ACEmulator / ACE:
12 authors have pushed 298 commits to master
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Changelog
Notable Changes:
- Merged fastcast branch into master: Advanced player movement and spellcasting techniques are now available
- Added Network improvements
- Added logging to HousePortal nulls
- Added magic absorption for missile/magic weapons
- Added some missing shield cantrips
- Added support for Overpower and OverpowerResist
- Added Additional checks for CombatMode
- Added support for neutral casters and missile launchers to be tailored onto weapons with DamageType
- Added support for PropertyBool.AffectsAis
- Added support for PropertyBool.AiImmobile
- Added support for PropertyBool.OpensAnyLock
- Added support for PropertyBool.PortalIgnoresPkAttackTimer
- Added support for monsters with PropertyBool.NonProjectileMagicImmune
- Added support for SpellSets for Items that don’t level
- Added support for luminance award on kills
- Added support for luminance sharing in fellowships
- Added luminance award message for quest turn-ins
- Added server option for Aetheria healing over time message color
- Added support for monster casting untargeted spells (ie. ring spells)
- Added item give sound local boadcasting to match retail
- Added item_dispel server config option to fix end of retail bug
- Added support for Dark Idol recipe DataId mods
- Added support for purging of deleted characters from database
- Added support to limit the number of accepted connections per IP Address
- Added DestinationType.Wield to corpse object selection
- Added different pickup animations based on source/target height
- Added /damagehistory developer command
- Added protection and logging for house basements w/ missing location data
- Added server option for create_list DestinationType.Wield items dropping to corpse
- Added T6 rares for two-handed weapons
- Added defense imbues to effective defense calculations
- Added valid skills hashset, check valid skills upon entering god mode
- Added support for WeaponMissileDefense and WeaponMagicDefense
- Added debug logging for failed player transitions
- Added some missing calls to allegiance house boot
- Added preliminary version of pickup busy state handling
- Added developer commands to test the loot generator
- Added /resist-info developer command
- Added player /config command
- Added /addenc command for content creators to add encounters
- Added support for RelativeDestination on portals
- Added support for emote branching with events
- Added support for Creature.QuestManager
- Added server option for adjusting quest timers
- Added support for ‘confirm use of rare gems’ player option
- Added server option to include viewer name in ‘container already opened’ message
- Added post-windup range check to spellcasting
- Added support for ‘FirstEnterWorldDone’ on players
- Added RecipeManager verifications for source and target usability flags
- Added lifestone_broadcast_death server option, clamping to local broadcast range
- Added PetClass commenting to SQLWriter
- Added missing function for physics @ plateau
- Added support for creeping mobs
- Added verify console commands for admins
- Added LootFactory simulator
- Added support for ‘no drop on death’ landblocks
- Added ShardDatabaseWithoutCaching
- Added support for dual-wielding mobs
- Added support for EmoteManager.CastSpell untargeted spell projectiles
- Added more EoR spells to Player_AllowedSpellIDs
- Added PurgeOrphanedBiotas
- Added verifications for RecipeManager
- Added CurrentLandblock checks to Slumlord
- Added checks for /verify-skill
- Added IsDead checks for magic casting
- Added verifications for DamageHistory.CheckInternal()
- Added fix-biota-emote-delay server console command
- Added PlayerFactory improvements
- Added PlayerManager GetOnlineCount() and GetOfflineCount()
- Added checks for IsDead
- Added ResistanceMod check to never go below 0
- Added rotation checks for EmoteType.Move
- Added verifications for ‘item in trade window’
- Added transferCap to both srcVital and destVital for life transfer spells
- Added pcap properties
- Added ManaConversionMod tweaks
- Added Minor math optimization for CRC verification
- Added support for standard and non-standard usage of %tqt and custom %CDtime
- Improved handling for monster spell.IsResistable
- Improved handling for attack sequences
- Improved monster position sync and corpse sync
- Improved /teledungeon name search
- Improved multithreaded landblock group ticking (non-physics)
- Improved accuracy for XP divvy
- Improved test loot generator commands
- Improved AI for missile combat mobs
- Improved RunRate handling for players
- Improved PK/PKLite top damager detection
- Improved handling for overages for house payments
- Improved speed for /import-json all content dev command
- Improved NaN handling for projectiles
- Improved monster combat maneuvers table
- Improved corpse positioning for creeping mobs
- Improved handling of json weenie metadata
- Improved usage of body part quadrants for physical attacks
- Improved /targetloc
- Improved handling of house permissions
- Improved magic defense and missile defense bonuses in loot generator
- Improved spell projectiles
- Improved raise attribute/vita/skill
- Improved scope for generator wipe conditions
- Updated EmoteType.AwardLuminance to use HeroXP64
- Updated ApproachVendor to track last spent alt-currency better
- Updated monster spellbook probabilities
- Updated Killed by misadventure conditions
- Updated Logging messages
- Updated test loot generator
- Updated setups for creature dressup
- Updated ACE.Adapter to support spawn maps
- Updated house storage chests to remain open while being viewed (no auto-close timer)
- Updated EmoteType.DeleteSelf
- Updated GameEventInscriptionResponse
- Updated DamageMod enchantments from multiplicative to additive (ie., Eye of the Hunter)
- Updated spell projectiles to use more spell / weenie data
- Updated AugmentationDevice to use WeenieErrorWithString
- Updated House.OnProperty() HasDungeon boot condition
- Updated /generatordump information
- Updated Pets and PetDevices for Summoning
- Updated Enlightenment vitality formula for max health
- Updated loot generator for missile and casting weapons to better match retail
- Updated EmoteManager AddDelaySeconds() only when > 0
- Updated drop rates in loot generator for better alignment to retail
- Updated Obsidian Chittick spines to do DamageType.Undef as per PY16 data
- Updated Move emotes to use default WalkRunThreshold
- Updated DoT ticks to match with retail heartbeats
- Updated target resistance check to use ItemSpellCraft when casting spells built into wands
- Updated Clutch of the Miser augmentation to not apply to PvP deaths
- Updated Lifespan to use RealTime instead of GameTime
- Updated NetherDotDamageRating to only apply to direct damage
- Updated Tailoring to not copy UIEffects to the destination item
- Fixed bug with pickup/merge into a full container
- Fixed some gaps with nested emote chains and EmoteManager.IsBusy
- Fixed a bug with material probability
- Fixed buy issue with AltCurrency Vendors
- Fixed monster idle emote update sync
- Fixed some gaps with PK logout timer
- Fixed a bug where atlatl/thrown weaps were using power instead of accuracy bar
- Fixed issue with EmoteType.Give handling stackable/nonstackable items
- Fixed a bug with player missile defense
- Fixed issue with opening empty hooks
- Fixed issue with AlternateSetup for certain non-human models
- Fixed issue with Umbraen Males and Female crown options
- Fixed Hook Visibility Control in Basements
- Fixed issue on Hook Appraisal
- Fixed some gaps for DST
- Fixed items that proc to cast untargeted spells
- Fixed CharacterOption enum to match PlayerOption ordering in acclient
- Fixed a bug where Critical Strike bonus wasn’t applying to life projectiles
- Fixed EmoteType.AwardLevelProportionalXP when Max64==0
- Fixed an issue with Sphere.FindPlacementPos
- Fixed generator respawn retries
- Fixed boost variance for life transfer spells
- Fixed mobs casting flame wave
- Fixed monster special attack fx
- Fixed caster damage modifier to use appropriate PvP modifier
- Fixed a bug that occurs when client sends only a cleartext CRC NAK
- Fixed armor tailoring intermediate kit TargetType
- Fixed scatter generators for Neftet plateaus
- Fixed an issue with loot generator creating melee weapons with overcapped damage
- Fixed client hourglass for applying encapsulated essence while in busy state
- Fixed some minor issues with AwardSkillXP emotes
- Fixed a possible system-dependent state crash in EnvCell constructor
- Fixed ThreadSafeTeleportOnDeath -> SetLifestoneProtection
- Fixed stance swap state thrashing
- Fixed 2 tailoring bugs
- Fixed death items for players < level 35 Fixed monster resleep -> wakeup cycle for combat mode
- Fixed /buff for life spells
- Fixed a double message bug for archers
- Fixed a NullReferenceException with CurrentMovementData.Invalid
- Fixed a DamageHistory static bug
- Fixed a NullReferenceException in EnchantmentManagerWithCaching
- Fixed a possible lockup in physical combat when repeat attacks is disabled
- Fixed spell IDs for CreateRandomScroll
- Fixed issues with nulls in EmoteManager.Replace
- Fixed issues with shield tailoring
- Fixed issues with CharacterExporter
- Fixed no-delay emotes to execute immediately
- Fixed issue with broadcasting incorrect RunRate for overburdened players
- Removed PKTimer for Bael’Zharon battles
- Removed non-retail vital regen cantrips
- Removed some incorrect log / chat messages for SpellComponentsRequired
- Removed Player.Rotate during looting that wasn’t in retail
- Removed a bugged rare crystal
- Removed unused pattern from CryptoSystem for slightly better performance
- Cleanup ActOnUse for Ammo and move to debug only alert
- Ensure that Impen spell is present on magical Covenant Armor
- Backported hotspot accuracy from PR 1991
- Refactored GetProjectileSpellType
- Updated /ungod resiliency
- Adjusted the way SpendCurrency spends currency
- Re-order operations in GiveObjectToNPC
- Adjust Split StackSize Checks
- Sync HouseHooksVisible to root house object
- Generate Random Faces for CreatureType.Empyrean NPCs
- Validate int data for GenerateNewFace
- Rebased SQL scripts, archived previous batch for legacy servers
- Turned on Guid Recycling
- Notify Generator of spawn failure for regen retry
- Ensure level 8 item self spells take precedence over level 8 item other spells
- Switch ThreadSafeRandom from lock to ThreadLocal
- Pre-validating EnvCell transitions
- Setting default CultureInfo to en_US
- Moved UpdatePlayerPhysics to Player_Tick.cs
- PlayScript cleanup
- ThreadSafeRandom cleanup
- Misc Housing Cleanup
- Ensuring HealingOverTime does not tick up health for dead creatures
- Moved ThreadSafeTeleport to WorldManager
- Handle special case for PKType deaths + Enduring Enchantment + DoTs
- WorldObject_Weapon / imbue refactoring
- Minimized DamageHistory.WeakReferences
- Send updates to Monarch ID over network
Thank you for your continued work on this. š
This is such an incredible effort and I sincerely appreciate all of your time!! This emu is amazing and Iām thoroughly enjoying it!!
Thank you! I just rejoined last night. The environment and community are amazing! Well done!
I’m a returning player from 10 years ago. I just recently got the game back up and running. So many great memories, I can’t appreciate whomever put the work in to keep the AC community alive. I am definitely addicted again!
Lovebattery – Former Solclaim Bow Hunter