Today's Patch Notes

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soulsnatcher
Posts: 406
Joined: Tue Sep 21, 2004 10:00 am

Today's Patch Notes

Post by soulsnatcher »

Wednesday 8th, 2004 - patch 27

SPECIAL MEKTOUB PACKERS NOTE
In the patch 1, in order to set the Mektoub packers gameplay as intended, your Meks were taken out of their stable and spawned next to you in the closest capital city to you. It didn't prove to be much of an issue (with the odd exception) as players could access the inventories from any stable around Atys. In patch 26, Mektoub packers were changed so that the inventory was now only accessible from the stable they are housed in. This caused someproblems to certain players who had their Mektoubs far, far away.

We have decided to let all player use a command just *ONCE* per Mektoub packer. This command allows you to summon each of your Mektoub packers just *ONCE* to your location. We recommend you use this command when near a stable so you can safely put your Mek inside.

In order to summon your Mektoubs, you need to type the following command: /a summonPet #petNumber (ex: 1 for packer1)... so as an example "/a summonPet 1"

BUG FIXES

[ M i s c e l l a n e o u s ]

. Invulnerability and anti-magic shield are now working as intended against spells like Blind, Fear...
. Toxic clouds do not harm a player who is using his invulnerability power anymore.
. If you have just removed someone from your guild, you no longer need to change your targeted person and then re-target the player in question to reinvite him into your guild.
. You should encounter fewer tribes and fauna wandering in the territories.

[ F o r a g i n g & P r o s p e c t i n g ]

. Some loots related to missions were missing. You can now fulfil these missions.

[ C r a f t i n g ]

. The high quality large shield crafting plan was not correctly set (previously crafting a buckler).

[ I n t e r f a c e ]

. The Mouse Hardware checkbox from the in-game Options is now operational.

[ F i g h t ]

. The dodge modifier values have been fixed.
. All NPCs didn't use their ranged weapons. Be warned, now they should!
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virii
Posts: 204
Joined: Sun Nov 07, 2004 6:42 pm

Re: Today's Patch Notes

Post by virii »

cool in "10 hours" i might see something changed.............
gazrilbo
Posts: 7
Joined: Sat Nov 13, 2004 8:24 pm

Re: Today's Patch Notes

Post by gazrilbo »

virii wrote:cool in "10 hours" i might see something changed.............
Yes il be 10 hrs older :P
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helbreat
Posts: 976
Joined: Thu Oct 21, 2004 3:38 am

Re: Today's Patch Notes

Post by helbreat »

soulsnatcher wrote:Wednesday 8th, 2004 - patch 27

SPECIAL MEKTOUB PACKERS NOTE
In the patch 1, in order to set the Mektoub packers gameplay as intended, your Meks were taken out of their stable and spawned next to you in the closest capital city to you. It didn't prove to be much of an issue (with the odd exception) as players could access the inventories from any stable around Atys. In patch 26, Mektoub packers were changed so that the inventory was now only accessible from the stable they are housed in. This caused someproblems to certain players who had their Mektoubs far, far away.

We have decided to let all player use a command just *ONCE* per Mektoub packer. This command allows you to summon each of your Mektoub packers just *ONCE* to your location. We recommend you use this command when near a stable so you can safely put your Mek inside.

In order to summon your Mektoubs, you need to type the following command: /a summonPet #petNumber (ex: 1 for packer1)... so as an example "/a summonPet 1"

BUG FIXES

[ M i s c e l l a n e o u s ]

. Invulnerability and anti-magic shield are now working as intended against spells like Blind, Fear...
. Toxic clouds do not harm a player who is using his invulnerability power anymore.
. If you have just removed someone from your guild, you no longer need to change your targeted person and then re-target the player in question to reinvite him into your guild.
. You should encounter fewer tribes and fauna wandering in the territories.

[ F o r a g i n g & P r o s p e c t i n g ]

. Some loots related to missions were missing. You can now fulfil these missions.

[ C r a f t i n g ]

. The high quality large shield crafting plan was not correctly set (previously crafting a buckler).

[ I n t e r f a c e ]

. The Mouse Hardware checkbox from the in-game Options is now operational.

[ F i g h t ]

. The dodge modifier values have been fixed.
. All NPCs didn't use their ranged weapons. Be warned, now they should!
dodge modifier values are fixed? how about parry modifier, min max dmg on range weapons and elemental protections on jewelry? please say these are in it too since they have been in many of my bug tickets/suggestions for the last month =/
gazrilbo
Posts: 7
Joined: Sat Nov 13, 2004 8:24 pm

Re: Today's Patch Notes

Post by gazrilbo »

helbreat wrote:dodge modifier values are fixed? how about parry modifier, min max dmg on range weapons and elemental protections on jewelry? please say these are in it too since they have been in many of my bug tickets/suggestions for the last month =/
These will come probably in the next 10 months of patches @ 3 to 10 hrs a patch per week..

Then the following 10 months of patches will be to resolve the issues created from first 10 and so on..

The "Saga" continues arf
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desolis
Posts: 182
Joined: Sat Oct 02, 2004 12:32 pm

Re: Today's Patch Notes

Post by desolis »

gazrilbo wrote:These will come probably in the next 10 months of patches @ 3 to 10 hrs a patch per week..

Then the following 10 months of patches will be to resolve the issues created from first 10 and so on..

The "Saga" continues arf
its is ESTIMATED 10 hours downtime for SOFTWARE/HARDWARE updates geeze not the patch they are just implementing this small patch at the same time.
Coinneach DeSolis

Cuidich An Rich
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helbreat
Posts: 976
Joined: Thu Oct 21, 2004 3:38 am

Re: Today's Patch Notes

Post by helbreat »

gazrilbo wrote:These will come probably in the next 10 months of patches @ 3 to 10 hrs a patch per week..

Then the following 10 months of patches will be to resolve the issues created from first 10 and so on..

The "Saga" continues arf
LOL! the endless nevrax circle, its like those nightmares you have that just keep coming back to haunt you over and over they should add up all the downtime from patches and at the end of each month repay us with a day subscription for every 24 hours of downtime. youd see patches taking 30 mins then instead of whole days
gazrilbo
Posts: 7
Joined: Sat Nov 13, 2004 8:24 pm

Re: Today's Patch Notes

Post by gazrilbo »

DeSolis Plz b4 replying read and fully understand the post ty :D
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kibsword
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Joined: Fri Sep 24, 2004 3:28 pm

Re: Today's Patch Notes

Post by kibsword »

Look Im sick of ppl complaining about a 10 hour downtime, most patches take 2 hours max and maybe half an hour of fiddling by lawrence if something is wrong.

There has been little downtime in ryzom at all since release, and even then I agree with what has been said each time it is down. Patches are essential and sometimes maintanience their end requireing of them to take down the server for said periods of time.

Recently they have always been "generous" in their estimated downtimes, ie if they say 2 hours downtime they normally get it back in 1 to 1 and a half hours provided nothing goes wrong.

Every thread I go on atm has helbreat finding something petty to moan about and Im tired of it.
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desolis
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Joined: Sat Oct 02, 2004 12:32 pm

Re: Today's Patch Notes

Post by desolis »

gazrilbo wrote:DeSolis Plz b4 replying read and fully understand the post ty :D

i commented the wrong post meant to comment the 10-18 hour over exaggerated post :P
Coinneach DeSolis

Cuidich An Rich
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