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[News]Test Center Update - Publish 66 Now Available!

Discussion in 'UHall' started by Community News, May 24, 2010.

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    Posted to uoherald.com<blockquote><span class=osi>
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    [SIZE=+1]Test Center Update - Publish 66 Now Available![/SIZE]
    James Nichols 19 May 2010 15:43:51 EST


    Greetings!

    Publish 66 is now available on Test Center 1. It has a ton of great features and changes so be sure to check it out and read below for details. We look forward to your feedback and have fun!

    Publish 66 Notes

    Weapon Conversions from Human to Gargoyle Added:

    *
    Gargish Lance
    *
    Gargish Axe
    *
    Gargish Bardiche
    *
    Gargish Bone Harvester
    *
    Gargish Butcher Knife
    *
    Gargish Cleaver
    *
    Gargish Daisho
    *
    Gargish Katana
    *
    Gargish Kryss
    *
    Gargish Maul
    *
    Gargish Pike
    *
    Gargish Scythe
    *
    Gargish Gnarled Staff
    *
    Gargish Tekagi
    *
    Gargish Tessen
    *
    Gargish Wark Fork
    *
    Gargish War Hammer
    *
    Gargish Battle Axe

    Bard Mastery System - NPC's can be found in the Music Conservatory in Fel and Tram

    *
    Bard players will be able to select one of three areas of bard mastery, each pertaining to one of the main barding skills. The mastery abilities will be based on the players skill in the associated area, but will NOT affect the current way the skill is used nor how the players interact with that skill.

    Choosing / Obtaining a mastery:

    * Players will perform a quest obtainable from the quest givers in the Music Conservatory.
    * Players will be rewarded upon quest completion with a Spellbook containing the mastery abilities.

    Mastery ability initiation.

    *
    Once players have chosen a mastery, the abilities are freely usable at any time and only have as requirements the skill and mana costs.

    Mastery abilities:

    *
    Party must remain within range of the Bard to remain under the spellsong effects.
    *
    Bards may be interrupted when they receive damage while using their abilities.
    *
    A bard may only have one ability in effect at a time.
    *
    Abilities do not stack with themselves.
    *
    All abilities require upkeep dependent on how many are being affected by the ability.
    *
    Abilities will not check for Criminal flagging, so beware of your Party members.

    Provocation: Title Exhilirator

    (These will be considered beneficial actions)

    *
    Inspire: Party Hit chance increase by up to 15%, Damage increase by up to 40%, SDI increased by up to 15% (PvP Cap 15)(Provocation Based)
    *
    Invigorate: Party Hit Points increased by up to 20, Party healed for 7-16 dmg every 4 seconds. (Provocation Based) . Party Strength, Dex, Int ,Increased by Up to 8.

    Peacemaking: Title Galvanizer

    (These will be considered beneficial actions)

    *
    Resilience: Poison resistance increase(not the stat), Mortal, Bleed, Curse effect Durations decreased, Hp regen bonus 2-8, mana regen bonus 2-8, stamina regen bonus 2-8.
    *
    Preservance: Party Defense Chance increased by up to 16%, Damage reduced by up to 16%. Casting focus bonus 1-4%

    Discordance: Title Desponder

    (These will be considered aggressive/negative actions)

    *
    Tribulation: Target Hit Chance reduced by up to 32%, Spell Damaged reduced by 32% , Damage Taken can trigger additional damage between 20-60% of the damage taken as physical once per second. (Discordance Based) (Chance to Trigger damage Musicianship Based)
    *
    Despair: Target Strength Reduced by up to 32, 20 - 60 Damage (Physical), every 2 seconds.


    Player Memorials

    *
    There are two ways to set up a player memorial, players can engrave 6 styles of headstones found at the prime evil liche encounter. These headstones can be engraved with the Statuette Engraving tool and locked down in your houses for a private memorial, or you can ask your EM to place a more public type memorial for your guild or shard to remember our friends that have passed away.

    Advanced Character Templates

    *
    We have increased and updated our Advanced Character Templates, below are the ones that have been added

    Mystic Artificer

    *
    85 Mysticism
    *
    85 Imbuing
    *
    85 Resist Spells
    *
    70 Meditation
    *
    70 Inscription
    *
    80 Strength
    *
    35 Dexterity
    *
    110 Intelligence

    Driven Mystic

    *
    85 Mysticism
    *
    85 Focus
    *
    85 Resist Spells
    *
    70 Meditation
    *
    70 Inscription
    *
    80 Strength
    *
    35 Dexterity
    *
    110 Intelligence

    Blade Weaver

    *
    85 Throwing
    *
    85 Tactics
    *
    85 Anatomy
    *
    70 Healing
    *
    70 Resist Spells
    *
    110 Strength
    *
    80 Dexterity
    *
    25 Intelligence

    Artificer

    *
    85 Imbuing
    *
    85 Item Id
    *
    85 Tinkering
    *
    70 Mining
    *
    70 Magery
    *
    90 Strength
    *
    50 Dexterity
    *
    85 Intelligence

    Carpenter

    *
    85 Carpentry
    *
    85 Fletching
    *
    85 Lumberjack
    *
    70 Tinkering
    *
    70 Magery
    *
    90 Strength
    *
    85 Dexterity
    *
    50 Intelligence

    Alchemist/Cook

    *
    85 Cooking
    *
    85 Fishing
    *
    85 Alchemy
    *
    70 Magery
    *
    70 Tinkering
    *
    90 Strength
    *
    85 Dexterity
    *
    50 Intelligence

    New Craftables

    *
    Deer Masks
    *
    Orc Masks
    *
    Tribal Masks
    *
    Bear Masks
    *
    Orc Helm

    Dawns Music Box

    *
    Added a gump to allow players to arrange their songs in their music boxes
    *
    The drop rate of these gears
    *
    We have added new SA Music

    Throwing Changes

    *
    Close Quarters Combat: A player's dexterity and throwing skill equal to Grandmaster or higher can compensate for the hit chance penalty. Close quarters combat with a throwing weapon will no longer require you to have the swordsmanship skill to negate hit chance penalty.
    *
    Shield Penalties: Player's with no skill points in the Parry Skill will now have a minimum chance to hit.

    Bug Fixes

    *
    Fixed the delay in the runebook, you no longer have to wait for them to recharge
    *
    Necromancy Spellbooks can now be inscribed with Spirit Speak instead of Evaluate Intelligence. (The current books will be left as is)
    *
    The crafted Mysticism spellbooks offer Eval Int as a possible +skill instead of + Focus.
    *
    The Blacksmith/Tailor/etc shops in Ter Mur will now count as craft shops for the use of Repair Deeds
    *
    There is now an SA Entitlement check for the gargish Vet Rewards.
    *
    A large number of animated items with animations should no longer flicker at a constant rate
    *
    Renowned mobs should no longer spawn in Ilshenar
    *
    If the help stuck feature is used in any Champion Spawn dungeon region any cursed items NOT equipped will fall to the player's feet.
    *
    Some issues with housing customization arch tiles have been changed to passable. There were 4 Archway tiles that you could not pass thru when placed in your house.
    *
    The Maple Tree will display its name when highlighted now.
    *
    Water pitchers can no longer be over filled

    Update to Damage Eater properties:

    *
    Now have a capacity to store up to 20 healing charges before they stop converting damage.
    *
    The all type damage eater does not stack with specific eaters. If you have Damage Eater 10% and Fire Eater 20%, and take 20 fire damage, your eater will restore 4 health.(the higher amount).

    Mysticism:

    *
    Spell Plague - The first explosion now does the least amount of damage. The last explosion does the highest damage. (The damage has also been adjusted)
    *
    Sleep- Now correctly takes resist spells into account for the duration of the sleep effect.

    Patch 4.0.7 (Enhanced Client)


    Mobile/Party Health Bars

    *
    Mobile Health Bars and Party Health Bars now use less screen space.
    *
    Party Health Bars are numbered with the member position in the party.
    *
    Each Party Health Bar window position saves across play sessions.
    *
    Party Health Bars no longer snap back to their original position when inviting new members into a party.
    *
    The Pet Window has been replaced with Mobile Health Bars.
    *
    Pets are now renamed by using the "Rename" context menu option on pets instead of clicking the name on the health bar. (*)

    Containers

    *
    Container windows are now resizable and save across play sessions.
    *
    Items may now be swapped around in grid-view. (*)
    *
    The player's container window positions now save across play sessions.
    *
    The player's containers will now re-open when logging in.

    Custom Fonts

    *
    A "Fonts" folder is now included in the custom user interface package.
    *
    True-Type Font (ttf) files used in custom user interfaces should be placed in this "Fonts" folder.
    *
    A "Fonts.xml" template is included for creating new font definitions.
    *
    The definitions can then be used for Labels, Buttons, and EditBoxes.

    Additional Features

    *
    Made several optimizations to the particle effects system.
    *
    Map/radar state now saves across play sessions.
    *
    Menubar state now saves across play sessions.
    *
    The player's paperdoll will now re-open when logging in.
    *
    The skill tracker will now re-open when logging in.
    *
    Items can now be dropped onto mobile health bars, object handles, the portrait window, and the target window.
    *
    Mobs now highlight when mousing over mobile health bars, object handles, the portrait window, and the target window.
    *
    Added "Cycle Chat Forward" (Ctrl-W) and "Cycle Chat Backward" (Ctrl-Q) keybindings. (Known issue: Enter needs to be pressed twice to send the text.)

    Bug Fixes

    *
    Health bars were not tinted correctly when moving in and out of range of characters with status effects such as poison. (*)
    *
    Area-of-effect and ground targeted spells were not targeting correctly when set to "Target: Current" on the hotbar. (*)
    *
    Imbuing was not defaulting to "Target: Cursor" when dragged onto the hotbar.
    *
    Arrows could not be dragged onto the quiver in the paperdoll.
    *
    Plotting ship courses on maps was not functioning properly.
    *
    Names of party members sometimes did not appear in the notifications in the chat window when another player joins the party. (*)
    *
    Non-leader party members sometimes did not get notifications in the chat window when another player joins the party. (*)
    *
    Item count in containers displayed incorrect values when failing to drag partial stacks of items (such as from lack of line of sight).
    *
    Item count on the hotbar displayed incorrect values when picking up and dropping containers that included contents placed on the hotbar. (*)
    *
    Item count on the hotbar displayed incorrect values for contents in an equipped quiver. (*)
    *
    Quest items locked down in a player's house were appearing as waypoints in the radar. (*)
    *
    Scrolling damage numbers sometimes appeared on the side of the screen instead of over the mob.
    *
    Mobs sometimes displayed only one line of overhead chat text when saying multiple lines of text.
    *
    The "Overhead Chat Fade Delay" user setting was not functioning properly.
    *
    Animated objects sometimes flickered in and out of existence.
    *
    Certain objects placed in containers or in paperdoll slots were hued incorrectly.
    *
    Flying Gargoyles were not flying when logging in.
    *
    Items with (*) require Publish 66 to be fully operational.

    7.0.7.0 (Classic Client)
    Bug Fixes

    *
    Health bars were not tinted correctly when moving in and out of range of characters with status effects such as poison. (*)
    *
    Names of party members sometimes did not appear in the journal when another player joins the party. (*)
    *
    Non-leader party members sometimes did not get notifications in the journal when another player joins the party. (*)
    *
    Items with (*) require Publish 66 to be fully operational.



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