Publish Notes from 2004-09-14

Publish Notes from 2004-09-14


Publish 27

UO Team September 14, 2004


September 13th, 2004 we will begin publishing the Ultima online game shards with the Publish 27 code. The first shard to get Publish 27 will be Great Lakes . Please see the full schedule at the button of this post for details on your shard.


Contents

Bug Fixes

  • fix for 6th char slot text color issues
  • fix for 6th char slot client shutdown crasher
  • fix for “properly placed house becomes improperly placed” bug
  • turn serpent pillars back on for production shards
  • unused and nodraw tiles are no longer displayer inside containers in the 2D client
  • reduced cpu utilization in the 2D client
  • fixed memory leak realted to resizing the gameplay window in the 2D client
  • improved efficiency of the 3D client

Game Content Improvements

  • paragon creatures in Ilshenar
  • added Leviathan (kraken boss)
  • minor artifacts
  • new chests, fishing nets, and SOSs
  • allow house customization without redecoration

Infrastructure

  • Detect presence of DVD drives in WinXP, report using client metrics (updated to skip examining a: and b:)

Game Enhancements

  • Added fabled fishing nets and ancient sos treasure
  • Added leviathan sea creature
  • Turned on serpent pillars for production shards
  • Sea serpents and deep sea serpents will now be susceptible to snake and reptile slayer weapons and musical instruments
  • Added the chance for paragon creatures to spawn in Ilshenar (see below)
  • Added ingeniously drawn treasure maps (level 6) for Trammel and Felucca facets
  • Added minor artifacts that will spawn in level 6 treasure chests & on the new leviathan sea creature
  • Added minor artifacts that will spawn on paragon creatures in Ilshenar
  • Added ingeniously drawn treasure maps (level 6) treasure maps to test center bank boxes
  • Added a bag of minor artifacts and 10 ancient sos bottles inside this bag to test center bank boxes
  • Increased fame and karma caps to support paragon creatures

Game Tweaks (Loot)

  • Added leather skirts to magic item loot tables
  • Reduced faction trap cost to 250 silver
  • Slightly tweaked monster loot backpacks
  • Added level 0 treasure maps for strong mongbats
  • Added level 5 treasure maps for rotting corpses

Bug Fixes

  • Localized “You have deserted your quest for the golden skull of Chyloth” for Doom quest
  • Fixed cliloc errors with golem special paralysis attack
  • Added necromancer familiar fixes (should attack a necromancer's enemies and flee with necromancer)
  • Fixed immobile creatures not engaging in melee combat
  • Fixed immobile creatures from becoming mobile when struck with a paralyzing blow

paragon Creatures

  • There will roughly be a 5% chance that any creature in Ilshenar will spawn as a paragon of its kind. paragon creatures are intended to enhance play for the Ilshenar facet. They are to provide a challenge to player characters who wish to partake in high end PvM. These creatures will test the mettle of player characters, and the more powerful creature templates are intended to require an adventuring group to battle. For comparison purposes, consider paragon creatures to be mini-champions of evil. In any case, an Ilshenar Champion of Evil will not spawn as a paragon.
  • Rather than greatly increasing damage output for paragons, they have been given buffs in their speed, regenerative capabilities, and hit points.
  • Whenever a creature in Ilshenar spawns as a paragon, it is granted the following enhancements:
    • Adds (paragon) as the creature's job title
    • Hues the creature gold
    • Removes the ability to tame the creature
    • Adds daemon target switching AI to creature
    • Increases poison hit strength by one if it has a poison attack (no greater than 5)
    • Multiplies creature's maximum hit points by 5
    • Increases strength by 5%, intelligence and dexterity by 20%
    • Increases all skills by 20%
    • Modifies hit point, mana, and stamina base regeneration scaled based on the difficulty of the creature
    • Modifies speed of creature
    • Slightly increases the creature's natural weapon class
    • Bumps up – or decreases if negative – fame and karma of creature by 40% (doesn't bump up karma if karma is 0)
    • Will possess extra loot scaled based on its fame level
    • 10% chance that a paragon will spawn with a treasure chest equal to the treasure map level that it can possibly possess
      • If it doesn't have a chance to possess a treasure map, then it doesn't spawn a treasure chest
      • There are no guardians with these paragon treasure chests
      • Each chest will come in four different chest types, 11 different hues including the default hue, 8 colored ingot hues, Luna bank chest hue, and Umbra bank chest hue, and will possess the description of ‘recovered from (paragon)'. For example: recovered from a dragon (paragon)
      • These chests will contain about 20% of the loot normally found in current treasure chests of the appropriate difficulty level and will always possess a treasure map one level higher than the difficulty level of the chest
      • Unless otherwise stated, these treasure chests will function as current treasure chests (i.e., they'll be appropriately locked and trapped)
      • Level 6 treasure chests spawn ancient wyrms, balrons, blood elementals, poison elementals, and titans. Level 6 treasure chests will always possess one minor artifact

Minor Artifacts