Patch Notes from 1997-08-29
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Patch Notes from 1997-08-29
Contents
The Latest Patch:
- Elementals are now aggressive.
- Alchemy was changed to work with the scaled skill difficulty.
- There are multiple variations of some of the potions.
- Harder variants take more reagents and are more difficult to make.
- Success at making a tough potion makes you learn more; success at making a potion not worthy of your skill results in not learning at all.
- The cure potion now works.
- You now get starting equipment from all three of your starting skills.
- When you die, you now never go below 100 stat points total. Likewise, when you die, your skills never go below 100 skill points total.
- You now resurrect with full stamina.
- Ghosts can no longer walk on water.
- Ranged weapons now check line of sight.
- The camping skill is now invoked only by using kindling, not by clicking on it in the skills window.
- Bedrolls should now log you out when used properly with the camping skill.
- Fighting styles are now truly disabled.
- Guards no longer train players.
- Animations are in place for resurrection by a healer.
- Shopkeepers who wander off now teleport back to their shops after an interval, if they are unable to walk back.
- A fix is in for creatures attacking from a distance; we do not know if it will solve the problem for everyone, but it should help accuracy of display of creature location. As a result, you may witness "popping" of creatures as they are shown in their correct location, when the client and server synch up.
- Several changes went into smelting ore.
- Ore now weighs half of what it did.
- Ore now leaves behind excess ore when smelted, and tells you when there is insufficient ore to smelt.
- The useless ingots have been fixed.
- Notoriety has been adjusted.
- The effect of stealing on notoriety has been reduced by a factor of 5 to 10, depending on circumstance.
- The overall notoriety scale has been tweaked so that it is less exponential.
- Begging now affects your notoriety 1/5 as fast as before.
- Being generous now affects your notoriety 1/5 as much as before.
- Death sets your notoriety to exactly the threshold at which a guard would kill you if you did one more bad thing.
- Attacking non-human NPCs now has half the effect on your notoriety that attacking humans does.
- Several creature movement factors have been adjusted to give slower creature movement.