Entropy Report post Posted December 15, 2024 ***** CLIENT UPDATES ***** New Client Features: Move to attacked creature if too far away. Yellow Food Bar option for player banner. New feature to help moderators and benefit of all. Option to use a per-server-ID updates directory. Added configurable timeout for connection to server. Enable https links for encyclopedia. Client Fixes: Show message when last player banner option disabled. Fix to editing the item quantity numbers for inventory in Android Within limits, prevent icon window width exceeding available space. Indicators position fixes when in default location and auto hide/show depending on space Fix "add buddy" possible crash under certain circumstances Fix disconnect when clicking a horse when "new selection" is disabled Fix new character showing all white in Android Fix knowledge window mouse-over and click y offset. Fix loading of the ignore files stopping, if there is a duplicate name. Fix forgetting active item list. Minor fixes for the map window. LDB Summoning book added to Knowledge list Fix url catcher for Latin-1 supplement, in addition to Basic Latin. Fix for #alias crash if the expanded text is too long. Fix indicator window keep-on-screen function. Various, minor UI improvements. Lots of fixes highlighted by compiler improvements, some that may have caused crashes. Fixes for building with newer versions of libXML2. Various code clean-ups. Map Editor: Fix greenish watery stuff so it doesn't turn into regular water when reflections are on. Enable self-lit items to actually self-light in the map editor under correct circumstances (dungeon/internal maps). Lots of fixes for various compiler warnings and crashes. Other: Major improvements to the way the client handles actor access throughout the code base. The Android client is now built from the same source code as the desktop client. Logging improvements. Do github test builds when code committed: Initial github CI. Client code contributors: bluap, Ben, Exzap, Grum, Luke, Burn ***** SERVER UPDATES ***** New Storage NPC Changed a bit the anti afk fighting for some monsters (higher chance to get the strong version). New list of 400 Joker locations replaces all old locations Every campfire-type location and fireplace that has wood in it can now be used to start a fire, 176 in total. All are marked on the tab maps. (Exception: If a location has a "permanent" fire, one that remains lit at all times, it cannot be used to start a fire obviously, and thus cannot be used for cooking meats.) Some minor item tweaks Readable books updated (includes one new book for new Portland location listed below) Server contributors: Radu, Acelon, Burn (with additional thanks to Mihaim for running a dev server used to test server-side changes and maps prior to release) ***** MAP UPDATES ***** ** PRIMARY MAP CHANGES ** 1) Hurquin - New fenced-in (outdoors but Lenny-safe) Storage Location on Moogle's Isle (A) 1b) Hurquin - Many new insides, secrets, and changes to previous insides ... re-explore the whole map, including insides, cave, crypt, and secrets (A) 2) Ruins of Tirnym - The caves to Tirnym Past and the Past Insides have been moved to their own map, and are now treated as Seridia maps as they should have always been. (A) (OOC: No more using the Tirnym cave to teleport to C2.) 3) Ruins of Tirnym - Brand new 12-room Magic School (A) 4) Tarsengaard - Brand new 36-stall Bot Market south of storage. All bots near storage or dailies must be moved into this market. (B) 4b) Tarsengaard - From the Portal Room, you'll now be dropped inside the city near storage, since the bot market is where the previous drop spot was located. (B) 5) Invance Map - Invance has its own unique Iscalrith map now. (B) Differences: a. Buildings, ships/boats, and flags can no longer be clicked, so no more misclicks leaving the map. b. A new very familiar statue inside the fort can be "used" for returning to the Battle Hall if you forgot rings or tele essies. c. It is completely impossible to access the southwest "city" area that's supposed to be off-limits for invance anyway. d. Harvesting is not possible, with the exception of inside the fort (for those grabbing harv exp before invance starts) e. No snowing (safe from Acid Rain day) f. No PK arena in the fort g. The map is treated as "C1" now for easier battle hall access. TPTR spell goes to the C1 portal room, and you'll go to C1 underworld on death. 6) C2 Irilion Underworld - Along with some remodeling, there are now three additional exits that lead to other maps besides Idaloran, so you have options should an invasion be in progress. (Two of the new exits are secrets for you to find, the third is marked on the tab map.) (B, with idea input from A) 7) Morcraven Marsh - Bot Market expanded from 30 stalls to 44 stalls. If you have a bot in this area, make sure it's in a stall. (B) 8) Portland - new insides: Botanical Magic Library - A different unique place for reading and harvesting, though to older players parts of it will look incredibly familiar, like it used to be something else. (B) 9) Grubani - has a new interesting secret (B) 10) Valley of the Dwarves - The mixing ban has been lifted, you can now mix at storage. (B) 11) Kilaran Field - No longer has an a/d limit. Items such as mines and wards should work again. Remains no-drop. (B) 12) EVTR - You can enter Viorica's storage wagon. (B) 13) Irinveron - A new lit campfire near Arkos NPC is a Fast Regen area with no cold damage. (B) ** LESSER MAP CHANGES ** 14) Arches, not Exits - Various random "non-entrance" arches on many maps (such as the multiple arches around Melinis desert) will no longer change your cursor to try and click them when you hover over them. (B) -- A handful of arches were simply removed in places where they were just too "in the way". -- Maps with this fix include but aren't limited to: Mel, Mel caves, Theli, DP, DP CC, TD, Bethel, Bethel PK cave, Sedi, PV, EVTR, AA, EP, SRM Cave, Hurq cave, Glac, WS dia cave, PL tit cave, TGMS Spider cave, NC caves 15) Dung Portal, and Token Map Insides - These have been moved from the previous huge map to a very small map. Play-wise there's no difference, except this means the tab map for these locations is actually usable now. (B) 16) Glacmor Skill Academy - The Alchemy school area has been shrunk so it is no longer directly in the walking path of those using the crafting school. You must now be within the new obvious dark tile area to be "in" the alchemy school. (It's only a couple extra steps.) The new area is marked on the tab map. (B) -- Some additional minor decorative changes also made to the academy, including more space for players around the storage NPC. (B) 17) Port Anitora - The North Island, previously accessed from Hurquin, is now accessed via a boat on the west side of Anitora. (B) - The northern island now also includes rubies. (B) 18) Isla Prima - New Statue in memory of Learner added inside the spider cave, where he used to spend most of his time (statue by Roja) 19) C1 Portal room, Whitestone, Idaloran - the teleport pads on these maps should be easier to click to step on (B) 20) Iscalrith - The two insides for Fort Telmont buildings (not the tavern) have been completely remodeled. (B) 21) Zirakinbar - The gate that separated the northeast cove from the rest of the map has been changed to a wooden door (which allows you to just click to get in instead of having to use the "use" finger pointer) (B) 21b) Zirakinbar - The manu school got a new look. (B) 22) Idaloran - You can now exit Nymorq Wood using an added handle on the gate. The gate was previously enter-only. (B) 23) Tirnym Past - All silver has been moved to a new spot on the north end of the map (no longer hidden in the ground or used in decoration) (B) 24) Melinis Sewer - Slightly reduced underground walk time from storage to the Summon Academy and Potion School (B) 25) A Secret Location - A small secret area on C1 with all 3 quartz in it now also has iron. Bring food to harv and bagmix earth essies. (B) 26) Irsis - You can now walk across the small (secret access) islands in the northwest water, no TTR necessary (B) 27) Arius - Someone finally brought a lantern up to the gypsum so they could better see while harving there at night. (B) 28) "Epic Events" - An old unofficial map designed for player events, that's never really been a secret is now marked on the tab map in Portland, just "use" the marked boat (west of Grubani boat) to enter. (B) - The Epic Events map remains generally the same, just with a lot of walk tile and flicker cleanup, location (compass) info, and a few tweaks to make it more user-friendly and fixing of glitches. (B) - The map remains unofficial, just made potentially usable for events or invasions that it was made for. XX) Everywhere - There are more minor changes like the above listed throughout the maps. If you know the map, you'll notice the changes. (B) XX) Also Everywhere - As with every release, many (many!) maps have had minor tweaks and adjustments to improve them that have no effect on gameplay other than flicker removal and other decorative and walkable tile improvements. (B) XX) Somewheres - Several Guild Maps that paid for changes have had those changes implemented. (B) ** CHANGES TO TAB MAPS ** (B) There are two new tab map files: invance - Same as Iscalrith, but with changes to go along with the changes to the invance map noted above map4_insides - Tirnym insides. This map includes the caves and buildings to/from Ruins of Tirnym and Tirnym Past (formerly on a different map), and the new Tirnym magic school. Every location where a fire can be started is now marked. Archery Arena entrances, and boats requiring boat tickets have been marked with respective ticket images A few random incorrectly marked or unmarked items are corrected, and some other general marks added. This includes adding text naming entrances to some more common locations. The (unofficial) Epic Events map now has markup similar to official maps, and its entrance is marked on the PL map All Tab map graphics, coloring, and text have been heavily improved. Inside maps with lots of close locations should hopefully be more easy to comprehend. Tab Maps are now in JPG format instead of DDS, which has better compression quality and lower file size Map Contributors: (A) = Acelon, (B) = Burn Letter in parentheses after each entry above indicates who did the primary work. Both may have worked on tweaking it or ideas. NOTE (from Burn) ABOUT SECRETS: Be they game secrets or guild map entrances that already existed, things may have changed. The overwhelming majority remain the same, but a handful of secrets have changed with this update. If you cannot enter a secret (or guild) you thought you knew, it is still available, just changed. This is primarily applicable to areas changed in the list above. Share this post Link to post Share on other sites