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