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Changes Started 1/1/2015


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#1 Learner

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Posted 13 January 2015 - 06:12 PM

General Changes:
  • Created standard bosses.def configuration file with current named Bosses (live 1/15/2015)
  • Modified spawns/invasions to use the new bosses.def file (live 1/15/2015)
  • Added IM commands to broadcast SOME info about current invasions (live 1/15/2015)
  • Unusual spawn bug fix (live 1/15/2015)
  • Proxy #command conflict with server #command fixed (live 1/15/2015)
  • Bug fix for expiring P2P (Live 2/4/2015)
  • #list now accepts an optional parameter to limit to commands that contain it (Live 2/4/2015)
  • Several IM commands now accept an optional map name to limit looking at one map install all always (Live 2/4/2015)
  • Made it easier for a predefined Boss to be used in ad-hoc invasions (Live 2/4/2015)
  • Harvey bug fix on buying Vials not working for qty > 100 (Live 2/4/2015)
  • Disabled mfg of several useless items.
  • Refactored movement to allow for future features (Live 2/4/2015))
  • Adjusted combat & AI logic to not happen all at the same time for everything (will help reduce network traffic spikes) (Live 2/4/2015)
  • Converted mixing formula loading to use new improved standard .def file parsing (Live 3/20/2015)
  • Fixed issues with manufacture.htm to produce more accurate lists (Live 3/20/2015)
  • Added support for remove/disable formulas without having to delete information (helps during dev/balancing work) (Live 3/20/2015)
  • Fix for Stone drops (removed one illegal stone from drops) (Live 3/20/2015)
  • Fixed combat bug on multi maps (ref EL's 11 year old bug) (Live 3/20/2015)
  • Death animation added for Gnomes & other player races (Live 3/19/2015)
  • Fixed bug with Nexus removals Stones cause by X-Attr change (Live 4/26/2015)
  • Changes to movement to reduce the lag caused by lots of crowded mobs (Live 8/27/2015)
  • Spawn configuration changes to allow more variety in spawns (for normal spawns, events, and instances) (Live 9/25/2015)
  • Changes to Channels URL handling to allow additional restrictions due to spammers (Live 8/27/2015)
  • Server performance improvements for maps with lots of special areas, needed by some maps in the future (testing 8/30/2015)
  • Added DTF map accessible with IM help only. (Live 9/4/2015)
  • Added Event House map which connects to DTF & unused doors for other types of events (Live 9/25/2015)
  • Added cool down to mob special attacks tunable per mob type (Live 9/25/2015)
  • Bug fix for broken Targets (Live 9/25/2015)
  • Bug fix for mobs getting double the weapon/armor bonuses (Live 9/25/2015)
  • Added support for restricting maps by player level (Live 1/29/2016)
  • Added ability to enable/disable access to maps (Live 1/29/2016)
  • Added ability to restrict access on maps to specific people (Live 1/29/2016)
  • Added support for an IM granting or removing access to a restricted map (Live 1/29/2016)
  • Removed Summoned mobs spawning with full Mana (Live 1/29/2016)
  • Fix for White Tigers not having Cooldown special (Live 1/29/2016)
  • Fix for skunks & red snakes not poisoning (broken since new mobs definition & work on spells started) (Live 1/29/2016)
  • Added specials to Polar Bears and Panda bears to verify recent changes are flexible and make them more unique. (Live 1/29/2016)
  • Added ability to make mobs see-through/phantom style effect under server control (Live 2/5/2016)
  • Added Rabid Phantom Fluffy rabbits as invasion only monster (Live 2/5/2016)
  • Added initial support for read-only WebAccess of specific Channels (Live 2/19/2016)
  • Added anti-spammer measures (Live 2/25/2016)
  • Added #web_access command to server and verification from WebAccess and channel restrictions (Live 3/4/2016)
  • Added Premium Membership getting  WebAccess to specific Channels (Live 3/4/2016)
  • Adjusted Polar & Panda specials to happen a little less often (Live 3/8/2016)
  • Added read-only WebAccess of Guild GM + Channel (Live 3/18/2016)
  • Fixed Ranging Arena (Live 3/18/2016)
  • Modified #kill_me to archive the player to be cleaned out during normal server maintenance. (Live 3/18/2016)
  • Ranging fix for shooting through objects (Live 4/14/2016)
  • WebAccess fix that allowed your authentication to run out even if logged in less then a week (Live 4/14/2016)
  • Fixed small error in chance to hit with ranging at certain angles @ night/underground (lighting/perception issue) (Live 4/14/2016)
  • Added support for WebAccess to send PM's & Chat (Live 4/14/2016)
  • Rewrote #remove to work properly with offline members (Live 4/14/2016)
  • Enhanced the invasion drops system to use the invasion mob CL to increase the available list of possible drops as the CL goes higher (Live 4/23/2016)
  • Experimental changes to dropping items into death bags, including handling stacked items to be more variable and a different drop rate for worn items (Live 8/2/2016)
  • Added writing to GuildChat via WebAccess to Premium members (live)
  • Added #set_email command to allow players to add an email address to their character to help with password recovery (live)
  • Performance and memory enhancements in the server (Live 8/2/2016)
  • Additional Joker Hints (Live 8/2/2016/2016)
  • Bosses can have Specials granted by perks and similar added to them in addition to anything they get from their mob type (Live 8/2//2016)
  • Allow a mobs aggro range to vary depending on if they are part of an Invasion or a Boss (live 8/30/2016)
  • Improvement to the server portion of the readable books (tales/history/etc) - added for DL update (live 9/30/2016)
  • Improvements to the new Joker hints (live 9/30/2016)
  • NPC's looks & locations can be specific in a .def file - added for DL update (testing 9/10/2016)
  • Magic Shop NPC's can be defined under the the new NPC system - added for DL update (testing 9/11/2016)
  • Modified newb NoDrop rules to look at additional skills so hard reset can't abuse it as easily (live 9/30/2016)
  • NPC buy/sell lists can now be defined by .def's - added for DL update (testing 9/13/2016)
  • Changes need to remove hard coded EL C2 mobs & NPC's that still wanted to be created if the map numbers were re-used - added for DL update (live 10/12/2016).
  • GIWS when fully active gives overall CL information in #IL (live 10/12/2016)
  • Server exports portions of it's RAM data for access by external tools (portions live 10/12/2016)
  • Players Online code can now be updated without requiring a server restart if the game server is already exporting the block of data it needs (live 10/12/2016)
  • Players Online page extended to use Server RAM exported data for instant updates (live 10/12/2016)
  • Players Online page tracking most recent Joker hint until he moves (live 10/12/2016)
  • Players Online page added the GIWS CL information for invasions which GIWS is high enough (live 10/12/2016)
  • A Boss spawning can now have additional extra mobs spawn with it (live 10/12/2016)
  • Spawns/Invasions can now be spread across multiple maps (live 11/4/2016)
  • Create new spawn time, a normal spawn that doesn't auto-respawn by default, spawns on-demand only (live 11/4/2016)
  • When a Boss is spawned, a chance instead of the boss an on-demand or invasion spawn is triggered instead (live 11/4/2016)
  • Manually created invasion location can now be randomly picked by the server on the specified map (live 11/4/2016)
  • Enhanced IM commands for setting/changing multiple invasion values at the same time (live 11/4/2016)
  • Merchant NPC's can now be created using the new npcs.def system. Note: care must be taken to never remove a Merchant NPC once created. (live 11/17/2016)
  • Map heights can be changed in map .def;s so the server's view can without having to change the .elm to fix issues or prevent mob spawning or player access to areas. (live 11/17/2016)
  • Mobs can be discouraged to enter areas without being an absolute restriction. Additional logic is still needed to better handle the range of chance in the middle to be allowed (live 11/17/2016)
  • Additional generic data storage capabilities added to Player data & other places. This is a major step towards tracking additional information needed by better Quests, NameChanges, & other future features (live 11/17/2016)
  • Mob wander logic adjusted to remove a bias to be near the edges of where movement restrictions are (live 11/17/2016)
  • ShopServices NPC can sell NameChanges for plats (live 11/17/2016)
  • NameChanges track the history (live 11/17/2016)
  • Name change history visible on your own WebAccess Stats page (testing 11/13/2016)
  • NameChanges adjust Guild information & membership properly (live 11/17/2016)
  • Added #names command for an in game view of some of the name change history on a logged in player (live 11/17/2015)
  • Added admin access to some internal data about Guilds to help with future features (Live 12/9/2016)
  • Created easy to load multiple blocks of data from a .def into the new GenericData system. This will help with additional Magic changes as well as remove many restrictions on the amount of data that can be handled easily from a .def file (Live 12/9/2016)
  • Added per NPC Merchant sales logging (Live 12/9/2016)
  • Added support for the .def parsing system to be able to output JSON formatted data for additional WebAccess support in the future (Live 12/9/2016)
  • NPC Merchant data moved into shared memory for use by WebAccess in the future (Live 12/9/2016)
  • NPC Merchant Inventory available via WebAccess (Live 12/9/2016)
  • NPC Merchant Inventory available in-game via pop-up Window for Admins (Live 12/9/2016)
  • Made it much easier to build the dynamic pop-ups (Live 12/9/2016)
  • NPC Merchant Price Edit Admin pop-up with being able to actually enter all four selling prices instead of mass clicking (Live 12/9/2015)
  • NPC Merchant Quantity Buy screen added that allows entry of how much to buy (Live 12/9/2016)
  • NPC Merchant Transaction Log downloads added to WebAccess for Admins (Live 12/11/2016)
  • Improved JSON support for use with generic data storage for use by tools (like DropTest below) (testing 12/25/2016)
  • DropTest Measurement tool with web interface for authorized users to test drop lists. (testing 12/25/2016)
Magic Changes:
  • Heal, Remote Heal, Restore & Harm converted to new generic logic
  • Bug fix to new spell system when a target had to be selected
  • Fixed dead monster fighting bug
  • Poison, MD & LD converted to new logic (needs tuning)
  • Fixed bug that prevented timed spells from working properly.
  • Bug fix for remote spells of never removing the Wand action after spell casting
  • Added support for defining per spell delay after spell completion before the next spell can be cast. This will allow adjusting the delay on a spell by spell basis (testing)
  • Converted spell definitions to to the newest smartest loader to allow adding features in the future even easier.
  • Fixed several bugs affecting the results of almost all spells in the new spell system
  • Fixed configuration issues to times spells not show buff symbols under new spell system
  • Fixed TPTR bug that affected the old magic systems (Live 4/14/2015)
  • Tested creating a new Remote Restore spell just by adding a new entry to the .def file
  • Fixed oddities when casting spells while moving not accounting for where you are standing when you finish the spell. Mostly an issue for Combat type spells affecting remote targets & no magic areas.(Live 4/14/2016)
  • Split Magic into Spells & Results to make it easier for non-spells to use all the new logic without the Spell overhead (live 12/9/2016)
  • Magic Results .def setup using the new GenericData system (live 12/9/2016)
Note: new spell system still need tuning, what is there is only for debugging all the new logic.

#2 winter

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Posted 14 January 2015 - 06:14 AM

LOL! You're TEASING us by listing Magic changes with nothing under it!!

The changes you listed, are they on the testing server?  If so, what should people using that server expect to see differently - or just make sure everything still works?

Thanks for posting new changes!!!

#3 Rabbitman

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Posted 14 January 2015 - 06:50 AM

At the monent the boss.def change is for me to experiment with. Basically it will make it significantly easier to spawn named bosses when we are improvising on invasions.

#4 Fire

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Posted 14 January 2015 - 07:22 AM

Great :)

#5 Learner

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Posted 14 January 2015 - 10:35 AM

I will be pasting in from the previous stuff once I can focus on testing & fixing magic. This post was so I wouldn't forget documenting that update on Test.

#6 butler

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Posted 14 January 2015 - 11:47 AM

View PostRabbitman, on 14 January 2015 - 06:50 AM, said:

At the monent the boss.def change is for me to experiment with. Basically it will make it significantly easier to spawn named bosses when we are improvising on invasions.

Oh, so that'll allow greater scope for mixing up invasions in terms of bosses coupled with each other?

#7 Learner

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Posted 14 January 2015 - 12:09 PM

View Postbutler, on 14 January 2015 - 11:47 AM, said:

View PostRabbitman, on 14 January 2015 - 06:50 AM, said:

At the monent the boss.def change is for me to experiment with. Basically it will make it significantly easier to spawn named bosses when we are improvising on invasions.

Oh, so that'll allow greater scope for mixing up invasions in terms of bosses coupled with each other?
In the past, canned invasions had the bosses code into them, so when you saw Udar in either TD or GP, that was actually two copies of Udar. This change lets us define the boss just once and then easily create canned or manual invasions that use the predefined definition for a Boss.

#8 themuntdregger

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Posted 15 January 2015 - 05:40 PM

View PostLearner, on 13 January 2015 - 06:12 PM, said:

General Changes:
  • Created standard bosses.def configuration file (testing)
  • Modified spawns/invasions to use the new bosses.def file (testing)
  • Added IM commands to broadcast SOME info about current invasions
Magic Changes:

Nice. Good job Learner :)

#9 CoduX

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Posted 15 January 2015 - 10:13 PM

Can't wait for some more info under the Magic Changes tab

#10 AlddrA

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Posted 20 January 2015 - 12:27 PM

Woot  o/ :) :D :lol: :rolleyes:

#11 butler

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Posted 20 January 2015 - 05:08 PM

Magic Changes added^^

#12 winter

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Posted 20 January 2015 - 06:33 PM

ooh - OOH!

What does it mean that those spells have been converted to the new system?  Is it on the test server or main server?

#13 Learner

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Posted 20 January 2015 - 06:35 PM

That means they are still horribly broken on the test server and we're finding and killing more bugs

#14 winter

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Posted 20 January 2015 - 07:49 PM

Keep at it, you're doing great!  We'll be casting the new stuff in no time!

#15 Fire

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Posted 22 January 2015 - 03:15 PM

Very nice :)

#16 Fire

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Posted 26 January 2015 - 03:18 PM

Very nice start of the year, hope in 2015 we change OL, we can do it, as a united hoard!!!!!!!

#17 Fire

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Posted 30 January 2015 - 12:17 AM

If someone does not check this or missed.

Note: new spell system still need tuning, what is there is only for proof-of-concept & debuggin.




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