Hot-fix 07-07-20

Due to some issues with personal Powerhour and Bard’s not able to cast on themselves we have decided to do an emergency fix. Below are the changes that have been applied. While we try to keep the hot-fixes to a minimum sometimes they are unavoidable. We hope you appreciate the work that goes into it and we apologize for the inconvenience!

Change-log:

Bug-fixes:
– Fixed an issue where custom houses didn’t get teleporters*. (Contact staff to have them added)
– Fixed a bug where RPer’s would get renamed after participating in Color Wars.
– Fixed a bug where Staff members would also get killed after Color Wars ended.
– Fixed a bug where bards couldn’t heal themselves anymore.
– Fixed a bug where verses were not affecting the bard itself.
– Deadly Sure Strike Shurikens will no longer poison players inside a No PK area.
– Fixed a bug with slayer hit-scripts creating broken weapons.
– Fixed a bug where you could control more creatures than the cap limit allows.
– Fixed a bug where personal Powerhour wouldn’t stop properly and displayed a negative time remaining message.
– Removed the debug messages from the Beastal Bond verse.

Improvements:
– Half-resources Powerhour now checks for half materials at the start of the craft.
– Moved CW kegs next to cannons.
– When you Join Color Wars your items will now be placed inside of a bag in your bank.
– Improved all CW load-outs to be more like the Tournament.
– Improved .setph command. It now tells you which Powerhour you are in when used.
– Increased max Magically controlled pets to 5.
– Mount Stones take Rebirth potions to revive the mount. They don’t require you to be in a town/home anymore (same as other mounts).

Bard:
– Reduced Bardic Boulder damage.
– Fixed Party check on Bard Songs.
– Verse boosts now only work if the receiver is in the same party as the bard or if neither are in a party.

Notes:

* Teleporters are available for these custom houses:
– Two-Story Large Log Cabin (5 teleporters)
– Two-Story Plaster Manor (4 teleporters)
– Two-Story Thatched Manor (6 teleporters)
– Four-Story Stone and Plaster House (1 teleporters)
– Large Stone Manor (8 teleporters)
– Three-Story Double House (4 teleporters)
– Three-Story Stone Villa (2 teleporters)
– Marble Tower (5 teleporters)
– Three-Story Large Plaster Manor (4 teleporters)
– Three-Story Oriental House (2 teleporters)

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Scheduled Maintenance 03-07-20 7:00-7:30pm

We will be doing some maintenance and applying our latest patch.

Change-log:

Staff:
– Head Admin Grark decided to step down.
– Admin Amroth promoted to Head Admin.

Bug-fixes:
– Cleaned up and optimized a lot of Color Wars code.
– Fixed cannons.
– Fixed a bug where the vanity vendor wasn’t snoopable.
– Fixed a bug with spawn-points and custom NPC’s.
– Fixed a slayer script generation for weapons bug.
– Fixed a few loot generation bugs. Loot will be a bit more varied now.
– Fixed an issue where Holy bless would stack with Earth Bless.
– Fixed paralyze icons stuck for Astral Storm and Wraiths Breath.
– Fixed an issue with Hunting Powerhour.
– Fixed an bug where casting weapons would cast every time while you double casted with scrolls.

Game-play:
– Personal Powerhour should now reset every Monday.
– Boost messages show minute fractions.

User interface:
– Added Meditation buff icon while meditating.

Mage:
– Mages receive 20% more physical damage.

Warrior:
– Melee damage increased by 40%.

Powerplayer:
– Melee damage increased by 25%.

Thief:
– Melee damage increased by 35%.

Bard:
– Improved Songs target selection and validation.
– Added Book of Verses (new single target songs).

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Scheduled Maintenance 26-06-20 7:00-7:30pm

We will be doing maintenance to apply some necessary fixes to combat and skill-gain. Downtime should be within 30 minutes.

Change-log:

Bug-fixes:
– Fixed Nujelm renaming exploit.
– Fixed weapon, parry and tactics skill-gains.
– .online command now shows how long ago the player started playing instead of the amount of time played.
– Unstitching will no longer unstitch old items and give iron ingots. It will now terminate properly.

Gameplay:
– Reduced all Physical PvP damage by 30% and additionally reduced Archery damage by 30% for all classes.
– Lower strength poison will no longer overwrite higher level ones.
– Applied some fixes regarding cleanup and NPC’s to Color Wars.
– Shady Merchant is now roaming the wilderness again.

Bard:
– Bards can use ranged weapons again.
– Song of Fright is now enabled again.

Thief:
– Vanity Shop vendor snooping/stealing is set at 140 skill difficulty to bridge the gap between Thief(130) and Shady Merchant(150).

Items:
– Added a hitscript to blacksmith hammer.

Website:
– Added a page for the vanity shop to the info-vault.

Additional Notes:
– The new combat system continues to be improved every patch. Feel free to keep submitting your feedback.

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Hotfix 22-06-20

Due to an unforeseen issue with the latest patch we broke skill-gain for melee attacks. There was also an issue with ranged animations. Both have now been resolved.

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Scheduled Maintenance 21-06-20 10:00-10:15am

We will be applying some hot-fixes. Shard downtime will be 15 minutes.

Change-Log

Gameplay:
– Vanity Vendor can now serve multiple customers at the same time.
– Adjusted Vanity shop prices.
– Fixed a bug where Warrior, Thief and PP were doing too much damage with ranged attacks.
– Fixed a bug that was causing mobiles to attack twice at half speed but doing double single hit damage.

NPC:
– Reduced Tactics on Blama from 200 to 180.
– Reduced Tactics on Spectre from 200 to 70 and Swordsmanship from 175 to 75.
– Reduced Tactics on Troll Lord from 130 to 100 and Mace Fighting from 150 to 110.
– Reduced Tactics on Troll General from 150 to 110 and Mace Fighting from 150 to 100.
– Reducsed Tactics and Mace Fighting on low ranked Trolls.

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Scheduled Maintenance 20-06-20 1pm-2pm

We will be doing a bit of maintenance on the server and apply our latest patch that brings a lot of changes, as with all changes they are expected to cause issues. We have tested it as much as possible but additional fine-tuning is to be expected. Don’t hesitate to supply us with your detailed suggestions and feedback. 

Expected downtime is 1 hour.

New Systems:
– Rewritten physical combat system. 
– Added the Vanity Shop.
– Added Event Token distribution system.
– Reactivated Color Wars. 
– Unstitching (smelting for hides).
– Personal Power Hour system.

Change-log:

Gameplay:
– Vanity shop added. Use the vanity vendor in Ocllo to access it (south of the bank).
– QuestToken Distribution system has been added. This creates a lottery per Quest NPC which players will automatically enter when they deal enough damage to the NPC.
– Added Color Wars system again. Needs more testing to see if it works properly now. Prizes will be vanity tokens.
– Rewritten the combat system. Code has been optimized but will need to be fine-tuned.
– Fixed a bug with Armor absorption which hasn’t been working for a decade due to a bug with casting-armors. It would only calculate armor when you wore armor with an onhitscript.
– You can now use the command .setph to activate your own personal weekly powerhour.
– Fixed a bug with AoE not affecting NPC’s in NO-PK areas.
– Killing Guild Mates will no longer reduce Karma.
– Identify bag skill and INT requirement lowered from 110 to 100.
– Mage tourneybag now includes a proper identifed staff.
– PP tourneybag received some extra PP related items.
– Fixed an issue where flipped lockables were showing an incorrect difficulty rating.

Spellcasting:
– Fixed a bug where spellcasting in certain situations would get stuck.
– When you have Earth Blessing on you, you are no longer affected by the Curse(Circle 4) spell.
– Seraphim’s Will and Angelic Aura now affect creatures under your control.
– Balanced Astral Storm and Wraith’s Breath, both now take into account protections and skills to reduce your frozen time.
– Fixed a bug with buffs where the target was already under influence.
– Fixed an issue with Spellbind not working on some monsters. (Bosses are still immune).
– You can now use targeted beneficial spells in noPK areas again.

NPC:
– Shady Merchant has departed.
– Added lesser bosses (Can be found in the newbie dungeons).
– Balanced armor rating on NPC’s to compensate for the new changes in the combat system.
– Undead mare is now considered undead (was daemon before).
– Bosses will now be ejected if they enter player homes.
– Adjusted skinning for a couple bosses and added champions skinning.
– Increase loot amount for bosses and super bosses slightly.
– Fixed the Random name bug on Warrior for Hire.
– Reduced Mage Hunter ability to detect hidden.
– Fixed a bug where you could stable NPC’s that were controlled with the Control Undead spell.
– Legendary Hunter physical protection has been reduced from LVL 6 to 5.

Items:
– Added Omega Tokens to loottable.
– Fixed Earth Blessing stacking with Nagash’s Staff of Sorcery boost.
– Added Fireworks to Provisioner.
– Writing Desk now opens a container.
– Added Navar’s GM item.
– Warrior for Hire heart no longer gives a target cursor. Drag and drop the Heart on a High Priest to resurrect him. It can only be done 3 times.
– Added Rebirth Potion (Check alchemist book for ingredients). It allows you to res your own pets, a player or remove a resurrection counter from a Warrior For Hire heart.
– Nagash’s Staff of Sorcery now has a cooldown timer that shows how much time until it can be used again.
– Deadly Sure Strike Shurikens now has a cooldown timer that shows how much time until it can be used again.
– Increased loot chance on finding Resurrect and Eartquake scrolls. (lesser bosses also have a chance to drop these).
– Removed all Assassin weapons again. These weren’t meant to be in the game in this form.

Mage:
– Lowered the requirements for the Protections gump to 120 (boss) and 130 (superboss) when using Evaluating Intelligence.
– Totems now inherit stats from their master.
– You now will not cause any damage nor activate spell casting weapons that are not class weapons (I.E. Bows for mages).
– Elemental Fury damage has been reduced by 20%.

Thief:
– You now will not cause any damage nor activate spell casting weapons that are not class weapons (I.E. Bows for mages).

Bard:
– You now will not cause any damage nor activate spell casting weapons that are not class weapons (I.E. Bows for mages).
– Song of Fright has been disabled due to causing tons of debug logging. (It’s the reason why the shard has been lagging). Logfile was almost 100 GB.

Crafter:
– Unstitching kit has been added to the tailor NPC. This will only work on newly crafted leather items. It will break down the material and give back some hides (similar to smelting).
– Reduced the crafting time by 2 seconds for Spec crafters with Carpentry, Bowcraft/Fletching, Blacksmithing and Tinkering.

Combat:
Combat was bugged. There was an issue where Armor(AR) would only be calculated if you were wearing an armor piece with a “cast on hit” modifier on it.
This severe bug has been in the scripts since ZHP/ZHFantasia(POL095).
This lead us to completely debug the combat system (to find out what else is broken) and we came to the conclusion that it needed a complete rewrite.
Both Wintermute and myself have spent a great deal of time redesigning it from scratch.
This means that it’s now at a point where we feel that it’s ready for you guys to try it out. As with all new things there’s always a chance that things don’t work out the way they should.
Feel free to report any issues and we will sort them out if need be. We hope you will enjoy the new combat system as it makes it a bit more challenging and hopefully more rewarding.

So, what has changed in the new combat system?
– Made DEX and STR influence ranged damage, the latter counts twice as much since DEX already increases attack speed.
– Made STR influence melee damage.
– Thieves get skill bonus for ranged and Fencing weapons.
– Redesigned the Parry system where you will not automatically Parry (it was a 100% chance before).
– Because AR is now working on bosses they will be a bit tougher as well. Therefore loot has been slightly increased.
– Some creatures with ranged attack had their DEX reduced to account for the higher attack speed.

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Scheduled Maintenance 01-06-20 1pm-2pm

We have been hard at work to realize yet another great patch full of bug fixes and new content. 

We have also been redesigning our physical combat script which has unfortunately appeared to be quite the challenge. The current script has some major flaws that have gone unnoticed for years and as such is the core problem for a lot of balance issues we’ve been facing. We will be redesigning this combat script in the coming weeks and hope you will provide valuable feedback after it has been deployed.

 As such we will not be launching any major combat changes this patch. We have done some minor tweaking here and there to fix some of the current issues you have been facing. 

Change-log:

Gameplay:
– Highpriest is now a level 4 mage. (If you want to be blessed by him you can give him 2000 gold for the full bless amount. Anything less than 400 will upset him).
– Highpriest payment is now based on class level instead of the strength attribute.
– Elemental Fury damage reduced by 20%.
– Ranged damage at 1 tile distance is 50% of normal damage.
– Elemental Fury / Staff of Nagash (not the boost) have received a slight nerf.
– You will now get raw ribs from player corpses. Raw ribs can’t be sold to an NPC.
– Tournament bags have been reworked.
– Summoned and Tamed spellcasting creatures won’t suicide into melee range anymore and will act more intelligently.

Spellcasting:
– Earth blessing no longer buffs dexterity.
– Shapeshift now buffs the same stats equally again.
– Fixed a bug where you could “double-cast” scrolls and spellbook spells at the same time.
– AoE spells will now take No PK areas into consideration.
– Energy Vortex is now disabled in No PK areas.
– Reworked the control on field spells. (Send feedback if they aren’t working properly).
– Slight increase to curses.
– Paralyze duration has been slightly reduced.
– Mindblast damage has been reduced by 20%.
– Apocalypse damage has been reduced by 20%.
– Teleporting through roofs no longer works.

RPers:
– RPer starter gear and skills are now given by the RPer faction stone after you have entered the RPer faction.
– RPers start at level 1 in the chosen class, have 100 in all stats and receive a 50% increased skill gain due to no macroing rules.
– Added an Orc Racegate.
– RPers can now use .rc to talk to other RPers. Remember RP rules still count here!
– RPers will no longer be hurt by AoE effects and field spells from non-RPer players.

NPC:
– Mage bosses now receive the appropriate amount of physical damage.
– Lots of low level NPC’s have received a nerf to their magic protections.

Items:
– Spear of Renah can no longer be double equipped with other weapons.
– Runebook dyes has been added as a vanity item for the upcoming vanity shop.
– Slayer hitscript items loot chances have been balanced. More slayer types have been added.
– Fixed a bug with lvl 3+ protection jewelry not showing the correct protection name upon being identified.
– Explosion potions now take No PK areas into consideration.
– Fixed a bug with raw resource stacks being destroyed after processing it.

Mage:
– Mages receive 30% more physical damage (this also includes NPC spec mages like termuligin and wraith lord).
– Item ID is now able to target containers and corpses. This will id the contents and give skill per item. You will need 110 item-id skill to use this feature.
– Item ID now shows the rarity of certain items (yellow = uncommon ), (light-blue = rare), (blue = uncommon protection), (green = rare protection), (red = GM item) (light-purple = Legendary).
– Mages now penetrate 3% magic protection per level. Example a lvl 6 mage penetrates 18% so 95%-18%=77%.
– Totems now won’t try to heal (and consequently murder) their Liche masters.
– “All release” and “ release” commands now work on totems, giving you back the totem in item form, will require another Elixer to recreate the totem.

Ranger:
– Can now eat magic fish that give buffs without delay.

Thief:
– Thief can now heal himself again with laced bandages.

Bard:
– Fixed Song of Salvation (ress AoE!).
– Fixed Song of Beckon, now the fairies are at your command.
– Song of Beckon and Summon Guardian summons now work as intended and have the correct max summoning limit.

Crafter (this is already added but wasn’t mentioned during the last patch):
– Azurite ore Air Protection increased from 50% to 65%.
– Virginity ore Holy Protection increased from 50% to 65%.
– Lavarock ore Fire Protection increased from 50% to 65%.
– Undead ore Necro Protection increased from 50% to 65%.
– Ebon Twilight Sapphire gem water Protection decreased from 75% to 65%.
– Dark Sable Ruby gem Fire Protection decreased from 75% to 65%.
– Radiant Nimbus Diamond gem Air Protection and Necro Protection decreased from 75% to 65%.
– Dragon hide Fire Protection increased from 50% to 65%.
– Balron hide Necro Protection increased from 50% to 65%.
– Balrog hide Air Protection increased from 50% to 65%.
– Balrog hide Necro Protection decreased from 75% to 65%.
– Lava hide Fire Protection increased from 50% to 65%.
– Golden Dragon hide Fire Protection and Earth Protection increased from 50% to 65%.
– Ice Crystal hide Water Protection increased from 50% to 65%.
– Angel hide Holy Protection increased from 50% to 65%.

Website:
– Infovault changes to: classes and custom housing is now added to the housing section.

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Hot-fix 23-05-20

Due to some recent problems that arrived after yesterdays patch we will be applying a patch to deal with this. Any faulty items will be restored to their original values. 

Change-log:

Gameplay:
– Elemental Fury damage has been reduced by 30%.
– Caster weapons and armor have their damage reduced by 30%.
– Custom house exhibit area is now open and is a safe zone which can be entered from the Ocllo Architect building.

Mages:
– Reduced the Earthbless and Shapeshift self-boost (only affects mages) by lowering STR, INT a slight bit and reducing DEX by half..
– Evaluating Intelligence debug messages have been removed.
– Item ID can now be used to check item details again. Identifying normal items yields no skill gain.

Thief:
– It’s a bit easier for a thief to cure himself with laced bandages.

Powerplayers:
– Curing with spells has become more difficult (use healing modifiers to increase the chance).
– Antidote has a slightly better cure chance than Cure and Arch-cure.

Items:
– Level 2 protections have been increased from 35% to 50%.
– Level 3 elemental protections now give 65% instead of 50%. All items have been adjusted.
– GM Armors and Elemental Armors give 65% elemental protection instead of 50%.
– Free action, healing modifier and physical protections will now give the correct amount. All bugged items are fixed.

NPC:
– Increased the physical damage on (super)bosses by 10%.

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