Jump to content

twostars

Administrators
  • Content count

    1391
  • Joined

  • Last visited


Reputation Activity

  1. 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.
  2. 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.
  3. 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.
  4. Like
    twostars got a reaction from Rougean in Patch notes (20/04/2018)   
    Changelog
    [Hotfix] Warrior's Cry Echo is now correctly dealing 300% damage + 200 bonus damage again. [Hotfix] Warrior's Berserk Echo is now correctly dealing 300% damage again. [Hotfix] Changed scaling on the Plwitoon stuck in lava to account for the fact only ranged can deal damage to it Fixed a bug causing skill bars (Chaos Dungeon & regular) to not correctly save sometimes. [Hotfix] Cleaned up daily/weekly/monthly quests some more. This should fix them not correctly resetting data. These previously worked such that the quest data shown to the client was different to that reset/tracked by the server.
    It behaved like this for 2 reasons:
    1. So that we were able to easily identify these types of quests (and reset them on access, because unfortunately there was no better way).
    2. So players could still see the quest in the NPC's menu after it was completed. In this case it would error saying something like "You have already completed this for the week". This behaviour was very error-prone (particularly with things like week identification on completion; this doesn't play nicely with being able to turn in the previous week's quest and take it again for the following week), and in general just a mess, so now weekly/monthly quests behave like all other quests: when a quest is completed, the NPC does not show it anymore until it's reset. NOTE: As this caused weekly quests from last week to not reset correctly (causing players to not be able to take them this week), we've hotfixed these to reset as of today. That means these have all reset a couple of days later than they should (potentially causing loss of progress to those who did still have it). This was unavoidable, sorry. Certain quests (for now, only applicable daily/weekly/monthly quests) will now be transferred when you Nation Transfer. Previously, transferring meant you'd have both copies of certain quests (one per nation), which were tracked independently. Now, for the quests we've allowed for, you will only ever have the 1 quest -- and your progress will transfer over to the other nation's variant of that quest when you transfer. This makes quests like [Monthly] A small challenge more attainable as players will retain existing quest progress after transferring. Existing quest progress will not be merged; only the credit for your current nation will count. This only applies to quest progress going forward from the patch. Fix a bug with quest progress not being reset correctly on login. In other news, this week we've been getting back into our client source project. Since it's been a while we're still getting reacquainted with the sourcebase so progress is a little slow, but we've:
    Implemented name change support. Updated resistance logic and implemented the newer stun rate algorithm. Implemented skillbar saving/loading, with future support for Chaos Dungeon skillbars (when that's eventually implemented). Updated warp list logic & implemented all various warp list (and some other) errors as of current 2.1xx clients. Updated quest support & implemented existing quest UIs [quest tab+quest info popup & level guide]. Mostly implemented stealth/lupine skill behaviour (still a work-in-progress). Client now correctly supports even newer effect files. Implemented support for unpacking/using newer client files. Still a lot of work to go before it's in a usable state, but it's getting there. With larger things like transformations (soon!) out of the way we can probably start working on a newer client version and the systems involved with that (e.g. 1.534, letter system, new event & quest systems, etc).
  5. Like
    twostars got a reaction from Rougean in Patch notes (20/04/2018)   
    Changelog
    [Hotfix] Warrior's Cry Echo is now correctly dealing 300% damage + 200 bonus damage again. [Hotfix] Warrior's Berserk Echo is now correctly dealing 300% damage again. [Hotfix] Changed scaling on the Plwitoon stuck in lava to account for the fact only ranged can deal damage to it Fixed a bug causing skill bars (Chaos Dungeon & regular) to not correctly save sometimes. [Hotfix] Cleaned up daily/weekly/monthly quests some more. This should fix them not correctly resetting data. These previously worked such that the quest data shown to the client was different to that reset/tracked by the server.
    It behaved like this for 2 reasons:
    1. So that we were able to easily identify these types of quests (and reset them on access, because unfortunately there was no better way).
    2. So players could still see the quest in the NPC's menu after it was completed. In this case it would error saying something like "You have already completed this for the week". This behaviour was very error-prone (particularly with things like week identification on completion; this doesn't play nicely with being able to turn in the previous week's quest and take it again for the following week), and in general just a mess, so now weekly/monthly quests behave like all other quests: when a quest is completed, the NPC does not show it anymore until it's reset. NOTE: As this caused weekly quests from last week to not reset correctly (causing players to not be able to take them this week), we've hotfixed these to reset as of today. That means these have all reset a couple of days later than they should (potentially causing loss of progress to those who did still have it). This was unavoidable, sorry. Certain quests (for now, only applicable daily/weekly/monthly quests) will now be transferred when you Nation Transfer. Previously, transferring meant you'd have both copies of certain quests (one per nation), which were tracked independently. Now, for the quests we've allowed for, you will only ever have the 1 quest -- and your progress will transfer over to the other nation's variant of that quest when you transfer. This makes quests like [Monthly] A small challenge more attainable as players will retain existing quest progress after transferring. Existing quest progress will not be merged; only the credit for your current nation will count. This only applies to quest progress going forward from the patch. Fix a bug with quest progress not being reset correctly on login. In other news, this week we've been getting back into our client source project. Since it's been a while we're still getting reacquainted with the sourcebase so progress is a little slow, but we've:
    Implemented name change support. Updated resistance logic and implemented the newer stun rate algorithm. Implemented skillbar saving/loading, with future support for Chaos Dungeon skillbars (when that's eventually implemented). Updated warp list logic & implemented all various warp list (and some other) errors as of current 2.1xx clients. Updated quest support & implemented existing quest UIs [quest tab+quest info popup & level guide]. Mostly implemented stealth/lupine skill behaviour (still a work-in-progress). Client now correctly supports even newer effect files. Implemented support for unpacking/using newer client files. Still a lot of work to go before it's in a usable state, but it's getting there. With larger things like transformations (soon!) out of the way we can probably start working on a newer client version and the systems involved with that (e.g. 1.534, letter system, new event & quest systems, etc).
  6. Like
    twostars got a reaction from Rougean in Patch notes (20/04/2018)   
    Changelog
    [Hotfix] Warrior's Cry Echo is now correctly dealing 300% damage + 200 bonus damage again. [Hotfix] Warrior's Berserk Echo is now correctly dealing 300% damage again. [Hotfix] Changed scaling on the Plwitoon stuck in lava to account for the fact only ranged can deal damage to it Fixed a bug causing skill bars (Chaos Dungeon & regular) to not correctly save sometimes. [Hotfix] Cleaned up daily/weekly/monthly quests some more. This should fix them not correctly resetting data. These previously worked such that the quest data shown to the client was different to that reset/tracked by the server.
    It behaved like this for 2 reasons:
    1. So that we were able to easily identify these types of quests (and reset them on access, because unfortunately there was no better way).
    2. So players could still see the quest in the NPC's menu after it was completed. In this case it would error saying something like "You have already completed this for the week". This behaviour was very error-prone (particularly with things like week identification on completion; this doesn't play nicely with being able to turn in the previous week's quest and take it again for the following week), and in general just a mess, so now weekly/monthly quests behave like all other quests: when a quest is completed, the NPC does not show it anymore until it's reset. NOTE: As this caused weekly quests from last week to not reset correctly (causing players to not be able to take them this week), we've hotfixed these to reset as of today. That means these have all reset a couple of days later than they should (potentially causing loss of progress to those who did still have it). This was unavoidable, sorry. Certain quests (for now, only applicable daily/weekly/monthly quests) will now be transferred when you Nation Transfer. Previously, transferring meant you'd have both copies of certain quests (one per nation), which were tracked independently. Now, for the quests we've allowed for, you will only ever have the 1 quest -- and your progress will transfer over to the other nation's variant of that quest when you transfer. This makes quests like [Monthly] A small challenge more attainable as players will retain existing quest progress after transferring. Existing quest progress will not be merged; only the credit for your current nation will count. This only applies to quest progress going forward from the patch. Fix a bug with quest progress not being reset correctly on login. In other news, this week we've been getting back into our client source project. Since it's been a while we're still getting reacquainted with the sourcebase so progress is a little slow, but we've:
    Implemented name change support. Updated resistance logic and implemented the newer stun rate algorithm. Implemented skillbar saving/loading, with future support for Chaos Dungeon skillbars (when that's eventually implemented). Updated warp list logic & implemented all various warp list (and some other) errors as of current 2.1xx clients. Updated quest support & implemented existing quest UIs [quest tab+quest info popup & level guide]. Mostly implemented stealth/lupine skill behaviour (still a work-in-progress). Client now correctly supports even newer effect files. Implemented support for unpacking/using newer client files. Still a lot of work to go before it's in a usable state, but it's getting there. With larger things like transformations (soon!) out of the way we can probably start working on a newer client version and the systems involved with that (e.g. 1.534, letter system, new event & quest systems, etc).
  7. Like
    twostars got a reaction from YouGotPwndByMyAss in FIX WARRIOR DMG WHAT IS GOING ON HERE ???????   
    We're not restoring the +15 STR.
    Sorry, but that was always a bug. It's really not even worth suggesting at this point, unless USKO happens to do so (which I doubt), it's not coming back.
    It existed primarily because we assumed their data was wrong. But it wasn't; it intentionally didn't give that STR, so we removed it.
    Complaining about it is silly. As Aesteris said, it makes very little difference in damage output, the only reason it's so overblown is because it was a 'nerf' (if you can even call it that) to warriors, and "OMG WTF GM WARRIOR NERF WTF".
    Considering OP is in general complaining about a larger damage disparity, this 15 STR doesn't help solve the OP's alleged problem... so again: complaining about it is silly.
    It's not being changed back, so you can stop trying to blow that small change completely out of proportion and just deal with it.
  8. Thanks
    twostars got a reaction from MON5TER in ItzTOOLATENOW cry after he get npt :D   
    These threads are never productive.
    Stop trying to cause drama.
  9. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (13/04/2018)   
    Changelog
    [Hotfix] Disabled the Meat Dumpling buff. This buff is already baseline, these aren't supposed to exist. The Meat Dumplings still in clan banks will be removed on restart. Re-reversed and reimplemented stun rates as per 1.534. Testing on USKO seems to indicate these haven't changed since. Fixed a bug with events not consistently triggering auto-shutdowns. This was caused by inconsistent disconnection/zone removal logic which is now correctly shared for consistency. This should clean up a few other potential issues with various things not being correctly reset on zone change. Fixed a bug causing items to break, so they were unable to correctly use bind-on-equip ("Item restoration failed") & sealed item functionality. Added more extensive skill logging, specifically including interactions with persistent buffs (scrolls etc). This should help us to track down any remaining bugs with these. When the VIP vault key expires, items will now be moved to the inventory (where there is space available). For remaining items, you will need to free space in your inventory and then relog as many times as needed. Note that you can always just buy a new VIP vault key to avoid this entire obnoxious (mostly) official behaviour. Tweaked item requirement checks for upgrades to allow other versions of the same requirement items (e.g. Trina's Pieces) to be used without having to be explicitly specified. This allows us to use other more appropriate versions of these items instead of having to use expiration items for similar intended behaviour, if we so desire. King elections will now only count unique votes. This should avoid scenarios like this month's election where votes were extremely rigged. For this, we manually recounted votes and gave King to the player with the highest unique votes (Razor). [Hotfix] As with other Power-Up Store items, the [Switching Premium] item can now also be traded. We've had a lot of support requests regarding this one, where players didn't realise it couldn't be traded and wanted them refunded so they could purchase it on the desired character (sidenote: you can gift items via the Power-Up store so you don't need to do this!). 
    Since there was no logical reason this couldn't be traded in the first place (as with the other Power-Up Store items), this has been fixed. Fixed a bug that prevented us from correctly HP scaling Under the Castle bosses. HP scaling for Under the Castle bosses is now enabled. Reworked daily/weekly/monthly quest behaviour. These will now be specifically reset at the appropriate time (and for those offline, when they next login). Quests will no longer be silently removed. Instead, any progress made towards them will simply be reset so you don't need to retake the quest. Quests pending turn-in will no longer be reset. Instead, you'll be allowed to turn them in even after the day/week/month ends and then pick up that day/week/month's quest. Improved quest logs. Fixed another bug with scaling of Under the Castle bosses (scaling amounts were off). Fixed a bug allowing players who are not the King to use King weather commands.
  10. Like
    twostars got a reaction from IIIAmJohnWick in Current UTC status   
    This is what appeared to be happening when the server was initially started after the patch, but should've been fixed within the first 15min when we restarted it again.
    You claimed that the only way it could be won is with GM assistance though, and there was no real GM assistance (you also posted it in the "shoutbox thread", which... well, for obvious reasons was never going to work out in the same way the shoutbox did).
    With scaling (give or take the trash which we haven't made a decision on yet), it shouldn't matter how many participate (so long as it's 10+) at this point. The difficulty should be about the same, assuming everyone who attacks it continues to participate.
    We actually have 2 types of scaling implemented: combat (scaled when players get in combat with the mob) and instance (scaled on # of players in the instance).
    UTC bosses are combat scaled specifically with the intent of avoiding that extra abuse from people just jumping in and trolling people by not participating.
    Yeah, the Ultima spawn really should not spawn during the event. We'll look at doing that for sure.
    As for the scaling HP regen, scaling is new and this is something we didn't consider so we'll get back to you on that one, assuming this is even the problem you're describing.
    It may also just be a visual issue with the client and HP bar updates. Maybe because of the awkward delays mixed with health pool changes. Might be better to ensure it uses base health there always, since it has no need for specific health amounts. That way it shouldn't fluctuate oddly.
  11. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (13/04/2018)   
    Changelog
    [Hotfix] Disabled the Meat Dumpling buff. This buff is already baseline, these aren't supposed to exist. The Meat Dumplings still in clan banks will be removed on restart. Re-reversed and reimplemented stun rates as per 1.534. Testing on USKO seems to indicate these haven't changed since. Fixed a bug with events not consistently triggering auto-shutdowns. This was caused by inconsistent disconnection/zone removal logic which is now correctly shared for consistency. This should clean up a few other potential issues with various things not being correctly reset on zone change. Fixed a bug causing items to break, so they were unable to correctly use bind-on-equip ("Item restoration failed") & sealed item functionality. Added more extensive skill logging, specifically including interactions with persistent buffs (scrolls etc). This should help us to track down any remaining bugs with these. When the VIP vault key expires, items will now be moved to the inventory (where there is space available). For remaining items, you will need to free space in your inventory and then relog as many times as needed. Note that you can always just buy a new VIP vault key to avoid this entire obnoxious (mostly) official behaviour. Tweaked item requirement checks for upgrades to allow other versions of the same requirement items (e.g. Trina's Pieces) to be used without having to be explicitly specified. This allows us to use other more appropriate versions of these items instead of having to use expiration items for similar intended behaviour, if we so desire. King elections will now only count unique votes. This should avoid scenarios like this month's election where votes were extremely rigged. For this, we manually recounted votes and gave King to the player with the highest unique votes (Razor). [Hotfix] As with other Power-Up Store items, the [Switching Premium] item can now also be traded. We've had a lot of support requests regarding this one, where players didn't realise it couldn't be traded and wanted them refunded so they could purchase it on the desired character (sidenote: you can gift items via the Power-Up store so you don't need to do this!). 
    Since there was no logical reason this couldn't be traded in the first place (as with the other Power-Up Store items), this has been fixed. Fixed a bug that prevented us from correctly HP scaling Under the Castle bosses. HP scaling for Under the Castle bosses is now enabled. Reworked daily/weekly/monthly quest behaviour. These will now be specifically reset at the appropriate time (and for those offline, when they next login). Quests will no longer be silently removed. Instead, any progress made towards them will simply be reset so you don't need to retake the quest. Quests pending turn-in will no longer be reset. Instead, you'll be allowed to turn them in even after the day/week/month ends and then pick up that day/week/month's quest. Improved quest logs. Fixed another bug with scaling of Under the Castle bosses (scaling amounts were off). Fixed a bug allowing players who are not the King to use King weather commands.
  12. Like
    twostars got a reaction from BulletClub in THIS IS SHOUTBOX FOR NOW   
    We're all shoutboxes now.
  13. Like
    twostars got a reaction from IIIAmJohnWick in NP Scroll mysteriously disappeared again?   
    I've added a bunch of additional logging to the server for skills in general (and making a lot more of it enabled by default, instead of having it being opt-in for troubleshooting purposes), and added logging specifically for persistent buffs.
    So after today's restart, if this (or something similar) happens again give us a shout so we can go track down logs for it.
  14. Like
    twostars got a reaction from ItzMad in Scream..?   
    I'm closing this thread before more people jump on the "pls dont nerf" bandwagon.
    We have no intentions of changing anything at this point. We're still observing the effects of slows actually being useful on the majority of the server again.
    After the stun rates change goes out in the next patch (tomorrow), I'll take another look at the algorithm for slows to make sure it matches the official calc (because I don't trust my initial reversing of either of them), but at this time there's no intention of changing anything.
  15. Like
    twostars got a reaction from ItzMad in Scream..?   
    I'm closing this thread before more people jump on the "pls dont nerf" bandwagon.
    We have no intentions of changing anything at this point. We're still observing the effects of slows actually being useful on the majority of the server again.
    After the stun rates change goes out in the next patch (tomorrow), I'll take another look at the algorithm for slows to make sure it matches the official calc (because I don't trust my initial reversing of either of them), but at this time there's no intention of changing anything.
  16. Thanks
    twostars got a reaction from MERET in VIP Vault Key   
    Thanks for finding that. Was looking for an official source (for some reason didn't think there'd be anything new on that page) and could only find unofficial Turkish ones.
  17. Thanks
    twostars got a reaction from Marshmallow in Why limits?   
    With the exception of the signed/unsigned issue, probably. They'd just be exceptionally more time-consuming than they're worth.
    All of them could be changed pretty reliably/easily with the client source project, so... not really worth messing with the official client to do so.
    The 999,999,999 limitation on merchants is probably the only feasible one there, since it shouldn't be too difficult to track down and there'd only be one or 2 instances of it (as opposed to generic logic imposed all over the place).
  18. Like
    twostars got a reaction from Zaikooo in Patch notes (06/04/2018)   
    Changelog
    Fixed some bugs with NP/XP distribution amongst parties. This should finally address the issue with gaining 0 NP from Atross/Riotes. Implemented support for mob HP scaling. This will be used for things such as Ultima spawns, and events like Forgotten Temple & Under the Castle to allow for varying player counts to attempt to keep a consistent difficulty no matter when you're playing. Note: This won't be in effect immediately; we'll be setting these up live throughout the week, so hopefully by the end of the week our important events and such will have scaling enabled and tuned appropriately. Special note: drains will still operate on the base health, not the scaled health (drains are already OP enough). All this means is they'll still do the same amount of damage they did before. As with USKO, stealthed rivals will now continue to show their marker pointing you directly to them. Various Under the Castle uniques are now upgradable. Pontus' Ring, Belt and Pendant upgradable to (+3). Ararat's Ring, Belt and Pendant upgradable to (+3). Taurus' Ring, Belt and Pendant upgradable to (+3). Reworked threat table behaviour. Previously, if you were in a party with someone who attacked an enemy, you would automatically be put in combat with this enemy.
    This was done primarily to address priests who might not directly attack targets, instead buffing/healing party members who were.
    Now, any player to player interactions (buffs/debuffs, heals, attacks) put you in combat with the same enemies the target is in combat with.
    This means that idling in a party isn't enough to reward you for party kills anymore. You must be active & involved in those kills.
    For everyone else, there should be no difference. You will be rewarded just the same. This should address the issue with people idling in Under the Castle for rewards. The Meat Dumpling NP gain is now baseline. This allows for the use of other buffs, such as those available from the <Spirit of Logos> NPC. The Meat Dumpling item is removed as a result. Fixed a bug with <Spirit of Logos> spawns. This means they now correctly respawn in a random location every hour. As above, because the Meat Dumpling buff no longer exists to stop them, the <Spirit of Logos> buffs can now be correctly obtained. Disassembled items are now able to be repurchased for 300mil. If you've accidentally disassembled the wrong thing, now you're able to recover it yourself! Going forward, Castle Siege War rewards will be locked to the clan. Leaving the clan after winning the event will permanently remove your rewards. This change is designed to deter players from joining a clan primarily to be rewarded before leaving after the event. Loyalty, yo. Under the Castle weapons are now upgradable to (+11) reverse. From this patch onwards, players who've been kicked from or have left a clan without a [CONT recovery] item will now be able to purchase one from the Power-Up Store and recover their lost clan CONT from [Clan Manager] Adelia in Moradon. This is one of those things that we've had many support requests for over time, so this should help you guys out! Fixed a bug with teleports in Delos. Teleporting near the crystal often failed to load in NPCs (and the crystal). This started happening sometime after USKO released their new Castle Siege War event by introducing extra logic which managed to completely break this. Fixed an exploit with certain quests. The couple of people who were abusing this to generate coins were banned. Seriously, if you find a bug, just report it. We WILL find out and you'll just end up banned if you don't. Repeat exchange quests will no longer attempt to turn in more than you can be rewarded for. This would previously result in the player potentially losing out on certain rewards (coins, etc.) when exchanging too many at a time.
  19. Like
    twostars got a reaction from IIIAmJohnWick in OFFLINE MERCHAND   
    You've been refunded. Thanks for your patience.
  20. Like
    twostars got a reaction from (RalphLauren) in ItzTOOLATENOW swearing, spamming chat,pm,letter   
    Dealt with.
  21. Like
    twostars got a reaction from IIIAmJohnWick in Tears / Trinas expiration date.   
    It's a limitation of the game.
    Creating another untradeable version of these items means unnecessarily duplicating a ton of upgrade entries for this to be usable.
    Giving it an expiration time keeps the same ID but forces it to be untradeable and ultimately reduces the number of them in-game. With the immense amount of KC floating around in-game, it reached the point where there's literally no reason to ever buy any from the Power-Up Store (and drain KC) -- there were just so many from events that had built up.
    As for why it's 24 hours specifically, that's all @Aesteris. I have no idea.
     
  22. Thanks
    twostars got a reaction from IIIAmJohnWick in Spirit of Logos?   
    1. Collision issue is dealt with, now that Meat Dumplings are no longer a thing (because their NP gain is baseline, i.e. no NP loss).
    2. The respawn time has actually always been an hour, however the spawn was bugged. That's fixed in the next patch. So that much is no longer an issue.
    3. It really doesn't need a 4th option. There really isn't all that much more that's really useful for PvP anyway.
    Considering this report resolved.
  23. Like
    twostars got a reaction from YouGotPwndByMyAss in Holy Knight Armors+11 CSW Reward takes fun out of the CSW!   
    This should be addressed in the next patch. Stay tuned for patch notes.
  24. Like
    twostars got a reaction from YouGotPwndByMyAss in Holy Knight Armors+11 CSW Reward takes fun out of the CSW!   
    This should be addressed in the next patch. Stay tuned for patch notes.
  25. Like
    twostars got a reaction from BroOk in Tears / Trinas expiration date.   
    The one thing I can say regarding this is that expiration items are untradeable by design, and we have no intention of removing their expiration time.
    Regarding their duration, I'll leave that with @Vivaldi & @Aesteris
×