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25APR14 - Bugfixes & patchnotes

Printed From: Illyriad
Category: News & Announcements
Forum Name: Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=5541
Printed Date: 18 Oct 2019 at 07:11
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Topic: 25APR14 - Bugfixes & patchnotes
Posted By: GM Stormcrow
Subject: 25APR14 - Bugfixes & patchnotes
Date Posted: 25 Apr 2014 at 17:06
Hi all,

A catchup on some bugfixes, and some enhancements.

Over the last few days and weeks I've been going through some of the outstanding bugs, issues and functionality changes and fixing them as I go.

This patchnote summarises many of the global changes that have been made so far.

HARVESTING IMPROVEMENT
Some database deadlocks were occurring very infrequently (less than once per day across the whole of Elgea) during the harvesting process, which may have meant less collected items than there should have been for a small number of players' harvesting activities.  We think these have been sorted out now, as there are no new deadlocks getting logged.

STUCK ARMIES IMPROVEMENT
There's now an improvement to the clean-up routine for stuck armies during occupation etc.

Somehow, some armies are ending up left on the map despite having no units but they still remain in situ and return home on schedule rather than being destroyed.  There's now a clean-up routine that should properly destroy these armies and will notify the army's owner.  

Please bear in mind that this is a scheduled routine (although it does run very regularly) so in the rare circumstances where this might have happened in the past, there might now be a small time delay between the destruction of the army and its disappearance from the map.  

Please note that this is very much an edge case.  If anyone still has any armies of this nature left on the map, please make sure you open a petition, or add a note to the Petition saying so and I'll get straight onto it.

OLD TOURNAMENT SQUARE CLEAN-UP
I had accidentally left Tournament 7's squares still designated as tournament squares (unsettlable etc) from the last time, and have now cleared these out - so we're back to 37 tournament squares on the map rather than some 185(!) or so.

EXODUS & CITY WALL
Exodusing towns now have their City Wall set back to Level 12 on arrival, in common with all other buildings.

EXODUS SPELL CANCELLATION
Any blights cast on an exodusing town should now be cancelled when the town moves.  I will be going through any currently opened petitions about this, and will be cancelling any and all spells (blights or otherwise) active either on the town or cast by the town, that predate the casting/target town's exodus.  

This process will begin on Wednesday 30th May - and the reason I am giving 5 days' warning here is that there are some towns that have pre-exodus active geomancy bonus spells (rather than blights) operating on them, and these towns may wish to secure an alternate source of geomancy bonus before it gets cancelled.

LOCHS, LAKES & COUNTER CLAIMING SOVEREIGNTY
The 40,675 Lochs and Lakes on elgea are going to be opened up as food sovereignable squares, in the same way as coastline currently is.

We'll be doing this in phases, as we are aware there is certainly some potential for disputes over which player gets the food sovereignty; which is why I'm setting out this sequence of events:
  1. We will be distributing the food amounts randomly across the 40,675 squares, and in the same proportions that coastline was distributed, namely:

    10% 4 food
    20% 5 food
    20% 6 food
    10% 7 food
    10% 8 food
    10% 9 food
    10% 10 food
    5% 11 food
    1% 12 food
    1% 13 food
    1% 14 food
    1% 15 food
    1% 16 food

    As the distribution is random, the numbers above won't be perfectly accurate, but should be very close (ie 19.8% instead of 20% etc).  

    This distribution will appear on the map early next week, so players can start discussing any potential conflicts with their neighbours.

  2. We will then move on to re-opening counter sovereignty claims with a new, streamlined and - better yet - properly working counter-claim system so that if players do have disputes, there is at least a mechanism beyond "first to claim the square".

  3. We will then open up the squares to being occupy-able and sovereign-claimable by armies; as well as allowing the Fishery sovereign structure to be built on the square.  No other sovereign structures other than the Fishery will be allowed to be built on Lochs and Lakes.
I will make a post next week regarding how the new sovereign counter-claim system is going to work.

Best wishes,

SC



Replies:
Posted By: GM Stormcrow
Date Posted: 25 Apr 2014 at 20:44
EXODUS SPELLS PART 2
Having looked into this in some further detail, there are:
  • 1198 Town Rune
  • 1329 Town Geomancy
  • 68 Town Blight
... spells currently in force on cities that were carried through the city's exodus.

I'm going to leave the Runes alone, because these are self cast (though please bear in mind that any newly exodusing city will lose all the magic - runes included - that were cast on it).

However, this does mean that there 1,329 towns who will lose their current geomancy spell - as it was in effect on their town *before* the exodus occurred.

It was always supposed to be this way - point 9 in the http://forum.illyriad.co.uk/29sept11-moving-cities_topic2495_post28756.html" rel="nofollow - original post introducing Exodus  reads "All the spells you have cast from this town and those cast on your town will be cancelled."; it's just that this was never properly implemented.

However, I do realise that people may not be aware of what spell carried over from Exodus, so I'm going to send an email over the weekend to all the towns that are going to affected by this bugfix, identifying the specific spell that will be automatically cancelled at some point on Wednesday; in order to give people some time to find an alternate source of whatever geomancy spell they had running on their city or to readjust their city resource / tax accordingly.

Regards,

SC



Posted By: Rill
Date Posted: 25 Apr 2014 at 22:49
Some of those blight spells may in fact be "blight shields" and desired by the towns on which they were cast -- you will be sending mails to cities affected by blights as well, right?

And by the way THANK YOU!!! Great to see the fruits of your labor going into effect.  You rock!


Posted By: GM Stormcrow
Date Posted: 25 Apr 2014 at 23:49
Originally posted by Rill Rill wrote:

Some of those blight spells may in fact be "blight shields" and desired by the towns on which they were cast -- you will be sending mails to cities affected by blights as well, right?

And by the way THANK YOU!!! Great to see the fruits of your labor going into effect.  You rock!

You're welcome!  And yes, absolutely.  Any town with a spell that we intend to cancel (either blight or geomancy) will get an email.

Best,

SC


Posted By: Gimli Son of Groin
Date Posted: 26 Apr 2014 at 00:04
Glad to see that you still like to check with players about the spells. Having played this game for a couple of years, I am still only just beginning to realise how complex it is. Now, if I, a mere player find it complex, then bravo to the GMs who keep this game running! In all my days, there has been one and only one disappointing thing which has made me sad in-game; the removal of the old smileys. That can be patched by players, so it doesn't have an effect on me anymore. Illyriad is an ever-expanding MMO in which the players, the community and the game itself develop over time and become somewhat more refined than before. I still remember lots of bugs which have been ironed out now, but some where still enjoyable nonetheless. I truly do appreciate the hard work that all you people put in to maintain this game for us players and I am genuinely happy that this game is still going on even if you GMs are fed up with our moaning ;). So again, this comes from the bottom of my heart, thank you so much for carrying on debugging and improving Illyriad.
Edit: I didn't notice it had dragged on this long. Sorry!

-------------
“A single dream is more powerful than a thousand realities.”
― J.R.R. Tolkien

“I warn you, if you bore me, I shall take my revenge.”
― J.R.R. Tolkien


Posted By: Alcie
Date Posted: 26 Apr 2014 at 04:06
yay! fishing in lakes =D That is going to open up a lot of new nice places to settle, thank you GM Stormcrow!


Posted By: Brandmeister
Date Posted: 26 Apr 2014 at 05:01
I've always thought it's rather silly that a city in exodus could take ANY of the wall with them.



Posted By: Kabu
Date Posted: 26 Apr 2014 at 08:26
Great news about the lakes and lochs! I had been waiting for that for a long time. :)


Posted By: Myr
Date Posted: 26 Apr 2014 at 15:34
Stormcrow: It doesn't look like the Stuck Armies fix is going to help my missing troops on Wild Monk. Is that something that you're still looking into? It's been a few months since it happened.


Posted By: G0DsDestroyer
Date Posted: 26 Apr 2014 at 16:22
Any chance Swampland can become claimable for food sovereignty too? Big smile

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http://live.xbox.com/en-US/MyXbox/Profile?gamertag=G0DsDestroyer" rel="nofollow - Tia mi aven Moridin isainde vadin


Posted By: Alcie
Date Posted: 26 Apr 2014 at 17:01
Originally posted by G0DsDestroyer G0DsDestroyer wrote:

Any chance Swampland can become claimable for food <span style=": rgb255, 248, 229;">sovereignty </span>too? <img src="smileys/smiley4.gif" alt="Big smile" title="Big smile" />



maybe you will be able to hunt in swamps but have a 30 percent chance of catching a blight there per day.   mm... tasty poisonous frogs....




Posted By: Arctic55
Date Posted: 26 Apr 2014 at 21:26
Originally posted by G0DsDestroyer G0DsDestroyer wrote:

Any chance Swampland can become claimable for food sovereignty too?

I was going to ask the same thing.

-------------
I'm pressed but not crushed.
Persecuted but not abandoned.
Struck down but not destroyed.


Posted By: Malek
Date Posted: 28 Apr 2014 at 05:55
HI SC,
I still have a dead commander in a moving army of 0. Petition no 9886. 
Thanks. 


Posted By: GM Stormcrow
Date Posted: 05 May 2014 at 01:26
Originally posted by GM Stormcrow GM Stormcrow wrote:

LOCHS, LAKES & COUNTER CLAIMING SOVEREIGNTY
The 40,675 Lochs and Lakes on elgea are going to be opened up as food sovereignable squares, in the same way as coastline currently is.

We'll be doing this in phases, as we are aware there is certainly some potential for disputes over which player gets the food sovereignty; which is why I'm setting out this sequence of events:
  1. We will be distributing the food amounts randomly across the 40,675 squares, and in the same proportions that coastline was distributed, namely:

    10% 4 food
    20% 5 food
    20% 6 food
    10% 7 food
    10% 8 food
    10% 9 food
    10% 10 food
    5% 11 food
    1% 12 food
    1% 13 food
    1% 14 food
    1% 15 food
    1% 16 food

    As the distribution is random, the numbers above won't be perfectly accurate, but should be very close (ie 19.8% instead of 20% etc).  

    This distribution will appear on the map early next week, so players can start discussing any potential conflicts with their neighbours.

Hi everyone,

Apologies for running slightly late with this.  I've now randomly seeded the world map with Food values for lochs and lakes.

A player raised a question about Tarns (up in the North), and whether these should be fishable as well.  I think they should, and will be removing their Wood, Clay, Iron and Stone values, and reseeding them as food according to the same algorithm tomorrow.

Now, please all argue amongst yourselves about who gets access to which Loch, Lake (and, from tomorrow, Tarn) and we'll open them up to sovereign claims after we've fixed the other sov issues as per the OP.

Best wishes,

SC


Posted By: Daefis
Date Posted: 05 May 2014 at 01:45
hmm still impassable for me?

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http://elgea.illyriad.co.uk/a/p/37796" rel="nofollow">


Posted By: GM Stormcrow
Date Posted: 05 May 2014 at 02:10
Originally posted by Daefis Daefis wrote:

hmm still impassable for me?

Yes.  As mentioned, please see original post for further tripartite details.

SC



Posted By: Arctic55
Date Posted: 05 May 2014 at 02:21
Could we do something about swamps and volcanoes? Maybe not make them settleable but at least useable as sov? We all have probably seen or heard of towns in swamps and such, and people do live on volcanoes for some reason. So those should be useable as sov imo.

-------------
I'm pressed but not crushed.
Persecuted but not abandoned.
Struck down but not destroyed.


Posted By: GM Stormcrow
Date Posted: 05 May 2014 at 02:33
Originally posted by Arctic55 Arctic55 wrote:

Could we do something about swamps and volcanoes? Maybe not make them settleable but at least useable as sov? We all have probably seen or heard of towns in swamps and such, and people do live on volcanoes for some reason. So those should be useable as sov imo.
Well, there generally were (historically) unfortunate consequences for living on both swamps - and (certainly on active) volcanoes; and I'm not quite ready to introduce pestilence and/or eruptions into Illy Smile

But it's worth putting onto the rainy day list, which it's now on.

Best,

SC


Posted By: GM Stormcrow
Date Posted: 05 May 2014 at 03:32
Tarns have now also been seeded with Food, and will behave in accordance with the sovereign fisheries only rule for Lochs and Lakes.

Many thanks,

SC


Posted By: Rill
Date Posted: 05 May 2014 at 05:00
I was rather hoping that volcanos would eventually do ... something.  Perhaps erupt with some possibility of damage to nearby cities and some possibility of spawning a rare mineral mine ... something like that.  Would be an interesting way to introduce new resources.  "Floods" of lakes and rivers could spawn rare herbs.  All in the long term, of course.


Posted By: Albatross
Date Posted: 07 May 2014 at 14:53
Originally posted by GM Stormcrow GM Stormcrow wrote:

Tarns have now also been seeded with Food, and will behave in accordance with the sovereign fisheries only rule for Lochs and Lakes.

Many thanks,

SC
Although there is food on the map, those squares have not been enabled for 'Send Army' (for purposes of claiming sovereignty) in the Map UI. (I might be mistaken of course!)

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Posted By: Spheniscidae
Date Posted: 11 May 2014 at 02:30
Yup, still can't occupy lakes and lochs either.

Could this be fixed soon? Thanks!


Posted By: Teragram
Date Posted: 25 May 2014 at 17:04
LOCHS, LAKES & COUNTER CLAIMING SOVEREIGNTY
Posted: 25 Apr 2014 at 17:06
The 40,675 Lochs and Lakes on elgea are going to be opened up as food sovereignable squares, in the same way as coastline currently is.

Here is one of many I have seen followed by a couple of thoughts on the matter.
http://elgea.illyriad.co.uk/#/World/Map/-329/431Unclaimed
Loch
[Impassable]
wood
clay
iron
stone
food
0 0 0 0 9
Additional Sovereignty Structure Bonus
You cannot claim Sovereignty here
How about a way to use magic if sov cannot be claimed. Just how feasible is it to have an impassible assessable yet cannot siege from, etc. Perhaps adjoining sovs could get bonuses. Or just make such locations total 0's.




Posted By: Rill
Date Posted: 25 May 2014 at 18:01
Teragram, the change hasn't been fully implemented.  When it is implemented, the lakes and lochs will become fully "passable" for all army purposes, including sieges.  Players said they wanted this tradeoff when we were asked about lake and loch sov a while back.


Posted By: Afar
Date Posted: 20 Aug 2014 at 18:00
I keep reading things on lakes and locks and how they will soon be worth some thing and to date all it amounts to is just talk, it is ether going to happen or it won't which is it, and if it is going to happen when?


Posted By: Albatross
Date Posted: 20 Aug 2014 at 18:53
Quote ...lakes...
I understand this is in active development, likely being tested rigorously in one of the parallel universes that the GMs host.

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Posted By: Aurordan
Date Posted: 20 Aug 2014 at 19:17
It'll come out when/if it comes out.  And a five month old patchnote thread is totally the appropriate place for this discussion.  



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