Pangaea Updates

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Johnny Walac
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Pangaea Updates

Post by Johnny Walac »

Why? Someone asked if there had been any updates. And I was bored while macoring. Was alot of shit in there I didn't even knew was done.

Nice work :shock:



Mana consumption of Veritas/Malleus/Keening boosted (30 day trial)

Veritas from 30 mana to 50 mana
Malleus from 10 mana to 30 mana
Keening from 10 mana to 30 mana

1) Ennervation
- Small boost to 40(+) Monks, Knights and Rangers:

At 40 piety, you can no longer bless under +20
At 50 piety, you can no longer bless under +25
At 60 piety, you can no longer bless under +30

This affects every class, but there's no gain to Priests, as they bless a lot more than listed above with 40, 50 and 60 piety.

2) Intervention
- Intervention is now easier to cast for Knights/Rangers.

Warriors:
- Health regeneration rate of Warriors has been boosted (10/tick) *

Druids:
- AR no longer affects the damage recieved from Stone Rain
- Tidal Wave slightly adjusted in PvP
- Snow Storm now does the same damage in the center of the Storm as further away
- Firesnakes no longer award with virtue, attack each other nor the caster
- Rebirth now works around non-hostile creatures (cows, chicken, etc.)

1) Poisoning bonus

Poisoning skill now gives the following bonuses to Assassin class:

100 poisoning = 50 poison resistance
95 poisoning = 40 poison resistance
90 poisoning = 30 poison resistance
85 poisoning = 20 poison resistance
80 poisoning = 10 poison resistance

The bonus comes from base poisoning, therefore there's no gain from magical clothing.

2) New item for Assassins

A leather assassin hood


Perks:
- Hide your identity for as long as you wear the hood
- Boost your stealth by xx steps to normal count
- Boost your backstab power by xx%

Requirements:
- Craftable only from black dragon hide
- Requires high skills from a tailor to craft it
- Requires base skills of 100 hiding and 100 stealth from the assassins to wear it
- Wearable only on foot
- Cannot wear or equip armor while wearing the hood

1. Weapon dmg update II

The following weapons have been boosted:

- Excecutioners axe
- Double axe
- Large battle axe
- Two handed axe

- Druid staff
- Mage staff

- Double bladed staff
- Pike

Crescent blade has been nerfed back to a sparring weapon.

2. Hide/bone update II

Hides:
- Stone giant hide effect has been boosted
- Royal dragon hide effect has been boosted
- Black dragon hide effect and AR has been boosted

Bones:
- Thunderbird bone AR has been boosted
- Ophidian bone AR has been boosted
- Terathan bone AR has been boosted
- Cacodaemon bone AR has been boosted
- Giant bone AR has been nerfed

Note: Hide/bone update is not yet fully in effect. Problem will be fixed as soon as possible.

3. Basic rites update

All basic rites (sacraments and holy rites) are now identical for all 4 religions. You may notice small changes in mana consumption of the following rites:

- Apotheosis
- Banishment
- Discorporation
- Corruption
- Divine Sanctity
- Encumberance
- Freedom
- Ennervation
- Immolation
- Malediction (currently banned to use)
- Purification
- Retribution
- Restoration
- Resurrection
- Unthrodden Paths

4. Special rites update
- Veritas is slightly easier to cast (Law, Imperial, Nature)
- Esuna's curse is easier to cast (Imperial)
- Malleus now does the same damage to reds and blues (Law)
- Keening is now identical with Malleus (Tekstone)

5. Others
- Malachite ores poison resist has been nerfed (from 10 to 8 per part)
- Cacodaemon no longer drops daemon bones
- Assassins statscap has been boosted from 260 to 265
- The speed of wrestling has been boosted
- Change in nightmare petslots: from 12 to 9 (gives druids the ability to pokehunt with 2 nightmares)
- Monk knuckles now stun from critical hits

1) All religions are forbidden to co-operate or help robbers. Helping means fighting together common enemy, blessing, gating, financial help etc. All alliances must be broken by that date with any robber guild.
2) The last looting restrictions will be removed. Meaning you can loot everything (including clothes) from 1.7.2012 and forward.

Imperial
Esuna's Curse - Now works like a druid curse, only on NPC's, cursing the monster's magery, evalint and magic resist.
Esuna's Blessing - Grants a bonus of +3 to +5 to all merchant skills. Can only be casted on Imperials.

Nature
Earthen wardens now cost 3 fertile dirt instead of 5.
Elemental protection now has a new ongoing animation for the duration of the rite.

Tekstone
Grim aura - Cap adjusted
Banshee's wail - Area version no longer available, cap adjusted to match Malleus.

Law
Salvation no longer requires jailtime. Salvation can only be performed on characters with 60 days from last murder count. The 900k maximum payment limit has been removed. Salvation removes robber status.

Fire, Electric, Cold and Poison arrows and bolts have been revised. All of these arrows now have specific characteristics.

Poison arrows have changed the most, with the chance to poison dependant on user's poisoning skill much more heavily. Poison arrows cause poison less frequently as a result, however they do have a base damage they will always cause with elemental type poison.

Bowyers may now also craft runic arrows and bolts. Figure out how

Statcap Change II

The Assasin
Maximum strength: 115
Maximum intelligence: 80
Maximum dexterity: 160
Maximum combined stats (statcap): 260 (+5)

The Knight
Maximum strength: 140
Maximum intelligence: 100
Maximum dexterity: 120
Maximum combined stats (statcap): 260 (+10)

The Ranger
Maximum strength: 125
Maximum intelligence: 100
Maximum dexterity: 130
Maximum combined stats (statcap): 260 (+5)

The Treasure Hunter
Maximum strength: 110
Maximum intelligence: 95
Maximum dexterity: 130
Maximum combined stats (statcap): 250 (+5)

The Warrior
Maximum strength: 150
Maximum intelligence: 80
Maximum dexterity: 120
Maximum combined stats (statcap): 265 (+5)

The Druid
Maximum strength: 105
Maximum intelligence: 150
Maximum dexterity: 90
Maximum combined stats (statcap): 255 (+5)

The Mage
Maximum strength: 100
Maximum intelligence: 150
Maximum dexterity: 80
Maximum combined stats (statcap): 255 (+5)

The Necromancer
Maximum strength: 105
Maximum intelligence: 150
Maximum dexterity: 90
Maximum combined stats (statcap): 255 (+5)

Statcap Change I

-Assassin and Warrior are now considered vigorous in regen rate terms.
-The following changes to class stats have taken place:

Archer
Maximum dexterity: 130 (-20)

Assassin
Maximum intelligence: 80 (-20)
Maximum dexterity: 160 (+10)
Maximum combined stats (statcap): 255 (+10)

Ranger
Maximum strength: 125 (+15)
Maximum combined stats (statcap): 255 (+5)

Mage
Maximum combined stats (statcap): 250 (+5)

This is part of the tome update. Each religion received one update:

Law and Imperial: Guards may only be cast in your own lands. The timer is now 20 minutes.
Tekstone: Grim Aura added, guards removed.
Nature: Elemental Protection added, guards removed.

Necromancer chant revision

All spiritspeak checks in chants have been checked and corrected to spell difficulty if they were incorrect.

All balancing in chants that were magery+ss/2 are now magery/2+ss. I.e. spiritspeak has a larger effect to chants than magery

All chants that were completely magery based now have spiritspeak factored in.

Provocation revision
Previously there were several monsters with broken provocation difficulties, such as ravager at difficulty 40. Provocation was missing line of sight check between the monsters and to the initial target.

There was also a fixed 15% failrate independent of the monster.

Provocation has now been revised as follows:

Freak category, some overland mobs, etc now have difficulty reflecting their actual stats.

You now need to see your targets, and the target needs to see it's opponent. Targets are picked simultaneously.

Instead of a fixed 15% failrate independent of the target, the target now determines the fixed failrate. Regular monsters have no fixed failrate, strong monsters have 15% fixed failrate. A normal dragon would for example have 15% fixed failrate, ogre lord none.

In addition, the following monsters have a special fixed failrate:
- Shodutas, Ancient Dragon, Balron, Wanderer: No chance to provo against
- Lota, Great Dragon: Small chance to provo against
- Fiends: Moderate chance to provo against

Updates

- Short spears are now 1-handed weapons
- Grasping Roots (Druid spell) replaced with Nature's Cure
- Equilibrium (Druid spell) replaced with Tree of Life
- New potion created: an equalizer potion (cures skill curses)
- Interdiction stones can no longer be summoned next to one another
- Guards now consider guildrelations before attacking (alliances/war)
- A line of sight check has been added to wands to prevent abuse
- Salvation has had several changes and fixes:
- 900k goldlimit removed (bugfix)
- The rite now turns the player blue again (bugfix)
- 60 days since last salvation removed
- 7 days on the salvationlist removed
- Murdercounts are removed when you are salvated so you won't have to pay for them twice.
- Bankers and healers are automatically changed when a Townsiege is won (blue/red according to religion)
- Tree of life now resurrects it's caster
- New monster created
- New hide type created
- New elemental effect implemented for knuckled gloves
- Dragon's blood removed from the brewing of deadly poison, amount of vials of blood increased
- Imperial guards no longer attack another religion under Alliance (Imperial rite)
- Damage calculation of Sacrifice revised
- .backstab restriction removed, dismounting requires 100 stealth
- Dupres shields fixed (d-click to equip, blessable and added to magical loot)
- Small fine-tuning on Esuna's Curse
- Knights and Rangers recieve extra resistance vs. Malleus, Keening and Veritas
- The damage of viking swords and paladin swords slightly boosted
- Siege system fixed
- Negation rite temporarely out of use
- The holy damage of knuckled gloves has been changed, simplified and boosted
- Dupres shields are now craftable
- Nature guards are now equipped with Order shields
- You can now join Tekstone and Nature guards
- When your confirmation days are at -100, you're automatically excommunicated from your religion
- Small fine-tuning on Dissimulo rite
- Libation can't be used on locked down items
- Doppelgangers now take form of the attacker
- Fixed a bug with Interdiction stones
- Blessed stones are limited to one at a time
- Adventurer guild NPC's and gamblers are immune to plague for performance reasons
- Water elemental scrolls no longer have a chance to summon an ice elemental
- Earth elemental scrolls no longer have a chance to summon a granite elemental
- With 100% Evaluating Intelligence, you can no longer cast earth elementals (they're always either sand or granite)
- You now recieve new items when creating a new character
- Arnament has more power on knuckled gloves
- Boat decay timers removed
- Magical ringmail coifs can now be found
- A lot of NPC's that didn't give virtue has been fixed
- Tracking/Detect vs. hiding/stealth bug fixed
- Blessing foci made easier for 60 piety (HP/HM)
- Holy housing in Law temple no longer counts as owning as house in Britain *
- Paralyze Field fixed
- Mages can now recieve a bonus of 30% faster casting compared to other magic users
- Malediction replaced with a new rite: Siege
- Nature coloured clothes can only be worn by Nature
- Bard songs have a different hue (blue)
- Exodus minion loot slightly boosted
- Tinkers can now make obsidian/porcelain packhorses and llamas
- Dissimulo rite (Tekstone) hopefully and most likely, fixed for the last time
- Disperse fireball (balron/void spell) nerfed clearly
- Chance to halve a monsters HP has been removed from Discorporation rite
- Tekstone guards identical with the other 3 religions
- Added a "fading away" message to Nature's Elemental Protection rite
- Added a new sound effect to Nature's Elemental Protection rite
- Tinkers can now merge crafted plate gorgets with stat jewerly
Doppelgangers fixed again
- Lava ostards, frenzied ostards, snow ostards, swamp ostards and unicorns now give elemental resistance
- Plague potions require less skill to apply
- Deadly poison potions require less skill to apply
- Paralyze potions require less skill to apply
- Paralyze potions can be added to weapons only by Assassins
- Small fix in Poisoning skill
- Command .backstab requires 65 stealth
- Backstabbing dismounts the target/victim
- Fixed a bug with doppelgangers
- Sacrifice (necromancer chant) has been altered
- Removed a timer that prevents the same NPC being provoked repeatedly
- Balron and Void disperse fireball spell fixed
- Dissimulo fixed for the 100th time
- Added a macrocheck anti-cheating tool for GM's
- Frost Ring no longer attack GM's (!!!)
- Umber devourer and succubus skill curses are now temporary
- Alliance rite (Imperial) is faster to cast and works without LOS
- Added a sound effect to Mana Vault rite (Imperial)
- Monsters drop curse scrolls again
- Rescue rite (Imperial) replaced with a new rite: Mana Vault
- Disguise rite (Tekstone) should now work properly
- Vendors now pay 5gps for a fish steak
- Monsters inside a dungeon drop 20% more gold
- Nature guards are neutral to Imperial
- Imperial guards are neutral to Nature
- Added 2 new locations for animals being transferred by Nature rite "Rescue" to reduce the risk of lag/shard crash
- Naked doppelgangers have been fixed
- Disguise rite (Tekstone) revised from PvP use to RP use
- Esuna's Blessing rite (Imperial) fixed and altered
- Powerwords of Summon Death rite (Tekstone) fixed
- Added a cloth to bolts gump
- Tracking hidden players fixed
- Added a price to spectral drakes so they can be sold to vendors
-Bansheewail, casting difficulty now identical with Spiritual Hammer
-Veritas, slightly easier to cast to allow monks to cast it
-Grim aura, now enabled for all damage
-Swarm, Nature swarm blackbears are now polarbears and frenzied ostards are frostgazers
-Esuna's curse, now takes less time and less mana
-Armament, same manacost for all religions
-Conflagration, same manacost for all religions
-Abjuration, difficulty based on piety
-Convocation, easier to cast
- Monks can now be voted as the HP
- Holy water now cures exodus curse
- Knuckled gloves can now be blessed and are easier to craft
- Fixed several cross-casting bugs
- Added guildstone functions for staff
- Removed favourism for tracker vs. tracked in detecting hidden with tracking skill. (Hidden players are now less likely to be tracked)
- Added 4 new monsters
- Added 2 new bonetypes
- Intervention gate locations tweaked
-Banishment can now only be used within 150 tiles of a religion's altar. Dungeon restrictions no longer apply, so it can be cast near every altar regardless of their location.
- Summon spirit no longer consumes reagents when you cannot yet cast it.
- Tailors have a new craftable most interesting for those of the Monk persuasion.
- Newly crafted Dwarfish Orkanian weapons will have a different effect
- Stone wyrms now drop wyrm hides
- Corrected fleshgagoyle to fleshgargoyle to enable loot
- Boat size now affects the boat resurrection rate
- New Haven and Wind added to sail locations
- Merchants now only sell small boats
- Grasping roots have been boosted
- Druid summon no longer indicates wether a player is online or not
- Equilibrium now costs 2 diamonds and 2 rubies
- Tidal wave has been made less random
- Transfusion now takes 25 mana
- Stonerain has been revised (Possible further tweaks)
-Two new hidetypes have been introduced.
-Titan hides are no longer as good as fire giant hides and all elemental hides conform to the same scaling.
-Enchanted bones are no longer better at poison resistance than Green Dragon hides.
-Song of stunning now takes as long to fail as to succeed
-Wanderer of the Void's snowstorm no longer causes paralysis and has a very slightly longer tick duration (=Nerf)
- Fixed a severe bug in the calculation of npc damage handling before fizzling a spell.
- LOS Checks for direct target damage rites are now made before chanting.
- Removed previous measure to prevent overhunting from Spiritual Hammer as a new one had already replaced it.
- Unthrodden paths and Invervention may now only travel from and to valid locations. Checks are made at the end of the rites to allow training in places that don't allow travel out.
- Some exceptions added to special locations.
-You can no longer gain magic resistance whilst under elemental protection.
-Rhodium now causes residue when removed which prevents meditation for a time.
-Frostring and Transfusion requirements have been tweaked. They are not yet set in stone.
-Sylvan silence can no longer keep a monster constantly under silence. The time between silences depends on the duration of last successful silence.
- Electrical fiends are now silent casters
-Earthen wardens can now only be cast from fertile dirt.
- Mages now have faster base mana regen
- Mages can now get 100% macefighting
- Mages can now become more nimble in casting by hunting actively
- Song of stunning has been revised
- Holy water cures fleshrot
- Unthrodden Paths can no longer transport a player from negated locations.
- Imperial now has a new rite, replacing Imperial Bane
- Law aura now takes less mana and is easier to cast (Usability for knights and rangers)
- Nature sticks to snakes has been replaced with good ol' Earthen Warden
- Tekstone poison wind casting time has been lowered
- Lustrous aura now regenerates mana for the caster
- Imperial now uses the same holy word rite as Law and Nature
-Several fixes and updates to how spiritspeak works on graves.
-Stonerain, beeswarm and snowstorm have been revised.
-Druid slot update is now in effect
-Casting npc petslots have been revised. Spectral Drake now takes 15 slots, will also effect future casters.
-New druidspell has been added
-Frost field necro spell has been replaced with a new spell
-Stonerain has been further tweaked
-Stone wyrm now takes 15 pet slots
-Thunderbird now takes 16 pet slots
-Royal dragons now take 16 pet slots
-Spectral drakes are now tameable
-Undead steeds no longer require feeding
-Intervention mana costs have been tweaked.
-After the next restart, druids will automatically have +2 petslots compared to other classes.
-If you neglect visiting (clicking) your altar often enough, and your confirmation expires drops low enough, your rites will be penalized. (Every 5 minutes when casting a rite, you will get a message indicating this)
-Startear vein has been added to the world
-Ghuronius arms lore & effect should be fixed now.
-Weapon spells now work again
-Wands of daemon fixed
-Shalrius and Keltrunius have their effects and arms lore desc's working correctly.
-Darkness is now resistable with very high magic resistance.
-Tamed monsters will no longer drop loot after being released.
-Maximum bless mod limit was missing from bows, added.
-Platemail breastplates created after today will be stronger than old ones.
-A new ore will be available in the world and it's veins will be spawned today.
-New ore veins now exist.
-Rhodium arms lore desc restored. (No idea why it vanished.)
-Repair kits have been wiped from the server
-Repair kits can no longer be bought from adv. guild.
-Armament is now easier to cast
-An ingredient that was used for potions is now correctly powderable. Wasn't before due to not being stackable.
-An ongoing scripted quest was added into the world. Smiths will want to dig this one out.
-Added a new ore & ingot (No veins exist.. yet)
-Added 3 new monsters
-Added 1 new hide type
-Added 1 new bone type
-Rangers can now wear platemail breastplates
-Chaos shields can now be worn with negative virtue (Needs testing)
-When summoning a mount any religion can now choose between a horse, ostard or llama
-Removed debug message from tekstone steed summon
-Manastones can now be used to transfer magical properties from shields to order and chaos shields. This will only hold for shields that are made of the same metal.
-Blessed items may only be used by members of the blessing religion.
-Stone Wyrms are now tameable [Pending restart]
-New potion has been added. Hint: It's holy.
-New powderable reagent
-Fixed altar regeneration everyone the max amount. Altar should now regen according to piety, with minimum amount reflecting 10 piety.
-Fixed blessed stone script running even if the blessed stone didn't exist anymore.
-Classes that do not get any piety also get regenerated by altars.
-Added working Most online list, Shard info and Class list on the webshard.
-You must now wait one hour before completing an item retrieval quest in the same dungeon for adventurers guild
-Problem 4 should no longer appear with adventurers guild npc. If the NPC asks you to try again, it means that either the monster creation or item creation failed, try again.
-Destard item quests have a 10h timer
-Fixed inconsistency between loot created special ore items and smithy created equals.
- Indoctrination now gives 10 piety to classes who can gain piety
- Spellbooks and scrolls are now restricted to magic users and scribes
- Law guards now attack grey and red Nature members (Restart pending)
- Nature veritas no longer hurts red nature members
- Website account creation is live again
-You can now find magical armors from special bones and hides.
-Magic Reflection items no longer spawn. Old magic reflection items will deplete when worn.
-Orc helms are now fortifiable
- You can now craft porcelain golems, llamas and ostards
- Alchemists have a new type of basic potion
- Vampire bones have been adjusted
- Introduced a new high-end bone type
- Treasure maps can again be digged correctly with a shovel.
- New Haven Inns work properly again.
- Mayday now asks whether you want to call Law or Imperial to your aid.
- Scribes now have something new to craft..
- New house commands for sales from houses
- Jewels now show their quality in their name
-I have been able to convert our statics indices to match those of our map and thus make them compatible with past Mondain's Legacy statics tools. We will now be able to use tools like CentrED to implement new statics swiftly and effectively. Expect possible destruction of non-static landscape for the creation of static, less laggy ones.
-Fortification of hats has been altered and should now produce correctly named hats in all cases. Please not that bone, studded, leather, chainmail etc have been left to the names on purpose. Thus you may get something like a dragon bone straw hat of invulnerability.
- Monks are now able to use black staves.
- Rangers are now able to use halberds.
-Nightmares no longer disappear on server restarts from players or NPC's.
-Shoes no longer disappear when riding a nightmare during server restart.
-Shortbow, composite bow and longbow are now correctly identified as weapons.
-Fortune steed chant is now capitalized and you can no longer summon several.
-Archers NPCs now use their bows.
--Fortified hats now gain the full property list of the target item. Ex:
A bandana -> An exceptional storm giant hide studded cap
= An exceptional storm giant hide studded bandana.
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