Ultima Odyssey

Ultima Odyssey 2020-06-23

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Both CLIENT and SERVER have been updated

Fixed some graphics for reagents
Added new items to represent crates of reagents
Fixed a crash issue with monsters summoning other monsters
Removed all code and features for large containers
--Players can use ClassicUO's container scaling option instead
Characters can dock boats as long as they have a key in the bank
Fixed a cargo hue color that was missing
Remove Section A from your settings.xml file as it is no longer required
Add Section B toward the end of your settings.xml file, just before </settings>
--Admins can now control if house deeds can be dyed to make standard houses those colors
--Admins can now limit players to the pre-defined homes and disallow custom housing
--These options are meant to ensure your world doesn't look horrible if players have a conflicting theme
--So you can avoid pink houses or custom houses that look terrible in your view of your game world
--Architect dialog adjusts to your settings so they don't say something to players that isn't true
Bone containers now have their own unique gump appearance
Random cooking adventurers have been added to the settlement atmosphere
Cargo of potions have a graphic now of potion bottles in a crate to match the color of the potions
When you pick up wands they will now warn you that you cannot use them if you have a weapon or pugilist gloves on your hands

SECTION A
Code:
// If true, this means that the players only use the ClassicUO client to play Ultima Odyssey and this setting should remain unchanged. The game has options for mounts and containers that work differently between the two types of client.
// This setting is here just in case we need to make the original client available for Ultima Odyssey, which then this would be set to false. Your players all need to use the same type of client, either original or ClassicUO.

<setting>true</setting>

SECTION B
Code:
// If true, this means that the players can dye construction contracts so their pre-designed home is entirely in that same color

<setting>true</setting>

// If true, then players can make use of the custom house system. Otherwise they can only purchase the pre-built classic houses

<setting>true</setting>
Both CLIENT and SERVER have been updated. You should update to get rid of the newly discovered crash bug.

Fixed a few citizen spawns
Fixed a crash bug when generating random treasure in containers
Added two new small log cabins for purchase
Warrior guild members can now buy (ethereal-style) warhorses similar to paladins and necromancers
Larger patch included that adds more atmosphere to towns
Random adventurers may be mining, lumberjacking, or fishing
Random adventurers may be smithing, smelting, brewing, or cutting logs
Random adventurers may be fighting each other, dummies, or archery buttes
Random adventurers may be casting random spells
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I sometimes log into the world as my admin account and just do a tour around. During these moments, I find issues that bother me so I make an effort to correct them. They fall into a few categories:

- Map errors.
- Construction errors like hues or missing pieces to buildings and such.
- Clothing gumps that don't look quite right.
- Spell animations that are a bit off or could use improvement.
- Spawners that are not set exactly how I want.
- Dialog spoken that has grammar errors.

Sometimes I find some new clothing to add to the game, or additions to game to try and reduce burden like spinning up all of the cloth at once or walking over arrows to pick them up. Today's update is a combination of issues like this that I ran into while playing. This is one of those updates that are inconsequential to the function of the game, because they fix mainly cosmetic elements and nothing much mechanical. I have to tend to these discoveries as they will simply bother me as I play, and I want the core game to be the best it can be with the attention of detail it deserves.

So this is an update for both client and server. Don't feel rushed to get it as I haven't found a glitch that it covers. It simply makes the game work and look a bit better.
Some of the same text put here since this update is close to the other one...

Both CLIENT and SERVER have been updated

Fixed a glitch with teleport traps while in Skara Brae
Added tavern tables for sale by bar and tavern keepers
Place in your home to have chatting adventurers
Increased spell visuals for monsters
Fixed some vendor spawn locations that were too close together
Tweaked some monster bard effects
Tweaked elemental forges to have a specific color instead of random
Added some citizen chatter
A bunch of smaller fixes and tweaks
Some container fixes for switching between the various size options between the game settings and ClassicUO
Some spell visuals for monsters have been tweaked
There is now a way to ride regular dragons
Some of the new shirts added had their layers fixed
Wooden armor has a more rustic look than plate armor
Lumberjacking no longer spams you messages about axes being worn
Crafters now make 2 shafts or kindling per log
Kindling weighs less
You can now pickup ammo by walking over it
Magic speed will no longer nullify in public regions
A new log mansion/castle added to the house list
Fixed a glitch with looting own corpse (gathering belongings) placing items in the wrong spot in the backpack
Fixed some robes to match the hues of the animations to the gumps
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Both CLIENT and SERVER have been updated

Fixed a glitch with teleport traps while in Skara Brae
Added tavern tables for sale by bar and tavern keepers
Place in your home to have chatting adventurers
Increased spell visuals for monsters
Fixed some vendor spawn locations that were too close together
Tweaked some monster bard effects
Tweaked elemental forges to have a specific color instead of random
Added some citizen chatter
A bunch of smaller fixes and tweaks
Added more clothing
Added more platemail arm appearances
Added barbaric sashes for scant appearances
Added barbaric boots
Added dwarven forges
Changed appearance of most runic tools
Added new holiday trees
Small chances that holiday and halloween deco is for sale on priests, holy mages, witches, and necromancers during the entire year
- They are still readily available during October and December
Added more pumpkin and jack-o-lantern types to vendors and cooking skills that carve them
Added bar cabinets for storage
- Can also be crafted by carpenters
More shrines added to villages to aid in karma locks and gold tithing
Random abandoned wagons may appear in the land
Option in the HELP > SETTINGS section to set a custom title for your character if they don't want to use the auto-in-game ones
- Must be enabled by the admin as this is optional for help with multiplayer environments with players with no sense of fantasy name style
- If you think your players will abuse it, you can disable the system entirely to use the standard titles only

* Change the rule in settings.xml (between lines 217 and 220) to reflect the information shown below
* It was once just a setting for the new mounts but now it reflects the client type being used by players
* and allows me to show you settings that pertain to a particular client.

Code:
// If true, this means that the players only use the ClassicUO client to play Ultima Odyssey and this setting should remain unchanged. The game has options for mounts and containers that work differently between the two types of client.
// This setting is here just in case we need to make the original client available for Ultima Odyssey, which then this would be set to false. Your players all need to use the same type of client, either original or ClassicUO.

<setting>true</setting>
* Add the below settings to the end of your settings.xml file
Code:
// If true, then characters on mounts will dismount when they enter a player character's home. They should mount their steed again when they leave.

<setting>true</setting>

// If true, then characters will be able to set a custom title for their character in the HELP section.

<setting>true</setting>
This update is only after the previous update yesterday on July 8th, but I am going to do it anyway because I found annoyances with the look of partial hued metal chests that I just can't get over so I changed them back to full hue. I also had to fix an issue with guards on horses and their light source appearing as a window light source. There was also some magic sparkle graphics that needed to be fixed for a long time.

The recent chats about night sight issues got me thinking a bit about the function. Long ago (in original UO), skills like taste id would be needed to tell what a potion was or whether a loaf of bread was poisoned. After some time, the skill became useless as the reasons it was used was removed from the game system. Potions no longer needed to be identified and nobody would take a random loaf of bread from somebody. Night sight had its place, but client assistants like Razor make it a moot point in terms of game mechanics. Simply clicking a check box would make the entire dungeon light up as bright as can be. This not only made night site items pointless, but also the potion and spell that went along with it.

In an attempt to salvage the night sight property, I decided to have it provide a separate 5% bonus check to find things like traps, hidden treasure, or secret doors. It will do this additional 5% check if a Detect Hidden skill check fails. One needs to use the detect hidden skill in order to take advantage of this bonus check, or walk over a potential spot for hidden treasure...so I updated the gump window (describing what skills do) to talk about the night sight property in the detect hidden skill description. It mentions the 2 potions and 2 spells that give night sight ability for further clarification.

In my personal game, I use the light levels "as is" as I enjoy the look of the world with the ambient light. I like the dark dungeons and how the villages light up with lamp posts...along with the fires as adventurers huddle around them to chat about recent adventures. Most players, however, will probably disable the light system so this change at least provides a mechanical use for night sight beyond the light level around you.
Both client and server were updated. Client was updated because the Savaged Empire map needed some fixing.

Put light levels back to EA-normal for night sight items. Players can control light levels in the client anyway.

Fixed areas where guards in towers were able to ride horses.

Tamed creatures that run fast to keep up with tamers now have speed reduced when released.

A trap situation now checks skill up to 125 instead of previously 100.

Once a character gets an Exodus core, they will only have a 10% chance in future slayings.
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Both client and server were updated.

Set Jedi to only require >=0 karma so when they make a laser sword they can still be a Jedi.

Fixed the fountain of life.

Fixed the reading of the settings.xml file.

There is a new setting at the bottom of the settings.xml file for new mounts and mount appearances.
-It takes advantage of the ClassicUO client capabilities to allow for mounts to appear as they are before being ridden.
-So an elder black bear will look the same when riding it...as an example.
-Before it would change to a different appearance due to the limitations of the original client.
-This also let me add more mount options to the game like manticores, pandas, zebras, basilisks, tigers, and axebeaks.
-This option only exists in case I need to introduce the original client back into availability.

There is a new setting at the bottom of the settings.xml file for dismounting when entering buildings.
-Defaulted to true, a character will dismount when they enter a building and mount the steed again when they leave.
-Unlike "no mount" regions like dungeons, public regions (bank, inn, etc) and such, this does not affect magical effects that make you run fast.

When using "no mount" regions and buildings, virtual/ethereal mounts will automatically remount just as creature mounts do.