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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 (Live 10/19/2017)
  • 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 (Live 10/19/2017 accidentally)
  • Low level IM support for new MapAttribute command only on EventMaps (Live 10/19/2017)
  • @@channel now automatically does a #jc if you aren't connected to that channel (Live 10/19/2017)
  • #jc now automatically does a #recent if you weren't already connected to that channel (Live 10/19/2017)
  • @@g is a shorthand for @@guild (Live 10/19/2017)
  • Changed multiple server messages colors to a lighter shade of blue since Blue3 & Blue4 are both very hard to read in game. (Live 10/19/2017)
  • Change ultra rare error messages from Red4 to Red3 to make them more readable (Live 10/19/2017)
  • 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 (Live 10/19/2017)
  • IM feature to indicate what invasion spawns are still respawning in game and WebAccess (Live 10/19/2017)
  • Split opening text into two sections, the new section is for newbs only and displays after login and only if OA < 30 (Live 10/19/2017)
  • Opening text reading & parsing (all sections) only done if the files have changed since last processed (Live 10/19/2017)
  • Proposed DayRemoval service for Plats on ShopServices NPC in WSC ((Live 11/07/2017)
  • 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. (Live 10/19/2017)
  • EventDrop tracking coding (Live 11/07/2017)
  • EventInfo in WebAccess (Live 11/07/2017)
  • EventInfo tracking with basic mob & player stats (Live 11/07/2017)
  • EventInfo kill tracking works for Ranging and immediate damage spells like Harm & LifeDrain (Live 11/07/2017)
  • Per player/mob total damage tracking with debug information currently available on Bosses (Live 11/07/2017)
  • Fixed name expansion handling so that "name," works for sending a delayed to "name" (Live 11/07/2017)
  • Bug fix in Ranging introduced when Xattrs were revamped where it was using the shooters Reaction instead of the targets for defense. (Live 10/19/2017)
  • Long term tracking of some very basic player information that tracks all players that have logged in since the server restart (Live 11/07/2017)
  • Bug fix for offline removing a player from a guild not closing @@guild (Live 11/07/2017)
  • AI movement change for spawns with Bosses allowing other mobs to the "LOST" if they are too far from the Boss and can't get closer, until they happen to wander close enough (Live 11/07/2017)
  • Added damage type to damage_tracker output (Live 11/07/2017)
  • Added damage_tracker information to Premium Players when they die as additional information (Live 11/07/2017)
  • Added additional information to EventInfo with detailed information per player involved (Live 11/07/2017)
  • Added .def file support for [version] block to all def files (Live 11/07/2017)
  • Added def_handler to capture the [version] data in the server (Live 11/07/2017)
  • Added #version command to display the [version] data for the specified file if already loaded (Live 11/07/2017)
  • Changed map area storage for faster searching and more efficient storage (Live 11/15/2017)
  • Changed map TextAreas to use the improved map area storage (Live 11/15/2017)
  • Added map areas to mark portions of maps so animals/monsters will try to avoid ( Live 11/15/2017)
  • Added map areas to mark portions of maps so animals/monsters/invas can be prevented from spawning in certain areas (Live 11/15/2017)
  • Performance Improvements on server side pathfinding (Live 11/15/2017)
  • Made harvestable and map object information available to WebAccess while removing hard coded restrictions on number (Live 11/15/2017)
  • Disabled several unused EL map related features for scripting (part of working to phase out EL scripting & improving performance) (Live 11/15/2017)
  • Premium Death includes general area information in a 20x20 grid area (testing 11/14/2017)


#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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