Posted to <a target="_blank" href=http://www.uoherald.com/news/>uoherald.com:</a><blockquote><span class=osi></p>
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Test Center 1 Has Been Updated </br></font> <font size=-1>Jeremy Dalberg </font>
19 Mar 2008 14:33:51
TC1 has been updated with the following: </p>
Arch Cure now cures poison at the same difficulty as the regular cure spell.
At 120 magery: Level 1: 100% chance to cure Level 2: 100% chance to cure Level 3: 97% chance to cure Level 4: 66% chance to cure Level 5: 35% chance to cure </p>
Fixed a NPC Grammar Error </p>
Greater Dragons now drop scales and leather when skinned</p>
Properties on the ML recipe bows should now stack correctly with runic, exceptional and material bonuses</p>
Body sculptors and hairdressers should no longer wander too far away</p>
Recipe bows that previously had a 0% exceptional chance now have a 5% exceptional chance (In order to allow for an exceptional chance greater than 0 at GM skill, the success rate and minimum fletching skill have been adjusted. Success rate is now 50% at GM (was 40%.) Min Fletching is now 70 (was 75%.))</p>
Ships will no longer catch fire around the island of Magincia</p>
Leather and elf armor will no longer lose properties when runic-crafted or spawned as magic loot</p>
NPC animated corpses should now deal damage and take damage in the Trammel ruleset. </p>
Players should now be able to complete the summon fiend quest chain.</p>
All bunnies will spawn in their normal colors again</p>
Pet summoning ball changes:</p> Pet summoning balls unhide the summoner when attempting to summon their pet. Pet summoning balls have a disruptable casting animation like other spells Pet summoning balls have a reuse delay of 15 seconds.
Pet AI changes:</p> [*] Guard: The pet should guard as it does currently. [*]Follow: The pet should follow. It will not attack anything, even if it is attacked. <//li> [*]Come: The pet should come. It will not attack anything, even if it is attacked. (If the pet cannot pathfind to its owner, it will not become passive.) [*] Kill/Attack: The pet will attack its target as it does currently. [*]Stop: The pet will stop attacking. It will not attack anything, even if it is attacked, and may wander. [*]Stay: The pet will stay where it is currently, and will not attack anything, even if it is attacked.
Fixed an issue where Talismans were occasionally spawning without any properties</p>
Players can no longer place insured items on a player-run vendor. (Existing insured items on vendors will not be affected.)</p>
Quest items will now untoggle if the player dies while carrying them</p>
Players will now receive a 'You have too many pets guarding you' system message if they already have more than 5 pets guarding them. (Note: pets in the stable that have been commanded to guard may count towards this limit.)</p>
Each pet that is guarding a player will have a "Guarding" note on mouseover.</p>
Fixed issues with the list of guarding pets not being maintained correctly</p>
Provoking onto a creature will no longer cause those in combat with that creature to stop fighting</p>
The Darkwood Armor set bonus now has 100 Luck instead of Night Sight</p>
Acid Proof Rope will no longer remove a spell from a spellbook when crafted</p>
The "Bless" spell icon will no longer incorrectly disappear if the player logs out</p>
Regina in Castle British now lets you know if you are on the wrong stage of the quest rather than just saying you are too busy</p>
Fixed system message upon creating an alliance to correctly show the alliance name</p>
Exceptional crafted chocolate will have the maker's mark attached correctly</p>
Salvage bags will no longer recycle Age of Shadows gift clothing </p>