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twostars

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  1. Thanks
    twostars got a reaction from Marshmallow in Patch notes (13/07/2018)   
    Changelog
    Fixed some skill failures caused by NPCs/monsters in some areas being detected as being much higher up than they actually are. Improved player position interpolation to better handle teleports. This was causing some skills to fail when teleports occurred very close in time to skill hits. NPC/monster position interpolation now behaves identically to player position interpolation, so identifying where a monster was at any given point in time should now yield much more accurate results. This should alleviate some skill/attack fails for monsters/NPCs that were in the process of moving. Reworked & fine tuned R attacks. Like our prior patch for skills, this tightens things up so we aren't allowing a generous range for R attacks (compensating for lag and such). This approach is better because it takes lag out of the equation and since the range is now much tighter, removing any real possibility of abuse. Fixed a bug with election reminders persisting after the election period has finished.
  2. Like
    twostars got a reaction from Archeage in For Fair King Selection   
    So you're all making the assumption that the duplicate votes actually counted. They don't.
    There was a ton of them (*cough* Manchester *cough*), but when the votes are tallied up they're filtered out, so they're not counted.
    While this may not be perfect, I've looked over GAREZ's (unique) votes and honestly, when filtered they're all roughly the same; there were very little unique votes on orc side, so it was pretty much fair game for anyone to take King.
    So here's this month's election tallies for orc side:
    Candidate Unfiltered votes Unique (filtered) votes GAREZ 50 36 deahtwacmen 50 26 HebertRichards 28 23 DraKOOOOOOOOO 26 21 Artemisa 19 16 And human side:
    Candidate Unfiltered votes Unique (filtered) votes MERET 82 63 Manchester 211 50 lRoCkStaR 115 24 MysticAngel 25 18 We may change this in future to further restrict new characters but in terms of identifying unique votes, after having gone over them myself manually, they seem OK. With the exception of at most, 3 per candidate which doesn't really change the end result here.
  3. Like
    twostars got a reaction from Archeage in For Fair King Selection   
    So you're all making the assumption that the duplicate votes actually counted. They don't.
    There was a ton of them (*cough* Manchester *cough*), but when the votes are tallied up they're filtered out, so they're not counted.
    While this may not be perfect, I've looked over GAREZ's (unique) votes and honestly, when filtered they're all roughly the same; there were very little unique votes on orc side, so it was pretty much fair game for anyone to take King.
    So here's this month's election tallies for orc side:
    Candidate Unfiltered votes Unique (filtered) votes GAREZ 50 36 deahtwacmen 50 26 HebertRichards 28 23 DraKOOOOOOOOO 26 21 Artemisa 19 16 And human side:
    Candidate Unfiltered votes Unique (filtered) votes MERET 82 63 Manchester 211 50 lRoCkStaR 115 24 MysticAngel 25 18 We may change this in future to further restrict new characters but in terms of identifying unique votes, after having gone over them myself manually, they seem OK. With the exception of at most, 3 per candidate which doesn't really change the end result here.
  4. Thanks
    twostars got a reaction from Marshmallow in R damage missed   
    Should be mostly fixed. We're aware of behaviour and will be continuing to refine it.
  5. Haha
    twostars got a reaction from huking in ApexKO Staff - ApexKO Yönetim Ekibine ithafen...   
    To save us from having to waste our time dealing with pointless threads like this.
  6. Confused
    twostars got a reaction from Marshmallow in Patch notes (04/07/2018)   
    Changelog
    [Hotfix] Fixed a bug causing you to be unable to use certain skills on NPCs/monsters from outside of their circle. Fixed a bug with skill casts on/to Kurians. mgame apparently scales Kurians differently to everyone else, so distance checks failed because the server considered them being smaller than they really were. Fully synced skill range check validation logic with the client. This fixes some issues such as Chaos Dungeon skills not allowing for larger (hardcoded) model sizes, and Kurian's "Rush" skill enforcing the minimum 5m distance requirement. This also clarifies when exactly the additional skill range (from buffs) is applied (on weapon range checks for melee-based skills). Refine the distance technically allowed for mage's "Blink" skill. This should not have any impact on legitimate players. Those attempting to cheat could previously gain a couple extra meters by doing so, but this is no longer the case. Rework Kurian's "Dash" skill. As with official, this takes the player directly to the target instead of a few meters before them. This is also now more accurate, so it should always take you to where you see them. Fix a bug that potentially caused more casts to be interrupted. It was previously possible, in some cases, for the server to register specific movement updates (when not actually moving) as interrupting your casts. This now only interrupts casts when movement actually occurs. Note that this should only have ever occurred in very rare cases. Reworked player interpolation logic to allow us to predict player positions at a specified time more accurately. This tightens up various skill logic that relies on this data being accurate. Fixed a bug with Eskrima & Blow Arrow enforcing the equipped bow's range instead of melee range. The client enforces the bow's range unfortunately, so we're forced to deviate from client behaviour to enforce this. Sadly, this means it will show "skill failed" (what we're hoping to avoid) instead of "too far" when it's out of range. Implemented more thorough validation for some of the new skill behaviour introduced from the previous patch onwards. [Hotfix] Fixed some data discrepancies causing some skills to immediately fail upon cast. [Update] Reworked NPC/monster interpolation logic. This should reduce skill failures on NPCs/monsters. [Update] Fixed a bug causing skills used on players that weren't zoned in near the caster to fail (e.g. teleports).
  7. Like
    twostars got a reaction from ImmortalOne in ALL SKILLS FAILING   
    This is fixed for the next restart. Thanks.
  8. Thanks
    twostars got a reaction from Marshmallow in ALL SKILLS FAILING   
    I tweaked this just now, so it shouldn't let you cast while it's active on a target. Not too sure if we'll end up keeping it though.
    Additionally, issues with (mostly) melee skills should be fixed. Technically this also applies to the mage skills that were also listed, but as I'm not sure what the issue with those skills actually is (or hopefully, was?), there's at least a sliver of a chance they're fixed now as well.
    I'll look into those ones after, regardless.
  9. Like
    twostars got a reaction from IamMDMA in unban   
    You've been unbanned.
  10. Like
    twostars got a reaction from IamMDMA in unban   
    You've been unbanned.
  11. Thanks
    twostars got a reaction from Marshmallow in ice / lr skill   
    If you don't want to be stunned or slowed, switch up your set with more resistance gear. That's how it works (and is supposed to work).
    The rates are (actually) official now.
    Getting more resist will reduce your slow/stun rate substantially.
  12. Thanks
    twostars got a reaction from Marshmallow in Ice/Light Arrows need some love   
    These in particular match up with official rates as of the last patch
  13. Sad
    twostars got a reaction from Marshmallow in Patch notes (08/06/2018)   
    Changelog
    Reworked projectile checks All projectiles are now checked thoroughly, not just arrows. Individual arrows failing on hit (e.g. because the target is dead) no longer cause the other remaining arrows to fail. Arrows failing on hit no longer shows an error. Reworked arrow checks for Multiple Shot/Arrow Shower skills which were intended for verifying the arrow travelled in the correct direction. These were a little inaccurate, so occasionally these caused individual arrows to fail. Fixed a minor bug with the projectile distance check that caused it to be allowing slightly less than the intended range. In effect this was rarely ever a problem, since it only affected extreme cases. Red/Blue potions (and their buffs) obtained during invasions are now removed when leaving the invasion zone or logging out. This is to prevent players from trying to obtain them at the last minute to maximise their use in Ronark Land afterwards. The King's clan is now able to Nation Transfer when the King is removed from it. Conversely, any clan they join will no longer be able to transfer. Fixed a bug with stun/slow calcs. These now finally perfectly match official rates. Teleportation skills blocked by silences now fail the cast to prevent the teleport skill from going on cooldown & consuming mana. Fixed a client bug causing stuns to persist on death. Fixed a client bug causing various problems when the player is too close to a target (or rather, inside them). [Sealed Souls] (the "To find the lost soul" quest item) will no longer be mailed to you when your inventory is full. It was previously possible to abuse this by having the server mail you as many as you wished, stocking up so you could just skip running the quest and turn it in immediately. These extra items have been removed. Hanguk Sword(+13)'s STR bonus is now shown correctly in the client.
  14. Sad
    twostars got a reaction from Marshmallow in Patch notes (08/06/2018)   
    Changelog
    Reworked projectile checks All projectiles are now checked thoroughly, not just arrows. Individual arrows failing on hit (e.g. because the target is dead) no longer cause the other remaining arrows to fail. Arrows failing on hit no longer shows an error. Reworked arrow checks for Multiple Shot/Arrow Shower skills which were intended for verifying the arrow travelled in the correct direction. These were a little inaccurate, so occasionally these caused individual arrows to fail. Fixed a minor bug with the projectile distance check that caused it to be allowing slightly less than the intended range. In effect this was rarely ever a problem, since it only affected extreme cases. Red/Blue potions (and their buffs) obtained during invasions are now removed when leaving the invasion zone or logging out. This is to prevent players from trying to obtain them at the last minute to maximise their use in Ronark Land afterwards. The King's clan is now able to Nation Transfer when the King is removed from it. Conversely, any clan they join will no longer be able to transfer. Fixed a bug with stun/slow calcs. These now finally perfectly match official rates. Teleportation skills blocked by silences now fail the cast to prevent the teleport skill from going on cooldown & consuming mana. Fixed a client bug causing stuns to persist on death. Fixed a client bug causing various problems when the player is too close to a target (or rather, inside them). [Sealed Souls] (the "To find the lost soul" quest item) will no longer be mailed to you when your inventory is full. It was previously possible to abuse this by having the server mail you as many as you wished, stocking up so you could just skip running the quest and turn it in immediately. These extra items have been removed. Hanguk Sword(+13)'s STR bonus is now shown correctly in the client.
  15. Like
    twostars got a reaction from IIIAmJohnWick in YougotPwnedByMyAss Range+Skill Tbl   
    You guys know that you're claiming stuff that was fixed over a year ago right? I mean you linked to the video, you can see the date for yourselves...
    He lives near the server. His ping is next to nonexistent.
    You guys don't. Your ping is high.
    He has the advantage there in regards to skill casts. You don't; you have to wait for the lag (yay).
    You see him slightly further away because your client isn't fully caught up. There's the delay between movement updates.
    That's the "range hacking" you see in the video... lag.
    If TBL editing is as easy as you claim, I welcome you to go attempt it yourself (on a different character though, because I won't unban anyone caught by it).
    That's right. I'm telling you to go nuts abusing range & cooldown limits if you want to.
    That's how confident I am that about these claims (but mostly the server).

    Closing this thread.
  16. Like
    twostars got a reaction from IIIAmJohnWick in YougotPwnedByMyAss Range+Skill Tbl   
    You guys know that you're claiming stuff that was fixed over a year ago right? I mean you linked to the video, you can see the date for yourselves...
    He lives near the server. His ping is next to nonexistent.
    You guys don't. Your ping is high.
    He has the advantage there in regards to skill casts. You don't; you have to wait for the lag (yay).
    You see him slightly further away because your client isn't fully caught up. There's the delay between movement updates.
    That's the "range hacking" you see in the video... lag.
    If TBL editing is as easy as you claim, I welcome you to go attempt it yourself (on a different character though, because I won't unban anyone caught by it).
    That's right. I'm telling you to go nuts abusing range & cooldown limits if you want to.
    That's how confident I am that about these claims (but mostly the server).

    Closing this thread.
  17. Sad
    twostars got a reaction from Marshmallow in Patch notes (01/06/2018)   
    Changelog
    Players gifted via the store will now receive the letter upon purchase (or more specifically, when the purchaser closes the store). Clan position names and memos are now removed upon leaving a clan. As these are technically tied to players these were never reset, so they persisted in the next clan you joined. These are easy to edit, but for the purposes of avoiding additional confusion (since many don't know they even are editable), these are now getting reset. Fixed a bug causing Castle Siege War rewards to not be removed from players who were kicked from the clan while offline. Fixed a bug causing certain teleports to still fail while Gab's Adamant is active. Fixed a bug with Mage staff skills R-component dealing too much damage. <Center Artifact> in Castle Siege War now takes significantly reduced damage & has twice as much HP. Plwitoon (in the lava) is now only scaled by ranged players. Melee are able to sometimes ineffectively hit it, but not enough to pull their weight. This caused the boss to scale higher than intended. This has been fixed so only ranged players are counted when scaling. Fixed a bug with the "Sleep" skill which could bug monsters into not attacking. This in particular was noticed with Ultima. Disabled Bifrost as we look into ways to improve the event. We'll be changing it's current form altogether as it takes away too much from PK action, you can expect its return within a week or 2! Under the Castle bosses were made slightly easier to defeat (their HP scales slightly less) Under the Castle bosses' HP regeneration per 10 seconds has been changed from 10% of max health to 4% of max health. [Update] Fixed a bug causing bosses to die as a result of scaling, in turn preventing them from phasing.
  18. Like
    twostars got a reaction from StopTryingToMine in What HAPPENED TO APEXKO ?\Apexkoya Ne Oldu ?   
    Sure, and then they'll leave when people have gear, leaving only those who actually originally cared here as usual.
    We don't cater to the people that come and go.
  19. Sad
    twostars got a reaction from Marshmallow in Patch notes (01/06/2018)   
    Changelog
    Players gifted via the store will now receive the letter upon purchase (or more specifically, when the purchaser closes the store). Clan position names and memos are now removed upon leaving a clan. As these are technically tied to players these were never reset, so they persisted in the next clan you joined. These are easy to edit, but for the purposes of avoiding additional confusion (since many don't know they even are editable), these are now getting reset. Fixed a bug causing Castle Siege War rewards to not be removed from players who were kicked from the clan while offline. Fixed a bug causing certain teleports to still fail while Gab's Adamant is active. Fixed a bug with Mage staff skills R-component dealing too much damage. <Center Artifact> in Castle Siege War now takes significantly reduced damage & has twice as much HP. Plwitoon (in the lava) is now only scaled by ranged players. Melee are able to sometimes ineffectively hit it, but not enough to pull their weight. This caused the boss to scale higher than intended. This has been fixed so only ranged players are counted when scaling. Fixed a bug with the "Sleep" skill which could bug monsters into not attacking. This in particular was noticed with Ultima. Disabled Bifrost as we look into ways to improve the event. We'll be changing it's current form altogether as it takes away too much from PK action, you can expect its return within a week or 2! Under the Castle bosses were made slightly easier to defeat (their HP scales slightly less) Under the Castle bosses' HP regeneration per 10 seconds has been changed from 10% of max health to 4% of max health. [Update] Fixed a bug causing bosses to die as a result of scaling, in turn preventing them from phasing.
  20. Sad
    twostars got a reaction from Marshmallow in Patch notes (25/05/2018)   
    Changelog
    Under the Castle Nerfed Crashergimmic's HP scaling. Reduced HP regen for all bosses to 2%/10s (down from 5%/10s). Wars War commanders can no longer use "Assault" or "Shouting" commands due to continued abuse. This also applies to the regular /GREETING & /PROVOKE commands. Castle Siege War Fixed a bug with Ladder trucks failing when attempting to extend. Fixed a bug with siege transformations not being correctly removed on relog in certain circumstances which caused future transformations to fail. Allowed for certain informative transformation errors to display correctly instead of simply showing the generic "failed" message. The errors actually aren't properly used officially, that's why this bug existed (our behaviour was too accurate!). Fixed a bug with Hanguk Sword(+13)'s STR bonus. It now correctly gives 17 STR. Note that the tooltip still shows 19 STR. This will be fixed in a later patch. [Hotfix] Fixed Aegis' (server-side) INT requirement.
  21. Thanks
    twostars got a reaction from IIIAmJohnWick in Our quest script generator   
    Knight Online has a lot of quests. Like, a lot. Hundreds, if not thousands.
    In part, this is due to the fact most are doubled up per-nation, but still -- for a game that's praised for its PvP, it has a lot of quests.
    Since their Reign of the Fire Drake expansion, their quest system was changed up considerably. All of their quests are now referenced in the client and a lot of the boilerplate logic has been wrapped up (it's still a horrible system though, but it's an improvement over the original).
    When we got to the point with the server's development where we seriously started considering releasing a server, one of the first things that came to mind was how many quests there were, and how much of a daunting task that would be to implement them. Honestly, at this point I was desperate to find some way of not having to deal with writing these up manually -- because it was a colossal task, which would be prone to introducing bugs.
    We realised that with the information provided, we could use this to automatically generate ~95% of quests automatically. There are outliers (for example, chain quests), but 95% of the hundreds of quests that exist is still huge.
    So Aesteris mocked up the initial implementation of our quest script generator, to give us an idea of how we were approaching it. We ended up rewriting it after that, but now it generates every quest it can (and we fill in the rest), e.g. this simple quest (this one doesn't have class-specific logic; the generated output can get more complex than this):
     
    ------------------------ -- Quest: Hasten potion -- Speed potion vial is awarded for 2 Apples of Moradon. ------------------------ function Event314_NotStarted() pUser:SelectMsg(4, 82, 315, 22, 315, 23, -1) end function Event315_Start() pUser:SaveEvent(82, 1) end function Event319_PendingReward() if pUser:CanRunQuestExchange(29) then pUser:SelectMsg(5, 82, 315, 10, 317, 27, -1) else pUser:SelectMsg(2, 82, 315, 10, -1) end end function Event317_Complete() if byEventStatus == 1 then pUser:SaveEvent(82, 3) elseif byEventStatus == 3 then if pUser:CheckExistEvent(82, 2) then return end if pUser:RunQuestExchange(29, bySelectedReward) then pUser:SaveEvent(82, 2) else pUser:SelectMsg(3, -1, 11, 10, -1) end end end Officially there are occasionally some quests which have extra filler text which this can't support (because it knows nothing about these extra steps), but they're often fluff and don't offer anything of importance. Most players probably even skip these, so they're never really a huge priority to support.
    And that's our script generator. The thing that makes our quests possible (because I was never going to write those manually; you can't make me do it. Nope.).
  22. Like
    twostars got a reaction from YouGotPwndByMyAss in [Daily] Taming the beast mission   
    I've just hotfixed this. Should work now.
  23. Thanks
    twostars got a reaction from YouGotPwndByMyAss in El Morad Commanding Officer mission(s)   
    This is predominantly an english forum. Most of the staff don't speak Turkish, so please don't expect us to translate every single one of our forum posts for your sake.
    Use google translate or something if you have to.
  24. Like
    twostars got a reaction from YouGotPwndByMyAss in El Morad Commanding Officer mission(s)   
    Hm. The change was intended for loot rewards mostly, but yes you're right, that's how it works.
    In terms of loot, you're wanting to be there regardless because there is still a range on it (even just the technical lootbox spawn range, i.e. it won't spawn if you're not there).
    For quests this is indeed less important, but you're also not going to be put in combat anymore until you're there. Hm.
    Will think about that one.
    Some cases, like this one, I feel like it should behave differently (e.g. for this, reward the entire invading/defending nation). For most others, I think this behaviour makes more sense.
    Edit: Might be better to just bring back putting the entire party in combat... but limit the range, so it's not abusable as it was before.
    That way if you're anywhere near the monument when someone in your party hits it, you'll be put in combat and get quest credit.
  25. Like
    twostars got a reaction from YouGotPwndByMyAss in TÜRK YETKİLİ KONUYA BAKA BİLİRMİ..   
    No. Push your luck and keep asking and I'll change my mind... and IP ban you instead.
    The old one isn't being unbanned. Stop asking.
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