• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

[News] TC 1 Has Been Updated

Larisa

Publishing Manager, Stratics Leadership
Editor
Reporter
Moderator
Professional
Editor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Posted to <a target="_blank" href=http://www.uoherald.com/news/>uoherald.com:</a><blockquote><span class=osi></p>

<font size=+1> Test Center 1 Has Been Updated </br></font> <font size=-1>Jeremy Dalberg </font>
21 Mar 2008 16:42:32

TC1 has been updated with the following: </p>

Changes to Archcure have been reverted</p>

Fixed an additional bug that caused properties to be dropped on some ML weapons</p>

Fixed the issue with bonded pets not leaving ghosts</p>

Added Pet Summoning Balls and 100 Translocation Powder to bank boxes</p>

Added a Crystaline Ring to the bank per players request. Note: players will have to make a new character to get this ring in their bank box </p>

Fixed an issue with the Library Talisman sometimes not having useful properties</p>
 
G

Guest

Guest
<blockquote><hr>

Fixed an issue with the Library Talisman sometimes not having useful properties

[/ QUOTE ]

What this means is we had an internal issue related only to this publish where the alchemy and inscription crafting bonuses were not always showing up on these talismans. They were getting randomized bonuses. This has been corrected.
 
Z

zeromessiah

Guest
so i now get it all you have to do is scream to the high heavens and you shall get what you wish for...so warriors i think it is time we scream for an ornament of the warrior , or for magic resist to resist a flame strike, or for hot dogs and hot dog buns to come in equal amounts.
 
G

Guest

Guest
I see the powder but I seem to be missing the pet balls...are they missing or am I blind?
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Hey, how about making the Friend of the Library Talismans actually worth wearing, by giving them a bonus of some sort? Say, a random protection, and maybe adding a new property specifically for it - Blank Scroll Summoning? Reagent summoning (summons one the bags that spawn on Juka mages - 1-3 of each mage reg)? Then, have an NPC to exchange blank talismans (library and otherwise) for ones with properties (1 library talisman per customer, the rest totally random normal talismans, with a 1 in 1000 chance of a colection or minor artifact one)?

It was silly to have them with no properties at all, and not even needed to be worn to donate.
 
C

Connor_Graham

Guest
"or for hot dogs and hot dog buns to come in equal amounts."

Ah, but they're that way for a reason.

So.....

The question to you is...:

Why DO hot dogs come in packs of 10 and hot dog buns only come in packs of 8?

 
I

imported_Lariat

Guest
<blockquote><hr>

Why DO hot dogs come in packs of 10 and hot dog buns only come in packs of 8?

[/ QUOTE ]
They don't, if you buy the jumbo. 8 and 8, just as it should be.
 
G

Guest

Guest
Katlene,

I believe they mentioned earlier in the week that the houseing server on Test is broken and they are currently working to fix it... That is why no changes in the housing have been implimented yet.
 
F

Fayled Dhreams

Guest
yep
The housing stuff is waiting on a fix for the housing server that handles the test shards - without that, we can't test any of those changes internally or externally. So, with a little luck, the next publish should have both sets of fixes, and you should have previews of them much sooner than that.
 
I

imported_ElRay

Guest
<blockquote><hr>

so i now get it all you have to do is scream to the high heavens and you shall get what you wish for...

[/ QUOTE ]

yes scream, but the devs wont listen to mindless ramblings of idiocy, only through patience and testing with the playerbase can we come to achieve balance.....look all you guys complaining about how the changes got scrapped, please show me where ANYONE WAS COMPLAINING ABOUT HOW IT ORIGINALLY WAS....please show me your posts of complaints, before the changes were announced, because I remember exactly NONE coming from any of you......kthx


<blockquote><hr>


so warriors i think it is time we scream for an ornament of the warrior , or for magic resist to resist a flame strike, or for hot dogs and hot dog buns to come in equal amounts.



[/ QUOTE ]

its called disrupting the casters spell with a plethora of ways, that I need not go into.........resist/block a flamestrike, its called bushido, I suggest you use it
 
I

imported_Sarphus

Guest
It's not about how loud you scream. The loud screamers are just noise.

It's about how good of an argument you can make to support your point of view.
 
I

imported_athos_uo

Guest
Chrome has pointed out that the poison trap by tinkering is changed on his site.

I have confirmed it on TC1.

Formerly the Level of poison trap was designed as follows:

Poison Level = Tinkering Skill / 10( when the tinkering skill is over 40.0 )

so, if the GM Tinker made poison trap, it was of Level 10, and it was the worst strong.

Now, it is as follows on TC1:
Poison Level = Tinkering Skill / 5

I suppose it is introduced related to the original change of Arch Cure.

Will this change stay in the publish, even if the change of Arch Cure is reverted?
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
<blockquote><hr>

It's not about how loud you scream. The loud screamers are just noise.

It's about how good of an argument you can make to support your point of view.

[/ QUOTE ]
You're such an optimist...
 
C

Crystilastmous

Guest
Changes look good so far, useful fixes. 100 % on the reverting of arch cure changes.


May we please address velocity on bows?

When using a velocity bow you may notice damage above your targets head. and a message saying something to the effect of "Your arrow strikes with velocity"

Well this is a problem... Because those numbers go off, but the target never incurs the damage from those numbers. AT LEAST on other players, I have not tested on a monster.

May we please investigate this problem? I think it should be fixed if we're going to have that property on our bows, because right now as it stands, that is 50 % Hit Nothing.
 
I

imported_Chrome

Guest
In TC1, tinker skill and poison trap level is following.
Poison level = Tinkering Skill / 20

Poison trap and Poison level
Tinkering 30.0~39.9 --- poison level 1 (lesser poison)
Tinkering 40.0~59.9 --- poison level 2 (normal poison)
Tinkering 60.0~79.9 --- poison level 3 (greater poison)
Tinkering 80.0~99.9 --- poison level 4 (deadly poison)
Tinkering 100.0--- poison level 5 (lethal poison)
 
F

Fayled Dhreams

Guest
Thank you Chrome,
Can you comment as to whether to possesion of the skill poisoning HAS any effect for the tinker made trap?

Either way ... do you feel that a scale, based on skill(tinker), for the poisoning of traps ... is where it should be?

How about the use of different Grades of poison, from a bottle/keg ... by a tinker of only tinker skill?
any change ideas? remain as is?

Thanks
(and Athos, you too!)
 
I

imported_Tina Small

Guest
It would be good to know if faction gas traps will have their potency reduced with this publish. If yes, I have to ask what the thinking is and why no information on this change was included in the test center publish notes. (Am guessing it's tied in to the change that was planned for the Arch Cure spell but that is now cancelled.)

The way gas traps have been working until now has been fine. I believe most faction tinkers go to GM tinkering and use deadly poison potions to make gas trap deeds so that they are as potent as possible, since they cost faction silver to make and remain where placed for 24 hours until they disappear or are removed by a trap remover. They have the potential to poison many characters in that time. When I botch the process of removing a gas trap or inadvertently run over one, I've usually been able to cure them (at 95-100 magery) by casting Arch Cure a couple of times. I've definitely died to them, though, on more than one occasion. Perhaps also relevant to any discussion of gas traps is that two of the faction bases are in towns and therefore it is possible for these bases to have gas traps placed right next to explosion traps. That combination can be quite a killer for a lot of characters. Please don't take that as a complaint about the gas traps though. I think they've been just fine until now and will be very puzzled if someone has decided they require some sort of change.
 
I

imported_Tina Small

Guest
<blockquote><hr>

In TC1, tinker skill and poison trap level is following.
Poison level = Tinkering Skill / 20

Poison trap and Poison level
Tinkering 30.0~39.9 --- poison level 1 (lesser poison)
Tinkering 40.0~59.9 --- poison level 2 (normal poison)
Tinkering 60.0~79.9 --- poison level 3 (greater poison)
Tinkering 80.0~99.9 --- poison level 4 (deadly poison)
Tinkering 100.0--- poison level 5 (lethal poison)

[/ QUOTE ]

Chrome, how were you able to determine that there has been a formula change in this publish for calculating the poison level of faction gas traps? I think perhaps you play in Japan and am wondering if maybe your forums have had some additional developer feedback or community rep information about what's in this publish than we've had here on this forum.
 
Top