|Renaissance Publish – 28th Apr 2k|
|Latest Game Update :: Renaissance Publish –|
|Land Expansion –|
The world of Britannia will be doubled in size. Each shard will contain a consent only PvP land and an enhanced PvP land. The current base map was used to create the new lands. The lands will be similar in physical structure, however, they will look different. You will easily be able to tell which side you are on simply by looking at the terrain. The links below will give you an idea of what the two sides will look like. The Siege Perilous shard will not have a consent only land. Siege Perilous will only have one land, Felucca.
Note that the look of Felucca can be toggled to appear the same as Trammel for those players who chose to do so. The toggle is used through the uo.cfg file in your UO directory.On Felucca, the NPC shop decorations (which have, over the years, been taken by players) will be replaced. Trammel’s NPC shops will also be decorated. Players will not be able to take these items from either land.
Moonstones are the only items that will allow travel between the Trammel and the Felucca lands. Moonstones will be found on various monsters in both lands and work in the following manner:
|Player Interaction Changes –|
With the expansion of the lands and the distinction between a Consent Only area and an Enhanced PvP area, the way in which players can interact with each other must be changed as well. The information below will detail the differences between interactions in the two areas. Future updates will detail more information about these two areas.
Consent Only Area (Trammel) –
Unless in a guild war, players will not be able to damage other players when in the consent only area. Because players will not be able to attack each other in cases outside of guild wars, other changes must be made to the way players can interact in the consent only area to accommodate for this.
Corpse Looting –
You will not be able to loot a corpse of another player unless you are in the same guild or at war with their guild. The party system will also allow you to select whether you want members of your party to be able to loot your corpse or not.
Items Blocking –
Items placed on the ground will not impede movement. Characters will be able to walk through all items placed on the ground.
Positive and Negative Acts –
Positive and negative spells and actions will change in the consent only area. For the purposes of explaining how these interactions are changed, characters are grouped into three categories: Guild War, Non-Guild War, and Non-Guilded.
There are two kinds of interactions players can perform on each other: negative acts and positive acts.
Negative acts include:
Note that this table works both ways. That means since a character in a Guild War cannot perform a positive act on a character in a guild that has no war declarations, the character in the guild with no declarations cannot perform a positive act on the guild war enabled character. If you are in a guild war, the only characters you can heal are those that are in your guild. This will remove the “blue healer” issue during guild wars when in the consent only area.
Players will not be able to perform beneficial acts on any monster, animal, or NPC that is not controlled by a player (tamed, summoned, hired, etc).
Blocking will also be considered a negative act. Characters and their pets will not be able to block other characters unless they are in a guild war with that other character. Additionally, a wall of stone cast by a mage in a guild war will not affect a non-guilded character. Characters that are at war with the mage and characters in his guild will be blocked by the wall while those that are not will walk right through it.
Murderers will not be allowed in the consent only area. If they become a murderer while in the consent only area (because they are reported after they journey to that area) they will be removed from the consent area.
Enhanced PvP Area (Felucca) –
The enhanced PvP area will be very similar to the way UO plays currently. The most noticeable difference will be:
On the Trammel facet, the town of Ocllo will be named Haven. Haven will be a town designed to help “young” players grow accustomed to the world of Britannia in an environment designed to aid their development before venturing out into the wilds. Only “young” players and companions will be able to visit Haven. Trying to use a moonstone in Felucca while in Ocllo will not work and boats traveling to Haven in Trammel will be stopped before reaching the island. Some of the highlights of Haven are:
|Monster AI –|
Monsters will “path-find” better and will react to combat situations more intelligently. The net effect of monster AI will be that monsters will be more difficult and challenging to fight. The exact reactions monsters can have will not be detailed. Players will need to learn monsters’ behavior through fighting them and watching their reactions.
Tamed animals and monsters will heal at a slower rate than their wild counterparts.
|UO Tutorial –|
“Young” players will be able to play through a tutorial designed to teach them the basics of the interface. The tutorial can only be accessed by “young” players. After making a character, “young” players will have the option to go through the tutorial or go directly to Haven. “Young” players can go through the tutorial again at any time, as long as they retain their “young” status.
|New House Designs –|
For this next publish, there will be seven new house designs. To see a screenshot of a house, click its name below.
|One House per Account per Shard –|
Players will only be allowed to own one house per account on each shard. The system will not be retroactive and current house owners will not be forced to redeed houses if they have more than one. For accounts that already own more than one house, the system works in the following manner:
|House Banning –|
The effect of being banned from a house will change slightly. When a player, monster, animal, or NPC is banned from a house and approach the door, they will be moved under the house sign (the eject location) rather than bouncing back a couple of spaces.
|Skill Gain Adjustments –|
In order to complement the anti-macro code we are going to adjust the way in which the following skills raise.
|Cure Potions & Poison –|
|Combat Enhancements –|
Changes to combat skills and weapons to increase the diversity and tactics in player vs. player combat (PvP) and combat as a whole. Note that many of these changes are related to each other. It is important to consider all of the changes together, rather than looking at one change by itself. Be sure to read the entire document carefully.
The archery skill will be tweaked to balance it and make it more effective in Player vs. Player combat.
The lumberjacking skill will provide a bonus to damage when the player is using one of the following axes. The higher the characters lumberjacking skill the more damage they will do up to a 25% bonus for 99.9 Lumberjacking. At Grandmaster Lumberjacking, the damage bonus is 35%.
The bonus for damaging armor and lowering stamina will now be restricted to the following mace weapons:
The chance to successfully parry a physical (melee or archery) attack and the amount of damage absorbed upon a successful parry will now depend on the type of shield the character is using and her parry skill. The AR rating of a shield will determine it’s effectiveness. Shields with low AR (such as a buckler) will increase your chance to successfully parry a melee attack but will only absorb a small amount of damage. Using a shield with high AR (such as heaters and chaos/order shields) will allow you to absorb more damage but will not successfully parry a melee attack as often. Your parrying skill will increase both your chance to parry and the damage absorbed.
As an example, a fighter with 100.0 parry using a buckler will successfully parry a physical attack approximately 86% of the time. However, the shield will only absorb about 10 points of damage her successful parry. By contrast, a chaos shield used by the same warrior will allow him to successfully parry a physical attack about 36% of time, absorbing approximately 48 points of damage. All other shields scale in between these two shields.Poisoning –
New attacks with the wrestling skill.
Armor ratings and dexterity penalties will be modified. The table below illustrates the changes:
Additionally, leather armor will not cause any meditation or stealth penalty.
Note that these changes in armor will also affect the minimum difficulty when attempting to make the armor associated with blacksmithing. For items that are difficult to make already (such as plate leggings and chain tunics) the minimum difficulty will drop slightly. For easier items (such as ring-mail) the minimum difficulty will increase. The only exception to this is the minimum difficulty associated with the plate breastplate which will remain unchanged.Dexterity & Hitting –
Currently, melee weapons check for whether a hit is successful or not in the beginning of the swing animation. This will now be scaled based on dexterity. The higher your dexterity, the earlier in your swing you hit. At very low dexterities, you will not hit until the end of your swing.
You will not be able to recall if you are an aggressor to another player or the pet/creature of another player. This will not be the case when attacking monsters.
Two-handed Weapons –
Any melee weapon that requires two hands to wield will gain a special attack. The type of special attack will depend on the type of weapon used. These special attacks will only work against player characters, not against monsters or animals.
|Magery Changes –|
When casting a spell, the spellbook will automatically appear in your hands if it is not there already.
Characters will only be able to have one defensive spell (reactive armor, protection, or magic reflection) active at a time. Attempting to cast one of these spells when another is already active will result in a failed cast.
The reactive armor spell will absorb damage based on the Evaluate Intelligence, Meditation, and Inscription skill of the caster. The higher these three skills, the more total damage will be absorbed before the reactive armor spell is exhausted. A mage at grandmaster level in all three skills can absorb approximately 75 points of damage.
With each hit, only 10% of the damage will actually affect the caster, the reactive armor spell will absorb 80% of the damage. The remaining 10% will reflect back and damage the attacker. If the damage dealt from a blow exceeds the amount the reactive armor spell can absorb, then all remaining damage will affect the caster and none will be reflected back onto the attacker.
The reactive armor spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the reactive armor is exhausted, the caster cannot cast another reactive armor for five minutes.Protection
The protection spell will reduce the chance that a caster is interrupted by an attack for a limited time. The duration of the spell will be affected by the caster’s skill in magery (up to a little over three minutes). The effectiveness of the spell will be determined by the caster’s Evaluate Intelligence, Meditation, and Inscription skills.
The protection spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the spell is exhausted, the caster cannot cast the spell again for a time period equal to half the length of time that it was active (i.e.: if it was active for 3 minutes, then the caster cannot cast it again for 1 minute and 30 seconds).Magic Reflect
The magic reflect spell will be enhanced to provide additional tactical options in player versus player combat. At this time, any spell, regardless of its circle, can be used to counter a magic reflect spell. This results in the same spell (or few spells) being used every time to bring down the reflect. This change will add variety and additional tactical options when fighting a character who has cast magic reflect.
The mind blast spell will now deal damage based on the overall “balance” of the character targeted. Characters with more equally balanced statistics (Strength, Dexterity, and Intelligence) will now take less damage from mind blast. Those with less balanced statistics, for instance 100/100/25, will take more damage from the spell. The amount of damage done by the spell will never exceed 60% of the max hit points of the target. Also, the spell will also not do more than 40 hit points of damage.
|Fame/Karma & Monster Looting –|
|The Party System –|
The party system will allow players to adventure together and communicate more effectively.
Forming a Party
Every party must have a party leader. The party leader is the character who adds others to their own party. The party leader is assigned by the system as soon as she adds the first member to the party. Once you have decided who the party leader will be, she can open the party system menu window (described below) and begin adding members.
Fame and Karma Sharing
Party members will receive fame and karma based on a points system.
Party members can designate whether other party members can loot them or not. The option is selected through the party system menus described later in this document. The only exception to looting is if a party member is in a guild that has war declarations, he may not loot anyone other than those in his guild or in a guild he is at war with.
Party Member Status Bars
Once a character is in the same party as you are, you can pull up their status bars by clicking and holding the left mouse button over their character. These status bars are different then the status bars you can view currently. In addition to having more information, they are also designed to be less obtrusive. A party system status bar includes:
Party System Menus
The party system contains a menu that will allow you to more easily manage and maintain your party. The menu can be opened by opening your paperdoll window and double-clicking a dark-gray scroll next to your character paperdoll. These menus can also be opened by creating a macro using the “open” command in the macros section of the options menu. Once you select the “open” command in your macro, you will be able to select “PartyManifest” to assign opening the party menu that macro key. The party manifest menu contains the following:
In addition to the party system menus, you can also type shortcut commands to use the party system. The shortcuts are as follows:
|Rideable Animals Fatigue –|
The exploit that allows a rideable animal to be refreshed after becoming fatigued will be addressed. Feeding a rideable animal food will increase its stamina and all rideable animals will have the amount of time they can be ridden before becoming fatigued increased.
|Renaissance Fixes – 28th Apr 2k|
|Latest Game Update :: Mini-Update –|
Fixes and tweaks for the Renaissance publish.
|Latest Game Update :: Mini-Update –|
|Factions – 12th Apr 2k|
|General Testing :: The Faction System –|
The faction system will allow guilds and individual players in the Enhanced PvP area to participate in battles that have consequences and meaning. Currently, guild warfare in the game has little to no context unless provided by the participants. The faction system will create this context for those who wish to participate. Factions are groups of players that fight together towards a common goal.
The Factions –
There will be four factions at the start of the faction system. Each faction will have their own stronghold and ranking system. The four factions are:
Joining a Faction –
Players can join a faction either through their guild or individually. Only one character per account per shard may be in a faction.
Characters who are not in a faction will not be able to perform beneficial acts (such as healing, curing, etc.) on characters in a faction. They will however still be able to attack a character in a faction, but can receive a murder count if they do so.
Ranks/Points System –
Each faction will have a ranking system for its members. The ranks will parallel each other but will have different names dependent on the faction. Some ranks will be determined by individual actions (such as from fighting) and others will be given to players by higher ranking players.
Leaders and Voting –
Faction members can vote for their leader.
Each faction will have a stronghold in the Enhanced PvP area. The exact location of these strongholds will be released in the future.
The strongholds will hold 8 sandstone tiles. The purpose of these sandstone tiles is detailed later in this document.Capturing Cities –
Each faction in the Enhanced PvP area can fight to take over cities. The method by which a city is captured is detailed below:
Each city the factions control will have a “treasury”. The treasure is not pooled and is separate for each city. This treasury will not be the same currency as gold in the game, rather it will grow based on the prices set by the financial minister in the cities a faction controls. Financial ministers and sheriffs will be able to further their cause with this treasury.
If a city is taken by another faction after the first week expires, they receive a portion of any left over treasury and all guards and shopkeepers are removed.
|Character Names – 18th Apr 2k|
We would like to take this opportunity to remind you that inappropriate (racist, discriminatory, sexually explicit, derogatory, or offensive in any way) names are in violation of both the spirit of the Ultima Online community and the Ultima Online Service Agreement. As such, we urge that you take the time to delete any characters on your account that have names that may be considered inappropriate.
This warning extends to guild titles as well. If you are a member of a guild and have an inappropriate guild title, it is your responsibility to change the guild title (if you are the guildmaster), or have your guildmaster change it for you. Guildmasters are responsible for the titles associated with their guild members and will be held accountable for inappropriate guild titles. If you are unable to contact your guildmaster, then you should resign from the guild to remove the title.
Please be aware that if we find characters on your account with inappropriate names or guild titles, your account will be subject to discipline and may be subject to permanent suspension.
For detailed information on language considered inappropriate for Ultima Online, please review the Ultima Online Rules of Conduct by clicking here.
|Renaissance Publish – 28th Apr 2k|
|Latest Game Update|