Update: 17 Jan 2017 @ Noon ish

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,863
423
350
United Kingdom
Completed
  • Trap Rock :- Your worst Nightmare.
  • You will no longer go brown, in a fight area or attacking Brown/Red players.
  • Increased the money you get from Selling Regular Potions to the shop from 50% to 75%. This should make it more worth while taking pots from a PK.
  • Reduced the money you get from selling Benediction Oil, Oil Of Intensity and War God Oil
  • Guild Page should now scroll
  • Fixed a Lagging issue caused by new Flinch Mechanic (small Timing issue)
  • Improved Droprate of SpiderWeb (Now drops from TreePath//RMV)
  • Added Threads to ST Drop Files.
  • Ore drop rate increased.
  • MagicShield Damage reduction Reduced from 40%/50%/60%/70% to 20%/30%/40%/50%
  • FlashDash will now break hiding
  • FlashDash will now trigger firewall when moving onto it
  • ShouldDash will now trigger Firewall when moving onto it (Last Step)
  • Moonlight will now end if attacked. (Poison not included)
  • Vampirism Damage increased to players
  • FlameDisruptor Level 3 is now Level 42 Required (Was Level 40; this has been corrected)
  • All Normal Fox Items are Lv 40 Required.
  • All GreatFox Items are Lv 44 Required.
  • Red Orchid Bracelet changed
  • TwinDrakeBlade MP cost Reduced (Was slightly too high for my liking)
  • SunPotion and SunPotion(M) are now stackable like OldGinseng / Pots (to 5000)
  • SunPotion and SunPotion(M) drop Rate reduced to be more inline with OldGinseng.
  • Global Shout.



On the List Not Completed

  • SwiftFeet Cast Sound
  • Torch Breaking fails to update for others
  • Open Character Window when repairing.
  • Option to disable ! from starting chat. (effects PvP)
  • Option to disable Splitting stacks (effects PvP)
  • Big Map location indicator.
  • Fox Boss : - Warning, This will be.. Challenging
  • Buff duration low (Some form of indicator)
  • Item Linking for Chat
  • Ranking Filters/ Display Online UserCount.
  • Junk NPC.
  • Condense Permanent Buffs into one Icon
  • Reject All Whispers (Even though there is a Chat Filter)
  • Guild Names under Player Names
  • Attempt to resolve Ghost Lighting Top Left
  • Custom Item Colours for Items (Added and Rarity)
  • Correct Projectile/Arrow Rendering
  • Party Name Tags/Display
  • More Player configurations/Settings (Chat Colours, Sizes, Locations etc....)
  • Hunting Log Expansion (Undead // Living, TU, Tameable etc etc)
  • Add More stages to the Crafted Sets (Normal -> Hard -> Small -> Medium -> Large -> ExtraLarge)
  • Name Labels for leveled mobs.
  • Group Box Interface to handle new max Group Count.
  • HP//MP View change.
  • Location/Hunting Guide.
  • Dura Display
 
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Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,095
4
1,006
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Re: Update: 16 Jan 2017 @ 22:00 GMT

can see wizards tears!

Good job on the updates!
 

WelshSteel

Hallucination Critic
Dedicated Member
Dec 15, 2016
699
203
85
Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

Shield was always broken in pve, lvl 1 shield is fine for bosses and the new nerf will bring lvl 3 in line with that can't see a problem, kit options will be more interesting now too.

God i hope vamp has a purpose now btw ;p

- Another wiz
 

jordyb1991

Loyal Member
Loyal Member
Jan 13, 2017
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Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

What's the update with wizards I'm at work and don't understand
 

TheDayIDie

Banned
Banned
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Jul 29, 2011
4,071
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135
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Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

i felt really laggy earlier when leveling; first time since release. If effected by this then you should have done reboot tonight.

---------- Post Merged at 12:58 AM ---------- Previous Post was at 12:57 AM ----------

What's the update with wizards I'm at work and don't understand

....

MagicShield Damage reduction Reduced from 40%/50%/60%/70% to 20%/30%/40%/50%
 

jordyb1991

Loyal Member
Loyal Member
Jan 13, 2017
65
0
17
Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

Does that mean we take more damage now than we did before
 

littletao

Dedicated Member
Dedicated Member
May 2, 2013
403
1
44
Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

bring on the 2 days of trying to egt it lvl 3 witht the about of skill points need for it and for all they other spells bit of a **** about
 

Piff1

Legend
Veteran
Apr 17, 2015
2,895
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Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

20% is way to low... 31 is the levels you really need this spell 20% is pathetic, there are 3 wizz's that are 40+ and now it gets changed bit silly.
 

Geniusnoob

Dedicated Member
Dedicated Member
Apr 13, 2005
89
3
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Bucks UK
Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

20% is way to low... 31 is the levels you really need this spell 20% is pathetic, there are 3 wizz's that are 40+ and now it gets changed bit silly.

wizzes had to get high enough to see it needed nerfing... 50% is still a good shield
 

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
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Re: Update: 16 Jan 2017 @ 22:00 GMT DELAYED

20% is way to low... 31 is the levels you really need this spell 20% is pathetic, there are 3 wizz's that are 40+ and now it gets changed bit silly.

I understand what you mean. The issue seems to have been anything above 50%.

The issue was level 2 and 3 shield. never level 0 and 1.

Id suggest the new values are -
40%/40%/45%/50%
There is no need to subject level 31 wizards to more damage than the other wizards have had the benefit of mitigating.

They are small increments but will still be value to level.
 

Jamole

LOMCN Veteran
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Loyal Member
Feb 9, 2004
286
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Seems like you're on the ball with updates and tweaks etc. But just wondering why a lot of this wasn't picked up during your testing / pre-release version of the server? Seems like an awful lot of stuff you keep releasing?

Not having a dig by the way, it's all good work but I'm just curious as personally I wouldn't want to start a server for it to be constantly changing and being tweaked (fair enough for genuine bugs).

As an example, I noticed a separate thread about implementing a cooldown for sunpots, things like this should have been thought about prior to releasing. Perhaps you have thought about these and they are working as intended but if you add a cooldown it just shows that it 1) it wasn't thought about and would make me wonder what else there is yet to be changed/found, 2) jump to players every need in hope to keep them happy and, 3) don't have an idea or a vision of how you want your server to be

Again, this isn't a dig and it's great to see another Mir enthusiast creating a new server and putting a spark back in the LOM community.
 

Reverance

Final Heaven
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May 25, 2013
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Seems like you're on the ball with updates and tweaks etc. But just wondering why a lot of this wasn't picked up during your testing / pre-release version of the server? Seems like an awful lot of stuff you keep releasing?

Not having a dig by the way, it's all good work but I'm just curious as personally I wouldn't want to start a server for it to be constantly changing and being tweaked (fair enough for genuine bugs).

As an example, I noticed a separate thread about implementing a cooldown for sunpots, things like this should have been thought about prior to releasing. Perhaps you have thought about these and they are working as intended but if you add a cooldown it just shows that it 1) it wasn't thought about and would make me wonder what else there is yet to be changed/found, 2) jump to players every need in hope to keep them happy and, 3) don't have an idea or a vision of how you want your server to be

Again, this isn't a dig and it's great to see another Mir enthusiast creating a new server and putting a spark back in the LOM community.

I guess it comes down to a wider more varied user base as opposed to a smaller more focused user group in the beta.

We are seeing all manor of play styles which brings up different issues.
 

<SOSO>

LOMCN Veteran
Veteran
Jun 8, 2012
1,041
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They can wear steel armours , bih, steel gloves, etc...and 1231526249812 pots...I think they'd be fine..
 

Tom27

Golden Oldie
Golden Oldie
Sep 15, 2005
1,877
78
185
Norwich
Seems like you're on the ball with updates and tweaks etc. But just wondering why a lot of this wasn't picked up during your testing / pre-release version of the server? Seems like an awful lot of stuff you keep releasing?

Not having a dig by the way, it's all good work but I'm just curious as personally I wouldn't want to start a server for it to be constantly changing and being tweaked (fair enough for genuine bugs).

As an example, I noticed a separate thread about implementing a cooldown for sunpots, things like this should have been thought about prior to releasing. Perhaps you have thought about these and they are working as intended but if you add a cooldown it just shows that it 1) it wasn't thought about and would make me wonder what else there is yet to be changed/found, 2) jump to players every need in hope to keep them happy and, 3) don't have an idea or a vision of how you want your server to be

Again, this isn't a dig and it's great to see another Mir enthusiast creating a new server and putting a spark back in the LOM community.

I would be inclined to disagree with what you are saying, purely on the basis that if you look at something like League of Legends, where there are patch updates every 2 weeks that are directly results of gameplay and player innovations. Sure some stuff can be set in beta or at the inception of the server, dictating a particular style or rate of gameplay, however without continued development and tweaks the game will never be optimal.

Using your sunpot example, if Jamie had decided to say at the start of the server "Okay this is how sunpots will work and that's never going to change irrespective of any testing outside of beta" I'm sure you can see flaws in the logic.. I personally think that what he is doing with updates and patch notes are a fantastic addition.
 

Jamole

LOMCN Veteran
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Loyal Member
Feb 9, 2004
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I would be inclined to disagree with what you are saying, purely on the basis that if you look at something like League of Legends, where there are patch updates every 2 weeks that are directly results of gameplay and player innovations. Sure some stuff can be set in beta or at the inception of the server, dictating a particular style or rate of gameplay, however without continued development and tweaks the game will never be optimal.

Using your sunpot example, if Jamie had decided to say at the start of the server "Okay this is how sunpots will work and that's never going to change irrespective of any testing outside of beta" I'm sure you can see flaws in the logic.. I personally think that what he is doing with updates and patch notes are a fantastic addition.

Hi, fair comment.

I did say that I think it's great to see regular updates as it shows he is on the ball & getting things fixed quickly. It will be interesting to see how he deals with things later down the line when players have reached end game and there is more demand, especially when it appears to be only himself dedicated to the server (i could be wrong here).

In terms of the sunpot example, it was exactly that, an example. Chrons changed their sunpots to how they originally worked (if i remember correctly) but what I was trying to get at was point 3 - having a vision of where it's going.
Now I'm not saying that he doesn't have a vision and I appreciate things evolve and change over time but knowing from the outset on some key features/game play on how you want them to work and knowing the reasons why (as well as being able to explain them to the player base) is a positive sign that you have a longer term view on where things are heading.

As a user of LOMCN and coming across a number of Update threads not even a week after release, it's easy to get the impression or the idea that the server might have been rushed. (Again, not saying it has). I'd just expect to see regular updates at least after a month of running live.. but then again, maybe the players have been steam rolling it thus finding things a lot quicker than anticipated.
 
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PaxoStuffing

Dedicated Member
Dedicated Member
Sep 1, 2007
81
8
35
far from the maddening crowd
Seems like you're on the ball with updates and tweaks etc. But just wondering why a lot of this wasn't picked up during your testing / pre-release version of the server? Seems like an awful lot of stuff you keep releasing?

Not having a dig by the way, it's all good work but I'm just curious as personally I wouldn't want to start a server for it to be constantly changing and being tweaked (fair enough for genuine bugs).

I think that a lot of people just wanted to play a live server and had no interest in beta testing, therefore the beta testers that were on, could not possibly have covered every eventuality, with this in miind, I think that Jamie is doing a fantastic job of rectifying bugs as thay are found, and is also listening to players views on possible improvments,