1 December 2013 - 2.2.12

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1 December 2013 - 2.2.12

Post by Development »

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

1 - When GRACE is active, an additional message will be displayed as part of the output from the DEATHS command.

2 - Resolved a number of long-standing issues with the way incoming data is handled at the socket level:
  • A - Issuing a return with no other text should no longer result in blocking the subsequent command until a second subsequent command is issued.

    B - Long commands should now be appropriately truncated rather than split into separate commands.

    C - Incoming data received faster than it can be processed should no longer overwrite previously received but incomplete data.

    D - Removed some superfluous triple-buffering which could, at times, becoming out of sync with incomplete data received and incoming data to be processed.
3 - When picking up gold, the amount picked up is now displayed and the character name is displayed in green rather than cyan to be consistent with the gold drop change.

4 - When idle, notification that your character has been set afk will now only be displayed if your character is not already afk.

5 - The magic level of a character's fists will now show up in the STATS command.

6 - Dragon Kin characters will no longer start with items equipped. This change is retroactive.

7 - Bleeding no longer prevents regeneration of HP or SP on pulse, but is instead reduced based on the impairment(s).

8 - HP and SP are no longer regenerated if the character is guarded.

9 - Members of the Monks' Guild cannot fully regenerate SPs if they are either bleeding or poisoned.

10 - Only aggressive monsters or enforcers (for outlaws) will block exits that monsters can block.

11 - When healing another player, show whether or not they will need additional healing.

12 - Bleeding damage and poison damage will now appropriately checking for magic armor and berserker rage.

13 - The GUARD command and functionality has been redesigned:
  • A - Characters now have a chance to be staggered while guarding another player, with the chance increasing based on accumulated damage. The fighter class receives a reduction in the rate of this increase.

    B - Once staggered, guarding is broken and the player is unable to guard for a period of time until recovered. The fighter class has a reduced recovery time from stagger.

    C - After a period of time, if the player has not been staggered due to increasing damage, the chance to stagger will be reset. The fighter class receives a reduced duration before chance reset.

    D - The rate at which stagger chance increases is inversely proportional to player level.
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