Update Thread - Printable Version +- Sanctuary Shard Forums (http://forums.sanctuaryshard.com) +-- Forum: General Boards (http://forums.sanctuaryshard.com/forumdisplay.php?fid=1) +--- Forum: News and Announcements (http://forums.sanctuaryshard.com/forumdisplay.php?fid=2) +--- Thread: Update Thread (/showthread.php?tid=52) |
RE: Update Thread - Lara - 08-25-2019 Updated 9-1-19 * World Map has been updated to remove the deco in the craft hills so that we might have room for the new crafting stations. Teleport/Z issue fixed on Trammel for next update. * Summer Isle has had the stairs on three of the undead ruined forts rotated so we can line up three other dungeons later this week. * Full Low Shelf Addon should now give a deed back when removed with an ax. * FIXED: When houses are released, (in addition to the 1gp refund) they are reverting to the 'suggested' 1 secure, rather than the 3-5 they were set to upon renting. * Speed boots are now disabled for 2 mins when your combatant is a player. * Players will now receive more mana for wearing less armor, but to a factor of 2x. This is a balance to the armor HP additions for melee characters, and a balancing option for the disabling of fast boots in PvP. * Housing rental refunds has been implemented. http://www.sanctuaryshard.com/index.php?title=Housing Stability Code added to handle some of the other clients being used but causing server crashes. Necro Spells * Corpse Skin increases AR, decreases spell interruption, reduces magic resist and increases damage taken from magic. This can be cleansed by Devotion Cleanse. It has a duration that is Spirit Speak - Magic Resist / 25 + 40 seconds. http://www.sanctuaryshard.com/index.php?title=Necromancy#Lich_Form Staff * Staff can now evict players from their housing via a dot command called .evict -- this starts a timer that will evict them in 7 days. The command sends them a message in game. If they are not logged in it will notify them time they login in. Repeating the command will cancel the eviction. Can staff please test this? When and how this will be used will be posted later. RPCSS * Stage One rumors from RPCSS will be sent via the post to guild members of the RPCSS Faction/Noble House on Tuesdays, starting 9/10. There may be some tests sent out tomorrow or Monday. * Stage Two rumors from RPCSS will be loaded into the Town Criers starting next Thursday, 9/12. But there may be some testing happening this week. Basically, ignore any rumors you get this coming week, and wait until the second week of Sept. RE: Update Thread - Lyrrin - 09-01-2019 Updated 9/3/19 6:45AM EST
RE: Update Thread - Mithril - 09-03-2019 Updated 9-3-19 12:30PM EST
RE: Update Thread - Lara - 09-07-2019 UPDATED 9/9/19 at 9 am There is a file update: http://www.sanctuaryshard.com/index.php?title=Downloads * Magic Item loot drops have been raised * Underhill map has been updated with some fixes for the dungeons * Cuiveinen, world map, has been updated. * The Camping skill has been removed from the limited functionality list: http://www.sanctuaryshard.com/index.php?title=Camping * Regional Music has been implemented. * Each of the occupied forts/castles on Cuiviénen have a 150 square tile guard region. This will not cover the whole of the capitals, and the castle south of Drokkburg is only 100 square tiles. All guards from Cuiveinen have been removed and should stay removed, to call guards players will need to type "guard". * Parry has been reverted to the standard implementation Temporary Guard Implementation on Cuivienen (This has been explained to the house leaders as a temporary solution, ask Lara in DM if you have questions.) The UO client will "query criminal actions" for any harmful action between players on the World Map, unless they are in guilds set as ally or enemy. This is a client side restriction and can not be changed. Please consider turning off "query before performing criminal actions" under the reputation system tab of the option window of the client. The UO client will flag anyone who performs a harmful action on Cuiveinen as grey to their target, and their target only. We can not change this, however being gray does not last very long, and has no further ramifications unless you are in a guard zone, because Sanctuary does not consider this to be a "criminal act". When you are in a guard zone, you will be flagged as a criminal, and your target has 15 seconds to call the guards. The guards will take a few seconds to arrive, but when they do its an insta-kill. (This is on the list of to be fixed first.) The criminal act will be cleared in 2 mins, and you will be blue again. Killing another player on Cuiveinen, regardless of location, or guild status, will never flag you as murderer, that is disabled on Sanctuary. Lara - Wiki has been updated: http://www.sanctuaryshard.com/index.php?title=Player_vs_Player_(Mechs)#Dueling RE: Update Thread - Lara - 09-13-2019 Updated 9-16-19 9:00AM EST * Devotion (was Chivalry) has been converted to pre-aos and all of its spells should now work. Note that they now use Stamina to cast instead of Mana. Precision and Deception will be following suit with this so that all three will eventually use stamina instead of mana. The system needs some testing for balance both in PvM and PvP. Please post any feed back to the bug boards for review. Devotion is now officially removed from the Pre-AOS warning list. http://www.sanctuaryshard.com/index.php?title=Devotion#Overview. * Players may request a FREE skill change to or from Devotion along with another related skill change should they feel a need to switch around parry or something related to the build. * Focus will NOT be changed to add mana regeneration. It will remain a skill to increase stamina regeneration given the changes to Devotion, Precision and Deception. RE: Update Thread - Lara - 09-22-2019 September 22nd * Cuiveinen map update RE: Update Thread - Lara - 09-26-2019 Update 10-01-19 8:45AM EST Balancing the Economy There are many game theories on how to create a stable player economy. On a private shard like ours, Mithril and I feel that the most stable model is one that is based on time. To that end we are balancing out the crafting and harvesting skills with the following goals in mind: One, that 1 reagent can be harvested at the same rate as 1 arrow and 1 bandage can be crafted. Obviously reagents are a single step process and arrows and bandages are a multi step process and this will require some finagaling to accomplish. However, the final goal is to make sure that the TIME to produce these three core items is roughly the same. The rate of usage, for these three items, on a UO shard is also roughly equal, so this creates our first “standard measurement” for the economy. Two, that the amount of time it takes to harvest 100 resources is the same amount of time to turn those resources into a final product. So if it takes X time to mine and smelt 100 ingots, it will take the same X time to turn all of those 100 ingots into armor or weapons. This then creates simple calculations: All resources can be priced equally All crafted items can be priced based on the cost of the resources x 2 This is clearly very simplified, and player economies are fluid things, yet, this method will eventually allow a balanced economy to develop where what hunters are willing to pay for arrows, bandages or reagents will drive all other costs with equal emphasis across most crafted items. Quirky exceptions exist naturally, don’t get distracted by oddball widget A of R, it will either be standardized or left to fester under the weight of its individuality. Now, at least a few of you are going to have a million questions on details and theory. And while I enjoy discussing game design theory, they are long and complex discussion that I can’t dedicate the time to. Hopefully, this post satisfies most of the rest of you, if not, the proof will be in the pudding. This design is based on the ASSUMPTION that 5 seconds of effort is worth 3 gold, or approximately 2100 gold per hour. Please understand that this 3 gold is a GUESS. This price is additionally influenced by what NPCs buy/sell at, and how much gold can be made hunting. Resources might balance out to as low as 2 gold each or go as high as 5 or 6 before everything settles down. We will be reviewing the buy/sell prices as well as the loot drops over the next few weeks. Harvest Skills In general, harvest skills are standardized so that 5 seconds of time = 1 resource. At GM skill, you accrue 2 items every 10 seconds. Below GM skill, you have a chance of failure based on min/max skill required and may collect nothing for a given 10 second interval. Significant changes to the system are noted below. Butchering/Herding
Craft Skills In general, craft skills are standardized so that items take 5 seconds to craft per base resource required to craft it. For example, if an item requires 10 ingots, it will take 50 seconds to craft. Some exceptions:
Alchemy/Glassblowing
RE: Update Thread - Mithril - 10-03-2019 Updates 10-03-19 12:15PM EST Shard
RE: Update Thread - Lara - 10-06-2019 Updated 10-24-19 9:00AM EST Game Wishlist Items
RE: Update Thread - Mithril - 10-24-2019 11/4/2019 12:54 pm Scripts
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