretty, and have not been available on Siege since it was removed from NPC inventory.

And double YAY for updating the Hag quest to be more current and useful!
#29
Perhaps we can get a fix on the EC having ghost mobs at the champ spawns in Ilsh?  They were worse last night than I have seen in a long time.  It's the only time I try to play the EC, and more of last night is gonna kill that too
#30
Tanager said:
Yay for sugarcane and flax seeds, and yay for flax bundles! These are pretty, and have not been available on Siege since it was removed from NPC inventory.

And double YAY for updating the Hag quest to be more current and useful!
I doubt the flax bundles will make it to Siege or Mugen.
#31
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
THIS! Or a team of tamers and bards (you can provo sidespawn on the bosses, except for the ninjas). Area peacemaking should work wonders with Juo'nar's sidespawn...
Also: don't be KHAN's friend and bring a t-hunter template to do shadowguard. Bring something useful...
#32
@ KHAN did they make the roof harder with the new publish?
Yes.  Pets now proc side spawn.
Side spawn kills squishy tamers
In short.  Lamest idea ever
It was already a massive grind just to key up to get there and now tamers cant even complete it.  So now there is absolutely no end game content a tamer can compete in.  Doom is off limits,  the Roof is off limits and even EM events instakill pets and freeze you so you cant heal or cast.  Effectively making the only viable template a sampire for roof/doom and an archer for EM events.  Good job Devs :neutral:
#33
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Where does it say that I was trying to solo, or afk ANYTHING? 
#34
Well to me the roof changes mean you took away a fun time and made it probably close to impossible for a small group to do.  But wow, the drops that we get, how many roofs do you have to do to get a drop, 10? 15? 20?  It's not like you got a drop every encounter for cryin' out loud.

wow devs, you are rapidly taking the fun out of the game in case you didn't realize it.  Evidently it's not that easy now or the prices for talis and all the other stuff sure have held up.  

And not just the roof, you put in a fun encounter, we do it, we love it, drops come at a reasonable pace, then a few weeks after it starts the drops get nerfed into oblivion and the same now has happened to the roof, now the monsters are out of control and we are now on step 3.  To me it's just sad.

#35
I have only ever done the roof as part of a group, usually with my bard. We've usually found it quite tricky and consider we've done well if no one died. Does anyone really solo this? and is soloing it afk even possible? or just the figment of a fevered imagination?
#36
KHAN said:
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Where does it say that I was trying to solo, or afk ANYTHING? 
Don't mind the fun police. He likes to complain until devs get sick of hearing it and squash any playstyle that isnt his. My biggest problem with this update is that it makes him happy, the spawn i can work around.
#37
I have only ever done the roof as part of a group, usually with my bard. We've usually found it quite tricky and consider we've done well if no one died. Does anyone really solo this? and is soloing it afk even possible? or just the figment of a fevered imagination?
no. there was apparently some folks scripting it with multiple accounts for a bit, which some took to mean any tamer can go up there by themselves, say all kill, and walk away until it was done.
#38
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
THIS! Or a team of tamers and bards (you can provo sidespawn on the bosses, except for the ninjas). Area peacemaking should work wonders with Juo'nar's sidespawn...
Also: don't be KHAN's friend and bring a t-hunter template to do shadowguard. Bring something useful...
LOL, it was ME on the T-Hunter Tamer. I knew it was a tough call, but he was the only tamer I had, that already had the rooms done. 🙂
#39
Having just came back last year I just now started getting to do the roof with the few other people I can even find online on my server and of course we are all tamers.  Not sure how much more runs Ill be able to do now if its going to be not worth it to people whom have been geared out for years.  But Im glad a few people got their wish, Im sure it was a great inconvenience for them to have casuals do it.
#40
Margrette said:
Tanager said:
Yay for sugarcane and flax seeds, and yay for flax bundles! These are pretty, and have not been available on Siege since it was removed from NPC inventory.

And double YAY for updating the Hag quest to be more current and useful!
I doubt the flax bundles will make it to Siege or Mugen.
The peculiar flax plant currently gives cotton as a resource on Siege. Why would switching that to give flax instead not happen?
#41
For the record, i've never been able to solo the roof with a tamer who is all legendary, with an all legendary pet even with no side spawn.
#42
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Gosh people, don't make me agree with Mervyn here.

I duo with a male character Sampire most content in game, about 50% of the time instead of his sampire he will bring one of his tamers instead.  Sure he might be able to solo a lot of the content, but if I wanted to, I could probably solo it too.  But why... it's an MMO.  Other than an initial "i did it". Plus the time it takes to complete it is cut in half.

Sampires go into an encounter picking the right spec, gear and weapon.  So many times I see Tamers carrying the same pet to all the encounters.  How many encounters does a Sampire constantly have their cold weapon up?  Tailor pets for encounters, spec them right.

Why do people want to make the only challenging stuff in this game easier.  There are MMOs who built their games around challenging encounters where people around the world competed to have things accomplished first.  In UO if you cannot afk farm it, it needs to be nerfed.  If thought has to go into how you proceed with the encounter (even minor thought like doom), it needs to be nerfed.

People act like they are not in charge of their characters when they play, that they cannot control where they stand or what they do.   You don't need EV, RC of Vollems at every encounter.  You get credit for things like... healing. It something has paragon AI don't run like a fool.

Might the spawn need tweaking on the Roof, probably.  We will attempt it tonight when I can copy over again.  
#43
Mariah said:
Is this really the entire publish 100 list? If so, I suspect some people will be sorely disappointed in the depth of this fix. There has to be many times over the amount of bugs that are listed here. 
The announcement for the publish reads:
We are pleased to announce the first of several TC1 Publish 100 releases will be available for testing on TC1 by 4pm ET May 16, 2018

While I appreciate the highlighting , how exactly can there be several TC1 Publish 100 releases ?
#44
Violet said:
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Gosh people, don't make me agree with Mervyn here.

I duo with a male character Sampire most content in game, about 50% of the time instead of his sampire he will bring one of his tamers instead.  Sure he might be able to solo a lot of the content, but if I wanted to, I could probably solo it too.  But why... it's an MMO.  Other than an initial "i did it". Plus the time it takes to complete it is cut in half.

Sampires go into an encounter picking the right spec, gear and weapon.  So many times I see Tamers carrying the same pet to all the encounters.  How many encounters does a Sampire constantly have their cold weapon up?  Tailor pets for encounters, spec them right.

Why do people want to make the only challenging stuff in this game easier.  There are MMOs who built their games around challenging encounters where people around the world competed to have things accomplished first.  In UO if you cannot afk farm it, it needs to be nerfed.  If thought has to go into how you proceed with the encounter (even minor thought like doom), it needs to be nerfed.

People act like they are not in charge of their characters when they play, that they cannot control where they stand or what they do.   You don't need EV, RC of Vollems at every encounter.  You get credit for things like... healing. It something has paragon AI don't run like a fool.

Might the spawn need tweaking on the Roof, probably.  We will attempt it tonight when I can copy over again.  


You make great points, but you have to make a extreme assumption, you are in no way probably a casual player. I don't concider myself so much casual as well, and Im sure I would be able to adjust to dealing with the spawn. But not everyone has a dedicated duo partner, some servers we are lucky to find any random person login for the day and try to do whatever we can for that hour or two of having someone around. So its just frustrating to see that now I cant just do a simple pickup with a couple of tamers and not stress out over something people have farmed for years now.

Games that have challenging endgame like you speak of release new encounters every 6 months. One of the things some also do that is well known is nerf down the older content for the more casual players. No one brags about destroying a year old raid in most of these games, and devs pay no attention to 3 year old encounters as they arent usually even relevent anymore. Obviously with the subscriber budget this game gets we are never going to get yearly progression content, most know that and settle for a holiday dungeon event now. (You know that month where the game is real active while the event runs)

I guess its just different perspectives, something I have just managed to do with some casuals and have fun with vs something you have probably farmed for years with multiple playstyles. You are obviously happy for whatever change can give you something new, where as I and some others just want to be able to do it at all in the near future.

Teapot.
#45
What exactly was the point of giving tamers a much needed buff only to make them practically useless in regards to any of the end game content.  Seems rather counter productive.
#46
Mariah said:
Is this really the entire publish 100 list? If so, I suspect some people will be sorely disappointed in the depth of this fix. There has to be many times over the amount of bugs that are listed here. 
The announcement for the publish reads:
We are pleased to announce the first of several TC1 Publish 100 releases will be available for testing on TC1 by 4pm ET May 16, 2018

While I appreciate the highlighting , how exactly can there be several TC1 Publish 100 releases ?
If you take a look at the publish notes you'll see we often do multiple TC1 publishes for any given publish.  In Pub 97, for example, we had 5.  There are additional server changes, as well as all client side changes that will be available in a future TC1 release.  Stay tuned to UO.com for updates! 
#47
What's useless about tamers in roof?  Nothing. 

Sure you won't be able to solo it and you shouldn't be able to.  Bring some friends and then you can see it's still easy.

   
#48
Why would anyone want to solo the roof anyway???  The more people you take in the better the chances you have of drops.  If someone had 3 accounts lets say, why not bring them along? That's three chances at a drop instead of one.  Noone solos the roof cause that would be stupid.
#49
Violet said:
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?
Gosh people, don't make me agree with Mervyn here.

I duo with a male character Sampire most content in game, about 50% of the time instead of his sampire he will bring one of his tamers instead.  Sure he might be able to solo a lot of the content, but if I wanted to, I could probably solo it too.  But why... it's an MMO.  Other than an initial "i did it". Plus the time it takes to complete it is cut in half.

Sampires go into an encounter picking the right spec, gear and weapon.  So many times I see Tamers carrying the same pet to all the encounters.  How many encounters does a Sampire constantly have their cold weapon up?  Tailor pets for encounters, spec them right.

Why do people want to make the only challenging stuff in this game easier.  There are MMOs who built their games around challenging encounters where people around the world competed to have things accomplished first.  In UO if you cannot afk farm it, it needs to be nerfed.  If thought has to go into how you proceed with the encounter (even minor thought like doom), it needs to be nerfed.

People act like they are not in charge of their characters when they play, that they cannot control where they stand or what they do.   You don't need EV, RC of Vollems at every encounter.  You get credit for things like... healing. It something has paragon AI don't run like a fool.

Might the spawn need tweaking on the Roof, probably.  We will attempt it tonight when I can copy over again.  
My only real problem there is its really hard to find a non-tamer on LS :p
#50
Perhaps we can get a fix on the EC having ghost mobs at the champ spawns in Ilsh?  They were worse last night than I have seen in a long time.  It's the only time I try to play the EC, and more of last night is gonna kill that too


There are ghost mobs in the EC a lot, not just at champ spawns, and not just in Ilsh.

Honestly, I like the EC, but it does have just a plethora of bugs that diminish it as a game-play experience. Many of those bugs have been around a long time. BeaIank over on Stratics has been inquiring specifically about the ghost mobs for literally years.

I was hoping that some of this EC stuff would get fixed with pub 100, but my gut feeling tells me no. Here's hoping though! Maybe it will techno-magically appear in one of the upcoming lists of changes.

#51
I get the ghost spawns constantly @Kyronix
#52
While your fixing ghost spawns could you also fix "target ---- enemy" to not include summoned energy vortex or rising colossus .... 
Any body using EC in a taggert rich environment probably knows what I mean. Not much use having a hot key to target next enemy if all you get is some mages ev.
#53
I get the ghost spawns constantly @ Kyronix
Yea that's an annoying client issue in the EC.  That and with the health bar issue I usually end up starting a new client and kicking myself when logging in on it since logging out does'nt always fix it and can get killed doing that in some places as well.
#54
Tim said:
While your fixing ghost spawns could you also fix "target ---- enemy" to not include summoned energy vortex or rising colossus .... 
Any body using EC in a taggert rich environment probably knows what I mean. Not much use having a hot key to target next enemy if all you get is some mages ev.
Yes please!

We can filter summons from the Mobiles list, but PLEASE let us filter summons from the Target Nearest/Next Enemy commands as well. Nothing more annoying than trying to quickly target the nearest enemy in a group of stuff, only to have to spam the button 5-10 times to get through all the summons.
#55
Mervyn said:
Just a suggestion, maybe take a tamer AND a sampire and a mage, and not try and solo everything afk on an mmo game?

Why take the tamer, one Sampire can solo shadowguard?  

But you know that.
#56
Tim said:
While your fixing ghost spawns could you also fix "target ---- enemy" to not include summoned energy vortex or rising colossus .... 
Any body using EC in a taggert rich environment probably knows what I mean. Not much use having a hot key to target next enemy if all you get is some mages ev.
Syncros said:
Yea that's an annoying client issue in the EC.  That and with the health bar issue I usually end up starting a new client and kicking myself when logging in on it since logging out does'nt always fix it and can get killed doing that in some places as well.
Khyro said:
Yes please!

We can filter summons from the Mobiles list, but PLEASE let us filter summons from the Target Nearest/Next Enemy commands as well. Nothing more annoying than trying to quickly target the nearest enemy in a group of stuff, only to have to spam the button 5-10 times to get through all the summons.

Filtering mobiles to avoid targeting summons would be freaking fantastic.

Also, fixing mobiles bars so that one doesn't sometimes appear over another would be great.

Fixing the all names/show approaching so that it consistently shows all names and consistently shows all approaching would also be nice. (Since this was recently pointed out to me, it's been driving me nuts.)

I have a sneaking suspicion that ghost mobs/overlapping moblies bars/show approaching/all names are intertwined. Quite often the overlapping mobile bar (or overlapped mobile bar) is what turns into a ghost mob (for me at least). Show approaching/all names that do not show are also quite often overlapped mobiles bars. Although many, many mobiles that do not have overlapped moblies bars still do not show with show approaching/all names.

I believe Bleak addressed this issue awhile ago and it has something to do with the way the EC operates (caches incoming data and limits on that data?), but I can't remember what he said, or where he said it.


#57
@ KHAN did they make the roof harder with the new publish?
Very much so!
#58
Tim said:
While your fixing ghost spawns could you also fix "target ---- enemy" to not include summoned energy vortex or rising colossus .... 
Any body using EC in a taggert rich environment probably knows what I mean. Not much use having a hot key to target next enemy if all you get is some mages ev.
Amen x2!!!

#59
I love the part of not using a tamer but at the same time I think it is a bad idea. It has been mentioned already that you arent getting a drop everytime you complete it. So I don't see the point of changing something that isnt broke. The fastest I have completed each room and the roof is about 2 hours with a 2 tamers. With a group it still takes about an hr plus. One a sampire after about 50 deaths about 2 and a half hours to complete with a bard. I cant wait for a video from this Merlyn guy that says everyone afks the roof on a tamer. Would really like to see how he holds his own up there. 
#60
I can't solo the roof while fully present lol I get whopped as a tamer
#61
He is full of hell hound poop that's why.
#62

Filtering mobiles to avoid targeting summons would be freaking fantastic.

Also, fixing mobiles bars so that one doesn't sometimes appear over another would be great.

Fixing the all names/show approaching so that it consistently shows all names and consistently shows all approaching would also be nice. (Since this was recently pointed out to me, it's been driving me nuts.)

I have a sneaking suspicion that ghost mobs/overlapping moblies bars/show approaching/all names are intertwined. Quite often the overlapping mobile bar (or overlapped mobile bar) is what turns into a ghost mob (for me at least). Show approaching/all names that do not show are also quite often overlapped mobiles bars. Although many, many mobiles that do not have overlapped moblies bars still do not show with show approaching/all names.

I believe Bleak addressed this issue awhile ago and it has something to do with the way the EC operates (caches incoming data and limits on that data?), but I can't remember what he said, or where he said it.


2012 some searches show the issue for health bars, Maybe 2018 is  the magic year its actually fixed?  lol
#63
"Adjusted Travesty’s wrestling skill" 
Ummm... up or down?...
  • Spellweaving spell “Word of Death” will now have the correct minimum skill requirement displayed in the spellweaving book.
So does that mean my cu with 24 SW skill will still non-stop spam WoD?  

"Fixed issue where Bard Mastery Despair would not deliver the correct damage." 
tbh, I thought something was wrong on my bard d00d with the damage but I couldn't tell. Thanks to whatever nerd found this!

#64
Syncros said:
2012 some searches show the issue for health bars, Maybe 2018 is  the magic year its actually fixed?  lol

:s

#65
Ive heard that pets will spam WoD without it even being the correct time to use the spell, therefore making it useless. is this true?
#66
I don't see the point of changing something that isnt broke. 

 I cant wait for a video from this Merlyn guy that says everyone afks the roof on a tamer. Would really like to see how he holds his own up there. 
Agree with Diabolical on this 100%.  There's nothing broken here.  

WHO IS ASKING FOR THIS CHANGE?!


#67
Ive heard that pets will spam WoD without it even being the correct time to use the spell, therefore making it useless. is this true?
Yes. I have a platinum dragon with 120 weaving and I hear it cast WoD randomly. Complete waste of mana. 

Spell AI on pets is simply atrocious.
#68

LordSolor said:
I don't see the point of changing something that isnt broke. 

 I cant wait for a video from this Merlyn guy that says everyone afks the roof on a tamer. Would really like to see how he holds his own up there. 
Agree with Diabolical on this 100%.  There's nothing broken here.  

WHO IS ASKING FOR THIS CHANGE?!



It's either broken at shadowguard or it's broken at the Shadowlord & Dark Father.

Obviously the ability is broken on one or the other two, apparently it's been broken on the one (shadowguard), personally I couldn't careless about it, I only ever used tamers when I went with other people.... because no one wants the additional spawn.

When I solo it, I run a pretty diverse group of templates, and until recently tamers were not part of it, those characters were use for the bard skills more than anything and still are, they just have a pet which helps my other templates more...

The "Afk" thing was fixed when Consume Damage was restricted to a Range limit in publish 98... as the mobs wouldn't switch targets to someone that wasn't on screen with them,
  • Taming Mastery Combat Training can now be broken when the caster is out of range, dead, or paralyzed.

It also explains why the prices of the "useful drops" are going up, cause the "Afkers" aren't doing shadowguard as much anymore. 
#69
I can't solo the roof while fully present lol I get whopped as a tamer


Nobody is saying tamers solo the roof. We play as a group because it is fun.  Reading comprehension is Fundamental.

More hits more spawn.  Now we will have to try and solo it to reduce the spawn.
#70
LordSolor said:
I don't see the point of changing something that isnt broke. 

 I cant wait for a video from this Merlyn guy that says everyone afks the roof on a tamer. Would really like to see how he holds his own up there. 
Agree with Diabolical on this 100%.  There's nothing broken here.  

WHO IS ASKING FOR THIS CHANGE?!



It was a bug, I submitted the report:
https://forum.uo.com/discussion/718/roof-boss-doesn-t-spawn-mobs-when-using-pets#latest
#71
Im not sure you understand what i mean or Lord Solar means. Meaning it is already hard enough to do on a tamer to complete the rooms in shadowguard. and like they say it isnt procing to the pets it is to the char. not sure how fast your guy is on foot but i cant get away from 10 things casting on me even in protection.
#72
There should really be no whining about inability to solo group content. If it's hard, inconvenient or impossible to solo group content...then group content is working as intended.
#73
Would be nice as well if they made the corpse a different colour then the spawned mobs and even having its corpse stay on top of everything else.  
#74
The colors are wrong on pet damage in CC. My pet is currently receiving red, and inflicting yellow. Initially it scared the hell out of my because it seemed like he was getting hit for 100+ a pop, while somehow appearing to be doing multiple tiny attacks.


  • The classic client text hue for damage that pets receive is now yellow instead of red.

#75
Did a little bit of testing. My Frost Mite's Cold Wind was doing 7-9 damage a tick to a Greater Dragon with 30s Cold Resist (discorded), and the graphic for it is a dark blue sparkle. My 100% Poison Crimson Drake with GM Poisoning skill and the Poison magic ability was finally able to inflict DP-Lethal poison with his hits.
Crushing Blow still does not add any damage to the pet's attack, and just wastes Mana and a Special Move Slot.
#76
Basara said:
The colors are wrong on pet damage in CC. My pet is currently receiving red, and inflicting yellow. Initially it scared the hell out of my because it seemed like he was getting hit for 100+ a pop, while somehow appearing to be doing multiple tiny attacks.


  • The classic client text hue for damage that pets receive is now yellow instead of red.

Trouble is, as I pointed out, and Mervyn clarified, on an earlier thread, EC and CC seem to be opposites. In EC damage dealt by pet or player is yellow, damage received by pet is pink, by player is red.
https://forum.uo.com/post/quote/227/Comment_4734
#77
I can see Blackrock!   The bright background on EC packs is truly bright now. By using bright and alternating there's a real difference in being able to see what's in your pack.


#78
Backpack chess board! I like it!  ;)
#79
Did a spawn today, was using wind and the spawn was getting both red and yellow damage. 
#80
Becca said:
Did a spawn today, was using wind and the spawn was getting both red and yellow damage. 
In my testing it's completely random. Sometimes pet damage done is red and damage taken is yellow. Sometimes it's the other way around. Sometimes both are yellow and others both are red. It's completely random depending on the fight. It's super broken right now.
#81
Kel said:
Becca said:
Did a spawn today, was using wind and the spawn was getting both red and yellow damage. 
In my testing it's completely random. Sometimes pet damage done is red and damage taken is yellow. Sometimes it's the other way around. Sometimes both are yellow and others both are red. It's completely random depending on the fight. It's super broken right now.
This issue will be resolved in the next patch.
#82
Tested Death Ray+Slayer Spellbook change with 120 Magery, 120 Eval and Lvl 3 Magery Mastery, and it's hella powerful. 300+ damage ticks to a Greater Dragon with Dragon Slayer spellbook, and 430+ damage ticks to a discorded Greater Dragon. Death Ray deals Energy Damage, which would synergize with a pet's Conductive Blast or Rune Corruption abilities for even more damage.
The oldschool Tamer/Mage (Taming/Lore/Vet/Magery/Eval/Med) just saw a revival. Have a Conductive Blast/Rune Corruption pet tank for you (getting hit interrupts Death Ray), and just Kamehameha the enemy down with Death Ray. Your pet won't be as tanky since you won't be running Consume Damage, but you know what they say, the best defense is a good offense.
#83
I can see Blackrock!   The bright background on EC packs is truly bright now. By using bright and alternating there's a real difference in being able to see what's in your pack.


I like that, wish they did the same in CC
#84
Drakelord said:
I can see Blackrock!   The bright background on EC packs is truly bright now. By using bright and alternating there's a real difference in being able to see what's in your pack.


I like that, wish they did the same in CC

Options: interface: scroll down, select suede or polar bear. 
#85


This message is on prodo shard...
#86
Mervyn said:


This message is on prodo shard...
Had this happen earlier to me too on ATL. 
#87
Well, I'm kind of disappointed now. I just copied my Hooded Britannia robe over to TC to see how it would look dyed, and it's the exact opposite of what I was hoping for. They made the white part dyable, but it still has that god awful neon pink!

I had been hoping the pink part would be the dyable part. 🙁
#88
Well, they have Trammified Siege, Haven has begun infecting Ocllo.

#89
it happened on the Prodo shards too.
#90
Is that the mint?  

This publish will make stealth scrolls and magery iii primers more expensive.
#91
yes, the bank and a few parts of surrounding buildings

#92
Not sure what happen d with all these replies
#93
Margrette said:
Tanager said:
Yay for sugarcane and flax seeds, and yay for flax bundles! These are pretty, and have not been available on Siege since it was removed from NPC inventory.

And double YAY for updating the Hag quest to be more current and useful!
I doubt the flax bundles will make it to Siege or Mugen.
Why?  Flax currently produces cotton on Siege, which is what they are going to change to produce flax.  No idea why you would think it wouldn't apply to siege?
#94
  • Made improvements to classic client movement speed to be on par with the enhanced client when pathfinding is enabled.
What exactly does this mean? Is it enough to just have pathfinding enabled, or do I have to double right click everywhere to move at this new faster speed?
#95
I hope double right clicking is not necessary. 

Having to constantly double click would be a good way to get carpal tunnel
#96
cobb said:
I hope double right clicking is not necessary. 

Having to constantly double click would be a good way to get carpal tunnel
The way Bleak explained it to me was that you do not have to double click to get the speed bonus. Pathfinding ONLY needs to be enabled. I tested it to the best of my ability and noticed no difference whatsoever, but that may be me. If anyone else notices a difference let me know.
#97
No mention about Bod books locked down in a house being usable like SoT/Soa books??

#98
Slayvite said:
No mention about Bod books locked down in a house being usable like SoT/Soa books??

Dream On
#99
They seem to have sort of fixed the healthbars when a party is disbanded, the healthbars do remain, except I lose my own healthbar still.
#100
Yup, would be nice for my own to stay also.
#101
Pawain said:
Yup, would be nice for my own to stay also.
Ya think?  :/
#102
I am a tiny bit confused about how this would happen, I understand that first these things goto test, but.. you’d think they would test it maybe at least once before putting it out there? 

I guess they must be very confident in their programming ability to not even try it once. 
#103
been trying to test their fix for despise island but despise spawn is bugged on TC and won't progress no matter how much stuff you kill :-/
they said they're investigating the issue...
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