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Changes Started 2017


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#1 Learner

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Posted 25 January 2017 - 11:55 AM

General Changes:
  • Improved JSON support for use with generic data storage for use by tools (like DropTest below) (Live 2/10/2017)
  • DropTest Measurement tool with web interface for authorized users to test drop lists. (Live 1/2/2017)
  • Mob CL enhanced by buffed health (Live 2/10/2017)
  • Invasion counts & CL tracking in real-time without scanning all the mobs (Live 2/10/2017)
  • New BossDrops using enhanced CL & wider range of CL (Live 2/10/2017)
  • Added Guild Tags to NPC Merchants (Live 2/10/2017)
  • Added removing being able to mix an item via a setting instead of commenting it out, or changing how it's made (Live 2/10/2017)
  • Changed manufacture list output to pay attention to the disabled flag (Live 2/10/2017)
  • Added item setting to differentiate when an item can be dropped into a DB vs manually dropped (Live 2/10/2017)
  • Improvement to BossDrop logging, added estimated GC value (Live 2/10/2017)
  • Added Proxy scoring to SpamDetection system (Live 2/10/2017)
  • Enhanced how USER_AREAS on maps can specify when an item is to be removed, preparing to remove old EL method that limits max item_id to a value unacceptable in the long term (Live 2/23/2017)
  • Add a #recent <channel> command which will allow you to get a limited number of messages from a channel during the last hour. Default settings are up to 50 messages in the last hour for channels < 1000. (Live 2/10/2017)
  • Experimental #guild command added (Live 2/23/2017)
  • Added listing online guild members with #guild (Live 2/23/2017)
  • Added listing all guild members in a multi column format via GuildMenu (Live 2/23/2017)
  • Experimental menu for IM's based on work done for NPC Merchants & GuildMenus (Live 2/23/2017)
  • Added simple #commands to #guild submenu for easy access (Live 2/23/2017)
  • JSON server that stays attach to shared memory for faster WebAccess information with less load on the server. (Live 3/1/2017)
  • Bug fix for DayOfStrongerMonsters not affecting the now spawn mobs. (Live 2/23/2017)
  • Bug fix for some special cases of mob spawns always pointing in the same direction when spawned (noticed while fixing other bug). (Live 2/23/2017)
  • Bug fix to prevent IM's from crashing the server with very complicated spawn (Live 2/23/2017)
  • Added dynamic allocation to shared memory used for WebAccess information (Live 3/7/2017)
  • WebAccess for IM's related to invasions with more information (such as general are on the map) and auto updating (Live 3/7/2017)
  • Create Item Degrade web page for IM's to help check worn items along with what they degrade to (Live 3/22/2017)
  • Adjusted Elemental weapons to degrade to Modable (Live 3/22/2017)
  • Adjusted Modable weapons to have normal stats and wieldable while degrading to normal items (Live 3/22/2017)
  • Large Packs degrade to Small packs, Augs to Leather and other misc degrades added (Live 3/22/2017)
  • Adjusted break rate on Mirror Cloak (Live 3/22/2017)
  • Added an optional feature for Spawns/Invasions to allow all mobs to spawn close together when desired (Live 3/22/2017)
  • Bug fix in drops where the last entry had a lower then expected chance of being dropped. (Live 3/22/2017)
  • Bug fix for crash caused by not allocate enough memory, didn't account for some overhead extra needed (Live 3/26/2017)
  • Internal work needed for multi-level Perks and being a system (started 3/25/2017).
  • Removed Tailoring NPC do people would stop buying from it. (Live 4/27/2017)
  • IM's can stop auto-respawning without mangling the respawn settings (Live 4/12/2017)
  • Bug fix for NPC Merchants Menus & map changes/too far away error (Live 4/12/2017)
  • Spawn/Invasion feature needed for a new event added to not allow respawning until all mobs killed from that spawn group (Live 4/27/2017)
  • Improved CL logic for BossDrops (Live 4/27/2017)
  • Bug fix for name change crash introduced when more player data was made available directly to WebAccess (Live 4/27/2017)
  • Change to Mirror, so that mirror decision is made before breakage checks so that when an attack is mirrored, then it helps prevent breakage from being hit. (Live 4/27/2017)
  • Fixed a memory leak that was barely noticeable currently, but would have gotten worse quickly if we added a lot more timed events (like multi-speed walking/fighting) (Live 5/17/2017)
  • Experimental code to allow TPicks a higher chance to get stones from harvest events (disabled)
  • #GM converted to @@guild if the players guild rank isn't high enough to use #GM (live 8/17/2017)
  • Adjustments to CL formula to better handle high Health mobs as well as worn equipment (live 8/17/2017)
  • Testing fix for another memory leak (live 8/7/2017)
  • Adjustment to experiment Sigmoid ToHit formula to integrate CritToHit (testing 7/6/2017)
  • Increased GC on Bosses by adding an additional random(2*CL) (live 8/7/2017)
  • Enhanced BossDrop settings to improve drops on mobs with CL >= 350 specially in the 400 - 600 CL range (live 8/7/2017)
  • Changed DropValue estimation to use below the NPC Sell item to player price (which can trigger rolling additional BossDrop rolls if DropValue is too low after first rolls) (live 8/7/2017)
  • New WebAccess page for IM's only available on Dev/Test to look at what Bosses have gotten as Drops recently (live 8/7/2017)
  • New WebAccess page for IM's to make it easier for them to download their Invasions or files I am sending just to them(live 8/7/2017)
  • Fixed bug in BossDrops where is was ignoring the requested scaling value to tune checking against DropValue (live 8/7/2017)
  • Testing new Compiler optimization options available because Dev & Main have both been upgraded which can improve server performance in certain cases. (live 8/19/2017)
  • Code optimizations to the 'what can you see' logic pointed out by the stress testing on the new Dev system. More room for improvement still (live 9/19/2017)
  • New IM commands to change some MapAttributes dynamically or reset a map back to normal (testing 9/5/2017)
  • Server change to fix no items in inventory confusing the client as to whether or not #item_uid was set or not (live 9/19/2017)
  • Change to force Item UID's at all time from the server (live 9/19/2017)
  • Added PerkPoints to being visible via #cross commands (testing 9/12/2017)
  • Low level IM support for new MapAttribute command only on EventMaps (test 9/13/2017)
  • Changed multiple server messages colors to a lighter shade of blue since Blue3 & Blue4 are both very hard to read in game. (testing 9/17/2017)
  • Change ultra rare error messages from Red4 to Red3 to make them more readable (testing 9/18/2017)
  • Verified that Gray4, Orange4, & Purple4 are never hard coded into text from the server to prevent hard to read issues
  • Bug fix for the 49+ day bug that breaks harvesting, mixing, etc. Found the variable that was 32 bit that had to be upgraded to 64 bit for the ms time wrap fix. (testing 9/20/2017)
  • IM feature to indicate what maps have changed settings in game and WebAccess (testing 9/23/2017)
  • IM feature to indicate what invasion spawns are still respawning in game and WebAccess (testing 9/23/2017)
  • Split opening text into two sections, the new section is for newbs only and displays after login and only if OA < 30 (testing 9/26/2017)
  • Opening text reading & parsing (all sections) only done if the files have changed since last processed (testing 9/26/2017)
  • Proposed DayRemoval service for Plats on ShopServices NPC in WSC (testing 9/29/2017)
  • Mobs will no longer try to wield arrows of any type. That means they have a higher chance of wielding a more usable weapon now when they have it. Bones were already omitted. (testing 9/30/2017)
  • EventDrop tracking coding (started 10/8/2017)
  • EventInfo in WebAccess (started 10/10/2017)
  • EventInfo tracking with basic mob & player stats (started 10/11/2017)
  • EventInfo kill tracking works for Ranging and immediate damage spells like Harm & LifeDrain (testing 10/14/2017)
  • Fixed name expansion handling so that "name," works for sending a delayed to "name" (testing 10/14/2017)
  • Bug fix in Ranging introduced when Xattrs were revamped where it was using the shooters Reaction instead of the targets for defense. (testing 10/15/2017)


#2 Aine

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Posted 28 January 2017 - 08:30 PM

:-)

#3 Kaddy

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Posted 29 January 2017 - 07:16 AM

Keep up the good work. Those tests look promising!

-Kaddy

#4 BattleWizard

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Posted 03 February 2017 - 06:59 PM

Nice! it adds up, man.

#5 Learner

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Posted 03 February 2017 - 07:21 PM

View PostBattleWizard, on 03 February 2017 - 06:59 PM, said:

Nice! it adds up, man.
Most people overlooked the one I was updating with everything for 2015 & 2016.

#6 CoduX

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Posted 25 March 2017 - 09:06 AM

View PostLearner, on 25 January 2017 - 11:55 AM, said:

General Changes:
  • Adjusted Elemental weapons to degrade to Modable (Live 3/22/2017)
  • Adjusted Modable weapons to have normal stats and wieldable while degrading to normal items (Live 3/22/2017)
  • Large Packs degrade to Small packs, Augs to Leather and other misc degrades added (Live 3/22/2017)
  • Adjusted break rate on Mirror Cloak (Live 3/22/2017)
Fucking nice one

#7 ebattleon

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Posted 25 March 2017 - 02:35 PM

Nice updates. Has the degrade rates gone up with this? Cause since the update I have been degrading stuff several orders faster.

#8 Learner

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Posted 25 March 2017 - 03:12 PM

View Postebattleon, on 25 March 2017 - 02:35 PM, said:

Nice updates. Has the degrade rates gone up with this? Cause since the update I have been degrading stuff several orders faster.
No, degrade rate has not gone up. That's just normal bad luck.

#9 Zian

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Posted 27 March 2017 - 08:22 AM

Nice work L!

Regards
Z

#10 Kaddy

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Posted 27 March 2017 - 01:47 PM

View PostLearner, on 25 March 2017 - 03:12 PM, said:

View Postebattleon, on 25 March 2017 - 02:35 PM, said:

Nice updates. Has the degrade rates gone up with this? Cause since the update I have been degrading stuff several orders faster.
No, degrade rate has not gone up. That's just normal bad luck.

I beg to differ. Can you doublecheck please?

#11 ohmygod

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Posted 27 March 2017 - 04:50 PM

I had some terrible rng rolls on the weekend just past. was fun though :)




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