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Burn

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Posts posted by Burn


  1. Secret Tracking System has a system in place to reduce "guessing", too many failed responses in a period of time can cause timeouts that disallow further input attempts for a set time amount.  Number of attempts and the set time amount to be determined and subject to tweaking.

    (Riddles count as two failed guesses if wrong.)

     

     

    riddlemethis.png


  2. The teleport is now directly on the boat since the server update.

     

    Better but not back to its old easy to use behavior.

     

     

    I have another fix attempt I'll send to radu for the next server restart that'll bring it back completely to the old behavior where you can easily mapwalk onto the boat and it'll "work" without hunting for the specific tile.


  3.  

     

    Pear Hunters:

    Make sure to notify me if there's a situation where the pear appears to be unharvestable with this server update. Preferably while it's still there, with luck I may be online.

     

     

    This is for testing possible glitches in the fixed code on the server that still puts the pear in a non-harvestable harv, or just possibly finding another "hidden" harv that needs a map fix. That needs to be fully determined before taking it to radu as a possible server-side issue.

     

     

    not yet...


  4. On 12/22/2021 at 8:52 AM, Burn said:

    2) After the server restart (a few days after the update), "where" the pear appears will change:

     

    a. The fix mentioned above will hopefully ensure the pear never appears in an unharvestable item.

     

    b. The pear will also be able to appear on any official game map where even 1 item is harvestable.

    b1. This means maps like (just a couple examples) map7_insides where only Tirnwood Underground is harvestable, or Irsis insides where only the fruit inside the ranging arena is harvestable, or PV insides (with only 2 secret harvable locs) are all fair game. If it has a harv on it, it's good.

    b2. Exceptions: Token map and it's inside map (which includes the Dung Portal) were intentionally removed as options to avoid overuse of tokens and dung teleporters.

    And of course guild maps and special maps (invance, invasion) are not included.

     

    However you thought of what maps to check before, forget it, go by this instead (after the second server restart).

     

     

    ^^  THIS SHOULD NOW BE IN EFFECT WITH THE SERVER RESTART!

     

    not yet...

     


  5. While we're down and have nothing to do because real life is for suckers, something to look at...

     

    secs.png

     

    Screenshot of a "coming soon" site (alpha version, subject to design change), taken from part of the personal logged in page. Hints are random for up to 3 different secrets, from any you haven't entered as being found, and randomly change with each page view. The less commonly known the secret, the more vague the hint.

     

    Are you The Explorer? Can you find every secret in the game?*

     

    See how many you actually know. Use hints to either fill in ones you forgot to add, or as tips on where to look for a secret you don't know, or to just get frustrated at ones you can't find, hehe.

     

    This system was balanced to both  1) allow a way to determine if you found every secret while 2) not giving away the actual secrets.

     

    How the system works: https://el-db.com/tempstuff/el-db-website-secrets.jpg

     

     

    Coming hopefully before the end of the month assuming no real life hinderances.

     

    (Reminder -  do not post actual secret locations on official forum, not even the ones the hints in the image point at.)

     

     

    *Guild Maps are not included, as they are paid for by players and I won't even give clues to their locations.


  6. Still don't think it's new, though perhaps something changed to make it more noticeable. Doesn't really matter.

     

    Regardless, there will be a non-obligatory client update soon (marked as "p1") that should fix it. If you're a self-compiler, you can compile the current git code now to try it in advance.

     

     

     

    In the new code (or the coming p1 update): Options -> Controls -> "Less Strict Pathfinding" ... should be on by default, but this should solve the problem. "Extend the range of the walk cursor" a couple options above it has to be On to work, though that's probably already set.

     

     

    Very basic description: This makes it so if you click an unwalkable tile with nearby walkable tiles, it'll take you to the nearest walkable tile.

     

    Also fixed: You won't get an X mark if somewhere actually is unwalkable. (You get an X on the tile you'll walk to in the ^ above fix.)

     

     

     

    *Fix done by grum and bluap, I'm just a mouthpiece ;)


  7. Yeah, this particular situation seems to be highly unusual. Missing all 30 kills when no one else is involved on an easily-killed creature is not something that is normally seen. Missing even 1 would be unusual in those circumstances. That would be noticed since most tend to watch their counts to see how many more to do for Haidir.

    Lost counts before a #save seems like the most likely possibility though that would take some really odd circumstances.


  8. FTR the two images in the top post show two different ground tile types. The "inside" one in PL cave has a special water tile that just looks the way it does by default, similar to the way lava does, and has no reflections like the outside image water. So they're not comparable in that respect.

     

    Comparable indoor water with reflections is rare, but exists for example in Zirakinbar - rat cave (and South Zirakgunda near rat cave exit).

     

    So it's not really a matter of inside/outside as it is just specific water types that provide such detail.

     

     


  9. IMPORTANT! You MUST change the coordinates your bot is located in the EL-Services Admin Panel after you move it to its new coordinates.

     

    It's set up so if your bot isn't on those coordinates, it won't trade (thinking you might be at storage or such).

     

     

    1) Go to the Management > Bot page in the linked admin panel.

     

    2) Change the "where I should be" x and y to its current coordinates, and the "heading" to the direction your bot should be facing in the booth.

     

    3) Change the "extra location description" (if applicable)

     

     


  10. POST-MORTEM FULL DISCLOSURE: There's still hidden harvs.

     

    These are hidden harvestable objects I've discovered (or remembered too late) since the final maps for 1.9.6 were originally submitted.
    A new system I developed for a future project made finding these easier, but too late to fix.

     

    1) Melinis - In the sulfur (fire essence) cave, there's 13 sulfur visible, a 14th is hidden under the dirt. Very difficult but not completely impossible to view with the right camera angle. (Fixed for 1.9.7)

     

    2) Aeth Aelfan - In the container full of fruit on the dock directly next to the Glacmor boat, there's 2 apples in the decor directly on the west side of the fruit container, and taking up almost the same space (use the stems on the apples to differentiate them). Visible given the right camera angle. (Fixed for 1.9.7)

     

    3) Trassian - Dra Syn - Sapphire Room (29) in Saret's cave, there's 4 pieces of amber I was unaware of tucked away underground. Honestly only been able to view 2 of them at awkward camera angles. (These will just be removed in any future client update.) (Fixed for 1.9.7)

     

    4) Trassian - Dra Syn - Emerald Room (30) in Saret's cave, there's 11 emeralds, only 10 visible. The 11th is hidden in a wall and easily seen with proper camera angle. (Fixed for 1.9.7)

     

    5) Trassian - Dra Syn - PK Cave (32), there's 25 visible turqoise but 27 total. The 2 hidden are viewable given the correct camera angles. (Fixed for 1.9.7)

     

    6) Whitestone - Diamond Cave
    6a) 2 of the 18 total diamonds are stuck in the wall, easily visible at correct camera angles. (Fixed for 1.9.7)
    6b) 3 pieces (of 24) of the coal are underground under the wall, at around 20,8. Very difficult if not impossible to see. (Fixed for 1.9.7)

     

    7) Tirnym Past - The silver decorating the tips of the ground decoration in the northeast walled area is visible on 4 of the tips. The 5th tip (at 137,181) is not only not visible directly, but is 2 pieces of silver on top of each other, both underground. Difficult if not impossible to view. (Fixed for 1.9.7)

     

    8) SRM Mount Sorrow - A wood log hidden under the stack of logs next to the house. Possible to view with camera adjustments. (Fixed for 1.9.7)

     

    9) Kusamura Jungle - A tiger lilly is hidden inside the side rock at 334,202. (Fixed for 1.9.7)

     

     

    List is Subject to addition to later. Post any you discover here as well so they can be fixed in any possible future update.

     

    (Because they weren't really relevant before this newly discovered bug fix that will lead to the map changes on server restart, I've paid little attention to hidden harvs on maps that only have a few harvable items. Those could be really bad, I dunno.)

     


  11. On the silver-side MM Cave boat, you'll have to step on a specific spot on the board leading to the boat, as seen in the image below. You won't easily mapwalk onto it like before.

     

    A fix is already sent in for this, for the coming server restart in a few days.

     

    (Image removed, no longer applies.)


  12. The 2 maps that show the complete Seridia and Irilion aren't included in the packs.

     

    The "Simple" version is included in the client, so that's no matter.

     

    If you're using a "Detailed" pack and that's a distraction, you can technically grab the Irilion and Seridia dds files from your 1_9_5 unoff maps and move them into 1_9_6 as functionally they'll be the same.

     

    I'll make Detailed versions for those soon.


  13. https://maps.el-db.com/


    The 1.9.6 client will come with the "simple minimal" version you see on the page already installed, so if you're okay with those there's no need to download anything.

     

    If you want those maps with more text markings, or you want versions of the unoff maps as they looked in 1.9.5, you can download those here.

     

    You can go ahead and install them before the update! Any current unoff maps you have should be in an updates/1_9_5 folder. Place these new ones in a similar 1_9_6 folder, and they'll "just work" when you update the client.

     

     


  14. Quote

    [21:24:31] [radu @ 6]: btw, there was/is a bug in the pear placement code
    [21:24:38] [radu @ 6]: I will fix it after this update
    [21:24:49] [radu @ 6]: really strage that the server didn't crash :D
    [21:25:01] [radu @ 6]: it lead to not checking if the pear is in an unharvestible area

     

     

    So there'll be a server restart a few days after the update as well.

     

    This is full disclosure of what I know so no one can say I have inside information whenever I decide to start hunting again. ;-)

     

     

     

    Update Stuffs that affect pear hunting:


    1) After the update, maps will of course be changed.

     

    a. A list of all map updates will be posted by radu when the update happens. Use that list to determine where harvestables may have changed.

     

    b. A bunch of harvs hidden in cave walls and such have been either pulled out or deleted. If you can no longer see these in locations you were aware of them, they're either now visible or just gone. (As finding these is an ongoing nightmare, not all were found/done.)

     

    c. Some harvestable areas (such as the diamonds in AA Wyrmgoth cave for example) have had a full overhaul. If you see an obvious change like that, you can be assured of no hidden harvs in that spot.

     

    d. Most changes are "cosmetic". Actual changes to harv locations and such are minimal, and will be easily seen in the update list. (KJ temple, new Ida "ruins" area west of Nymorq Woods, new silver spot in North Zirakgunda are obvious examples.)

     

     

    2) After the server restart (a few days after the update), "where" the pear appears will change:

     

    a. The fix mentioned above will hopefully ensure the pear never appears in an unharvestable item.

     

    b. The pear will also be able to appear on any official game map where even 1 item is harvestable.

    b1. This means maps like (just a couple examples) map7_insides where only Tirnwood Underground is harvestable, or Irsis insides where only the fruit inside the ranging arena is harvestable, or PV insides (with only 2 secret harvable locs) are all fair game. If it has a harv on it, it's good.

    b2. Exceptions: Token map and it's inside map (which includes the Dung Portal) were intentionally removed as options to avoid overuse of tokens and dung teleporters.

    And of course guild maps and special maps (invance, invasion) are not included.

     

    However you thought of what maps to check before, forget it, go by this instead (after the second server restart).

     


    I'll have some more details after the update.

     


  15. *bump* Brace yourself. 1.9.6 is coming.

     

    If you have hyperbags anywhere on official game maps, go to the Test server now and ensure you will be able to access it.

     

    All you need to do on Test server  is stand on the exact coordinates that you have the bag on in the main server. If you can stand there, it'll still be accessible.

     

    (instance, invance, and guild maps are unchanged so bags there will be fine.)

     

    As was said, chances are incredibly slim that there's an issue with your bag, but if you want to be 100% certain, standing on the coordinates on test server will confirm you're okay.

     

    (Just covering bases, because there's no getting bags back if they get blocked on a map change.)

     

     

    If you cannot reach the coordinates on Test because of a crappy character there or map changes or whatever, you can PM me the map and coordinates and I'll confirm them. I keep all kinds of game secrets trusted to me by radu and others, so it's safe with me. "May radu banhammer me if I steal your bag" ;) This is just a service I'm providing to make the upgrade go as smoothly as possible.


  16. 9 minutes ago, revi said:

    On which server where you testing this and with which maps?

    If you use the 1.9.6 maps on main server, or the 1.9.5 maps on the test server,

    you can expect things like the "holes in the ground", as explained here

    Such "glitches" are not bugs in the maps, and unavoidable.

     

     

    Correct. If you're using the full install that includes 1.9.6 maps, you can only properly use it on the Test server, until the main server gets the official update. This is because you have 1.9.6 maps in the client, but the Main server is still using 1.9.5 maps, and almost every official map has had some kind of tweaking done to it.

     

     


  17. If you're concerned about a hyperbag with the map changes, here's what you need to know:

     

    Unlike previous map updates, the work done this time doesn't have as extreme an effect on places people might have hyperbags, so no announcements have been made for them.

     

    INSTANCE MAPS are completely untouched this time. Bags there will be fine.

     

    GUILD MAPS are always untouched, so ditto.

     

    For all other maps (all mains/insides/caves/etc): Some work's been done on every map, but chances are slim to none that you'll lose a bag.

     

     

     

    HOW TO TEST AND BE 100% CERTAIN?

     

    If you're still concerned, you can use the Test server to check.

     

    The Test server has the 1.9.6 maps already on the server. Go to the exact coordinates on Test that your bag exists on Main. If you can stand on that tile, your bag will be safe on the update.

     

    You can do this with your 1.9.5 maps in your client, just keep in mind mapwalking may be wonky and you may "fall in holes" in places. All that matters is that you can stand on the tile where your bag is.

     

    ISCALRITH INVANCE MAP is the same as the Iscalrith map. If you for some reason have a bag on the invance map, you can just check the coordinates on the regular Iscalrith map to see if you can stand on them.


  18. Git 'er done!

     

    https://el-db.com/tempstuff/mm-bot-market.jpg

     

    mm-bot-market.jpg

     

     

    Above is the new Bot Market in MM, as it appears in 1.9.6

     

    Where you see bots in the image is where they are currently located in the 1.9.5 map. This is how they'll appear once the update happens (except any appearing to be "underground" in the image will pop over to a nearby walkable normal tile post-update).

     

    All bots that are placed to be convenient to either storage or the battle hall should be moved into stalls after the official update occurs. (Those that are placed further away to be convenient to things such as the caves instead may remain where they are, or optionally move to the stalls. The goal is to clean up the bot mess around the battle hall/storage, not prevent bots from being around other more distant resources.)

     

    There are 30 stalls to what was ~18-20 active bots in MM in a recent count. You can select any empty stall, first come, first serve.

     

    Requirements:

    - "Do I have to move my bot?" - If the purpose of your bot's location is to be close to storage, or close to the battle hall, then yes. If your bot is elsewhere on MM main map, far from those places to be near another resource, then it's optional.

    - There's 3 walkable tiles inside each stall area. Place the bot in the center tile.
    - Make sure your bot is facing the proper direction for that stall.
    - Bots must be standing in the stall, otherwise you'll make it difficult for players to click on them

    - Make sure the location and direction settings are changed in your bot's admin panel (under "Management > Bot" in the EL-Services panel if that's your host... you may wish to change your bot's "extra location info" in the same place if needed). It may not work otherwise.

     

    There's plenty of room around the stalls and they are well spaced to ensure players can easily interact with them.

     

     


    There'll be about a week of "mess" giving players a chance to select stalls themselves. After that (and any possible attempts to reach the bot owner fail), any bots still out of place will have stalls selected by me, and VinoVeritas will update EL-services to move them to the proper location.

     

     

    THIS IS ONLY AN ADVANCE NOTICE. Something to be aware of before the 1.9.6 update happens (sometime hopefully within the next 1-2 weeks as final testing is now occuring). Be prepared to move your bot after the update.

     

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