ACEmulator Monthly Report – September 1, 2018 – October 1, 2018

ACEmulator / ACE:
7 authors have pushed 49 commits to master
249 files have changed
10,861 additions
4,963 deletions
View Pulse
Changelog

Notable Changes:

  • Improved landblock multithreading
  • Added more robust logic for animation timing while switching combat stances, for both players and creatures
  • Added randomized stack size variances to mob projectiles, based on WieldedTreasure tables
  • Usage of DateTime/PhysicsTimer cleaned up across the board
  • Improved timing for all monster animation transitions (combat stance, missile launches, spellcasting)
  • Improved monster timing / server animation sync
  • Added randomized variance to monster melee attack delay (0.5-2s)
  • Major refactoring to game code that uses SpellBase and Spell
  • Added complete Void Magic system w/ all spells
  • Added both server and client formulas for determining spell levels
  • Added proper spellcasting wind-up animations based on spell formula scarabs
  • Improved the spellcasting wind-up animations to use the exact animation timings
  • Improved the damage over time system
  • Added Damage Rating and Damage Resistance Rating to all damage formulas (physical and magic combat)
  • Added Dirty Fighting, Sneak Attack, and Recklessness skills to combat
  • Added weapon speed modifiers
  • Added accuracy modifier for missile weapons
  • Added missile launcher Elemental damage modifier
  • Additional chat channels added (admin, advocate, sentinel, fellow, patron, vassals, allegiance)
  • Added proficiency points / character points, and skills increasing through usage
  • Added TreasureWielded randomized armor/clothing for monsters
  • Implemented skill redistribution functionality
  • Added the ability for players to buy houses
  • Added the ability to place and save items on floor/wall/ceiling hooks
  • Added housing storage chests
  • Added house portals
  • Added secure trade system for players

 

  • Fixed a bug where monsters selected combat maneuvers that didn’t exist in their motion table
  • Fixed a bug where monsters would sometimes walk instead of run, when re-chasing targets
  • Fixed a bug where CreateObject network messages would be re-sent when monsters swapped inventory items
  • Fixed a bug where monsters would start moving while they were still transitioning from sleep->wakeup
  • Fixed a bug where projectiles wouldn’t trigger environment collisions for some objects
  • Fixed a bug where player’s trade status was not evaluated properly when entering combat
  • Fixed a bug that allowed players to pick up containers on the landscape that were being viewed by other players
  • Fixed a bug where picking up an open pack caused it to remain locked and unusable
  • Fixed a bug with player options not persisting on login

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.