Search found 342 matches

by Eos
April 4th, 2020, 10:24 pm
Forum: Closed
Topic: Mounting pets in combat
Replies: 11
Views: 8159

Re: Mounting pets in combat

Your tests are correct Now We tell our pets to stay Remove skills Mount the pet Get dismounted When we run or teleport away The pet stays So now it won't follow We can't tell it to follow (no skills) We can't stand and wait out the dismount timer It won't engage in combat so we can mount it when we...
by Eos
April 4th, 2020, 7:35 pm
Forum: Closed
Topic: Mounting pets in combat
Replies: 11
Views: 8159

Re: Mounting pets in combat

OSI tests:

Fireball doesn't give the combat message:

Image

Punching (even though it missed) does give the combat message:

Image


(I do appreciate the testing and input. Their behavior is rather confusing.)
by Eos
April 4th, 2020, 7:21 pm
Forum: Closed
Topic: Mounting pets in combat
Replies: 11
Views: 8159

Re: Mounting pets in combat

In my tests I had another character do the fireball. The pet was ordered to stay, so it didn't fight back. In this case, a fireball from a distance will still let you mount instantly. In your tests, because you are so close and your fireball flagging starts combat, you begin punching, which does cou...
by Eos
April 4th, 2020, 3:13 pm
Forum: Closed
Topic: Mounting pets in combat
Replies: 11
Views: 8159

Mounting pets in combat

Continuation of: While the cu sidhe is actively pursuing the attacker (and the attacker remains visible and within range of the cu sidhe), attempts to mount it will fail, giving the system message "You can't get on a mount that's fighting". This occurs even if the cu sidhe gets stuck tryin...
by Eos
April 4th, 2020, 12:49 am
Forum: Shard News
Topic: Update April 3, 2020
Replies: 0
Views: 4678

Update April 3, 2020

The following changes have been made during server wars: Water barrels can now be chopped with an axe. Fixed character creation town selection for new clients. Added the "Retrieve" context menu to locked down items, can be used to release a lockdown and place it into your backpack in one g...
by Eos
April 3rd, 2020, 8:33 pm
Forum: Bug Reports
Topic: Bard Cool Down Timers
Replies: 11
Views: 9247

Re: Bard Cool Down Timers

Some complications: https://uo2.stratics.com/skill-guides/skills-and-professions/musicianship/6715-2/ Peacemake has a delay of 5 seconds following a successful attempt and 10 seconds following a failure. According to Stratics our delays are/were correct. 🤔 If this was a bug, perhaps, they probably d...
by Eos
April 3rd, 2020, 6:23 pm
Forum: Bug Reports
Topic: dispel fields
Replies: 5
Views: 2626

Re: dispel fields

Rogue Noob wrote: April 3rd, 2020, 5:46 pm the problem is when the gates dispelled you can still go through it it
This also works on OSI -- the end that still exists still lets you travel to where the dispelled moongate was originally. (This was also shown in the other thread, towards the end of the posted gif.)
by Eos
April 3rd, 2020, 6:19 pm
Forum: Bug Reports
Topic: Rege Mana
Replies: 10
Views: 6702

Re: Rege Mana

I performed some tests with server-side timers to keep the time (regenerating from 0 to 100 mana, with 120 meditation/focus): Mana Regen 18 Mana Regen 18 - 263ms per tick - 26,300ms theoretical regen Mana regen took 32,096ms Mana regen took 32,007ms Mana regen took 32,099ms Mana Regen 17 Mana Regen ...
by Eos
April 3rd, 2020, 2:21 pm
Forum: Bug Reports
Topic: Rege Mana
Replies: 10
Views: 6702

Re: Rege Mana

At 148 INT and 0 meditation/focus with 18 RM you should regenerate mana every ~435ms. At 17 RM this would be ~455ms. At 148 INT and 120 meditation/focus with 18 RM it should be every ~256ms. At 17 RM every ~263ms. How much mana are you regenerating? It is possible for server delays and regeneration ...
by Eos
April 3rd, 2020, 2:00 pm
Forum: Bug Reports
Topic: blocked tiles
Replies: 9
Views: 4237

Re: blocked tiles

It looks like OSI changed the map files slightly. See below: https://i.imgur.com/VjM7qft.gif We occasionally update the server map files to be in line with the latest UO clients, which is why this changed on Demise recently as well. Unfortunately this means that all runes marked on old locations tha...
by Eos
April 3rd, 2020, 1:07 pm
Forum: Bug Reports
Topic: blocked tiles
Replies: 9
Views: 4237

Re: blocked tiles

Runes marked for 1° 56' S, 52° 6' W seem to be working for me in both Felucca and Trammel. I see all runes to that location in runebooks on Demise go to the same X/Y/Z (582, 1646, -2), which is still correct (no map changes were made).

Is the rune still blocked for you?
by Eos
March 31st, 2020, 4:55 pm
Forum: Bug Reports
Topic: blocked tiles
Replies: 9
Views: 4237

Re: blocked tiles

What are the sextant coordinates displayed when you recall there? I will have a look in-game.
by Eos
March 31st, 2020, 12:02 pm
Forum: Bug Reports
Topic: Khaldun
Replies: 2
Views: 1799

Re: kHALDUN

It seems the tentacle spawn was turned off. 🤔

It is back now, along with its puzzle chests.
by Eos
March 31st, 2020, 11:42 am
Forum: Bug Reports
Topic: Slayer, Stack damage [mage+undead]
Replies: 5
Views: 2795

Re: Slayer, Stack damage [mage+undead]

i think this have work like Skill damage [anatomy, tactics and lumber for AXE bonus] they are not damage caped they are skills, here no cap Stats damage STR, here no cap honor damage, here no cap damage CAP = DI properity 100% [items] + slayer 100% [leaser 200%] + spell chivalry [EoO + Cons weap + ...
by Eos
March 31st, 2020, 9:52 am
Forum: Bug Reports
Topic: Slayer, Stack damage [mage+undead]
Replies: 5
Views: 2795

Re: Slayer, Stack damage [mage+undead]

I think it was an era specific issue. Would have to check uoguide history for the article to confirm or publish notes. http://www.uoguide.com/Slayer Until the Stygian Abyss expansion, all Slayers did double damage to applicable monsters. However, following that expansion, Lesser Slayers do triple d...