This document contains a brief overview of project development. It also provides notice of major bug fixes, data, or content updates between versions.
Removed duplicate entries in the ability function verification process.
Deleted unfinished code for the prototype CraftScript system.
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.
Deleted a badly designed class for managing strings, and corrected the few instances that used it.
Renamed some variables to avoid compiler errors. Removed some unused variables.
Fixed a bug when updating certain configuration strings.
Incorrect logins will log the correct updated password hash.
Fixed how the recovery key operates.
Added the feature of a recovery key to hide existing registration keys while still allowing them to operate in password resets.
Fixed a bug in the simulator report that was incorrectly calculating time spent online.
Updated and centralized some password hashing functions, and updated old functions to use them.
Added some data clearing code for new ScriptCore class member variables that was causing a crash when reloading QuestScript.
Added handling of the "util.ping" client query to avoid logging an error.
Changed some movement controls to allow experimental scripted movement.
Rewrote the InstanceScript and QuestScript classes to derive from ScriptCore instead of being separate copy/pasted duplicate classes.
Added debug output for variables.
Removed some obsolete stat tallying code when updated equipped items.
Deleted unused/obsolete code that handled threaded messages.
Deleted several unused message events, and deleted the old unused class for broadcasting messages.
Added the /pathlinks command to convert old prop links (now used for loyalty links) into correct patrol links.
Fixed a bug when reporting some AI script ability errors.
Some minor improvements to code, reducing compiler warnings and simplifying some things.
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.
Added a new AI 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.
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.
Added several AI script commands.
Removed unused/obsolete code that saved grove ZoneDefs.
Fixed a potential buffer overflow when processing responses from the 'selfdiag' permission.
Improved error codes when autoattacks fail.
Enhanced code that generates creature reports and added more data to the report.
Fixed some incorrect reporting of hate profiles.
Increased security by clearing some of the buffers used to generate debug reports.
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.
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.
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.
Began writing a new class to store character names for fast lookups by both ID or name.
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.
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.
Changing the environment of a grove now broadcasts the change to all players in the instance.
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.
Added henge glow scripts to henge interact objects.
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.
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.
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.
Fixed a bug where ability channel finishing messages would sent to NPCs when they're not needed or written, having zero bytes.
Added support for text info messages to be sent to the client when accepting or finishing quests.
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.
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.
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.
Fixed scaled dungeons to use the party leader's profile rather than the first person activating the dungeon. Fixed notification messages to match.
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).
Removed a few unused configuration variables, and one duplicate loading field.
Removed the obsolete list of archive aliases, as they were never needed.
Removed some old global variables for unused/obsolete configuration data.
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.
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.
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.
Worked on completing scaled spawns. Fixed how some drop rate parameters were applied.
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.
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.
Moved calculation of creature drop rates to a separate function.
Simplified some of the functions responsible for generating and assigning loot lists.
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.
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.
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.
Began a new class to store zone build permissions within the ZoneDef itself rather than through accounts.
Created a debug command to select which profile to use.
The chosen scaling profile is now saved/loaded with character files.
Added wander radius for a few mobs in northern Deadwood.
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.
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.
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.
Clarified some of the variable names used for notifying autosaves.
Experimented with inventory enumeration for a revised itemlinks command.
Began working on a separate test program for implementation of crafting recipes.
Fixed a bug when building inventory data that was not including refashioned status.
Improved some commands to respond immediately instead of adding to a command queue.
Deleted some unused code.
Simplified the query responsible for changing visible weapons.
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.
Fixed a potential infinite loop when assigning improperly configured affixes.
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.
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.
Other stuff I can't remember...
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.
Added support for extended stats on regular items.
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.
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.
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.
Increased efficiency of removing expired status effects and mods by improving bad loops.
Simplified buff removal code.
Worked on skill revisions.
Deactivated legendary and artifact items from the drop configuration.
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.
Added offhand damage to ability damage.
Swapped rogue and druid armor multipliers back to their original values.
Removed obsolete simulator code from a very old system.
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.
Added drop rate multipliers based on creature rarity.
Simplified a class used to parse configuration strings.
Implemented additional creature definition data for identifying named mobs.
Named mobs now provide a drop rate bonus for randomized items.
Added quest location marker for Spikedshroom Toad Hide, and changed markers for BOUNTY: Vile Deathspinner and Donk.
A heroic shadow has been assigned a multi-spawn among 3 points in Ruins of Tall Stand.
Reduced master crafting plan cost by 80%.
Added IP tracking for invalid file requests.
Improved logging of a certain condition of the HTTP Distributor.
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.
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.
Fixed the HTTP response for files to return the correct base file name.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Added some new and experimental ability functions.
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.
Knight skills mostly finished.
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.
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.
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.
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.
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.
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.
Updated ability requests to require the cooldown check, and to register cooldowns activated.
Added error reporting of variable names used within functions.
Fixed some miscellaneous issues with ability handling.
Fixed some error reporting bugs.
Updated function verification with additional argument information.
Restored two miscellaneous ability functions.
Worked on restoring functions that apply damage.
Restored some ability processing functions.
Created a new classes for processing active abilities, similar to the old one, but improved. Copied old processing functions when needed.
Improved reporting of debug client/server pings.
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.
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.
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.
'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.
Implemented a spawn management subclass to manage unique spawns.
Added warning messages when loading unknown properties from spawn package files.
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.
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.
Added wander radius to Midlands 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.
Added wander radius to spawn package definitions.
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.
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.
Zone lookups and configuration modifications are now simpler for tracking pending changes for autosaving.
Refactored zone management functions.
Noncombat status is no longer removed if deselecting (selecting nothing) is encountered.
Added an error message if attempting to invite a player that is already within a party.
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.
Fixed a bug that was preventing players from interacting with certain quest objects.
Added debug reports for browsing player inventory contents.
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.
Fixed some final bugs in the new drop rolling system.
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.
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.
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.
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).
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.
Experimented with adding markup tags to chat messages.
Fixed party abilities to target the caster.
Fixed environment cycling so it doesn't skip the first cycle.
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.
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.
Chat messages now remove invalid characters.
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.
Updated key imports with logging info.
Worked on reviewing and generating pet lists.
Updated a few minor things in the client in preparation of the release.
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).
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.
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.
Worked on the Emote Browser.
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.
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.
Added two missing named mobs to a randomized spawn point outside the Pridelord Chamber.
Fixed the Fatal Crescent ability to not give charges for every mob hit.
Worked on restoring Winter Dawning content.
Implemented environment day/night cycles.
Fixed a buffer issue that was causing the client to disconnect when writing too many large IGF posts.
Removed unused/obsolete build permissions.
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).
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.
Fixed a bug with players being granted 120% speed when changing instance.
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.
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.
Implemented vault expansion, with proper event notification sent back to the client.
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.
Added a better security check when using the /refashion command.
Players can no longer interact with creatures or objects while dead.
Henges can no longer be used while dead.
Fixed heroism gain to include mobs 1 level below the player (half point). Equal level gives 1 full point.
Fixed some incorrect templates in the item generation data (broken shoulder graphic, chest armor with wrong name, glove with wrong icon).
Fixed a crash when activating an ability before a previous one of the same type had finished.
Increased the amount of time allowed to wait for actions to complete.
The MOTD can now be changed by an external tool.
Cooldown timers are now saved between character sessions.
Fixed a recent bug where characters weren't being unloaded properly.
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.
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.
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.
Finished Druid core abilities.
Finished Mage abilities.
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.
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.
Respec now removes all registered implicit actions.
Worked on Rogue cross abilities.
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.
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.
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.
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.
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.
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.
Fixed a crash by the rogue skill Hemorrhage.
Fixed a general skill duration error that was easily noticeable when testing Hemorrhage.
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.
Fixed some remaining bugs and layout issues in the client patch.
Added post preview.
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.
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.
Added basic post markup tags.
Added item preview capabilities.
Fixed some permission issues.
Added many standard moderating tools.
Added many new features to the client mod: sound and seeded prop generation, prop searching by name filter, and sorting by category.
Worked on the in-game forum.
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.
Added more item management debug logging.
Progress on client mods for Easy ATS, Easy Light, and grove starting points.
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.
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.
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.
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).
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.
Added kicking of party members.
Simplified how creature deaths are processed.
Improved response time of creature and creature definition inspect requests.
The party leader is now properly reported so that leadership functions can be performed.
Fixed a bug where bind status was removed from items when sending move updates.
Updated some website files.
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:
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.
Fixed a bug when selecting an item rarity for a new virtual item.
Added several missing assets to the Name and Icon templates.
Changed certain stat tables that use negative values to enhance stats.
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.
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.
Fixed bugs where icon and appearance lists were not being loaded properly.
Began adding support for name modifiers using affixes based on stats.
Updated how core stats were rolled.
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.
Worked on an external program to compile a list of possible equipment appearances for randomized item generation.
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.
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.
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.
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.
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.
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.
Rotted Nursery, Zhushi's Lair, Cazador Tunnel, and Rotted Maze dungeons and related quests are restored.
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.
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.
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.
Vespin Lair dungeon restored.
Fixed a bug with quest minimap markers only showing for a single bounty board.
Restored the Brewery Cellar and Manticore's Lair dungeons.
Began restoring quests in Heartwood.
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.
Started quests in Eastbridge in Badari.
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.
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.
Bafflegate and some Listerm quests restored. Coastal Cave dungeon restored.
Fixed a bug in an external quest data scanner that was causing duplicate entries.
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.
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.
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.
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.
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.
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.
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.
Possible fix to glitched inventories when moving and unequipping items.
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.
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.
Updated a revised version of Camelot with fixed props.
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.
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.
Fixed a threading issue that was causing the HTTP, Router, and Simulator listening servers to fail initialization when running in a slow environment.
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.
Reduced spawn rate of Anubians near the Earthrise Anubian Gate.
Fixed a crash when translocating back to a bound location.
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.
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.
Added several time reports to monitor certain slowly-running functions.
More reporting data for threading.
Fixed HTTP server bandwidth totals in debug reports.
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.
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.
Fixed a crash caused when using warp portals to change zones.
Fixed a new bug causing random disconnections on Linux.
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.
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.
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.
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.
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.
Computers require electricity to operate. The more you know.
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.
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.
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.
Spawn package definitions can now spawn creatures with neutral hostility.
Inactive HTTP threads are removed after certain durations of inactivity. A greater number of active threads increases the rate at which they shut down.
Added bandwidth tracking back to the Simulator system.
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.
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.
Filled Earthrise spawn points around the vespin hives and shard crater.
Revised permission checks and slightly expanded functionality for /creatureTweak.
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.
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.
Some minor work on an external program to help rebuild NPC appearance strings from the HTML layout on eartheternal.info.
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.
Quests can now be assigned to a specific character profession.
Quest definitions can now be stored in separate files for ease of use.
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.
Fixed some bugs in the quest scripting system.
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.
Restored the Broken Tower Dungeon.
Added scripting and spawn features necessary for triggered spawns (boss chests, dungeon warp portals).
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.
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.
Restored the Ranch Cellar dungeon.
Deleted creatures now properly unassociate from their spawn points.
Edited props now properly reset the spawned creatures.
Worked on spawnpoint behavior for leash length.
Creatures marked as invincible or unattackable no longer take damage.
Worked on a new movement function.
Implemented spawnpoint wander radius.
Dead creatures are properly removed after a certain time. Somehow this behavior had been disabled.
Fixed a bug where character speed was reset at constant intervals.
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.
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.
Fixed some new bugs with duplicate spawn point entries.
Improved memory management of spawn tiles.
Editing extended spawn data through the client is now possible
Scenery data sent to the client now includes certain property data.
Implemented a response for several client queries requesting extended spawn data.
Partially fixed a deadlock issue during emergency shutdown.
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.
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.
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.
Reactivated several miscellaneous queries and debug features.
The /god and /setstat cheats are now thread safe and better designed.
Reactivated several miscellaneous queries.
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.
Reactivated the /giveall, /giveapp, and /grove commands.
Fixed some new bugs with item usage, and buyback inventory.
Reactivated character creation.
Reactivated item stack splitting.
Reactivated some code in the spawning system that had been temporarily removed, which was causing unresponsive mob spawns.
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.
Began revamping the player warp command.
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.
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.
Reimplemented some handling for core gameplay messages sent by the client.
Added utility functions in preparation for instance handling.
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.
Reactivated proper listing information for character selection.
Fixed a crash if the item package file failed to load.
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.
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.
Added more debug information to help track the exact status of Simulators, and whether their data is valid.
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.
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.
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.
Emotes are working again.
Groves now save into their proper folders.