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New Version on Live ---- 05/12

GMTheiaGMTheia Member Posts: 204

Hello Folks 

 

We went live last night witht he latest version of TC - The patch also  included some non-TC Goodies too 

 

 


TC Update 


 


 


So we’re pleased to announce that the latest version of TC is now live on the Server! We have looked at some of the additional issues that we’re getting feedback on and have made some other more general updates too.


 


As always – the full contents of this patch are not listed. 


 


 


• You can now add friends to your house, even if they are not online!


• Fixed house build issues, structures should now fully complete without issue. 


• Fixed some building issues – more people helping should help more! 


• Removed the ‘work’ messages when building.


• Stats for building structures should now correctly work.


• Fixed an issue where some houses wouldn't update their collision once built.


• A number of changes and tweaks to spawns and creatures have been made. 


• Rebuild the calculation around tower connection it should now be a lot safer and faster.


• Fixed issues around tower connection to keep.


• Fixed scaling on the keep map, it should now be a lot more accurate.


• Fixed tower UI issue where it was not showing the right amount of towers in a cluster.


• All items will now be placed using the same system as the towers. This includes siege-weapons/fires/portables and game tables.


• Fixed an issue with mail, the mail system is now back online.


• Towers can now be used to take cities and towns!


• HP of towers has been increased; defence will work much better now too.


• All guilds will now clean up guild members with a rank of 0 or lower and make that rank 1.


• Fixed an issue where some towers would find towers of the same guild to be "enemy towers" thereby stopping them from growing. 


• All items have had their mesh fixed to resolve floating.


• Weapons hitting houses will now take twice the damage to their durability.


• Fixed issue with towers that wouldn't correctly update their materials.


• Fixed an issue where a tower to got destroyed would spawn 2 fractured meshes.


• Fixed some issues with stats, they should now update more correctly.


• Guild storages npc’s should now correctly respawn!


 


We’re seeing a lot of activity on Live and watching with interest. As always we stand ready to deal with anything that we’ve not caught on the Test server – so keep the feedback coming in please! 


 


Thanks! 


 


Theia 


 

GMTheia


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Comments

  • Ethereal401Ethereal401 Member Posts: 20
    Nice to get rid of thieves in towns own by guilds.
  • darthturtle1darthturtle1 Member Posts: 208

    It would seem the patch is not doing so well....

    http://www.mortalonline.com/forums/69350-fix-mangannon-contruction.html

     




    Junior Member


     

    Hertix's Avatar


     


    Join Date: Apr 2009


    Rep Power: 3 Hertix is an unknown quantity at this point!!




    default Fix Mangannon Contruction




    Even with the "placement patch" the last 4 mangannons I have been a part of building have all had issues being built and needed GM intervention. Either disable mangannons until a fix is implemented or refund any mangannons that need GM assistance to be constructed. The reason for this is : needing to call GMs to help build a mangannon wastes valuable building time and greatly increases the risk of the mangannon being destroyed. Noone enjoys throwing time and resources down the drain for broken mechanics.


    __________________

     

  • username509username509 Member CommonPosts: 635

    Nice update.  I can't wait to see how this will effect the turf wars in Nave.  

    Never trust a screenshot or a youtube video without a version stamp!

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