PlaneShift
Announcements => PlaneShift News and Rules => Topic started by: Talad on October 19, 2012, 10:05:16 am
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Greetings PlaneShifters! Today we present you a new release 0.5.9.2 (http://www.planeshift.it/download.html), with a number of juicy improvements.
Setting:
- Many quest scripts were improved to simplify their maintenance by developers
- Many new quest script commands were put into use to improve quests and quest progression
- The quality of items received in quest can now range up to Q300 and not just the default Q50
- All problems caused by miss-triggering of quest steps were fixed
- Some repeatable quests were improved to vary slightly from time to time when you start them
- The magic quest series were brought inline with the settings involved with them
- A total of 13 new settings lore books were released, now totaling 75
- Added new items sold by merchants (like carpets, furniture and containers)
Rules:
- Fixed bug on weapon modifiers calculation. Now multiple modifiers are stacked properly
- Added ability to identify rare/magical weapons (it requires a spell)
- Added a new spell to identify items
- Improved the comparison mechanisms used to evaluate the opponent in combat
- Added a "use" icon to the containers UI, this will avoid crafter to left click on the container mesh to trigger the transformation
- Added capability for NPCs to run scripts and for scripts to fire NPC perceptions. This will allow to develop a better and more interesting AI
- Added GM command for NPC in-game debugging
- Improved NPC tribes perception and reactions (this is another step toward the release of tribes in game in the next months)
Engine:
- Greatly improved the stability of the client (it may still crash at startup, in this case, just launch it again)
- The window to discuss with NPCs is now always in the background, making it much easier to use.
- Fixed scaling of monster models. Finally you will see them in the proper size and not default one
- Enabled creature sound system (first version). It will allow to have specific sounds for monster actions
- Updates to the navigation system for monster movement
Art/Sounds:
- Updates to spell effects
- Added effects to many crafting items (i.e. Alchemy stove, Enchanters)
- Improved sounds in guildhouses
- Updated effects on magical staves
Known bugs:
- A black bar may appear at the top of the window when running windowed mode. Lower the resolution from the launcher to fix it. We will publish a fix in the next days.
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Bravo! I am most excited about lore, but as always with new updates I look forward to greater stability and improved engine function. Great job guys, and keep up the good work.
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- Added a new spell to identify items
This looks very interesting... I hoped for quite a while that something like this will be available one day, yet I still had doubts it would happen any time soon. Maybe people will no longer hoard useless items and throw away the potentially most useful ones.
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Wasnt there one that already did that, just on a basic level? Dweomer somethin or another? Was a blue way glyph I have..
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Dweomer Detection, and yes, it's Blue Way
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The spell might not be as detailed as you hope, a little warning.
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The spell might not be as detailed as you hope, a little warning.
So long as it works better than Skyrim's "find your way" spell, I'm game xD
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I'm confused. I thought we were on 0.5.9.5. That's what my pslaunch says. And the last update I downloaded was already called 0.5.9.2.
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The spell might not be as detailed as you hope, a little warning.
Let us just hope it is more useful than in the old days ... "You discovered some magical properties" / "This item has no magical properties" ;)
A rough idea what a buff does without any quantifiers would really already help much.
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The spell might not be as detailed as you hope, a little warning.
Let us just hope it is more useful than in the old days ... "You discovered some magical properties" / "This item has no magical properties" ;)
A rough idea what a buff does without any quantifiers would really already help much.
quantity will be shown as well
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@ NoriMori:
You are not the only one being confused. There are several parallel version numbering sequences: The "game" (server) version, the client (executable) version, and the art / data files version.
Data files are probably updated more often than executables, so their version may be ahead of the official game version.
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@ NoriMori:
You are not the only one being confused. There are several parallel version numbering sequences: The "game" (server) version, the client (executable) version, and the art / data files version.
Data files are probably updated more often than executables, so their version may be ahead of the official game version.
Okay...but then there's also the fact that 0.5.9.2 was the name of the last file they put up for download... And the fact that I'm not seeing any of the changes they said they implemented in this update. I think my torrent application saw the same-named torrent file and was like, "Oh, I'll just give her that .dmg file from the last one". I'll try again.
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Patience.
Not all changes are immediately available after announcing them, they have to be published first as update patches, then possibly as new installer package (which will lead to different torrent files too, because the new installers will have different checksums).
So the first notice about new client content would be the launcher asking you to update. And new server content will be on the server without changing your client installation at all.
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The spell might not be as detailed as you hope, a little warning.
Let us just hope it is more useful than in the old days ... "You discovered some magical properties" / "This item has no magical properties" ;)
A rough idea what a buff does without any quantifiers would really already help much.
All I want is for Proteous to come back, give me two silverweave short swords again, and for me to examine them and be like "WHUGHAH!"
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Patience.
Not all changes are immediately available after announcing them, they have to be published first as update patches, then possibly as new installer package (which will lead to different torrent files too, because the new installers will have different checksums).
So the first notice about new client content would be the launcher asking you to update. And new server content will be on the server without changing your client installation at all.
Oh, I see.
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A little update.
The black bar bug which appeared with the latest release has been fix, if you were suffering from this bug then please run the launcher and it will detect and run an update applying the fix.
And don't forget to come along to the fair on the 17th!
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Thanks for the update!
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- Improved the comparison mechanisms used to evaluate the opponent in combat
This looks broken (http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=5831) to me.
I wonder once gain if the identification spells will be more useful in the future than they are right now.
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I tried this last night and found a few things that seemed to be broken - but it could just be my laptop - which is getting old.
The portal between broad 1 and 2 was pitch dark inside. The bf temple was pitch dark. In both cases, hitting f11 and f12 did not help. The seam between the road from the magic shop to the area outside hydlaa was barely visible - hitting f12 fixed this.
I noticed that when crossing seams ( map boundaries?) You get stuck on the ground and need to turn left or right a little to break free. I assume this is intentional. An example of this was the path from hydlaa plaza to east hydlaa.
I'll take another look tonight if time permits.
Also the old outlaws gh looks like its been replaced with a blank gh (same model as the rcd). If this has been wiped intentionally, I still have a key in my inventory- I'll gladly give it back.
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hey rig,
the portal problems you have, I've not had myself.
Getting stuck at the map portals is a bug that should have been fixed, I guess it is still lingering about.
The OL GH wrong map bug was introduced when the QuestNote update was added and has just been noticed (show how much you guys are using it :P ). All it needs is someone to adjust the AL to change the map name.
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/me nods at Rigwyn..
yes, always when you're on the map's stick (until your gfx cope loading the next one) ..quite new experience
pity!
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Rigwyn,
I have the same problem with the black portals between Ojaroad1 and Ojaroad2 and BDroad1 and BDroad2. Seems to be an issue with low shaders. Assuming this is the setting you're using, if you change the shaders to something other than low it seems to be fine, at least for me. This has been an issue for me prior to this update though.
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Thanks.. I do have shaders set to low and sound off in order to help conserve ram. With only 2 gigs, its somewhat of a need. I'll try tinkering some more when I have a chance.
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I get around the black corridor issue by using autorun. Zoom out and, autorun into the corridor. When you hit the wall in front of you that is the beginning of the first curve to the left, you'll know you've hit the wall by how the camera shifts. Once you hit that, turn very slightly to your left so that your character runs along the wall. Running along the wall is how you know you are still heading in the right direction. Eventually, you will cross the load point. Keep autorunning after you load the next map until you hit another wall then turn right. The is the curve right. You should be able to see the exit onto the next map then.
That method should work for any corridor and on either side of the corridor.
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You can always set your shaders to lowest if you're worried about ram, but I lost all my magic effects when I did that. Lesser of two evils for me. The autorun method works fairly well though if the blackness isn't too annoying for you.
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Yeah, lowest worked, but for the most part I'll keep them at some medium setting for the occasional screen shot.
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I noticed that when crossing seams ( map boundaries?) You get stuck on the ground and need to turn left or right a little to break free. I assume this is intentional. An example of this was the path from hydlaa plaza to east hydlaa.
That doesn't seem to be limited to map loading points (the ones with the loading screen) but also other map boundaries. Stopping the movement fixes this for me also without turning. Funny thing: If you have autowalk on, you'll walk on the spot.
I'm gonna request moonwalk for the next version...
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I usually jump over the boundary to avoid the effect. Also looks cool :)