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Retrogamers Guild

5. 2. 2023 - A new public IP had to be used. Check the Downloads section for details.

2. 5. 2022 - The browser compatibility part of the Main Section has been updated.

26. 12. 2019 - More browsers have been added to the compatibility part of the Main Section. Layout / rendering engines have been added to all browsers there.

5. 9. 2019 - Fixed the grey borders on the main section.

4. 9. 2019 - Added browser compatibility info to the Main section.

2. 9. 2019 - Client version 11 got released. My external IP address was changed, so I had to modify both the client and the server. Also Ulož.to has deleted my client like it always does, including my update packages for it (for which no-one but me can have copyright...), so instead of using Ulož.to I will put links to my own webserver wherever I can (www.Templayer.cz). While I am at it, I also updated the link to my webpage at the upper part of the site, so it would no longer link to the deleted free webpage I once had.

26. 12. 2017 - Everything server-based was moved onto my main computer, the Auction House Profile was updated, and I’ve done some minor fixing of Haven, where I have now walked around for more than 30 minutes without falling beyond the level (yaaay!), unfortunately invisible walls still need fixing, and I’ve noticed mobs spawning and walking on water in some places, both of which I will have to eventually manually fix bit by bit.

7. 8. 2017 - Added types of trees to be harvested by an axe, including some bushes, fallen trees, tree roots and stumps, ... there are exactly 50 of them (if you find something, that should be hackable by an axe and isn’t, please tell me). By that I do not mean types of wood, just that there is much more staff that you can get randomly generated wood from. It’s a preparation for a much more complex system with new types of woods (now it is just a simple matter of making conditions - for example - If it has a graphic of an apple tree, output either low grade wood, or apple tree wood. And doing this for everything. Including bamboo). Also added quite a few foliage and trees, normally when you try using an axe on leaves instead of the tree (technically they have different graphics), it will cut the connected tree - this however didn’t always work (Tokuno Zento...), so I’ve fixed and enlarged it a bit. If it doesn’t work somewhere, I need to know.

28. 7. 2017 - New client version released - V10. Please use the new .exe files provided to launch the game. Modified intro added, which contains Czech subtitles, and stretches to your screen (without deforming and without actually going fullscreen). Some typos on the website have been fixed. Also your Razor logging in settings might get reset, set them again and click on “make this settings default” (it should occur only once, I’ve tested it).

5. 5. 2017 - Pouches, small ball bags, and big ball bags can now be dyed.

2. 5. 2017 - New client version released - V9. Fixed localization errors for three variations of booze (from hundreds ... a simple missclick caused it), the auction house was fixed (and I gave out my solution onto the internet for people who use the same script for an auction system, because not even the author was able to figure the error out). The welcoming logo in the client was polished out. You can now let vendors repair your items (something you actually can’t on official servers). The blacksmith can repair weapons and armors, with the exception of ranged weapons (that exception has an exception of throwing weapons. Double exception - that’s a first time on this site. :) ) and leather armors. The armorer repairs the same armors as the blacksmith, but doesn’t repair weapons. The weaponsmith has it the other way around. The bowyer can repair bows, crossbows and other ranged weapons, with the exception of throwing weapons and slings. The leatherworker can repair leather armors and slings. The official servers maybe have hundreds of player crafters which can repair your items, but my shard doesn’t have that luxury.

17. 4. 2017 - I’ve remade the continental maps - beforehand, they were of various quality (downloaded from the internet), so instead of having that, I made my own. The position of the moongate in the town maps was fixed. An exploit was fixed, by using which you could clone yourself by sleeping in multiple beds at the same time (you can no longer sleep in multiple beds at the same time...). Bone armor, scale armor and elven items can now be sold. Beekeeper added to Heartwood (there is a place there with bees and two beehives, so...). The pickaxe’s strength requirement is now only 10, but you have to have it in your hands in order to use it. Clubs added to carpentry (they couldn’t be crafted at all before, for some reason), wooden lances added to carpentry (in Czech, the word lance is Dřevec, where dřevo means wood - lances were historically made out of wood in our lands, so I see no reason why wooden lances shouldn’t be craftable). Rune lute added to the rewards for carpenters. You can de-color items in your inventory by using the paint-thinner on them.

29. 3. 2017 - There was an incident during which Vyktory carved his own dead body, and guards attacked him for that. So I have added a condition to the carving-criminality - additionally it will only happen if the body owner isn’t the carver. Even though I guess it must be weird for the guards to see somebody carving himself. Also I’ve added pet saving, if you log out when you have your pets around you, they will “log out” with you too. This was a problem with new players - they didn’t know that they were supposed to stable pets, instead thinking that the pets would log off too. The pets would then proceed to go wild due to passage of time and not being fed. I still recommend using stables in the long run, it is possible that after some time the garbage collector will go through the internal map and deletes them after some time, unfortunately I have no way to test that out.

23. 3. 2017 - A new version of the client has been released, again (V8)! Added 48 types of liquids. About half of them is alcohol, and the rest isn’t. Added many functions for them, they have various effects, coffee lowers your exhaustion, a chicken broth lowers your hunger a bit, and I seriously do not recommend drinking the paint-thinner. The liquid containers were modified as well, and one type was added - a skull mug. Now you can milk cows, and also many other animals, if they are female. Random generators added for liquids into the buy menus - what they sell is almost random, and in random containers as well, some liquids are region-specific, same goes for skull mugs which are added to the random generators only in certain regions, like in the city of necromancers, or the pirate town, ... added an easter egg from the Monkey Island series of adventure games, making pirate grog extremely useful (sold by the pirates in the Buccaneer’s Den). Added more functions and fixes, a lot of them, and I’ve even released my beverage package on runuo, because it took me ages to create it. Also more than 100 pieces of graphical 2D sprites added for non-opaque containers with given new liquids.

14. 3. 2017 - A new version of the client has been released (V7)! Fixed a glitchy forge in Tokuno Zento. When using masonry, the stone chair now has a new nomenklature for stones (=preparing for a massive masonry overhaul and adding a lot of stone types). The rolling pin was only in the Wooden tools Tinker bulk orders, but it wasn't in the Food preparation tools bulk order, so I've duplicated it into it (which I usually don't do). Inside the kitchens of Tokuno Zento, there was a hole in the floor for some random reason, so I've fixed that. :D That was the list of small changes. Now for a big one - Added 49!!! types of scales, 17 of which are chitin ones (from beetles, ants, spiders, ...), 15 reptile scales (from lizards, wyverns, hydras, krakens, ...), and 18 metal scales (from the existing metals). In comparison, originally the game had only 6 scales, and those were dragon-only (differentiated by color), so now the game has 55 types of scales in total. I've completely reworked the Dragon scale armor, now it is *Type of scales* Scale armor, likewise for all the menus, like crafting. Unfortunately the "dragon" part was "hardcoded" (not the proper term, but screw it) there, so I had to modify the client a bit, please download the new version (V7).  I didn't download the scale system from anywhere, it is completely my work, built it from bottom up, it took me about 2 hours to set all the attributes they give, and another 2 hours to set their colors.... thanks goes to Vyktory for betatesting this system and letting me fix all the little things on it. The metallic scales can be crafted from metal ingots of the same type, so there is a new section in the blacksmithy crafting menu. The Scale Box is now temporarily renamed to Dragon Scale Box until I modify it, but that's about all of the scale unfinished business. Also I've added a condition to that box - if somebody tries to place a non-dragon scale there ... you never know. :D

9.3. 2017 - New version of client has been released (V6), including a patch, both of which you can download in the Downloads section, changes include new client localization entries (for skill and resource boxes, and getting rid of the temporary solution for Wooden Kite Shields and doing it proper) and the client has been fixed so that you can use crystal and shadow stuff when building your own house (walls, doors, ... crystal and shadow construction parts are the most expensive). Beware - if you use crystal or shadow doors, then they won’t be openable, which is a glitch in both the client and the server, and fixing it will take a lot of my time, so for now the solution is to tell me and I will repair each door individually manually.

8.3. 2017 - In the past two days I made a lot of small and a few big changes, and I probably won’t be able to type them all out. So. The text on the website now has a black outline, so that if a screenshot is used as the background, that has brighter parts, the text stays readable. Big change - added Tinker Bulk Orders! And new rewards for tinkers (runic, ancient and sturdy tinker’s tools) (none of which I could find on the internet, so I had to write them from scratch). A medium sized change - BOBs were rewritten (Bulk Order Books), primarily their filter, so now they don’t screw up some orders, you can select new materials in them, and new BOD types. Naming conventions were modified, so you will have to download the new version (or just send me an email and I will send you the file, I don’t want to post a new client just because of a single 2 MB file). And a lot of small changes and fixes were implemented. Oh, I managed to remember one of them eventually - it is now possible to use tailoring in order to craft bedrolls. :)

6.3. 2017 - After several days of debugging, I’ve successfully fixed bulk orders for bowyers and carpenters. For example combining containers (crates, shelves,... ) with the bulk order deeds didn’t work, and some of the names of items in the bulk orders were wrong. Also the Gloves of Lumberjacking were using an ancient type of putting variables into texts, which didn’t work and the bonus to the skill wasn’t showing up properly. All of this was fixed. I did actually make my changes to the scripts public, and it is probably the biggest tutorial for an installation that I have ever done: http://www.runuo.com/community/threads/carpentry-and-fletcher-bod-system-for-karmageddons-ores-v2-modified-and-fixed.549853/  Another change is how the server now generates bulk orders - if an item inside the order cannot be made from a non-default type of wood, or if it cannot be exceptional, the bulk order won’t require it. Yet another thing I’ve changed on the server was that bedrolls were disappearing from the inventory after a few days (because after activating them by either moving them or doubleclicking them, a special invisible non-interactive item was placed at the feet of the player together with the bedroll - that special item holds some of the data, and is connected to the bedroll, but I kinda forgot that items on the ground decay after a few days (on our shard), which means the invisible special item was getting deleted, together with its connected bedroll, even if the bedroll was in the inventory).

1.3. 2017 - I’ve added bulk orders for bowyers and carpenters. Rune tools for various crafting types were added (beforehand, only a rune hammer for blacksmithing existed). Tons of new rewards for doing bulk orders were added (the new runic tools, ancient tools, special armors and weapons for crafters, a colored forge, colored scissors, various decorations, container engraver, a Gargoyle Axe (only a Gargoyle Pickaxe existed before), enchanted dying tubes, including variants for metal items, a movable forge, a sharpening stone for bladed weapons, sturdy versions of tools (previously only for smithing, yadayadayada, you know the drill),  and a special stain of temperament to raise durability (and once again, only a blacksmithing version existed before)). Both of those (bulk order types and the rewards) were added from Karmageddon’s Ores additional package, however I had to make heavy modifications to it, because the additional package was made for an older version and didn’t have all the new wood types, so I had to add those myself. Additionally, there were only a very small number of bulk orders for carpentry (only for staves and musical instruments, both of which require a high skill, and instruments additionally require a skill in musicianship), so I have added bulk orders (both big and small) for shields, chairs, tables, crates, furniture, chests, and an asian exotic wooden weapon bulk order :D ). I’ve have overhauled the throwing weapons, their list is a little lower down this paragraph. There are six of them (plus sling ammunition). Throwing weapons added to shops and to crafting (the sling is a part of tailoring and has two variants - a cloth one, and a war one, made out of leather, its ammunition is made through carpentry or brought (I might make a very big spawner to spawn rock pellets all over facesets later), throwing daggers, javelins, throwing axes, and throwing hammers are a part of the blacksmithy craft). I have to add that their damage output isn’t so poorly computed as the original OSi throwing daggers, which are also a part of the RC2 emulated servers by default, or the original javelin script that I’ve downloaded a long time ago (which is essentially a copy of the throwing dagger), where it simply is a random, very small number. I’ve spent about 4 hours rewriting that, so that throwing them would do proper damage, taking everything in account. Well, maybe it doesn’t take splash damage into account, but everything except that, from the weapon’s minimal and maximal damage and material, to the targets defense and resistances. Ugh. Blacksmiths are now able to craft pitchforks. Carpenters can now craft wooden kite shields, those were also added to the carpenter shops, and as a both small and big bulk order deed for shields. Also I’ve noticed that the quests for getting recipes do not exist, so I will have to add them manually myself, however I am going to do that some time later. Bummer. I thought they were already there, and then I found out that they aren’t, so I will once again have to do the work myself. The recipe section for crafting is only finished for the blacksmithing section of bladed weaponry, so I will copy paste that to the other sections and crafts and modify it as necessary. PS: Slings have temporarily the graphic of a crossbow, because there is no art in the game client for me to use, and to add new art, I will have to modify and resent everyone the client (the icon used for when it is in the inventory/world, the paperdoll art, and the animations for the character when used in the world). It’s surprisingly a lot of changes, I’ve tested one thing from every modified set of scripts, so if you want to, test it out, and if something doesn’t work or works in a weird way tell me and I will repair it. Large crates were originally named just “crates” in the game world, which originally didn’t screw up anything, however this led to a possible slight confusion for the big crate bulk order, in which both medium and large crates are (so you are supposed to craft “small crates, crates, and crates” ... do you see the problem? :D ) so I have overridden the overworld name of large crates to actually be a “Large Crate” to sort that out. Why am I telling you about it? Well, it is quite possible a similar thing happened to some other bulk orders (due to the fact that the game has sometimes completely different internal names when compared to the actual names you see in the client - if you find out any other such inconsistency and confusion, please tell me). Also after throwing a javelin, if you have a shield, you have to unequip the shield, equip the javelin and then equip the shield, same for other throwing weapons that are based on graphics for two-handed weapons. Otherwise the game won’t allow you to equip it back. The javelin is set as one-handed everywhere, so I guess it is because the client has a “-handed” property for equipment graphics, in that case I will have to duplicate the graphics involved and set the copies as one handed, and set them for the throwing weapons, which would mean sending everyone the client again ... which I currently loathe to do, maybe I will do it later together with the sling graphics. Also I spent about 4 hours finding out why half of the wood types don’t show in the name of bows (for example the Heartwood Bow became just a Bow, but still with proper stats and hue), and none of the wood types actually affect the name of wooden shields if made out of them ... the original script had an error, I’ve repaired it and when I was doing it, I said to myself “what the heck”, and I’ve even modified the base script for clothing so that it can have any prefix, be of any material (technically), and also shown exceptionality in the name (which wasn’t the case previously). In other words, it will be possible to add more types of cloth down the line, than the current two types (normal and oiled). Ugh, that was long.

16.2. 2017 - (just not after midnight like the previous post) - Veterinarians and stable masters now sell pet bond deeds, and cheaply (100 gold), so if you do not want for the death of your pet to be permanent, then buy it. In other words - if somebody for example wishes to have a dog in the game and doesn’t wish for it do die permanently (instead turning to a ghost after death, like players do), you can. Stable masters have a bigger amount of animals to sell, that list was there before, but was unavailable due to an error in the code (which I’ve repaired).

16.2. 2017 - Remade the emote system. Basically I stole a really complex Italian system, reworked it into English, and changed a few minor things (like for example how long do the puke piles stay). To be more precise, I stole it from here: https://svn.kenai.com/svn/tdmscript~tdmscriptdev/dev/Arda%20System/Comandi/Emote.cs Now the game has 42 different emotes, if I’m counting correctly (puke and vomit are one and the same - that wasn’t so in the original system, I’ve duplicated it for both terms because people do use both of these terms, so I thought having both variations can do only good). You will find those in the Useful Commands section, but I will copy them here too, why not - [emote (text) or [e = Emotes with some sounds - if there is no text typed in, it will open up a menu with all the emotes. Or you can use the following instead of  text: Ah!, Ah ha!, Applaud, Blow nose, Bow, BS cough, Burp, Clear throat, Cough, Cry, Faint, Fart, Gasp!, Giggle, Groan, Growl, Hey!, Hiccup, Huh?, Kiss, Laugh, No, Oh, Oooh, Ops, Puke, Vomit, Punch, Scream, Shh, Sigh, Slap, Sneeze, Sniff, Snore, Spit, Stick out tongue, Tap foot, Whistle, Wohoo, Yawn, Yea, and Yell.

8.2. 2017 - I’ve noticed that humans in the game cannot wear elven equipment - I thought that I’ve already modified this, but it looks I i did so in the timespan of the server being hosted by Fox (which eventually resulted in a rollback), so I did it again in such a way that now humans can use elven clothing, armors and weapons. The attribute requirements still stand. Racial limitations have no logical sense to them - if the individual has enough strength, dexterity and intelligence to use an item, why shouldn’t he be able to do so because of his race? Are the magical elfish items doing DNA tests? Even if they do, what about nonmagical elven items? Makes no sense whatsoever, so I have changed it. I’ve also removed the line about the item needing the player to be an elf for every existing and not-yet existing item, and I did it very carefully in order not to damage the world save. Let me also remind you that I did the same thing vice versa - Elves on most servers cannot wear helmets, when they do, the helmet changes into either a circlet, or a so-called “raven helm”, and the rest of the servers solve this by idiotically having elves simply be humans with a modified skin color, so that the skin color is that of an elf ... on my server, real elves can wear anything a human can, even graphically. Because that too seemed too retarded, so I’ve changed it. When I was at it, I’ve also removed the gender armor limitations, when men cannot wear certain female armors and vice versa. The attribute requirements still stand. In other words: if a woman has enough strength to wear an armor piece, why shouldn’t she be able to? I was reminded of a DB Xenoverse 2 series from TFS on youtube, where their team was very, very pissed of when they found a great looking piece of equipment, but couldn’t use it, because it was only wearable by the opposite gender.

7.2. 2017 - Added a better way of sorting skills into the Walkthroughs section, which now includes a brief description of each skill. Later I will probably make a standalone section for it. It doesn’t look like it, but there are 50+ skills, so it took me about 6 hours to write all of that information down, and another about 6 hours to translate it into English.

5.2. 2017 - Attribute maximum values were changed (because my legitimate player character was closing in onto the previous maximum) - the maximum of combined stats was raised from 900 to 30000 (the game’s math can “only” take something slightly above 34000, so I’m getting to the point of ... a more complex change. Hopefully no-one will ever get to such high numbers however), the individual stat cap is now 10000, I’ve also noticed in a different place (where stat gains are solved) the game checks if the attributes are under 300 - which has been modified now.

4.2. 2017 - Advanced Guides section modified, some skills were missing, there were some mistakes there, etc.

1.9. 2016 - New sections added - The auction and the Real Estate. Now there are more than 230 real estate properties in-game. More than a month of work.

26.8. 2016 - A pair of new beds added - a Grass mat bed (both directions) and Woven mat bed (both directions). Also I’ve repaired one bed graphic in Lakeshire (the town of Meeru).

18.8. 2016 - Client graphics changes, including a new game logo. You can find the new client in the Downloads section as a full version 5 of the client, and also a patch from version 4 to version 5. I’ve also added an easier way to create doors and stairs (which means nothing to a normal player, however I’m typing it here as a note for myself, because those are a part of a bigger project on which I’ve spent more than a month).  I’ve added (and created) graphics for a new bed type - a small mattress only bed, for the other direction, so now it also exists for a Western/eastern direction. One of the towns was using it, but the graphics for it didn’t exist in the client (which is official! Or at least it was a long time ago), which caused graphical errors. 

17.7. 2016 - New sections were made public - Guides, Rules, Avatar Gallery, and a Forum. You don’t even want to know how much time I’ve spent on these...

8.7. 2016 - Fully working Bedrolls added - can be bought from a provizioner - they now work the same way as the functional beds do, but they still retain their original function as well (camping - asks if you want to securely log out when successfully using it for the camping skill). You really should buy them to be able to sleep, if you don't have a place to sleep. In each inn in every city you can now sleep in fully functional beds. It's free of charge for now, later I will go through them and connect them to the Town house system, but I will have to do that manually for each bunk. If a functional bed is missing from a place that should have one and only has a "decorative" one, and you think it should have one (it isn't inside a dungeon for example), mail me. Town houses currently do not have them, I will modify those on a case to case basis when a player buys the house / leases the house. The fully functional beds currently are not in crafting, I will add that later (so that the players will be able to craft them - if you want one now, you can buy them from a GM). Functional beds were added into all the inns where such beds already were in a decorative form, with only one exception - the felucca faceset, because it is a copy of Trammel, the town of Occlo being the only exception to that, so I did add those beds to it (I will add functional beds into all the other felucca towns, when I feel like doing the identical eight hours long work again. It's not necessary for now, because no player can survive in Felucca for long anyway. :) ). The sleeping body coordinates were optimized for every type of bed, the bedroll does overlay the player in one directional position, I was able to change this on other beds, but not on bedrolls, it looks like it is hardcoded into the client - the same problem was with the fur beds, but with those I managed to modify it - those originally were a decorative item, whereas the bedrolls had a function in the original game, so that makes my hardcoded theory possible. The original sleeping system had these types of usable fully functional beds: an elven bed (both directions), a bed (both directions), futon bed (asian beds, both directions), a tall elven bed (both directions), and a small bed (only one direction - East/West). My system has more of them added by me: a bedroll (every direction, modified by the way you put it down), a cot (both directions), a (light) fur and a dark fur bed (both directions for both of them), a hammock (both directions, you can actually hang them), a bed with coloured pillows (only the north/south direction), a red futon bed (asian, both directions), a royal silk bed (both directions), a small bed (added the second direction, the North/South one), a small mattress only bed (only the North/South direction), a massive royal silk bed (only the north/south direction), a small worn bed (both directions), a worn bed (only the north/south direction), a worn and torn bed (only the north/south direction), and a Gargoyle stone bed (both directions). Ugh. The bedroll took most of my effort (mainly because of the combination of functions from the original servers), the hammock (you can hang them), and a massive royal silk bed (too big in fact, holes through which you could go inside them were created, I've solved it by automatically spawning unpassable stones underneath them :) ). The bedroll should (after you buy it and try to use it or move it) fall to you character's feet - that is how it should be, because if I try to add my bedroll to the buy menu list, the game crashes when trying to buy it - it forces us to be able only to buy a deed to a house-part, which now the bedroll technically belongs to due to the compatibility with the other beds - it looks like either a client limitation / hardcoding, or I can't find the code for it in the server. To get around the crash, I have created a "deed" for the bedroll, that looks like and has the same name / description as a bedroll - if anybody tries to interact with it, it transforms into my bedroll. :) I have to add that the client isn't my doing and I cannot directly modify it, I can directly modify only the server. The client is from the original game (but still modified by me, for example the equipment graphics for elves, etc.), but not as much, because I do not possess the source files for the client. If you want to dye your bed, bring me a dying tub in-game with your desired colour and I will transfer the colour attribute to the bed. With the exception of the gargoyle stone bed, you will need a special dying tub for that. If anybody has an interest in it, I can combine beds, for example to create two beds, one above the other, and add a ladder to the higher one. :)

24.1. 2016 - I’ve created a system for sleep. The players now have one additional need - to sleep. After logging in, a new window appears. It contains needs. You can graphically and numerically see your needs (hunger, thirst, and the need to sleep). Sleep deprivation affects combat - if you are tired, attacking lowers you stamina. If you’re extremely tired, it lowers your health. The game tells you this, so you shouldn’t worry about missing it. I recommend going to sleep before logging off - your character will graphically sleep until you log back. ^_^ The amount of sleep you have is incremented +1 each real time minute. (I think that in-game one minute is one hour, not sure though, I would have to look) For now you can sleep only in the Tokuno Zento Inn, because I have to modify the beds manually. Later, when I’ll be adding empty town houses for sale, I will also enable players to buy / rent a room with an useable bed from the innkeeper, etc. I will also have to do that manually. The same goes for movable roll beds, etc. It will take a while, but I’ve worked on the sleep system from 8:00 pm to 7:00 am. Irony.

I’ve also added a cellar system ( http://www.runuo.com/community/threads/runuo-2-0-rc1-cellar-addon.70947/ ) - You can have a cellar in your own houses. You have to buy a deed for it and use it not on the edge of your house (so in the middle, preferably).

Cartography repaired, now you can scribe maps even on other facesets than Trammel and Felucca. Scribing maps got a little bit more complex.

16.1. 2016 - I’ve modified 87 monsters to be rideable. Those that weren’t tamable before, now are. For example - the Leviathan (Boss) can be tamed with the minimal skill of 120 in taming (100 is the maximum, 120 with the scrolls of power). “Rideable” llama renamed to only llama, because the “rideable” is no longer necessary. I’ve also added food types to the monsters that weren’t tamable before (and even some that were ...). Some monsters have the rider’s Z axis wrong when mounted, which means the player looks to be too high or too low sometimes, I do not know where to modify that in the client. I didn’t make the client.  Nobody on the internet does know where to set that particular thing in the client. So it will have to wait for now. Client had to be modified in order to change the graphics, so you have to download the new version from the Downloads section. Here is the list of newly rideable animals and monsters: Great Hart, Black Bear, Brown Bear, Grizzly Bear, Polar Bear, Dire Wolf, Grey Wolf, Timber Wolf, White Wolf, Bull, Cow, Cougar, Panther, Predator Hell Cat, Snow Leopard, Boar, Dophin, Goat, Gorilla, Hind, Llama, Mountain Goat, Pig, Sheep, Walrus, Alligator, Giant Serpent, Ice Serpent, Lava Lizard, Lava Serpent, Silver Serpent, Giant Rat, Red Solen Worker, Ant Lion, Black Solen Infiltrator Queen, Black Solen Infiltrator Warrior, Black Solen Queen, Black Solen Warrior, Black Solen Worker, Red Solen Infiltrator Queen, Red Solen Infiltrator Warrior, Red Solen Queen, Red Solen Warrior, Crystal Elemental, Dark Night Creeper, Flesh Renderer, Gibberling, Gore Fiend, Mound of Maggots, Skittering Hopper, Vampire Bat, Dread Spider, Terathan Avenger, Terathan Matriarch, Frost Spider, Giant Black Widow Spider, Giant Spider, Terathan Drone, Terathan Warrior, Exodus Minion, Hell Hound, Centaur, Plague Beast, Raging Grizzly Bear, Sea Serpent, Serpentine Dragon, Shadow Wyrm, Skeletal Dragon, White Wyrm, Ancient Wyrm, Deep Sea Serpent, Dragon, Leviathan, Drake, Kraken, Scorpion, Wyvern, Bake Kitsune, Deathwatch Beetle, Deathwatch Beetle Hatchling, Kappa, Oni, Revenant Lion, Rune Beetle, Yamandon, and a Gaman.

Tell me about another server that has so many rideable monsters. ;)

I’ve spent a whole night and a whole day doing this.

If you know about other monsters, that look like they should be rideable, tell me and I will modify them too.

Leviathan coding (modifying it to be rideable) done by Illidan (It’s a boss, so he is coded in a different way than the other monsters).

The Auction system stopped working again, the server core keeps damaging the .xml files, and I have no idea why. I’ll repair it someday. I mean ... it works now, but the bank part keeps crashing the server.

15.1. 2016 - Tents added to the game. They’ve existed on the official servers for some time, but then they were removed. So I’ve added them back and I’ve modified them for the newer house system (you can have a vendor in them now, etc.). Carrying weight changed - even though the player can have over 400 max carrying weight, it wasn’t possible to have more than 400 stones in the inventory space, because the inventory is engine-wise considered a backpack. Up until now. Normally, backpacks have a limit of 400 stones. So even though the player had 800 stones max carrying weight, he couldn’t carry more than 400 due to the backpack limitation. I’ve changed all that. Now the player’s backpack (and only his) can carry 500+PlayerMaxCarryingWeight. (so you can even overburden yourself while sacrificing stamina, etc.) The auction system was repaired. It should work now. The .xml link got broken. Selling prices added to the houses around Tokuno Zento. :)

12.1. 2016 - Cranes repaired. They do not attack everybody, they aren’t getting killed endlessly by the guards and it is now possible to tame them (with a skill of 5). Bushido and Parrying should not interfere with each other. Raising one shouldn’t lower the chance to block with using the other (shield versus two-handed weapons). I am sure about parrying, but I am not sure about Bushido. Druid magic added - Spellweaving. Druids selling spellweaving books and scrolls are running somewhere around Tokuno Zento, Brittain and Heartwood (the Elven City).

6. 1. 2016 - Fuzimi’s email address repaired - in the Contacts section.

2. 1. 2016 - Webpage created.

1. 1.1 2016 - Game server made public, for the second time, upgraded and what is more important - running permanently.

30. 12. 2015 - A several days type of Rollback got repaired. Everything up and running as it was, before the rollback occurred.

5. 2. 2014 - Using helmets as an elf repaired. Now, instead of transforming into a circlet or the so called “Raven Helm”, each helm has its own sprite when worn by an elf. So there is no problem in having an elf with a nordic helmet.

4. 2. 2014 - Lumberjacking repaired, it wasn’t possible to train the skill beyond 25 on trees (the repairing process took 6 hours and the result was a change in two numbers. >_> ) Client got modified in such way, that applications like Hamachi, Tunngle, Razor, UOGateway, UOassist and others are no longer needed.

19. 1. 2014 - Now it is possible to scoop up water from any moving water source (rivers, waterfalls), barrels with water and after several unsuccessful tries (I was missing a variable :D ) even from fountains. Wells added. Fountains and wells were statically spawned. Added birds’ nests, from which you can take eggs. Areas will be spawned with those after a complete city optimization, together with other ingredients. Magical keys added (then unlock almost anything, with the exception of player houses and such, but they are one-use items only).

18. 1. 2014 - Carcass (and item) decay changed from 7 minutes to 4 days of realtime. :) (during the process of writing down the news I am now unsure if I didn’t set it to infinite. :D)

17. 1. 2014 - Town houses added and also a system of renting space. If you see some empty house, for example in a city, that isn’t used for anything, after having a chat with me, you can buy it. After buying it, any space within the house will be yours (and perhaps even a little garden in front of it, for example). Standard commands as for normal houses are used (for items not to disappear - "I wish to lock this down" without quotes and others, which I will specifically write about inside the Useful Commands section, and in addition to that, there are some new ones “Create rental Contract” ´creates a rent deed, after selecting for example a single room in a house you will be able to give it / sell it to any player, and he will be renting that room, giving you a specified sum of gold (automatically transferred from the bank account). “Check house rent” - The person having a rent can check how long until the next rent payment. “Check storage” = useful for everybody, you can find out how many items you have locked down (connected to the house/rent place, like furniture for example), secured (containers, so for example chests and closets), how many items do you have on your parcel and what is the capacity of given space.

Stone Ages (10. 12 2010 -> 30. 4. 2012) - Game server created in just seven days ... of pure time. After playing on many servers, where many things bothered me, I’ve decided to create my own server, one that would be perfect, at least for me. A server, that would not take anything from the official game, and that would only add things. The more complex and complicated, the better. And so I’ve hybridized RunUO version 2.0, 2.1, 2.2 and 1.0, added a whole bunch of modules, scripts and systems (which were for different versions altogether), solved all the collisions (I have to add that in the time of writing this [2. 1. 2016] the server has 26 530 files in 1751 folders. And it has no graphics, sounds, maps, etc. included ... only pages in C$. Solving thousands of collisions wasn‘t exactly a piece of cake ...).

Templayer - templayer.cz

TheFuzimi - fuzimi.cz

Skineri - hurka.blog.idnes.cz

Out of order