1 April 2014 - 2.3.0

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Development
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1 April 2014 - 2.3.0

Post by Development » March 9th, 2014, 10:03 pm

A new build has been deployed for Cosrin: A New Dawn.

1 - The limit on the number of distinct zones within the game has been increased from 100 to 1000.

2 - The apostrophe present in all guild names has been dropped. For example, the Fighters' Guild is now just the Fighters Guild.

3 - The Thief class has been renamed to Rogue.

4 - PSI points have been replaced with Adrenaline Points.

5 - Race and Class no longer determine maximum Adrenaline Points. Instead, all characters start with a maximum of 5.

6 - All characters start with an empty Adrenaline bar.

7 - Adrenaline Points are now transmitted as part of ansi extended mode.

8 - Resolved an issue which could cause players creating characters with a third-party client to be created with corrupted passwords.

9 - The ROLEPLAY command has been removed. Roleplaying points can no longer be awarded or received.

10 - Available and awarded roleplaying points will no longer be displayed in EXPERIENCE, SCORE, or STATS.

11 - The additional hit points, spell points, and build points previously granted based on roleplaying points is now "baked in" to the leveling process.

12 - Immortal favor or disfavor no longer has an impact on hit points, spell points, or build points when gaining a level.

13 - The message you receive when gaining a level has been adjusted to accommodate the roleplaying point changes.

14 - Characters may now only carry with them 10,000 gold per level. Once full, characters will be unable to pick up additional gold.

15 - When splitting gold with your party, any members whose split causes them to go over their maximum carrying capacity will have the extra gold automatically be deposited to his or her bank, carrying an additional 5% transaction fee.

16 - Corrected a typo when checking your gold and only having a single piece on hand.

17 - When gaining a level, the maximum amount of gold a character can carry is automatically increased.

18 - When adding gold to the guild treasury, you may now deposit up to the total sum of your gold on hand as well as any gold in your bank. There is no additional transaction fee for pulling funds from your bank in this manner.

19 - When taking gold from the guild treasury, any gold beyond what you can carry will be deposited to your character's bank account. There is no additional transaction fee for adding funds to your bank in this manner.

20 - When completing a quest that awards gold, any additional reward beyond what you can carry will be deposited to your character's bank account. There is no additional transaction fee for adding funds to your bank in this manner.

21 - When picking up gold from there ground, once you have reached your carrying capacity, you will be unable to pick up any more gold.

22 - It is now possible to make bets up to 500,000 gold each, for a total maximum bet per spin of 2,500,000 gold.

23 - Players can no longer withdraw gold from the bank when already carrying gold at capacity.

24 - When using stables, the gold necessary to put a mount in the stables can come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

25 - When using a service shop, the gold necessary to purchase the service can come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

26 - When using a spell shop, the gold necessary to scribe a spell can come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

27 - When using a skill shop, the gold necessary to learn a skill can come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

28 - It is not possible to pickpocket gold from creatures when already at carrying capacity for gold.

29 - When using an item shop, the gold necessary to purchase the item can come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

30 - When selling items to a shop, any additional gold made above what can be carried will be sent to the character's bank. There is no additional transaction fee for adding funds to your bank in this manner.

31 - When giving gold to another player via the PAY command, the gold may come from any combination of gold on hand or gold in a character's bank. There is no additional transaction fee for pulling funds from your bank in this manner.

32 - When receiving gold from another player via the PAY command, any additional gold beyond what your character can carry will be automatically transferred to your character's bank account, carrying an additional 5% transaction fee.

33 - Any character whose gold on hand was in excess of the maximum gold that can be carried based on his or her level has had all gold on hand deposited into the bank, with the usual 15% transaction fee and an additional 25% accounting fee.

34 - Killing creatures more than 49 levels below your character level will now reward decreasing amounts of gold.

35 - All characters were compared against a midline die roll for their specific race, class, and guild combination. Characters with stats below this point were given a portion of those stats immediately and given an opportunity to gain additional - up to the midline - via a secondary die roll.

Players who simply leveled before should find they have many more stats than before. Players who planned ahead and saved roleplay points previously may find they have a few additional stats. Players who meticulously coordinated their leveling efforts will likely find their stats unaffected.

Note: It is only possible for stats to increase or stay the same for this check - they will not be reduced.

Changes and discussion related to specific ticket items may be viewed here.
Any questions or comments regarding the engine should be submitted to the Development Team.

Any issues, bugs, requests, or ideas should be added to the Development Tracker

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