AO Patch Message

Inside is the patch message for today General Exploits: - Fixed a bug that allowed people to trade no-drop items. - Fixed a dupe exploit involving banks. - Fixed the exploit involving the runspeed debuff nano program. Stability: - Fixed several bugs to improve server stability. - Fixed a server crash caused by a failure to complete a certain type of teleport. - Fixed the most common client crash reported. It happened due to a bug in the animation-system. - Fixed a client crash caused by the highlighting ("flashing") of people's heads when chatting. - Fixed a number of crashes in the rendering-engine. - Fixed a client crash, caused by certain visual effects. - Fixed a memory leak that occurred whenever other characters enter/leave view-range. - Improved playfield shifting into dungeons. This will be noticeable as an improved probability of your character to shift playfields. RPG Tweaks, Bugs and Changes: - Several broken Insurance Terminals are fixed. - A redefinition of the way monsters fight have been implemented: 1. Ranged combat monsters will no longer attack with close combat attacks when you melee them. The effect of this is that monsters close and far away deal the same amount of damage. 2. High-level monsters have more hit points. 3. Monsters lower than you in level, fight slower, and higher than you faster. This should make soloing green monsters more accessible to professions that deal less damage. 4. The experience points earned when killing a monster have been increased. This has been done to make killing monsters an alternative to doing missions on higher levels. 5. Monsters have had their Minimum Damage reduced, and Maximum Damage increased. The overall damage output is somewhat lower than before. This change will also make armor more effective. - The Martial Arts Skill attack has had its damage output increased somewhat above 200 in skill. Also the damage range is increased, and the critical minimally increased. This was done to fix a problem where people attacking with unarmed skill only did minimum damage. - The mystical line of skills locking Martial Arts, like Attack of the Snake, has been remade. They have higher damage output, but all locks the Martial Arts skill. Several bugs have also been fixed. - Flurry of Blows no longer locks the Fast Attack skill. It has had its effectiveness somewhat improved and some bugs removed. - The Adventurer Ranged Multiple Skill increase cost has been reduced. - Some armor has been tweaked. Note: Omni-Tek labeled armor is now for OT employees only. If you're wearing the armor now, you will not be forced to remove it if you are clan / neutral. But if you do, you cannot put it back on. - Changed character movement rules: You will now move slower when you are seriously injured. - Fixed a bug in the skill locked timer system. This made some special attacks and other items locking your skill recycle too slowly. You should see First Aid and special attacks respond more rapidly. - Effect of Aggression Enhancer increased, making it easier to "taunt". Please remember that you must allocate points to your Psychology skill to use "higher quality" Aggression Enhancers. Do not expect your quality level 4 AE to be good enough when you have reached level 15. - Several new valuables should be found in treasure-chests. - Trade-skill items for melee weapons are now available. - Several new melee weapons and some new distance weapons - The Breathing Space weapon-line has been fixed. No more Long Range Energy skill is required there (Energy Melee weapon skill instead). - The Seburo weapon-line has been fixed. No more Mechanical Engineering needed for use. - Some unique monsters with unique items have been added to some playfields. - Rebalanced some weapons. Most quality level 50+, one-handed weapons have had their Multi-Ranged skill requirement increased. - Some lower-quality weapons have had their Dual Wield skill somewhat increased. Trader nano-programs: - Added a new "mind-control" line of Nano Programs for the Trader. - Lowered the credit cost of the nano-drain line. - Lowered the execution time of the health-drains a little. - Increased the execution time of the skill-drains a little. - Changed resist-rates on skill-drains. Doctor, Agent, Nanotechnician nano programs: - Damage Over Time (DOT) nano-programs no longer do a range of damage. The result of this is that the damage output has been slightly increased for some of the programs, while others remain the same. Nanotechnician nano-programs: - Fixed the effects on the humidity extractors. Enforcer nano-programs: - The Rage line of nano-programs now use Material Metamorphoses instead of Time & Space for its criteria check. - Extended the duration of the Mongo buff by 2x at the low end, and 3x at the high end. - Extended the duration of the Challenger line of nano programs. Martial Artist nano-programs: - Extended the duration of the super damage buffs by approximately 10 seconds each. Adventurer nano-programs: - Added several new nano-programs for the Adventurer, increasing his ability to heal. Soldier nano-programs: - Soldier Mirror Shields have had their "damage returned" aspect changed. Grid Access nano-programs: - Added for Fixer, Doctor and Trader

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