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  #1  
Old 05-21-2002, 03:02 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default 0.3.2 Beta Changelog

0.3.2 -- Cauchmer
Beta Notes

-Updated to work with the latest version of EQLive
-Fixed a bug that caused clients to disconnect on entering a zone
-New addon.ini which allows customization of commands levels (#spawn, #npctypespawn, etc.)
-addon.ini contains a @NPCSPELLS, you can change the ammount of spells per npc (up to 20) to have in memory.
-Mana regeneration has been added, along with meditation
-Added in enviromental damage (Server-side information)
-DOANIMATION code added (Malevolent's code)
-MEND code added (Wiz's code)
-FORAGE code added (Malevolent's code)
-EQEMu now has error logging which is saved into eqemudebug.log
-Can no longer #spawn monsters past 60 unless admin status.
-Quest scripts are now npcid.qst instead of zonename.qst, this will allow more scripting than before.
-World.exe now supports a Reboot-Zones mode, if this mode is activated and it looses the connection to one zone, it will autoreboot a new zone.
To use this mode, start world.exe with the parameter "-holdzones" or put "holdzones" = 1 into your database.
-Fixed a bug that caused problems with items/looting/inventory when a player dies.
-Added 2 quest commands, PVP and changefaction. (Ex. PVP: on, PVP: off) (CHANGEFACTION: 1 20, will add 20 to the faction number 1)
-/kick and /kill now work properly like live.
-/becomenpc is now fully functional like live.
-Added exp-ressurection spells. (requires corpse wipe before use)
-Added summon corpse spells.
-You can now be interrupted while casting a spell.
-Harmtouch and Lay of Hands now has correct recasting time.
-Experience deaths are now in, lose exp over level 5.
-Can now root NPC's
-Can now mesmerize NPC's and PC's.
-NPCs now aggro if any bad spell is casted on them.
-Z issues fixed.
-NPC attack formula has been rewritten.
-Added spell code for heal over time spells.
-Added spell code for haste spells.
-Added spell code for slow spells.
-Added spell code for shrink spells.
-Random timers added to used spells to avoid lag.
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  #2  
Old 05-21-2002, 03:47 PM
kiff
Sarnak
 
Join Date: Apr 2002
Posts: 34
Default

Sweet can't wait.

Kiff
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  #3  
Old 05-21-2002, 03:51 PM
Hardy's Avatar
Hardy
Dragon
 
Join Date: Feb 2002
Location: GI, NE
Posts: 924
Default /cheer!

WOOT! /cheer dev team!

/cheer!
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  #4  
Old 05-21-2002, 03:59 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

You guys rock. Keep up the good work.
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  #5  
Old 05-21-2002, 04:04 PM
Arcalyn
Hill Giant
 
Join Date: Apr 2002
Location: Columbus, Ohio
Posts: 143
Default WTF - Verant?

DAMN!

Looks like a Verant team went ta work on the emu!

Very nice Dev Team, very nice.

Can't wait to try it out and bitch about what don't work right! rofl


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  #6  
Old 05-22-2002, 12:44 AM
Azooma
Fire Beetle
 
Join Date: May 2002
Posts: 12
Default

Have you hugged the devs latley LoL

Great work guys /em cheers with glee
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  #7  
Old 05-22-2002, 05:44 AM
Maniac
Fire Beetle
 
Join Date: May 2002
Posts: 0
Default

Just wondering, I logged into one of the dev's servers and noticed that things walked toward me instead of warping during battle...is that part of the patch or a snippet? Thanks for reading.. =)
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  #8  
Old 05-22-2002, 08:25 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

Sounds really impressive! Great work.
Are there any changes to the DB structs for world data (npc_types, loot, factions etc.)?
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  #9  
Old 05-22-2002, 09:12 AM
Jakestall
Fire Beetle
 
Join Date: May 2002
Posts: 2
Default Re: WTF - Verant?

Quote:
Originally Posted by Arcalyn
Looks like a Verant team went ta work on the emu!
Impossible. If that were the case, all the classes would be nerfed.
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