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Ultima Adventures - Based on Ultima Odyssey June 09

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Djeryv

Squire
Oct 2, 2014
221
98
43
Moved On...
Shard Name
Ultima Odyssey
Sure. Let's pick it apart with your information here...

int nCap = (int)(from.Skills.Cap/100);
e.g. 100,000 / 100 = 1000 nCap is 1000

if ( nCap > 100 ){ nCap = 100; }
so nCap = 100 nCap is set back to 100

int nTotal = from.SkillsTotal;
e.g. ntotal = 3000 This shows me that the character has 300 skills gained so far

if ( nTotal > (nCap*100) ){ nTotal = nCap*100; }
e.g. if (3000 > (100*100 // e.g. 10,000) // does not apply here, 3000 is lower than 10000 Correct

int nSkills = nTotal / nCap;
e.g. nskills = 3000 / 100

or = 30 Correct

So this "30" nSkills value gets passed to the NPC creation part like in this one...

new HenchmanMonster( HenchBody, nMounted, nSkills, nStats, HenchWeaponID, HenchShieldID );

So when the NPC is created, they will have a 30 in every skill they are assigned.

The stat cap does not have this property in the code, however, but I don't think you can max that up too high where it would break anything.
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I just made a henchman to confirm, and their stats also calculated with the player character. A balron just killed them. Let me try one of your tests you proposed.
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Ok, I tried one of your tests and the henchman has the skills they should have...even with a 100,000 skill cap. So the math in the code is correct. Now I gave him 100 bandages so with his 100 healing he is taking the damage from the balron...but he is slowly killing the balron and not an all out slaughter like you described. To be fair, the henchman is killing the balron as fast as my 10,000 skill cap character would...but I see the healing being quick with those bandages.
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Funny. I use the Magic Resist skill to determine healing skill. It doesn't affect the outcome, but I am trying to remember why I did it that way.
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So it looks like the bandage thing should be scaled back like you mentioned. Let me look at the bandage rates online to see what the range is.
 
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Gadget2013

Squire
Jun 13, 2014
145
50
28
36
Yeah, I agree with Djeryv's calculations here, this part of code won't make the henchman's skills go above 100 :) In my understanding, at least (though I admit I can be wrong), the reason why henchmen can feel somewhat overpowered at times is because they can instantly heal themselves when they have bandages, and they can have as many bandages as you can feed them (I have two henchmen with 6000+ bandages in my current unmodded Odyssey playthrough, it's basically a lifetime supply for them, hehe :) ). It's somewhat easy to find a huge bolt of cloth in the dungeon (like, 50x), cut it, and give all the bandages (how ever many can come out of that - 3000, 5000, etc.) to your henchman. They can still die - I've seen them taken out relatively easily by those late game boss characters like huge wyrms and whatnot - but they would need to be one-shot or something like that, or at least hit very quickly and very hard in quick succession before they have a chance to heal back using a bandage. Other than that, I don't think I've had an issue with them having too high skill values or anything like that.
 

Finaltwist

Squire
Sep 7, 2019
345
94
43
Sure. Let's pick it apart with your information here...

int nCap = (int)(from.Skills.Cap/100);
e.g. 100,000 / 100 = 1000 nCap is 1000

if ( nCap > 100 ){ nCap = 100; }
so nCap = 100 nCap is set back to 100

int nTotal = from.SkillsTotal;
e.g. ntotal = 3000 This shows me that the character has 300 skills gained so far

if ( nTotal > (nCap*100) ){ nTotal = nCap*100; }
e.g. if (3000 > (100*100 // e.g. 10,000) // does not apply here, 3000 is lower than 10000 Correct

int nSkills = nTotal / nCap;
e.g. nskills = 3000 / 100

or = 30 Correct

So this "30" nSkills value gets passed to the NPC creation part like in this one...

new HenchmanMonster( HenchBody, nMounted, nSkills, nStats, HenchWeaponID, HenchShieldID );

So when the NPC is created, they will have a 30 in every skill they are assigned.


The stat cap does not have this property in the code, however, but I don't think you can max that up too high where it would break anything.
Post automatically merged:

I just made a henchman to confirm, and their stats also calculated with the player character. A balron just killed them. Let me try one of your tests you proposed.
Post automatically merged:

Ok, I tried one of your tests and the henchman has the skills they should have...even with a 100,000 skill cap. So the math in the code is correct. Now I gave him 100 bandages so with his 100 healing he is taking the damage from the balron...but he is slowly killing the balron and not an all out slaughter like you described. To be fair, the henchman is killing the balron as fast as my 10,000 skill cap character would...but I see the healing being quick with those bandages.
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Funny. I use the Magic Resist skill to determine healing skill. It doesn't affect the outcome, but I am trying to remember why I did it that way.
exactly... that doesn't seem off to you? that a char with 7x gm skills and a few 60-70's skills with a total of 3000 could only have a henchmen with 30 skills? the system works find the way odyssey was, but if the skillcap goes up considerably then it then becomes impossible to have a henchman with usable skills.

Thanks for taking the time djeryv, always appreciated.

also, i gave them healing skill for healing - my guess is you did that for wizard/etc.

you should really implement the bandage timer though... healing like they did very quickly was a bit off...

My reasoning: if you want an OP helper, you should take the time to train it and it shouldn't be as easy as double clicking a helmet in an inn with a maxed out character. e.g. a set of 2 drakes trained to 90's skills can't take on a dragon on their own (and they use 4 control slots!), whereas a henchmen could. Just seemed unbalanced to me.

here are the changes we did. i don't take credit for all the coding, i had help.
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glad to see constructive discussion on how to improve the systems in the game :)
 

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Djeryv

Squire
Oct 2, 2014
221
98
43
Moved On...
Shard Name
Ultima Odyssey
exactly... that doesn't seem off to you? that a char with 7x gm skills and a few 60-70's skills with a total of 3000 could only have a henchmen with 30 skills? the system works find the way odyssey was, but if the skillcap goes up considerably then it then becomes impossible to have a henchman with usable skills.
I think you are confusing the numbers. 3000 skill points in the code means 300 skill points in the game. WizardTim mentioned this part. So if your character only has this...

Swords 100
Tactics 100
Healing 100

Then the henchman will have 30 skill points for each skill. Yes...that looks "off" but the game doesn't work that way. Nobody just has a character with 3 skills set at 100. They have other skills like Focus, Meditation, Anatomy...stuff like that. Once they GM 10 skills (which is 10,000 points in the code and 1,000 in the game), then their henchman will have 100 skill points for each skill...which is the max a henchman can get from the code shown.
 

Finaltwist

Squire
Sep 7, 2019
345
94
43
yeah, i set it to be based on stats only, that way it takes away the whole issue. if i got something wrong i'm glad to know it.

but the real OP issue is the healing (bandages per gadget above) and how often its called on. also, as they get stronger, they should be more control slots to be fair and all....
 

Djeryv

Squire
Oct 2, 2014
221
98
43
Moved On...
Shard Name
Ultima Odyssey
yeah, i set it to be based on stats only, that way it takes away the whole issue. if i got something wrong i'm glad to know it.

but the real OP issue is the healing (bandages per gadget above) and how often its called on. also, as they get stronger, they should be more control slots to be fair and all....
You are only allowed 2 henchman at a time.
 
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Finaltwist

Squire
Sep 7, 2019
345
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just preferences at this point - i considered it too op to have an instantaneous super levelled pet without having to train it any. we've added the squires system in parallel to henchmen, they have a lot more functions and require a bit more work to train up/equip.

differences are what makes the world stronger, so i'm happy if you want to keep as is, i'm not looking to discredit odyssey in any way, just improving it how i think best.

:D
 

Finaltwist

Squire
Sep 7, 2019
345
94
43
I'm glad to see that djeryv implemented a way for bandaging henchmen to be delayed and limited, as they were really too OP as it was... i like his implementation, however will be keeping ours, even though it uses a timer.

On a side note, we have a major project going on in the side with some players of the server - one of the players is working on a casino room addition to the inn, and we will be adding all sorts of gambling games (poker, etc) and even a chicken fighting betting system. excited for this change i think it will be a great addition to the game.

I am also working on major map changes (long work) to bring in some features from the UO outlands map. this means new art (they have really amazing custom art like large one-item trees, new statues, floors, etc. I think this will really help the server. its long work so will take a week or so.

Again, if anyone wants to play the game without having to worry about updating, join us on the server! just download the june09 client and bob's your uncle.
 
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Finaltwist

Squire
Sep 7, 2019
345
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latest changelog for the server (to let everyone know what we're working on)

June 11
- Mages now sell a special item: Linked Gates!! These two gates will allow you to move freely (without penalty) between each other, but are only effective within a facet/world. They are sold at mage vendors.
- All Guild vendors now sell MUCH higher quantities of goods... ingots, cloth, regs, you name it. you need to be a memeber of that guild to buy from the guildmaster vendor... but it might be worth it! Select items are also cheaper at the guildmaster.
- reduced the gaining rate of focus/mediation by a factor of 4. was way to fast before.
- fixed issue where classicuo would show a notile for a brazier that was not lit.
- persons who are over 90% in hunger and thirst will receive a 10% well fed bonus to skill gain chances
- tamables who are trained over level 25 will now have a chance to lower their control slot rquirement by 1 control slot (as long as it is above 2), and all tamables who reach level 50 will loose a control slot requirement. Training and breeding a tamable to level 50 is very difficult, however if someone spends this much time with a tamable they will find that controlling them is much easier.
- introduced monster nests, these items spawn enemies until they are destroyed- will start populating them around the lands and add a different mechanic to the way dungeons work.
- skillgain was a bit too easy, so tweaked the skill gain factor for a few skills to adjust the rate of gain.
 
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Finaltwist

Squire
Sep 7, 2019
345
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June 14
- thanks to some amazing constructive and positive feedback given by WizardTim, we have now made it so any style of play will have unlimited skillcap. Thanks for bringing that to our attention WizardTim!
 

Finaltwist

Squire
Sep 7, 2019
345
94
43
i always felt the underworld was a bit empty, its just a big area with spawn... and i always loved the OSI termur... so with this in mind
1592325649040.png

we will be porting the spawners / npc's etc from the old underworld to termur, as well as adding completely new mobs and quests.
this will take some time, but in the end we will have a much more detailed map and a lot more content added in.
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You remind me of a school child laughing at other children's project in class wizardtim.
It's a valid tactic to bring others down and spit on someone else's project, if you're 8 or 9 years old.

:\
 
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Finaltwist

Squire
Sep 7, 2019
345
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- The animal broker can now appraise a pet's value and purchase pets based on a complex calculation that takes into account a pet's maxdamage, resistances, stats, hits, tamingskill required and control slots required. youc an use this to compare two of the same types of pets against each other. required some complex math, Wizardtim would be proud of me.

equation is now
double resistances = ( ((double)pet.PoisonResistSeed + (double)pet.PhysicalResistanceSeed + (double)pet.FireResistSeed + (double)pet.ColdResistSeed + (double)pet.EnergyResistSeed) / 350.0 );

double petprice = ( ( ( ( (pet.RawStr + pet.RawDex + pet.RawInt + pet.HitsMax) * pet.DamageMax) / 10 ) * (pet.ControlSlots / 1.25) * ( pet.MinTameSkill / 100 ) * resistances ) / 1.35 );
 

green

Citizen
Oct 18, 2018
5
1
3
35
While dawn of uo/ odyssey is indeed a classic masterpiece, and there is no doubt it's existence has pushed ahead the bounds of what many have ever thought was possible (code/technology wise) ... as a community of uo loving brittanians we have the responsibility to keep progressing this tech and code and adding on to the story(s), quests, ect. In a meaningful way. Having said all that, many thanks to the creator and his friends for the many years of playtesting and development, as well as many thanks to the dev's,admins,the players, and everyone who continues to contribute to our community in anyway. My appeal is to everyone with a voice or a good thought to improve uo, and odyssey... speak up and be heard. I for one have many ideas and have seen many additions to the code that could perhaps benefit OUR OVERALL ODYSSEY!!!!! , may almighty God watch over you all and keep you close ,wherever you may journey and through all your endeavours. greenman/mibhunter- over
 
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helton

Citizen
Oct 25, 2018
5
2
3
29
The one bad thing that this project did is that I can't find the energy to play on freeshards anymore because this is a lot more fun. Hope it keeps being updated for a long time!
 
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Finaltwist

Squire
Sep 7, 2019
345
94
43
Hey Helton! I'm gonna be a broken record: join us on our server!

The server has TONS of updated things, i just added 500+ items which ill be adding to the loot tables soon. just did a major revamp of widow's keep and i try and add lore to the server based on what the players are doing. for example, a player went to the pit and killed all the reds... so the reds trained up and put a statue commemorating the massacre.

I just received a new verison of the gauntlet too which i am busy adding this morning. the server is the place to be my friend - all changes will be reflected offline, but i'm keeping offline updates to once a month.

Also, we have a discord where we talk about adventures, i can send invite
 

Finaltwist

Squire
Sep 7, 2019
345
94
43
wizardtim had the wonderful thought of rating this resource one out of 5 stars. anyone who is using it and enjoying it might also want to leave a rating ... :D
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discord invite sent privately!