Gorgans Britannia Testing Hub

User Interface Updates

 * Light Theme (experimental)
 * Crafting Menu
 * UI  dragging & locking
 * Resource Counter
 * Character Settings (not client settings)
 * Healthbars
 * Hotbars
 * Button Bar
 * Notifications System
 * Todo

Bank & Stack Size Changes

 * Stack Size Limits
 * Total Items Tooltip
 * Bank Changes
 * Deposit Account
 * Speech Commands
 * Known Issues

Housing Changes

 * Placement
 * General

House Storage Changes

 * Lockdown/Secure Containers
 * Storage Limits

Testing

 * Bug Fixes
 * Known Issues

Pet Changes

 * Keeping Pets Safe
 * Lost Pet Recovery

Quick Travel Changes

 * Known Issues

New Mining Test is on Test Center for internal testing

 * Currently the only location setup for testing is in the mountain paths where we've setup a moongate to/from the Testing Hub/Housing Area
 * Mining no longer uses visual nodes, instead directly target the mountains like on UO
 * Payload set to 2 ore per successful dig
 * Removed ability to smelt Stone to Ingots
 * Ore will now stack at your feet if you are overloaded, and will add to existing stack at feet is already exists

On the Todo List

 * Stone mining is not currently implemented [TODO]
 * Mob spawning (elementals) is not yet implemented [TODO]
 * Prospecting is currently not implemented [TODO]

General Exceptions

 * Mining cannot be done while standing on a plot
 * Cannot target locations that have objects located at them
 * Must have line of sight to mountains

Things being discussed and/or worked on:

 * Metal rarity is currently the same everywhere, in the future will be expanded to have different chances based on location
 * Piles of ore on UO have different sizes, the big piles of ore smelt down to 2 ingots per 1 ore. currently we have 1 size of pile and it converts 1 ore to 1 ingot. We are currently looking to implement ore stack sizes (small, med, large) to accommodate this
 * Auto-Mining is implemented, which will loop mining until the vein is empty. First designed the routine to be just like UO, where you have to target by hand every dig, but thought it would detract from QOL to not re-implement auto-mining. This could also be discussed as an optional, obtainable feature, somehow.

Guild Changes & Alliances

 * Guild alliances added, currently only for chatting; see the alliance tab in guild menu, works similar to War
 * Using guildstone deed now uses the Speech Prompt (reply in chat) instead of the LOA scroll window that previously appeared

Hotfixes

 * Disabled the new Bank UI for now, thanks for testing it
 * Fixed issue with guildstone deed not being able to be used again immediately after failing to create guild
 * Changed it so you have to be near the guildstone to invite/recruit members
 * Fixed issue with Wild AI not being removed from pets being tamed/bought from vendors, including pack horse, causing issues with wandering and many other issues
 * Fixed issue with pack animal max weight not being calculated correctly
 * Fixed issue with dismounting while moving causing "Your mount is too fatigued"
 * Fixed issue with using G button or /guild command near another guildmate allows opening the Guild menu instead of being near the guildstone
 * Fixed issue with "paperdoll" appearing twice on player vendors [new vendors only]
 * Fixed banker showing "open my bank" twice in dialog window
 * Fixed issue with cases of max stack size being ignored when adding to existing stacks
 * Fixed issue with gold being half weight in bank
 * Fixed issue with a "coinpurse" being created in some cases, may apply to other stackables


 * Fixed issue with house door security option not showing in some cases
 * Fixed issue with name not being updated after Polymorph ends
 * Vendors should now stay put as long as you interact with them every 30 seconds
 * Added prevention from dropping items to pack animals healthbar (not supported at this time)
 * House 'Privacy Setting' re-enabled, and 'Public' required to place vendors
 * House sign corrected to proper artwork (need to replace house)


 * Fixed issue with pets not clearing their current target after being tamed, causing them to continue attacking owner/last-target after being tamed, even if owner yells stop
 * Fixed issue with effects like heal-over-time not falling off when pets are tamed, particularly the heal-over-time when mobs leash
 * Fixed issue with pets not de-registering from player record when the pet is released
 * Fixed issue with being able to manually add to stacks when it would put a container overweight
 * Added missing durability check to new mining method

Added 5/1
- Fixed issue with lumberjacking not working [again]

- Fixed issue with new-style blacksmith anvils not working for crafting

- Fixed issue with weird vendor AI behavior, and they will now abide by the prior change that prevents them from wandering while players interacts with them

- Fixed issue with Carpentry menu not opening

- Fixed issue with Smelting not detecting Britannia forges

- Added option to character settings in HUD/Interface -> Drag Buff Window, when enabled the Buff Icons window can be re-positioned and a handle for dragging will appear

- Fixed issue with healing time not updating on resource counter

- Optimized resource counter update timing, should be more fluid in some cases

- Removed the old Combat Log options in character settings, please use the Journal button now

Known Issues

 * Resource Counter may not refresh properly in some cases, please report what actions do not cause it to update properly when you would expect it to
 * Container max weight is not currently being calculated consistently in all places, we are working on this


 * Some vendors walk outside of the buildings; vendors are designed to only wander inside of their buildings, but we are working on resolving issues with building bounds not being detected properly
 * Sometimes corpse names get stuck off-screen, a relog is needed to resolve this, there is no known workaround
 * Window positions (healthbar, hotbars, etc) do not save their position when switchion regions. The only current workaround is to log out with the windows in their desired positions to have them saved.