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Ultima Online Shard

Zerenxess

Changes from the Official Servers

Retrogamers Guild

Eh ... where to begin? 1. The server was developed from 2010 to 2017 (in the time of me writing this down) and there are so many differences, that I have no chance to remember them, or write them down. But I will try and I will also write down all (well, perhaps not all, only most of them) additional scripts for the Ultima server used (and sometimes a client modification too).

Changed the time of body and items decay - originally I’ve set it from 7 minutes to 4 days, then I probably set it to more (and perhaps I’ve converted seconds to years and set it to like 65552 years or something like that, I do remember doing something like that). So if you die, you don’t have to worry about your items disappearing from the ground after seven minutes. :)

The server is emulated through RunUO 2.0 RC 1+2 (hybridized, plus several “legacy” parts from 1.0 just for compatibility of scripts sake), the client is from the 6 line of clients, just before the Stygian Abyss, but without the Gargoyle race. It’s a very badly designed race, even through they have wings, they can fly only at specific places, which instead of something graphical simply teleport the player. They also can’t use the existing equipment, armor and weapons and they have to use special racial types of equipment (and those aren’t available for other races), like for example ... throwing weapons. Who got the idea for throwing weapons only to be usable by Gargoyles? He should be splatted with a maul. I plan to make proper Gargoyles (also - Ultima lore ones), but it will take a few years of work, so we shall see.

In the game, there is a teleport to the elven city from the middle of Yew. There you can buy elven equipment (elven leaf, hide, wood and plate armour, elven swords, weapons, bows, ...). Don’t worry, they aren’t overpowered, I’m not an idiot, the original elven items were very badly designed, so I modified them and balanced them a bit.

Elves can graphically wear normal helmets - in the original game, any helmet worn by an elf would change into a circlet, or a “raven helmet”. I’ve modified the graphical files in the game client so that elves could use classic helemts (without being graphically limited to only two helmets). Because that was really pissing me off! :)

Now you can fill up your bottles etc. with the water from static sources, like waterfalls, rivers, ....

Nerun’s Spawn Distro for RunUO 2.2 - Animals are ok, but the town NPCs in the towns I have to manually configure - Already I’ve optimized half the towns in the game together with Fuzimi, by hand, as far as spawnpoints go. I’ve also made a custom copy of it that, (aside from crashing the server when double clicking on it, so I have to use admin commands to modify it instead of the UI :D ), can spawn items with a wide variety of controls. So if I was to put it on an apple tree, apples would fall down after a certain time has passed (if the previous ones were taken by somebody. :) It is possible to spawn in massive areas by using it, so I will use it on forests etc. to spawn fungi, bird nests, etc. after I finish optimizing the towns (which is over halfway done already).

Bacaw's Level System for RunUO 2.0 RC1- http://www.runuo.com/community/threads/runuo-2-0-rc1-bacaws-_easy-level-system_.70224/ - Killing monsters grants you (as an addition to fame and karma) experience points, that you can use to level up and by leveling up you can get skill points you want to get. You can open the menu by saying [level. No, don't worry, the original skill point gaining system (by using the skills) is still there (it has to be a challenge still, if you have 100% chance of success, you will not get any skill gain from it).

Karmageddon's Custom Resource Package for RunUO 2.0 RC1 - http://www.runuo.com/community/threads/runuo2-rc1-karmageddons-custom-resource-package.88334/  - Addsy many different resources to the game - types of metal, wood, leather, etc. I want to add more later by myself. And I had to repair a lumberjacking error in his scripts, which caused no skill gain above 25 when using the skill. In my opinion, there weren't enough resources for the given potential ... so, a lot of wood types! Quality arrows made from pine and cedar wood! What about a bow made out of cherrie wood, or from an ash wood? Each type is different both graphically and statistically. Same goes for metals, etc.

 

 

Xanthos' Auction system for RunUO 2.0 RC1- http://www.runuo.com/community/threads/runuo-2-0-rc1-xanthos-auction-system.73486/  - Adds a fully working auction system to the game. You have to find an auctioneer (or some other NPC that has the same function). If he is missing in one of the bigger banks, tell me and I will add the NPC type.

Completely customizable vendors for RunUO  2.0 RC1 a RC2-  http://www.runuo.com/community/threads/runu-o-2-0-rc1-rc2-the-complete-customizable-vendor.91051/ - Better customization of vendors - if you have a vendor, that sells your crafted or looted items somewhere in a trading post, etc.

PvP system for RunUO 2.0 RC1 - http://www.runuo.com/community/threads/runuo-2-0-rc1-on-site-dueling-system-2-0.71996/ - Used only partially, just use [duel and target a player, if he accepts, then a fight will ensure. I don't like PvP much, my first experience from playing Ultima Online was getting outside of the city, getting killed and having everything I had stolen from me by a PK (Player Killer). I don't want my players to have the same experience ... you won't loose items in a duel and the players around cannot interfere with the duel.

Online book code generator for RunUO 2.0 - http://www.runuo.com/community/threads/runuo-2-0-online-book-code-generator.455637/ - If writing books in-game seems too hard for you, you can create them online as a script and I will add them to the game, they will appear after a restart ! ... or that it would be if I hadn‘t lost the .html file. Goddamit. :D

Fix for the canswim monsters going on land - http://www.runuo.com/community/threads/fix-for-canswim-monsters-going-on-land.511567/ - No more water monsters swimming on land.

Crappy marriage system (thing). Yeah, that‘s the name. Really. :D  - http://www.runuo.com/community/attachments/crappymarriagesystemthing-cs.12295/ - You can marry someone in the game. Yay! Ehm.

Spawnable trees for RunUO 2.0 RC1 - http://www.runuo.com/community/threads/spawnable-trees-updated-2-0-rc1.94329/ - Finally you can have your own trees in the courtyard of your house. :)

Spawnable resurrecting shrine ankhs (for home use for example) for RunUO 2.0 RC1- http://www.runuo.com/community/threads/runuo-rc1-personal-shrine-ankh-resurrecting.86903/ - Just in the case of you having a home far from civilization and then you dying horribly ...

Pet bond deed for RunUO 2.0 RC1 - http://www.runuo.com/community/threads/runuo-2-0-rc1-pet-bond-deed.84919/ - If you pet dies, the game completely deletes him. I can do nothing about that. But, if you want it to be considered as a player, just get this deed - the pet will (instead of his values being deleted) change into a ghost, which you can resurrect in the same manner as you would a player character. You can buy them by the vet.

Sling for RunUO 2.0 RC1 - http://www.runuo.com/community/threads/runuo-rc1-2-0-sling-shot.84112/ - Adds slings to the game.

Throwables- http://www.runuo.com/community/threads/runuo-rc1-2-0-throwing-blade-with-blades.84149/ a http://www.runuo.com/community/threads/runuo-2-0-rc1-throwables.84018/ - Adds throwing weapons to the game. (throwing knives, shurikens and javelins)

After this point, I have no documentation for the scripts and no links written down. Silly me:

Battle Chess - Massive chess! An administrator can also use gamers as figurines! :D

Fountains and Wells - you can drink from those, or get water into bottles, etc. Each town in the game was statically spawned with those already. In the bigger cities - I used fountains, in the smaller cities and villages - I used wells.

A magical key / --//-- skeleton key - opens (one time use) non-magical non-player locked containers, doors, etc.

Beekeeping - Basically a skill, you can have your own swarm of bees, take care of it and create honey. When placing the hive, take care! The bees have to have enough flowers around to pollinate and also water! (a static source of water is enough. A river, sea, ...)

Masonry - Overworked, more types of stones, etc.

Ore and Wood elementals - adds some ore elementals and also wood elementals into the game. If you use macros too much to harvest wood ... :)

Bambus stool, braziers, decorative candles, curtains, guillotines, rune lutes, travelling wand, artefact clothing (shirts, hats, cloaks, ...), ...

Rune magic - an ability to cast spells by using runes, instead of reagents, just like in Ultima Underworld. But it’s hard to get them. You can also say the words of mystical power in the chat to cast a spell (that will consume reagents however. I think)

Town Houses - great script, complex. Instead of having house foundations outside of the cities, you can own any house inside the city. Even with a garden. For a financial provision, I can add gardens, etc. to outside homes. Now renting exist - each owner of a house can rent a part of the area to someone else, who will have that part as his home (in the same manner as it works in real life). If you see an empty house somewhere in a town and you like it enough to buy it, just say so (and have enough money). A very detailed and complex script.

A better accounting system. Creating custom signs.

In more than a half of the game towns, you have paintshops - there you have a wide selection of chromatic reagents, even various types, so you can dye leather, etc. Also - universal dye is there, somewhat of my own design - the administrator can dye anything to any color, but the players dye items with it to their default hue. Using it as an administrator’s function costs money (game money of course).

Runic fletcher tools, various BODs for skills that didn’t exist before and on official servers, etc.

You can also rarely find items, that are levelable. Not that I’ve ever found any of them. :D

All the quests up to the Stygian Abyss are available, as on official servers. I didn’t see that on any other server (even though somebody has to have it I guess). - written  many years ago, nonfactual now.

Bank space and character inventory space should be almost limitless. I don’t know if that wasn’t a part of a certain rollback.

Even through the guy who takes care of animals keeps telling you, that you have to get your animal out of his care in up to 14 days or he will sell the animal, that isn’t the case and he can take care of it forever. Some of us actually have a real life and responsibilities, I personally tend to play only once per month (and not necessarily UO).

You should be able to become the Avatar. You can get half of the virtues in-game, and I can manually give players the second half - however the rules of doing so will be decided by me and be a secret, so that nobody could misuse them. There can be only one Avatar on the server. And no, I don’t mean a Cameron Avatar. If you want to know more, play all the ten main Ultima games (I count Ultima 0: Akalabeth: World of Doom in too), both Ultima Underworlds and every side game (Martian dreams was one I think, and there was the Savage Empire). Now that I am thinking about it ... there could also be the inverse version (Guardian / The Anti-Avatar).

It should be possible to heal and transfer animals to and from players with young status. I hope, see the note about the rollback somewhere else in this wall of text.

I also have a better management system - several weeks worth of save files, better type of saving, clearing up the memory (flushing) while the server runs (so it can go indefinitely), spawn and NPC movement optimization, ...

Unfortunately for the Czech players, the client is available only in English. Theoretically I should be able to rewrite the strings (even though it’s hard to get inside), but it would break a lot of things and even if it didn’t, the client would loose international usability (the english version wouldn’t work, so only Czech people could play. English is an international language, Czech is not).

The current maximal amount of skill points is 10 000 I think, 120 cap for individual skills (For 100+, power scrolls are usually needed), 900 is the total attribute cap, 300 max. for one attribute (I think I will raise that again ... I’m almost at the cap with my player non-cheated character ... my player non-cheated character is much stronger than my cheated administration character. :D ) Only one (or was it two?) accounts are allowed per an IP address, but you can create any number of characters on one account (usually limited on various shards, like 1, 2, 3, 4, 5, 6, ... for example. Either make more characters (one character a fighter, another a crafter, ... for example) or combine both into one character, depends on what do you like to do, however you won’t be able to play with both characters at the same time (you need more accounts for that) and so you will not be able to go into a fight with your fighter char and have another five healer characters follow you with a healing macro ...

The server saves each 2 minutes. If it crashes (happens like once per day. :D), it will get back up by itself (even if the entire process closes!).

Game map / World changes (graphical ones, like floors for example) are done through Pandora, so there is no need to upgrade the clients - after entering the given area, the clients upgrade themselves. So you don’t have to download patches, etc, as it is on other servers.

Working tents and types of houses that were taken out of Ultima, or were never available to begin with, etc. Of course they aren’t free ...

To gib enemies, you can use more tools, than just a knife. I think. I don’t remember what changes I did. And I’ve changed scissors somewhat. Unfortunately I can’t remember how. I didn’t take away functions (I am not an imbecile to take away functions, in comparison to other Ultima Server owners, that take the default version, take away two thirds of functions and then call it their own, without any additional value. My motto is - simplifying isn’t upgrading). And I just remembered the Scissors upgrade - you can now shear sheep with them, previously you had to use your knife.

Spellweaving spellbook - Contains spellweaving scrolls, which are essentially druidic nature spells.

That should be all for now, I will write down anything else if I remember. Those aren’t all the changes, only those I had written down previously (the ones with the links plus the ones in the News section) and what I remember ... so there are many more changes, but finding them will be hard. I wrote somewhere on the webpage how many files in the form of programming code files the server has. The amount of A4 pages goes into hundreds of thousands ... finding something in that is hell. A hour by itself, just to find a single piece of code. :D

New changes:

It is now possible to tame Cranes (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).

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.). 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. 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).

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) I’ve worked on the sleep system from 8:00 pm to 7:00 am. Ah the 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.

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 succesfully 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. :)

The client now has a graphical overhaul, including the menu, the splash screen, ... I’ve also added scripts for easier addition of doors and stairs.  As a note - I’ve actually managed to switch the game intro for my own, however I didn’t publish that yet, because I can’t get audio for that to work (if anyone knows how to encode audio in the BAU2 codec, please contact me, five hours of google searching came up with nothing about the BAU2 codec). 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. 

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).

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.

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.

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. You have to modify the skill sorting in your client by yourselves however.

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.

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).

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, furnitude, 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.

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).

Tinker Bulk orders added, together with their rewards (runic, ancient, and sturdy tinker’s tools).

It is now possible to use tailoring in order to craft bedrolls.

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. 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.

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.

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 I’ve screwed something up.

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.

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.

New exe files, modified intro.

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.

Templayer - templayer.cz

TheFuzimi - fuzimi.cz

Skineri - hurka.blog.idnes.cz

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