1.11n Release Notes Here!

Necrosaro420
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Joined: Mon Jan 22, 2001 6:00 am

1.11n Release Notes Here!

Post by Necrosaro420 »

Shannon made a post about 1.11n in ye olde sysop forum, looks exciting and stuff, here's the info--



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After the meeting last night, we have decided to release 1.11n without the regen fix. There are two main reasons for this. The first is because there have been many other fixes for 1.11n, especially in the dats, and we don't want to hold those back from you any longer that we have to. Secondly, the regen problem is requiring a major rewrite of portions of the code in order to fix it. This means it will require extra testing to make sure the changes we made didn't mess anything else in the game up. It makes more sense to release that as a separate piece from any other code changes, so if anything does go wrong, we're not also trying to weed through all the other code changes to find it. We want this to be as clean as possible of a release for everyone.



As requested, a rough list of changes that will be included in 1.11n are:



- Fixed item poofing at cleanup (i.e. dragon gear, etc.)

- Adjusted combat code with regards to backstab & pvp

- Adjusted combat code with regards to AC

- Adjusted death pile code with regards to items going to the sysop support chamber. Now items will try to spill along the user's last 20 rooms before going to the support chamber, if possible.

- Adjusted some things for the key regen for high level trainer

- Added a rubbish room to the sysop support area

- Upped encumberance on some metal armour pieces

- Fixed problem with items spilling into guildmaster's chamber instead of jail cells

- Fixed problem with some jail cells not included with "bribe guard" command

- Added some new items and spells based on reports of noticeable gaps in both

- Expanded the top list to correctly display exp past 10 billion

- Adjusted wizard's knock to make it more useful

- Meditate will now show up correctly in party screen

- Fixed message displayed when you cannot rob people in protected rooms

- Fixed it so monsters can't attack you in protected rooms

- Detect magic should give proper messages now

- Made more quest items loyal/non-droppable (i.e. sunstone wristband, phoenix feather) as well as re-gettable for those that have lost theirs already

- Fixed unstock all command so it actually works and doesn't repopulate the gangshop at cleanup

- Fixed various typos and minor reported problems



Our short term goals are regen and mod 10, which are proceeding concurrently, with the regen our absolute highest priority.

Shannon



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Someone asked whether "monsters being unable to attack you in protected rooms" also applied to evil players in the bank with guards or the Sheriff, and she replied saying yes, that guards and the Sheriff would be unable to attack evil players in the bank. I think this is a mixed response, I think what should really be done is if you're attacked in a protected room, you should be able to retaliate but only against what attacked you-- room spells would be a no-no still since the other monsters and players would be in "protected" mode still, just this one (or more) agressive monsters would be able to be attacked.



Probably more complicated than it's worth, but it would be a neat solution.
Reckless

Re: 1.11n Release Notes Here!

Post by Reckless »

don't release notes generally come out when the product is released? lol



Tanks get more AC! Yay! Tanks get more enc! Boo!! Can't wait to see how incredibly horrible this one is!
LordZeal
Posts: 0
Joined: Tue Jan 07, 2003 6:00 am

Re: 1.11n Release Notes Here!

Post by LordZeal »

I want to know what the changes to bses entail as well as some of the other combat changes.
Ark

Re: 1.11n Release Notes Here!

Post by Ark »

Yeah. Now I'm gonna have to find a way to update the code and still maintain my edits for my board... Probably just by saving the editted dats and letting the patch work it's magic on everything else, then copying over...



- Ark
dxpac666
Posts: 0
Joined: Sun Dec 09, 2001 6:00 am

Re: 1.11n Release Notes Here!

Post by dxpac666 »

syntax will figure somethin out, he da man
Reckless

Re: 1.11n Release Notes Here!

Post by Reckless »

export while M is still up, import into N. It should be that easy.
Dark
Posts: 0
Joined: Tue May 22, 2001 5:00 am

Re: 1.11n Release Notes Here!

Post by Dark »

A cleaner version?

Thats alot of bs because theres always going to be bugs with them.



I say fuck the mod10 and other versions untill the regen is fixed
LordZeal
Posts: 0
Joined: Tue Jan 07, 2003 6:00 am

Re: 1.11n Release Notes Here!

Post by LordZeal »

I'd MUCH rather have the regen bug, which is fixed with the 2nd cleanup no?, then have the fucked up AC and bs system of M.
Dark
Posts: 0
Joined: Tue May 22, 2001 5:00 am

Re: 1.11n Release Notes Here!

Post by Dark »

actually theres a few boards that have to run with three or more cleanups and the stuff with ac and the bs system was caused by metro. The regen bug has been around for years
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: 1.11n Release Notes Here!

Post by Platinum »

Tanks ain't gonna get more AC..and if they do, their AC won't be as powerful as it was..notice she said a fix on that. Tanks were extremely overpowered.
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