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[UO Herald] Publish 73 Comes to Test Center

Storm

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Greetings,

Publish 73 comes to Test Center this afternoon, along with the Enhance Client Patch 4.0.19 and the Classic Client Patch 7.0.19.



Here are the notes for your reading pleasure, thanks!



Publish 73.0



Shame Upgrade

Dungeon Shame has been revised. The monsters have been revised to be a little bit more challenging and scaled in difficulty for new-to-veteran players. The shame loot system has been revised so you should notice less items with throw-away intensity values on properties, and an overall improvement in the loot generated.

First and second levels will provide a good training ground for journeyman to adept skill levels while level 3 should provide a little more of a challenge. On the first 3 levels there will be a renowned monster that can be spawned at a key point in the dungeon by summoning from an altar to give you a taste of the monster difficulty at the next level.

All the monsters within the dungeon have a chance to drop dungeon crystals which can be used to spawn the renowned of each level. In certain areas there will also be a chance when killing creatures for a renowned version of those creatures to be spawned. Similar to a paragon but not as friendly.

Level 5: The monsters on level 5 are a bit heavier and harder hitting than the other levels.

Overview of Shame’s purpose

All new MOBs to thrill and kill!
Each level more devestating than the last!
MOB corpses possibly contain Shame Dungeon Crystals
Shame Dungeon Crystals may be consumed to increase player's Shame Dungeon Points... or used for whatever.
Shame Dungeon Points spent on altars in the first three levels of Shame.
These altars spawn new, tenacious Elite MOBs.
Collect all three, if you dare!
Cave Troll Wall Guardians
You've got to pay the Troll Toll if you want to get in the bowels of Shame.
The price... death.
Can you clear Shame in just an apron? Few have tried, none have succeeded.


Bard Mastery Adjustments

PvM Damage is now a chance to interrupt based on damage amount
Upkeep Cost Reduced for all abilities.
Mana Cost reduced from 1 for every 2 targets to 1 for every 5 targets
Base Upkeep Cost Reduced by 1
INSPIRE 4
INVIGORATE 5
PRESERVANCE 5
RESILIENCE 4
TRIBULATION 10
DESPAIR 12
Inspire:
Bonus Damage Modifier: 1 – 15% To ALL Damage
Resilience:
Regeneration Increased from 1- 11 to 1-22
Preservance:
Damage Reduction/Defense Chance Bonus Increased from 1-22 to 1-30
Despair:
Damage Type now selectable through context menu on spellbook.
Spellbooks without the context menu can be fixed by casting the despair spell once



Alchemy/Enhancement Potions

Alchemy will now provide a similar functionality to enhance potions as magic resist does to base resistances.
Combined Enhanced Potions Effect will remain as Alchemy / 3.3 + Enhace Potions = (30 + 75)
Minimum Enhance potions effect = Alchemy / 2.0 ( 0-50%)


EC Terrain Texture Updates

Some terrain types in the EC client have been updated for scaling and to improve overall detail.



Shame Itemization Upgrade

Coupled with the revamp of Dungeon Shame, Publish 73 introduces a new random magic item generation system. This new system will only create items for monster kills in Shame, and for the lost-and-found items for the Honesty virtue. Loot drops elsewhere in the game world are unaffected, though the plan will be to eventually convert loot drops throughout Sosaria to use this new system.

The new loot generator creates an exciting array of new possibilities:

Some magic item properties will now appear on types of items they have not been seen on before.
Many magic items will have negative properties, such as Cursed, Cannot be Repaired, Brittle, and Unlucky. These items will receive more power than standard items to compensate for their disadvantages.
Some items will be generated with item properties designed to fit a theme and work together. These items will be named.
Luck will play a significant role in loot generation with this system.
Here are the details:

Any item generated by this new system will have a line near the bottom of its tooltip:
Minor Magic Item
Lesser Magic Item
Greater Magic Item
Major Magic Item
Lesser Artifact (this is approximately equivalent to an item Imbued to the max)
Greater Artifact
Major Artifact
Legendary Artifact
The strength of an item generated depends partially on the strength and toughness of the creature killed.
There is a very small chance that a loot drop will be a very powerful item.
This can happen with weak creatures, but is extremely rare
This is more likely to happen with stronger creatures
Luck significantly increases the chance of this happening
Item Strength has these effects on loot generation:
Weak named items will tend to have fewer than 5 properties, leaving open slots for Imbuing
Weak random items will generally have 5 item properties at low values
Stronger items will tend to have 5 item properties
Extremely powerful items will sometimes have more than 5 item properties
Weak items tend to not be named, and to have random item properties
Stronger items have a better chance of being generated as Named Items
Weaker items have smaller chances of being generated with Disadvantages
Stronger items have a much greater chance of being generated with Disadvantages
Many item properties generated by this system have more coarse granularity of values:
For example, Luck only appears in increments of 10
For example, Skill bonuses only appear in increments of 5
Disadvantages:
These appear on items randomly.
More powerful items tend to receive more disadvantages
Each disadvantage grants the item significantly more power
The disadvantages are:
Unlucky
Item shows “Luck -100” in tooltip
Item cannot have Luck and Unlucky at the same time
Provides a small boost to overall item power
Brittle
Item is 25 durability. Cannot use Powder of Fortification
Item cannot have Brittle and Durability at the same time
Provides a moderate boost to item power
Cannot Be Repaired
Item cannot be repaired by any means. Cannot use PoF
Provides a high boost to item power
Cursed
Item cannot be insured or blessed
Provides an extreme boost to item power
Items that are free of disadvantages can be generated
Powerful items are very rarely “clean”
Weaker items are frequently “clean”
Luck has no influence on the frequency of item Disadvantage generation
Item Generation
Creatures are assigned a difficulty rating
When the creature is killed, its Difficulty Rating and the killers’ Luck factor into loot generation
More difficult creatures generate more items
Each item receives a Base Item Property Budget
Each item receive s a Bonus Item Property Budget
The Bonus property budget may be added multiple times
The higher the killer’s Luck, the higher the chance of multiple Bonus Budget
After the item budget is determined:
The higher the Budget, the more Disadvantage Rolls are made for the item
Each Disadvantage Roll has a chance of adding a new Disadvantage
Each Disadvantage adds a fixed bonus to the item’s Budget
Once the final Budget is known:
The higher the Budget, the greater the chance of generating Named Items
The higher the Budget, the more Item Properties will be added
Finally, the Budget is spent to add Item Properties to the item
Named Items
There are 12 “packages” of Item Properties.
Each Package contains a group of properties fitting a purpose or a theme
Each package is associated with a Name Prefix
Each package is associated with a Name Suffix
Items can be generated as:
Unnamed (random properties)
Prefix Only (some properties from one package, some random)
Suffix Only (some properties from one package, some random)
Prefix and Suffix (some properties from one package, some from a different package)
The Name Prefixes and Suffixes

Prefix: Mighty Suffix: of Vitality Theme: Strength and Hit Point-related
Prefix: Mystic Suffix: of Sorcery Theme: Intelligence and mana-related
Prefix: Animaged Suffix: of Haste Theme: Dex, Stamina, and Speed
Prefix: Arcane Suffix: of Wizardry Theme: Spell casting modifiers
Prefix: Exquisite Suffix: of Quality Theme: Item Quality / Durability
Prefix: Vampiric Suffix: of the Vampire Theme: Leeches and Drains
Prefix: Invigorating Suffix: of Restoration Theme: Regeneration (incl. damage eaters)
Prefix: Fortified Suffix: of Defense Theme: Damage avoidance
Prefix: Auspicious Suffix: of Fortune Theme: Luck
Prefix: Charmed Suffix: of Alchemy Theme: Enhance Potions (incl. Balanced)
Prefix: Vicious Suffix: of Slaughter Theme: Dealing Damage (incl. Slayers)
Prefix: Towering Suffix: of Aegis Theme: Mitigating damage taken (incl. resists)



Example Items

The Ring is free of disadvantages. The Bracelet is Cursed, which boosts its Item Property strength up to “Greater Magic Item”.

















Bug Fixes

Then a pitcher is filled from a barrel it will no longer have 5 counts of water it will now have 40.
Fixed the issue with TC1 not linking to Ter Mur when wiped
Bird and Bovine slayers should now be factored in imbuing and insurance
You can no longer dye toggled quest items
Thunderstorm spell should now show the correct effect
Bladeweave will no longer function on non bleedable creatures
Removed Double strike from the list of bladeweave attack options
Added extra weight to liquor barrels which contains liquor.
Even if players are on 2 or more NPE skill gain quests and complete one of them, the buff icon no longer disappear.
Hired NPCs no longer vanish randomly.
Fix a bug that players couldn’t re-fill a pot of eggnog.


Legacy client 7.0.19

Cliloc Changes
Players have the ability to ignore other players in Global Chat, this ignore affects Global chat only.


Enhanced Client 4.0.19

Cliloc Changes
Players have the ability to ignore other players in Global Chat, this ignore affects Global chat only.


More...
 

Storm

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As posted by Mesanna
Shame is in both Fel and Tram, the only difference is the items from the elites is 100% drop in Fel and Tram has a lower percentage drop rate.

Mesanna
 

Storm

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correction added by Phoenix
I think there was a slight miscommunication. The drop rates are the same. The difference with Felucca Shame is that items will have a slightly higher item property budget, and luck checks done for loot generation are given a significant bonus.
 

Promathia

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This needs to be fixed. The Second level boss spawned in part of the dungeon you have to teleport to. There is no other way across

 

Frarc

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Idea: For the revamp of the anti-Virtue Dungeons.


We can gain a little in the Virtue opposite from the dungeon after defeating the bosses. For Dungeon Shame it would be Virtue of Honor.
 

Salivern_Diago

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I like that idea Frarc, but not just for the bosses. If you are at nothing for the virtue then you should get some 'gain' from killing any mob till you reach a certain level at which point it wanes off. A bit like how Karma/Fame works at the moment.
 

Frarc

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I like that idea Frarc, but not just for the bosses. If you are at nothing for the virtue then you should get some 'gain' from killing any mob till you reach a certain level at which point it wanes off. A bit like how Karma/Fame works at the moment.

Aye
 

Cetric

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the -100 luck on most items counts as a mod, and as a -100 intensity on the item for imbuing. both of these should probably be removed.


Also - for the love of god don't put in a way to remove the disadvantage parts of items "Cursed", "Brittle" "Cannot be repaired"

Saw that in the cliloc notes... bad bad bad idea... makes for way too many possible insane pieces.
 

Adrianas

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Storm, what UI are you running to give you those screenshots? Just curious. Thx.

- Adrianas
 

Wizal the Fox

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Mystic prefix is already used for weapons able to kill Berserkers (along with Vanquishing and Power) that were dropping during the Ophidian and Magincia invastion. Perhaps you should use another prefix for the new items involving Intelligence/Mana.
 
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