1.7.0.1 Changes

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NiteHawk
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1.7.0.1 Changes

Postby NiteHawk » Thu Aug 30, 2018 7:18 pm

The big update is finally here. Some things such as skills, knapsacks, etc are in but not release just yet. We will be working on releasing some fun things within the next couple weeks. Let's start the long list:

I will make a TL;DR for the important stuff in a little.


-Race/Class/Game Changes
--MR has been slightly adjusted again. (Generally still 4% per wis point but starts at 28% wis for PVP, 10% for PVE. So the MR is in between a old ninja vs old mr, will be playing with this though as I haven't had alot of data yet.)
--Game speed has been increased around 20-25%. This means exhaust is only 6 seconds, drinking potions is 6 seconds, ticks are 4 seconds, etc.

--Knights
---Knights now gain focus points per successful attack. Focus points go down if you move and also will go down over time.
---Focus points are based off charisma. 10 charisma = 4AP at level 25, 23 charisma = 8AP at level 25.
---Focus points can be used for two special attacks, /smash and /strike.
---/Smash will reduce INT and is charisma based for how long and how much. It also does 15% more damage. It takes 3 focus points.
---/Strike is a straight up damage attack. It has a minimum requirement of 2 focus points and will use all your focus points on use. Each focus point is 10% more damage and also boosts your chance to hit (It would be something like (YOURAGI + ((Focus Points - 2) * 0.04167 * YOURAGI))..


--Assassins
---Take 15% more spell damage.


--Assassins/Thieves
---Use cloth armor now. You will get a Shadow Token which can convert your current armor to cloth of equal value (which includes your enchants, hums, etc.) or it can be used to unsoulbind your current medium armor.
---Hide has been revamped (mostly for PVP). You don't need to move in and out anymore. It works via /hide (delay) attack and starts at 0.5 seconds. The more people in the room will increase this timer 0.05seconds per person. For example, 2 people in the room (not including yourself) is a 0.6s attack delay. (which again is about a fast person going back and forth). If 12 people are in the room, your hide (delay) attack will be 1.1 seconds, etc. Being found out also has a hide delay penalty (little less impacting then the hide (delay) attack), so double hiding is still exists but you cannot just instant rehide. The formula for that is 0.5 + ((PlayersInRoom-5) * 0.05) where 0.5 is the lowest. Anything under 5 players will not effect you. 12 players would be 0.85 seconds rehide delay. The found delay does not effect PVE and you can rehide instantly.


--Theives
---Take 5% more spell damage.
---Thieves drop rate bonus now effects humming drops! If hum chance is 10% (which it is at right now), then hum chance increases to 13.3% (10% * 1.33). It does not effect the type of hum however. It also does not effect store bought chances, so you don't need to make a level 1 thief to buy PP/CM items.
---Traps are now in! Right now they are mostly PVP based but will effect NPCs in a party too.
----These are all tests right now but we have three different types of traps, Damage, Bind, and Sensor. You can place only 1 damage/bind trap, and up to 3 sensor traps. You have a max of 3 traps to place. (So 1 damage/bind trap 2 sensor, 3 sensor, etc).
----Damage traps come in a two flavors, regular and divinity. They will effect a WHOLE PARTY. They take a % of their max HP rather then a set amount to prevent players abusing lower level/etc. (This does not effect level 15 and under players, but if a level 15 is a party leader with 4 other level 25'ers, those 25ers will be hit, not the under 15'er though. If no one is to be effected, the trap simples does not trigger.)
----Damage traps also come in three flavors, weak, normal, and strong. Divinity traps generally do more damage overall and also deal extra divinity damage.
----Bind traps bind the party leader. Once bound a NPC will appear 'Entangling Roots (Binded Name)' and you must kill it to continue. Giving the party to another will still not allow him/her to move, and he will be left behind. The NPC itself has 1HP and no dodge/mr, so it is easy to deal with at any level.
----Sensor traps will let you know when someone trigger it and how many people triggered it. The people who trigger it will be notified as well (though this may be removed in the future, depends!)
----You can clear traps with /cleartraps. You cannot pick the type of trap to clear so place traps properly.
----If you logout, your traps will clear. Dying has no effect.
----A sorcerers hover spell will prevent traps from triggering.
----Thieves and Rangers can disarm traps. Traps difficulty is based on their int vs your int with a base of 40% with same INT. You have a chance to recover the trap as well (also based on int).
----Eventually may have PVE traps but I'm not sure if it has any value on doing so. They would have to be seperate traps as NPCs triggering basic traps would be problematic.
----One free allocation point.


--Barbarian
---Use heavy armor now. You will get a Zerker Token which can convert your current armor to heavy of equal value (which includes your enchants, hums, etc.) or it can be used to unsoulbind your current medium armor.


--Priests/Paladins
---Smite fizzle chance is lowered a bit to help with lower level smiting.


--Priests/Paladins/Druids
---Remedy MP decreased from 20 to 10.


--Priests/Druids
--Ray MP increased from 4 to 5.


--Priests
---Priests get a slight MP reduction to all their spells (others do not and are still the same.) 3 MP for cure, 7 MP for heal, and 15 MP for aid.


--Sorcerer/Necormancer: I'm trying to change the roles of these classes a little bit, I haven't fully finished what I wanted, but it's a start.
---Beam MP increased from 2 to 3.

---Necromancer
----Leech now does more damage, above sorcerer. The amount healed was reduced to equate for the change.
----Leech MP increased from 4 to 8.
----Wither MP increased from 10 to 15.
----Resist on wither is now 55% chance from your base. (Still low)
----Removed stoneskin, added bonearmor. It is a self only spell and overall Necromancers will have less armor.
----Slow should have a base of 4 rounds now rather then 0 rounds.
----Rot MP increased from 6 to 10.
----Blind now should last longer. (At least double effectiveness + a round or two.)
----Expect one or two more things coming soonish if we need it.
----8% extra MP.

---Sorcerer
----Blast MP increased from 5 to 6.
----Barrage spell added. This is an AOE beam spell. It costs 15MP and is party based or non party NPC based. The more targets to hit, the less damage it does. Each person has a chance to resist.
----Watcher spell added. This is a spawned NPC that only searches and does not attack. When it finds someone (not in your party), it will explode and cause damage on the target(s). Costs a whopping 35MP and does around blast damage on explode.
----13% extra MP.


--Monks
---Lost MR bonus.
---AC bonus is less. (Trying to define classes via armor a little more with bigger AC variances.)


--Rangers
---2% MR bonus
---We're working on improving 'protector' pets vs 'damage' pets so they have a further difference in what kind of pets you send out.
---The pets now protect properly. Protect has also slightly been increased.
---Any arrow they use gets double chance to critical. I.E. If arrow is 15%, they have 30% chance.
---Pet damage was slightly buffed.
---Some pets were adjusted.
---If a pet or the pet owner finds a player hiding, their pet will blitz/rush the target (opportunity of attack) with a 50% decrease to dodge. (I.E. half your dodge rate would be around where it is at to dodge a blitz). This does not use any spell, and is based on the number of attacks and damage a NPC has.
---Can disarm thieves traps based on INT.
---Pet AC to master has been changed (Lower overall, now it is +1 ac per agility point (which is higher), however they don't get the double AC increase.)
---More unique pets will be around soon.
----One free allocation point.


--Bards
---Because of the change to tick timers, their heal per tick was also decreased 20% (I.E. since it is now 4 seconds per tick, not 5).


--Druids
---Morph resistance loss was fixed. Morph resistance loss for cat was decreased from 30% to 17.5%. Morph resistance for bear was decreased from 20% to 7.5%. (Take your resistance value, for example if you have 64% resistances, for cat you have 64*0.825 (reversed 0.175)=52.8% in cat form.)


--Humans
---Cooldown modifier is now 95% instead of 85%.

--Half-Orc
---Gains 2HP per tick.
---No cooldown modifier.

--Goblins
---Lost their spell resistance bonus
---Gained 10% spell damage negation. (Actual damage negation, should work now, didn't before!) Trying to seperate DE and Goblins a little more.

--Dwarves
---Gained 7.5% spell damage negation. (Same as above.)
---Gains 4HP per tick.


Server Changes

-Pages no longer state where you are at.

-Fixed telegram gold stating you need 10 gold but taking 20 gold. (20 gold was correct!)

-Increased telegram maximum to 50.

-You will get notified now if you are online and receive a new telegram.

-Made it so it doesn't say 'You have new telegrams' on login if you have opened the telegram window at least once since receiving a new telegram. (Will fix this more later.)

-Added a 'blockwarp' boolean to rooms to prevent certain rooms from being warped to.

-Players will now be locked to one account per player. (Will explain the reasoning for this later.)
--Added merging and deleting of accounts. You can merge any old account once and will also merge PP/etc. Deleting accounts will delete characters too, so make sure you merge or transfer characters/items/etc first. This can be done on the account manager area.
--You will have ~1 month to re-organize your accounts into one account.
--If you are using more then one account, there is a chance you will be banned!
--Emails can only be used one now.
--Added a way to check for multiple accounts.

-Adjustment/Adds to Guilds
--Guilds are now account based. It is automatically adjusted to whatever guild you are in the 'most' and if you own a guild you'll be in that instead to handle it. I understand this 'ruins' making joke guilds/etc but it was required.
--Added guild halls. They can be leveled up with gold. This system may change in the future if we change how guilds work, but will be reembursed.
--Guild discord bot added! This allows you to chat with your guild in game and out of game through discord! This must be done by the owner of the guild and information will be avilable in game in the /help topics.
--Mobs that spawn have a guild attached to it (future use).
--Applying to a guild now notifies people online and also notifies you on discord (if you have discord bot setup!)
--Guilds now have a key vault per city. Members can deposit, but only officers and up can withdraw. Only specific keys can be added to this vault. If any keys aren't on the list just ping us and we'll add it if we missed it!
--Guilds can see the account/last player online and remove you.
--Additional commands added to handle removal/promoting/etc via account.
--You can TOGGLE being in a guild on any character if you are in a guild (So you can either be in your guild, or not.) This is done before logging in via the account manager and can be toggled once a day.
--/GLEAVE renamed to /GDISBAND
--Rent must be paid on the 1st of each month. It will be prorated the first month if you buy in the middle of the month/etc.

-Premium membership: Levels - Bronze, Silver, Gold.
--Premium houses based on level. (Add house amounts here). The biggest the house, the more space/unique rooms you get.
--Premium houses can be shared with up to 3 people.
--Vault space doubled to 100.
--25 more characters allowed on your account with silver and higher.
--Added premium masks and companions. They have 31 day expire times, however, you can reset these expire times with /RESETEXPIRE
based on your level (Bronze: 2, Silver: 4, Gold: 6). Meaning you can keep the items you like the most!
--You can now reclaim names! Use /CLAIMNAME to claim a name. The characater must be level 16 or under and must not have logged in for 6 months. Names that are reclaimed will NOT be deleted, only renamed temporarily.
--PREMIUM IS NOT OUT JUST YET, IT WILL BE WITHIN THE FOLLOWING COUPLE DAYS.

-Added global ignore. This will ignore a players ACCOUNT. You will have to /unignore via the person you ignored however, but messages will not come in in local/pages/etc. Your old ignore players have been removed as it not compatible with this new version!

-Added promo codes and ways to claim them.

-Global chat added. The main channels has more 'rules' on them such as a delay per message, swear filter, etc. You can create player chat channels as well (Similar to IRC) that have basic functionaltiy. Use /1 through /6 to chat in the main channels, and /cc 'channel' to chat in player created channels. You can opt-out of any channel, including the main channels!
--Main channels are: Global, Help, Trade, LFG, Area, and Zone.
-/newbie and /helper was removed in favor of the global chat feature.

-Rooms have been adjusted for ease of building and additional minimap features. (I.E. a room ID is now Seamoor City-4 or Canopia City-4 instead of just a number.).
--Minimaps had to be wiped because of this new feature. (Sorry, should be the last time!) However, I took this moment to upgrade the minimap!:
---Minimaps are now ACCOUNT based which means if you move computers, you will KEEP your minimaps and they will not be wiped! This also means less issues if you change hardware/etc or play on a thumbdrive. Should not wipe anymore due to the changes!
---Minimaps can be wiped by an area only and not the entire map.
---We can now update the minimap number to force a 'area' clear if the map is majorly different to prevent confusion (houses/halls use this automatically when updated!)
---Seamoor City/Canopia City/Bityn City and the surrounding area are pre-mapped now. Even if you clear your cache you'll always have those maps. It can be expanded on the future if needed.

-Armor values have been adjusted (mostly doubled). Humming for armor was doubled, and helmets now have 3 humming 'values' now similar to armor. NOTE: Your humming values were doubled manually!

-Introduced gloves and boots. As we progress we'll have more of these coming.

-Weapon values slightly adjusted at higher end. We also had to tweak the class damage to compenstate for a higher min/max but generally at lvl25 purple you'll be doing around the same damage, and under you might lose a 1-4 damage points.

-The skill system base is added but not used yet. It will be used in upcoming changes - crafting, foraging, mining, etc.

-Neutral temple setting now remove gold properly and is not free anymore.

-(Hopefully) addressed a common crash with LUA and the game. Should hopefully resolve 90% of the crashes occuring. With this, the Crystal Dragon is now back, and so are the crystal items! They may be adjusted as we work on this however. Expect to see all 5 dragons soon!

-Created a system to delete all items/rename soulbound items if the person decides to change their name/etc in all rooms. It takes some time but works on a background thread. During this time the character renamed or deleted cannot be accessed/recreated. (2-5min or so currently.)

-Soulbounding is now changed due to the way housing works: Items that are binded to a player can be stored in houses, dropped, etc. However, binded items cannot be used by anyone but the person who it belongs to. Items that are bound cannot be stored in guild halls however.

-Ammo are no longer soulbound, but still do not drop (Arrows for example). Any old ammo need to be sold/trashed/overwritten otherwise you may not get rid of the 'SB' flag on your current ammo when you stack.)

-Recorder added. It records the actions of players and can be used by a staffer. Only I can view it however. (AKA they let me know). This is mainly for botters.

-/togglegive added. This allows you to toggle your give mode from 'EVERYONE' to just 'PARTY' and vise versa.

-Tutorial system revamped. There is a interface tutorial and a gameplay tutorial. (More interactive). More will be added as we go.

-Player NPCs should attack properly in certain rooms.

-Added 4 equipment slots and 4 inventory slots. Equipment slots are unlocked but the 4 inventory slots must be unlocked with 'knapsack' type items. The +1 knapsack will be available soon!

-Rooms can now have permanent numbers or strings that can be saved, (I.E. Valids are loaded after reset!)

-Improved Quest System
--Quests can expire.
--Quests can be account bound.
--Quests can have a little 'info' blurb now.
--You can now create 'NPC A to NPC B' quests to lead players to properly locations. These quests can also be 'not required' if needed.

-When a new character joins the game, it will announce it to everyone.

-When someone changes the trade window goods, if anyone has accepted the trade it will reset to not accepted on both ends.

-You can now list up to 100 items on the auction.

-Renegade/Paragon points merged to 'VIRTUE' points. May be used in the near future.

-Fixed a bug that allowed you to create certain characters (i.e. 'nul' or 'aux') that are actually windows restricted.

-Added the swear filter check when checking if the name is valid rather than finding out on creation.

-Reduced/Revamp the amount of swears from around 400 to about 140.

-Fixed some issues with /togglewho and sneaky ways of still finding out who is online.

-Sending direct chat unhides you.

-Fixes to unequip/equipping items that give HP/MP.

-You no longer lose experience on death. (Mostly a test for now, we'll see how it goes.)

-Immunity has been removed.

-Added Champion Marks and stores (PVE versions of Prestige Points).

-Removed 'Total' prestige points as it was messy. You now only see current PP now.

-Some staffer commands modified.

-PP can now be given offline as it's recorded on discord anyways.

-Food/Combat Timers have been adjusted to circular timer bars for more room.

-PVP timer added. It is the smaller bar near the combat timer and will mark you in PVP if you agress or heal someone with a PVP timer.

-Combat has been increased by around 20-25%. This means that your exhaust/drinking timers/etc are about 20-25% faster. Exhaust is now 6 seconds instead of 8 seconds. Ticks are now 4 seconds instead of 5 seconds etc.

-HP 'food' is a little more useful now and is quicker due to the tick changes.

-MP 'drinks' are very useful now due to the quicker tick changes AND also most now give similar % amounts like food does. (One MP drink should cover you instead of two!)

-HP and MP potions now split up into two timers. This means you can drink one HP and one MP drink per.

-HP/MP pots have been adjusted. HP pots have been reduced slightly and MP pots have been reduced moderately.

-MP potions are much cheaper now. HP potions have a small decrease too.

-MP has seen a rebalance for some spells.

-Mana has been decreased around 100MP or so for everyone. (Depends on class modifiers)

-3 decay timers added.
--First two decay timers belong to HP/MP. When you drink a potion in PVP, each potion you drink will very slightly be less useful in a row. It takes around 30 potions to hit 'max decay'.
--Last decay timer is heal based. The more you heal, the less you will heal. This only effects in PVP. Each heal time has a decay amount. It takes around (52 rounds or 208 aids) of aid to hit the 'max decay'. I don't expect them to ever hit the max normally.
--Decay will wear off once your PVP timer is removed. It takes ~30 seconds to remove full decay from 'max decay'. on any decay timer.

-Quick room descriptions added and is on by default. If you move into rooms that have similar decriptions, it will not send the full room details on a room move, only the movement line. This is toggable in the options drop down.

-Added /randplayer to pick a random person in the room. For non-staffers, this does not include hidden people.

-Facebook should now be posting announcements again.

-Bonuses to stats (items/spells/etc) when above your base stat will now use the 1x multiplier. Below your base stat will still use the full multiplier. (This does NOT include class or race bonuses and are considered part of your base stats, i.e. a monks dodge or a knights hit rate increase.) This mostly effects strength only. Let's take an example (not accurate damage obviously):
20 strength. hit for 130... 4x multiplier = 520 damage.
22 strength. hit for 143... 4x multiplier = 572 damage.
20 strength with 2 bonus strength: hit for 143... 4x multiplier on 20 str, 1x multiplier on 2 str = 533 damage.

This should equalize some classes and prevent insane bonuses from power. (It's impossible to balance when a slayer can get 120 damage extra for example while other classes may only get 30). Remember it does NOT effect your base strength and multipliers! Some other classes like druids + bonus wisdom may also be adjusted too. We'll be seeing how it goes for anything else as well.

Your AD will be correct at 1x multiplier if you have bonus strength, but when you calculate your 4x multiplier with bonus strength you'll have to consider bonus damage differently. I'm thinking up a way on how to display this properly and will be in on another update. Again, does not effect you without something like the 'power' spell on you.

-Added a config value to make a item have a expire time of the 'server reset'.

-Added a few new movement locks such as account, guild, etc.

-Fixed a few minor issues with player/npc party movement and messages.

-Updated 'focus points/rage points'.

-When a staffer /ghosts, they are only invisible in the room but can still be seen moving/warping/etc. They can also be paged still. (That's what /dnd is for I suppose!)

-Added a proper server online/offline system that will update the website/client and notify me in case of issues.

-Added a way to block via scripts through computer ID or accuont.

-Changed races 'Spell Damage Modifier' from a set amount to a percent amount. Also added it to classes as well.

-Added GLOBAL DROPS for events. Global drops can be based on divinity and level.

-Divinities can now have +1/-1 agi/wis when dodging, depending on with/against divinity. (Note: This is NOT +2 for agi for example. It only adds it once! I.E. 22 agi fire character attacking 22 agi night character is changed to 22 agi vs 21 agi. It only effects the defender side.)

-Neutral divinity takes 10% more damage vs neutral characters. Neutral also takes the same amount of bonus damage from Evil divinity as other divinites do.

-Spells can now be affected/modified by other scripts now. I.E. Casting power on a NPC triples the power amount or casting blast on the NPC makes him absorb it and fire it back at you. Similar to crimson dragon who you cannot attack physically until he is closer to the ground.

-Scripts can now effect /search.

-The server should work now when daylight savings time comes back without changes. (Going to leave it for now until DST changes.)

-EXP PER HIT on monsters can now use decimals.

-Fixed an issue if for some reason NPC attacks fell under 0 by a script error, the server handles it properly now.

-If you are in your own party with a NPC only and disband, it no longer broadcasts the disband to everyone.

-Fixed an issue in parties with ignoring attacks on NPCs.

-Sickness is now account based and has been changed in how it works:
--Sickness starts at 180 seconds and goes up +40 per sickness, up to 300 seconds.
--The first death gives you -1 to all stats, next -2, -4, and finally -9.
--If you has the maximum sickness level (aka zombing to max), you will have trouble 'moving' around. 20% chance to paralyses yourself on each movement.
--There is no distinction between NPC/LEVEL now.
--Sickness does not remove if you are in PVP combat regardless of your timer. If the sickness timer is expired, it will remove once your PVP timer is also removed.

-Logoff timer adjustments
--Logout timer should always display the proper number now.
--Logout timer increased to 20 seconds in unsafe areas and does not get any higher/lower than this. If you are in a safe area, you can now log out regardless.
--Sickness does not increase logoff timer anymore.
--Fixed a bug where in some occassions you could logoff in an unsafe area without the timer.

-Zones can now display total gold earned while you hold it. It will display the final output of gold if the zone is lost in your guild log.
-Control crystal preparation for cities have been complete and will be ready soon. When you own a city, additional shops will open up, you will earn gold for anything bought there, telegrams sent, etc.

-Rooms can have the 'nolookover' value to prevent look over.

-Parties have been reduced to 5 again. Most OADs have been adjusted to compenstate (I.E. A NPC will have ~15% HP shaved off if it required 6 characters to run.)

-You can now party /appoint as the leader if you are not in the same soom as the person you want to appoint (I.E. you die)

-Fixes to /randlist and /matchup to be random each time properly. (Only these two had the issue of only being random more or less on the first go or if there was different people in the room due to trying to randomise a List() and not being correct.)

-Free reallocations no longer count towards your total allocations on the character.

-Experience on killshots and parties has been fixed. [Sorry :(] There was a huge issue where EXP wasn't being divided properly, and with 2-3 people in a party you were getting almost same EXP as being solo for killshots.
--EXP is 6% more per player in the party, divided by the party count. This means that with 5 players you will get 130% EXP divided by 5 = 26% of the killshot EXP each.
--We left killshot experience the same even though the exhaust timer has been increased by 2 seconds, meaning you should get more EXP overall, solo or party.

-Spell ticks are based on your base stats, not bonus stats.

-Amulets and charges now function properly if a script is attached to it.


AutoUpdater/Client

-Fixed the autoupdater not being able to update itself (you'll have to manually download the launcher, this time around, sorry)

-Added an option to fixed the cached icon if you had the 'very' old broken icon in the autoupdater options. (Click the cogwheel at the top!)

-Autoupdater now displays latest news and will go to the forums on click.

-Fixed an issue where it took a very long time to load the client or autoupdater on run.

-Added a loading bar when the game starts processing instead of locking up for a few seconds. This will also loads the client now instead of when you click on your character. You will see an additional loading bar on your first launch per account as well.

-Item and Character images are now cached on first load. This means that after the first load, they are loaded into memory. Overall its about 30-50 megs overhead, but it helps out alot of areas for speed on slower machines. (Rooms are not cached as they are too big.)

-Vault window has been optimized and should load alot faster now.

-Window is now larger to compenstate with all the new features. It can be resized to be smaller then 100% as well! You can reset to the default window size in the options drop down menu.

-Window should be slightly faster on resizing.

-Account Mananger has been revamped. You can now see your character data on the screen instead of having to select each character. At the moment there are no 'sort' features, however, you can favorite your character or 'no guild' a character here. You can also double click the character to play that character as well!

-Fixed an issue where if you put your laptop to sleep/etc and come back, the client won't respond. This was due to the client thinking it was still connected. You can now 'FORCE' a disconnect by clicking disconnect a second time.

-4 new inventory slots have a little 'lock' icon and hovering over them will give a small blurb on how they unlock.

-Hovering over your stats (STR/AGI/etc) will show your base stat and the bonus stat seperately.

-Sounds are now enabled/disabled by clicking your chat window.

-Main chat window can be filtered by certain messages. Click the MAIN tab, then right click anywhere on the chat window.

-Added a secondary chat window. This can be filtered differently from your main window. I.E. Having only party chat messages. It is enabled with CTRL-M or via the ALT menu. The chat window can be docked as well!

-Options menu should no longer take long to load (The font grabbing was causing it, which is now on it's own window).

-Additional options will appear in the bank/etc when you are in the guild, and you can handle deposit/withdraw/storage via the buttons as well!

-Swear filter added client side. You can disable this in the options.

-The quest window can now be managed via the 1-6 keys and escape key.

-The tutorial can now be continued by hitting 'enter' every time.

-Store buttons should now attempt to display two lines regardless of client size. Hovering over the item will still give full details if you cannot see the name.

-Store items can be viewed via right clicking with no additional menus.

-As stated above, minimaps will be wiped, however, you can now move your maps between computers as they are account based now! This should mean less accidental wipes and problems.

-Alias and Macros have been slightly revamped to give more information to resolve some confusion about them.

-Default text cache increased to 2000.

-The exe no longer uses the install directory path location and it is only used to find the EXE in case you have multiple EO folders on your machine for whatever reason.

-Client now displays same stats in reallocation as it does in character creation (I.E. max agi/end as a base).

-Client no longer locks up when you paste something very large into the textbox.

-Many more bug fixes! (Aka I added so much I don't remember the minor changes.)

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