ACEmulator / ACE:
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Changelog
Notable Changes:
- Improved Getting Started instructions in Readme
- Fixed GetDynamicObjectsByLandblock uint/int problem.
- Fixed spell IDs for Deception Self 7 / Salvaging Self 7 scrolls
- Fixed AL on loot-generated clothing
- Fixed a bug with negative skill #s and proficiency XP
- Fixed Secure Trade to confirm both parties have enough pack space/burden to accept all items before trade completes
- Fixed Chest.RegenOnClose issue with generators
- Fixed weapon tailoring
- Fixed house dungeon portal landblock detection
- Fixed a bug with IsBusy check for consumables – vtank no longer consumes too much food / drink!
- Fixed issues with Stack Split/Merge
- Fixed a bug with player giving equipped items to NPCs
- Fixed a bug with dispels only selecting the top layer
- Fixed a rare concurrency bug in PlayerManager
- Fixed some issues with chest regen
- Fixed recipe skill check for pre-MoA skills
- Fixed house hook items with emotes
- Fixed issue with finger command not showing correct account for character
- Fixed a rare bug with damage spikes
- Fixed an AllegianceUpdate packet parsing bug for TreeStats / Decal
- Fixed appraisal display for items with built-in defender spells
- Fixed Naughty Skeleton Kill Task NPC and mob emotes to match quest in DB
- Fixed concurrency issue in DelayAction
- Fixed extra pack slot aug
- Fixed ordering of enchantment masks on login
- Fixed a bug where summoned creatures would sometimes not spawn
- Added more logging info for player corpses
- Make sure corpses are saved if created indoors (dungeons)
- Added ResetSkill and Adjusted EmoteManager to use it for UntrainSkill
- Adjusted Decay for Corpses to ensure Inventory is loaded before decay is allowed to process
- Added percentages for jewelry slot drops
- Added Left-hand Tether and removal wcid and stub recipe for RecipeManager_New format
- Added Asheron’s Island entry portal in Eastham and Asheron’s Castle spawns
- Added Core Plating Integrator and stub recipe for RecipeManager_New format
- Updated ClothingBase of many Isparian weapons
- Updated TsysMutationData of 2 handed weapons
- Added wcids for Alchemical Throwing Phials and recipes to support those added so far
- Added Halls of Metos portal near Zaikhal
- Added database info for RenegadeGenerals.sql
- Improved Shard database indexing
- Added further stack exploit mitigation and logging
- Added QuestManager to Fellowship
- Added IsLocked to Fellowship
- Updated QuestManager to support Fellowships for basic quest stamping
- Updated Fellowship to support locking via emotes. Allow members who were in fellowship at time of lock to rejoin if they get booted from game
- Updated EmoteManager emotes: InqFellowQuest, LockFellow, StampFellowQuest, UpdateFellowQuest
- Swapped underlay colors for pierce/slash rends to match retail
- Moved MinimumTimeSincePk change upon PK death to occur before flag changes. This fixes issue with PKs recovering from death being able to attack other recovering PKs.
- Added /landblockstats command
- Improved InboundMessageManager network exception handling
- Improved Shard query performance when loading landblocks
- Added Dinnerware to Mundane lootgen
- Removed Mana Scarabs from lootgen
- Monster_Tick profiling additions
- Updated /listplayers to accept optional accesslevel parameter
- Updated Green Garnet salvage
- Apply position corrections for teleports using magic
- Adjusted Stack Split/Merge Handling
- Added vendor dupe prevention
- Adjustment to loot percentages
- Added optional assess creature mod w/ release formula
- Corrected properties on Overlord’s Sword
- Updated numerous creature loot tiers, as per wiki
- Added PhysicsObj.Destroy() on AddPhysicsObj failure
- Added ObjectMain.ServerObjects.Count to /serverstatus
- Added OnGeneration emote handling
- Updated fellowship death message
- Added item material to tinkering broadcast message
- Updated / consolidated spell assignment in loot generator
- Added support for lower armor reduction kit applied to leggings
- Excluded augs from SkillAlterationDevice spec count
- Change pickup for items to also count as destruction for generators to regenerate. (Branith’s Staff linked to a Linkable Monster Generator)
- Allow the few items incorrectly marked as “Treasure” and not “ContainTreasure” or “Contain” to appear on monster corpses.
- Improved / refactored Skill XP Rank increases
- Improved mem leakage by Generators
- Added more scrolls to loot generator
- Added some missing spells to drop as scrolls
- Updated Fellowship hashtables to match client order
- Moved Jack Of All Trades aug bonus from Skill.Base to Current
- Standardized spells and cantrips for armor pieces
- Cleaning up loot generator system
- Added support to ACE.Adapter to convert ACE weenies to LSD weenies
- Added emote tables for Summoning Mastery statues in Arwic
- Updated appearance for Summoning Mastery statues
- Added new spells and cantrips to loot generator
- Updated Heritage masteries to default masteries for retraining
- Updated object appraisal code to properly show Wield/Activation Requires lines
- Updated RecipeManager for Ivory. Recipe in DB already handles mod application correctly
- Improved trade system to work with additional Decal plugins
- Reclassify Shields as WeenieType.Generic and Updated ValidLocations, for those wcids without correct values for shields
- Change lvl 8 spell comps from Generic to Stackable
- Change some Jewelry items from Clothing to Generic
- Added the seven Geomancer summoning CombatPets
- Changed House Warning Messages filter
- Set HousePortal destinations based on data from database with fallback to SlumLord
- Init House from World DB if not found in Shard DB
- Added StartCooldown to EnchantmentManagerWithCaching
- Fixed GetFreeInventorySlots() counting packs and foci.
- Updated House SQL writer
- Updated CombatPet to not drop loot, not spawn things
- Removed Spells, Emotes from CombatPets
- Added Pet and CombatPet to IsCreature in WorldDatabase load function
- Always Allow ID for Pets
- Excluded combat pets from cleaving damage
- Added missing skills to /buff
- Changed RecipeManager.ModifyX to Fixed dye (and other) mods
- Reduce Entity Framework biota tracking to only Players. Other objects will be reattached when saved
- Release NetworkSession resources when a session drops
- Adjusted rare generation code to apply expected icon underlay if wrong or missing
- Adjusted corpse world entry to issue rare alert text/sound after corpse is spawned and not before
- Removed all properties from corpse assessment except those seen in pcaps
- Updated stack values for death items