RPS 3.00.08

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Release Date: July 21, 2010

  • Dice damage now filters through protection stats (Armor, Resolve, Immunity) before damage is applied.
  • Healing received by a player did not announce publicly - now does. This public announcement of healing allows combatants to know who is healing their opponent. Additionally it keeps dice combatants honest, as any healing done is announced to all participants.
  • Verified that RP$ transactions are completed appropriately and without error.
  • Increased the time-delay before a healer is able to gain influence for healing an injured player in an effort to help further curb influence-farming through healing actions. If abuse of healing influence continues, RPS will be forced to return to 2.0 healing influence reward levels.
  • Verified that a self-bandage action prevents any effective combat damage done by the self-bandaging avatar for the next 30 seconds.
  • Players that were attempting to cheat and remove their HUD while defeated would experience a variety of issues after re-attaching the HUD. Safeties have been put in place to both discourage HUD removal while defeated and to prevent bugs that ensued as a result. Any player that removes their HUD while defeated will experience a loss of 10% of their current total influence.
  • Because players have been attempting to cheat and avoid influence loss on defeat through getting a new HUD whenever defeated, RPS will now update influence values to the web on every defeat - preventing that cheat.
  • Once more verified that dice damage received is regenerating appropriately. Any damage received via dice combat will not automatically regenerate -- ever. If you transition to meter-combat midway through dice combat, the damage you received via dice combat will not automatically regenerate. If you are defeated and revive, regeneration will reoccur as normal. Otherwise, the only way to re-achieve full regeneration is to be healed through bandage, food-items, or other external healing means. It is intended functionality for RPS to operate in this manner with dice damage.
  • Report received that Elves do not have a point in Mystic within the environment of Ambrea. Verified that the Elf template in Ambrea has a point in Mystic allocated and that registering an Elf within Ambrea gives a point in Mystic. All is functioning appropriately. Should Ambrea have an affected character or two, admins are encouraged to apply the fix manually as it is a local issue and the functionality of RPS has been confirmed to be correct.
  • Report of defeat by fatigue on mode-switch. Applied a check against fatigue at the completion of mode switch.
  • Report of not always receiving the appropriate overhead title (resident, notable, acclaimed, etc). This difficulty results from the order of script-loading in SL and the fact that sometimes the HUD loads after the overhead meter, resulting in the overhead meter not receiving fully appropriate information. Delayed the load of the overhead meter on new-region entry/teleport/login by five seconds to ensure that it always requests information from a fully loaded HUD.
  • Report of subscription-time remaining not appearing appropriately. Solved.
  • Magic Casting items mistakenly did not require recharging and reported unlimited casting. Solved.
  • Players have reported issues with weapons not properly equipping and/or casting items not recognizing trained schools. These issues are the result of attempting to 'multi-equip' magic and/or weapons. A solution for not even permitting multi-equip is in the pipeline (it requires an update of weapons/magic casters so may take a short while to get out to everyone depending on the activity of weapon developers), but until then it is important to reinforce that you equip only one weapon or caster at a time in order to ensure proper functioning of your weapons/casters.
  • HUD did not return MODE indicator for RPS Interaction API. Solved.
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