Combat Overhaul Update 10

= *PREVIEW NOTES* =

General

 * Boss loot has been re-balanced.
 * Britannia loot tables have been updated.
 * Reagents are no longer consumable.
 * Detect Hidden now grants a passive chance to reveal hidden mobiles while the detective is moving.
 * Blank scrolls are now stocked by scribes in Britannia.
 * Empty Bottles are now stocked by provisioners in Britannia.
 * Various cooking ingredients can now be bought from Inn Keepers in Britannia.
 * Walls removed from loot and craft tables.

Crafting

 * A bonus to exceptional and slayer chances is now given by town bonuses.
 * Exceptional chance formula has been brought in line with traditional UO.
 * Exceptional equipment will now bear a marker's mark in the tooltip of the item.
 * Each crafting skill now has minimum success chances based on UO.
 * Re-balanced poor quality equipment formula.
 * Inscription recipes re-balanced.
 * Runebooks now crafted with UO style recipe.
 * Spellbooks now crafted with UO style recipe.
 * Crafting scrolls will now consume the proper amount of mana upon success.
 * Cooking recipes re-balanced.
 * Player crafted food now provides additional replenishment based on the difficulty of the recipe and the class of food.
 * Player crafted food will now provide longer lasting satisfaction based on the difficulty of the recipe and the class of food.
 * Blacksmithy recipes re-balanced.
 * Tailoring recipes re-balanced.
 * Bone armor is now craftabled by tailors.
 * Carpentry recipes re-balanced.
 * Cutting logs into boards will no longer provide skill gains.
 * Added Keg and barrel components to carpentry.
 * Black Staff and Club are now craftable by carpenters.
 * Blank Scrolls are no longer crafted.
 * Various carpentry recipes now have proper secondary craft skill requirements.
 * Tinkering recipes have been re-balanced.
 * Added UO style potion keg and components to tinkering.
 * Empty Bottles are no longer crafted.
 * Fletching recipes re-balanced.
 * Alchemy recipes re-balanced.
 * Intelligence potions are no longer craftable.
 * Potent potions have increased minimum success rates.

Combat

 * Weapons and armors have undergone another balance pass. (Weapon Sheet)
 * Archery weapons have had their variance reduced and baselines increased.
 * Staggering shot duration has been increased by 2 seconds.
 * Staggering shot now has a chance to knock the victim from their mount.
 * Duration of Paralyzing Blow has been reduced to 3 seconds from 4.
 * Slightly increased stamina damage derived from damage.
 * Toxicity cost of cure potions has been raised from 30 to 35.
 * Toxicity cost of heal potions has been raised from 60 to 70.
 * Additional visual cues have been added for tank abilities and buffs.

AI

 * Wild dragon's Fire Breath now has a chance to knock the victim off their mount.
 * Dragons will now leverage their spell libraries more efficiently and wild dragons have access to additional spells.
 * Spellcasting AI will now leverage the full range of spells with proper target priority.
 * Some monsters will prioritize targets based on distance and threat.

AI Bosses
Below is an overview of various new behaviors and features found in high level AI. This is a general list as not to spoil specific encounters.


 * A large overhaul of underlying AI has been done in addition to creating a new breed of AI specifically for Boss encounters.


 * Bosses have expanded spell capabilities.


 * Bosses have multiple threat management modes.
 * Bosses have the ability to coordinate and create additional AI based on conditions and the environment.
 * Bosses will share target priorities with their minions in some cases.
 * Bosses and some monsters will now leverage conditional dialog.
 * Some bosses have the ability to scale their difficulty upwards when faced with a large amount of aggressors.
 * Bosses have had an initial re-balancing of loot.
 * All of the bosses of covetous have become significantly more deadly and clever.
 * Additional boss behaviors will be enabled as events within Britannia unfold.

Spellcasting

 * Field spells have been revamped both visually and behavior-wise.
 * There is now a limit on the amount of active field spells within an area.
 * 1st circle Heal has had its variance increased.
 * 1st circle Heal has had its max heal slightly reduced.
 * Blade spirit visual revamped and AI improved.
 * Revamped AI and balancing for all summons.
 * Summon creature spell will now leverage Britannia mobs.
 * Repeatedly casting the same spell onto a mob will result in higher chances to fizzle the spell.
 * Chance penalty decays with time.
 * Using different spells will avoid fizzle chance penalty.

Skills

 * Skill gain chances have been re-balanced for every skill.
 * Players are now rewarded with better skill gain chances from active game-play.
 * There are now daily skill gain limits for each skill a character has.
 * Hunger now plays a role in skill and stat gains.
 * Stat gain chances have been re-balanced to be in line with traditional UO.
 * Each skill has been reworked to provide stat gain chances in line with traditional UO.
 * Town bonuses are now only applied to crafting skills.
 * Town bonuses have been increased.
 * Town bonuses are now properly confined to the extents of the town.
 * Crafting skills are no longer affected by housing plot.
 * The skill gain debug command has been removed.

Murderers (WIP Notes)
The existing murder penalties have been removed and replaced with the following systems.

Murder

 * Committing a murder will result in 1 short term and 1 long term count.
 * Multiple people participating in a murder will trigger a 10% chance for every player involved beyond the first to receive 2 counts each instead of 1.
 * Victims will have 24 hours to report a murder.
 * A murderer (red) has 5 or more short term counts.
 * Short term counts decay 1 every 72 hours in game.
 * Long term counts decay 1 every 72 hours in game.

Dungeons
A murderer who dies within a dungeon will receive the following restrictions:


 * IP wide restriction from entering that dungeon for 2 h.
 * IP wide restriction from entering any dungeon for 15 minutes.
 * Account wide restriction from doing hostile actions against innocent players in that dungeon for 1h + 1h per 10 long term counts.
 * Murderers cannot be resurrected within a dungeon.

Overland
A murderer who dies in Britannia overland will receive the following restrictions:


 * IP wide restriction from performing hostile actions against innocent players anywhere in the world besides dungeons for 2 hours
 * IP wide restriction from entering any dungeon for 15 minutes.

Resurrection Fees
Murderers will be subject to fees when attempting to resurrect.


 * 450 Gold for every Short Term Murder Count above 5 the player has.
 * 50 Gold for every Long Term Murder Count the player has
 * Upon resurrection, if a player's short term murder counts are more than 5 they will be reduced to 5.

Repenting
When paying resurrection fees, murderers can also decide to repent their ways. Repenting will clear your long term counts but place restrictions preventing hostile actions based on your IP.


 * IP wide restriction from performing hostile actions against innocent players anywhere in the world for 24 hours real world time, you do not have to be logged in on that character for the count to go down.
 * You will not be presented with the option to repent when resurrecting until all IP based restrictions have expired on that character.
 * Since reports can take up to 24h, note that you can still receive murder counts from old murders after repenting during the first 24h.
 * Repenting does not affect your short term counts and therefore you will still have to wait for those to decay to turn innocent again.

How does the murderer get their body back from the Dungeon if they get killed inside and can not come back in for 2 hours?
A) They don't.

For the non-aggression period, this just means they can't initiate PvP, but can receive it and counter-attack right?
A) Correct, they can not start any hostile actions but can defend themselves.

Do penalties trigger after the kill, or does it trigger on report?
A) Players have 24 hours to report a murder. If they do it will only add to your murder counts, all they can do is make you turn red if your short term count goes over 5. All the restrictions will trigger on death, before resurrection.

Does this mean you only need to kill a murderer once in the Dungeon in order to be safe from them?
A) Yes, you will have effectively removed them and all their accounts IP wide for 2 hours. Additionally they may have hostility restrictions that continue after their access restrictions have expired. This means that they can enter the dungeon but can not commit hostile actions against innocents unless attacked first.

There are ways around IP based restrictions aren't there?
A) Yes there are, but attempting to circumvent any murderer penalties is against our server rules. If you are caught doing this you will be jailed and your account(s) standing will be at risk.

I have a lot of murder counts already what am I supposed to do?
A) When this system goes live counts will be reset.

Whats the fastest way to not be a murderer anymore? 72 hours is way too long to wait in game for dozens of counts?
A) Die. This will reduce your short term counts to 5. Wait for all your IP based restrictions to expire. Resurrect and choose the option to repent. This will reset your long term counts to 0. You will now need to wait until your remaining short term counts decay.

Assets

 * Additional mobiles have been added to support revamped boss encounters.
 * Various tribal lizardmen variations added.
 * Spawn special effects added.

Performance

 * Field effects have been optimized on both client and server.
 * Optimized AI spellcaster behaviors.
 * Town vendors have had their AI optimized.
 * Optimized spawner performance.

Fixes

 * Fixed an issue causing defensive wrestling to not function properly.
 * Fixed an issue causing incorrect skill gain behavior for melee skills.
 * Fixed an issue causing magical weapons to be too accurate.
 * Fixed an issue with mobile initialization of town vendors.
 * Arrows generated from arrow recovery will now stack within a monster's backpack.
 * Fixed an issue causing monsters to spawn in unintended locations.