Development Log

This document contains a brief overview of project development. It also provides notice of major bug fixes, data, or content updates between versions.

Feb 23, 2015
Deleted several unused/obsolete /dtrig actions.
Feb 6, 2015
Moved the code to verify ability function definitions since it was logging errors in Linux, but not Windows.

Removed duplicate entries in the ability function verification process.

Deleted unfinished code for the prototype CraftScript system.

Feb 5, 2015
Fixed some compiler issues when compiling as Release mode.

Fixed some remaining issues with the HTTP GET request that was not properly setting file names.

The HTTPBaseFolder config now allows "." to use the current working directory. Now logs the loaded path for verification.

Fixed an issue with setting HTTPBaseFolder under Linux.

Jan 30, 2015
Removed some debugging, diagnostic, and data scanning functions to clean up code in preparation for public release.

Deleted a badly designed class for managing strings, and corrected the few instances that used it.

Jan 29, 2015
Fixed some compiler errors when using GCC.

Renamed some variables to avoid compiler errors. Removed some unused variables.

Jan 27, 2015
Fixed HTTP GET requests to properly handle custom ports in the URL. Also fixed a filename issue it was causing, preventing proper lookups of file checksums.
Jan 25, 2015
Implemented a client hack to reduce load screens by removing a heuristic scenery count for empty tiles.
Jan 24, 2015
Removed an extra octet from logged IP addresses.

Fixed a bug when updating certain configuration strings.

Jan 17, 2015
Fixed a potential divide-by-zero issue when evaluation ability formula expressions.
Jan 12, 2015
Fixed an issue where the leave combat stance flag was not being removed correctly by the LeaveCombat() ability function.
Jan 4, 2015
Added functionality for the Regenerate() ability function, which had previously been unused.
Dec 22, 2014
Added reporting of unknown identifiers when loading SessionVars.
Dec 18, 2014
Removed an unnecessary query response function.
Dec 17, 2014
Fixed the function to upgrade passwords.

Incorrect logins will log the correct updated password hash.

Fixed how the recovery key operates.

Dec 16, 2014
Improved how registration keys are assigned to accounts.

Added the feature of a recovery key to hide existing registration keys while still allowing them to operate in password resets.

Dec 12, 2014
Changed the logged output message of unexpected player movement.
Dec 11, 2014
Fixed loading of spawn package names to use a safer copy function.
Dec 9, 2014
Fixed a potential error when settings flags for drop packages, although no existing entries used the feature.
Dec 8, 2014
Added prevention of invalid share weights when loading the ItemMod Names.txt file.
Dec 5, 2014
Fixed an error in the ScriptCore table for the "return" command that had incorrectly been assigned a parameter.
Dec 2, 2014
More work on account recovery. Fixed some hashing functions and rearranged some code to make setting new password hashes or registration keys simpler.
Dec 1, 2014
More work on account recovery.
Nov 30, 2014
Removed an unused/obsolete variable from account data.

Fixed a bug in the simulator report that was incorrectly calculating time spent online.

Nov 29, 2014
Minimal work on password hashing functions.
Nov 13, 2014
More work on account recovery.

Updated and centralized some password hashing functions, and updated old functions to use them.

Nov 12, 2014
Began working on code for account recovery.
Nov 7, 2014
Added an empty case handler for the client's player swim state, so it will stop logging errors.
Nov 6, 2014
Improved how ScriptCore handles labels and jumps.

Added some data clearing code for new ScriptCore class member variables that was causing a crash when reloading QuestScript.

Nov 4, 2014
Added the "A_LEVEL" variable to be used in ability formulas.
Jul 8, 2014
Continued working on the prototype CraftScript instruction set.
Jul 7, 2014
Worked on a prototype CraftScript instruction set.
Jul 2, 2014
Wrote some debug code for item set verification and error checking.
Jul 1, 2014
Added a placeholder for item set bonuses.
Jun 28, 2014
Fixed some error messages sent during account creation.
Jun 23, 2014
Fixed an issue in the new item set code that could count duplicate items like a pair of rings.
Jun 22, 2014
Rewrote and simplified some conditions handling mob leash range.
Jun 21, 2014
Renamed some variables. Changed how spawned interact objects notify the instance script.

Added handling of the "" client query to avoid logging an error.

Jun 18, 2014
More improvements to ScriptCore. Added capability to perform queued jumps instead of interrupting current instructions. Added debug flags to report bad label names or halted scripts.
Jun 17, 2014
Updated ScriptCore derived opcode tables.

Changed some movement controls to allow experimental scripted movement.

Jun 16, 2014
Worked on new InstanceScript stuff.
Jun 14, 2014
More improvements to ScriptCore. Expanded command parameter count from 2 to 3. Added support for integer arrays. Improved data flexibility for certain commands.
Jun 13, 2014
More improvements to ScriptCore. Improved compilation chain, experimental code inlining, support for symbols, (similar to C++ #define). Simplified access to the opcode table. Derived code and augmented features are now easier to maintain. Label data now stored in a map for faster lookups. Added a command to copy variables.
Jun 12, 2014
More improvements to ScriptCore.

Rewrote the InstanceScript and QuestScript classes to derive from ScriptCore instead of being separate copy/pasted duplicate classes.

Jun 11, 2014
Implemented improvements to ScriptCore from a side project. The "if" command can be nested, and now supports the "else" command. Improved support for application-defined variables.

Added debug output for variables.

Jun 8, 2014
Slightly improved some code that handled character stats.
Jun 7, 2014
Changed some variable names in the SessionVars file.
Jun 4, 2014
Began adding support for item set bonuses.

Removed some obsolete stat tallying code when updated equipped items.

Mar 28, 2014
Fixed some compiler typecast warnings.

Deleted unused/obsolete code that handled threaded messages.

Deleted several unused message events, and deleted the old unused class for broadcasting messages.

Mar 24, 2014
Fixed a bug in scripts that was potentially using incorrect data for a conditional check.
Mar 19, 2014
Renamed the GM invisibility function to make it less confusing.
Mar 10, 2014
Fixed a bug that could allow casting certain abilities while dead. Added an ability parameter for certain abilities to explicitly allow casting while dead.

Added the /pathlinks command to convert old prop links (now used for loyalty links) into correct patrol links.

Mar 7, 2014
Fixed an AI script bug where mobs could become unable to move or rotate while in combat.

Fixed a bug when reporting some AI script ability errors.

Some minor improvements to code, reducing compiler warnings and simplifying some things.

Mar 3, 2014
Improved debugging of AI scripts.

Improved some code which handled SpawnPoint spawning behavior.

Implemented loyalty links (purple link lines in the client build tool).

Fixed a bug in AI script commands that could interrupt leash recall and force a creature to return to combat, while still remaining immune from the leash recall effect.

Fixed an AI script function to use a proper idle check to avoid selecting creatures on leash recall.

Apr 29, 2014
Fixed a busy check when handling AI scripts to prevent breaking channels or casting warmups.
Apr 28, 2014
Slightly improved debugging and logging of scripts.

Added a new AI script command.

Apr 27, 2014
Fixed a bug in ZoneDef permissions which wasn't handling a coordinate properly.
Apr 26, 2014
Added a new ability script command.

Fixed AI script commands dealing with GTAE abilities.

Fixed a bug in AI scripts that were using a certain command to calculate range checks.

Apr 23, 2014
Fixed a minor bug when handling environment cycling.

Enabled environment cycling for Haunted Grove, Rotted Maze, Kerakura's Lair.

Improved security when writing various things to buffer to prevent buffer overflows, however unlikely they may have been.

Apr 22, 2014
Added a long jump command to the ScriptCore features.

Added several AI script commands.

Apr 21, 2014
Slightly modified an AI script function and added a new command.
Apr 19, 2014
Synchronized the read/write order of properties for IGF threads and categories to make the code easier to follow.
Apr 17, 2014
Slightly reduced memory size of loaded Scenery Objects by reducing reserved space for an unused data field.
Apr 14, 2014
Updated the hardcoded default instance droprates to reflect changes made to DropRateProfile.txt.
Apr 13, 2014
Renamed ZoneDef2.txt to ZoneDef.txt

Removed unused/obsolete code that saved grove ZoneDefs.

Apr 11, 2014
Rearranged some ordering of character file data.

Fixed a potential buffer overflow when processing responses from the 'selfdiag' permission.

Apr 10, 2014
Deleted obsolete character file code. Improved loading of character files and removed some obsolete data references.
Apr 7, 2014
Improved processing of AI scripts when ability requests fails, to prevent halted scripts.

Improved error codes when autoattacks fail.

Apr 6, 2014
Increased security by clearing buffers after using passwords and private messages so they don't remain resident in memory.

Enhanced code that generates creature reports and added more data to the report.

Mar 25, 2014
Updated server release 35. Includes mostly bug fixes and enhancement made after/around Feb 10.

Fixed some incorrect reporting of hate profiles.

Increased security by clearing some of the buffers used to generate debug reports.

Mar 24, 2014
Improved the web and Windows GUI interface reporting of instance data and hate profiles.
Mar 23, 2014
Added loading of a grove template table.

Grove ZoneDefs will be given a default build permission to the account owner if none exists. It searches grove templates by terrain type, and returns the associated build area.

Fixed a recent problem in the new grove permission system where permissions weren't saving properly.

Mar 19, 2014
Deleted unused remote tools.

Updated the admin panel to provide better instance data, and a list of active ZoneDefs.

Added missing quest heroism rewards for the level 30 set of Dekker's quests.

Mar 18, 2014
Added log reporting of character deletion.
Mar 11, 2014
Improved reporting of unidentified socket errors.
Mar 9, 2014
Continued on the new quest storage class. Updated most code to use the new system, resulting in some cleaner code.
Mar 8, 2014
Finished the new class for storing character names.

Added a "/grovesetting filterlist" command to list the players with visit access.

Removed level difference damage reduction in PvP.

Began converting the quest definition storage class for more efficient lookups.

Mar 7, 2014
Removed an obsolete upgrade function.

Began writing a new class to store character names for fast lookups by both ID or name.

Mar 5, 2014
Revised the player movement code for simplification. Started adding some verification checks.
Mar 3, 2014
Fixed a problem when loading the new grove permissions.
Mar 1, 2014
Fixed some compiler warnings in the code.

Removed obsolete/unused ZoneDef debug saving code. Also removed some very old account list code.

Fixed a bad error report if the registration key file couldn't be written.

Fixed error reporting of empty lines when reading the abilities file.

Feb 28, 2014
Fixed a bug where inactive ZoneDefs were not being unloaded, requiring server restarts for manual edits.

Default ZoneDefs are now automatically merged witht he zone index on server start, so editing them doesn't require changing two files.

Removed some obsolete/unused ZoneDef code.

Feb 27, 2014
Continued working on rewriting zone edit permissions.
Feb 26, 2014
Began working on rewriting zone edit permissions.
Feb 19, 2014
Refactored how the environment and time of day functions work, to be slightly more modular.

Changing the environment of a grove now broadcasts the change to all players in the instance.

Feb 16, 2014
Fixed a bug in the condition processing chain for advanced crafting.

Added customizable drop rate bonuses to Elite Type and Elite Affix tables.

Fixed a bug where adding or removing build permissions wasn't triggering autosaves.

Feb 15, 2014
Enabled loading of AI scripts for any object that has one. This now allows henges to be given scripts.

Added henge glow scripts to henge interact objects.

Feb 10, 2014
Improved permission checks for GM Invisibility for cleaner code.

Fixed a bug when manually cancelling buffs was not removing the active buff timer, preventing lower tier abilities to be casted for the duration of the old buff's time.

Feb 9, 2014
Fixed a bug casting STP abilities (used by henge abilities) which were using a distance of zero when trying to target players.

Added more commands to the AI script system.

Changed processing of AI scripts to allow running scripts even when no target is present, for animations and stuff.

Feb 8, 2014
Added several new commands to the AI script system.

Fixed a bug where externally calling a jump in the ScriptCore player would not erase the variable and call stacks.

Removed some unused/obsolete Windows GUI buttons and calls.

Added a directive in the AI script to allocate more commands per cycle for that script, so that scripts with heavy use of conditions can run in a timely fashion.

Feb 7, 2014
NPCs can now use abilities regardless of weapon requirement, which was necessary to let them use player abilities.

Fixed a bug where ability channel finishing messages would sent to NPCs when they're not needed or written, having zero bytes.

Feb 6, 2014
Removing virtual items from advanced crafting will destroy them and remove them from the database.

Added support for text info messages to be sent to the client when accepting or finishing quests.

Feb 4, 2014
Simplified some code for removing inventory stuff.
Feb 2, 2014
Updated server release 34, client release 11.

Fixed some unnecessary intensive processing for mobs returning to their tether point.

Increased the drop multiplier from named mobs from 2.0 to 6.0.

Set base drop rate for legendaries at 1 in 4000.

Set base drop rate for greens in heroic dungeons to 1 in 45 to prevent useless clutter.

Drop multipliers of Heroic1 and Heroic2 scaled dungeons increased from 2x and 3x to 2.1x and 3.2x.

Feb 1, 2014
Logging into an active instance no longer resets the player to the entrance unless the instance is new (zero mob kills).

Added the /instance command to give the player some information about the kill count and progressive drop rate multiplier.

Extended support to allow health using integer values instead of shorts (experimental).

Added client support for sending special forced messages as popup boxes instead of floating text.

Added client support for a stop-swimming command, which can optionally be sent when warping. Fixes the swim exploit.

The invalid account message can be customized from the config file, if using the popup box mode.

Jan 31, 2014
Fixed a bug where instance placement info was not using the correct party ID.

Fixed a bug in split-location spawn points where spawn weights weren't correctly compared.

Added a progressive drop multiplier to instances, where each kill slowly increases the drop rate from remaining mobs.

Added configuration variables for progressive drop rates, and maximum multipliers.

Jan 30, 2014
Added a debug command to trigger the removal of all inactive instances.

Fixed scaled dungeons to use the party leader's profile rather than the first person activating the dungeon. Fixed notification messages to match.

Jan 29, 2014
Reinstated the NamedMobDropMultiplier variable for customization.
Jan 28, 2014
Rewrote the validation for destinations when using henges. More robust against exploits and fixes a bug where "EXIT GROVE" could be used outside of groves.
Jan 27, 2014
Loading ZoneDef player filters no longer marks the zone for pending saves.
Jan 25, 2014
Added the total_size property to ability range checks. Merged values into the creature list from EER mobs.
Jan 24, 2014
Changed how creature loot chest appearances are chosen. Armor and weapons take precedent over all other types.
Jan 22, 2014
Implemented restored appearances for Cheryl Cantrip, Cora Cantrip, Neville Nickblade, and Sylvia Shielding.

Added new quests written by Liska: Report to Camelot (Level 19, Southshield), The King's Tunnel (Level 19, Camelot), and Fashionable Needles (Level 46, Bazaart).

Jan 11, 2014
Extended properties on items now accept floats instead of integers. Applying the stats as buffs now checks for numerical types.
Jan 8, 2014
Removed an unused field from Interact Object definitions.
Jan 7, 2014
Fixed bad hardcoded defaults of drop rate profiles (had no effect since the data file replaced them).
Jan 6, 2014
Removed some bad const casts for the Message of the Day broadcast.

Removed a few unused configuration variables, and one duplicate loading field.

Removed the obsolete list of archive aliases, as they were never needed.

Jan 4, 2014
Renamed the global logging variable to be less ugly.
Dec 30, 2013
Fixed bad quest marker "My Dearest Darling!" in Corsica, when taking the bottle.

Removed some old global variables for unused/obsolete configuration data.

Dec 27, 2013
Fixed the /morestats display amount for movement speed.
Dec 26, 2013
Fixed a bug in recent ZoneDef loading changes that prevented the player filter from being loading properly.
Dec 23, 2013
Updated server release 33, client release 10.

Added trade chat to the list of chat channels. Uses /region permission.

Reduced coin cost of highest tier resurrect options.

Resurrect costs no longer use a hardcoded formula and now loads values from a table file.

Modified PVP checks in overworld locations to take team into account, allowing event-style battles.

Added customization of chat channel colors to the client.

Dec 22, 2013
Fixed a problem with new heroism amounts that was not limiting the upper level difference.

Fixed a level difference calculation problem that was causing an additional level's worth of stats to be calculated.

Added a ZoneDef player filter check for the /warpg command.

Changed how dungeon scale profiles and drop rate profiles are loaded to allow dynamic reloading.

Fixed a bug when loading instance drop rate profiles.

Fixed an issue where the player's chosen instance scaling profile was being written to the character file in two locations.

Fixed loot chest appearance selection to prioritize weapons and armor for type selection, to override crafting materials and plans.

Began working on the /morestats command and associated client panel.

Dec 21, 2013
Fixed a buffer overflow when joining quests if the quest failed start. Apparently only trigged when attempting to implement temporary completed quests.

Quests can now be completed temporarily, added back to the open quest list after a certain amount of time.

Heroism can now be given for completed quests. Added configuration options to limit or reduce the amount if above level.

Dec 19, 2013
Added support for explicit level offsets when scaling dungeons, instead of just matching player level.

Worked on completing scaled spawns. Fixed how some drop rate parameters were applied.

Dec 18, 2013
Drop rate of dungeon tokens increased from 1 in 9 to 1 in 5.
Dec 17, 2013
Fixed improper loading of yesterday's maximum item levels.
Dec 16, 2013
Fixed a potential divide-by-zero error when initializing drop rate profiles. Drop rates of zero are now handled properly.

Implemented default drop rate profiles for ZoneDefs whether instanced or not.

Implemented maximum level limits for randomized items based on mob level, rarity, and named mob status.

Dec 15, 2013
Removed some unused classes and variables from the DropTable files.

Fixed the loading stage for recently added auto-join for chat channels so it wouldn't get triggered by every load screen.

Fixed a bug on Windows error handling which could lock in an infinite loop if trying to send a priority message to a bad socket.

Dec 14, 2013
Worked some on new drop rate profiles.

Moved calculation of creature drop rates to a separate function.

Simplified some of the functions responsible for generating and assigning loot lists.

Dec 13, 2013
Improved the LeaveChannel() function to remove the simulator from any channel and to correctly iterate over deleted channels, which it was not doing before.

Players are now removed from private chat channels when they log out instead of leaving a inactive simulator ID in the member list.

Added a command /chwho to list the members joined in a private chat channel.

Worked some on new drop rate profiles.

Dec 12, 2013
Fixed a query crash if a channel name was not provided when joining a private chat channel.

Added channel name length checks when joining channels.

The last entered channel is now saved and loaded from character files.

If a channel is present in the character data, it is auto-joined upon login.

Dec 11, 2013
Fixed loading of ZoneDef build permissions.

Updated prop edit checks to use a revised function to check both the ZoneDef and account permission sets.

Deleting spawned creatures with the build tool now uses proper location checks.

Dec 10, 2013
Basic Winter Dawning decorations added back.

Began a new class to store zone build permissions within the ZoneDef itself rather than through accounts.

Dec 8, 2013
Updated the existing scale function to use the new profiles.

Created a debug command to select which profile to use.

The chosen scaling profile is now saved/loaded with character files.

Dec 7, 2013
Worked on classes for customizable drop rates and instance scaling. Began altering some prototype scaling functions to use the updated class.
Dec 6, 2013
Worked on classes and data loading for instance scaling profiles.
Dec 2, 2013
More work on scaled dungeons and logic of assigning level and stat multipliers.
Nov 30, 2013
Some work on a new attempt at scaled dungeons.
Nov 26, 2013
Fixed a bad index reference when using buff removal skills, which could cause crashes.
Nov 25, 2013
The trade loot ID for players is now cleared on a successful trades, fixing a bug where players were unable to use items after trading.
Nov 24, 2013
Updated server release 32, client release 9.

Added wander radius for a few mobs in northern Deadwood.

Nov 23, 2013
Added support for the level 30 Protection abilities that remove buffs/debuffs from a target.

Fixed the /itemlinks client command to properly sort items by slot ID.

Added the /savechat client command.

Updated the client's Help Reference button to use the new URL manager class.

Removed the tutorial button from the Prop Generator panel.

Double clicking an entry in the Prop Search or Prop Stash lists will now set the active build asset, without having to press the button.

Tweaked and tested crafting recipes, and the /craft client panel.

Added a contributed PvP arena, The Cavern.

Nov 22, 2013
Worked on crafting recipes.

Worked on a new client class for managing URLs and fetching them from the server, instead of hardcoding links.

Added a server response to reply a list of named URLs.

Nov 21, 2013
Worked on crafting recipes.

Fixed an exploit where players could purchase abilities beyond their class.

Slightly simplified code for using items.

Consumable items with cast delays will no longer remove the item immediately, but wait until the ability has successfully cast.

Trades or item movement is no longer possible if an item use warmup is in progress.

Can no longer use items while trading.

Nov 20, 2013
Added support for advanced crafting through a system of input/output lists with qualifier conditions and actions.
Nov 19, 2013
Verified audit log entries that were added for SPM's Harvest Fest event.
Nov 18, 2013
Continued work on audit log extraction.
Nov 17, 2013
Worked on a new scenery audit log extractor for saved log data from SPM.
Nov 16, 2013
Improved some scenery query code for readability when converting arguments.

Clarified some of the variable names used for notifying autosaves.

Nov 15, 2013
Worked on adding data for the Harvest Fest Quests.
Nov 14, 2013
Added support for auditing scenery edits. Automatically works for official zones, or particular ZoneDefs.
Nov 10, 2013
Finished most of the essential operations of the client advanced crafting panel.

Experimented with inventory enumeration for a revised itemlinks command.

Began working on a separate test program for implementation of crafting recipes.

Nov 9, 2013
Began adding a new client panel for advanced crafting.
Nov 4, 2013
Fixed an improperly written script that was causing Hedorah to spawn multiple times (Rotted Tree).
Nov 2, 2013
Added server side support of a build tool query that allows camera point and minimap click warps in groves.
Oct 31, 2013
Removed some unused/obsolete server code.
Oct 29, 2013
Worked on stat distribution, restructured some of the data elements to simply function arguments. Fixed some bugs with attribute selection and attempted to simplify some data tables.
Oct 28, 2013
Worked on stat distribution, basic verifiers for loaded data to find errors in any of the tables.
Oct 26, 2013
Worked on stat distribution, profile selection filters, exchange rates for applied stats. Support for explicit equipment types instead of always random.
Oct 25, 2013
Expanded stat groups to allow weighted shares.
Oct 24, 2013
Minor work on stat allocator entries.
Oct 23, 2013
Worked on the experimental stat distribution system, basic allocation logic.
Oct 22, 2013
Worked on the experimental stat distribution system, loading of stat allocator data tables.
Oct 21, 2013
Worked on the experimental stat distribution system.
Oct 20, 2013
Worked on the experimental stat distribution system, support for mod tables from the old system.
Oct 19, 2013
Worked on the experimental stat distribution system, randomizing equipment types and weighted distribution entries.
Oct 18, 2013
Worked on the experimental stat distribution system, loading rarity and equipment type.
Oct 17, 2013
Worked on the experimental stat distribution system, selecting rarity configurations.
Oct 14, 2013
Fixed a long-standing bug when editing posts in the IGF, that were not properly triggering autosaves.
Oct 13, 2013
Fixed a bug in recent packet broadcasting changes that prevented equipment updates from sending to the player's own connection.

Fixed a bug when building inventory data that was not including refashioned status.

Oct 9, 2013
Minimal work on an experimental stat distribution mechanism on randomized items.
Oct 7, 2013
Added a few appearance contributions for Grunes mobs.
Oct 3, 2013
Improved a couple more instances of time reporting.
Oct 2, 2013
Added a configuration option to limit packets, tweaked limits.
Oct 1, 2013
Set a global cap limit on the amount of data that may transmit in a single packet, particularly scenery and creature broadcasts.
Sep 30, 2013
Improved some code with the administrative panel panel and data broadcasting functions.

Improved some commands to respond immediately instead of adding to a command queue.

Deleted some unused code.

Sep 29, 2013
Simplified code for debug time tracking for use in a few key areas of the server.

Simplified the query responsible for changing visible weapons.

Sep 28, 2013
Implemented some contributed appearances for mobs in Grunes Tal.
Sep 26, 2013
Minor update to release 31d.

A few small failed updates were trying to fix a random server deadlock, which then caused a new problem with file download glitches. Eventually changed the socket code for forced disconnects to prevent potential deadlocks, which seems to work.

Sep 24, 2013
Fixed a potential memory access bug when selecting affixes for elite mobs.

Fixed a potential infinite loop when assigning improperly configured affixes.

Sep 23, 2013
Updated server release 31.

Tweaked potion costs and stats.

Tweaked elite mob affixes.

Added basic effects of off-stats for defensive purposes: dexterity for block/parry/dodge chance, spirit and psyche for elemental resistances of respective magic types (mystic/death and fire/frost).

Adjusted forced movement speed updates to resolve issues with the global run speed not taking effect when first logging in.

Sep 22, 2013
Added and tweaked some elite mob affixes.

Added overflow protection when calculating increased constitution and armor ratings from elite mobs.

Fixed some bugs with affix selection, and allowed rolling of multiple affixes.

Added support for bonus experience and drop rates from elite mobs and particular affixes.

Re-ordered quest data for new quests. Modified new quest objectives and added reward items when applicable.

Sep 21, 2013
Tested and adding winning sets (community fashion design) as vendor purchases from the event Taiga Wolf.

Other stuff I can't remember...

Sep 18, 2013
Changed the error message on failed logins to be more user friendly.
Sep 17, 2013
Continued tweaking some data for upcoming quests.

Added named drops from certain named mobs and bosses in Earthrise.

Removed weapon plans from Earthrise mobs since materials and crafting merchants are not available until Anglorum.

Added new potion items to the files, continued tweaking ability table entries for proper buff icon notification.

Sep 16, 2013
Began adding some ability table entries for new potions.
Sep 15, 2013
Reduced cost of higher tier crafting molds by about 75%.

Added support for extended stats on regular items.

Sep 14, 2013
Drop rates of rare crafting materials increased from bosses (1/8 to 100%) and Dire Murk (1/55 to 1/20) due to sparse area coverage for spawns.

Fixed an instance script bug where looking up missing jump labels would interrupt the script. This solves a bug in the Summoning Chamber.

Fixing an issue where randomized shields would not appear on character's backs.

Sep 11, 2013
Some work fixing incomplete or incorrect prototype quest data.
Sep 9, 2013
Worked on adding the prototype quest data for new content, including Anglorum (Ironstone/Grimfrost), Great Forest (Trailblazers), Deadwood (Rotted Nursery), and Grunes Tal.
Sep 6, 2013
Updated missing appearances for Grunes Tal and Swineland mobs and NPCs with those contributed by players.
Sep 5, 2013
Updated missing appearances for Grunes Tal and Swineland mobs and NPCs with those contributed by players.
Sep 2, 2013
Some work applying properties to elite mobs.
Sep 1, 2013
Worked on the framework of loading and implementing elite mobs.
Aug 31, 2013
Began writing the framework for elite mobs, which are rare versions of existing mobs that spawn with higher stats and random bonuses.
Aug 30, 2013
Worked on a new item stat roller in a separate test program.
Jul 31, 2013
Minor update to release 30c. Fixed a broken stat from the mob patch that prevented Farmer Sned from loading correctly.

Fixed a location marker for the quest: The Strange Device.

Implemented a script change that allows Alimat to summon in phases which can be resumed if a summon was interrupted.

Jul 26, 2013
Fixed an exploit with item duping and other inventory bugs during trades.
Jul 25, 2013
Minor update to release 30b.

Light hits removed from PvP.

Fixed how buffs are applied and factored. The temporary speed buff in PvP when reviving no longer erases item stat bonuses from the player.

Hate generated by players is now removed if leaving an instance.

Mobs should now properly re-check their player Hate when breaking targets.

Added network statistics for incomplete packets.

Jul 22, 2013
Fixed an exploit with the internal command for joining quests, which was not performing error checks.
Jul 21, 2013
Fixed a timer issue when processing waits in instance scripts.

Increased efficiency of removing expired status effects and mods by improving bad loops.

Simplified buff removal code.

Jul 20, 2013
Fixed a bug in instance scripts when assigning values to variables.
Jul 15, 2013
Updated server release 30.

Worked on skill revisions.

Deactivated legendary and artifact items from the drop configuration.

Jul 14, 2013
Fixed a new bug where offhand damage was being included twice.

Implemented warping to and from the arena with the /pvp command, similar to /grove.

Fixed combat checks for PvP. Added 6 second grace period of invulnerability and boosted speed when respawning in PvP.

Worked on skill revisions.

Jul 13, 2013
Added max leash range to the ZoneDef configurations.

Added offhand damage to ability damage.

Swapped rogue and druid armor multipliers back to their original values.

Jul 12, 2013
Added a batch of pets that was long overdue.

Removed obsolete simulator code from a very old system.

Jul 11, 2013
Fixed the Old Adventurer's Gloves since the removed armortype override prevented them from being equippable.

Fixed some incorrect quest data with item rewards that were causing problems with the new system.

Added quest-giver markers for Mushroom Isle. Also for 'The Road to Earthend' (Earthrise), and the two quests from Ulton Klinon (Down Below).

Implemented the "Unabandon" property for the starter quest in Mushroom Isle.

Implemented descriptive names for sanctuaries.

Binding to a sanctuary now updates the necessary stat to inform the player of where they've bound to.

New characters are explicitly given the Mushroom Isle bind location.

Jul 10, 2013
Added safety checks when handling the query responsible for redeeming quests, fixing a severe problem where quests could be redeemed regardless of location or completion status.
Jul 7, 2013
Continued to improve drop rate multiplier calculations and conditional checks.

Added drop rate multipliers based on creature rarity.

Jul 6, 2013
Added a feature for customizable drop rate multiplier for specific creatures, although unused at the moment.

Simplified a class used to parse configuration strings.

Jul 5, 2013
Removed obsolete code from the old drop list classes.

Implemented additional creature definition data for identifying named mobs.

Named mobs now provide a drop rate bonus for randomized items.

Jul 1, 2013
Continued rebuilding Camelot Arena. Minor touchups may remain, but is otherwise finished and ready for use.
Jun 30, 2013
Rebuilt most of Camelot Arena using Youtube PvP videos as sources.
Jun 26, 2013
Fixed a bug in some item giving commands which could send invalid messages to the client, causing it to glitch. Also simplified query argument handling for those commands.
Jun 24, 2013
Fixed a bug where ground target abilities were not checking range properly, in relation to the target position rather than the caster.
Jun 22, 2013
Found and changed an obsolete configuration setting that was overriding item armor types, which could prevent shields from showing properly.

Added quest location marker for Spikedshroom Toad Hide, and changed markers for BOUNTY: Vile Deathspinner and Donk.

Jun 20, 2013
Fixed the new implementation of vault space and expansion management, which was broken from an unfinished redesign.
Jun 19, 2013
Symbuh Rafki is now properly set as a multi-spawn among 2 points.

A heroic shadow has been assigned a multi-spawn among 3 points in Ruins of Tall Stand.

Jun 15, 2013
Reduced coin cost of resurrect options.
Jun 14, 2013
Worked on a new scripting system to experiment with some new control concepts.
Jun 13, 2013
Minor update to Release 29l.

Reduced master crafting plan cost by 80%.

Added IP tracking for invalid file requests.

Improved logging of a certain condition of the HTTP Distributor.

Jun 6, 2013
Greysun badge drop rate increased from 1% chance per kill to 7%.

Greysun chest items now require 5 badges instead of 1, and level requirement for equipping has been appropriately set to to match their item level.

Fixed a bug where loyalty aggro was not being triggered, possibly from the new ability handling mechanics of the last update.

Added the /esay command to emote and say a message at the same time.

Jun 4, 2013
Worked on testing a new world map of Swineland and determining how the map system works.
Jun 3, 2013
Continued work on the Squirrel decompiler.
Jun 2, 2013
Began working on a new Squirrel decompiler.
Mar 31, 2013
Added a thread guard when erasing HTTP Distribute threads, and moved the central list to a separate class.
Mar 30 2013
Fixed a new bug where HTML pages were being served as attachments.

Fixed a new bug where HTTP Distribute threads were not being released, a severe resource leak that consumed ever more CPU use until the inevitable crash.

Fixed timers for removing disconnected HTTP distribute threads, or forcing active ones to shut down.

Mar 28, 2013
Added implied drops for crafting materials, by associating drops with matching creature names of similar level if they didn't have drops assigned.

Fixed the HTTP response for files to return the correct base file name.

Mar 27, 2013
Updated the HTTP Distribute handling code to use variable-length strings instead of fixed-length.

Improved references in HTTP disconnect debug output, and changed inactive kick conditions.

Cleaned up some obsolete, unused code with function tracing and cooldown categories. Also fixed some compiler warnings.

Fixed a crash with closing log files on server shutdown.

Mar 25, 2013
Increased spawn time of the Hammer in Mushroom Isle.

Increased spawn time of Raji's Journal, Keg of Braga Brew, and Hermi's Dearest Darling in Corsica.

Fixed the range check ability requirement to return the proper range for AI consideration if it fails. Also fixed the AI reponse code to use the correct value.

Mar 24, 2013
Worked on editing terrain for an island grove.
Mar 23, 2013
Worked on terrain editing to create alternate versions (Desert, Snow) of the default Blend glove.
Mar 20, 2013
Minor update..

The creature lists for lootable players has been expanded to allow an arbitrary number of party members and is no longer limited by string length.

Improved the appearance override to use variable string sizes, and use less memory.

Added a debug report and possible fix to premature HTTP disconnections (which was causing random client trouble recently).

Added configuration options for the party broadcast and HTTP shutdown timers.

Mar 19, 2013
Improved the core file logging system for specialized files.

Cleaned up some warnings and unused code. Removed the "reserved characters" feature which had been unused since the private alpha version.

Fixed level-up notifications to broadcast locally to all players instead of the affected player.

Locations of party members are now broadcasted to party members outside of local range, allowing them to be visible anywhere on the world map.

Accepting a teleport from a henge skill now removes that player from the screens of others.

Mar 16, 2013
Added class and level to the /who command report.
Mar 14, 2013
Client update.

Increased the client character limit on the character create/selection screen from 4 to 5.

Added the /itemlinks command to automatically generate a list of IGF [item] links from different inventory containers.

Mar 13, 2013
Minor update. For character limit.

Increased the server character limit on accounts from 4 to 5.

Added a command (/partylowest) that selects the party member with the lowest health ratio. This command can be assigned to a macro hotkey.

Mar 12, 2013
Restored the Quarter Note Quill quest available from Chanticleer (pending the next content update).
Mar 11, 2013
Updated server release 29c. Fixing two important bugs:

Fixed a bug where triggering melee autoattacks could override the target list of a pending ability, causing self casts like healing and buffs to operate on the enemy instead.

Fixed a bug where instant casts could fail a target check, but continue activation using the target list of an interrupted ability.

Mar 8, 2013
Some work on arena rule configurations.
Mar 7, 2013
Minimal work on basic arena implementation.
Mar 5, 2013
Updated server release 29b. Fixed a crash when using Creature Browse for alternate package types.

Removed a grove requirement to allow guest builders to use /eats in groves that don't belong to them.

Fixed a time calculation error for debug pings in 64-bit environments.

Mar 4, 2013
Improved loop efficiency when processing removed buffs.
Mar 3, 2013
Worked on some basic beginnings to a PvP arena system.
Apr 30, 2013
Updated client release 8b. Fixed an important client bug with the new Rez Screen, where players with zero coin (new players) would not be able to rez at all, not even with the zero cost option.
Apr 29, 2013
Updated to server release 29 and client release 8.

Fixed a bug with the new autoattack management that could modify the target list of an ability that was still pending operation (like a cast).

Migrated the last useful bits of the old ability system and erased everything else.

Apr 28, 2013
Druid, Protection, Restoration skills mostly finished.

Continued tweaking abilities for all classes.

Fixed a bug (new?) when loading passives.

Updated ability purchasing to use the new system.

Added an ability point table which can be customized for individual levels, rather than the old way of providing a flat amount for all levels.

Updated player leveling up, respec, and character loading to use the new ability point table when calculating or retrieving points.

Apr 27, 2013
Mage skills mostly finished.

Added some new and experimental ability functions.

Apr 26, 2013
Rogue skills mostly finished.

Fixed a bug in a new ability function that was supposed to restore Might to full, but did so before subtracting the cost of the ability.

Apr 25, 2013
Fixed cooldown triggers in the new system.

Knight skills mostly finished.

Apr 24, 2013
Fixed adjustment of might/will and charge consumption with the new system's ability event triggers.

Revised activation of passive abilities for player characters.

Fixed a bug (possibly new?) where adding a buff from one passive ability would erase nonrelated buffs granted by other passive abilities.

Fixed new charge-handling functions to correctly evaluate their arguments.

Fixed a new bug where Resurrect() was incorrectly operating on self instead of targets.

Apr 23, 2013
Fixed a bug with bad range checking for Might/Will charges.

Targets that are stunned can no longer block, parry, or dodge attacks. Possibly a new bug.

Fixed reporting of absorbed damage in the new system.

Fixed subtraction of absorbed damage to properly remove the buff when it reaches zero. The old functions were not accomodating the evaluated result provided by the new system.

Apr 22, 2013
Re-implemented implicit actions with slightly altered format and processing conditions.

Implemented a new mechanic for the Disarm status effect to prevent activation of skills that deal only physical damage, or to otherwise prevent physical damage from succeeding.

Added a new configuration option to control emulation of the Disarm mechanic.

Removing collected Hate from mobs now removes the entry for that player, fixing a problem where the mob would not acquire different targets.

Specially marked unbreakable channels now won't be broken by movement.

Fixed two new ability functions that were not evaluating arguments as expressions.

Apr 21, 2013
Added rounding of percentage modifications, since the default integer rounding could effectively provide one less point than it should.

Mobs now check for adjusted hate regardless whether or not they have a target selected, since certain abilities add hate even though they don't apply damage. Possibly a new bug with the new system.

Apr 20, 2013
Fixed a bug/exploit where any percentage modification of a stat called on a mob would effectively nullify their stats, since it attempted to calculate the stats using a data field that was only used on player characters.
Apr 19, 2013
Fixed a old (but newly found) bug with ground-target and player-centered targeting functions that were not using the plane range to the target, which could cause abilities to fail if the vertical offset between targets was too great. This was problematic since the server does not track or compute elevation.

Restored target selection for all target types with the new ability system.

Fixed a bug in a new function that was applying status effects to the caster instead of the target.

Apr 18, 2013
Fixed an old (but newly found) server bug where damage was being reduced to zero if an armor debuff dropped the armor rating into a negative amount.

Fixed instant and casted abilities so prevent clearing data when finished, due to changes in how different cast types are registered and processed.

Updated the new target system to resolve target types for events rather than the basic activation, allowing iterative effects to use different target selections from the activation phase.

Secondary channels are properly flagged by the new system, in particular classes where an iteration and casting warmup are present. The target list is also properly transferred.

Apr 17, 2013
Minimal work trying to get channels to work.
Apr 16, 2013
Updated registration of instant cast, warmup cast, and channeled abilities to use function calls consistent with the new system.
Apr 15, 2013
Added a cooldown category lookup table to operate similarly to buff categories.

Updated ability requests to require the cooldown check, and to register cooldowns activated.

Apr 14, 2013
Improved the formula system with implicit multiplication and negative properties.

Added error reporting of variable names used within functions.

Fixed some miscellaneous issues with ability handling.

Apr 13, 2013
Improved the ability table with better formatting for row entries.

Fixed some error reporting bugs.

Updated function verification with additional argument information.

Restored two miscellaneous ability functions.

Apr 12, 2013
Restored several miscellaneous ability functions.
Apr 11, 2013
Worked on restoring the stat and status effect modifiers, and cooldown categories.
Apr 10, 2013
Worked on restoring autoattacks.
Apr 9, 2013
Fixed a new issue where spent charges were not being preserved, preventing executes from functioning properly.

Worked on restoring functions that apply damage.

Apr 8, 2013
Fixed a bug in the ability system that was not evaluating expressions.

Restored some ability processing functions.

Apr 6, 2013
Fixed some bugs with the new ability classes.

Created a new classes for processing active abilities, similar to the old one, but improved. Copied old processing functions when needed.

Apr 5, 2013
Worked on integrating the new ability classes into the server.
Apr 4, 2013
Worked on finishing the loading stages of ability data.
Apr 3, 2013
Continued with ability classes, improving verification and error checking.
Apr 2, 2013
Continued with ability classes. Reworked the formula system to make parsing and evaluating more function-driven, and to allow caching of postfix token lists for quicker on-demand calculations.
Apr 1, 2013
Continued new ability classes, loading and basic event handling structure.
Mar 31, 2013
Began writing a new implementation classes for abilities.
Mar 29, 2013
Added April Fools stuff, to display all characters in character selection as level 1 with starter gear.

Improved reporting of debug client/server pings.

Mar 26, 2013
Minor update.

Fixed a threading bug that was causing message handling to be called with no data in the buffer.

Improved debug reporting of ping statistics so they can be more easily extracted and loaded into a spreadsheet.

Worked on some basic stuff to prepare for parsing ability conditions and actions from their official table format.

Mar 25, 2013
Updated Server Release 28, Client Release 7. Changes and fixes from March 4 to present are now in effect.

Fixed dungeon ownership assignments for better searches when parties are involved.

Fixed an issue where the trade screen would open for the initiating player before the other player had accepted.

Fixed a bug when active hitpoints would be dropped to base amounts when leveling up.

IGF thread pages now only hold 5 posts each.

IGF post limit doubled from 2000 to 4000 characters each.

IGF posts now provide a warning message if the post is too long.

Added administrative IGF commands for moving threads.

Fixed some issues with the new ping system.

Mar 24, 2013
Added account IDs to zone index information, required for grove lookups.

Fixed a new bug where newly created zones were not preserving their autosave flag, which could cause potential data loss.

Shuffled some safety checks related to zones and character data.

Fixed bugs from a previous release that made all dungeon instances public.

Added server and client dual automated ping statistics and reporting.

Mar 23, 2013
Drop rates of dungeon tokens and crafting materials have been increased slightly.

'Windstriker' Anubians in Earthrise (a common mob) no longer drop crafting plans.

Crafting plans no longer change the visible loot chest style.

Rewrote the unique spawn management system to work for overworld creatures that respawn, instead of for just instances which only spawn once.

Rearranged some conditional checks for spawns, perhaps a miniscule performance gain.

Mar 22, 2013
Added a new property for spawn packages to ensure only one creature can spawn from certain packages. Useful to prevent bosses from spawning in multiple locations at once.

Implemented a spawn management subclass to manage unique spawns.

Added warning messages when loading unknown properties from spawn package files.

Mar 21, 2013
Fixed a new bug when clearing creature data.

Fixed a new bug when looking up items.

Fixed some socket crash bugs that surfaced after recent changes. Not sure if these bugs had always exist.

Mar 20, 2013
Fixed initialization problems with thread guards.
Mar 19, 2013
Removed some unused simulator manager code.
Mar 18, 2013
Added wander radius for most wilderness mobs for the rest of Midlands, New Badari, Heartwood, Dustshore, Cracked Rock, and Deadwood.

Increased spawn delays to 5 minutes for the Wilderbeastial camps in Midlands, and Scallywag camps in New Badari.

Fixed some thread guarding issues with account access.

Mar 17, 2013
Worked on a side project to develop a new class for parsing and evaluating functions, which will have vital importance for an upcoming revised skill system.

Added wander radius to Midlands wilderness mobs.

Mar 16, 2013
Added wander radius to the spawn packages of most Anglorum wilderness mobs.

Disconnects are processed through the main thread.

Restructured simulator threading to use dual packet buffers for quicker storage and processing methods.

Simulator packet handling is now processed by the main thread, and no longer utilize extensive thread acquisition.

Mar 15, 2013
Improved memory use by unloading scenery from zones that are no longer in use.

Added wander radius to spawn package definitions.

Mar 14, 2013
Developed the final parts of the new scenery system.

Revised scenery queries which were not thread safe (but probably not likely to crash).

Added a new administrative command to assist in modifying grove data while the server is running.

Fixed a bug in data reporting being inadvertently clipped when increasing the size of the buffer.

Mar 13, 2013
Continued developing the new scenery system.
Mar 12, 2013
Worked on writing components for a new scenery system.
Mar 11, 2013
Continued upgrading the zone system, groves are now loaded on demand.

Inactive grove configurations are unloaded from memory, allowing modification while the server is operational.

Updated the autosave for pending grove configuration and zone index changes.

Fixed a bug with Taunt() that could pull non-linked mobs.

Taunt skills now beckon ranged mobs to approach you.

Mar 10, 2013
Continued upgrading the zone system, now uses a master index for lookups.

Zone lookups and configuration modifications are now simpler for tracking pending changes for autosaving.

Mar 9, 2013
Potential increase of security to the HTTP GET methods.

Refactored zone management functions.

Noncombat status is no longer removed if deselecting (selecting nothing) is encountered.

Mar 8, 2013
Changed /partyinvite to only work if you are either solo, or a party leader. It can now only be used while inside dungeons, and the player receiving the invitation must not be in a dungeon.

Added an error message if attempting to invite a player that is already within a party.

Mar 5, 2013
Changed the storage container for items to make lookups faster.

Changed how character properties are updated, more efficient stat and value type lookups.

Reduced memory use of all creature definitions and instantiated creatures by changing character appearance and equipment strings to variable length rather than fixed size.

Mar 4, 2013
Minor update.

Fixed a bug that was preventing players from interacting with certain quest objects.

Added debug reports for browsing player inventory contents.

Mar 3, 2013
Minor update.

Fixed a crash when requesting a report of the internal query profiler.

Fixed a bug where questgivers, shopkeepers, and immobile objects would attack nearby mobs in range. After engaging in combat, it wouldn't be possible to interact with them.

(After the update) Removed the old webpanel report generator class, replaced it with a better system. Migrated all webpanel and GUI debug reports to use the new system.

Mar 2, 2013
Updated Server Release 27. Changes and fixes from Jan 15 to present are now in effect.

Fixed some final bugs in the new drop rolling system.

Mar 1, 2013
Fixed instance scripts to allow conditional blocks.

Added a new property to spawn packages that allows them to call instance scripts on kill.

Expanded spawn packages to allow creature overrides for specific prop IDs, useful for some named mobs/bosses.

Added a missing boss spawn: Commander Wylle (The Down Below).

Added missing stepup spawns: Stallonus and Ritt (Goliath Ruins), Spynch (Spibear Lair) , and Fleym (Underhenge) stepup spawns.

Fixed stepup: Sage Marlon Wilber (Wilhelm's Crypt).

Added overworld stepups to Anglorum: Water-wraith, Living Stone, Spineback Burrowr, and Bouldergeist.

Added/fixed overworld stepups to Europe: Pawl, Babe the Blue.

Feb 28, 2013
Using /clan as friend chat now requires mutual friendship for other players to see.
Feb 25, 2013
Anglorum spawn times reduced from 2.5 to 5 minutes: Thornbringers (Stonehenge and Zombies near Wilhelm's Crypt), River Runners, Hand of Zaraster, Overwatch Keep, Knights of Avalon, Faerie-Sworn, Nottingham Deputy.

Midlands: Shroomie camps, Stonelions.

Badari: Brewery Warpigs, Von Gruber Manor, Dominion Outrider, Dar Kulgac, Misty Ruins.

Deadwood: Rotted Mushroom and Tree camps, Cultists, Stump Slayers.

Cracked Rock: Stonelions, Carrionites.

Dustshore: Stonelions, Carrionites, Anubians, Dig Site.

Swineland (not open): Vampires, Skrill, Ice Goliath.

Grunes (not open): Culler, Sturgeons, Folkirk, Alpenholm, Shadow City, Skrill, Warpigs.

Feb 24, 2013
Added Wither-Root's essence drop and chest to the Rotted Nursery.
Feb 22, 2013
Reduced the spawn rate of Carrionite, Stonelion, and Dig Site spawns in Cracked Rock and Dustshore, from 2.5 minutes to 5 minutes.

Fixed a bug with enemy movement that made it very difficult to escape from them. Mobs should now travel at normal speed.

Improved code structure for thread main loops.

Feb 20, 2013
Finished compiling the named mob list.

Instance static spawns now properly reflect their definitions (like henge status).

Added cost on henge use.

Added a command to invite players to party no matter where they are (/partyinvite).

Feb 19, 2013
Worked on compiling a list of named mobs.
Feb 18, 2013
Worked on compiling a list of named mobs.

Consolidated the code for unloading and erasing creatures.

Fixed a potential slight memory leak when unloading instances, where NPCs were not being fully unloaded.

Added extra warning checks when using the /refashion command.

Improved logging of refashioned items.

Improved the /warp command to allow an "x,y,z" coordinate string for easier copy/pasting of locations.

Feb 17, 2013
Worked on compiling a list of named mobs.
Feb 16, 2013
Finished adding item lists to vendors.
Feb 15, 2013
Added item lists to vendors.
Feb 14, 2013
Prepared a list of shop vendors with missing goods.
Feb 12, 2013
Worked on matching mobs to the crafting plans they drop.
Feb 11, 2013
Worked on matching mobs to the crafting plans they drop.
Feb 10, 2013
Added a specialized chat filter.

Experimented with adding markup tags to chat messages.

Feb 9, 2013
Worked on a new drop selection system, fixed some bugs when loading data.
Feb 8, 2013
Worked on a new drop selection system.
Feb 6, 2013
Worked on a new drop selection system.
Feb 5, 2013
Decreased the spawn rate of the Midlands Stonelion camps from 2.5 to 5 minutes.
Jan 15, 2013
Updated Server Release 26. Changes and fixes from Dec 22 to present are now in effect.

Fixed party abilities to target the caster.

Jan 14, 2013
Fixed party abilities to target the caster.
Jan 12, 2013
Fixed a bug where the environment was being set twice when entering a zone, erasing the day/night setting.

Fixed environment cycling so it doesn't skip the first cycle.

Jan 11, 2013
Abilities targeting friendly objects can now be cast on pets (primarily fixed for snowballs).

Added player allow/block lists for groves (requires administrative edits).

Revised the verification proceedure for warping to groves to allow the filter lists, also fixed a technical exploit in the henge warp system.

Jan 10, 2013
Fixed some spawns in Down Below.

Fixed a possible issue that was causing persistent online entries in the friend list.

Changing the friend status now sends a notification to the player.

Changed the failure message for zone warps.

Implemented an adjustible maximum aggro distance for zones like the Rotted Maze.

Mob tether points are now updated while they move between paths, preventing movement glitches when traveling between points that exceed leash range.

Fixed a bug where the loop parameter was overriding the speed parameter in the /pose commands.

Jan 8, 2013
Fixed a noncombat status issue when changing zones to prevent it being removed immediately after using a portal, but before the player could respond.

Chat messages now remove invalid characters.

Jan 7, 2013
Worked on a creature scanner to assist in comparing stats been instantiated creatures and their templates.
Jan 4, 2013
Fixed a bug where extra ability points were not being tallied when loading characters.
Jan 3, 2013
Fixed an exploit where two handed weapons could be equipped with an offhand item.
Jan 2, 2013
Autoattacks are no longer denied if triggering them outside of range. This allows them to operate automatically once the range is acceptable.

Players that log in or enter a map are granted noncombat status. While the status is active, they will not be attacked by mobs, but will not regenerate health or might/will. The status is removed if the player moves, casts an ability, selects a target, or gains experience from a party. Sidekicks will also not acquire targets.

Fixed miscellaneous props in Corsica/Earthrise.

Fixed a spawn package issue in the Dominion Outrider camp in New Badari.

Dec 31, 2012
Deleted a prop in the Rotted Maze that was halting the client assembly queue, preventing mobs or players from correctly loading.
Dec 29, 2012
Continued working on maps.
Dec 28, 2012
Created maps for Grunes Tal and Swineland showing key locations.
Dec 27, 2012
Examined unused mobs to guess which ones appear at spawnpoints in Grunes Tal and Swineland, and added them to the spawn packages.
Dec 26, 2012
Worked on preparing a list of unused, unassigned mobs and NPCs, then noting any quests or info I could find from the quest rip that references them.
Dec 25, 2012
Fixed a bug where pets could be ordered to acquire a target, despite their inability to attack.

Updated key imports with logging info.

Dec 23, 2012
Fixed a bug where pets were being hit by certain attacks.
Dec 22, 2012
Updated Server Release 25.

Worked on reviewing and generating pet lists.

Updated a few minor things in the client in preparation of the release.

Dec 21, 2012
Fixed a crash in the new emote functions.

Spawn tiles are no longer removed if a spawn timer is pending (bosses are no longer respawned quicker).

Added the unstick penalty back, but only if it is the second unstick within a certain duration.

Worked on reviewing and generating pet lists.

Reviewed and approved changes to Camelot and Heartwood.

Fixed some random scenery issues in Anglorum.

Revised a new quest for Winter Dawning.

Added some Winter Dawning scenery to Camelot, Bremen, and the tree in Heartwood.

Region chat now checks for account permission (somehow this was removed).

Dec 20, 2012
Revised ability activation controls for spawning pets from inventory items.

Updated the pet system for proper spawning.

Purchasing a pet now gives the associated item.

When previewing pets, more appearance information like the display name is sent.

Added an error message to notify the player if they are too low level to use an item.

Added a penalty to movement speed of low level mobs to make them easier for new players.

Worked on reviewing and generating pet lists.

Dec 19, 2012
Fixed item randomizer tables for weapons to never spawn with zero weapon damage.

Changed the activator triggers when double clicking the inventory icon of special items.

Added support for special items that grant credits and/or ability points when used.

Extra ability points are tallied and saved with the character data, and taken into consideration when respecializing.

Unsticking is now logged.

Expanded the emote queries to allow emotes through pets.

Dec 18, 2012
Improved queries for for emotes to include looping and stopping.

Worked on the Emote Browser.

Dec 17, 2012
Added the "sdiag" command to enable self diagnostics for cooldowns.

Added a "troll" accont permission to deny day/night cycles.

Fixed some issues with the new lobby heartbeat messages.

Added new queries for running emotes at a certain speed.

Worked on the Emote Browser.

Dec 16, 2012
Continued work on pet management classes.

Worked on a client side pet selection system.

Added a heartbeat message for modded clients to detect inactivity during the lobby stage.

Increased attack speed is now capped at 2 attacks per second.

Dec 15, 2012
Worked on data management classes for the pet list.
Dec 13, 2012
Worked on some Winter Dawning and pet stuff.
Dec 12, 2012
Worked on restructuring the sidekick system in preparation for pets.
Dec 11, 2012
Fixed the Deadwood 'Wicked Brew' quest to remove a mob that was improperly triggering kills.

Added two missing named mobs to a randomized spawn point outside the Pridelord Chamber.

Dec 10, 2012
Added a missing spawn to the Cracked Rock skrill hives.

Fixed the Fatal Crescent ability to not give charges for every mob hit.

Dec 8, 2012
Worked on restoring Winter Dawning content.
Dec 7, 2012
Minor tweaks to environment day/night cycles.

Worked on restoring Winter Dawning content.

Dec 6, 2012
Henge portal abilities can now be self cast without explicitly selecting yourself.

Implemented environment day/night cycles.

Dec 5, 2012
Minor update. Containing these fixes: IGF thread/category names and post text are now checked for invalid characters.

Fixed a buffer issue that was causing the client to disconnect when writing too many large IGF posts.

Removed unused/obsolete build permissions.

Nov 26, 2012 - Dec 4, 2012
Worked on the Overworld Map project.
Nov 25, 2012
Client release 5.

Updated the Chat Mod panel in the client to be a general Mod Settings panel. Chat options and screen shaking can be customized here.

Replaced the Options menu with a new menu to access the website, the new Mod Settings panel, and other commonly used modded panels.

Fixed quickbar item usage (server fix, not in the client update).

Nov 24, 2012
Chat sounds in the client can now be toggled on/off.

Other game sound files may be selected for the chat sound.

Chat sounds will no longer play for ignored players.

Supercrit screen shaking can now be disabled.

The inventory Buy More Bags button has been removed.

Nov 23, 2012
Updated to server release 24 and client release 4.

Fixed a bug with players being granted 120% speed when changing instance.

Nov 22, 2012
Fixed the password function to work with the revised account system.

Added a function to import registration keys while the server is active.

Widened the layout of the IGF thread and post view panes.

Fixed a bug where custom ear/tail sizes were not being loaded on a second character.

Mobs on patrol should no longer snap back to their spawn point if they exceed their tether range.

Fixed Earthend and its related quest The Assault: Reclaiming Earthend! It is no longer possible to sequence-break the quest objectives. Killing any of the Anubian Captains will respawn Commander Zalika, and killing Zalika will respawn General Akhom.

Nov 21, 2012
Fixed a bug in the IGF when using the item link on items with a ':' somewhere in the name.

Implemented proper portal requests for henge abilities.

Potential fix to broken animations during casting and channels, caused by heartbeat messages.

Heartbeat messages are no longer sent to the client unless the server hasn't received a packet recently.

Fixed some bugs with the new account changes, including a severe bug where account data could be overwritten if a session savestate was damaged or missing.

Added a workaround fix to help prevent glitched locations when using portals or warps.

Nov 20, 2012
The account persona list is now stored in a cache along with the rest of the account data, greatly reducing load times since each character file must not be loaded.

Implemented vault expansion, with proper event notification sent back to the client.

Nov 19, 2012
A warning is given when submitting items for trade before the other player has accepted the trade request.

Fixed Walk in Shadows and Invisibility to use the proper minimum distance (helps low level players).

Walk in Shadows and Invisibility now update the skill timer if casted again while the effect is already active.

Nov 18, 2012
Adjusted the loot rolling system for virtual items to use an expanded set of parameters for spawning, necessary for gambled items and future drop tweaks in dungeons.
Nov 17, 2012
Began work on a new gambling system. Added a new data field to item entries to provide arbitrary parameters necessary for gambling.
Nov 16, 2012
Removed the miniboss Seafood from the Southend Passage.
Nov 15, 2012
Removed some broken item appearances from the item system.

Added a better security check when using the /refashion command.

Nov 14, 2012
Unstick now gives a partial stat penalty to discourage use.

Players can no longer interact with creatures or objects while dead.

Henges can no longer be used while dead.

Nov 12, 2012
Fixed a bug that was preventing Generated items from spawning from creatures that didn't have ordinary loot packages.
Nov 11, 2012
Fixed a crash when reflected damage was killing an attacker and clearing its target list before its autoattack frame update had finished.

Fixed heroism gain to include mobs 1 level below the player (half point). Equal level gives 1 full point.

Nov 9, 2012
Fixed an exploit when moving items that could equip anything, regardless of level or class.
Nov 7, 2012
Worked on mechanics for shared vaults.
Nov 5, 2012
Fixed a bug where moving stacked items into the same slot they already occupied would erase them.
Nov 1, 2012 - Nov 4, 2012
Worked on refactoring accounts.
Oct 31, 2012
Fixed a bug in the In-Game Forum that was erasing data when writing files with a higher page ID.

Fixed some incorrect templates in the item generation data (broken shoulder graphic, chest armor with wrong name, glove with wrong icon).

Oct 30, 2012
Some work refactoring account data.
Oct 29, 2012
Some work refactoring account data.
Oct 28, 2012
Updated Server Release 23 and Client Release 3.

Fixed a crash when activating an ability before a previous one of the same type had finished.

Oct 27, 2012
Fixed a potential bug/crash when removing dead creatures.
Oct 26, 2012
Changed how quest lists are populated and searched.

Increased the amount of time allowed to wait for actions to complete.

The MOTD can now be changed by an external tool.

Oct 25, 2012
Party skills now default to the caster if not in a party.

Cooldown timers are now saved between character sessions.

Fixed a recent bug where characters weren't being unloaded properly.

Oct 24, 2012
The SpawnPoint Package field now allows explicit friend or foe, or to select ranged or melee visual appearances if applicable.

The SpawnPoint AI Module field can now override a creature's existing AI script.

Changed supercrit notification to use a custom message (requires a modded client) to shake the screen.

Oct 22, 2012
Implemented skill cooldowns.

Implemented buff tracking. Lower tier buffs should not cancel higher tier. Old buffs of the same or lower tier will be removed.

Forum posts keep track of edit count and last edit time.

Oct 21, 2012
Weapon specialization now affects outgoing damage.

Maximum health is now calculated properly with Heroism and Vigor of Sargon.

Health bonuses from heroism now follow the multiplier tiers as determined by trends observed from the official game.

Changed how stats are updated after equipment is changed. Preserves health ratios and slightly more efficient in bandwidth.

Fixed healing specialization.

Finished Druid cross abilities.

Oct 20, 2012
Added or improved more ability emulation functions.

Finished Druid core abilities.

Oct 19, 2012
Added more ability emulation functions.

Finished Mage abilities.

Oct 18, 2012
Fixed an issue where new accounts were not being granted forum permissions.

Deleting a prop (such as a PathNode) now removes pathing links.

Fixed a potential crash in the prop search function.

Added more ability emulation functions.

Area effect abilities around a target now properly scan for affected creatures.

Hate toward a creature is now lost if the creature dies.

Finished Rogue cross abilities.

Oct 17, 2012
More work on handling implicit actions.

Reordered how attack damage is calculated and applied so that reflected damage will use the appropriate amount.

Creatures that can for new players based on Hate will no longer target dead players. Hate will be removed.

Hate gain by applied damage no longer factors creature rarity.

Adjusted recharge time of invisibility.

Using objects will no cancel invisibility.

Worked on Rogue cross abilities.

Oct 16, 2012
Added a new event hook to allow counterattacks on successful implicit actions like parries.

Respec now removes all registered implicit actions.

Worked on Rogue cross abilities.

Oct 15, 2012
Added emulation for some lesser-used ability requirements and actions.

Added invisibility distance processing and recovery.

Background channels no longer halt when the player is stunned.

Revised a damage mitigation function to propery combine armor rating and damage reduction.

Damage reduction now correctly operates on armor rating, instead of a flat percentage.

Dodge no longer works on magic (elemental) attacks.

Worked on Rogue cross abilities.

Oct 14, 2012
The Disarm status effect now prevents autoattacks.

Added emulation for some lesser-used ability requirements and actions.

Melee autoattacks now include offhand damage if applicable.

Respec now properly updates passive abilities and equipment stats.

Resurrect/Revive no longer modify luck/heroism while inside groves.

Worked on Rogue cross abilities.

Oct 13, 2012
Revised how characters are unloaded to help protect against file errors.

Revised the stat mod system to allow more precise values, necessary for implementing might/will regeneration speed mods.

Certain creature updates have been fixed to include proper mod stat information.

Combat miss notifications no longer take priority when no damage is applied for other damage mitigation actions like parry.

Fixed a bug where passive abilities were being improperly activated.

Added support for implicit actions, which are triggered in certain cases like a successful parry.

Continued work on verifying Knight cross abilities.

Oct 12, 2012
Mobs will now change targets depending on which player has gained the most Hate, which is gained based on damage.

Restored supercrit notification.

Light hits can no longer achieve critical.

Forum categories now track last update time.

Finished emulation and accuracy verification of core Knight abilities.

Oct 11, 2012
Client fix: The '<', '>', and '&' symbols are now correctly translated. Links with ampersands are no longer broken.

Client fix: Reduced the size of the post preview pane so it doesn't overlap the scrollbar and block the buttons.

Added a new link tag [url] which supports shorthand link names.

Began verifying core Knight abilities.

Began emulating mob Hate mechanics.

Oct 9, 2012
Added heroism and luck gain on kills.

Changed the formulas for critical chance and super critical.

Fixed a bug where empty scenery pages were not being removed from disk if the tile belonged to a grove zone.

Oct 7, 2012
Updated. Crash fix.

Fixed a crash by the rogue skill Hemorrhage.

Fixed a general skill duration error that was easily noticeable when testing Hemorrhage.

Oct 6, 2012
Fixed a bug that was preventing the first page index of Generated items from loading.
Oct 5, 2012
Updated Server Release 22 and Client Release 2.

There are many added features with new commands and shortcuts.

View the Release 22 Upgrade Notes for more detailed information on how to use these new features.

Client Update

Server Update

Fixed some remaining bugs and layout issues in the client patch.

Added post preview.

Oct 4, 2012
Fixed an issue with the Prop Stash that couldn't detect certain assets.

Improved the basic mod panel screen.

Added time tracking for forum threads and posts to see how long it's been since the last post.

Fixed the account suspension to use correct time tracking.

Oct 3, 2012
Worked on the in-game forum. Fixed some layout and random behavior issues.

Fixed item previewing.

Added a function to restore player appearances after previewing.

Fixed a bug where non-consumable items could be used (with no effect) and removed from inventory.

Grove environment types can now be changed.

Oct 2, 2012
Worked on the in-game forum.

Added basic post markup tags.

Added item preview capabilities.

Fixed some permission issues.

Oct 1, 2012
Worked on the in-game forum, improving layouts and adding components.

Added many standard moderating tools.

Sep 30, 2012
Worked on the in-game forum.
Sep 29, 2012
Updated the reference pages with correct prop lists extracted from the game.

Added many new features to the client mod: sound and seeded prop generation, prop searching by name filter, and sorting by category.

Sep 28, 2012
Fixed a severe bug where item data could be lost after a server start.

Worked on the in-game forum.

Sep 27, 2012
Worked on the in-game forum: saving/loading and other stuff.
Sep 26, 2012
More experiments with client GUI testing. Also tested some character appearance settings.
Sep 25, 2012
Worked on in-game forum threads and posting systems, testing layouts and GUI elements.
Sep 24, 2012
Fixed some spawnpoint issues in the Great Forest shroomie camps.

Removed some incorrect names that could spawn on certain chest armor.

Fixed a broken stat table that prevented Casting Setback or Channel Break Chance modifiers from spawning.

Worked on in-game forum navigation and prototype thread/post creation.

Sep 23, 2012
Worked on refining some of in-game forum controls and data handling.
Sep 22, 2012
Worked on more detailed UI elements for the in-game forum, and a few basic server-side query responses for testing.
Sep 21, 2012
Client modding progress and testing, adding placeholder UI objects for the in-game forum.
Sep 20, 2012
Updated. Crash fix. Fixed a crash in the party manager by unprotected queueing of outgoing packets.

Added more item management debug logging.

Progress on client mods for Easy ATS, Easy Light, and grove starting points.

Sep 19, 2012
Updated. Required fix for broken items.

Restored a lost page of Generated Items from a backup file. The page had mysteriously been erased during the previous server launch.

Added a new administrative cheat to give items by direct ID, to assist in returning lost Generated Items to players.

Added special logging for looted equipment and destroyed items, to help track items in case they're lost to future glitches.

Began work on the client patch, new grove tools.

Sep 18, 2012
Updated. Required fix for instances.

Fixed a bug where players couldn't enter new instances if their previous instance hadn't expired yet.

Creating a party via invitation no longer adds the leader to a single-member party.

Parties now automatically disband if there are fewer than 2 active members.

The /partyquit command can now be used to forcibly leave or disband (if leading) a party. Use this if party commands stop reponding.

Legacy items, formerly with orange text and a name prefixed with "Old" now have grey names to avoid confusion with Generated artifacts.

Finished loot entries for crafting materials. They will now drop from certain mobs.

Sep 17, 2012
Updated to Release 21. Changes and fixes from Sept 10 to now are in effect.

The main upgrade notes are:

Implemented henge travel and henge portal abilities.

Fixed more bugs with parties and login/logout issues.

Added an administrative command to remove all parties.

Added an administrative command to change grove and shard names.

Removed some incorrect icons that could be chosen for newly generated items.

Fixed some AI scripts with abilities that never triggered. Root temporarily removed.

Fixed online-time accumulation tracking for characters during autosave.

Sep 16, 2012
Fixed the party member list to exclude yourself.

Fixed a potential crash during server shutdown when resources were unloaded in the proper order.

Party chat is now functional.

Instanced dungeons are now functional. Players within the same party will enter the same instance, otherwise they will be placed in separate instances.

Creature positions are now explicitly updated when killed, to prevent synchronization issues with loot chest locations in the client.

Instances will persist up to 15 minutes before being erased to inactivity (zero players inside).

Sep 15, 2012
Fixed a crash during disconnect if the player tried to log into a nonexistent zone.

Kills and quest interactions are now shared with party members.

Login/logout messages are now logged in the chat log.

Changed how login/logout messages are processed.

Characters who change zones should now properly disappear in the client.

Added a few low level crafting materials to the drop tables.

Sep 14, 2012
Fixed party leadership transfer.

Added kicking of party members.

Simplified how creature deaths are processed.

Improved response time of creature and creature definition inspect requests.

Sep 13, 2012
Fixed some bugs with creating, joining, and leaving parties.

The party leader is now properly reported so that leadership functions can be performed.

Sep 12, 2012
Basic party functionality, creating parties, inviting members, and leaving parties.
Sep 11, 2012
Started work on a manager system for parties.

Fixed a bug where bind status was removed from items when sending move updates.

Sep 10, 2012
Changed loot expiration time from 2 minutes to 5.

Updated some website files.

Sep 9, 2012
Emergency Update.

Fixed a severe bug where player stats could double on level up.

Fixed armor and its class multipliers.

Fixed core stats so the total value includes base stats (class/level) and total bonuses from equipment.

Updated to Release 20. Changes and fixes from Aug 24 to now are in effect.

The main upgrade notes are:

Reduced drop rates of existing rare and epic set items.

Adjusted the drop rates of virtual items.

Tokens and essences now appear as loot bags instead of loot chests.

Fixed a broken spawn package in the Haunted Grove.

Fixed kill triggers for the Feathers of Flame quest.

Sep 8, 2012
Fixed bugs where items weren't being deleted properly.

Fixed a bug when selecting an item rarity for a new virtual item.

Added several missing assets to the Name and Icon templates.

Sep 7, 2012
Added deletion of items on loot time out, destruction by dropping out of inventory, and dropping off the buyback list.
Sep 6, 2012
Fixed autosaving of item data.

Changed certain stat tables that use negative values to enhance stats.

Sep 5, 2012
Implemented rarity-specific generation, level requirements and bonuses, mod count totals, core stat ratios.

Enforced mod count totals, and changed how core stats were applied.

Added a chance of an empty modifier to force a limited selection of attributes to spawn less frequently.

Fixed a prop in the Rotted Maze that was causing an infinite load screen when entering the map.

Sep 4, 2012
Improved how affix names are applied.

Fixed default names for items lacking name template data.

Fixed the generation of flavor text when creating items.

Progress of the item generator is saved between server sessions.

Worked on configuration options to customize rarity classes.

Rescanned the list of available equipment appearances.

Sep 3, 2012
Added basic support for private chat channels (/join, /leave, /ch).

Fixed bugs where icon and appearance lists were not being loaded properly.

Began adding support for name modifiers using affixes based on stats.

Sep 2, 2012
Added randomization of names based on the asset of the randomized item.

Updated how core stats were rolled.

Sep 1, 2012
Added stat tables for each equipment type. Updated some code to properly roll special tables with dual stats, like weapon damage ranges.
Aug 31, 2012
Worked on an external program to scan for item stat trends and generate stat tables.
Aug 30, 2012
Added a list that can select equipment and weapon types to spawn.

Updated saving and loading of virtual items.

Worked on restructuring how buffed stats are applied and tracked.

Base stats are forcibly set when loading characters, solving potential bugs of inaccurate file data.

Equipping items properly adds and recalculates buff stat totals.

Aug 29, 2012
Prepared a first draft lists of possible item appearances and icons.
Aug 28, 2012
More work on an external program to prepare lists of item appearances and icons.
Aug 27, 2012
Players that log in to instances are reset to the entrance.

Worked on an external program to compile a list of possible equipment appearances for randomized item generation.

Aug 26, 2012
Updated some NPC processing to improve speeds that were lost in the storage change.

Greatly improved load times for characters, reducing lag during player login. The friend list is loaded more efficiently and operates on cached data rather than loading unnecessary character files.

Worked on templates for the new item system, allowing assignment of arbitrary stat tables to different equipment types.

Aug 25, 2012
Worked on some methods for rolling and apply stats.

Changed the way that creature definition templates are stored for faster lookup and retrieval.

Changed the way that NPC instances are stored in an attempt to improve efficiency with lookups.

Aug 24, 2012
Wrote some of the core classes for the item prototype system. It is responsible for loading stat tables from files, and applying some basic modifiers based on the required level and rarity.
Aug 23, 2012

Began working on the new item system, with a core component of rolling a selection of randomized core stats and applying them to an item.

Update. Another update to fix or slow a potential exploit.

Added support for spawn rate and link mob radius for spawn packages.

Greysun Bandit mobs now take longer to respawn, with an applied aggro radius.

Reduced the spawn rate of the Faerie camps near Southshield.

Update. Fixed a bug where players were being attacked by invisible mobs (elsewhere in the world).

Added more data to admin debug reports.

Improved the character loading functions to avoid certain potential bugs when loading inventories.

Modified the behavior of item binding overrides to allow bind-on-pickup while ignoring bind-on-equip.

Fixed a bug where players would start with 120% speed when first logging in.

Aug 22, 2012
Update. Changes and fixes from August 7 to present are now in effect.

The main upgrade notes are:

Added a new permission for client-side only CreatureTweak usage.

Renamed the /restore command to /restore1 to fix an unknown conflict within the client.

Added stepup spawns to The Down Below.

Aug 21, 2012
Light hit conditions are less severe for mobs that attack players.

Item binding is now in effect for all bind-on-pickup items.

Improved some administrative diagnostic reports.

Autoattacks are fixed, and should now fire continuously without interruption (outside of casts and channels) until the target is dead, or the target is unselected.

Fixed some spawns around the Overwatch Keep in Anglorum.

Aug 20, 2012
Rolsburg Mine dungeon and the Chunnel is restored.

Fixed quests, teleporters, and minor spawn issues inside The Down Below.

Added the Zaraster quest.

Expanded interact objects to allow completed, but not active quests.

Aug 19, 2012
Finished restoring Deadwood quests.

Rotted Nursery, Zhushi's Lair, Cazador Tunnel, and Rotted Maze dungeons and related quests are restored.

Aug 18, 2012
Improved scripting of stepup spawns by calling directly from the spawnpoint name, useful for large numbers of spawnpoints.

Restored the Bremen Asylum, Rapunzel's Tower, and Dire Wolf Den dungeons, and their associated quests.

Restored all Green Line Thicket quests, except for Rotted Nursery.

Added a /pose command to run emotes without changing chat channels.

Warp position updates respond faster, and can now properly modify elevation.

Aug 17, 2012
Fixed a server bug where spawnpoints would not generate spawns if they were along the very edge of a tile.

Finished restoring quests in Cracked Rock.

Restored all remaining Dustshore quests up to level 40. Cazador Tunnel is all that remains.

Hall of Bones, Pridelord's Chamber, and Djinn Temple dungeons are restored.

Aug 16, 2012
Remaining Great Forest quests restored, with the exception of Green Line Thicket.

Dark Depths and Rotted Tree dungeons restored.

Nante's Waystation and Bazarrt quests restored up to level 37/38.

Adventurer's Guild Dig site quests restored up to level 39.

Began restoring Oslis quests in Cracked Rock.

Aug 15, 2012
Finished restoring most Heartwood quests. Farscape quests restored.

Vespin Lair dungeon restored.

Fixed a bug with quest minimap markers only showing for a single bounty board.

Aug 14, 2012
Finished restoring all Bremen and Rolsburg quests up to level 31.

Restored the Brewery Cellar and Manticore's Lair dungeons.

Began restoring quests in Heartwood.

Aug 13, 2012
Finished restoring Eastbridge and Seascape quests. Restored about half of Bremen quests.

Implemented a new quest objective type to use emotes near specific locations.

Restored the Sea Cave and VonGruber Manor dungeons.

Restored the Grey Circle H.Q.

Aug 12, 2012
Restored The Down Below dungeon map, doorways to each wing. Restored quest templates, and some quest gameplay.

Started quests in Eastbridge in Badari.

Aug 11, 2012
Midlands quests and dungeons finished, except for The Down Below.

Fixed some query responses involving special lists of strings.

Prop-based spawns can now be assigned the "leaseTime" property, which will trigger a deletion after a certain amount of time.

Available quests will now display marker icons on the minimap.

Aug 10, 2012

Quest travel objectives will now notify the player with a message when the location has been reached.

Quests with multiple travel objectives in a single act will now visibly update their objectives.

Quests with multiple gather/active objectives in a single act will now remove the shimmering effect when that particular objective has been completed.

Added temporary spawns to the quest scripting system, to allow a fire effect when lighting the Prayer Braziers for the Listerm quest.

Most of Listerm and Bandit's Bluff quests, some Hunter's Camp quests restored.

Spibear Lair is restored, Goliath Temple partially restored.

Aug 9, 2012
Began restoring Europe quests.

Bafflegate and some Listerm quests restored. Coastal Cave dungeon restored.

Aug 8, 2012
Fixed Syphon and Life Leech to heal the caster instead of the target.

Fixed a bug in an external quest data scanner that was causing duplicate entries.

Aug 7, 2012
Europe spawns finished.
Aug 6, 2012

Fixed a crash with an admin command to arbitrarily set client player status effects.

Weapon swapping should now update properly for other players.

Block and parry now properly detects whether a shield or main weapon are equipped.

Rescanned the ability list to fix passives.

Aug 5, 2012

Drop rate bonuses will no longer apply unless the player is within a level range of the target mob.

Restructured some damage application functions.

Attacking higher level mobs will have a chance for light hits, or otherwise deal reduced damage. Based on level difference. Reduced damage will apply to all skills, including charge-ups and executes.

Block, parry, and dodge have been implemented. Block and parry are only effective against physical attacks. Dodge is effective against all damage. Chance is determined by passive skills that increase their respective stats.

Damage application has been consolidated into a single function. This solves some problems where multi-element attacks would have extra chances for interruptions.

Might/will updates are sent to the client faster.

Europe spawn points about 60% complete.

Aug 4, 2012
Europe spawn points about 50% complete.
Aug 3, 2012
Worked on a utility for managing spawns.
Aug 2, 2012
Updated. All changes and fixes between this and July 29 are in effect.

The give item debug cheats now operate under a separate permission.

Fixed a bug where main quest text was being replaced by act text.

Fixed a few issues with item trading. Stacks transfer properly, new stacks will join existing stacks if there's space, otherwise they'll occupy a new slot. Proper stack counts are displayed in the item list. Money can now be offered for exchange. Item lists should update properly when a player offers items before the other player accepts the trade.

Armor can now be refashioned as invisible.

Armor refashioning can now be reversed to restore the original item.

Aug 1, 2012
Added an option to easily suspend an account for extended durations.

Fixed a minor issue with /refashion when it could proceed without the proper safety check.

Fixed a rare problem with single SpawnPoints existing in multiple tiles, which could cause duplicate spawns and crashes when editing the SpawnPoint.

Fixed a duplicate item in the chest: Sheriff's Treasure (Nottingham Castle).

Added a step-up spawn sequence for Keanu Locksmithee (Nottingham Castle).

More work on Europe scenery and spawns.

Jul 31, 2012
Fixed a bug where it could take two clicks to interact with an object.

Fixed a bug when relaying creature removal to clients.

Fixed a bug where the auto-kick idle time was not being extended for Simulators in the character creation stage.

Began work on Europe, importing scenery.

Jul 30, 2012
Worked on a program to assist examining the item database for trends in stat progression across item type, rarity, and level.
Jul 29, 2012
Fixed a spawn issue in the Underhenge.

Added a step-up spawner for Zimbaut in the Cold Storm Cavern.

Fixed the Return to Meer Greenleaf quest, issued by Ker Bluefang. The reward items should now be available.

Jul 28, 2012

Fixed a crash in the spawn system if a SpawnPoint was moved across tile boundaries.

Players should now disappear immediately when they log out.

Added basic bags to the Camelot container merchant.

Removed some heroics from the questing area of Wilhelm's Crypt and the Monastery.

Restored heroics to the side wing of Underhenge.

Possible fix to glitched inventories when moving and unequipping items.

Added some custom abilities and entities for use at events.

Jul 27, 2012
Added some admin tools.

Possible fix to glitched inventories when moving and unequipping items.

Jul 26, 2012
Slightly reduced mob aggro distance.

Mobs should no longer aggro if they are too far above or below a player.

Implemented class-based armor multipliers. Knight: 4x, rogue: 3x, druid: 2x, mage: 1x.

Readded bags to a broken container merchant.

Removed heroic mobs from the Overwatch keep, which were incorrectly spawning.

Decreased the spawn rate of mobs inside and around the Militia keep.

Updated with minor scenery fixes for Earthrise.

Added the Wilhelm's Crypt dungeon loot chest outside the instance door.

Fixed two NPCs in Camelot that were spawning as hostiles.

Jul 25, 2012
Greatly improved network performance by restricting outgoing packets for creature/player updates. They will only send to nearby players.

The /who command no longer lists players who have not fully loaded into active gameplay.

Worked on some client modifications for a resizable chat box, and some other features.

Jul 24, 2012
Players may no longer buy or sell from vendors while in groves.

Updated a revised version of Camelot with fixed props.

Jul 23, 2012
Yet more improvements to the packet manager, how is manages the queue of outgoing data.

Quest icons should now appear properly. Fixed a bug when loading quest progress from the character file.

Fixed repeatable quests, so they should repeat properly.

Fixed /creaturetweak to allow edits to other characters (with the necessary permission).

Fixed damage application to honor godmode status.

Jul 22, 2012
Fixed a threading issue that was corrupting memory when the scenery manager was sending packets.

Added some configuration options to slightly improve loading times by reserving array space for item, creature, quest, and loot data.

Quest interaction objects now take precedence over normal interact objects.

Jul 21, 2012
Again rebuilt how the packets are managed, fixed bugs and improved efficiency. Packets are sorted according to their destination client.

Fixed a threading issue that was causing the HTTP, Router, and Simulator listening servers to fail initialization when running in a slow environment.

Jul 20, 2012
Updated to Version 19. Player characters are now autosaved every 5 minutes.

Finished the basic redesign of how packets are managed and sent to the client. Outgoing packets are monitored and processed by a separate thread to prevent network waiting times from interfering with other server processing.

Added reporting of bandwidth and packet totals with the new system.

Scenery is now loaded asynchronously in a separate thread to improve general server responsiveness when loading tiles with many props.

Redesigned how the server relays nearby creatures to the client, and which creatures are marked as active for general processing.

All refashioner NPCs should be operative.

Jul 19, 2012
Added an experimental fix to reduce lag by queuing outgoing packets to send at the earliest available opportunity, rather than waiting for them to finish immediately.

Reduced spawn rate of Anubians near the Earthrise Anubian Gate.

Jul 18, 2012
Fixed disappearing mobs. Also increased the duration that spawn tiles remain active.

Fixed a crash when translocating back to a bound location.

Jul 17, 2012
Greatly optimized creature update processing by consolidating several task iterations into a single function.

Implemented sanctuary binding and translocation. The bind skills are passively available for no cost. Existing characters may respec to gain them.

Failed attempt to fix disappearing mobs.

Player login notification is now sent globally instead of local instance.

Jul 16, 2012
Yet more report data and tracing for threading.

Modified an admin warp command to send players to other zones.

Added an account password reset feature.

Fixed a minor memory initialization bug for Gamble items.

Fixed an issue where triggered step-up spawns (such as the Lighthouse boss) could spawn twice.

Jul 15, 2012
Version 18 public launch.

Added several time reports to monitor certain slowly-running functions.

More reporting data for threading.

Jul 14, 2012
Fixed a bug when handling incoming client data.
Jul 13, 2012
Fixed a memory access bug where pending events were not removed when a player logged out.

Fixed HTTP server bandwidth totals in debug reports.

Jul 12, 2012
Added debug logging to help trace threading issues.

Fixed a crash and character data nuke bug when logging into the same character from two clients.

Fixed a crash if a player disconnected while an ability cast was still active.

Fixed a memory access bug when removing players from instances.

Jul 11, 2012
Fixed another crash when using warp portals.

Another attempted fix to resolve HTTP errors in the client. Completing a file operation no longer disconnects, and instead stays open waiting for another request.

Tracing and searching to find more causes of unplayable lag.

Jul 10, 2012
Fixed an issue causing major lag spikes.

Fixed a crash caused when using warp portals to change zones.

Fixed a new bug causing random disconnections on Linux.

Jul 9, 2012
Simplified thread management for Simulators.

Using warp portals now displays a timed bar and warps after the duration has passed, instead of instantly when clicked.

Some tracing and searching, attempting to find the cause of a major glitch causing crippling lag spikes.

Jul 8, 2012
Character deletion is now possible.

Fixed a bug where quest item rewards were not given.

Fixed a bug that prevented players from completing the default starting quest in Mushroom Isle.

The mage's starting wand is now ranged instead of melee.

Updated level requirements for Mushroom Isle, Corsica, and Anglorum quests.

Added a missing Anglorum quest.

Reduced stats for some Earthrise mobs and bosses.

Drop rates heavily increased for low level characters, but drop rates reduce with higher levels.

Possible fix to a quest redemption issue when first arriving in Corsica.

NPCs in Corsica should now appear immediately after landing there.

Southend Passage mobs now take longer to respawn.

Jul 7, 2012
Added some missing AI scripts.

Instance scripts now have a proper file path to load on Linux machines.

Low level creatures no longer have zero regeneration while in combat.

Dead characters will now respawn at the nearest sanctuary instead of their current location.

New characters now begin with their default tier 1 attacks assigned to quickbar.

Fixed a bug caused by permission checking for abilities, that prevented abilities like autoattacks and revive from working.

Creatures with the Neutral spawn flag will no longer target enemies.

Character names are now white instead of yellow.

PvP is now strictly disabled.

Added two new debug commands for warping other players, even if offline.

Possible fix to a rare bug when distributing files.

Jul 6, 2012
Added more permissions checks for instance/grove warping.

Creatures with prop appearances or empty scripts no longer target creatures and face them.

Fixed a bug where existing grove names were not being checked when creating accounts.

Jul 5, 2012
Copied the core features of the scripting system used for quests and converted it into a base scripting system.

Improved the new base scripting system with a few additional commands for the logic required in AI scripts.

Replaced the old AI script system with the new system.

Finished rewriting most AI scripts.

Jul 4, 2012
Fixed a bug where custom spawnpoint facings were not being saved.

Computers require electricity to operate. The more you know.

Jul 3, 2012
Finished adding ability use and AI package processing into the log scanner, which compiled a list of abilities used for each script.
Jul 2, 2012
Worked on adding ability scans into the log scanner in a new effort to revise AI scripts with more authentic behavior from the original server.

Sidekick summoning through abilities is now possible, and they can scale their stats based on the level of the summoner.

Finished updating the new sidekick list data.

Fixed a crash when placing creatures via /creaturebrowse.

Jul 1, 2012
Accounts are now given a numerical ID to assist in future data management.

New groves use the account ID to help link them back to their originating account.

The base grove name is now directly stored with the grove data, instead of having to infer from the warp names.

Began rebuilding sidekick parameters so that they might be created and managed by specific types or abilityes.

Jun 30, 2012
Added a list of sanctuary locations for each zone.

Warping to a grove sets a return location so that players may exit.

A new option is added to the /grove command to return you to your last non-grove location.

Entering groves requires the player to be near a sanctuary.

Temporary fix to a buffer overflow when retrieving an account's character list.

Ability respec now automatically provides the default starting skills for each class.

Using /setstat on yourself now updates base character stats.

Added several verification checks for ability purchase, such as level, class, and prerequisite skill conditions.

Jun 29, 2012
All files with data that can be modified during runtime are stored in a separate folder for easier backup.

Spawn package definitions can now spawn creatures with neutral hostility.

Jun 27, 2012
Finished the HTTP file server transition, bugs appear to be fixed.

Inactive HTTP threads are removed after certain durations of inactivity. A greater number of active threads increases the rate at which they shut down.

Jun 26, 2012
Minor work continuing the HTTP connection transition.
Jun 25, 2012
Began converting the HTTP file server to use dynamic connection counts, similar to the new player management system.

Added bandwidth tracking back to the Simulator system.

Jun 24, 2012
Fixed some critical bugs in the new system when active player slots were shut down.
Jun 23, 2012
Finished converting most of the code necessary for better player management.
Jun 22, 2012
More work on Earthrise spawns.

Began working on dynamic player capacities, to use fewer resources when fewer players are active, and to expand the acceptable player (Simulator) count beyond a hardcoded limit.

Jun 21, 2012
Played through the last half of Earthrise quests, filling details and spawns.

Restored the Earthend instance and its spawns. The associated quest is also complete.

Added town guards to remaining Earthrise towns, and set up some basic path points.

Fixed many scenery objects in Earthrise that had improper elevations, typically appearing to float above the terrain.

Fixed a bug in the server where spawn wander behavior was preventing the random spawn radius from working.

Restored two Corsica quests that had been overlooked during previous testing.

Jun 20, 2012
Played through the first half of Earthrise quests, filling in remaining details like quest location markers. Also filled in spawn data when conclusive data permitted.
Jun 19, 2012
Added most Earthrise quests into data templates used by the server.

Filled Earthrise spawn points around the vespin hives and shard crater.

Revised permission checks and slightly expanded functionality for /creatureTweak.

Jun 18, 2012
Updated some Corsica spawn choices in the Guineafowl area.

Updated most Corsica spawns to wander around instead of appearing motionless.

Spawns with no default health (certain NPCs) are now given a minimum amount. The server was not updating movement or AI behavior since they were not considered alive.

Jun 16, 2012
Restored Corsica quests, tested one pass.

Expanded instance scripting to support variable incrementing and conditional statements necessary for bosses that only spawn when minions are defeated.

Restored the Corsica Lighthouse, Southend Passage.

Added shop data for Corsica vendors.

Jun 15, 2012
Finished filling out Corsica spawn points.
Jun 11, 2012 - Jun 14, 2012
Worked on Corsica spawn points, assigning creatures or quest objects to each point.

Some minor work on an external program to help rebuild NPC appearance strings from the HTML layout on

Jun 10, 2012
Updated to version 17.

A brief overview of important changes:
- Anglorum quests and dungeons are mostly complete.
- Mushroom Isle is complete.
- Corsica restoration is in progress.
- Revamped spawning system.
- Spawn points can added to groves with the build tool.
- Loot tables have been adjusted to include equipment sets only.
- Drop rates have been reduced to normal levels.

Fixed a crash when using /creatureTweak

Fixed a bug where props would not change tiles when moved out.

Jun 9, 2012
Restored Mushroom Isle and its quests.

Quests can now be assigned to a specific character profession.

Quest definitions can now be stored in separate files for ease of use.

Jun 8, 2012
Fixed a few bugs in the Anglorum quest line.
Jun 7, 2012
Replaced all Anglorum spawn packages, began another run through to compile videos.
Jun 6, 2012
Finished restoring most remaining quests.
Jun 5, 2012
Finished restoring Nottingham quests, including the Nottingham Castle dungeon. Began work on the Underhenge.

It is now possible to abandon quests via the quest journal.

Warps can now trigger the completion of quest travel objectives.

Fixed a crash in the scenery deletion phase.

Jun 4, 2012
Restored some Nottingham quests.

Fixed some bugs in the quest scripting system.

Jun 3, 2012
Restored Camelot quests.

Restored Wilhelm's Crypt and Underhenge dungeons, and the Camelot Chamber room.

Fixed a crash if the current act of a quest was incremented too high.

Bosses can be configured for multiple essence drops.

Jun 2, 2012
Finished restoring quests around Tallgrass farm.

Restored the Broken Tower Dungeon.

Added scripting and spawn features necessary for triggered spawns (boss chests, dungeon warp portals).

Jun 1, 2012
Restored later quests from the Crossroads Inn.

Restored the Cold Storm Cavern dungeon and related quests.

Began restoring quests at the Tallgrass Farm (near Broken Tower).

Fixed a buffer overflow crash when retrieving the contents of quests with very long body text.

May 31, 2012
Restored quests from the Crossroads Inn.

Fixed a bug where quest completion prerequisites weren't being considered when activating quests.

Fixed a rare bug where dead creatures might be removed before experience and quest objectives were triggered.

May 30, 2012
Restored later quests from Bath (Bog Rat quest line).

Restored the Ranch Cellar dungeon.

Deleted creatures now properly unassociate from their spawn points.

Edited props now properly reset the spawned creatures.

May 29, 2012
Fixed various bugs with spawn properties, leash, wander, and spawn radius.

May 28, 2012
Finished working on a new movement system.

Worked on spawnpoint behavior for leash length.

Creatures marked as invincible or unattackable no longer take damage.

May 27, 2012
Implemented linked props for patrols.

Worked on a new movement function.

Implemented spawnpoint wander radius.

May 26, 2012
Began work on a path patrol system for NPCs, and a new movement function to better serve the expanded movement conditions.
May 25, 2012
The rotation of a spawnpoint prop now controls the rotation of its spawned creatures.
May 23, 2012
Modified the loot system to support tiered packages with individual drop changes for separate rarity types.

Dead creatures are properly removed after a certain time. Somehow this behavior had been disabled.

May 22, 2012
Worked on an external program to rescan the item list for predefined sets and assign them as drops to creatures of appropriate level.
May 18, 2012
Integrated the new scripting system into the server.
May 16, 2012
Began work on a new scripting system, continued over the next few days.
May 15, 2012
Fixed a bug where instance data wasn't properly initialized, causing random bugs.

Fixed a bug where character speed was reset at constant intervals.

May 13, 2012
Continued work on spawn point editing from within the client. Changing a spawn point now resets any currently associated spawns.

Creature kills no longer count toward quest objectives, experience, or loot when killed inside groves.

Creatures are no longer usable in groves, preventing unauthorized quest or vendor access.

May 12, 2012
Improved memory management of spawn tiles.

Fixed some new bugs with duplicate spawn point entries.

Spawn package names now support embedded details in the package name rather than requiring an external definition.

May 11, 2012
Worked on bringing the spawn system back online.

Fixed some new bugs with duplicate spawn point entries.

Improved memory management of spawn tiles.

May 10, 2012
Fixed some new bugs and crashes in the spawn system.

Editing extended spawn data through the client is now possible

Scenery data sent to the client now includes certain property data.

May 9, 2012
Adjusted the data storage system used by the scenery manager.

Implemented a response for several client queries requesting extended spawn data.

May 7, 2012
Minor update:
Fixed a crash that was caused by talking to NPCs with available quests.

Partially fixed a deadlock issue during emergency shutdown.

May 6, 2012
A few days expanding the new spawn system with extra data required for spawn points.
May 3, 2012
Random work on the spawn system over a few days time.
May 2, 2012
Minor update:
Finally may have found the source of the login lockout bug. The revamped code was at fault, but the server logs easily noted the event. Inopportune thread locking might've been responsible for the inability to unregister players from instances when disconnecting. New test conditions have been added for verification, but the actual problem should be fixed now.
Apr 28, 2012
Minor update:
Fixed sidekicks, they weren't being loaded or unloaded from instances along with the player.

Fixed a minor issue with the player counter not decrementing after logout.

Fixed a multithreading issue where sending the activation messages for passive abilities was corrupting outgoing packets.

Apr 27, 2012
Minor update:
Fixed a crash when using Cataclysm. Also fixed a general issue with improper cast durations, most noticeable in skills like Cataclysm.

Fixed a new threading bug during program shutdown, where Simulators were getting deadlocked in their disconnect phase.

Fixed another bug during the revised shutdown procedure, where the server's listening ports were not being closed.

Apr 26, 2012
Updated to version 16. Character placement into, and removal from instances has been reworked slightly. The query revamp is finally complete, although there are some minor improvements left to be made.

Reactivated spawns via /creaturebrowse.

Reactivated virtual party commands (/party, /partyall, /partyquit), and /scale for prop editing.

Gathering objects to complete quest objectives will now remove them (to be respawned later).

Reactivated and slightly improved some debug reports.

Reimplemented verification for new Simulator connections, so that browser connections will not glitch the system. Also updated the active simulator counter.

Reactivated the /ccc cheat, improved to remove all active cooldowns on demand.

Apr 25, 2012
Reactivated player trades, crafting, refashioning.

Reactivated several miscellaneous queries and debug features.

The /god and /setstat cheats are now thread safe and better designed.

Reactivated several miscellaneous queries.

Apr 24, 2012
Reactivated the quest system, and associated NPC interactions.

Fixed a new crash caused by improper handling of quest object interaction (gathering). Also fixed a potential multithreaded issue there.

Added and fixed some miscellaneous queries.

Fixed some relatively harmless multithreaded issues with the quest system.

Deleted and rearranged some old code.

Apr 23, 2012
Reactivated essence shops, NPC shops, basic vending, and some other stuff.

Reactivated the /giveall, /giveapp, and /grove commands.

Fixed some new bugs with item usage, and buyback inventory.

Apr 22, 2012
Reactivated /creaturetweak, item usage, ability management, ping, and buff removal, and some other stuff.
Apr 21, 2012
Reactivated looting and friend list controls.
Apr 20, 2012
Reactivated the /who, /give, and /deleteall commands.

Reactivated character creation.

Reactivated item stack splitting.

Apr 19, 2012
Finished reactivating sidekick commands.

Reactivated some code in the spawning system that had been temporarily removed, which was causing unresponsive mob spawns.

Apr 18, 2012
Finished revamping and reactivating the warp commands.

Reactivated the health, speed, and ablity activation cheat commands.

Fixed a bug where instance IDs weren't being set properly.

Fixed a bug where active buffs and status effects were lost when changing instances.

Fixed a threading issue with instance registration.

Began reactivating sidekick commands.

Apr 17, 2012
Reactivated more queries and messages, such as chat and item deletion.

Began revamping the player warp command.

Apr 16, 2012
Wrote yet another threading system, since the last one was proving to be needlessly complex.

Many query handlers added, for scenery listing, moving items, and a few miscellaneous login queries.

Reactivated in-game target selection, movement updates, and ability activation.

Disconnecting the client now properly removes the Simulator from the instance.

Apr 15, 2012
Added some debugging info to the threading system.

Changed login notification messages to use a simpler message system.

Added query handling for setting or retrieving preferences for both accounts and characters.

Added query handling for load screens and admin verification.

Apr 14, 2012
More work on instance registration.

Reimplemented some handling for core gameplay messages sent by the client.

Apr 13, 2012
Prepared most instance registration code, and removed obsolete functions.
Apr 12, 2012
More work on the function handler.

Added utility functions in preparation for instance handling.

Apr 11, 2012
Began rewriting character selection.

Began writing a new multithreaded function handler to protect certain queries from multithreaded data access.

Added new code for handling queries and messages sent by the client.

Apr 10, 2012
Added new code for handling queries and messages sent by the client.

Reactivated proper listing information for character selection.

Fixed a crash if the item package file failed to load.

Apr 9, 2012
Added code for Simulator account verification, the initial stage of logging in.
Apr 8, 2012
Deactivated code references to the removed functions, so that the program could at least compile correctly. Began rebuilding the packet handling code.
Apr 7, 2012
Began the Simulator revamp by stripping out the code, leaving only a basic frame to start rebuilding from.
Apr 6, 2012
Finished revamping the message system.
Apr 5, 2012
Began revamping the message logging system, which was causing rare crashes during stress tests.
Apr 2, 2012
I am back, and server progress has resumed.

Added gambling for items from the old Sparkplay database (artifacts). There is a new NPC in the henge area. Purchase a gambling item and it should immediately transform into a random item from its described class.

Fixed character creation to initiate an account autosave. This should prevent newly created characters from being absent in the event of a server crash.

Fixed a potential memory access issue when Sidekicks are removed (by player command or instance changing).

Player characters no longer generate hate information.

Added a new report to the admin panel to display hate information.

Improved the Simulator network and disconnect code, hopefully it will now properly detect unusual player disconnections, and thus prevent jammed logins.

Mar 21, 2012
Development may be on hold until the end of the month. If the server crashes or becomes unstable, I'll try to restart it whenever I can, but it may stay offline for indeterminate amounts of time.
Mar 19, 2012
Possible new bug: When logging in, your client may hang at a load screen around the 20% mark. If you want to self-diagnose the problem, open the Player.log file (found in your Earth Eternal client folder) with a text editor. Search for the phrase "an error" and see if there are any buffer underflows, and which functions they occurred in.

Groves: there is a new temporary permission system in effect where props may only be modified by the characters that placed them. Grove access and general building is still shared across your account. Just take note of which characters you use to build.

Improved the message logging system to prevent buffer overflows from absurdly long messages.

Added yet more tracing.

Periodic heartbeat messages are now sent to all clients, hopefully it will detect unannounced disconnections and help remove them.

Tried to improve code to trigger a proper disconnection if packets failed to send.

Removed some conditions during simulator shutdown that could potentially lead to a deadlock.

Mar 18, 2012
Fixed item buyback. Selling items back to the shop should correctly add the item to the buyback list, and items should appear in the correct order.

Added more debug information to help track the exact status of Simulators, and whether their data is valid.

Mar 17, 2012
Fixed a potential buffer overflow when writing scenery headers for tiles with very large amounts of scenery.

Fixed a logic error (and potential crash?) where the Disconnect procedure would occur twice, if the client disconnected before it reached active gameplay.

Players who are logging into the game with dead characters should now appear as dead in the client.

Dead player characters will no longer receive experience or quest objectives from kills.

Mar 16, 2012
(Notice) Due to a critical error, account data was nuked. Character and account data was reverted to an earlier backup.

Fixed a potential crash in the quest system, where leveling up and unlocking quests could disrupt the available quest list.

Fixed a critical error where autosaving would erase certain files if server operation was deadlocked.

Certain files are now automatically backed up when launching the server.

Mar 15, 2012
Sidekicks should now properly stop their movement in the client when they reach their destination points, instead of persistently maintaining their old velocity.
Mar 14, 2012
(Update) Fixed a crash caused by pointer truncation from 64 to 32 bit.

Fixed a minor bug where refashions involving previously refashioned items would revert to the refashioned item's original appearance.

Players should no longer disappear when idle for too long.

Attempted fix to prevent stacked buffs when saving characters.

(Earlier) Another crash, again with sockets. The trace handler from the previous day indicated a fault in the simulator code. Indeed, it was using some older code that didn't have the new safeguard for PIPE errors, which has now been updated. Hopefully this will be the end of such crashes, although the signal handler remains in effect for now, just to make sure.

Mar 13, 2012
Added a better custom handler for operating system signal messages. Although the server will crash if it encounters any signals, it should now shut down gracefully, kicking players and saving data before shutting down. It also outputs its function stack trace at the time of the crash.
Mar 12, 2012
Fixed a buffer overflow crash in the character creation process.

Emotes are working again.

Groves now save into their proper folders.