Sanctum Patch Archive

January 12, 2013:

– Made it so you can no longer “milk” treasure maps. Also decreased the artifact spawn rate in treasure maps a bit.
– Fixed an issue with the vorshun [nextworldwars command–it should now be accurate to when the wars are actually taking place. I believe that there should no longer be any issues with the Wars not Starting on time anymore (sorry for previous issues)
– Added team chat. For events where you are assigned to a team, you can communicate (similar to Party or Guild chat) by typing <comma>message. i.e. to say hello to my team, I would simply type “,hello”<enter> (no quotes, of course)
– fixed a bug that was granting people platinum with a 0 amount–looked like a single platinum piece but couldn’t be combined with any other piles
– added a command that refreshes a particular tile’s resources (will be used for upcoming events)
– fixed a bug that was causing vorshun war armor to not give a dex penalty
– improved the xmlspawner parser a lot (enabling the Ultimate Ultima Event)

 

December 31, 2012:

  • Made it so world war scores can be reset (whenever appropriate)
  • Added a logging mechansim to Vorshun wars, so long-term scores can be tracked easily.
  • Added a mechanism whereby the winner of the world wars will gain a statue in their stronghold that gives bonuses just like a hero. This will be “plugged in” tomorrow some time.
  • Added [wwscores command to view the current scores anytime
  • Added a configuration file for housing cost and secures, as well as a mechanism to update all existing houses accordingly. All houses will be given twice as many lockdowns and secures as they previously had.
  • Added “Cee-Lo” dice (rolls 3 dice instead of 2). Can purchase from innkeeper, barkeeper, or provisioner.
  • Created damageable items that can be customized in pretty much any way (including having the ability to attack)
  • Created “temporary” items that exist for a specified period of time. This will be used as a reward for world war participation. We will probably use it also as a reward during special encounters in dungeons, etc.
  • Made it so pets can be toggled (1) allowed or not allowed in world wars and (2) returned or not returned to the owner after the war is over
  • Increased ophidian loots

 

December 19, 2012:

  • Implemented Vorshun Wars. After the first run, we found that a few things need tweaking-will patch again within the next couple days.
  • Added platinum reward mechanism so now your points will soon be automatically exchanged for platinum, and the scores will be posted on the forums. This mechanism will also be utilized with the champion spawns that will be put in order to provide a rare item reward. For the time being, those who have been awarded the lucky rare for dealing the most damage to a Champion will be given a token. Once the list of possible rares has been completed (which will happen over the next one-two weeks), those tokens will be converted to a random rare as if the player was awarded the rare directly from the champ spawn. For more information on the plans we have on Sanctum regarding rares, please see here.
  • Fixed the annoying poison client glitch
  • Made it so XmlUse attachment has a GhostCanUse property (prevents ghosts from using it without adding that extra condition in the xmlspawner script)
  • Added a “ghostvisible” property to items; will be used to prevent ghosts from seeing champ spawn braziers
  • Added [say command for staff and pseudoseers for easier roleplay interaction
  • Severed heads no longer awarded if a murderer is assigned a team (e.g. for an event) and is killed by someone one his own team or an enemy team.
  • tweaked waypoint slightly to create better monster-group moving
  • Pseudoseer system update
  1. Made it so creatures can be toggled to show power words and drop their weapon when casting spells
  2. Made it so mobs can be made to require reagents and spellbook
  3. Made it so pseudoseer controlled mobs can use stealth like players
  4. Created a link between pseudoseer system and the xmlspawner system–this will enable some unique events never before experienced in the history of Ultima Online
  • Created a Random Dungeon Generator. This enables a wide variety of dungeon types to be randomly generated (either directly by staff or as a result of a particular player action)

 

November 25, 2012

Crafting:
– Remarkable tools had their charges doubled (10 for normal, 20 for exceptional)
– Added “Service Contracts” for BlacksmithingTailoring, and Carpentry.
It works like this:
– Rather than crafters applying artifacts directly, they will now double click a remarkable tool in order to create service contracts.
– A gump will appear allowing them to choose which level of contract they would like to make and the chance they have to make it.  It takes 1 “use” from the remarkable tool for a level 1 contract, 2 for level 2, and 3 for level 3.  NOTE: Might, Guarding, and Surpassingly Accurate artifacts are considered “level 0″, and any player can apply them simply by double clicking on them.
A level 1 contract can apply the following:

  • Any slayer artifact
  • Hardening
  • Eminently Accurate
  • Force

       A level 2 contract can apply the following:

  • Fortification
  • Exceedingly Accurate
  • Power

     A level 3 contract can apply the following:

  • Invulnerability
  • Supremely Accurate
  • Vanquishing

The crafter can then sell these contracts on vendors or otherwise, and other players have a 100% chance of applying them (regardless of their skill).
Miscellaneous
– Added a bardimmune property for special occasions.
– Added pseudoseer chat.
– Locked down cloth is no longer dyable.
– Added some properties that cause creatures to take damage / deal damage (weapon based) just like regular players (there are normally differences)… this will enable a variety of events in the near future.
– Fixed a crash related to a certain gump.
– Rats and Snakes don’t aggro automatically now.
– Potentially fixed one of the most insidious long-standing Sanctum crash bugs. (was causing a “surprise server restart”  every couple days or so)

 

November 13, 2012:

IMPORTANT: Did a map update (see the bottom of this post)

  • Added an extra character slot: 3 characters allowed per account.
  • We believe we have fixed the main freeze bug that has been plaguing events.
  • Fixed a crash bug involving XmlQuestNPCs.
  • Added a new XmlAttachment that can be used (for example) to track how much damage is being dealt and by whom as well as causing things to happen based on a mob being “hit”. This can be used to determine, for example, who has dealt the most damage to a champ spawn. This implementation only counts damage done directly by a player/mob–it does not count damage done by their pets or by provoked mobs.
  • Added a new XmlAttachment to separate out death actions (mob-centric) and new corpse actions (corpse container-centric).  This will enable easy deleting/modifying of corpses for mobs who should leave nothing or something specific (e.g. for events).
  • Added ExpireAction, ExpireActCondition, ExpireTrigMob to all xmlattachments–enables a lot of possible functionality.
  • Fixed an xmlspawner bug that was causing mobs to have no AI functionality under certain conditions (they just sat there).
  • One will no longer gain “extra” death robes upon death (if you have one already in your pack, you won’t get another one… this only applies to non-dyed death robes).
  • Made it so we can more quickly respond to appropriate whitelist requests.
  • Made it so teamflags do not cause orange flagging of mobs outside a particular set of teams.
  • Made it so staff can (optionally) make it so teams cannot perform harmful actions on their own teammates.
  • Artifact drop rate from mobs increased.
  • Explosion: only warn if more than 1 explosion is heading your way. Message is now “The pressure dropped!”
  • Added a way to debug an AI issue on the server that can’t seem to be replicated locally.
  • Added healing check for success: 100% chance at 50 healing, scaling up from 0 (e.g. 50% chance at 25 healing). This is real healing skill, not “fake”.
  • Increased “your finger slipped” affect on amount healed a little bit.
  • Town criers announce dungeon openings when a player says “dungeon” to them (message updated by staff).
  • Refresh all houses command added (due to hurricane request–hope we only have to use this once!).
  • Made it so bounty hunters correctly resign after 15 minutes after saying “I wish to resign as a bounty hunter”. There was a bug that was preventing this from happening.
  • Meteor Swarm: now does a minimum of 15 damage per target, decreases 5 damage to each target per extra target. Magic reflection does not reflect damage back, BUT the effect is nullified for a particular target by magic reflect and only removes 1 circle of reflect. This may be tweaked depending upon how it pans out, but should make this a more valuable spell.
  • Chain Lightning: now does max damage (approximately explosion) to targets on the “targeted” square, 75% damage to targets 1 square away from that, and 50% damage on targets 2 squares away. Magic reflection does not reflect damage back, BUT the effect is nullified for a particular target by magic reflect and only removes 1 circle of reflect. This may be tweaked depending upon how it pans out, but should make this a more valuable spell.
  • Added a way for GM’s to remove players as citizens if the need arises.
  • Added DungeonReport command (lists how many people in each dungeon) and DungeonGo commands–this will assist staff and pseudoseers with this particular permission in identifying where to generate content.
  • Made it so pseudoseer earthquakes can hurt players (a particular % of their life) IF the monster is given this particular permission (this would generally be allowed for boss monsters).
  • Made it so pseudoseer wall spells (wall of fire / poison / paralyze) now hit players.
  • Should no longer be able to cast spells directly upon “passively revealed” people.
  • Made it so mobs can be arbitrarily assigned as poison immune / poisoning attack and poison attack chance (gives more flexibility for custom mobs / unpoisonable champs).
  • Made it so mobs can be arbitrarily assigned a breath weapon and a specific damage (this can also prevent hit point buffed dragons from one-shotting people). Also made it so the breath delay can be assigned.
  • Made it so blocking items can be set unbreakable by mobs (for events and what-not).
  • Made it so items can be set to not decay (e.g. for server birth rares and what-not).
  • Made it so unmovable containers can be set to have movable contents. This will increase flexibility with quest reward delivery and/or random containers with loot  .
  • Tweaked the “orange petals” in the plant system so they give immunity to poison but only against mobs.
  • Made plant bowls craftable: 55-65 carpentry and 5 logs (will start spawning seeds soon).

Map Update Information:
We’ve updated the map to include a pirate boat north of Arbor, an additional exit route at each Militia Stronghold, quite a few new arenas for future PVP events, and various fixes to the world/dungeons.
You will need to update three of your files by downloaded and dragging the following files into your “Ultima Online Classic” directory (wherever you put the Sanctum client), overwriting the versions already there. You can get these files individually here:
statics0.mul
staidx0.mul
map0.mul
Or in a .rar archive:
map-1020.rar
NOTE: you will want to have all your Ultima Online clients closed when you do this.  If you run into issues, please don’t hesitate to join IRC or post on the forums!
What Happens if I don’t do this Map Update?
There will be some cases (probably in certain events, for example) where you may appear to be in the middle of nowhere; or perhaps you see people running through walls and what-not.  The map update should not affect most players that much, even if you didn’t get it.  But in order to fully experience Sanctum, it’s highly recommended!

 

October 23rd-26th, 2012:

Miscellaneous fixes:
– Added event gates command which allows GMs to quickly open gates from all towns to events.
– Creatures will not return home until after their aggro has timed out (2 minutes from last attack)
– Wisps no longer auto attack people
– Some monster aggro issues associated with the pseudoseer system have been fixed
– Boards/logs of any kind now yield 2 shafts per board/log
Pseudoseer and XmlSpawner specific fixes:
– NPCs spirit speaking no longer causes a crash
– Directed creatures will no longer not return home
– Pseudoseer list: made it persistent through server down
– Fixed it so pseudoseer possessed mobs can go through all teleporters
– No longer allow [direct invulnerables
– Pseudoseers should correctly pop out of monsters when they die and/or unpossess them now
– Made it so pseudoseers can’t possess tamed creatures
– Logging in and out of a monster will no longer cause the monster to “log out” after 5 minutes.
– Possessing animals no longer causes a crash
– Fixed aggro AI issue which arose after unpossessing
– Fixed some AI issues associated with XmlSpawner

 

October 14, 2012:

  • Valorite armor and weapons give indestructible modifier.
  • Implemented a new “Team” system that will enable very flexible team assignments (involving both NPC monsters and the ability to either include or negate militia restrictions)
  • Implemented some more controls over NPC monsters that can be exercised by staff, some specifically pertaining to the pseudoseer system.
  • Keys are now useable from within secure containers by those who have access to those containers
  • Locked down dye tubs  are now useable by all (careful–it might get dyed by an outsider!)
  • Increased starting reagent quantities on vendors.

 

October 2, 2012:

Disarming Move: (use command  [disarm in-game to use ability with appropriate skill)
– Disarming Move no longer requires any wrestling skill to execute.
– Disarming Move now requires 50 arms lore to attempt.
– Disarming Move now consumes 10 mana instead of 20, has a cooldown of 20 seconds instead of 15.
Passive Reveal:
– Players utilizing passive detection capabilities with the combination of tracking and  may no longer perform actions or attack the hidden player.
– Hidden and stealth players must now be actively revealed with the detect hidden skill, reveal spell or other traditional means of revealing players such as explosion potions.
Crafting:
– Decreased the difficulty to craft studded and bone armor for tailors.
– Decreased the difficulty to craft chain and platemail armor for blacksmiths.
Artifacts
– All ‘Tier 1’ artifacts may be embedded by players of any skill with their respective remarkable tools — this includes the damage modifier of Might, tactics modifier of Surpassing Accuracy and armor modifier of Guarding.
– Pseudoseer System Implementation
This system enables monsters to be playable, primarily for events. A person is able to receive access to various monsters or spawn types and effectively ‘log in’ and play as a monster. The monster behaves and plays as an AI monster does; they do not show spell words of power, they do not require or consume resources within the inventory of the monster and so on. We hope to utilize this system for a vast array of reasons; for major world events run by administrators, player run quests, role-play events and wars as well as world combat team events.

 

September 30, 2012:

Militia:
– All militia members are now notified when a stronghold is under siege in addition to the defending militia and their citizens.
– Commanding Lords of the militia should now be able to be selected properly by Ministers.
Flagging
– Energy vortexes should no longer improperly flag a player criminal when they attack friendly guild members.
Heroes:
The majority of known militia and hero bugs at this time should now be fixed including:
– Heroes should no longer double stack within captured cells.
– Heroes should no longer be “linked” to the opposing captured cells.
– Heroes may still be able to be “released” by utilizing the context menu on them (single click or shift+click on the hero, depending on your settings). This will allow anyone to recapture them. However, the bug that occasionally locked the hero up during movement and forced players to do this should be resolved.
– Capturers will lose control of heroes if they are too far away from a hero for more than 10 seconds.
Items:
– Name change deeds are now available for sale on all township reward vendors for 40,000 gold.
– Clothing bless deed prices are now sold for 50,000 gold on all township reward vendors.
– Dull Copper, Copper, Bronze, and Golden leather dye tubs can be purchased from militia vendors for 200 silver. These dye tubs have ten charges.
– Other leather dye tubs will drop on various creatures and monsters of the world; currently they can occasionally be found on some of the humanoids dwelling within Castle Lockmoor.
– Center carpet piece drop rates have been increased on elite creatures of Khalmer.
Housing:
– Fixed the housing demolish gump to properly indicate that players will receive 90% of their original value of their homes upon demolition.
– The Island of Scelus (the city in which the city of Roache, the duel pits and pirate ship are located), which recently was altered to flag all those who enter as criminals, now allows housing to be placed upon it once again.
AI & Quests:
– Added infrastructure to begin a line of quests which will lead to some unique and impressive spawn lines and boss monsters in the world and many dungeons.

 

September 23, 2012:

Murderers, Atonement and Outcasts
Sanctum’s new murder system has had the majority of its functionality implemented with this patch. There are three types of murderers now; the regular murderer we all are familiar with, the shamed murderer in atonement and the outcasted murderer.
– Regular Murderer: Name hues red, no title. This player may attack innocent players; if killed by a bounty hunter and their head turned in they will face atonement.
– Atonement Murderer: Name hues pink, has the title “the Shamed”. This player may not initiate combat against innocent (blue notoriety) players.
– Outcasted Murderer: Name hues dark red, has the title, “the Outcast”. This player may attack innocent players; if killed by a bounty hunter and their head turned in they will face a permanent loss to 50% of their skills and return back to normal murderer status.
– Bounty Hunters: Names will now hue white to all murderers, indicating their status as a bounty hunter.
– For any player killed 250 gold is generated upon the murderers head; a player may add additional bounty to lengthen the duration of their future atonement.
– For every 250 gold upon a murderers head, they will suffer 1 hour of atonement if their head should be turned in by a bounty hunter.
– A murderer enters a period of atonement and is shamed if their head is turned in by a bounty hunter.
– A player may bribe away their period of atonement by giving gold to a bounty hunter at a rate of 500 gold per hour of removal.
– A player may forsake their status as being shamed and return to killing players by stating the words, “I wish to continue killing”.
– A player will remain an outcast until they are killed by a bounty hunter and have their head turned in.
Militia:
– Militia members may no longer enter into gates into opposing townships.
– Militia members may now resign without accessing the militia stone by saying, “I wish to resign from the militia”.
– All militia members will be notified when a town’s doors are being sieged.
Stealing:
– An item, when stolen, may not be moved from within a thieves pack for 30 seconds after the theft.
– A bug allowing kegs to be stolen has been fixed.
Miscellaneous:
– Player owned vendors shall now charge approximately half for their services.
– The notification for a player being attacked with an explosion should no longer occur from non-player mobiles.
– Flesh colored orcish kin masks will no longer revert to the common green hue on server restart.
– Name change deeds are now for sale on citizenship vendors.

 

September 20, 2012:

Combat:
– Parrying is now capable of mitigating spell damage from other players in addition to its previous functionality against creatures and monsters.
– Citizens may heal militia members of the militia if they share the same citizenship; however doing so will flag them as enemies to all opposing militias for 2 minutes, similar to a criminal timer.
Skills:
– Discordance will now last for 1-2 minutes. Additionally, when the bard leaves range of the target the effects of discordance will stop in 15 seconds.
Creatures:
– Bear druid and deer druid NPCs have been added to the overworld. These fearsome creatures have the potential to drop wearable bear and deer masks.
– “All release” will now release every animal.
– Tamed creatures now use their owners’ notoriety check for aggression – two pets attacking one another will no longer flag the owner gray.
Militias, Heroes and Bonuses:
– Heroes that are rescued but abandoned will now no longer cause discrepancies in captured hero counts.
– Town bonus scaling for hero capture/lack of own hero have been heavily modified, hero captures and loss of your own hero now have a much greater impact on bonus rewards.
– Militia members now receive +10% extra gold when getting the kill-shot on a monster and an additional +10% for each hero they have captured in their stronghold.
Miscellaneous:
– Fixed an issue causing incorrect images to be displayed by the anti-rail gump.
– Drakes, wyverns and baby wyrms have had their movement speeds increased.
– House placement tools are no longer blessed.
– Treasure chests will be removed when the last item is taken.
– East Bowan guard zone no longer cross the river.
– The rules of Roache (everyone flags gray, murderers cannot be bounty hunted) will now cover the entire island.
– New hues added for spined, horned, and barbed leather.

 

September 12, 2012:

Items:
– Remarkable tools now yield 5 uses per tool.
Skills:
– Detect Hidden skill, utilized by a player while hidden, now reveals them upon use of the skill.
Heroes:
– Hero follow speeds should now be calculated correctly, Intimidation bonus now functions properly.
– Hero capture lists should now be properly cleared after an election. This should fix an issue where heroes would teleport home despite no captured heroes in the cells.

 

September 4, 2012:

Detect Hidden:
For every 25 skill points invested into the detect hidden skill, they gain one additional tile radius of revealing hidden ability. Chance does not fail; just simply expands radius with increasing skill.
– 1×1 tiles at 25 skill (a single tile).
– 3×3 tiles at 50 skill.
– 5×5 tiles at 75 skill.
– 7×7 tiles at 100 skill.
Passive Detect Hidden and Tracking:
– Starting at 25 minimum skill of both detect hidden and tracking, a player is able to see 1 tile of hidden players passively. For each additional 5 skill in both skills, the player gains an additional tile of passive reveal range.
For example:
– 25 detect hidden and 25 tracking = 1 tile radius around player.
– 50 detect hidden and 50 tracking = 6 tiles radius around player.
– 75 detect hidden and 75 tracking = 11 tile radius around player.
– 100 detect hidden and 100 tracking = 16 tile radius around player.
Lockpicking:
– Lockpicking success = (PlayerSkill – Lock Minimum Skill ) * 4%.
– Lockpicking chest level skill minimums are now (15 / 30 / 45 / 60 / 75 / 90).
– Players may now gain lockpicking skill on any lockable container regardless of difficulty.
Treasure Maps:
– Fixed a calculation issue with the drop rate for high level artifacts. Added more reagent piles, added gem piles, more scrolls, added a large drop of a randomized resource (ingots / boards / cloth bolts / leather), and a dozen possible pirate-themed rare drops (likeliness scaled by chest level). Chests are more valuable now.
– Trapped Chests (only treasure map chests for now) will do 25-50 damage per level, making them very potent. Traps on chests are now not automatically removed upon detonation. Detonating the trap on a chest will have a chance to remove the trap, with likeliness much higher for lower chest levels and decreasing in likeliness for higher level chests (and impossible with level 6). Players will receive a message (if they survive the explosion) whether the chest is still trapped.
Remove Trap:
– Remove trap success = (PlayerSkill – Trap Minimum Skill ) * 4%.
– Remove trap chest level skill minimums are now (15 / 30 / 45 / 60 / 75 / 90).
– Remove trap now has a 3 second usage delay.
– Failure to remove a trapped chest does not detonate the trap.
Spells:
– Firefield no longer breaks meditation, or acts to reveal caster, and conditional damage fix. Also fixed a circumstance with creatures entering firefield and possibly taking double damage.
– Energy Bolt does slightly more damage.
– Explosion does slightly more damage.
– Lightning does slightly more damage.
– Fireball does slightly more damage.
– Heal has a slight increased on the timer for diminishing returns, meaning continuous use or “spam” of the spell will carry a heavier penalty.
– Success for casting recall from scrolls greatly increased; players with at least 25 points of Magery (25 actual / roughly 28 displayed) should have 100% success rate for casting.
Kin Paints & Masks:
– Players can now freely attack orcish mages while wearing orcish kin masks (orcish kin paints prevent orcs from attacking; masks are purely aesthetic).
– Drow paint and Undead paint will now “burn off” when attacking their respective targets.
Miscellaneous:
– Fixed the for poisoned while hiding “speed boost” bug. Issue was with Stygian Abyss style packet handling; i.e players appeared to be moving faster on their local client despite actually moving normally from other player’s perspectives. No actual speedbug occurred; it was a local display issue on animation.

 

August 30, 2012:

Tracking & Detect Hidden:
– Added passive Detect Hidden and Tracking mechanic for seeing hidden players.
– Distance players can see other hidden players/creatures is:  the lower value of (Tracking Skill / 10) or (DetectHidden Skill / 10), rounded down, then multiplied by 2. So 42 detect and 58 tracking turns into 4 x 2 = 8 spaces of passive visibility.
– In practice, you are able to visualize the stealther the moment they come into your passive detection range. They will not be aware that you are now able to see them. You may attack the hidden or stealthed player as if they were revealed; they will remain hidden unless they perform an action that would typically reveal them (eg. run, cast a spell, etc.) Hidden and stealth players attacking from hidden reveal as they typically would.
Ghosts & Scouting:
– Ghost Scouting Fix: Players may see ghosts that are in warmode as normal.
– Ghosts can no longer see players or creatures, with the exception of healer npcs, by default. A ghost in a party or guild, however, can always see party members or guildmates.
– When a player uses Spirit Speak, regardless of skill success, he becomes visible to ghosts for a duration equal to normal spirit speak success length (which is bumped to a min 30 seconds at 0 skill and maxes out at 2 minutes with GM skill). Essentially, by using the Spirit Speak skill, you can allow a ghost to see you for 30 seconds.
Miscellaneous:
– Telekinesis can no longer be used on trapped chests
– Animal Lore gump updated and reformatted again: now displays creature poison attack level and barding difficulty is scaled to a more player-friendly value.
– Successful taming of an animal should clear the animal’s Aggressors list and should also force it to exit warmode (should prevent tamed animals attacking things that were previously grey but now blue to it)
Crafted Weapons:
– Weapon damage based on quality modified: exceptional weapon damage retains power; regular weapons will now inflict less damage.
Poisoning & Alchemy:
– Poisoning weapons difficulty values rescaled: Min skill for poison potions are as follows: Lesser = 0, Regular = 25, Greater = 50, Deadly = 75. Success % = (Poisoning Skill – Potion Min Skill) * 4%. Reminder: players can gain skill in poisoning from 0 – 100 with lesser poison potions.
– Deadly Poison alchemy success increased to be 50% at 100 alchemy skill.
A.I.:
– Monster perception range (i.e. aggro range) changed from 16 to 12. Was never intended to be 16; a function in RunUO was overriding our set values.
Magery:
– Spell casting success rates altered. The new minimum magery skill needed to attempt to cast any spell is now (Spell Level * 10), with the exception of level 1, which can be casted at 0 Magery.
– Spell success is now (Player Magery Skill – Spell Min Skill Needed) * 4%. This means level 7 spells can be attempted at 70 magery and have 100% success at 95 magery. Level 8 spells at 100 magery will have an 80% success rate. Players using a scroll to cast still reduces the effective circle being cast by 2 for purposes of success chance.

 

August 29, 2012:

Combat:
– The stun on stun punch has been modified slightly; it now has variability to the duration of the stun. Instead of always yielding a 4 second stun it will be a random roll duration between 2 to 4 seconds. The cool-down delay between use has been reduced from 40 seconds to 30 seconds. It continues to consume 10 mana on attempt, regardless of success.
Items and Loot:
– Gold piles are no longer split into multiple piles on a creatures corpse due to multiple aggressors on a target.
– Increased player corpse decay timer to eight minutes for body and twelve minutes for bones.
– Artifact drop rates for high end creatures have been scaled back.
– Flash powder and lockpicks are now able to be added to commodity deeds.
Travel:
– Players can now gate out of Roache.
– Players can now do “one way” gates out of Dungeons.
– Aggressor flag (“In the heat of battle”) will no longer prevent one from recalling or gating.
Skills:
– Can train remove trap from NPCs.
– Discordance has had a skill gain increase.
– Returned tinker traps to their former glory.
– Tracking distance at Grandmaster skill has been increased to 80 tiles away for non-hidden players. This is a bit greater than the entirety of the map displayed in the in-game mini map on “large” mode.
Spawn:
– Some additional overland spawn has been added to Atria.

 

August 23, 2012:

Artificial Intelligence:
– Massive rebalance for all creatures in game: difficulty adjusted for most creatures, with many creatures becoming more difficult and and some becoming very, very difficult.
– New AI for a variety of creatures and some creature types given different AI (such as orcish mages now being group healers).
– Aesthetic changes for a variety of creatures (new looks, new weapons).
– Completely new loot system utilizing individual tiers for Gold, Artifacts, Treasure Maps, Scrolls, Reagents, Gems, Boards, Ingots, Arrows, Bandages, Random Potions, Poison Potions.
– All creatures now have chances for Artifacts and Treasure Maps to drop, with level and frequency better scaled to creature difficulty. Most creatures also have several additional loot types dropping as well and some have new rares with various frequencies.
– Ingredients for player skin paints are now available on more creatures that are thematically appropriate (i.e dread spiders, liches) with higher frequency for tougher monsters.
– High end mage creatures will now cast AoE spells, with radius increasing for even higher end creature casters.
– Monsters will now focus more on their current combatant and will deviate less to attack bystanders.
– Creatures doing breath attacks will now only breathe at targets up to range 8 (instead of upwards of 20), however breath damage will now be consistent instead of becoming near useless when a monster is at low health.
– Galven Guards can no longer be provoked.
– Creatures spawning at the zoo are no longer tamable, and will be replaced with “encaged” creatures.
Regions:
– The Vermell guard line no longer extends north west of the mountain.
– The Drow territory line should now encompass the entire area.
Miscellaneous:
– The F shaped wood and plaster house should now have the correct amount of lock-downs.
– Players should now be able to shove through each other correctly (when stacked 2 or more).
– Adventurer Citizenship bonus is no longer a raw 25 gold added, but instead now +10% to gold dropped (and doesn’t create a second pile of gold now either).
Skills:
– Animal Lore now works on all creatures (monsters, etc) and has more information available.
– Player title for Animal Lore is now Anatomist (not biologist).
– Fixed an issue with the taming skill timer, which should result in slightly increase taming skill gains.
– Readjusted smelting success chances to better pair with mining skill needed for ores: typically able to 100% smelt ore at 10 skill points above skill in mining needed to dig up the ore type.
– Players should now be able to gain Remove Trap skill from any trapped object including trapped pouches.
Spells:
– Fire Field has been adjusted to last from 10-30 seconds based on magery and to inflict 3-5 damage per second (was previously inflicting way too much damage on monsters).
– Energy Bolt and Explode spells maximum damages have been reduced a slight amount but damage variation has increased a tiny amount.
– Flamestrike spells maximum damage has been reduced a slight amount but damage variation has increased a tiny amount.
– The Reveal spells reveal radius has been changed to 2 tiles beyond the center tile it is casted from.
– Fixed an issue with polymorph coloring creatures white
Items:
– Death robes now decay 1 second after being dropped on the ground
– Pick axes should now correctly display uses remaining when clicked on
Treasure and Locked Chests:
– Treasure map chest Loot tables rebuilt: artifacts and scroll levels are now chance based depending on level of chest.
– Treasure map chest and dungeon chests can no longer be opened with the Unlock spell (players must use lockpicking)
– Difficulty for lockpicking chests are now the following per level (25 / 50 / 75 / 90 / 95 / 100)
– Traps on map chests are now far more deadly.
– Remove Trap should now work correctly for chests and no longer uses detect hidden skill.
– Remove Trap skill now takes 1 second to perform (instead of 10) and skill gain is much faster

 

August 19, 2012:

Skills:
– Animal Lore gump has been updated with new information including minimum animal taming requirements, pet control slots needed, and better combat stat organization (reminder: can use Animal Lore on non-tamed animals).
– Fixed interval values for Musicianship skill.
Artificial Intelligence:
– Galven Guard spamming fix. They have finished securing stuff. And people are now well aware of it.
– Sanguin Healers / Menders updated (AI and behavior)
– Added Poison cool-down mechanic for creatures.
– After a creature inflicts poison, it must wait 5 seconds per poison level (i.e 5 sec at Lesser, 25 sec at Lethal) before it may inflict another poison effect (3 seconds per level for normal tamed creatures).
Citizenship:
– When revoking citizenship more than once you now receive a message indicating the correct time for removal.
Miscellaneous:
– Players cannot initiate trades if either member is hidden.
– Fixed stat losses due to RunUO “atrophy”. Stat locking should work correctly now.
MySanctum:
– A large update has been made to the way database entries are made, this means a fix for the numerous lag spikes and more frequent updates. Characters are now updated every 2 minutes instead of upon log-out.
Taming Update:
Taming Skill Requirements and Control Slots Changed for Animals
– Rescaled creature taming requirements and slots to match the power / utility of the creatures.
– Taming skill gain slightly increased.
Reminders:
– You can gain Animal Taming skill from creatures with Min Taming skill above your skill amount up to a maximum of 25 points above it (eg. at 35 skill you can gain from a creature requiring 35 min up until 60 skill).
– Your chance to tame a creature is your (Taming Skill – their Min Taming needed) * 4%.
– You need to have both Animal Taming and Animal Lore skill equal to the Min Taming skill of a creature in order to give it commands.

Pack Horse:  (Taming 0 / Slots 1)
Pack Llama:  (Taming 0 / Slots 1)
Bird:  (Taming 0 / Slots 1)
Chicken:  (Taming 0 / Slots 1)
Jackrabbit:  (Taming 5 / Slots 1)
Rabbit:  (Taming 5 / Slots 1)
Rat:  (Taming 10 / Slots 1)
Giant Rat:  (Taming 10 / Slots 1)
Sewer Rat:  (Taming 10 / Slots 1)
Cat:  (Taming 15 / Slots 1)
Dog: (Taming 15 / Slots 1)
Boar:  (Taming 20 / Slots 1)
Pig:  (Taming 20 / Slots 1)
Goat:  (Taming 25 / Slots 1)
Mountain Goat:  (Taming 25 / Slots 1)
Cow:  (Taming 30 / Slots 1)
Llama:  (Taming 30 / Slots 1)
Hind:  (Taming 35 / Slots 1)
Bull Frog:  (Taming 35 / Slots 1)
Giant Toad:  (Taming 35 / Slots 1)
Crane:  (Taming 40 / Slots 1)
Eagle:  (Taming 40 / Slots 1)
Snake:  (Taming 40 / Slots 1)
Great Hart:  (Taming 45 / Slots 1)
Bull:  (Taming 45 / Slots 1)
Lava Snake:  (Taming 45 / Slots 1)
Walrus:  (Taming 45 / Slots 1)
Grey Wolf:  (Taming 50 / Slots 1)
Timber Wolf:  (Taming 50 / Slots 1)
Cougar:  (Taming 50 / Slots 1)
Panther:  (Taming 50 / Slots 1)
Snow Leopard:  (Taming 50 / Slots 1)
Black Bear:  (Taming 55 / Slots 1)
Gorilla:  (Taming 55 / Slots 1)
Brown Bear:  (Taming 60 / Slots 1)
Giant Spider:  (Taming 60 / Slots 1)
Dire Wolf:  (Taming 65 / Slots 1)
Grizzly Bear:  (Taming 65 / Slots 1)
White Wolf:  (Taming 70 / Slots 1)
Alligator:  (Taming 70 / Slots 1)
Scorpion:  (Taming 70 / Slots 1)
Polar Bear:  (Taming 75 / Slots 1)
Lava Lizard:  (Taming 75 / Slots 1)
Lava Serpent:  (Taming 75 / Slots 2)
Giant Serpent:  (Taming 80 / Slots 2)
Drake:  (Taming 85 / Slots 2
Baby Water Wyrm:  (Taming 90 / Slots 2)
Wyvern:  (Taming 92 / Slots 2)
Giant Black Widow:  (Taming 95 / Slots 3)
Dragon:  (Taming 97 / Slots 3)
Silver Serpent:  (Taming 98 / Slots 3)
Water Wyrm:  (Taming 99 / Slots 3)
White Wyrm:  (Taming 99.6 / Slots 4)
Shadow Wyrm:  (Taming 99.9 / Slots 5)

 

August 14, 2012:

Murderers

  • Murderers should now receive the appropriate values when saying, “I must consider my sins.”
  • Murders bribe amounts should now properly display diminishing values as statloss decays; you can actually see the bribe decreasing by the second.

Thieves

  • Stealing will now have the appropriate check for the weight of items within a container when attempting to steal a container.
  • Stealing now can only be done against other players, pack horses, and pack llamas.

Animal Taming

  • Animals you control that you can command (i.e. have both Animal Taming and Lore above minimum requirements) are flagged ‘green’ to you (reminder: pack horses and pack llamas have no minimum taming requirement). Otherwise, they’re blue.
  • Taming a creature with a previous owner (including yourself) has a 25 skill penalty: Pets will vanish within 2 minutes if released and not re-tamed.
  • Pet Transferring now enabled (must have minimum taming of animal needed to receive pet).
  • Herding now works on tamed creatures (only if you are the controller)
  • Increase to Herding skill gain and rate (Reminder: herding works like anatomy on each follower you have for melee damage boost.)
  • Healing changes from last patch now also boost Veterinary bandage usage.

Artificial Intelligence

  • Galven Guards will no longer attack evil creatures, only criminal players.
  • Galven Guards will only speak to players.
  • Readjusted AI spell selection definitions and readjusted some creature’s spell-casting AI group (notably liches and fire elementals toned down.)
  • Creatures won’t cast Magic Reflect if its already in place.

Misc

  • Archery skill gain rate increase.
  • Energy Vortex damage bump.
  • Smelting fixed; can no longer gain skill on ores with no chance of success.
  • Fixed pouches on vendors giving off indication that they were trapped when they weren’t (an actual magic trapped pouch on vendor will still give this warning though).

 

August 12, 2012:

Skills:
Healing:
– Bandages will no longer completely fail to apply in the same manner.
– The formula to determine total amount heal remains essentially the same; the higher the player’s healing and anatomy skill, the large amount of damage they may heal for. A player will heal for decreasing amounts of damage dependent upon the number of times they take damage while applying the bandage.
Stealing:
– Altered behavior to improve the method in which “stack” stealing is handled and general stealing changes.
– Player first makes a skill check with % success = Stealing Skill skill ( with success % capped at 95%)
– If player skill check succeeds, determine the maximum weight worth of items that can be stolen, where Weight = (Skill / 10) + (Random of -2.5 to 2.5) stones.
– If item is single item, it is stolen if maximum weight stealable >= item weight.
– If item is in stack, the maximum weight stealable is lowered by dividing it by 2. The then player steals a number of items whose combined weight is that new maximum weight amount. For example, if you normally would have stolen 9.8 stones, you will steal 4.9 stones worth of items from a stack (such as 49 nightshade or 4 potions).
– Fixed the stealing “return item to original owner on death” mechanic that could result in items appearing in thieves’ bags after being guard-whacked.
Regions:
– The Inn of Calor will no longer teleport players locations to Galven upon logging out and returning; this was due to a “water” check to see if the player was on land when logging in because of the inn’s location over a dock.
– Castra Tunnels have had their region expanded to include the piece of dungeon that was being excluded from region checks.
Artifical Intelligence:
– Followers are no longer grey when in guard mode.
– Players may now release pets and followers regardless of their Animal Lore skill.
Weapons and Armor:
– Weapons and armor will now display warnings that they are about to break when at very low durability remaining.
Stamina and Walking:
– On Sanctum players at 0 stamina no longer are “locked” into place. Their characters will be forced to walk at very low levels of stamina. Note, this does not occur if the player is overweight with items — they are still locked into place in that scenario.
– If a player is at 0-2 stamina, their character will be in walk mode.
– Once the player returns to 3 stamina, they are able to run again.
– Stamina no longer rapidly decays when at low levels of stamina. Stamina will slowly passively regenerate, regardless of your current stamina.
Miscellaneous:
– You can only gain Fame/Karma in parties if within 30 spaces of the slain creatures.
– Fixed Polymorph and Resurrect code so players in kin paint retain color and other players return to normal skin color upon resurrection.
– Changed polymorph humanoid hue from 0 to 996, as polymorphing would effectively flag you as a savage for artificial intelligence check and resurrection hue restoration.
– Players may no longer activate trapped chests and boxes from player run vendors.

 

August 10, 2012:

Skills:
– You may now gain poisoning skill from all poison potions now, all the way to 100 skill. This does not change poison application rates or difficulty, however; poison success rates for application scale normally.
– Adjustments to peacemaking and provocation to include minimum failure rates to make “hard” monsters slightly more difficult.
– Arms Lore skill will give information on current hit points remaining, maximum hit points, the weapon skill used for weapon, and whether a weapon is poisonable now.
– Adjusted smelting formula for ores:
– Player can gain mining skill from smelting 0-100:

Difficulty to Smelt Ore = (Player Skill – Ore Difficulty) * 4%

  • Iron: difficulty = 35.0:  100% at 60
  • Dull Copper: difficulty = 40.0:   100% at 65
  • Shadow Iron: difficulty = 45.0:  100% at 70
  • Copper: difficulty = 50.0; 100% at 75
  • Bronze: difficulty = 55.0: 100% at 80
  • Gold: difficulty = 60.0:  100% at 85
  • Agapite: difficulty = 65.0:  100% at 90
  • Verite: difficulty = 70.0: 100% at 95
  • Valorite: difficulty = 75.0: 100% at 100

Artificial Intelligence:
– Adjusted some AI behavior for target determination.
– Pets should no longer attack their targets if they are hidden
– Added two Galven Guard NPC types that will fortify dungeon entrances of closed dungeons and some outposts of the world; these guards will attack criminals and murderers on sight.
Items:
– Increased the durability of weapons.
– Orcish kin masks no longer have any functionality beyond being an aesthetic item; orcish kin paint takes its place to disable orc mobiles from attacking.
Regions:
– Added an “inn” region to Albus; it is the small campfire and bedroll circle to the north of the blacksmithy shop.
– Added an “inn” region to Bowan; it is the tent camp to the west of the mage shop.
– Fixed the guard lines on the northern part of the Atria Zoo.
Housing
– Fixed 3 houses that had missing corner pieces in the northwest corner.

 

August 8, 2012:

Heroes:
– Heroes will now pass through all creatures and mobiles.
Townships:
– Bonuses should now be correctly calculated when a hero returns home after being captured.
Militias:
– Militia players who have been killed in the past 20 minutes will no longer yield silver.
Artificial Intelligence:
– Wandering healers are now more proficient in combat.
– Wild animals and creatures will no longer respond to the “move” command.
Housing:
– Only the owners and co-owners may set the name of a house now.
Items:
– Items will now appropriately call for their durability and hit points left on the item. At 0 hit points left, they will break.
– Orcish hearts and drider glands should now stack correctly.
Skills:
– Bowyers no longer train fletching.
Regions:
– 
Modified Galven guard lines to provide more buffer zone from the savage camp and savage bridge.
– Fixed the inn region within Galven.
Bounty Hunters:
– Murderers may not enroll themselves as Bounty Hunters.
– Bounty Hunters that become murderers will have their status as a bounty hunter removed.

 

August 7, 2012:

Skills:
– Summoned creatures no longer need Animal Taming or Animal Lore to command them.
– Animal Lore attribute boost modified: It has been increased to 11.5 with 100 intelligence.
– Animal Lore skill check has been decreased,  making it slightly easier to gain skill.
– Musicianship skill check has been decreased, making it slightly easier to gain skill.
Stealth:
– Stealthing Success Changed: 50% + (Skill / 2)% chance to enter stealth.
– Upon successful stealth attempt, the player receives a number of guaranteed steps. It is your skill divided by 10, rounded down. (Eg. 58 skill would be 5 steps, 82 skill would be 8 steps.)
– After the guaranteed step each subsequent step is checked against the players skill. It is determined by 50% + (Stealthing Skill / 2)% chance to not reveal mobile.
– At Grandmaster Stealthing, nothing has changed. You still receive unlimited stealth steps without chance of failing.
Bardic:
– Peacemaking a creature puts it into a wandering state for 20 seconds; it will not directly walk or teleport home and will not immediately fight back if it takes damage. Each damaging effect on the creature reduces the peacemaking timer by 1 second.
– Peacemaking success check process now mirrors Provocation; peacemaking has a higher creature successful difficulty range possible, however.
Artificial Intelligence:
– Immobile creatures (corpsers, reapers) will not attempt to Withdraw or Flee.
– Removed teleport animation from creatures warping back to when outside of home range for extended period of time.
– Increased the difficulty of some casting monsters. Please continue to give us feedback on what appears too easy or difficult! You can utilize the [feedback command in game at any time.
Followers; Pets and Summons:
– The “Stop” command clears the creature’s Aggressors table, making controlling it easier if it previously attacked a creature.
– Followers controlled by a player go into Stop order if owner doesn’t have enough Animal Taming/Animal Lore to control the creature, goes too far out of its perception range, or becomes invalid somehow (eg. character deleted).
– Followers controlled by a player will now be able to follow the player as a ghost, as long as it stays within perception range.
– Removed minimum taming requirements for Pack Horse / Pack Llama (was previously 11.1).  These creatures now have 0 so anyone can give them commands.
– Players must have both Animal Taming and Animal Lore skill equal to the minimal Animal Taming skill required for the creature, in order to give that creature commands.
– Added a system message when a player attempts to give a command to a creature he/she does not have enough taming and animal lore to control.
– Animal Lore now works on all animals now (not just tamed ones).
– Herding skill training added to Animal Tamer NPCs,
– Improved animals facing opponents in combat.
World Changes:
– A bridge has been added to the southeast of the Savage Camp. This enables murderers to traverse from both sides of the world without requiring magery due to Galven’s bottleneck.
– Ferry ships have been removed and replaced with static ships at various dock locations. These ships will bring players to their desired destination.
Atrian Elections:
– The first election cycle has concluded. To observe the new ministers and the selected bonuses for any given page visit their MySanctum.com pages:
– Lillanohttp://mysanctum.com/Townships/Details/1
– Pedranhttp://mysanctum.com/Townships/Details/2
– Vermellhttp://mysanctum.com/Townships/Details/3
– Calorhttp://mysanctum.com/Townships/Details/4
– Arborhttp://mysanctum.com/Townships/Details/5
Miscellaneous:
– Fixed a crash bug regarding Strong Doors bonus from township bonuses.
– Fixed a crash bug regarding provocation.

 

August 5, 2012:

Skills:
– Animal Lore will now display the Barding Difficulty rating of a creature.
– Meditation will now always do a skill check regardless of mana; this will improve gain rates.
– Archery will now properly concurrently gain tactics and anatomy on use.
Escorts
– Escorts will vanish if they do not reach their destination within 30 minutes.
Misc
– Adjusted some creature and monster hit points and loot tables.
– Adjusted movement speed of certain creatures to be slightly faster (eg. dragons, daemons, wyrms).
– Sanguin Assassin stealth poisoners NPCs will now only apply up to greater poison to their weapons.
– Fixed some corpses displaying wrong names on death.
Stealing:
– Adjusted threshold for not being able to give murder counts for players with stealing skill to 30 instead of 50.
Provocation:
Players may gain skill from a provocation attempt if they have more Provocation skill than the target difficulty value (which is the average of the two targets). They may continue to gain skill until their Provocation skill reaches 2.5 times this amount.

Some examples (assuming you provoke them onto yourself or another of its type):
Also, keep in mind the Difficulty is dynamically determined from that creatures stats/skills/etc which can vary from creature to creature of the same type.

  • Rabbit: Difficulty 10 . Gain Skill from 10 to 25 provocation
  • Great Hart: Difficulty 19 . Gain Skill from 19 to 47 provocation
  • Timber Wolf: Difficulty 23 . Gain Skill from 23 to 57 provocation
  • Gorilla: Difficulty 26 . Gain Skill from 26 to 65 provocation
  • Alligator: Difficulty 30 . Gain Skill from 30 to 75 provocation
  • Polar Bear: Difficulty 32 . Gain Skill from 32 to 80 provocation
  • Scorpion: Difficulty 35 . Gain Skill from 35 to 87 provocation
  • Giant Serpent: Difficulty 38 . Gain Skill from 38 to 95 provocation

 

August 4, 2012:

Rare Items:
– Introduced the first set (four items) of daily rare item spawns to the world. These spawn within a homerange region rather than an explicit location. Happy hunting.
Taming:
– Decreased duration that previously tamed released pets will linger prior to removal.
– Increased the difficulty of taming sheep. To impossible.
MySanctum:
– Fixed an account restriction.
– Added connection pooling.
– Added additional item tracking (administrative side).

 

August 3, 2012:

A.I.:
– Fixed Sanguin mobile names so nameplates are no longer empty.
– The savages of Atria are now much more formidable opponents.
– Escorts will now walk faster for players bringing them from town to town.
Militia:
– Town heroes will remain captured for the correct amount of time.
– Town heroes will run faster while being led by their captors.
– Bonus amount granted by Defiance and Intimidation town bonuses has been adjusted.
Miscellaneous:
– You can no longer gain skills while attacking a militia stronghold door or Vorshun Wars flag.
– Feathers can no longer be sold to NPC vendors for 0 gold.
– Fixed a bug allowing names containing invalid characters.

 

August 3, 2012

Artificial Intelligence:
– Prolonged creature aggro delays.
– Altered creature fleeing behavior.
– Altered creature rally behavior.
– Shortened creature returning to spawner behavior.
– Changed monster idle time to 5-15 seconds from 15-25.
– Set creature stamina drain effect to be 20% of what players cause.
– NPCs will no longer call guards on stealthing players.
– Increased the mana pools of monsters.
– Fixed provocation to correctly flag bard as ‘aggressor’ to both involved; creatures will go after bard after duration expires.
– Updated creature difficulty formula to determine monster threat level more accurately.
– Formula now considers: ActiveSpeed, Immobility, Max Hits, SetDamage, Best Combat Skill Value, VirtualArmor, Spell Casting (Magery + Eval), MagicResist, Will Heal Self, Will Heal Others, Special Action Usage (individual values), Poison Usage (by level), Poison Immunity (by level).
– Streamlined provocation and peacemaking success formula.
– Added meditation to casters.
– You can no longer trap monsters with stools.
Spells
– Fireball does additional damage to creatures when cast by players.
Militia Bonuses:
– Changed “coercion” town bonus to “siege tools” town bonus which causes militias to do more damage to opposing militia hero doors.
– Added “strong doors” town bonus which greatly increases the hitpoints of militia hero doors.
– Intimidation and Defiance town bonuses now correctly affect hero speed.
– Cleaned up some of the bonus scaling.
– Fletching now converts to carpentry when a character is created with the skill.
– The “I must consider my sins” now displays the correct bribe amount.
Map:
– Added new wings to Castra, Pulma, Endium and Serosan dungeons.
– Added Drow role-playing point of interest and territory changes.
– Added Undead role-playing point of interest and territory changes.

 

July 29, 2012

Artificial Intelligence:
– Updated AI to check for Low Mana for spellcasting creatures. If below 20 mana or below 5% of total, creature will only attempt to close to WeaponRange (instead of Withdrawing or going to SpellRange).
– Moved Drake to correct group (EvilAnimal).
– Increased paralyze duration against creatures by 300%.
– Reduced speed of fleeing creatures by 50%.
– Added aggro delays and behavior for creatures: creatures will turn and watch target briefly (delay based on wander or guard/search mode) and then engage.
– Fixed rallying from fleeing behavior for creatures and added HealthRegain functionality (i.e. creatures may rally if healed a certain amount by teammates while in combat).
Animal Taming:
– Updated Taming Skillcheck and streamlined the formula to make it easier to set and adjust creature taming difficulties (minimum to tame will all be the same, just % success chance will differ).
Taming difficulty is: (Player’s AnimalTamingSkill – Creature MinTamingSkill) * 4%
(i.e 50 Taming – 45 MinTamingSkill = 5 * 4% = 20% success chance)
– Removed “Angering” mechanic that randomly made taming certain creatures annoying instead of difficult
– Adjusted MinTamingSkill for Dragon, WaterWyrm, WhiteWyrm (base values were way out of whack).
– Removed randomization from creature order obey check: now if owner has both AnimalTaming and AnimalLore higher than the creature’s MinTamingSkill, creature obeys commands 100% of the time
– Removed some RunUO bonding / taming code that made creatures vary widely in their end skills/stats based upon initial taming conditions (i.e. if creature was paralyzed / barded / peacemaking-ed at time of taming)
– Temporarily disabled friending and transferring of pets.
– Updated code handling for released creatures; creatures that are released by their owner are deleted after an hour (prevents sheep ‘farming’). Taming that creature again removes that deletion countdown.
– Updated code on pets ‘having too many previous owners’ preventing players from attempting to retame them.
– Fixed issue with paralyze spell calculating duration incorrectly and giving players with higher resist longer paralyze times.
Miscellaneous:
– You may no longer cast bladespirit or energy vortex in town.
– Kin paints no longer affect body values of the players that use them.

 

July 26, 2012

Artificial Intelligence and creatures:

  • Bumped Summons durations to 3 minutes + 2 minutes scaling with Spirit Speak
  • Fix for AI getting stuck in certain modes on server restarts
  • Added AI Bandaging of self and Teammates (monsters will move to and follow teammates)

Bounty changes:

  • If your head has been turned in by a bounty hunter and are in statloss, the phrase “I must consider my sins” will now display the bribe with which you may escape statloss.
  • Bounty hunters will now accept checks as bribes.

Kin paint:

  • You will now be able to find the resources for orcish, drow and undead kin paint on corresponding monsters.
  • Alchemists with 80 skill will now be able to craft the kin paints with the new resources.
  • The paints will protect against aggressive actions from the corresponding weaker monsters.
  • Attacking monsters which are non-aggro to you with paint on will remove your paint and deal damage.

Miscellaneous:

  • Added stronghold teleporters that only teleport their respective citizens and all militia members.
  • Wandering healers are no longer invulnerable.
  • Houses with east facing signs should now pick the correct sign if changed from public to private, or the sign type is changed when the house is public.

MySanctum fixes:

  • Bandages used will now update on mysanctum.com.
  • Projectiles fired will now correctly update on mysanctum.com.
  • Guild removal (when the guild is an alliance member or has wars) should no longer result in a crash.
  • Alliance removal should no longer result in a crash.

 

July 24, 2012

Crash fixes:

  • Fixed a bug with missing hero crashing the server.
  • Fixed a number of possible AI crash bugs.

Artificial Intelligence and creature changes:

  • Added Group Healing capability to creatures.
  • Rebalanced Summons properties. Summons significantly weaker than older versions but more diverse in utility.
    • Blade Spirit and Energy Vortex Hit Points slightly increased and damage adjusted.
    • Demons have high starting HP, highest melee damage, low-level casting.
    • Earth Elementals have high starting HP and above average melee damage.
    • Water Elementals have average starting HP, low melee damage, normal casting and have 75% spell damage reduction.
    • Air Elementals have average starting HP, low melee damage, normal casting, high wrestling skill and are immune to poison up to Greater.
    • Fire Elementals have low starting HP, above average melee damage, normal casting but high magery.

Skills:

  • Recalculated how Players get Follower control slots: players get 2 slots by default and gain +1 Control Slot for every 25 points of AnimalLore or Spirit Speak. Players may never exceed 6 Follower slots even if they have 100 Animal Lore and 100 Spirit Speak.
  • Herding now grants Pack Instincts melee damage bonus to all of a player’s followers.
  • Summons by default last for 60 seconds + an additional 60 seconds scaling with player’s Spirit Speak skill (0-60).

Crafting:

  • Lesser poison potions now take 3 nightshade to craft.
  • Poison potions now take 3 nightshade to craft.

Miscellaneous:

  • Dungeon and town chests should now respawn their contents.
  • Many creatures have had their loot altered.

 

July 22nd, 2012:

Artificial Intelligence:
– Updated AI Order Behavior:
Followers will treat anything acting aggressive to itself or its master as a valid combatant, with additional weight granted to targets attacking its master (with the closest target to its master getting highest priority).

– New follower command system and interaction:

Attack:
Follower will attack and pursue target up to perception range from controller. Afterwards will enter Stay mode.

Patrol:
Player sets a target location for follower. Follower will attack any valid targets within perception range of its master, if it can’t find any, it will talk towards its patrol location, at which point it will roam around that point and look for valid targets to attack (it will stay within perception range of that patrol point however).

Guard:
Follower will follow its master and attack any valid targets within its perception range following behavior described up top.

Come:
Follower will walk towards the point where Come was said and then stop at that point (doesn’t follow afterwards).

Follow:
Follower will follow its master and not attack anything (even if attacked itself).

Stay:
Follower will stay in place and rotate to look at its master. It will stay in place but attack anything in base contact with it or use any spells or ranged abilities at valid targets in range.

Stop:
Follow will do nothing and not fight back if attacked.

– Creature stealthing added. Creatures will stealth like players and do stealth attacks. Creature has 20% chance when walking to leave a footprint that lasts 15 seconds.
– Fixed an issue with creatures attempting to target guards after they warp in; guards will no longer be picked as a target for combat.
– Fixed some line of sight issues with aggressive creatures.
– Added MeleeMagic AI type and assigned to many creatures: these creatures cast and melee; they will close for melee range and won’t withdraw (eg. daemons, dragons).
– Moved scorpions from Animal.None to EvilAnimal (will attack players).
– EvilAnimals will no longer go after Prey animals (they will only go after players)
– Added AI behavior to many monsters that are primarily casters; they shall now maintain distance to cast spells and utilize extra animations; decreased the amount of “junk” they cast.
– Added AI behavior to archer mobiles to fire shots and attempt to maintain distance from target.
– Added AI behavior to allow creatures within set sub-groups to heal other fellow creatures if they are taking damage.
Combat:
– Shields, other than Chaos and Order shields, now penalize meditation rate.
Crafting:
– Alchemists can now craft an armament dye stripping tub with 80 skill. This tub can be utilized to remove the hue from weapons and armor.
– Added new resource which is required by the new armament dye stripping tubs called oxidizing powder. This can be purchased on the militia reward vendors for 100 silver.

Note: Requires updated Cliloc.enu file to see the text display on these items in game.

Poisoning:
– You can now GM poisoning with lesser poison (store bought) potions.
Loot Tables:
– Altered artifact drop rates.
– Altered scroll drop rates.
– Harpies will now drop gold.
– Orcish Kin Masks now have a chance to drop on all orcs.
– Orc Helms now have a chance to drop on orc lords.
Items:
– Gypsies and thieves will now sell disguise kits.
– Players may no longer dye citizenship shields.
– Players may no longer redye citizenship or militia hoods.
Miscellaneous:
– Removed all deep water tiles.
– Players may no longer dye citizenship shields.
– Players may no longer re-dye citizenship or militia hoods.
– Reward gumps will no longer allow you to purchase items more than 10 tiles away, instead when attempting to buy something when over 10 tiles away the gump will close.
– Houses have had their prices and storage amounts altered.
– Healers in Roache will now resurrect murderers.
– Boat taxis should now play the correct sound when starting.
– Players logging in on a water tile will now be teleported to Galven; this was occuring when people would log-out on the water taxis.

 

July 20th, 2012:

Combat:
– Decreased the amount of poisons applied to blades per potion.
– Blade Spirits are no longer immune to poison.
A.I.:
– Creatures should now only become aggressive to mobiles when it is able to pass a line of sight check.
– Decreased the spell casting delay on casting monsters.
– Monsters are now able to apply poison to their weapons in combat. Players will see the action as an emote with the level being applied to the weapon.
– Monsters that utilize ranged combat (eg. spell casters, archers) may now attempt to maintain distance from their target.
– Additional features related to fleeing, predator/preys, opposition groups, bomb throwing and so on.
Regions:
– Added messages upon entering and exiting certain territories; notably the regions in which murderers may not be put in statloss by bounty hunters. Murderers still collect long term counts when killing innocents in these regions. These are the orc fort, the orc compound, the pirate ship and beach and the city of Roache.
– Opened up additional house placement south of Galven.
Crafting:
– Folded existing tribal paint into alchemy.
– Certain monsters will now drop the resource required to make Drow, undead or orc skin paint.
MySanctum:
– Updated the database to include many more tracking variables, see them soon on mysanctum.com.
– Some of the new variables tracked:
Artifact Utilized, Steps Walked, Stealth Steps Walked, Guild Kills, Guild Deaths, Potions Consumed, Gold Spent, Campfires Started, Times Criminal, Corpses Inspected, Players Attacked, Escorts Taken, Animals Tamed, Projectiles Fired, Bandages Used, Poisons Applied, Poisons Casted, Cotton Gathered, Hides Skinned, Feathers Plucked.
– Began to add functionality for displaying the paperdoll properties of each character.
– Note: MySanctum will be down for a few hours while we make these changes.
Miscellaneous:
– Tribal paint no longer changes your body type, it only hues skin.
– Fixed a typo in the house placement gump (requires updated Cliloc.enu file).

 

July 19th, 2012:

Combat:
– The disrupting property of harm will only function for one harm instead of two now; it can be reset by utilizing a third circle or above direct damaging spell (eg. fireball, lightning, energy bolt).
– You may now actively meditate while holding Order and Chaos shields.
– Spamming the violent swing ability ([violentswing) will no longer drain your stamina.
Stealing:
– Players with stealing skill over 50 may no longer report murders.
– Players may no longer steal from creatures or monsters.
– Disguise kits now require 50 stealing skill to utilize.
– Disguise kits no longer have any restrictions based on thieves’ guild membership.
A.I.:
– Added CustomMobs to SpeedTable and AI Groups/Subgroups (now have proper AI behavior; they were not attacking).
– AI Types for Predator/Prey behavior have been added.
– Opposing group targeting AI should work correctly between creatures (Orcs vs Savages, etc).
– Added line-of-sight check to creature spellcasting.
Crafting:
– Carpenters may now craft clubs.
Roache:
– You will now be flagged as a criminal perpetually in Roache.  The criminal timer expires 10 seconds after you leave Roache.
– You can recall out of Roache despite being flagged criminal inside of it.
Miscellaneous:
– Fixed a memory bug relating to guild deletion causing a crash.

 

July 17th, 2012:

Artificial Intelligence:
– We have completely written how creature and monster A.I. works in Ultima Online. This truly deserves multiple paragraphs to explain our new capabilities and flexibility both in terms of what we are able to do now and behaviors we can continue to develop and employ. It may be a bumpy ride at first, but it will be so very worth it.
Combat:
– Arch Protection spell will provide less armor.
– Arch Cure spell, when casted on a single target will only cure that specific target.
– Arch Cure spell, when casted on the ground or an item will have area of effect utility.
– Increased the chance for cure spell to cure high level poisons.
– Increased the chance for arch cure to cure high level poisons.
– Increased base armor on all shields.
– Redistributed the dexterity penalties on pieces of armor for more and balance between suits and their individual pieces.
Citizenship & Militia:
– Corrected citizen and militia title hues; each town has it’s own color for titles for both citizens and militia members within those towns associated with their town bannerment colors.
Items:
– Arbor’s militia reward vendor should now sell the correct hue veteran cloth.
– Fixed new decorative items available for purchase on the militia reward vendors to be properly moveable.
– Hoods should now be the correct price on all township reward vendors.
Crafting:
– Lowered the difficulty of crafting exceptional items.
– Oil cloths now require 2 pieces of cloth to produce.
Miscellaneous:
– Added dungeon regions to the two new, unspawned dungeons.
– You may now recall from Edgewich.
– Help->Stuck will now unhide you.
Bugs:
– Fixed a bug with arch protection virtual armor having undesired consequences with stacking armor drain penalties.
– Fixed a memory bug error with guildstones.
– Fixed double “Thy spell doth not appear to work…” message when attempting to recall from some areas.

 

July 15th, 2012:

Sanctum Installer:
Created a new file installer for Sanctum files. This installer will update all of your files to July 15th, 2012 current status. A new installer, and future patcher, will release closer to launch.

  • hues.mul updated July 07, 2012 – File update.
  • Cliloc.enu updated July 12, 2012 – File update.
  • map0.mul updated July 15, 2012 – Map update.

Combat:
– Reduced the heal spell strength reduction timer.
– Increased the heal spell strength improvement on each timer.
– The heal spell should now have significantly less of a penalty to those periodically casting it but will continue to punish those that ‘spam’ the spell.
– Chain Lightning and Meteor swarm damage has been increased and their damage is now split between multiple targets.
– Fixed poisoned weapons sometimes expending two poison charges.
– Poisoned weapons will now only lose charges when the weapon actively discharges poison onto an opponent.
Map:
– Added a new wing to the west end of Castra Tunnels (requires map update).
– Added a new wing to the east end of Dungeon Pulma (requires map update).
– Added a new level to Dungeon Endium (requires map update).
– Added additional graves and undead spawn to Morthuna (requires map update).
– Added bounty hunter headquarter building for murderer bribe payments (there is also a bounty hunter in Roache to do this as well) to the island of Scelus; the same island Roache is on (requires map update).
– Added new dungeon: Crankfrost Caverns (requires map update).
– Added new dungeon: Lapisan Ruins (requires map update).
– Improved aesthetics of towns; GalvenVermellAlbusBowanLillano (requires map update).
Citizenship and Militia Items:
– Added township citizen reward vendors and placed a few items on the vendor.
– This vendor will sell certain items for gold including citizen dye tubs, citizen flag shields, clothing bless deeds, display cases and other decorative rares (requires hue file update).
Note: If you are unable to see the shields, you will need to update your art files; we recommend utilizing the Sanctum Installer to patch everything.
– Added new items to militia reward vendors.
– Added armament dyes that can be purchased from militia reward vendors (requires hue file update). These tubs have 10 charges of use and may dye armor types and weapons.
– Added two tiers of militia hues, a militia hue and a veteran militia hue (requires hue file update).
– The militia hue may be utilized by any militia member by purchasing a militia hue tub from the militia reward vendor.
– Veteran militia hues may be purchased in packs of 10 cloth for silver and the hue may only be worn by Tier 3 rank and above militia members.
Crafting:
– Carpentry can now repair wooden weapons and armor.
– Maces now cost 8 ingots instead of 6 due to weapon equalization.
– Short spears now cost 8 ingots instead of 6 due to weapon equalization.
– Heater shields now sell for less gold.
– Removed duplicate items available on blacksmith vendors and equalized the cost of certain items.
– Changed spyglasses to apply to Atria.
– Increased the cost of lockpicks to two ingots.
Skills:
– Players with the tracking skill may now also track hidden players. The distance at which they can locate hidden players will increase with their detect hidden skill.
– Made peacemaking and provocation duration dependant on skill level.
– Each time a creature or monster is damaged, it removes 1 second from the time it may be peaced.
– Increased single-target peacemaking skill reuse timer from 5 to 7 seconds.
– Skill gain rate changes.
MySanctum:
– Fixed an inflation issue with database stored kills due to parties.
– Fixed daily player kill updates for MySanctum.com.

 

July 12th, 2012:

Combat:
– Significantly increased the amount of damage mitigated by a parried blow. As a reminder, parrying skill only increases a player’s chance to parry a blow. Varying shields have different base armor and subsequent dexterity penalties but do not alter the chance to parry.
– Stun punch duration is now inversely related to the player’s dexterity; at 25 dex the duration remains the same and decreases for each point of dexterity above it.
– Fixed the damage that magical weapons with damage-improving artifact modifiers were receiving.
Crafting:
– Bowcraft and Fletching have been folded into the Carpentry profession, creating one singular wood-working crafting skill.
– Bulk order deeds have been removed from the game. We intend to do something different regarding crafting skills and rares in the future.
Items:
– Custom citizen shields should now display named properties properly (requires updated cliloc).

– Flash powder should now display the correct name in the tinkering gump.
– Altered the hue of heartwood because it was hideous.
– Treasure maps should no longer list the facet they are on when clicked.
Sheep:
– Sheep now give 3 wool when shorn, and 2 wool when killed while the sheep is ready to be shorn.
– Respawn timer for sheep wool has been greatly reduced.
– Wool received from carving a corpse is now normal wool, not “tainted” variety.
Militias:
– The corpse of militia members will now always flag as an enemy to opposing militia members.
Regions:
– The Lillano guardline now extends to all islands.
– Murderers will not be able to accrue any bounties for killing inside the orc fort, orc compound and pirate ship areas. Long term murder counts can still be applied.
Locked Chests:
– Town and dungeon locked chests should now correctly respawn their contents.
– Items can now be removed from town and dungeon locked chests.
Miscellaneous:
– Fixed a crash bug issue related to weapon attack animations and corpses.

 

July 9th, 2012:

Items & Crafting:
– Higher durability armor and weapons no longer yield a higher sell price to NPCs.
– Flash Powder can now be crafted by tinkers. It requires 70 tinkering, 2 ingots and 1 sulfurous ash. Flash powder weighs 1 stone each and can be stacked. It still retains an individual item count for each flash powder similiar to the way potions work. Flash powder when used is consumed and will break the effects of paralyze. Trapped magic pouches also still will effectively break paralyze.

  •  Players must replace the current Cliloc.enu files to display the text of Flash powder when they click on it. It may be downloaded here:

Militias:
– All militia players may now reward silver if they have not already suffered a death within too short of a time period.
– Militia traps now award a flat 30 silver when killing a player.
Ministers:
– Ministers can no longer immediately un-exile a player who has been exiled; exiles now expire after 7 days, or when the township government changes.
Skills:
– Many of our skill tables have been altered. This will be perpetual as we refine things; please feel free to continue to test any skill in 5 point blocks and give us your feedback.
Miscellaneous:
– Two houses which gave the incorrect amount of money when demolished now give the correct amount.
– Fixed the guarded region which extended into the orc fort.
– Players, when at 0 stamina are no longer artificially “locked” into place; they are limited to just walking. They can still be trapped in by other players boxing them in.
– Added additional MySanctum tracking for administrative account alerts.

 

July 6th, 2012:

MySanctum
– MySanctum has been launched. It is now live at http://mysanctum.com.
– All accounts have been wiped; new accounts must be registered and created on MySanctum at http://mysanctum.com/account/Register.
– MySanctum stats only propagate to the website after their player has logged out of the world.
– Players may only create two accounts and two characters (four total) on each of those accounts.
Combat:
– Added [toxicstrike special move. This guarantees that one of your weapons poison charges will be applied on your next successful hit. Cooldown before reuse varies according to poisoning skill. Requires at least 20 poisoning skill to use.
– All weapons will discharge poison from their blades at a decreased rate; fencing retains an increase chance to discharge poison and poison will not burn charges if a player is already poisoned.
– Increased the base range distance in which poison mages are able to apply higher tiered poisons to make them more effective in combat. Does not increase their chance to apply deadly or lethal poison from close range; just increases the range at which they can effectively cast high level poison.
–  Stealth Attack (attacking while stealthed) to give 300% damage boost on initial swing for one handed weapons, 200% damage boost on initial swing for two handed weapons. This ability may only be used from stealth (not just simply hidden) and does not work against other players.
Loot System:
– The entire loot system has been overhauled. We’ve created our own code to handle loot tables and gone through everything we could think of. This is the beginning to our revamp to PvE; coming next will be monster difficulty and brand new monster A.I.
Miscellanous:
– Added dungeon region to the maze.
– Web host has been moved to a new server. This should allow us to handle more connections and serve our files faster. Apologies to those who lost their accounts in the migration; we were not able to have everything transfer properly. Old forum posts imported will display improper post counts as well. Please let us know if you see anything else out of order.
Sanctum Patcher:
– We have created a small patcher to allow players to easily update their files with the most current files being used for Sanctum.
– Download the patcher here: http://uosanctum.com/files/patcher.exe
– Point the patcher at the same directory Razor utilizes to launch Ultima Online that you play Sanctum with. This directory is usually located at “C:\Program Files\Electronic Arts\Ultima Online Classic” by default.
– The patcher will download Sanctum’s new files
Map Update:
– The map has been updated. If you utilize the patcher, simply allow it to update all of your files. If you prefer to download the files individually they are located at:
– http://uosanctum.com/files/patcher/map0.mul
– http://uosanctum.com/files/patcher/staidx0.mul
– http://uosanctum.com/files/patcher/statics0.mul

A new guide has also been created to show players how to connect to Sanctum with all of the new changes.
It is located here: Sanctum How to Play Guide

 

July 3rd, 2012:

Militia Strongholds:
– Citizens may no longer enter opposing town strongholds, attempting to do so will teleport you back to Galven.
– Stronghold doors no longer bleed when you hit them, nor will they clang like metal.
Townships:
– Murderers may freely enter the towns of PedranCalorVermellLillano and Arbor if the town does not have the Disciplined Guards bonus active.
Spells
– Greatly increased the chance to dispel creatures with Dispel and Mass Dispel.
– Energy Bolt, Explosion and Paralyze should now properly reset the counter for the Harm spell.
Miscellaneous
– Fixed a bug which was causing the server to crash during World War battles and hero capture sieges.
– Fixed a bug causing Mass Dispel to crash the server.
– Fixed a bug where speech would appear twice after being removed from restricted regions.
– Fix a bug causing “extra information” to clutter the tracking window.
– Fixed the bug with the anti-rail gump which would cause players to be mistakenly sent to jail under rare circumstances.

 

July 2nd, 2012:

Vorshun World Wars:
– Players may use the command [nextworldwars to view the time until the next world wars event.
Militia Rewards:
– Militia reward merchants will no longer deal with opposing militia members.
– Added town specific shields. (Require updated art, animation, gump, tiledata and cliloc files.)
Housing:
– Fixed the “steeple” house so you no longer see the roof while on certain tiles inside. (Requires updated multi files.)
Whoops:
– Casting on peaced mobs no longer crashes the server.
– Fixed a skill gain bug. (it’ll be fast, but not 34 minutes to GM fast!)

 

July 1st, 2012:

Skill Gain System:
– Skill gain has been completely revamped and the code re-written allowing us to have much more control over the rate of gain. Other changes have been made to smooth out skill gain; for example, if a player swings a halberd they will not gain at a slower rate due to the slow speed of the weapon.
Please feel free to post your results of testing in any 5 point skill block increments (eg. 60 to 65, 85 to 90 and so on). We’d like to test as many skills as possible, everything from animal taming, craft, combat, magical resist and so on. Everything!
Combat:
– Magic Resist has been modified to give no benefit at 0 skill.
– Accuracy bonuses on archery weapons will apply to tactics as they do with all other weapons rather than the archery skill.
– Dispel will now remove the effects of magic reflect, incognito and polymorph from a player.
– Mass Dispel will removed the effects of magic reflect, incognito and polymorph from players within its casting radius.
– Fencing weapons have a increased chance to discharge poison from their blades; all fencing weapon types can be poisoned.
– Players must have a minimum of 50 parrying and 50 wrestling to equip Order and Chaos shields. Players may cast spells without disarming Order and Chaos shields.
– To improve aesthetics of combat, weapon swings are now capable of utilizing multiple animations rather than always repeating the same one.
Heroes:
– The hero door call to arms to all citizens will now display every time the door loses 10% health rather than perpetually when damage has been taken.
Exilement:
– Players may now be appropriately exiled.
– Ministers may not exile themselves.
Miscellaneous:
– The zoo is now a guarded region.
– Fixed issue with command [add -ed mobiles wandering and teleporting away. They now wander within the homerange of the location added until killed or deleted.
– Developed [scout function for administrators to track players more effectively.
– Guild stones will now decay after houses they were held within collapse.
– All types of hides may be cut to leather while on the ground.

 

June 30th, 2012:

Spells:
– Spell functions coding got a total overhaul, please give us any feedback on anything you feel is “off”.
We have taken a similar approach to our armor and weapon system. Magic Resist is essentially your armor, with Magery and Evaluating Intelligence being damage increasers. This won’t actually alter anything players should be seeing in terms of our current combat, but it allows us to have a much better control of magery for our future PvE changes.
– Decreased the damage delay on Fireball spell.
– Earthquake does additional damage to monster mobiles, it will not damage players.
Combat:
– Stealth Attack: When attacking a monster from stealth you will receive a boost to your accuracy for a short duration as well as a “critical damage” bonus on your initial attack.
– When attacking a monster, each time a player misses a swing the chance to land the next swing will increase. This makes runs of numerous misses less likely. The bonus chance to hit resets upon each successful hit.
– Order and Chaos shields do not be to disarmed to cast spells through.
Crafting:
– Players can now craft Order and Chaos shields.
– Difficulty to craft plate armor has been decreased.
– Difficulty to craft studded leather has been decreased.
– Difficulty to craft bone armor has been decreased.
Miscellaneous:
– Added no housing region north of Pedran and outside the mine north of Pedran.
– Corrected Edgewich region, you should now be able to recall from all parts of the dungeon.

 

June 27th, 2012:

Combat:
– Parrying chance reduced, damage reduction greatly reduced.
– Weapons will no longer expend poison charges on already poisoned targets.
– Weapons now hold less poison charges.
Monsters:
– Parrying has a chance to reduce the damage of spells casted upon a player by a monster.
– Developed new code to handle a monsters output damage, defensive ratings, hit points and more. This may make certain monsters seem abnormal at the moment; please report them. This will give us much more control over our future PvE changes.
Spells:
– Our custom teleport delay will no longer trigger when you mis-click teleport.
Citizenship:
– Players may temporarily use the [revokecitizenshipnow command to instantly leave a town and its militia. This command is for testing purposes and will be removed before the end of the beta.
– Non-citizens may no longer enter hero stronghold areas.
– Leaving a town with one character will now remove all characters on that account from the town and its militia.
Skills:
– Made provocation and peacemaking slightly more difficult.
– Lowered provocation and peacemaking duration.
Heroes:
– Fixed bug that could cause heroes to vanish.
– Removed inappropriate context menu selections from heroes.
– Heroes can now be abandoned by their capturer mid-kidnap; this may be accessed via context menu (either single click or shift-click on the hero, depending on your client settings).

 

June 26th, 2012:

Combat:
– Decreased overall damage done by weapons; increased potency of armor (new armor and weapons must be made to reflect these changes).
– Changed the maximum level of poison spell for players without poisoning skill to be no higher than regular poison.
Vorshun World Wars:
– If a non-militia member attempts to join World Wars, they will be ported to the city of Galven instead.
– Added gump for World Wars that pops up for participants afterwards and displays the results.
– Added more variance to World War shifting timer.
– World Wars will now run less often.
World:
– You may now recall from dungeons.
– You may no longer use the help stuck function in jail.
Skills:
– Provocation formula has been modified.
Miscellaneous:
– 
Fixed errors caused when using the Anti-Rail gump.
– Over 120 rares added to Sanctum to be imported into world spawns, treasure locations and loot tables.
– Player names chosen through the renaming gump may no longer be more than 16 characters.
– Players may no longer share names between characters on the same account.

 

June 25th, 2012:
Combat:
– Stamina drain formula has been altered. Each weapon altered to fix excessive stamina drains.
– Decreased dexterity penalty on shields.
– Decreased base damage for all weapons slightly.
– Armor drain formula has been altered. Each macing weapon capable of dealing a flat rate of armor damage rather than scaled according to damage. War maces decrease the most armor, the war hammers, and so on.
– Unless a player has 50 or more poisoning skill, they can cast no higher than level 3 poison.
– Slowed the movement speed of energy vortexes.
Monsters:
– A bug slipped in that made melee monsters significantly stronger. It’s been fixed.

 

June 24th, 2012:

Weapons & Armor:
– Add ArmorDrain, StaminaDrain, BaseVariation for weapons and armors.
Combat:
– Fix for stamina drain coming from all weapons and spells.
– AoE and field spells will now work in town.
– Spell disrupt delay has been slightly increased.
Militia
– You may no longer place faction traps on stronghold teleporters.
Miscellaneous:
– Created Sanctum client file patcher v1.0.
– Adjusted regions around Morthuna and Ostrov to allow for housing.
– Added regions around World Wars staging areas so you may no longer mark on them, recall to them or gate from them.

 

June 19th, 2012

World:
– There is now a 20% skill gain bonus in dungeons.
– Added instant logout regions to inns and taverns across Atria.
– Added no housing regions in the immediate vicinity of dungeons.
Items:
– All hoods sold on militia reward vendor are now militia-only and are correctly hued when purchased.
– Added militia vendor rewards to the cliloc file – need updated cliloc file.
– Militia vendor rewards such as display cases no longer highlight when locked down in houses – need updated tiledata file.
– “Artifact of Surpassing Accuracy” should now apply the correct effect to weapons.
Heroes:
– Increased the delay that a hero can be “recaptured” after the original captor dies/leaves to 60 seconds.
– Increased the delay that a player can initially capture the hero when the doors break to 60 seconds.
Miscellaneous:
– Fixed a bug in the commonwealth persistence which caused save bugs. This was the cause of our server save crashes that have been giving us headaches for a couple of days now. The “big bad wolf” is dead. Rejoice!

 

June 17th, 2012

Items:
– Hoods may no longer be dyed by regular tubs.
– Leather belts may no longer be dyed by regular tubs.
– ‘A leather belt’ has been added to the cliloc; the text for the leather belt will continue to not display until we re-distribute our files again.
– Monocles may no longer be dyed.
– Fixed a bug where split gold piles from starting players was causing buying issues.
Escorts
– Added new escort NPCs; these escorts will only travel by foot and will not enter moongates.
Militia
– Knocked the militia statloss down to 1 minute for beta testing purposes.
– Added militia vendors. These vendors will sell unique items for silver and gold.

 

June 16th, 2012

Accounts
– Accounts will be limited to 2 characters per account; for now, if you try to make a third character your account will simply not connect.
Mobiles
– Add in very slight stamina drain while running for players.
– Monsters will teleport themselves back to their homerange if they are away from it and idle after a short period of time now.
Items
-You may now cut up hides that are on the ground.
– Players are unable to start with special dark hued cloaks with certain skill sets; these hues will be released as rare cloth via other methods.
Meditation
– Players should never fail to activate meditation at GM level any longer.
– Players do not suffer any penalty to meditation rate while in leather armor.
– Meditation scaling rates have been added to each piece of armor; studded at 75%, ringmail and bone at 50%, chain at 25% and plate has no bonus. These values may be further scaled based on player feedback.
Combat
– Mindblast should now do a flat 15 damage at GM Magery, regardless of Evaluating Intelligence.
Township
– Players may now join town, leave town, and see various information from the town stones.
– Other town gumps, including minister and exile listings, have been cleaned up.
– Fixed a bug where ministers were not saving properly.

 

June 10th, 2012

Items:
– Increased the starting amount of resources certain vendors sell.
– Artifacts are now identified when you find them.
– Houses now return 90% of the cost to the owner when they demolish the house.
– Elemental bane now displays the correct text
– Treasure maps are more difficult to obtain on monsters.
– Tinker trapped boxes may now be left on the ground unlocked.
– A number of resources have had their weights lowered.
Guilds:
– Players may now click the ‘Guild’ button on their paperdoll to enable accepting guild invites.
– You can now set your guild abbreviation through the guild screen.
– Guildmasters may now move their guildstones.
Thieves:
– Removed the thieves guild requirement for stealing.
Mobiles:
– All evil NPCs in Edgewich should now be fully clothed.
– All NPCs in Roache will now deal with criminals and murderers.
– Animals and creatures now yield less resources when carved.
Militia:
– Ministers can no longer appoint themselves as Commander.
– Minister title should now overwrite faction titles.
– Destructable doors are now impassable until you kill them completely.
Skills:
– Axes should no longer cause you to gain lumberjacking skill while fighting enemies.

 

June 6th, 2012

Items:
– Artifacts are no longer initially identified; they must be identified by identification wands or item identification skill.
– Runebooks are no longer blessed.
– NPC mobiles now buy goods and items from players for less gold.
– Removed some of the items appearing in bank boxes of players during our alpha phases (eg. blessed runes).
– Explosion potion damage has been decreased.
– Explosion potions will damage any target, regardless of criminality status or location.
Housing:
– Fixed an error where custom houses could bypass housing restrictions and be placed on inappropriate locations… such as on or over water.
– Demolishing a house now places a check in your bank.
– Removed incorrect “vendor rental contract”  system message when making a house public.
Bounty Boards:
– Fixed a bug with player names on bounty boards. Names should display and decay properly.
Town Warfare:
– Players may no longer cast offensive spells on world wars flags or hero doors if they are not in an opposing militia.
World:
– Added guarded region to Bowan.
– All players will now flag as a criminal when you entering Roache.
– Fixed the offset on treasure map pins and adjusted locations.
Spells:
– Increased the casting time on Energy Vortex significantly.
– Slight increase on casting time of Recall.
Loot:
– Decreased gold on some of the loot tables and cleaned up many of the peculiar miscellaneous items.

 

May 26th, 2012

Wars:
– Flag attack points have had their “hit points” decreased.
– Town Hero stronghold doors have had their “hit points” increased significantly.
Combat:
– Violent swing now alters the minimum base damage instead of giving a percentage bonus. This gives violent swing a consistent, reliable and predictable high-damage hit upon each successful use of it.
– Violent swing now requires a minimum of 50 anatomy and 50 tactics to utilize.
– Stamina consumed to utilize stamina has been decreased from 40 to 20.
– Deadly and Lethal poison will now apply more frequently for poison mages.
Crafting:
– Weapons will no longer be colored if you select the no color option in the crafting gump.
– Items are now identified properly when imbued with an artifact.
– Changed the localized message method for fishing; it will now display properly.
– Increased the number of uses in remarkable crafting tools for artifacts.
Miscellaneous:
– Players registered as citizens now gain a 10% discount while buying in their home town.
– Extended the house placement border around Galven.
– All treasure maps are functioning with our new map. However, treasure maps need locations inputs.
– Water taxis for mainland to island travel have been added. However, routes are currently missing.
Goods:
– Lowered the resale price of scrolls to prevent an economy loophole.
– Added in many custom houses; will not be available to players until early beta with new patch files.

 

May 23rd, 2012

Combat
– Paralyze timers should now function properly. We forgot to divide by a very important number!
– The poison spell has been modified. Poison mages shall see increased potency to their template; for players without the skills to utilize higher level poisons the spell is virtually unchanged.
– Archery has been tackled once again and should now function as intended. Players with low dexterity (eg. archer tank mages) will have prolonged delays on both their continuous weapon firing as well as, more notably, delays to fire on equip or stoppage of movement.
Rogue
– You can now stealth in any armor at grandmaster stealthing skill.
Miscellaneous
– Disabled the current veteran rewards.

 

May 21st, 2012

Combat
– Decreased the armor potency.
– A bug with swing timers resetting has been fixed.
Wars
– Militia stronghold doors now report to their respective citizens when they are being attacked or at less than full health.
– World wars should now properly clean up after an event.
– World wars map (command use:[wwmap) was adjusted to be a little towards the center of the screen.
Guilds
– Added in the new guild system features (such as member rankings, adding players away from guildstone, war parameters); guilds are still created with a purchased a guild deed.
– Guilds members are no longer kicked from their militia if the guild master resigns for the militia.
World
– You must now leave the militia before revoking citizenship.
– Ministers may now use command [ExileList to administer their township’s list of exiles with their remaining minister credits.
Monsters
– Mob hit points have been reduced significantly.

 

May 19th, 2012:

Miscellaneous
– Added a targetable feedback gump for players to utilize. To use our feedback system type [feedback in game, pick a target (if it is related to a specific item or location), leave feedback and hit “okay” to submit it to our webserver.
– Ministers can no longer appoint themselves as militia leaders.
Combat
– Weaken, Feeblemind and Clumsy debuffs will no longer interrupt spellcasting when cast on a player who is already under their influence.
Crafting
– War hammers can now be properly crafted by blacksmiths.
World
– Toned down some of the custom monsters.

 

May 18th, 2012.

World
– Fixed a bug regarding houses. Houses now place and operate properly.
– Added more overland spawn to the world.
– Added additional custom NPCs.
– Modified loot tables.
Crafting
– Disabled double clicking of remarkable tools, now the only way to imbue items is via the intended (and easier to use mechanic) of just double click on an artifact.
Combat
– Altered the harm spell mechanics. Harm will now interrupt as it always has but now yields diminishing damage to your target with repeated casts; eliminating the tactic of “harm spam” during fighting whilst retaining the functionality and purpose of the spell. Casting a different spell will reset the damage mitigation.
– Decreased the damage mitigated by armor.
– Corrected reactive armor to work as intended; bonus to damage mitigation “inscription” mages, none to those without.
Miscellaneous
– Removed karma locking.
– Increased the range of passive automatic detection of stealthers by players with high detect hidden and tracking skill.

 

May 17th, 2012.

Combat:
– Fixed an archery bug.
– Altered archery mechanics.
Spells:
– Increased the delay on eighth circle summons.
– Decreased the number of control slots summons take; players can now cast two summons at a time rather than one.
Miscellaneous:
– Fixed the help, stuck menu to teleport players to proper locations. For those without the updated cliloc file it will not display any text until the cliloc is updated. You can obtain the updated cliloc file at http://uosanctum.com/files/sanctum-cliloc.rar if it does not display text for you properly.
(Note: if text does not display for remarkable tools or artifacts this is also due to an old cliloc file and you should update as well.)

 

May 16th, 2012.

Combat:
– Tweaked spell damages to more traditional ranges.
– Altered swing speed.
– Normalized weapon damages to have less variance.
– Fixed a bug with explosion potions.
Miscellaneous:
– Fixed setskill and setstat uses for alpha testing.
– Fixed a bug regarding the recall spell with township regions.
– Removed stamina loss while running unencumbered.