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Author Topic: Server Code Update  (Read 130149 times)
Akkadius
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« on: April 20, 2014, 05:38:23 am »

The server code has finally landed!

  • I'm super tired so I will try to make this quick.
  • EZ's Database engine has successfully migrated to MariaDB from MySQL. The same action that Wikipedia, Facebook, Google and many other large corporations have been taking as their premier database engine of choice because of its speed/features and open source nature.

INSANE SPEED!


The source code changes offer many stability changes, fixes and overall great speed increases.

  • The process logging that the server has been using has been eliminated, this bogged down all of the zone servers and you should notice that things are overall super snappy from all the changes.
  • Many bug fixes and exploits have been patched out, for a full list see the 2nd post in this thread.
  • As usual, if you notice any issues, please report them here on the forums.

Known Issues
  • Some AA's might be missing, if this is the case we either will be putting them back in or making existing AA's available for those classes once again. A clean slate of AA's had to be inserted because of some AA crashes.

The train limit on instances has been completely lifted.

Special thanks to Secrets for helping out with the update!

Enjoy!

-Akkadius
« Last Edit: April 20, 2014, 05:47:25 am by Akkadius » Logged


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Akkadius
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« Reply #1 on: April 20, 2014, 05:39:49 am »

Quote
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 04/20/2014 ==
Secrets: Changed the functionality of EQDEBUG cmake flag. It now suppresses logs, but shows crashes in any scenario when set to 1. It will also now show crashes even if the log system is disabled.

== 04/18/2014 ==
Akkadius: Added #command error message suppression for those who don't want to see 'Command is not recognized' constantly
   - You need to have rule 'Chat:SuppressCommandErrors' set to true, this is set to false by default
   - Required SQL: 2014_04_18_Suppress_Command_Error.sql

== 04/15/2014 ==
Akkadius: Exported $client->SendMarqueeMessage(type, priority, fade_in, fade_out, duration, msg) - Will be available for simple plugin use
Akkadius: Exported $client->ExpeditionMessage(THIS, ExpdID, Message) - In use with custom expedition mod that will be released soon

== 04/12/2014 ==
Kayen: Fixed an with the slow mitigation code that would cause it to spam the message. Optimized the way the variable is handled for slow mitigation.

Required SQL: utils/sql/git/required/2014_04_12_SlowMitigation.sql
Note: This changes the variable type in the sql table from FLOAT to INT and updates your database.
(When setting slow mitigation 50 = 50%, 100 = 100% ect. You can also set > 100 which will cause slow to become haste now with appropriate in game msg given)

== 04/10/2014 ==
Kayen: Added 'no_target_hotkey' field to npc_types table. This will prevent the NPC from being targeted with F8 (Warning: Will also turn it's name YELLOW)
Kayen: Added a rule to make all (Player cast) Swarm Pets not targetable with F8 (nearest NPC) by default (Warning: Will also turn pets names YELLOW). This is semi-hack but it works.
Kayen: Player cast swarm pets can now be healed and buffed consistent with live.

Optional SQL: utils/sql/git/optional/2014_04_10_SwarmPetNotTargetableWithHotKey.sql
Required SQL: utils/sql/git/required/2014_04_10_No_Target_With_Hotkey.sql
Note: For the required new npc_types field you DO NOT need to set values for swarm pets if you enable the above rule.

== 04/09/2014 ==
Kayen: Implemented ability to use the actual live spell projectile graphics that are defined in the modern spell file.
   *This is disabled by default. Recommend enabling if your server uses an UF+ spell file AND most of your players use UF+ clients.
Kayen: Expanded the PERL ProjectileAnim(mob, item_id, [IsArrow?, speed, angle, tilt, arc, IDFile]) so you can now just set the weapon model graphic IT####
Example: ProjectileAnim($npc, 0, 0, 1, 0, 0, 0, "IT10747")  This will shoot an SK 2.0 sword.
Kayen: Updated wizard innate critical damage modifier to be from 20-70% of base damage (based on live parses)


Optional SQL: utils/sql/git/optional/2014_04_09_SpellProjectileRule.sql
Note: This sql also contains a query to check if your spell file is compatible.

== 04/06/2014 ==
Uleat: Changed Mob::CanThisClassDualWield() behavior. This should let non-monk/beastlord dual-wielding classes attack with either fist as long as the other hand is occupied.
Notes:
   See this thread for more information and to provide feedback: http://www.eqemulator.org/forums/showthread.php?p=229328#post229328

== 04/05/2014 ==
Akkadius: Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
   for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
   This rule is set to 'true' by default as the original functionality from Live was intended to be
Akkadius: (Performance Adjustment) Removed AsyncLoadVariables from InterserverTimer.Check() in both zone and world. By watching the MySQL general.log file on mass zone idle activity, you can
   see that the query 'SELECT varname, value, unix_timestamp() FROM variables where unix_timestamp(ts) >= timestamp' is called every 10 seconds. This function is loading
   variables that are initially loaded on World and Zone bootup. When running a large amount of zone servers, the amount of MySQL chatter that is produced is enormous and
   unnecessary. For example, if I ran 400 zone servers, I would see 3,456,000 unnecessary queries from all idle or active zone processes in a 24 hour interval.
Secrets: Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true.
   If Combat:OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not.
   This is for some servers that may want to have as many procs triggering from weapons as possible in a single round.
   
Optional SQL: utils/sql/git/optional/2014_04_05_ProcRules.sql
   
== 04/04/2014 ==
Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing.
       SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations.          

Required SQL: utils/sql/git/optional/2014_04_04_PhysicalResists.sql

== 04/03/2014 ==
Kayen: Implemented live like spell projectiles (ie. Mage Bolts).

Optional SQL: utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql
Note: The rules in this SQL are for setting the item id for the graphic used by the projectile on different clients.
   
== 04/01/2014 ==
demonstar55: Implemented ability for a merchant to open and close shop.
   Lua quest functions: e.self:MerchantOpenShop() and e.self:MerchantCloseShop()
   GM Commands: #merchant_open_shop (short: #open_shop) and #merchant_close_shop (short: #close_shop)
      default to status 100, just in case you need to force the merchants status
Trevius: Fixed potential endless quest loop with EVENT_COMBAT and WipeHateList().

== 03/31/2014 ==
Uleat: Fix for unconscious skillups.
Uleat: Fix for crash issue with nullptr reference in recent Client::SummonItem() work.
Uleat: Added rule for GM Status check code in Client::SummonItem().
Note: Rule default is set to 250..but, implementation is on hold until load item code handles the database 'minstatus' field.
Uleat: Added RuleB(Bots, BotLevelsWithOwner). Bots will auto-update as their owner levels/de-levels. Appearance packets are sent to show the 'leveling effect' as well as updating client entities.
Trevius: Prevented an endless loop crash related to EVENT_TASK_STAGE_COMPLETE.

Optional Bot SQL: utils/sql/git/bot/optional/2014_03_31_BotLevelsWithOwnerRule.sql
Note: This sql is required to activate the optional behavior.

== 03/27/2014 ==
Kayen: SE_Gate will now use have a fail chance as defined by its base value in the spell data.
Kayen: SE_Succor will now have a baseline fail chance of (2%). Rule added to adjust this as needed.
Kayen: SE_FeignDeath will now have a fail chance as defined by its base value in the spell data.

Optional SQL: utils/sql/git/optional/2014_03_27_SuccorFailRule.sql

== 03/22/2014 ==
Uleat: Moved the existing 'load_bots' and 'drop_bots' sqls into the emu git repository for the time being. Look to the
   /utils/sql/git/bots/ folder to find them. The 'load_bots' sql has been updated to include the below fix, as well as
   collecting the multiple files into one. This should allow HeidiSQL to now run  it properly. (You will still need to
   search for the optional scripts for the time being.)
Uleat: Fixed bot guild script failure. For existing bot databases only, use this sql file to update the affected table and view.

Required Bot SQL: 2014_03_22_BotGuildMember_ScriptFailureFix.sql

== 03/19/2014 ==
Kayen: Further refinements to root, charm, mez and fear behaviors - See commit message for full details

New rule for 'Fear' break chance, and updates to default settings of various rules.
Optional SQL: utils/sql/git/optional/2014_03_19_RulesUpdates.sql


== 03/18/2014 ==
Uleat: Fixed the name/account discrepancy in the Client::SummonItem() code as well as the origin of the mistake (thanks K_K!)
Uleat: Condensed and rearranged certain snippets of code in SummonItem(). Added a 'augslotvisible' check to validation check.
Note: If you are experiencing issues with SummonItem, please enable 'INVENTORY_ERROR' logging if it not active on your server.

== 03/17/2014 ==
Uleat: Updated Client::SummonItem() to check for valid item combinations when augmentations are passed.
Uleat: Changed the return type of Client::SummonItem() from void to bool. Calling methods and APIs have not been update as yet.
Uleat: Fixed the RoF Item structure to properly pass the 'augrestrict' variable. RoF clients now show restrictions in the Item Information window.

Optional SQL: 2014/03/17_EnforceAugmentRules.sql
Note: This adds the rules Inventory:EnforceAugmentRestriction, Inventory:EnforceAugmentUsability and Inventory:EnforceAugmentWear.
   If you run into script/recipe issues, running this sql file will set the default enforcement rules to false.
   If you still run into issues, you may want to check that your scripts are not trying to augment non-common items.
   Please post any failures as bugs and be sure to include the base item ID, as well as any augment IDs that you are using.

== 03/12/2014 ==
Kayen: Melee/Magic runes are now calculated as bonuses. Resolved issues with runes not working and not fading properly.

== 03/08/2014 ==
Kayen: Revision to lull/harmony/pacification code to be consistent with live based on extensive personal parsing.
*Lulls on initial cast do not check regular resists (MR ect) but only apply a flat ~7.5 % resist chance + level modifier
*If Lull is resisted, a second resistance check is made this time using regular resists and a charisma modifier (same as charm)
which if 'resisted' will cause the caster to gain aggro.

== 03/05/2014 ==
demonstar55: Corrected rogue's evade to be single target
sorvani: fixed crash issue 119

== 03/04/2014 ==
Sorvani: Created RemoveFromInstance and RemoveAllFromInstance to remove a single player or all players in an instance.
Sorvani: Exported to Lua as eq.remove_from_instance(instance_id) and eq.remove_all_from_instance(instance_id).
Kayen: Revision to root code to be consistent with live based on extensive personal parsing.
*ROOT has a 40% chance to do a resist check to break each buff tick.
*If multiple roots on target. Root in first slot will always and only be check to break from nukes.
*If multiple roots on target and broken by spell. Roots are removed ONE at a time in order of buff slot.
*Roots on beneficial spells can not be broken by spell damage.

Optional SQL: utils/sql/git/optional/2014_03_04_RootRule.sql

== 03/03/2014 ==
demonstar55: Implemented deadly strikes and gave rogues higher innate throwing crit chance

New rules: Combat:RogueCritThrowingChance, Combat:RogueDeadlyStrikeChance, Combat:RogueDeadlyStrikeMod
   Defaults should give fairly close to live results

== 03/02/2014 ==
Kayen: Revision to charm code to be consistent with live based on extensive personal parsing.
*Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 200 CHA
*Charisma DOES NOT extend charm durations.

Optional SQL: utils/sql/git/optional/2014_03_02_CharmRules.sql

demonstar55: Melee Crits, HoTs, DoTs messages should now be filtered correctly on all clients.
   Clients that also support seeing others DoTs will now see them if they don't filter them
   note: some newer clients have a 'mine only' option for HoTs but it functions the same as show

== 02/27/2014 ==
cavedude: Exported TrainDisc to Lua.

== 02/26/2014 ==
Kayen: Implemented SE_FrenziedDevestation - increase critical spell chacnce and 2x mana cost for DD spells
Kayen: Fixed SE_SpellProcChance - Now works on spell dervived procs
cavedude: Added two new NPC special_abilities. ALWAYS_FLEE, which forces the NPC to always flee ignoring FleeIfNotAlone and FLEE_PERCENT which allows you to change the HP an individual NPC will flee at. If no value is set, the rule is used as normal.
cavedude: Fixed an issue where rectangular roamboxes could cause an NPC to get stuck on a single coord.
cavedude: Added a new roambox column, mindelay allowing you to have more control over the roambox delay.
Uleat: Fix for 'sqrt' failure on vs2010 clients
image: Added idle zone timer to save CPU cycles.

Required SQL: utils/sql/git/required/2014_02_26_roambox_update.sql

== 02/24/2014 ==
cavedude: Better flee runspeed calculation. Added rule Combat:FleeMultiplier to alter this behavior.
Sorvani: Updated GetUnusedInstanceID to not recycle instance ID's unless it has reached max (65535)

== 02/23/2014 ==
Secrets: Exported the client object SendTargetCommand to Perl.
cavedude: Merchants will now keep better track of charges.

== 02/20/2014 ==
Kayen: Implemented SE_MitigateDotDamage   - dot spell mitigation rune with max value
Kayen: Implemented SE_DistanceRemoval - removed from target when target moves X amount of distance away from where initially hit.

Required SQL: utils/sql/git/2014_02_20_buff_updates.sql

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« Reply #2 on: April 20, 2014, 05:40:02 am »

Quote
== 02/18/2014 ==
Kayen: Implemented SE_TriggerOnReqCaster - triggers a spell which a certain criteria are met (below X amount of hp,mana,end, number of pets on hatelist)
Kayen: Implemented SE_ImprovedTaunt   - Locks Aggro On Caster and Decrease other Players Aggro by X% on NPC targets below level Y
Kayen: Fixed an error where SE_ChangeAggro was adding its bonus x 2 for spell generated aggro. (this applies also to spell casting subtlety AA reduction)

== 02/14/2014 ==
Kayen: Fixes for buffs not fading under certain conditions in revised numhits system, and other fixes.
Kayen: Implemented support for spell_new field CastRestrictions (limits what type of targets spells can effect).
*A detailed list describing what the values used in this field do can be found in Mob::PassCastRestriction*
Kayen: Implemented support for spell_new field not_reflectable, no_partial_resists.

Required SQL: utils/sql/git/2014_02_13_spells_new_updates.sql
Names many unknown fields in the table.

== 02/13/2014 ==
Sorvani: Renamed the instance_lockout and instance_lockout_player tables to instance_list and instance_list_player. Cleaned up the Database::GetUnusedInstanceID logic.

Required SQL: utils/sql/git/2014_02_13_Rename_instance_lockout_tables.sql

== 02/10/2014 ==
demonstar55 (Secrets): Re-wrote the entity list to be a std::map. This should be used for direct entityID lookups and is noticably faster performance-wise. Also should result in less nil pointers potentially.
Secrets: Fixed a crash issue that could occur on #repop related to quest timers.
Kayen: Divine Arbiration and other similar spell effects will now utilize a spell range check.
Kayen: Revised how heal amount is calculated to properly incorporate all current focus effects/bonuses.
Kayen: Various updates/fixes/clean-ups to focus effect related code. Focus effect limits should now all work properly.

== 02/09/2014 ==
Sorvani: Added new spawn condition onchange action: DoRepopIfReady. Choosing this will not repop mobs when the spawn condition is enabled if they have an existing respawn timer. Additionally, this condition will not even attempt repop when the condition is is changed to disabled. Will be in use on PEQ for: Cragbeast Queen in Natimbi.
Secrets: Fixed a weird crash issue with deletion of pointers if task loading fails.

== 02/2/2014 ==
Kayen: Revised how spell/dot damage is calculated to properly incorporate all current focus effects/bonuses.

Required SQL: utils/sql/git/2014_02_02_SpellCriticalsAA.sql

== 01/27/2014 ==
Kayen: Implemented SE_CriticalMend  (chance to critical monk mend)
Kayen: Implemented SE_IncreaseChanceMemwipe (increases the chance to wipe hate with memory blurr)
Kayen: Implemented SE_FcStunTimeMod (modify stun duration from casted spells)
Kayen: Implemented SE_StunBashChance (increase chance to stun from bash)

Required SQL: utils/sql/git/2014_01_27_CritcalMendAA.sql

== 01/26/2014 ==
Kayen: Revised 'dispel' type spell effects (ie cancel magic) to be consistent with live

== 01/23/2014 ==
Kayen: Implemented SE_FfLimitUseType (focus limit to numhits type)

== 01/20/2014 ==
cavedude: Live-Like weather system (Thanks to robregen for figuring it out!)
demonstar55: Implemented not_extendable spell flag
demonstar55: Moved Spell Casting Reinforcement to DB
demonstar55: Moved Mez Mastery to DB
Kayen: Complete revision of the numhits systems to utilize 'numhits type' field in spell file.

== 01/18/2014 ==
sorvani: Implemented for Lua eq.get_characters_in_instance(uint16 instance_id), return a Lua HashTable
demonstar55: NPCs will now cast their charms.

== 01/13/2014 ==
Kayen: Numerous minor fixes to spell effects.
Kayen: Changed SE_ArcheryDoubleAttack -> SE_DoubleRangedAttack (now works with throwing ect)
Kayen: Changed SE_IncreaseHitDmgTaken -> SE_TriggerMeleeThreshold (now only works on melee)
Kayen: Changed SE_MitigateMeleeDamageSP -> SE_MeleeThresholdGuard
Kayen: Implemented SE_SpellThresholdGuard (Partial Spell Rune that only is lowered if spell hits are over X amount of damage)
Kayen: Implemented SE_TriggerSpellThreshold (implemented  Trigger effect on X amount of spell damage taken)
Kayen: Changed SE_ReduceHealing -> SE_FcHealAmtIncoming (focus limited Add/Remove amount of healing on target by X amount)
Kayen: Change SE_CriticalHealChance2 -> SE_CriticalHealDecay   
Kayen: Change SE_CriticalHealOverTime2 -> SE_CriticalRegenDecay   
Kayen: Implemented SE_CriticalDotDecay   
Note: 'Decay' effects means the chance to critical decays based on the level of the spell using the effect (like focus decay)
Kayen: Implemented SE_FfLimitUseMin (focus limit to require a min amount of numhits value)
Kayen: Implemented SE_FcLimitUse (focus to increases numhits count by percent)
Kayen: Implemented SE_LimitRace   (Limits to spells cast by a certain race)
Kayen: Implemented SE_FcMute  (silences casting of spells that contain specific spell effects) ie silence only heals

== 01/09/2014 ==
demonstar55: Add pet size preservation like live (zone, camp, etc)

== 01/07/2014 ==
demonstar55: Moved pet can attack check to before it tries to attack, which is more live like.

== 01/03/2014 ==
demonstar55: Crash prevention for emote.

== 01/02/2014 ==
demonstar55: Stuns from beneficial spells (Harvest) ignore immunity

== 12/26/2013 ==
demonstar55: Added classes_required to merchantlist (same bitmask as items)

== 12/24/2013 ==
Secrets (Akkadius): Perl $client->SilentMessage("Message"); addition, this is a pre-req for a Perl plugin I've shared with EQEmu. This function essentially mimics a player speaking with an NPC - which is used in popup window responses
Secrets: Added functionality to Perl for $client->PlayMP3("name of file").
  Usage varies, but typically you can place an MP3/WAV/XMI in the EQDir//sounds, pfs, s3d, or root client folder and it will play through this Perl function. Example, $client->PlayMP3("combattheme1.mp3") or $client->PlayMP3("TUTBTrade1.mp3")
  All clients except Secrets of Faydwer and 6.2 have their opcodes identified for this function. The struct + supported params is the same throughout versions.
  Use $client->PlayMP3 with an invalid sound file to stop playback or simply wait for it to end.
KLS: Added functionality to Lua for Client:PlayMP3(filename)
KLS: Added functionality to Lua for Client:SendMarqueeMessage(type, priority/opacity, fade_in_time_ms, fade_out_time_ms, duration_ms, msg)
  
== 12/16/2013 ==
Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped)
Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped)
Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)

== 12/16/2013 ==
Kayen: Fix to SE_BlockNextSpellFocus to make it functional again.

== 12/15/2013 ==
demonstar55: Moved the blocked buff check down so we get spell effects like on live
Kayen: Implemented SE_ReduceHealing (Reduces amount of healing on target by X amount)
Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used)
Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.

== 12/14/2013 ==
demonstar55: Blocked buffs shouldn't fail, they should just not be applied.
JJ: Changed enable/disable recipe to confirm change made.

== 12/13/2013 ==
Kayen: Implemented additional functionality for SE_CurrentHP utilizing base2 values. (ie limit to body type)
Kayen: Implemented SE_MitigateMeleeDamageSP (Partial Melee Rune that only is lowered if melee hits are over X amount of damage)
Kayen: Implemented SE_SpellOnAmtDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: Fix for various spell triggers/procs to now properly use their resist modifier.
Kayen: Fix to mob->ModSkillDmgTaken(skill_num, value), setting value to -1 will now properly effect all skills.

== 12/11/2013 ==
demonstar55: Fixed issue with crippling blow from berserker frenzy not actually doing anything
demonstar55: Fix haste caps

== 12/04/2013 ==
demonstar55: Fixed SpellType_Charm case in AICastSpell

== 12/03/2013 ==
demonstar55: Added #showspellslist to view a mobs spell list
demonstar55: Fix procing off of unattackable things

== 12/02/2013 ==
JJ: Bandaid fix to CopyCharacter function.

== 11/29/2013 ==
demonstar55: Stacking issues should be resolved now, probably could be optimized more, but went from 3 loops that do stuff to 3 where only 2 really does stuff and one breaks early in most cases, so slightly better

== 11/23/2013 ==
Secrets: Fixed an issue related to a zone crash where the count of the abilities in an AA was 0, leading to a size 0 buffer issue.

== 11/19/2013 ==
Secrets: Fixed an issue with two zone crashes reported on PEQ related to the buff restrictions code and AAs.
demonstar55: Partially make use of dot_stacking_exempt (case when it's 1 is implemented, -1 case isn't)

== 11/18/2013 ==
demonstar55: Added assistradius to npc_types, defaults to aggroradius if set to 0 (old behaviour)

== 11/17/2013 ==
Sorvani: fixed leash and tether special abilities to use the specified range correctly.
demonstar55: Rewrote the Mob::_GetMovementSpeed fix an issue that arose from the change on 11/11
   - Added the rule Character:BaseRunSpeedCap (default 158) so people can customize what their runspeed cap is. Hardcapped to 225 so stuff doesn't get too crazy.

== 11/16/2013 ==
Leere: Fixed the drinking message for auto-consume, it will again correctly show up for forced consumption instead.
demonstar55: Added Mob::DoCastingChecks() which will check for various fail conditions while the casting bar is up. This is called after Mob::DoCastSpell() starts the casting and before it returns.

== 11/15/2013 ==
demonstar55: Fixed Mob::CalcFocusEffect()'s SE_LimitEffect
Leere: Fixed a stacking issue for SE_StackingCommand_Block

== 11/13/2013 ==
demonstar55: Implemented bard song effect cap. You can set the base cap with the rule Character:BaseInstrumentSoftCap, defaults to 36 or "3.6" as it is sometimes referred to.
demonstar55: Fix Echo of Taelosia and Ayonae's Tutelage to increase the mod cap instead of further improving the instrument mod
demonstar55: Implemented Singing/Instrument Mastery as an AA bonus.

== 11/11/2013 ==
demonstar55: Changed the way walk speed is calculated to allow mobs to have their walk speed equal a 100% movement reduction

== 11/09/2013 ==
Leere: Fixed Bard mana regen, they now only are affected by items and AA.

== 11/07/2013 ==
KLS: Added a system to use the BaseData system in the client.
KLS: Added an optional utility to import spells, skill caps and base data (will import from ./import and export to ./export).
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« Reply #3 on: April 20, 2014, 06:54:29 am »

how many are now the pull limit in instance ?
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« Reply #4 on: April 20, 2014, 07:20:37 am »

how many are now the pull limit in instance ?


The train limit on instances has been completely lifted.
« Last Edit: April 20, 2014, 07:22:46 am by Aeryn » Logged

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« Reply #5 on: April 20, 2014, 07:35:09 am »

No train limit, faster connection, double loot next weekend....

Hellz yeah!!!!

Great work akka, hate/love, secrets, crab and any other man/woman/troll behind the scenes!
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« Reply #6 on: April 20, 2014, 08:06:38 am »

Me and Deamon cleared T5 this morning and in a fresh guild instance, only like 3 of ten triggers worked..

All alkari didnt net Alkare, all Exobeasts didn't pop Exoking, All corals didnt pop coral bosses *or* White.. etc..

Might be worth looking into, if it has something to do with the software update.
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« Reply #7 on: April 20, 2014, 08:21:03 am »

Me and Deamon cleared T5 this morning and in a fresh guild instance, only like 3 of ten triggers worked..

All alkari didnt net Alkare, all Exobeasts didn't pop Exoking, All corals didnt pop coral bosses *or* White.. etc..

Might be worth looking into, if it has something to do with the software update.

I concur after seeing your post I cleared whole zone except coral and nothing spawned. The %chance to spawn table might be goofed in the new db.
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« Reply #8 on: April 20, 2014, 08:24:41 am »

-Spell buff timers don't seem able to be extended with items. i.e. mask this morning lasted a flat 1hr .. normally 1.5
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Claytin
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« Reply #9 on: April 20, 2014, 09:54:49 am »

Awesome y'alls especially with train limit lifted. You guys are the best.
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Chunka
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« Reply #10 on: April 20, 2014, 12:34:52 pm »

Unsure what the MGB cool down was before the change, but I know for a fact it was less than an hour (like a little over 30 mins). Hour and 12 minutes now. Unsure if this is intended or not.
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« Reply #11 on: April 20, 2014, 01:33:36 pm »

Summon newbie vender reward item has an empty vender table as of update.
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Chunka
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« Reply #12 on: April 20, 2014, 01:37:44 pm »

Yeah, same here. No items for sale. Also.....lvl 1 chars cannot get buffs from the buff bot. You get the message "Your spell is too powerful for its intended target" and only shrew lands.
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"When any government, or any church for that matter, undertakes to say to its subjects, "This you may not read, this you must not see, this you are forbidden to know," the end result is tyranny and oppression, no matter how holy the motives. Mighty little force is needed to control a man whose mind has been hoodwinked; contrariwise, no amount of force can control a free man, a man whose mind is free. No, not the rack, not fission bombs, not anything — you can't conquer a free man; the most you can do is kill him." R.A. Heinlein
Kruciel
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« Reply #13 on: April 20, 2014, 02:07:07 pm »

In depth t5 stuffs with names !

So far from what we have seen, the BP / leg bosses are still working fine. The guaranteed bosses are not spawning. The % chance rare bosses are  spawning. The timed bosses are spawning. Also, the 4.5 epic chain to spawn White is not working. The names of the following bosses are the broken ones, and the mobs they are linked to spawn off of.


Similar code to the above are Illithid - % Chance to spawn Death Knight / Omadon but these are actually spawning just fine. I know the % is much much higher for these from much t5 slaying and the fact there are only 5 Illithid in the zone.

Next are the 100% spawned bosses via wiping out all of 'x' type of mob.

Alkari ===> Alkare
Exobeast ===> Exoking
Yellow Coral ===>  Alcyonacea
Blue Coral ===>  Heliopora
Green Coral ===>  Gorgonian
Red Coral ===> Corallium
Yellow + Red + Blue + Green Coral ===> White
Slarg ===> Blurb
Illthocyte ===> Yaggol
Illthidae ===> Alhoon
Sea Snake ===> Monopterus
Gel Cube ===> Ice Cube
Eye of the Deep ===> Hive Father
NTI ===> Harvester
War Boar ===> Razorback
Dark Jellyfish ===> Sea Nettle
Jellyfish ===> Malo King
Illithid ===> Mind Flayer
« Last Edit: April 20, 2014, 03:45:52 pm by Kruciel » Logged
Kruciel
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« Reply #14 on: April 20, 2014, 02:23:28 pm »

On a side note, the reward item "Scarecrow Curse" appears to be giving mobs an additional 10% health regen. Just witnessed someone using it on a t5 boss and joined their instance to check it out.

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