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MMO Updates

MMO Updates
Name:Prairie Games
Date Posted:Mar 17, 2007
Rating:4.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Prairie Games

Blog post
Here's a quick update on the MMO stuff Prairie Games is working on...

We've released an alpha version of the Minions of Mirth: Modding Kit. This is a HUGE update and improvement to the existing modding support for the game. It will be a blast to see what people cook up :)

Minions of Mirth now has over 35,000 registered players. Work continues on improving the game and its technology, the latest test server patch notes follow below...



As announced, we're working with GarageGames on Torque MMO technology... We have some people testing and giving feedback on a preview version over at MMOWorkshop.com



The last major bit of news on the MMO technology was that we have it up and running with the Torque Game Engine Advanced:



We're very happy to be working with GG on this stuff. It is a quite a bit of work, but it is all coming together. We should have some additional updates soon :)

-Prairie Games, Inc

Test Server Patch

Thanks to the following members of the Community Development Group for their help on this patch: Citrine, Ganghiss, Gylan, Llarlen, and Silarsis.

Updated the dynamic PvE/RvR/PvP system

This system needs to be thoroughly tested before going live. Please report all bugs and exploits as well as provide us with feedback on how the system works.

*Added GvG to encounter options.

*Added a PvE/RvR/PvP flag to player class so that every player may choose how they want to interact with their environment. On login, a player always starts out as PvE, no matter what they chose last time (safety measure).

*Removed death penalty when getting killed by a player.

*When a player changes their encounter status, there is a message notification in their combat window. The change activates in 10 seconds.

*The popup button to change a player's encounter setting is located on the Settings Pane.

*/eval (or 'g') is now used to determine if an opposing player can be attacked or not. The message displays the evaluated one as 'battle ready' if they can be attacked. Names above player's heads are no longer color coded.

*PvP flagged players can hit RvR flagged players of opposing realm, PvE flagged players can't be hit by any player.

*Player pet selection is only possible if targeter and target both are flagged for PvP.

*Allies should no longer be attackable, whatever the encounter settings or realm.

*Heals should no longer affect other players if they can be hostile towards the caster.

*Attacking, casting or changing encounter settings now disables encounter settings popup for about 2 minutes. Attacking and casting is checked for all party members as well as pets.

*Pet will now cease attacking if one changes encounter setting and opponent becomes 'friendly'.

Updated Enchanting System

*Adjusted enchant value correctors to take item level into account.

*Decreased max values for some enchantments.

*Arrows, poisons and other crafted items like arrow tips and shafts can no longer be enchanted. Items that are meant to be enchanted still can.

New Game Commands

/empty - Removes items from craft window slots to character inventory slots.
/stack - Stacks items in a character's inventory.
/sort - Sorts items within a character's inventory. Possible Options:
alpha = Sorts items in alphabetical order(default).
stack = Reduces item stacks (default).
nostack = Sort stacks in alphabetical order, but does not reduce stacks.
reverse = Sort items in reverse alphabetical order.
all = Sorts all inventory pages (default).
page1 = Only sorts items on first inventory page.
page2 = Onlys sort items on second inventory page.


New Macro Commands

*Added filters to macro command lines.
%t target name
%g target gender
%p possesive pronoun
%s subjective pronoun
%o objective pronoun
%r race

For example, if you have a macro with the following text: /a Oy, %t is coming this way. Prepare for battle!.

When pulling a monster for the alliance, if you target Xal Thulu and activate macro, alliance chat would say:

Gylan tells the alliance, 'Oy, Xal Thulu is coming this way. Prepare for battle!'

Balancing/Economy Issues

*Adjusted the amount of exp gain players will receive when grouped if there is a large level difference, Players will continue to receive experience regardless of level difference however.

*Lowered the sell value of tomes to 10% of previous value.

*Item worth now gets modified by relative repair value. An item with a 10/10 repair value will fetch more coin than the same item with a value of 1/10.

*Prolonged delay of regeneration after taking a hit.

*Added a regen delay when in a fight, meaning disabling target while kiting should no longer allow a player to continue to regen.

Bug Fixes and Other Enhancements

*Added a camp of Reavers to the Eastern Wasteland, thanks to Citrine. Ingimo drops a couple of the new Wondrous weapons. (Wondrous weapon drops have been removed from the common world loot as this was unintended)

*Added 2 new spawns to Talrim Hills for cooking/brewing quest. Added Part III of the quest, thanks to Citrine.

*Added a message to let players know that they can add a secondary or tertiary class upon reaching level 5 and 15.

*/assist will attempt to assist the current target (if no name is listed).

*/interact with player as a target now triggers trading, even when hostile.

*Looting Soulbound items confirmation window will only appear if a player is in an alliance.

*Updated skills pages in encyclopedia to show duration in seconds instead of ticks.

*Added Black Cat spawns for Guard Tramboc's quest.

*Gravestones are now available to all servers with maxparty = 1.

*Added the new Skullduggery skill for Thieves and Barbarians. It is automatically gained at level 15. Thanks to Ganghiss. The skill provides a spell-casting interrupt and a very short duration debuff against haste, movement, offense and defense.

*Added the new Shield Bash skill for Warriors, Doom Knights, and Paladins. It is automatically gained at level 15. Thanks to Ganghiss. The skill provides a spell-casting interrupt, a small damage component and a very short duration debuff against haste, movement, offense and defense.

*Added a new quest to Cooma Blue, thanks to Citrine.

*Several stability fixes to the OSX platform.

*Resurrection dialog window now displays character name and not public name, as intended.

*Fixed skill check in dialogs, a validity check was reversed. This was preventing players with a skill level of 300*in cook/brew from completing quests.

*Fixed a bug where items would reappear after giving them away when relogging without a server restart.

*Tracking now gets modified by mob/player visibility, player visibility matters only if target is hostile. See invisible can bypass the effect. Fixed visibility check in tracking. Check was reversed.

*Ethereal items now work as originally intended. They now get destroyed upon leaving the game. There are 3 keys in the game with this flag: Key to the Upper Room, Safehouse Key, and the Key to the Abandoned House. Items with this flag cannot be placed in player vaults.

*Added level req 75 to Burning Orb.

*Power set sound effect no longer gets played and the text is no longer displayed when the player levels up.

*Fixed a bug that prevented stamina from regenerating properly.

*Fixed a bug that caused a spell's level from not being set properly if the spell's target was party or alliance.

*Fixed a bug with tome descriptions.

*Fixed 'Chat Bomb' issue.

*Removed zone information from /who commands to help prevent player abuse.

*Predefined emotes now cancel Feign Death. Laughing, Screaming and Moaning also cancel sneaking.

*Players can no longer equip unusable items if their inventory is full. The item will now remain on cursor.

*Pets now correctly inherit their master's realm.

*The /craft command has been made case-insensitive.

*Fixed a bug in clearing aggro.

*Fixed banishing spells so they can also be used on the pet, not just on master.

*Fixed evade skill.

*Corrected despawn timers on day boundaries.

*Revealer spell 'Cloud Vision' no longer generates aggro, as originally intended.

*Mobs can now cast party or alliance spells on themselves.

*Fixed skill range to use source instead of destination scale modifier.

*Fixed Monstrous Pauldrons to go in shoulder slot instead of neck.

*Reduced maxStack (to 20) and defaultStack (to 5) for all food and drink.

*Increased the cost to buy non-crafted food and drink.

*Fixed spelling error for water breathing spells.

*Fixed aggro inheritance from pet to master and master to pet.

*Mounted objects like shields, helms and weapons now inherit their holder's
visibility.

*Fixed a bug in saving item variants back to db.

*Disabled size modifier on wondrous morph proc for now. Will be replaced by an illusion size modifier which doesn't multiply size but set size to a new value sometime in the future. (Else a dragon template wielding this weapon will get as big as the Trinst towers)

*Adjusted spawn point for two turtles that tend to spawn partially in the ground.

*Replaced player info with guild info on PvP kill message.

*Autoattack gets now disabled on character death.

*Encounter settings popup gets now reactivated upon death, timer reset.

*Literature pricing is now at 50% instead of 10%.

*Repair factors at most with 10% into item worth, not 90%.

*Vendors now repair items they resell.

*Using encounter settings popup without changing setting no longer resets timer.

*Static encounter setting is now displayed red if block is active.

*With inactive block, but active timer the remaining time now gets displayed until encounter setting can be modified again.

*Change to chat filtering, less different characters required, space doesn't count as non-text character anymore.

*Changed enchanting max value calculation from third to second order.

*Fixed stat value type conversion for integers on enchantments.

*consumeWater and consumeFood race attributes now determine how fast a race gets hungry.

*Added some Demon, Undead and Giant specific race information for a start.

*Fixed disenchanting so no more than enchantments on the item can be gained in raw focii.

*Max number of attainable raw focii through disenchanting has been raised to 5.

*Stackable items no need a default stack (one drop) to be disenchantable.

*Enchanted focii can now be disenchanted into raw focii.

*Added a "Enable Populator Groups" field to Options -> More Options -> Gameplay, which enables populator groups on SP. Zoning will take slightly longer if enabled.

*Added button in crafting window that will empty items into the player's inventory.

*In the inventory window, alt clicking the page buttons will sort the items on that page.

*Changed the vender busy message to display character name instead of account name.

*Increased backstab damage output.

*Attacking or casting will now increase visibility by 0.5 (not over 1), this doesn't increase aggro or track range.

*Name tag visibility gets cloaked with owner visibility

*Healing or buffing another player or his pet with a higher encounter setting than own will overwrite own encounter setting with his.

*Quick targeting now includes hostile players.

*Zoning now resets encounter setting to PvE if timer wasn't running and encounter block inactive.

*Zoning related encounter setting bug fixed.

*Fixed: Presence is now being correctly rewarded and saved from dialogs. (Previous version did not udpate spawn.preBase)

*Added a shared 15-second cooldown when trying to invoke any of the following commands: /empty, /sort, and /stack.

*Minor bug fix: Presence is once again rewarded from quest. This also adjust clamps the player if they would exceed the presence cap (RPG_MAX_PRESENCE).

*Minor optimizations.

Exploit Fixes

*Clamped the max Presence calculated per character. There was an exploit that allowed players to repeat the Burning Fields quest for unlimited presence. Players will receive an error message if they attempt to complete a presence giving step of a quest and their presence has been clamped. If you get this message and feel it is in error or it prevents you from continuing a quest, please let us know.

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

Submit ResourceSubmit your own resources!

Timothy Aste   (Mar 17, 2007 at 06:34 GMT)
Josh, even though I've actually been watching from the backseat on this stuff while I've been trying to get other stuff out the door, I've had a close up look and it's really really great stuff! Good things ahead for the Torque community!

Edward   (Mar 17, 2007 at 13:30 GMT)
I getting this !! finally a credit card option!!! Yah !!

jydog   (Mar 17, 2007 at 14:27 GMT)
Are there 2 versions of MOM to purchase, Premium Edition and standard?

Prairie Games   (Mar 17, 2007 at 14:35 GMT)
There are Free and Premium Editions of Minions of Mirth. The Premium Edition is available for $29.95 from http://www.prairiegames.com

-Prairie Games, Inc
Edited on Mar 17, 2007 14:35 GMT

Andre Prior   (Mar 17, 2007 at 15:28 GMT)
I cant register. Is says there are 2 Codefields but I only see one Codefield?!

Phil Carlisle   (Mar 17, 2007 at 15:41 GMT)
Nice one Josh. I'm looking forward to seeing what youre delivering here. Not that I'm thinking MMO or anything, but hey, its always nice to see someone else's code design to see if you can learn something.

Vashner   (Mar 17, 2007 at 18:18 GMT)   Resource Rating: 5
Lookin good.

Neo Binedell   (Mar 17, 2007 at 22:03 GMT)
@Andre:
It is actually right there next to the question:

Please enter this number EXACTLY: #####

Jonathon Stevens   (Mar 18, 2007 at 22:11 GMT)
Looks good Josh. Keep up the good work.





Andre Prior   (Mar 19, 2007 at 10:06 GMT)
oh lol thanks Neo. Stupid me I thought the numbers were only a example.

David Janssens   (Mar 19, 2007 at 10:19 GMT)
I notice that the current technology is working on TGEA. What is the 'older' TGE status? Concurrent release, released after a first TGEA release?

Thanks

Chaim Krause   (Apr 07, 2007 at 19:46 GMT)
Josh,

I am wondering if you have an posted any information about using python with TGB. I am unable to find anything but passing references to you using it with TGB. I am at an intermediate level with both and I would like to use them together. Any pointers would be greatly appreciated.

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