Patch Notes
2013 Feb 22 23:22 GMT
Changes to Publish 81 have been patched to TC1. Click on more for the updated publish notes.
Please Note: An alternate client is needed to test the changes.
Currently testing Publish 81.0.0 on Test Center
*Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.
Weapon Revamp
All weapons have now been normalized based on weapon speed and handedness.
Mace:
Fencing:
Axes:
Swords:
Bows:
Throwing:
Weapon Special Move Updates*
Armor Stamina Loss Update:
Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority.
Armor Inherent Lower Mana Cost
Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is not subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
Armor Refinement
Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor.
Armor Refinements are crafted from refinement components that can be collected from:
Treasure Maps
MiB Chests
Merchant Vessels
Pirate Vessels
Town shop container stealables
Champion Spawn Bosses
There are two methods of refining armor:
Blacksmith Armor
Wash (DCI) & Cure (Resists)
Tailor Armor
Polish (DCI) & Scour (Resists)
Carpenter Armor
Gloss (DCI) & Varnish (Resists)
Refinement Levels:
Components can be combined with 20 raw materials available from NPC Merchants:
Blacksmiths
(Malleable Alloy)
Weavers
(Leather Braid)
Carpenters
(Solvent Flask)
When combined with the appropriate raw material the crafter will create Armor Refinements that can be applied to non-medable armor:
Plating – Blacksmith Armor
Threads – Tailor Armor
Resin – Carpenter Armor
There are seven levels of intensity for refinements ranging from “Defense” to “Invulnerability”. There is a much greater chance to acquire high intensity components in Felucca.
When applied to non-medable armor the Refinement can provide a bonus to:
Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75 (80 energy resist for elves), while lowering the Defense Chance Increase cap.
Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to a maximum of 95 while lowering max resists.
Misc Changes:
Please submit feedback through one of the following:
Continue reading...
2013 Feb 22 23:22 GMT
Changes to Publish 81 have been patched to TC1. Click on more for the updated publish notes.
Please Note: An alternate client is needed to test the changes.
Currently testing Publish 81.0.0 on Test Center
*Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.
Weapon Revamp
All weapons have now been normalized based on weapon speed and handedness.
Mace:
- Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
- Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
- Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
- Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
- Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
- Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
- Club, Base damage 10-14 / Weapon Speed 2.5 seconds
- Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
- Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
- Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
- Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
- Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
- War Axe, Base damage 12-16 / Weapon Speed 3.0 seconds
- Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
- Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
- Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
- Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
- Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
- Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
- Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
- Hammer Pick, Base damage 13-17 / Weapon Speed 3.25 seconds
- Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
- War Mace, Base damage 16-20 / Weapon Speed 4 seconds
Fencing:
- Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
- Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
- Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
- Sai, Base damage 10-13 / Weapon Speed 2 seconds
- Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
- Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
- Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
- Kama, Base damage 10-13 / Weapon Speed 2 seconds
- Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
- Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
- Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
- War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
- Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
- Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
- Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
- Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
- Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
- Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
- Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
- Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds
Axes:
- Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
- Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
- Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
- Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
- Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
- Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
- Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
- Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
- Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
- Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
Swords:
- Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
- Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
- Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
- Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
- Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
- Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
- Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
- Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
- Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
- Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
- Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
- Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
- Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
- Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
- Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
- Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
- Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
- Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
- Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
- Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
- No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
- Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
- Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
- Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
- Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
- Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
- Halberd, Base damage 18-21 / Weapon Speed 4 seconds
- Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds
Bows:
- Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
- Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
- Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
- Elven Composite Longbow, Base damage 15-19 / Weapon Speed 3.75 seconds
- Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
- Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
- Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
- Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds
Throwing:
- Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
- Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
- Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds
Weapon Special Move Updates*
- Sai – Primary: Dual Wield / Secondary: Armor Pierce
- Dagger – Primary: Shadow Strike / Secondary: Infection Strike
- Tessen– Primary: Feint / Secondary: Dual Wield
- Nunchaku– Primary: Block / Secondary: Double Strike
- Club – Primary: Crushing Blow / Secondary: Dismount
- Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
- Maul - Primary: Double Strike / Secondary: Concussion
- War Mace - Primary: Crushing Blow / Secondary: Mortal Strike
- Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
- Daisho - Primary: Feint / Secondary: Doublestrike
- Leafblade - Primary: Feint / Secondary: Armor Ignore
- Block mana cost decreased from 30 to 20.
- Crushing Blow mana cost decrease from 25 to 20.
- Concussion mana cost decreased from 25 to 20.
- Dual Wield mana cost decreased from 30 to 20.
- Defense Mastery mana cost decreased from 30 to 20.
- Double Shot mana cost increased from 30 to 35.
- Force Arrow mana cost increased from 15 to 20.
- Force of Nature mana cost decreased from 40 to 35.
- Frenzied Whirlwind mana cost decreased from 30 to 20.
- Infectious Strike mana cost increased from 15 to 20.
- Moving Shot mana cost increased from 15 to 20.
- Mystic Arc mana cost decreased from 25 to 20.
- Serpent Arrow mana cost decreased from 40 to 25.
- Shadow Strike mana cost decreased from 30 to 20.
- Talon Strike mana cost decreased from 30 to 20.
- Riding Swipe mana cost decreased from 30 to 25.
- Bladeweave mana cost decreased from 30 to 15.
- Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
- Dual Wield, base chance to proc extra attack increased from 15% to 25%.
- Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
- Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
- Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
- Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
- Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
- Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
- Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
- Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
- Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
- Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
- Paralyzing Blow, paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.
Armor Stamina Loss Update:
Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority.
- Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
- Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
- Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.
Armor Inherent Lower Mana Cost
Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is not subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
- Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
- Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.
Armor Refinement
Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor.
Armor Refinements are crafted from refinement components that can be collected from:
Treasure Maps
MiB Chests
Merchant Vessels
Pirate Vessels
Town shop container stealables
Champion Spawn Bosses
There are two methods of refining armor:
- Increase max individual resist while lowering max defense chance increase by two.
- Decrease max individual resist while increasing max defense chance increase by two.
Blacksmith Armor
Wash (DCI) & Cure (Resists)
Tailor Armor
Polish (DCI) & Scour (Resists)
Carpenter Armor
Gloss (DCI) & Varnish (Resists)
Refinement Levels:
- Defense - provides least chance at achieving maximum individual resist/ DCI bonus.
- Shielding
- Guarding
- Protection
- Hardening
- Fortification
- Invulnerability - provides greatest chance at achieving maximum individual resist/ DCI bonus.
Components can be combined with 20 raw materials available from NPC Merchants:
Blacksmiths
(Malleable Alloy)
Weavers
(Leather Braid)
Carpenters
(Solvent Flask)
When combined with the appropriate raw material the crafter will create Armor Refinements that can be applied to non-medable armor:
Plating – Blacksmith Armor
Threads – Tailor Armor
Resin – Carpenter Armor
There are seven levels of intensity for refinements ranging from “Defense” to “Invulnerability”. There is a much greater chance to acquire high intensity components in Felucca.
When applied to non-medable armor the Refinement can provide a bonus to:
Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75 (80 energy resist for elves), while lowering the Defense Chance Increase cap.
Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to a maximum of 95 while lowering max resists.
Misc Changes:
- The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
- Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
- Ninjitsu: animal form can now be interrupted while casting. Faster casting now longer effects animal form.
- Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
- Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
- All cool downs have been removed from refresh potions. “Total” refresh potions have now been converted to “Greater” refresh potions which will provide more refresh than standard refresh potions.
- Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
- Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
- Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
- The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
- Imbuing base intensity caps have been increased up to 500 for two handed melee weapon and up to 550 for bows and crossbows.
Please submit feedback through one of the following:
- Contact Form - Under “Game Feedback”
- Stratics Test Center Forum
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