Welcome to The Retelling Changelog.

Retelling CHANGELOG - If you are new, talk to the Gypsy! (double-click) 


Script Update #???:  ???

(TODO: Coming soon)

A mystic of some renown arrives at the Castle of Lord British one day.
She claims to have seen a vision of the future. In a shaking voice, she
describes what will come...

A great rumble will shake the earth!
EXODUS will arise!

EXODUS will curse the people of the land!
Gold will disappear.
Bank checks will disappear.
Magic items will disappear.
Skill gain will be slower.
Total skill will be capped.

EXODUS will curse the towns and cities!
Shopkeepers will no longer sell goods.
Shopkeepers will no longer buy goods.
Shopkeepers will no longer offer BODs.
Existing BODs will disappear. BOD books will be emptied.

EXODUS will curse the land itself!
Monsters of the realm will no longer carry treasure.
Healing rate will be reduced.
Stamina regen will be reduced
Mana regen will be reduced.
Hunger and thirst will decrease faster.
Extreme hunger and thirst will greatly effect recovery.
Swamps will exhude toxic fumes.
Vicious creatures will walk the land.

And then, the final curse will come...

She collapses onto the stone floor in exhaustion, and can speak no more.


Script Update #131:  5:52 PM 4/26/2010

Updated RunUO to SVN 512.

Knives chat party features temporarily disabled
due to script error from new party format. (Chat3Party.cs)

Pet Expiration disabled.
This was in the last update.
Anyone still missing pets please let me know.

All custom vendors updated to new system.

Adjusted new character starting skills slightly.
This should reduce the number of items given to new players as well.

Removed blessed status from stackable new player items.


A change is coming to the land...



Script Update #130:  11:09 AM 3/7/2010

Crafted items go into the container the tool was in.
Hotfix: 2/24/2010

Added necklace and earrings to random jewelry types.

Pet expiration time set to 30 days. - Pet expiration disabled.


Script Update #129:  5:27 PM 2/24/2010

Gypsy camp campfires should now emit light properly.
Please let me know if anything does not look right at night.
.pm builder the .where coordinates or .whatisit object type.

Added forge and anvil to the gypsy gamp with ironworker.

Swamp, sickness, and environment checks disabled temporarily.

Added additional skill check in Death Strike ability.


Map updated. This fixes all reported map errors.



Script Update #128:  2:39 AM 2/23/2010

Made minor and major disease chance more rare.
Hotfix 6:46 PM 2/19/2010

NPC Pirate ships won't start to sink until 10m after
captain death now. Hold loot coming soon. :)
Hotfix 11:45 PM 2/19/2010

Made sickness less likely and protected young players.
Hotfix 1:43 PM 2/21/2010

Deal or No Deal currently available in Fawn :)

Change to allow level 1 cities to register moongates.

Reduced number of citizens needed for lower-level city growth.

Orc invasion force spotted near Montor West!
Large groups of orcs are mustering just west of the
town entrance.

City Managers in Yew Bank and other locations
sell city deeds and etc. Contact staff in regards
to establishing a city on an existing location
(existing npc city, dungeon section, etc)
.pm Builder


Script Update #127:  3:54 PM 2/19/2010

Hotfix: Made hides scissorable regardless of location.
(Cloth "scissorhelper" didn't check location, only hides)

Increased "res kill" skill loss protection from 10 to 30 minutes.

Hotfix: Change to StrongHold Region - hax to disable movement
restrictions and housing restrictions until new factions are ready.

Added Sickness and Effects systems.

Treasure box occurance rate and contents adjusted.

Added Deal or No Deal :)

Updated RunUO to SVN 501.


Script Update #126:  10:03 AM 2/2/2010

Hotfix to dueling system applied to live. 11:39 PM 1/28/2010

Modified champion spawns placed in Dardin's Pit.

Switched housing cost back to defaults for now.

Allowed 2 houses per account. Inn rooms count as a house.

Increased costs on vendors for certain items.

Updated RunUO to SVN 500.


Script Update #125:  8:55 PM 1/27/2010

Bank check creation minimum lowered to 100.

Fixed glitch in stat orbs.

Set Aegis of Grace to be usable by any race.

Fixed glitch in Brigand AI, archers and mages should use the proper AI.
Regular brigands set to thief AI.

Items inside house regions will no longer decay, however, I strongly
advise you to lock down or secure any possessions or containers.
(Applied to server early)

Added various animals to animal sellers and adjusted prices.

Wandering healers added to animal spawners.

Leviathans removed from oceans.

Groups of enemies and reagents added to swamps.


Script Update #124:  4:48 PM 1/22/2010

Treasure chests reverted to SVN.

Created overland region with overland music.
The custom regions include music settings.

Fixed Shipwright boat prices.

Adjusted Hairstylist price on normal hair dye to match
customhairstylist's prices.

Lowered custom hair stylist prices on redoing hair/beard

Increased difficulty of Brigands somewhat.
Added random ranged/magic-using brigands.
Spawned brigand camp area north of Yew.

Murderer camp difficulty increased.
Added murderer camps around the brigand camp.

GiantToads made non-aggressive.
Treasure removed from new Bullfrogs and GiantToads.


Script Update #123:  1:32 AM 1/18/2010

Granite stacking fix on Test. Working. Hotfix applied to Live.

Removed Covetous overworld (mountain pass) random encounters.

Changed login/logout to random bird hue. (Applied to Test and Live)
Changed to random red/blue hues.

Updated RunUO to SVN 483.  4:15 PM 12/20/2009

Fixed dungeon entrance teleporters. Again. They were just... gone.
I'm the only GM, too, so... I guess the shard is haunted now. :)

Updated RunUO to SVN 490.  10:39 PM 1/9/2010

Enabled Gate Travel to boat keys.  (GateTravel.cs)

Fixed NPC pirate ship decay. They shouldn't decay now. :)

Custom map on test server.

Teleporters fixed on test server.

Hotfix to Live to update bankbox max items, use a bank chest to open
your bankbox to update to the new value.  12:19 AM 1/12/2010

Enabled use of . as additional command character.

Changes to BaseEscortable, SeekerOfAdventure for new map.

Changes to BaseBoat for new world ocean wrapping values.

Stuck menu updated with new destination.

New custom treasure map locations added.

Updated RunUO to SVN 495.  11:22 PM 1/17/2010

Fixed SOSes for custom map.

Changed permissions on .where command to allow player use.
Removed X/Y/Z coordinate display from Sextant.

Changed central coordinate location to LB's throne.

Updated character creation destinations.


CUSTOM MAP NOW LIVE!

ConnectUO and ListUO updated with patch info.

Howevr ConnectUO is not working with custom patches.
You will need to make a new local server entry.

How to make a local server entry in ConnectUO.

ListUOGO Launcher is working fine.
However I cannot seem to get it to launch Razor.
If anyone knows how please let me know. :)


If you have the map working but are stuck,
 please click the Help menu entry and select Stuck.
You will be transported to Yew.



Script Update #122:  9:13 PM 12/5/2009

Hotfix: Changes to random encounter system, hostiles should no longer
spawn on Jhelom. Fix to random encounter system for reloading encounter
file without a restart.

House decay will be enabled soon.

Added login/logout announce.

Fixed tent decay timer, old tents will actually decay now.

Updated RunUO to SVN 422.


Script Update #121:  5:23 PM 11/29/2009

Hotfix for toolbox.

Reduced weight for Roast Pigs from 45 to 20. (Food.cs)

Unhid unintentionally hidden staff (me) from online list.

Added support to toolbox for sturdy lumberjacks axe.

Updated the "Talking to Builder" book in Builder's Office in Cove.


Script Update #120:  12:46 AM 11/27/2009

New character creation method in place. I need feedback on this.
For new characters, please (still) do not choose Elf.
The gates have not been updated yet. Ideally I'd like to phase them out. :)

Changed hunger/thirst HP reduction method. (FoodDecay.cs)

Changes to wording of character creation area gates/shrines
to direct players to either the gypsy or the building for
advanced character setup.

Repaired Builder's Cat AI. (Saying "fixed cat..." seemed wrong)

Adjusted advanced character setup and teleporter to new values.

Boosted low skills during creation process. Should result in higher main
skills as well. Added mining and blacksmithing to Honor.

Added Sturdy Hatchets to Tool Box.

Fix to tent container access.


Script Update #119:  7:21 AM 11/26/2009

Bankers and Beekeepers now sell simple beehives instead of
community beehives. They function about the same but use
less server resources. All NPCs will buy back community
beehive deeds at full price. (1000g)

Adjusted fame and karma of custom mobiles.

Fixed Juka Bows to check Fletching instead of Carpentry.

Mushroom hunting should work with deco mushrooms now.

Hunger and thirst decreases slower now, once every 15 minutes.

Adjusted all boat hit points downward.

Swamp boots now wear out with use. Existing swamp boots
updated to new system.

Thanksgiving gift system active, will go online at midnight EST.
You will need to relog to receive your gift. Being online
during the rollover will not affect the system. (It is based on
login time and works the same as all other RunUO/UO giftgiving)
If anyone does not get their gift please [pm Builder


Script Update #118:  3:51 AM 11/23/2009

Added new skill titles from Suggestions forum.

Modified new Archery Buttes, Pickpocket Dips, and Training Dummies to
train to 50. Modified existing in-world items.

Modified treasure boxes. New boxes are now colored based on contents
and trap levels depend partially upon contents.

NPC Healers (affecting wandering healers and others) now heal all
players, not just young. (BaseHealer.cs)

Disabled autosave window, saves are too short to need it. :)

Fixed monsters that should have been flagged "Always Murderer"

Boat prices decreased.


Script Update #117:  1:11 AM 11/21/2009

Fixed missing weapon speeds on custom weapons.

Changed "guarding" cliloc from 1080078 to 1038007. (BaseCreature.cs)
Same text and compatible with older clients.

Adjusted nighttime light levels. Do not use "Dark Nights" client option.
(LightCycle.cs)

Slimes split less often and only split a certain number of times.


Script Update #116:  11:17 AM 11/11/2009

Hotfix for new BOD reward items having the occasional invalid resource.
Bring any broken rewards to Builder for repair/replacement.

Updated RunUO to SVN 429.  6:05 PM 11/9/2009

Hotfix for Tool Box to accept SturdyShovel and SturdyPickaxe (and also Pickaxes)
Other "sturdy" tools to be added shortly. Better toolbox coming later.

Reduced ore weight to 4. (Ore.cs)

BOD timers reduced to 5/10/15.

Mallet and Chisel added to tinkering crafting menu.


Script Update #115:  12:00 AM 11/9/2009

Hotfix to Notoriety.cs. 12:56 PM 11/8/2009
You can kill blues again. :) Young players should remain protected.

Changes to Large BOD rate.
Small BODs more likely from Blacksmith, Tailor, Tinker, Bowyer, Carpenter
Large BODs more likely from Weaponsmith, Weaver
More NPCs to fill the obvious gaps coming soon.

Reduced Ore weight from 12 to 8. (Ore.cs)

Tinker BODs now properly handle stacked items. (SmallTinkBOD.cs)

Fix to Debug Skill Gain window to not show skill checks for capped skills.


Script Update #114:  6:59 PM 11/7/2009

Added Emote package. Use [E or [Emote (command)

One of the halloween bags was set blessed, this has been fixed.

Hotfix to BaseVendor for Tinkering BODs. 1:36 AM 11/3/2009

Updated RunUO to SVN 427.

Another server outage due to unexpected restart. :/
In contact with hosting support.  11:46 AM 11/4/2009

Fix to TrashPiles to make looted debris movable. (TrashPiles.cs)
If you have any non-movable debris in your pack please [pm Builder

Fixed slimes so that 'children' do not split. (Slime.cs)

Board weight reduced to 0.1 per board. (Board.cs)

Reduced stats on sailing pirates and pirate captains.
They no longer insta-kill with archery and absurd dex stats. :)

Added seeds to provisioners and farmers for 10 gold.

Removed wood from Corpsers.

~1:40 PM 11/7/2009 server outage due to acid pools, svn 427 fixed them.


Script Update #113:  1:38 AM 11/2/2009

Fixed pet follow speeds to be able to keep up with players.  (BaseAI.cs)

10/30/2009 - Long outage due to server maintenance.
RunUO now set to start differently to fix this.

Fixed GateTravel to ignore Young and Kills status. (GateTravel.cs)

Adding Tinkering BODs.  Updates to furniture for Carpentry BODs coming soon.

November gift box gifts coming soon. The gifts will add themselves to the
existing gift boxes. Boxes disabled until then.

Fixed SOSes to be on the correct map. BaseVendors now repair "damaged"
SOSes in addition to TreasureMaps. (If the map or sos is set to 'Trammel',
they will change it to 'Felucca'.)

More robust error messages for both player and admin when BaseVendor
fixes a treasure map or SOS.

Haunted Pitchfork weapon speed updated.

Fixed fishing pole uses remaining. Any with less than 1 uses will be set to 150.

Decreased humility gain of black orb and increased stat damage.

Automated tent cleanup. Tents last 30 days before decaying. There are
visible signs of decay, the carrying bag changes color and decription.
Tents update automatically when their owners come within range.


Script Update #112:  9:28 PM 10/29/2009

Hotfix applied to show new resource types on BODs.

Reduced stat gain timer on skill gain check to 1m from 3m (Default: 15m)

10/29/2009 - crash due to GetName in TrashPiles. Hotfix applied.

ACC completely disabled.


Script Update #111:  12:40 AM 10/26/2009

Added IUsesRemaining to FishingPole. Added Fishing to Tool box.

Added Sheets to Innkeepers and Provisioners.
Sheets let you recolor some types of locked-down beds.

Added EmptyWoodenTubs to Innkeepers and Provisioners.
These are used with Stew Cauldrons to get bowls of stew.

Increased drop frequency of Treasure Boxes and reduced the amount of
gold needed to trigger a spawn of one. (LootPack.cs)

Increased Lumberjacking return rate to 5 and bank size to 30-60.

Added Carpentry and Fletching BOD system.
- modified to not use alternate custom woods
- modified to clear bod timer on turn-in

Added ACC and Central Memory.

BODs fixed to only accept player-constructed items, as intended.

Changed new BODs to not use central memory, after attachment problems
during internal testing.

Added alternate resources to fletching.

Containers, furniture, instruments, are not colorable yet!

Modified [MyBOD command to show Blacksmithy and Tailoring BOD timers.

New BODs not yet compatible with bulk order books!



Script Update #110:  11:16 PM 10/23/2009

Hotfix to Tool Box for hatchet support.

Enabled Recall and Sacred Journey from Lich dungeon.

Added Spell Scroll and Deed cases. For sale on Bankers. (1000g)

Added new gems to standard sell list. All vendors will buy new gems.
All vendors now buy back the new, currently npc-only addons at half price.
Specifically, BankChests, CommunityBeeHives, and the new deed cases.

Updated RunUO to SVN 422.


Script Update #109:  5:15 PM 10/23/2009

Updated Tool Box to support Lumberjacking, using Hatchets.

Added Bolts, TreasureBoxes, SpellScrolls to Claim list xml.
You will need to purchase new Loot Bags to update the list. (1g)

Enabled MOTD text notification on every login, and changed
wording of text to not imply the MOTD was updated, but rather
simply informing the player of the command to view it.

Reduced time limit for Bulk Order Deeds to 15, 30, 45 minutes,
from 1h, 2h, 6h. Turning in a BOD clears the timer, making another
one immediately available. Collect a new BOD after each turn-in.



Script Update #108:  10:14 AM 10/23/2009

Added Tool Box script, Tool Boxes allow you to combine tools.
Available from Bankers and Provisioners. (50g)

Adding Claim script by Xanthos. Special bags sold on bankers. (1g)
Usage: [claim or [cl - claim a specific corpse, -c for carve
Usage: [grab or [gr - grab all nearby corpses and loose items
for both -t targets loot bag and allows you to add custom items.
Please let me know if a common loot item is missing from the list,
and remember that claim and grab will delete corpses.

Fixed older links in the Changelog. (Bestiary, etc)


Script Update #107:  3:18 AM 10/22/2009

Shard-specific holiday framework created and installed.
- Updated Fireworks package to new holiday system.
- Created a December holiday package from existing RunUO items.

- Creating the October holiday package now. Done! 3:20 AM 10/22/2009

There are 2 gift sequences, one from the 23rd through the 31st, the
other from October 28th through to November 1st, with different items.

Added GraveRobbing package.

Added Trick or Treat package

Added Evil Halloween Bat
TODO: Make variants - initial mob is very tough

Added Halloween 2009 package

Added finalized holiday gifts to rewards system. (July, December)
Note: Holiday items acquired through the rewards system will NOT have
the "year" label associated with them. Only those given on the holiday.

Added tent to rewards menu. Other shard specific rewards and special
items coming soon.

Added Automatic season changer.

Removed Retelling Login, GM Page checking, and Player Government Login
from RunUO and into their own files. (LoginStats.cs)

Internal change to Community Beehive timer.

Fixed Sacred Journey to ignore Young status.

Enabled travel spells to Wind.


Script Update #106:  3:57 PM 10/21/2009

Added in taste-id'ing of wild mushrooms.

Added FarmableGarlic, FarmableGinseng, FarmableMandrake
and enabled them on overworld spawn. Mandrake can be
found in Wind Garden, Nightshade can be found in swamps,
all other reagents can be found in the wild randomly,
and in concentrations near their 'favored' sites.

Modified FlyingBird Focus and Dex, and flying stats.
Flying birds are present at the Cove docks for testing.


Script Update #105:  12:10 AM 10/21/2009

Adjustments to treasure box content and drop rate.
I need feedback on these changes please.

Creatures respawned to update boxes.

Updated RunUO to SVN 419.

Server maintenance pending move to new server. 12:17 AM 10/21/2009

New server is live!  1:27 AM 10/21/2009


Script Update #104:  2:58 PM 10/16/2009

Updated small forges that are addons to have light sources.

Internal changes to tents, automatic old tent cleanup coming.

Updated RunUO to SVN 400.

Added IUsesRemaining to BaseAxe, hatchets have uses again.

Added stone and glass skill books to blacksmiths, alchemists,
and bankers. (Bankers have both kinds.) Prices not random.

Region-based spawns enabled. (Fields have crops now.) When region-based
spawning was implemented, existing regions did not have the setting
enabled, and this was saved with the region information.


Script Update #103:  4:28 PM 10/11/2009

Well buckets fixed to be IWaterSources.

New well design, works better with 3d mode in Iris.
(Old wells still present)

Removed BeneficialRestriction and HarmfulRestriction initial check
from Notoriety.cs - this caused Young status, etc to be ignored.
Please report any problems relating to notoriety. (Notoriety.cs)

Added advanced stats setup to go with the advanced skill setup.


Script Update #102:  1:25 PM 9/27/2009

Removed Stuck Menu restriction in dungeon regions. (DungeonRegion.cs)

Reduced stuck timer usage from 1 day to 5 minutes. (Core: Mobile.cs)

Increased region-based spawns. This will affect farm fields. (Regions.xml)

Updated RunUO to SVN 384.

No further connectivity issues.


Script Update #101:  1:50 PM 8/12/2009

*Reduced account throttling duration. (AccountAttackLimiter.cs)*

Raised training max to 50. (BaseAI.cs)

Removed restrictions on teaching skills based on other skill levels.
(BaseCreature.cs)

Device dying, intermittent outages due to this.
Device replacement pending.

Glass swords now do 50-60k damage rather than 10k. (GlassSword.cs)

Server on it's own UPS now until batteries arrive.

Device replaced. 1:52 PM 8/11/2009

Internet service in at least 2 different cities in this area has been
"not good" since a large lightning storm recently. Outages are 1s long,
and only affect incoming connections, not existing ones.

Bowcraft/Fletching reinstated as a skill for upcoming arrow changes.
Fletching tools now use Fletching skill instead of Carpentry.
1 time only - Carpentry skill base copied to fletching skill base.

Treasure box traps strengthened slightly. Mwhaha. :D
Treasure box reagent randomization updated.
Common reagents are common, necro reagents are rare,
and rare reagents are very rare.
Box item generation tweaked slightly and set to loop
if nothing good is present. Remember what the script
considers good and what you consider good can vary,
so don't expect an uber artifact in each box. :)

TreasureMapChests (and thus dungeon chests)
have had their reagent generation method altered slightly
Common reagents appear in 3 abundancies and rares in 1.
Less reagents will be generated overall per chest.



Script Update #100:  11:37 AM 8/9/2009

Adjusted new Treasure Box occurance rates. (LootPack.cs)

Replaced router.

Disabled Concurrent Harvesting. (HarvestSystem.cs)
This was intentionally left enabled before but intended to be
disabled after initial skill gain rate testing was complete.

Released pets will not be hostile. (ConfirmReleaseGump.cs)
Released pets will have karma set to 0 at a minimum.

I'm losing internet connectivity every time it rains here. :P
Fortunately, the outages are short.

... Unfortunately, the server's UPS battery has failed.
"Questing" for a replacement is fun. (Belkin 900VA UPS)

Modified skill debug window to show skill name.

Updated RunUO to SVN 369. Sun 08/09/2009 08:09 PM
I didn't try to do that, either :)


Script Update #99:  8:27 PM 7/26/2009

Adjusted skill gain rate for mining and lumberjacking, to match
fishing. (SkillCheck.cs)

Fixed the Minoc Mining outpost, doors were supposed to be unlocked. The 
structure is intended for the public but the enclosed mining area is 
members only, the house friender has not been ported yet so the entire 
area is open to the public. 

Other public buildings owned by Builder that were not meant to
be locked have been fixed.

Fixed tent firepits to be properly lit. (Tent.cs)
The tent will need to be re-packed and placed in-world again.

New player houses provided with some decoration objects out front.

Tents adjusted to use house placement rules. (TentDeed.cs)

Updated RunUO to SVN 347. 


Script Update #98:  2:27 AM 7/22/2009

Updated RunUO to SVN 345.
This should fix the issue with certain clients not connecting.


Script Update #97:  12:41 AM 7/21/2009

Generated house keys set to blessed, from normal. People who
wish to make their houses robbable can make copies of the keys,
or have them made. (BaseHouse.cs)

Reduced TreasureBox occurance rate and added random goodies.
(LootPack.cs, Custom-TreasureBox.cs)

Tweaked Treasure Chest goodies slightly. (TreasureMapChest.cs)

Re-applied fix to BaseBeverage to update hunger/thirst gump.

Fixed plain stone fountains and sandstone fountains to
update hunger gump as well. (Most placed fountains are inactive
"magic fountains")

Adjusted Heal and GreaterHeal damage healing rates for non-players.


Script Update #96:  10:49 PM 7/18/2009

Fix to CharacterCreation to remove duplicate fireworks box.

Client version 6.0.14.2 is not compatible yet, please do not update.

Change to not warn clients about older versions for the time being.
(ClientVerification.cs)

Removed Young restriction on recalling to Felucca.
Removed Murderer restriction on recalling to Not Felucca.
(This shard does not use Trammel/Felucca. They are moons,
like in the original series.)

Updated in-world teleporters to account for map changes.
Please report any entrances/exits that do not work.
(Remember, help messages are not deleted when you log off.)

Installed UO Architect Server.


Script Update #95:  12:42 AM 7/14/2009

3:39 PM 7/4/2009 Server outage due to network outage.

4:01 AM 7/9/2009 Server restarted for maintenance.

Internal change to the way tents check for an existing tent.
(For the curious, the tent no longer relies on an invisible object.)
It is recommended that you pack and re-place your tent.

Tent script adjusted to allow variations. All existing tents will be 
commemorative objects. (Aka Rare)
New for-sale tents (coming soon) won't have the forge or anvil. :)

Holiday scripts updated to allow for descriptive texts.
You will see this on the fireworks gift box coming soon. (See below)

Holiday scripts re-worked to allow for dynamic year updating.
(DateTime now = DateTime.Now(); now.Year, instead of specific years)

Fireworks week postponed to July 14 to July 21 for 2009,
will be July 1 to July 7 next year.

Fireworks gift box marked commemorative. (Now has year engraved, for holidays.)

By the way, all new players are immediately eligibile for gifts.
Sign up now! :D

Updated RunUO to SVN 339. 10:24 PM 7/13/2009

Most noticable change to players would be changes to Auto-stabling of pets.
You will need to get any auto-stabled pets from the stables just this once.
After that, auto-stabling will work normally.

12:05 AM 7/14/2009 Server restarted for maintenance.

2:03 AM 7/14/2009 Server restarted for maintenance.


Script Update #94:  11:14 PM 6/23/2009

IRC server offline currently for update. 7:39 PM 5/19/2009
IRC server updated and online. 8:24 PM 5/19/2009

Router replaced. 1:02 AM 6/3/2009
RunUO server offline for maintenance during this time.
All services reestablished. IRC, HTTP, and of course RunUO online.

Removed young restrictions on transferring pets. (BaseAI.cs) 8:10 PM 6/20/2009

Ported Tents (Dupre) - added a few decoration items from modified package.
9:32 PM 6/23/2009

Added David's Lootable Trash piles. (No in-world placement yet) 9:33 PM 6/23/2009


Script Update #93:  9:15 PM 5/12/2009

Server rebooted for maintenance after 72 days of continuous operation.
Scripting proceeds on all fronts, nothing complete enough to implement yet.
Server data files updated to latest version.

Updated RunUO to SVN 313.


Script Update #92:  5:15 PM 3/2/2009

More fine tuning to skill gain and treasure rates.

Modified PlayerMobile to update mouseover title on property changes.

Fixed vendor restock time - 15 minutes once again. (BaseVendor.cs)

Server outage due to unknown. 3pm - 7pm, 8pm-10pm, 2/28/2009
Disabling UOAM server, among other things, for testing. Sorry.

Increased quantities of special resources spawned in world.

Disabled enhanced pathfinding due to cpu overloading in champion spawn areas.


Script Update #91:   2:59 AM 2/23/2009

Fixed CommunityBeehive to give honey. (_CommunityBeeHive.cs)
Placed Community Beehives and vendor in Vesper.

Tweaked skill gain. (SkillCheck.cs)

Fixed treasure spawns.


Script Update #90:  2:48 AM 2/22/2009

Decreased overall skill gain multiplier from 4 to 3, increased crafting
skill multipliers from 1 to 2. (Skillcheck.cs)

Adjusted TreasureBox's TrapLevel and TrapPower, now it is:
TrapLevel = amount / 10 and TrapPower = amount > 99 ? 99 : amount
TrapPower is used for the RemoveTrap skill check when TrapLevel is set.

Added protection from loss of fame, skills, or stats for 10 minutes
after last resurrect. (PlayerMobile.cs, ResurrectGump.cs, new
non-serialized PM variable, LastResurrect)

Made Debug Skill Gain Gump (window) optional, type (commandprefix)dsgg
or (commandprefix)debugskillgaingump if you like. =)

(Command Prefix is currently left bracket)

Server restart for system maintenance. 2:44 AM 2/22/2009


Script Update #89:  11:22 PM 2/20/2009

Updated DijkstraAlgorithm pathfinding. (_DijkstraAlgorithm.cs)

Increased default range perception to 20 from 16. (BaseCreature.cs)

Fixed custom mobiles to have proper opposition groups and immunities.

Added custom mobiles to proper Opposition groups. (OppositionGroup.cs)

Added custom mobiles to proper Slayer groups. (SlayerGroup.cs)

Server outage due to power failure. ??:?? ?? 2/20/2009

Server restart for system maintenance. 11:28 PM 2/20/2009

Increased the length of time blood remains on the ground. (Blood.cs =)


Script Update #88:  2:35 AM 2/18/2009

Fixed FoodDecay to ignore armor when applying damage. (FoodDecay.cs)

Increased skill gain amount for lower skill levels. (Skillcheck.cs)

Set creatures to immediately unlink from spawner on taming. (SpawnEntry.cs)

Increased MaxRange to 100 for AI pathfinding (_DijkstraAlgorithm.cs)

Server restart for system maintenance. 2:41 AM 2/18/2009


Script Update #87:  3:18 PM 2/17/2009 

Hotfix: Lowered resurrect minimums to 50 healing/anatomy or vet/animal lore.
(Bandage.cs)

Reduced Lockpicking skill gain multiplier to 2 from 4. (Skillcheck.cs)

Reduced Flying stamina on birds and removed taming ability. (FlyingBird.cs)

Implemented DijkstraAlgorithm pathfinding. (_DijkstraAlgorithm.cs)

Server restart for system maintenance. 3:18 PM 2/17/2009


Script Update #86:  10:51 PM 2/10/2009 

Adjusted all resource grids, harvest banks, and harvest amounts to be similar.
1x1 grids, 20-40 resources, 1 per harvest, 10-20 minute refresh.
(Fishing.cs, Lumberjacking.cs, Mining.cs)


Script Update #85:  4:57 PM 2/9/2009 

Hotfix: All familiars now drop pack contents on release. (BaseFamiliar.cs)

All vendors now fix "trammel" treasure maps. (BaseVendor.cs)
Drag and drop the map onto them and they will fix it.

Ported Rune Magic system from 1.0. More details to come.

BaseFamiliars will now drop inventory on Dispel. (Dispel.cs)

Set MageAI to always be "smart" (MageAI.cs)


Script Update #84:  12:30 AM 2/7/2009 

Hotfix: Fixed chest decay timer, reduced to 5 minutes. (_TreasureChestLevel.cs)

Hotfix: Skill gain debug messages enabled on live server. (Skillcheck.cs)

Hotfix: Made skill gain debug window to avoid spam. (_DebugSkillGump.cs)

Disabled logout delay in Cove tavern. (Regions.xml)

Changed blessed status of shrunken pets to be for Bonded pets only.

Increased skill gain rate for lockpicking. (Skillcheck.cs)

Standardized vendor sell lists - what vendors will buy from you. (SB*.cs)
All vendors now buy gems
Bankers sell deeds and tools including house placement tools and
decoration tools. (Banker vendor updates were already in but worth a mention.)

Fixed missed house prices in RealEstateBroker.cs


Script Update #83: 1:09 AM 2/4/2009 

Completely disabled young player death teleport. (PlayerMobile.cs)

Spawned chests now have a 15 minute cleanup timer triggered when 
double-clicked after being unlocked. Chests are not cleaned by the 
normal decay process until empty now. Should stop chests from "popping" 
during a world save. (_TreasureChestLevel.cs) 


Script Update #82: 10:15 PM 2/3/2009 

Fixed glitch in orb spawner. 

Updated regions, lich castle and tower now region'd. (_LichDungeon.cs, 
Regions.xml) 

Lich Castle and Lich Tower should no longer send dead young players to 
Luna. (PlayerMobile.cs) 

Adjusted treasure in chests. Items should appear in fewer, larger 
stacks. (TreasureMapChest.cs) 

Adjusted skill gain rates. Lowered rate for parrying slightly, raised 
rate for hiding, lockpicking, and spirit speak. (SkillCheck.cs) 


Script Update #81:  6:13 AM 2/3/2009 

Increased decay time of spawned treasure chests. (_TreasureChestLevel.cs)

Adjusted some spawn areas.

Disabled AOS style item loot from treasure chests.
Increased gold, scrolls, reagents, gems. Added ranged ammo, bandages.


Script Update #80: 8:31 AM 2/2/2009 

Updated Hunger and Thirst gump. Colorized hunger and thirst levels. New 
gump is considerably smaller. (HungerGump.cs) 

Merged in Hireables. 

Updated MOTD to not always display on login, but to send a message 
instead. (Motd.cs) 

Modified skill and stat loss on death slightly. (ResurrectGump.cs)

Modified treasure given in chests slightly. (TreasureMapChest.cs)

Changed starting equipment for miners and blacksmiths, replaced
pickaxes with shovels. (_Skillgatehelper.cs)

Updated RunUO to 310.

Conflict in PublicMoongate.cs - Destinations on maps I don't use 
conflicted due to being commented out. Fixed.

Conflict in RewardSystem.cs - Heh, a TODO, well, I already did. =)
(Using the reward system update posted on the RunUO forums.)


Script Update #79: 5:23 PM 2/1/2009 

Merged in updated vet rewards, enabled rewards system for testing. 

Fixed glitch in Addon system, more in line with SVN for compatibility. 

Disabled item insurance. (CurrentExpansion.cs) 

Made optional robbable houses. (HouseDoors.cs, Basehouse.cs, 
HouseGump.cs, HouseGumpAOS.cs) - Use access menu to control access to 
doors and containers. - Door keys are now (re)generated on change to 
private or on house creation or transfer. - Container keys are still 
created automatically for lockable containers upon creation. (That last 
one was already in place, just here for info.) 

Fixed housing costs. (again=) Lowered all housing to 10% of original, 
and reduced piece cost to 10%, (*house*.cs) 

Fixed Haven option in Help menu. (HelpMenu.cs) 


Script Update #78: 1:03 PM 12/16/2008 

Updated Scissor of BaseArmor to ignore player constructed status when 
returning materials. (BaseArmor.cs) 

Updated Wells and Fountains to update hunger gump if displayed. 
(MagicFountain.cs, Well.cs) 

Updated DecayedCorpse decay time to 120 minutes for player corpses. 
(DecayedCorpse.cs) 

World saves now every 5 minutes. Saves take 0.5 - 2 seconds now on 
average. (AutoSave.cs) 


Script Update #77: 5:40 AM 12/15/2008 

Merged in XMLSiege - adding siege functionality to appropriate things. 
- Boats done 

Added NPC Pirate ship, spawns on the ocean. Added Ocean spawn map for 
various ocean creatures. 

Pathfinding fix. (FastAStarAlgorithm.cs) Enabled backup pathfinding 
(SlowAStarAlgorithm.cs) 

12:22 PM 12/5/2008 - Server locked up for unknown reasons. 

Added refresh of hunger gump to food script. (Food.cs) 

Updated RunUO to SVN 302.

Hinds now using updated SkittishAnimalAI (Hind.cs, SkittishAnimal.cs) 

Added flying AI, new FlyingBirds made to use this AI, placed in Cove 
around docks. (FlyingBird.cs) 

Miners in Minoc have discovered caverns rich in ore. 

SkillsCap set to 6480.0 (CharacterCreation.cs, PlayerMobile.cs) (Statcap 
remains 375, 125 for each Str, Dex, Int) 

Skill gain rate for higher skill levels decreased. Skill gain rate for 
lower skill levels increased. (Skillcheck.cs) 

Some stat and skill loss on resurrection for non-PKs. 
(ResurrectionGump.cs) 

Script Update #76: 9:51 PM 11/27/2008 

Increased starting stats for new characters. All new characters should 
be able to wear their starting armor. (VirtueQuestionGump.cs) 

Especially now, since... 

Modified leather armor strength requirement. All leather armor now has a 
strength requirement of 10. 

Modified Stuck menu. (StuckMenu.cs) 

Fixed Chat Menu (Server\PacketHandler.cs, Chatold.cs) In-game IRC-style 
chat handler now directed to appropriate system. 

Modified new character skill items, moved the bulk of the items to the 
character's bankbox. Adjusted starting item quantities since overloading 
a new character isn't a concern. (CharacterCreation.cs, 
_SkillgateHelper.cs) 

Script Update #75: 9:42 PM 11/26/2008 

Increased skill gain rate. (SkillCheck.cs) 

Removed Young Player skill limit, now players are young for 40 hours, 
unless they remove their young player status themselves. 
(PlayerMobile.cs) 

10/4/2008: Server locked up for unknown reasons. 

Merged in Player Government System. (Yay!) 

Todo for Minax phase: Finish custom overland map, merge in xmlsiege. 

11/15/2008: Server locked up for unknown reasons. 

11/25/2008 - Updated wireless drivers. 

Modified character creation console feedback. 

No IO Hour set to 5 AM (EST). 

Backup compression process set to 5:05 AM Server may be slow from 5:05 
AM to 5:10 AM No downtime is required for backup. 

Script Update #74: 10:46 PM 9/2/2008 

New server computer is hosting the shard again. Replaced wireless card. 

Updated RunUO to SVN 300.

Script Update #73: 9:57 PM 8/22/2008 

Old server is hosting the shard for the time being while I try to figure 
out what is wrong with the new server. ^.^; 

Script Update #72: 7:12 PM 6/8/2008 

Updated Hunger and Thirst decay. 

Added Hunger/Thirst gump. 

Updated RunUO to SVN 282.

Added some of my additional scripts, updated to RunUO 2.0 Beds and 
Sheets, Custom AIs, Virtue Stones. 

Updated RunUO to SVN 297.

Testing: Fertile Dirt made to be an ICommodity (FertileDirt.cs) 

Slimes no longer tameable. (Slime.cs) 

Slimes now split. (Slime.cs) 

New RunUO server computer! A bit faster than the last one. Backups are 
now on DVDs. World saves are approximately 1-2 seconds. 

Script Update #71: 3:17 AM 12/26/2007 

Updated vendors to draft bank account if the player does not have enough 
gold in their inventory. (BaseVendor.cs) 

Changed material return rate on smelting. (Resmelt.cs) 

Changed sheep shearing delay. Sheep produce wool more frequently. 
(NextWoolTime in Sheep.cs) 

Modified Harvest system to be more tolerant of LOS. Mining around Cove 
should be easier (HarvestTarget.cs) 

Adjusted distance for mining. (Mining.cs) 

Adjusted Pet following distance and speed. (BaseAI.cs) 

Updated RunUO to SVN 272.

Script Update #70: 11:37 PM 12/13/2007 

Network card replaced, system working fine. 

Updated server data files to latest version. 

Updated RunUO to SVN 269.

Script Update #69: 6:56 PM 9/16/2007 

Modified Help Page system to not delete pages on player logout. 

Added Tint's page in queue system, makes help requests a little more 
obvious. 

Updated RunUO to release 259. Updated server's copy of client data 
files. (6.0.2.0) 

Wireless network driver issues on server computer, connection issues 
ensued. Repairs in progress. 

Networking update: It just "freaks out" after a day. (Tons of TCP 
messages in Event log, no connection, etc) I know this card works since 
it was just fine on WEP, the switch to WPA is giving it trouble. (WEP is 
a joke but I used MAC filtering too. =) But I'd rather use WPA now that 
everything supports it. Supposedly. But Win2k is picky with wireless...) 

Re-enabled web status, since the server status page relies on that. 
Oops. (WebStatus.cs) 

Script Update #68: 10:04 PM 8/11/2007 

Updated RunUO to release 196. Updated server's copy of client data 
files. 

Script Update #67: 9:22 PM 8/5/2007 

Updated RunUO to release 190. Updated server's copy of client data 
files. 

Script Update #66: 8:54 PM 7/5/2007 

Updated RunUO to release 187. Updated server's copy of client data 
files. 

Script Update #65: 9:48 PM 5/27/2007 

More changes to monster notoriety. I think I got them all. 

Bankers now sell Bank Chest Deeds, for placing in housing. 

Updates to Bank Chests, cleaning up code. 

Updated Bestiary with multiple background images for more variety.
Bestiary.


Script Update #64: 1:35 AM 5/27/2007 

Changes to various monsters to make them show up as "red". 

Modification to the Lich's Castle and Lich's Tower dungeons: The Magic 
Orbs will not appear until the guardian is slain. 

Changes to the appearance of Spectral Armour enemy. Is now Spectral 
Warrior, with a different look. 

Added Bestiary!
Bestiary. 

Changed how server reports consider players as valid for calculation. 
This should allow reports to actually show useful information now. 
(Reports.cs) 

Added Music Box. Testing. 

Script Update #63.1: 12:04 AM 5/24/2007 

Updates to staff tools. 

Script Update #63: 10:33 PM 5/23/2007 

Big one: The server is now on port 2593. 

RunUO: server.the-retelling.org, port 2593

You will need to delete the ConnectUO or ConnectUO Desktop entry for 
this shard, there is a bug where the edit option does not work. =( 

Script Update #62: 8:32 PM 5/23/2007 

Added gift items to new player character creation. 

Made skill gain a little faster at lower skill levels. (SkillCheck.cs) 

Ported Magical Trainers: Magical Trainers are like Pickpocket Dips, 
Training Dummies, or Archery Buttes. Double click on them to raise 
skill. In this case: Magery. 

Updated to the latest version of Knives Townhouses - Townhouses script 
package controls rentable vendor stalls and rentable inn rooms, among 
other things. 

Inn rooms will now be forced private, while rental stalls will be forced 
public. 

Rentable Inn Rooms (rooms in an inn with a rental sign nearby) offer 
more storage and space but you cannot set up vendors in them. 

Rentable Vendor Stalls - Small stalls with few lockdowns but much 
storage, includes table and chair for vendor, plus container for 
storage. Comes in varying sizes to hold different numbers of vendors. 

Both of the above work like houses, meaning you can only have 1 at a 
time, and not if you have a house. 

Nujel'm looks nice as an alternate location for beginning character 
tutorials and rentable stalls. It's isolated, has no treasure spots, and 
is fairly compact. It's also a different architecture than most of 
Britannia which might provide a nice change of pace. I would prefer to 
continue using Haven, but frequent map changes are making that 
difficult. This would allow me to ditch "Trammel" entirely, though I 
feel the Bazaar area should be forced No-PVP anyway. Easy enough to do 
with 'regions in a box'. 

I've started "watering" Nujel'm, fountains and wells are more common. 

Hunger and thirst changes will soon go into effect. You will lose hit 
points, stamina, and mana if you are suffering from starvation or 
dehydration. Conversely, you will gain a bonus to your chance to gain 
skill if you eat and drink regularly. 

Script Update #61: 1:34 AM 5/8/2007 

Reduced delay on rejuvination ankhs to 1 hour from 2 hours. They may be 
used more frequently. Placed a rejuv. ankh outside custom dungeon. 
Double click on the ankh to refresh something random: health, mana, 
stamina, or all three if you are very lucky. 

Added AutoStable/AutoClaim - Pets will be automatically stabled on 
logout, and if automatically stabled, will be automatically claimed when 
you log back in. No more running to the stablemaster so your pets don't 
go wild when you log out. 

Shrunk pet items now show bonding status. 

Hotfix for crash bug in chat system. 

Script Update #60: 9:33 PM 5/7/2007 

(Treasure Boxes are the gold boxes found on monsters.) Treasure Box trap 
power increased, using TrapLevel variable now. Tripping the trap on 
treasure boxes will hurt a lot more now, but the traps should be easier 
to remove. (TreasureBox.cs) 

Added new Treasure Chests, levels 0 through 6. These are constructors 
for the regular chests, but suitable for spawning in dungeons. All 
dungeons were already spawned, but the previous version of these was 
unsuitable for RunUO 2.0 and needed major overhauling to match what I 
want treasure spawns to be. (Not to mention addition of all the new 
artifacts and such...) This way the treasure chests draw off the 
existing chests, so modifications can be made in a single place. 
(TreasureChestLevel.cs) 

Adjusted reagent occurance and quantity in Treasure Chests. Reagents now 
show up in smaller quantities but more variety. The total overall amount 
of reagents given will either stay the same or be a bit more. 
(TreasureMapChest.cs) 

Treasure Chest magic item generator shouldn't suck balls quite so much. 
(TreasureMapChest.cs) 

So it's clear, changes to TreasureMapChest affect the following: 
Treasure Chests found in Camps, Dungeons, Fished up, or Dug up. 

Script Update #59: 8:59 AM 5/5/2007 

Lowered HandlesOnSpeech range for Gambler to 2 from 4. 

Script Update #58: 2:22 AM 5/5/2007 

Updated RunUO to SVN 181, misc updates associated with this. 

Vesper Casino is (finally) open. Find a Casino Token in your 
bankbox! The casino token is good for 10 free spins on any slot 
machine you like. (Hint: use it on the more expensive machines...) The 
casino is housed in the building formerly marked Counselor Guild.

Vesper Casino Map

Script Update #57: 9:22 PM 5/3/2007 

Modified Ore and Lumber resource bank size. Resource banks now cover a 
much smaller area. (Lumberjacking.cs, Mining.cs) 

Modified Random Encounter engine, it will no longer spawn hostile 
creatures in towns. (RandomEncounters.xml) 

Healers and Provisioners now fully stock Garlic and Ginseng. 

Modified material cost for fireworks crafting. (DefFirework.cs) 5:59 
PM 5/4/2007 - Check your bank box for a special gift. 

Server patched to the new release! Please patch your client. Run 
uopatch.exe or start the client from it's shortcut. Check frequently for 
patches, with the new release the maps are being worked on. I'll patch 
the server every Sunday, but client patches will fix map issues for you. 

Changed the backup system a little. There may be more lag during 
backups, but they will take less time. NoIOHour is 8am for compression 
of the RunUO directory, tape backup time is still 9am. 

Script Update #56: 2:56 AM 5/2/2007 

Increased feathers given by harpy when carved to 100 from 50. 

Adjusted Destard spawns. Added Cold Blood Champion Spawn to Destard.

Champion Guide on Stratics

Champion Guide on UO.com
Champion spawns are not easy... 

Moved Daily backup to 9am from 8am. Tape backup drives make nice alarm 
clocks. 

Script Update #55: 2:50 AM 5/1/2007 

Modified Vendors not to decrease max quantities of items when 
restocking. Vendors with item quantities set to 999 should stay that 
way. (GenericBuy.cs) 

Modified Vendors to randomize prices and availability every time they 
restock. This only applies to items with random prices (reagents, boats, 
and a few other things) and random availability (spell scrolls). Items 
with fixed prices and availability will restock normally. Vendors 
restock once every 15 minutes. (BaseVendor.cs) 

Increased vendor doubleclick range to match context menu range. You can 
now double click on vendors to purchase from them from a greater 
distance. (BaseVendor.cs) 

Script Update #54: 1:41 AM 4/30/2007 

Changed MOTD to only save 9 previous updates. If too many updates are 
shown, it bogs down the login process. 

The full Changelog is visible here:
Changelog


Script Update #53: 4/29/2007 

Increased Animal Taming range to 3 from 2. This was done to match the 
auto-follow range. (alt left click to follow) 

Modified Player backpack max weight to resolve discrepency between max 
player carrying capacity and max backpack capacity. By default, 
containers can hold around 400 stones in weight. 

Script Update #52: 4/28/2007 

Increased character skill cap to 1100.0 from 1000.0 - Testing. 

Added stat and skill cap changes to PlayerMobile deserialization 
temporarily. Fixed skill cap in CharacterCreation. 

Script Update #51: 4/28/2007 

Changed subdue percentage from /10 to /5, because, FFS, try and tame a 
beetle with a 10% subdual HP limit... 1 hit away from death, and the 
regen timer pushes them back above 10% before the taming attempt 
finishes... They either die during the taming process or are impossible 
to tame... This change should make it easier to tame creatures which 
need to be subdued. 

Updated BaseCreature Subjugation message, the message is stored 
seperately from the taming setting. 

The Solen Hives have been spawned, Solen Infiltrators have been placed 
in a few locations around Britannia, and all Solen quests are active.

See

Naturalist
and

Solen Hive
for hints. There are quests available from the Solens as 
well, those are a little trickier to get. 

Script Update #50: 4/27/2007 - Hotfix 

Fixed the glitch where releasing a tamed hostile creature in town would 
lock up the server. 

Unfortunately this means Guard Insta-kill is back on. Guards will kill 
you instantly rather than using the combat system to attack. This is 
RunUO/OSI default. I don't like it, but we're stuck with it for a little 
while. 

Script Update #49: 4/24/2007 

Added Necromancer vendor. 

Added support for BandageSelf and BandageTargeted packets. In the UO 
Client, in Key Bindings/Macros, add a new key binding for "BandageSelf" 
- or in Razor, do the same. 

Vendors are now double-clickable to initiate a purchase, in addition to 
the usual method of context menu or "vendor buy" 

Script Update #48: 4/23/2007 

Made the 'large wooden tubs' refillable with stew. 

Increased ginormous bowl of stew's hunger value. 

Updated the "Eating Tutorial" in the new player starting area. (Need to 
add the Tutorials to Haven... And possibly Cove as well. 

Script Update #47: 4/23/2007 

Testing slot machines in preparation for setting up the Vesper Casino. 

Dusted off old b35 BlackJack/Poker player, updated to 2.0, fixed 
glitches. 

Tweaked default RunUO gambling stone for appropriate costs and prizes. 
-- Nevermind, there's nothing I can do to make that one not suck. It's 
pointless anyway with the better slot machines. 

Adjusted miner bonus round on Mining Madness slot machine. 

Changed sound effects on Glass Sword. 

Added Knives' Chat System - "[c (text)" to chat is the basics. There's 
all kinds of other features too. 

Added Courageous' Random Encounter System - The default random 
encounters are active in Britannia. (Felucca) The default encounters 
occur in Towns (usually animals) and Dungeons (usually things that want 
to eat you) - Custom encounters will be added gradually. =) 

Updated BaseAI with better creature follow speeds. Pets will follow 
faster when *following*, *guarding*, or told to *come* to your location. 
They move at normal speeds in combat. 

Applied PlayerRangeSensitive mod to AI. Mobiles are range-sensitive 
(they will deactivate and stop using CPU when nobody is close to them) 
but now that deactivation is controlled by a timer. What this means: No 
monsters piling up at dungeon entrances if you flee with a crowd chasing 
you... 

Ported Fireworks script packages, in testing. 

Added NPC Marketplace script, in testing. 

Script Update #46: 4/21/2007 

Added a save warning gump. When the game just stops for 10 seconds, 
every hour or so, it's saving. Now you know why. (There's a warning in 
the lower left hand corner too. =) 

Added Sextants and EnchantedSextants to the CheckAccessability list in 
BaseHouse.cs. Added Spyglasses too. 

Script Update #45: 4/21/2007 

Changed weight of cotton. Before, thread produced by spinning cotton 
weighed more than the cotton. Fixed. 

Modified BaseTool to show crafter name. 

Sextants now show real coordinates too. 

Enchanted sextants now also work as real sextants, showing coordinates 
when used along with directions to the nearest bank and moongate. 
(Enchanted sextants are part of the rewards for the Uzeraan/Haven Young 
Player quests. There is a gate in Cove to Haven, or visit any moongate 
to travel there.) 

Character Creation now drops player starting gold in their bank. 

Script Update #44: 4/21/2007 

Changed the Young status maximum skill limit from 450.0 to 650.0. Young 
status still ends normally after 40 hours. 

Removed a temporary mod to PlayerMobile Deserialization. 

Script Update #43: 4/21/2007 

Updated weapon double-click functionality when weapon doubles as a tool. 
Double-clicking a weapon/tool in your pack will equip it, while 
double-clicking it while it is equipped will activate the tool part. 
(ex: Axe, double click on an axe in your pack to equip it, then double 
click the equipped axe to chop something, such as a tree.) Knives are 
excluded from this, they will not equip. (butcher knife, cleaver, 
dagger, skinning knife, throwing dagger.) 

Script Update #42: 4/21/2007 

Fixed bug in how swamps apply poison. Added "You were poisoned" warning. 

Script Update #41: 4/21/2007 

Fixed bug in statcap assignment and bankbox update. Modified 
PlayerMobile deserialization to compensate. 

Testing new script: MoongateLibrary 

Script Update #40: 4/20/2007 

All stat orbs created from now on will *not* be movable. You must use 
them in the dungeon you find them in, as that was the original intent. 
These are recreations of the "orbs" in U4 & U5 dungeons. Have your 
bandages, healing potions, spells, and scrolls ready when you use them! 
=) 

Script Update #39: 4/20/2007 

Weapons, Armor, Shields, and Clothing now double-clickable to equip or 
remove. 

Script Update #38: 4/20/2007 

Modified weight of lockpicks. 

Modified healing potions. (The old stats didn't make sense with a base 
of 300.) 

Modified healing spells. Same issues, easy fixes. 

Bandages are fine. :) No change there. 

Script Update #37: 4/20/2007 

Change to the MOTD since it was never showing up... 

Happy 4/20! :) 

Script Update #36: 4/19/2007 

Updated: Pricing and quantity on Arrows and Bolts on all vendors. 

Changed how smelting ore works - Each piece of ore is now individually 
skillchecked, with the potential to gain skill as well as determine a 
more accurate success/failure rate. (No more losing half a stack of ore 
if you fail a skillcheck. Also no more individually smelting pieces of 
ore to avoid this or maximize skillgain - the script now does it for 
you, basically.) You can still fail your initial skillcheck, in which 
case you only lose one piece of ore now instead of the entire stack. 
(This change was implemented before, but with the switch to RunUO 2.0 I 
have to re-apply any changes to the distro files.) 

Adjustments to the cost of boats. Randomizer should be a little more 
kind... 

Script Update #35: Not long afterwards...  

More code testing with the auction system. Hopefully the last. 

Script Update #34: 4/19/2007 

Modifications to the Auction system, and testing of a bit of code 
relating to how it loads the language files. Nothing that would affect 
the players. 

Script Update #33: 4/19/2007 

Porting Addons... -.- 

Script Update #32: 4/18/2007 

Update to NightSight potion to add NightSight buff icon. (I thought buff 
icons were broken after my experiment for a while because of that...) 

Update to Commoner to add a default amount of gold to their pack, plus 
some extra based on their class. (Thanks Jere for reminding me. =) 

Lowered Stat Gain delay. Stats will gain faster. 

Updated Treasure Piles to show "A Lootable Pile of Treasure" when 
single-clicked, makes it easier to tell that it's something interactive. 

Porting Cove Graveyard Expansion to Malas, updating the creatures to 
2.0... Mostly done but further work still. 

Testing Journal: Well, my dungeon regions work fine, but the house 
regions within them override the dungeon light levels. Oops. Hrm. I may 
have to hack housing regions a bit to check the accesslevel of the 
owner, and make buildings controlled by a GM or above to be exempt from 
certain regulations... 

Script Update #31.1: 4/18/2007 

Update to the SkillGateHelper to fix profession for those who use the 
Advanced Character Setup. 

Script Update #31: 4/17/2007 

Well that idea sucked. SE or ML compatability controls things such as 
the new guild system and buff icons as well. Makes sense since those 
features were introduced then, means I have to take the bad with the 
good until I can prune out the bad manually. Oh well. =) 

Script Update #30.1: 4/17/2007 

Updates to the Reagent Tutorial multi. Other tutorial multis to be 
updated in anticipation of putting copies of them in Haven. 

Script Update #30: 4/17/2007 

Big one: Disabled SE and ML features. Also disabled item insurance. I 
really just don't like the "Samurai vs Ninja" thing that SE tried to do. 
And ML's addition of Elves? Bleah... Ok, I realize Elves were in the 
earlier Ultimas.. (Age of Darkness, U1-3) But.. what wasn't? Spaceships, 
laser guns, time travel, and a big evil computer. Don't get me wrong, 
the earlier Ultimas are pretty awesome games, but this shard is a 
retelling of The Age of Enlightenment. The beta code names (Mondain, 
Minax, Exodus) are just code names, the focus will be on the Virtues. 
(Those code names reference that the shard is in a state before 
readiness...) 

Script Update #29.1: 4/17/2007 

Modifications to TurboSlots to disable "sorry you didnt win" message 
spam. (Plus, "didn't"... I mean jeez.) 

Testing Journal: I also modified TurboSlots so that a buttonpress of 12 
on the mining bonus round didn't trigger a cheat detection. Instead it 
just re-sends the bonus round gump. Buttonpress 12 is the "spin" button 
on the regular slot gump, so testing w/Razor on the Miner Madness slot 
was hampered by the cheat detection. Yes, I use Razor. Please grok in 
fullness the next three words: I have arthritis. That statement negates 
ANY argument against *reasonable* use of macro programs. Though my 
intent is to fix the code where possible to reduce the reliance on 
macros. (Already fixed the "no free hand for potion" thing, you can 
drink potions without disarming.) 

Script Update #29: 4/16/2007 

Changes to MapMakers - Adjustments to resource costs. 

Changes to Haven spawns. 

Script Update #28: 4/16/2007 

Gotta make sure not to do updates so late at night. *yawn* Minor updates 
to existing scripts as well as addition of TurboSlots, On-Site Dueling, 
and Xanathos' Auction system and Shrink system. Implementation will 
occur after testing. 

Script Update #27: 4/15/2007 

Update to Sell/Buy: Bankers now sell all regularly-appearing deeds. 
Vendor-related deeds have identical pricing whereas the price of boats 
vary on all vendors. Adjusted overall cost of boats, lower for smaller 
boats, higher for larger boats. Commodity deeds now cost 1 gold, and are 
available in greater quantities. 

Minor bugfix on pricing, a few vendors had bottles still at 5 gold, 
things like that. Corrected the issue. 

Script Update #26.1: 4/15/2007 

Update to 3 vendor stall - randomized each chair hue. ^.^ Looks nice, 
will have to make more stalls for the Haven Bazaar. 

Testing Journal: There are now two sizes of vendor stalls: 3 vendor 
stalls are currently priced at 50 gold a week, and 1 vendor stalls are 
10 gold a week. Keep in mind these stalls use the housing system, so 
only one stall may be rented, and only if you do not have a house 
already! Vendors may be placed in player housing as normal, these stalls 
are just extra features. Haven is useless except for the new player 
tutorial, and doesn't really have a place in the world of Britannia 
otherwise, so it is being repurposed as a safe trading area and bazaar 
with market stalls. Update: 1 and 3 vendor stalls have been placed. The 
1-vendor stalls are on the small 'complex' bridge near the docks. There 
is a crate beneath the table for storage and a chair for the vendor. The 
3-vendor stalls are near the mage shop in the center of town. There are 
3 large crates behind the three vendor chairs, and a large table in 
front for display items. 

Script Update #26: 4/15/2007 

Minor updates and bugfixes. Testing rental stall addon and modification 
to code to secure containers rather than locking them down. The addon 
should be left alone, don't want junk static items of a table cluttering 
up bankbox... 

Script Update #25: 4/15/2007 

The New Character creation sequence is complete, with the Haven Tutorial 
quests working. Selected areas on Trammel are spawned for this. 

BUG: The youthful treasure maps given in Haven as part of the Young 
Character quests don't seem to show the proper Haven landscape. They 
show the Felucca landscape of Occlo instead. Updated UO data files on 
server, will re-test. 

Modified loot on common monsters. Skeletons no longer drop pieces of 
bone armor. (Bone armor is constructable by Tailors.) Rats no longer 
have pockets. Zombies don't drop body parts. (These items should be 
rare, not common.) 

TOWNHOUSES! TownHouses re-added to system. Haven will again serve a dual 
role as a Bazaar, with rentable booths for vendors. Affordable prices! 
Act now! 

Testing Journal: Testing the new character sequence showed a very 
rewarding tutorial process. My initial character setup gives the 
character a reasonable nest egg to start with (1000 gold) along with a 
suit of leather armor and items appropriate to their skills. The 
Uzeraan/Haven quest will give close to 3000 more gold. Following the 
Youthful Treasure map he gives as one of the rewards has been even more 
profitable, in the form of 100 mandrake root and 50 nightshade, as well 
as 2 more treasure maps (and a ton of common reagents) Not so much gold, 
but a good amount per chest plus loot from the guardian monsters. (Which 
are nice and politely wait for you to initiate combat, since you're 
young. =) *more testing* Ok, so I got lucky finding the 2 Youthful 
Treasure Maps. (They didn't keep flowing like a never-ending river of 
reagents.) Even the guaranteed one you get gives a pretty reasonable 
haul of stuph. Though it's mostly reagents, need to remember to modify 
that a bit, beef them up for everyone. 

Script Update #24: 4/14/2007 

Many many MANY changes with just this update. 

Lots of internal stuff, but updates to all the character gates, plus the 
creation of a new system to handle skill items given on character 
creation. (Items are only given once the player leaves the starting 
area.) Fixed an issue with the brand-new new character item creation 
thingy not working right. 

Changes to poisonous swamps, poison is now applied through the proper 
methods rather than directly set. This allows the poison attempt to be 
stopped by, say, young status, or other poison immune effects. Why not 
block it at the beginning of SwampCheck, like the rest? This way allows 
Young players to get a warning that they would have been poisoned, (but 
not spam them to death since it goes through the SwampCheck randomizer) 
as well as give them a realistic example of the frequency of poisoning. 
(again, since it goes through the actual code...) 

Changes to Bowcraft/Fletching: Bowcraft/Fletching now uses the Carpentry 
skill. There just aren't enough things to make this worthwhile as an 
individual skill. Items that used the Fletching skill now use Carpentry. 
(This includes tools and weapons) 

A change to fountains, every piece is useable, there were some problems 
before with being able to double click on normal fountains. This wasn't 
as noticable because magic fountains were more common. 

Club strength requirement set to 10, from 40. I mean, come on, it's a 
club. 

Glassblowers no longer sell Mandrake Root or Nightshade Mushroom. Oops. 
Neither do Dryads. 

Prices and quantities of raw resources adjusted. Blank Scrolls = 1 gold, 
999 qty. Bottles = 1 gold, 999 qty. Common Reagents = 1-10 gold, 999 
qty. (Random) Rare Reagents = NOT SOLD IN STORES! (Rare = Mandrake Root 
and Nightshade Mushroom) Spell scrolls, 25-50 gold per Circle, lower 
circle spells more common. 7th Circle Spells extra-expensive. No level 8 
spells sold in stores. Arrows, Bolts = 1 gold, 999 qty. 

Increased stat gain (doubled, actually) for the virtue gump, now +12 for 
a single-stat virtue, +6 to double-stat virtues, and +4 each to 
triple-stat virtues. 

----------------------------- Older news: (23 and below) 

Configuration Modifications: 

Scripts\Misc\ServerList.cs - Changed server Address, Name, Port, 
Scripts\Misc\Email.cs - Changed SMTP server. 
Scripts\Misc\MapDefinitions.cs - Changed map rules and added season hint 
line. 

Customization Modifications: 

Scripts\Skills\RemoveTrap.cs - Removed minimum skill requirements. 

Package Modifications: 

For XMLSpawner: Scripts\Items\Containers\Container.cs - Modified for 
STEALABLE Scripts\Skills\Stealing.cs - Modified for STEALABLE 

I haven't kept good notes. ^.^; Lots of them, just poorly organized. 

Before this: 

RunUO 1.0.0, RunUO 1.0RC0, RunUO Beta 36, and a few before that... : 
Many, many changes, too much to tell. 

The switch to RunUO 2.0 undid a few changes. 

About Script numbers: When I do a major update on the server, I rename 
the old scripts directory to Scripts.Old##, and upload the new scripts 
directory. Then I move the old one out. I didn't always do this, and the 
number doesn't particularly mean anything, other than to mark the order. 

-------------- Summary: 

This is a good place for a quick summary. 

Custom map coming soon.

You need to eat and drink on a regular basis. Fountains and wells may be 
found across the land to replenish your water supplies and to drink 
from. Food grows wild, and game animals may be killed for meat.
Type [hunger or [thirst to see your hunger and thirst rating.

The Skill Cap is 120 * The total number of Skills.
Individual skill caps start at 100, and can be raised normally.

Items may be marked by their crafter as long as the item is exceptional.

NPCs that sell reagents do not offer Mandrake Root or Nightshade 
Mushroom, at all. They do offer other reagents, at seemingly random 
prices. ;) Mandrake Root and Nightshade Mushroom may be found in the 
wild, in treasure, and on monsters. 

BTW Nightshade is a mushroom. MUSHROOM! A green mushroom, specifically. 
If you've played the older Ultima games you can probably picture the 
exact shade of neon green I chose. =) For technical reasons the 
nightshade mushrooms share the same itemID as the "Zoogi fungus". If you 
see nightshade growing wild and it comes up as "zoogi" in any way, shape 
or form, please ignore the naming error, that's just a glitch. 

NPCs do not buy items, with one exception: all vendors will buy gems.
Bulk-order deeds are obtainable for Blacksmithing and Tailoring,
currently. These service contracts request a certain number of goods
within the receiving player's means to make, though not always easily. 

Scrolls for spell circles 1-7 are available in stores. Prices go up with 
the circle of spell. Higher level spells are harder to find and more 
expensive. Circle 8 scrolls are found as random loot. 

Remove Trap: no longer requires a minimum skill of 50 in Lockpicking. 
There is no Lockpicking minimum skill requirement to remove traps.
The skill delay was also lowered.

Player vendors now are created with 1000 gold in reserve, as opposed to 
4 gold. (The player vendor deed costs 1200+ so this isn't creating 
gold...) Vendors now charge significantly less per (real world) day. 

Stealing: Players in the Thieves Guild may steal from other players, but 
only in Britannia (Felucca map rules) - and ONLY gold, gems, and jewelry 
may be stolen, and they must be targetted directly. A successful attempt 
will steal a portion of the gold. Stealing from NPCs works regularly. 
Young players are immune from theft. 

Housing: Removed the 10,000 gold "remodeling fee" for custom houses. 
Lowered the "piece" cost for custom houses. 


How to Connect to The Retelling:

server.the-retelling.org port 2593 using Razor and an updated UO client.

Website: http://the-retelling.org

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