Announcement

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The Great Skotos Split Is Here [UPDATED]

The long-planned Skotos split is here. We are going to be separating Skotos into the four games that we're passing off to individual players (Marrach, TEC, the game formerly known as Ironclaw Online, the game formerly known as Lazarus Sleeping), and in the near future the core Skotos site will shutdown.

Here's how it will work:
* On Monday, we will turn off the ability to make any purchases through the main site. This will be the end of credit card purchases for Skotos games.
* We will run final automated credit card purchases on Tuesday morning. This is typical, in that our regular subscriptions are always set to run on the 1st through the 28th.
* On Wednesday, we will begin converting the games over to the new auth server that I've been working on for the last month and a half. All data will be converted over from the moment I grab the database. This means that all of your account information, including all payments (but not including any credit card information or Paypal information) will be duped to all the games: you'll be able to play any of them for the time you'd previously paid at the main Skotos site.
* We'll then start integrating the individual sites for each game with the new stand-alone setup.
* And likely I'll be resolving bugs in the auth server that only turn up through extensive usage.
* Meanwhile, we'll start handing off games to the individuals who will be running it in the future. I'm at this point over the time I'd initially committed to Skotos by a bit more than three weeks, but I'm expecting I'll need to offer support a little into May to make sure everyone is running well and that I've helped Christopher, Skotos, and the game leads deal with any intricacies of the hand-off.
* We'll request that all games remove all information from users who didn't stick with their game within a year.

I hope this will go as smoothly as possible. There will surely be bumps in the road. In particular, expect some random downtimes on Wednesday, when I convert over the games to the new servers, and expect the potential for problems on *next* Thursday, when I see how things work in the new setup.

A Few Updates as of 5/3:

1.) Castle Marrach, TEC, and Allegory of Empires are now split out from the main Skotos UserDB, which is the first (and biggest) step in separating these games. Multiversal Revelations will follow on Monday.

2.) Each site has a new login page of the form login.itsdomainname. This is the proper place to login to that game, and where you should access all UserDB functionality. Anything you do on the main Skotos users pages will no longer be reflected. Yes, that means you should be using the new pages to update your accounts, purchase months of play, and purchase subscriptions. Credit card payments are no longer possible, but Paypal is.

3.) Skotos is still running the games as of this moment, but they'll be transferred to the individual teams by this time next month.

4.) We've had some problems with credit cards continuing to run on the older UserDB system. We've refunded any bills that went through on the main system following the split, and apologize for the inconvenience. The plan is to turn the old UserDB off tomorrow, so that will absolutely stop the bills at this point. If you were accidentally billed, do note both that the amount was refunded the same day AND it isn't reflected on the new systems. [And as of Monday morning, those old charges seem to have been halted entirely.]

5.) We've discovered that about 20 accounts have credits of various amounts of them. This is a concept that is no longer supported in any meaningful way on the new UserDB, so we'll convert those credits to days of play at the most generous ratio.
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Bug Fixes

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  • #46
    Creatures stuck IG "(dead)" should now properly die if you attack them again. Violence IS the answer.
    Active Projects:
    • Priorities
      1. Bug fixes
      2. Fixes for existing hunting grounds/NPCs (ongoing)
      3. Basran Hill story, eventual lead to ToH.
    • Side projects
      1. Malezzerai (dialogue ongoing)
      2. Armour Rebalancing (ongoing)
      3. Assisting org/event GMs with lore consistency and coding support.
      4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

    Comment


    • #47
      Originally posted by Kneller View Post
      Creatures stuck IG "(dead)" should now properly die if you attack them again. Violence IS the answer.
      Related fix: Guard creatures (friendly or otherwise) should no longer 'interpose' these deadites, allowing them to die properly.
      Active Projects:
      • Priorities
        1. Bug fixes
        2. Fixes for existing hunting grounds/NPCs (ongoing)
        3. Basran Hill story, eventual lead to ToH.
      • Side projects
        1. Malezzerai (dialogue ongoing)
        2. Armour Rebalancing (ongoing)
        3. Assisting org/event GMs with lore consistency and coding support.
        4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

      Comment


      • #48
        After over a week of digging through every possible line of code related to warranting and lawkeeper AI, I've found the source of the no-attack-after-warranting bug and fixed it.

        Note for vanity: It had nothing to do with any changes I've made recently to lawkeeps and had to do with some peculiarity in jail code.

        While on topic:
        * Short Version: I've gone through every line of code every GM has contributed to lawkeepers over the last sixteen years and cleaned it up.

        * Long Version:
        The excessive multi-warrant bug that seemed to emerge every few months on people should be completely fixed as of today as well. If it isn't, please @report. In the vast majority of cases, NPCs will only issue 1-2 charges for any given crime (there are intentional exceptions, but if you find yourself going to jail with 85 charges of Petty Theft, it's a bug.)

        I've also made some general improvements to AI:
        - Constable smarts and skills have been upgraded.
        - Random bonuses to their attacks have been reduced.
        - I've also done my best to minimize insta-repeat-attacks. Part of the high rate of repeat attacks (which affects all creatures) has to do with server processing and isn't entirely avoidable.
        - Processing speed for constable AI has been streamlined and they should perform better, overall.

        Note: They're the guinea pigs, so other lawkeeper types will be improved only as changes are proven to work, though bugs are fixed universally.
        Active Projects:
        • Priorities
          1. Bug fixes
          2. Fixes for existing hunting grounds/NPCs (ongoing)
          3. Basran Hill story, eventual lead to ToH.
        • Side projects
          1. Malezzerai (dialogue ongoing)
          2. Armour Rebalancing (ongoing)
          3. Assisting org/event GMs with lore consistency and coding support.
          4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

        Comment


        • #49
          Bows shouldn't get stuck worn and in your hands any longer. If so, PLEASE report the steps that lead up to it.

          As a general reminder: showing how to reproduce a bug makes it 1000 times easier to find and fix, than just "This is broken, fix it."

          Comment


          • #50
            Regardless of lag levels, you should no longer be able to look for more than one NPC from a crowd at a time.

            Incidentally, lag as a result of repeat crowd-pulls should be drastically reduced.
            Active Projects:
            • Priorities
              1. Bug fixes
              2. Fixes for existing hunting grounds/NPCs (ongoing)
              3. Basran Hill story, eventual lead to ToH.
            • Side projects
              1. Malezzerai (dialogue ongoing)
              2. Armour Rebalancing (ongoing)
              3. Assisting org/event GMs with lore consistency and coding support.
              4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

            Comment


            • #51
              I think I fixed the bug that causes lawkeeper NPCs to obsessively patrol 2-3 rooms after making an arrest, but that bug is weird on so many levels.

              So if it does crop up again, please @report.
              Active Projects:
              • Priorities
                1. Bug fixes
                2. Fixes for existing hunting grounds/NPCs (ongoing)
                3. Basran Hill story, eventual lead to ToH.
              • Side projects
                1. Malezzerai (dialogue ongoing)
                2. Armour Rebalancing (ongoing)
                3. Assisting org/event GMs with lore consistency and coding support.
                4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

              Comment


              • #52
                Originally posted by Kneller View Post
                I think I fixed the bug that causes lawkeeper NPCs to obsessively patrol 2-3 rooms after making an arrest, but that bug is weird on so many levels.

                So if it does crop up again, please @report.
                I'm 95% sure that I can confirm this now. They'll still wander for a bit like most NPCs do after they've had some fun, but they won't speed-patrol 2 rooms, or roam the city for hours on end.

                That one constable that was wandering for the last couple hours was left IG intentionally as my lab rat.
                Active Projects:
                • Priorities
                  1. Bug fixes
                  2. Fixes for existing hunting grounds/NPCs (ongoing)
                  3. Basran Hill story, eventual lead to ToH.
                • Side projects
                  1. Malezzerai (dialogue ongoing)
                  2. Armour Rebalancing (ongoing)
                  3. Assisting org/event GMs with lore consistency and coding support.
                  4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                Comment


                • #53
                  Want a drag?

                  The drag command has been put in its place.

                  Its processing has been streamlined and should, in most cases, have faster system response times.

                  The fatigue drain fix is a double-edged sword: The math was previously written in a way that resulted in either NO fatigue drain or an insane amount of fatigue drain. This should be normalized now: drag properly uses fatigue every time. The amounts vary based on several factors.

                  Note: How wounds affect dragging has not been touched. Wound levels can be low and still affect fatigue drain, depending on the type and location of the wound.

                  If you do still find odd cases of fatigue drain that you suspect are a bug, please @report them with as many details as possible. Forum threads don't provide me with any useful data to reference in the game.
                  Active Projects:
                  • Priorities
                    1. Bug fixes
                    2. Fixes for existing hunting grounds/NPCs (ongoing)
                    3. Basran Hill story, eventual lead to ToH.
                  • Side projects
                    1. Malezzerai (dialogue ongoing)
                    2. Armour Rebalancing (ongoing)
                    3. Assisting org/event GMs with lore consistency and coding support.
                    4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                  Comment


                  • #54
                    Built portals no longer circumvent lighting with LOOK <dir>.

                    Previously:
                    - Looking east on an open street with no portal would tell you it's too dark.
                    - If there was a gate between the two streets, you could see anyway.

                    Currently:
                    - If it's too dark, you can't see.
                    Active Projects:
                    • Priorities
                      1. Bug fixes
                      2. Fixes for existing hunting grounds/NPCs (ongoing)
                      3. Basran Hill story, eventual lead to ToH.
                    • Side projects
                      1. Malezzerai (dialogue ongoing)
                      2. Armour Rebalancing (ongoing)
                      3. Assisting org/event GMs with lore consistency and coding support.
                      4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                    Comment


                    • #55
                      Not really an ideal fix, but considering this has baffled every coder we have and continues to inconvenience players, I've put together a bandaid:

                      When you have an item that turns out to be both worn and inhand, you can force a fix using REMOVE <item>. It will be cleared out of your inventory and then moved back into your hand (or the ground, if your hands are unable to be emptied.)

                      It will also send data to the GMs to further help us track down this glitch.

                      This bug was most often noticed by archers and their bows, but it has on occasion affected other items.
                      Active Projects:
                      • Priorities
                        1. Bug fixes
                        2. Fixes for existing hunting grounds/NPCs (ongoing)
                        3. Basran Hill story, eventual lead to ToH.
                      • Side projects
                        1. Malezzerai (dialogue ongoing)
                        2. Armour Rebalancing (ongoing)
                        3. Assisting org/event GMs with lore consistency and coding support.
                        4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                      Comment


                      • #56
                        Lit candles can no longer be stowed in wearable containers.

                        Comment


                        • #57
                          I removed 226 idle sewer snakes from the bandit caves, and (I believe) repaired the bug that prevented them from going anywhere.
                          Active Projects:
                          • Priorities
                            1. Bug fixes
                            2. Fixes for existing hunting grounds/NPCs (ongoing)
                            3. Basran Hill story, eventual lead to ToH.
                          • Side projects
                            1. Malezzerai (dialogue ongoing)
                            2. Armour Rebalancing (ongoing)
                            3. Assisting org/event GMs with lore consistency and coding support.
                            4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                          Comment


                          • #58
                            PS: You've always been able to stand in the room with the ladder. I've renamed it slightly to be more obvious that it isn't mechanically restricted.
                            Active Projects:
                            • Priorities
                              1. Bug fixes
                              2. Fixes for existing hunting grounds/NPCs (ongoing)
                              3. Basran Hill story, eventual lead to ToH.
                            • Side projects
                              1. Malezzerai (dialogue ongoing)
                              2. Armour Rebalancing (ongoing)
                              3. Assisting org/event GMs with lore consistency and coding support.
                              4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                            Comment


                            • #59
                              The Signal Tower Island gulls should (hopefully) no longer spawn fatigued.

                              Comment


                              • #60
                                The bug with language tutors has been fixed. Thanks to the honest folk who reported it!
                                Active Projects:
                                • Priorities
                                  1. Bug fixes
                                  2. Fixes for existing hunting grounds/NPCs (ongoing)
                                  3. Basran Hill story, eventual lead to ToH.
                                • Side projects
                                  1. Malezzerai (dialogue ongoing)
                                  2. Armour Rebalancing (ongoing)
                                  3. Assisting org/event GMs with lore consistency and coding support.
                                  4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                                Comment

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