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StefanOffline
Post subject: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 12:50 AM
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Joined: Mar 19, 2007
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The server and client were updated tonight to apply the following changes:


  • Guild Halls: We decided to lift the limit of chests a Guild Hall can have. As long as you have money (and space, to some extend), you can ask for a new chest. The prices are 10,000 gp per chest up to your halls set maximum, and then 100,000 gp per extra chest.
  • Enchanting: The Art of extracting Etherite has been refined and mastered. All wizards will now notice a great increase in the amount of Etherite they are able to extract.
  • Enchanting: Increased the bag drop rate of rare enchanting reagents.
  • Enchanting: Infused crystals can now be sold in most shops.
  • Enchanting: Extract Etherite from Ferrite now has a mana cost.
  • Enchanting: Etherite cost of all enchants has been fixed.
  • Enchanting: Infused Pure Purple Crystal: Now properly requires a Pure Purple Crystal.
  • Enchanting: Vial of Acid was renamed to Explosive Dust. Now a level 4 enchant. Etherite cost was lowered from Vial of Acid. Also now requires Elemental Dust instead of an Infused Yellow Crystal, and is made in batch of 2.
  • Special Attacks: The following special attacks no longer require a target to activate: Sting, Backstab, Decimate, Booming Blow, Double Strike, Challenging Strike, Knockback, Escape Move.
  • Special/Rogue: The damage of Backstab and Decimate were increased.
  • Special/Rogue: Vial of Acid renamed to Explosive Dust. Now paralyses your target for a moderate amount of time instead of disorientating it.
  • Special/Fighter: Added a mild paralyze effect to Knockback. Also increased its damage done.
  • Rogue's Edge should work more reliably.
  • Gapers should no longer teleport people inside Guild Halls.
  • Spellcasting monsters will no longer ignore line of sight under certain conditions.
  • Removed the Magic Plant fix. While it did solve part of the problem, it created more bugs than it's worth, so I decided to remove it and that we'll all live with plants for a bit more.
  • Trying to repair Robes of Protection now properly gives an error message.
  • Stone Golems are now level 11
  • Liches are now level 13


Apologies in advance for the lack of server restart notice - the server actually crashed and we took advantage. The auto updater should work for this update. If it doesn't for you, check the Downloads page for a fresh full dmg (Make sure you check the download date so that you don't accidently download an old version of the client - at the time of this post the dmg is not online yet).

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Last edited by Stefan on Jan 13, 2009 - 01:57 AM; edited 2 times in total
 
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AlysseaOffline
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 12:58 AM
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Joined: Jul 18, 2007
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Level 11? Now we really need to move our hall...

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Krispos
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:01 AM
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Joined: Jan 11, 2007
Posts: 930

Very nicely done Stefan. Woot, third post.
 
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HaniaOffline
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:03 AM
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Auto Update is not working...

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SatyriconOffline
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:04 AM
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These changes sounds great! Thanks for all the good work!

Alyssea, they just changed the level of the golem, didn't increase strength any further.

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StrykerOffline
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:07 AM
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Thank you Stefan.

-Stryker
 
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JinkerOffline
Post subject: Re: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:07 AM
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Hania wrote:
Auto Update is not working...



You might want to wait until we actually launch the server.

Will be another 10-20 minutes from now.

07:06 PM EST
01-12-2009

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ArikiOffline
Post subject: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:07 AM
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Sweet, thanks!

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HaniaOffline
Post subject: RE: Re: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:07 AM
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Lol, okay, sorry Jinks Wink

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HaniaOffline
Post subject: RE: Re: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:09 AM
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What is the new limit of chests in guild halls now? *is interested in the topic*

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JonathanII
Post subject: Re: RE: Re: RE: 1/12/09 - Guild hall chests and other things  PostPosted: Jan 13, 2009 - 01:10 AM
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Joined: Jan 11, 2007
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Hania wrote:
What is the new limit of chests in guild halls now? *is interested in the topic*



Stefan wrote:
We decided to lift the limit of chests a Guild Hall can have.
 
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DraganolOffline
Post subject:   PostPosted: Jan 13, 2009 - 01:11 AM
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Just to clarify, are you saying that the add-on slot limits for Guild Halls have been removed? Or just that a large GH can now have all their slots filled with chests?

Like, could a Medium Hall now have 6 chests and a forge? Or a Large Hall have a forge, chess table, and 7 chests? Etc?

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HaniaOffline
Post subject:   PostPosted: Jan 13, 2009 - 01:14 AM
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Yeah, what draganol said, Smile

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LiaraenOffline
Post subject:   PostPosted: Jan 13, 2009 - 01:14 AM
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Quote:

Guild Halls: We decided to lift the limit of chests a Guild Hall can have. As long as you have money (and space, to some extend), you can ask for a new chest. The prices are 10,000 gp per chest up to and including the 7th, and then 100,000 gp per extra chest.

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HaniaOffline
Post subject:   PostPosted: Jan 13, 2009 - 01:16 AM
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so.... as many as we want?

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