PlaneShift

Announcements => PlaneShift News and Rules => Topic started by: Talad on April 07, 2014, 10:07:11 am

Title: 0.6.1 Release!
Post by: Talad on April 07, 2014, 10:07:11 am
(http://www.planeshift.it/element/%7B%22width%22%3A304%2C%22height%22%3A600%7D/Picture%20of%20the%20day/planeshift_31.jpg)

During the last four months we worked hard to bring you another PlaneShift Release, 0.6.1 is now live! A big thank to all developers who participated in this release and to the players, who provided invaluable feedback on current and new features. You can update your client to get 0.6.1, or download the full version from our download page. Read below all the details.

Main highlights

Windows startup crash: One very nasty bug we had was just at client startup on Windows. An immediate crash which required you to launch the game multiple times before it was working. Finally this bug is fixed! Thanks to the Crystal Space team for the support.
         
Skill advancement: we're releasing one of the biggest changes in the gameplay of the last years: training a skill will now only happen through practice and there is no more the need for you to learn the theory from trainers. This means you'll be no longer required to go back and forth to the trainer to advance and you won't be required to spend Progression Points and money on it. Please note this is valid for Skills only (Blacksmithing, Sword, ...), but Stats (Agility, Intelligence, ...) continue to work as previously.
         
UI enhancements: Under Options>Interface>Shortcut Bar and Active Magic Window, you can find many new options to customize these two windows, in particular you can change the button size, text size, type of display and many other options. Check them all.
         
Art: Added three new skins which brings the total included in the client to five. Added item specific icons to display in the active magic window for items with magical (de)buffs, at the moment this does not include looted weapons but we hope to have support for that soon. Added/improved graphical effects for 10 spells. Added athanor mesh for alchemy. Added new warhammer and mace meshes. New spell icons. Merged some icons into a single file to improve performances.
         
Stability/Memory usage: We started to use a new static code analysis tool (Coverity). The tool revealed many problems, and the engine team fixed tons of memory leaks, pointer issues, variable initializations, numeric errors, memory bounds errors, and compiler warnings. This should improve stability of the client and lower memory leaks.
         
Natural Resources: Spawn locations of plants and plant parts have been reviewed and altered to improve visibility (some of them was  spawning out of the map or in places unreachable by players). We also changed the difficulty levels required to harvest, some plants and metals will be easier to mine while other more precious will stay as hard as they are. The spawn times has been increased while still keeping it short enough so harvesting points will be easily identifiable, this was done to encourage use of harvest and mining.
         
Harvesting/Mining/Fishing: now the harvested/mined resources' qualities will be handed out with 5 step quality increase (e.g. 50, 55, 60, 65, ...). You can now harvest Treestem Wood and White Oak Wood! Find the right spot and type /harvest wood. Wood will be the main ingredient you need to craft bows and some wooden weapon parts.
         
Stamina: We revised the rules used to calculate stamina usage when casting spells and in combat.
         
Crafting: Due to a bug when two or more items were combined the output item's quality was equal to the highest quality item. Now the quality is generally averaged but favoring the mix of ingredients with the less quality difference. For example mixing a 200q and a 300q ingredient will result in a better quality than mixing a 50q and a 300q ingredient.
         
Sword Making: we have improved the consistency of many sword crafting techniques, especially for platinum steel swords (see bug tracker).
         
Bow Making: the data has been implemented but the crafting book will be available at the next settings update. So to craft your new bows you'll need to wait a bit, for now you will notice some new tools are available for purchase and some bows have changed their names to match the new dataset.

Previews

Lockpicking: We added lockpicking as a new skill in game. We are working our way to make it fun and usable. Should be available shortly. You can use lockpicking to lock and unlock boxes. Locks have a strength which can be opened by equivalent skill rank.
         
New combat: You can see there are 5 new slots in the information window. Those represent the special attacks queue. The functionality is working already, but we need to add the special moves and the quests/trainers to provide those moves to you. At the moment you cannot use this function, but will be available in the future.

Other Enhancements and new features


Fixes
Title: Re: 0.6.1 Release!
Post by: TheAuthor on April 07, 2014, 10:16:55 am
Amazing work! Good job!  :D
Title: Re: 0.6.1 Release!
Post by: Bonifarzia on April 07, 2014, 11:45:31 am
Congratulations for this new release.
I am really looking forwards to exploring the new features that will be added over time!
Title: Re: 0.6.1 Release!
Post by: Illysia on April 07, 2014, 02:07:42 pm
Skill advancement: we're releasing one of the biggest changes in the gameplay of the last years: training a skill will now only happen through practice and there is no more the need for you to learn the theory from trainers. This means you'll be no longer required to go back and forth to the trainer to advance and you won't be required to spend Progression Points and money on it. Please note this is valid for Skills only (Blacksmithing, Sword, ...), but Stats (Agility, Intelligence, ...) continue to work as previously.

...

Natural Resources: Spawn locations of plants and plant parts have been reviewed and altered to improve visibility (some of them was  spawning out of the map or in places unreachable by players). We also changed the difficulty levels required to harvest, some plants and metals will be easier to mine while other more precious will stay as hard as they are. The spawn times has been increased while still keeping it short enough so harvesting points will be easily identifiable, this was done to encourage use of harvest and mining.
         
Harvesting/Mining/Fishing: now the harvested/mined resources' qualities will be handed out with 5 step quality increase (e.g. 50, 55, 60, 65, ...). You can now harvest Treestem Wood and White Oak Wood! Find the right spot and type /harvest wood. Wood will be the main ingredient you need to craft bows and some wooden weapon parts.

...

Lockpicking: We added lockpicking as a new skill in game. We are working our way to make it fun and usable. Should be available shortly. You can use lockpicking to lock and unlock boxes. Locks have a strength which can be opened by equivalent skill rank.

Congratz. I'm impressed with the changes.
Title: Re: 0.6.1 Release!
Post by: steuben on April 07, 2014, 08:29:28 pm
yeah... but will it compile?
Title: Re: 0.6.1 Release!
Post by: Rigwyn on April 10, 2014, 04:22:19 pm
Quote
         
Skill advancement: we're releasing one of the biggest changes in the gameplay of the last years: training a skill will now only happen through practice and there is no more the need for you to learn the theory from trainers. This means you'll be no longer required to go back and forth to the trainer to advance and you won't be required to spend Progression Points and money on it. Please note this is valid for Skills only (Blacksmithing, Sword, ...), but Stats (Agility, Intelligence, ...) continue to work as previously.
         

This is awesome. It makes advancement far more natural and eliminates a huge inconvenience.
Title: Re: 0.6.1 Release!
Post by: Tontow on April 11, 2014, 10:33:37 am
Added lock picking or just gave it a use?

I seem to recall being able to try to pick some locks way back when.
Title: Re: 0.6.1 Release!
Post by: bilbous on April 11, 2014, 03:46:25 pm
they made the treasure chests locked and pickable with 10 skill or some such. there does not yet seem to be a way to get your skill that high as failure is unrewarded.
Title: Re: 0.6.1 Release!
Post by: Venalan on April 11, 2014, 04:42:59 pm
As it stands on the production server lockpicking was released in a state that was basically totally broken. You can for example attempt unlocking a lock as fast as you could click and have an unlock attempt complete every second or so which all would give training on a level 0 lock. Thankfully there are no level 0 locks in game or with the new 'learn as you go training' people would max it in no time at all. There have now been server side fixes for the stacking of the attempts and there are new level 0 locked items ready to go. I suspect these will come out with the settings release, but at the moment I have no idea when that will happen.