ACEmulator / ACE:
5 authors have pushed 85 commits to master
312 files have changed
11,064 additions
4,275 deletions
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Changelog
Notable Changes:
- The emulator now has 100% of the player skills available!
- Added complete Summoning player skill system!
- Added full set of Essences. These are currently linking to existing monsters in the game
- Added support for monsters fighting other monsters
- Added support for different aggro profiles for mobs
- Added ACE.Adapter project for supporting Lifestoned json data importing
- Adding initial reload animation to atlatl combat
- Upgraded RecipeManager, added Tinkering and Imbues to crafting system
- Adding house portals / dungeons
- Added support for mansions
- Updated food consumables for spellcasting
- Improved healing other target distances and animations
- Improved item spell handling for NPKs and monsters
- Added skill checks for assess person / creature
- Added support for monsters using multistrike weapons (properly)
- Removed EdgeSlide property from monsters. Now they will jump down from ledges to chase the player
- Added complete PKLite system
- Added config option for PK-only servers
- Server admins can change the PK status of the server via /modifybool pk_server true|false
- Added hollow weapons, and unenchantable items
- Added house guest and storage permissions, open/closed, hook visibility, and boot system
- Improved monster AI for ranged spellcasting and sending alerts to nearby friends
- Monsters will now return to their starting positions if they wander too far away from home
- Added ‘Aura Other’ spells to 16PY-Patches
- Updated LootGenerationFactory with item updates
- Improved per-animation attack frame timing for players and monsters
- Added lifestone protection system
- Added instant updates to player health bar changes for selected target
- Adding sticky melee distance to charge attacks
- Added full PVP damage formulas / calculations for physical combat
- Improved corpse system, added /corpse, /permit, /consent
- Improved corpse looting permissions system – now adds player /permits
- Improved housing system
- Improved /tele <mapcoords> and minimap click teleporting
- Added SetMaxVitals to Player on level up
- Updated LootGenerationFactory for standardized RNG methods
- Improved resiliency for Command parser
- Added melee charging attacks
- Added CreateList to monster inventories
- Adjusted IsExhausted attack penalty to minimum power/accuracy bar, as per retail
- Re-adding physics initial update system
- Omitting spellbook from creature appraisal. This should avoid a lot of the spam with certain decal plugins
- Added spell component burning system
- Improved graceful handling for logout and session drops
- Improved network architecture for WAN connections
- Improved network security by using CRNG init vectors for the CRC stream ciphers
- Improved player logout, save, and session drop flows
- Fixing heritage group skill cost overrides during character creation
- Performance improvements from profiling
- Various improvements resulting from excessive load testing
- Added RNG treasure generation for loot chests
- Added PlayerManager architecture. This manages both online and offline players, and enables various subsystems to access data for offline players in a consistent manner
- Integrated Friends and Allegiance system with new PlayerManager
- Updated DATLoader to use base DatDatabase for loading Highres and Language data
- Improved DAT loader performance and memory usage
- Fixed an issue with /telepoi command
- Fixed PK death message broadcasts
- Fixed a bug where ServerPackets could be built with too many fragments, exceeding the MTU
- Fixed vendor prices for stacks. Players no longer get ripped off (as much)
- Fixed a bug where item buffs could be cast on monster-wielded items
- Fixed a bug where monsters could wield shield with bow equipped
- Fixed a bug where monsters could slash with non-slash weapons, and pierce with non-pierce weapons
- Fixed the elusive monster stuck / falling bug
- Fixed the elusive null position bug, once and for all
- Fixed some NPCs not returning to default MotionStance
- Fixed a bug with InboundMessageManager displaying the wrong opcodes for GameActionType
- Fixed a bug with some enchantments not being registered properly
- Fixed a bug where monsters were being incorrectly reported as ‘Killed by misadventure.’
- Fixed a bug with vendors not sending network updates
- Fixed a bug where server wasn’t reporting back to ThwargLauncher correctly
- Fixed corpse looting in vtank
- Fixed various issues with some objects not spawning properly
- Fixed a bug where Fellowship XP wasn’t being calculated correctly for some distances
- Fixed a bug where hooks/storage were not immediately available for player
- Fixed a walk / run movement speed bug in multiplayer
- Additional bug fixes for some objects not spawning in indoor environments
Is it playable now?
It’s certainly playable but there’s still a lot to do. You’ll need to compile the server yourself right now to be able to play, but we’ll eventually have releases that make it easy.