As promised, I'm bringing good news to everyone Smile
With some users feedback, I made a huge optimization on sphere internal damage/armor calculations. This means: the code is now lightweight, faster, and support some new features.

If someone want use new features, just enable it and they will be ready to use.
And if someone want keep using old calculations, they still avaible and fully working too.

  • COMBAT_SPECIALDAMAGE and COMBAT_USE_RESISTANCE settings on sphere.ini are now a single COMBAT_ELEMENTAL_ENGINE which does the same thing (but now unified)
  • COMBAT_ELEMENTAL_ENGINE now totally overrides old AR calculations with new AOS damage/resist types instead use both at the same time. If you want the new AOS engine just enable this, otherwise keep it disabled to use the old pre-AOS engine (AR)
  • The old AR was doing a wrong calculation for years and now it's fixed (calculation details explained below)
  • Char damage is now calculated using correct formulas. If unarmed (wrestling) the base damage will be the char DAM (default is 1-4 for all players, but it can be customizable, just make sure that your c_man/c_woman/c_elf_male/etc chardefs has proper DAM set), and using weapons the base damage will be the weapon damage. This base damage can be increased with some bonuses (if COMBAT_OSIDAMAGEMOD it will use OSI bonus calculation, otherwise it will use sphere default bonus [STR/10]).
  • On AOS+ clients, the char status menu now will show exactly the damage range that the char can deal (including all bonuses)
  • New blood effects

Removed features (as discussed here):
  • COMBAT_TARGETTEDHIT setting on sphere.ini. Previously it was used to set a hit prefference and make the char hit this body location. The internal code got removed to make the general code more lightweight, and if someone still using this feature, it can be softcoded on scripts without problems.
  • All "hit location" messages on sphere_msgs.scp. They are just tons of random messages without any real functionality.
  • Old [Physical/Fire/Cold/Poison/Energy]Damage properties got removed and replaced with the new DAM[Physical/Fire/Cold/Poison/Energy], which is compatible with COMBAT_ELEMENTAL_ENGINE and works using correct calculations.

These changes will be live on next nightly (30/01/15), I recommend everyone make some tests before use it on live servers, and also update your sphere.ini (CombatFlags list) and sphere_msgs.scp (just remove all combat_hit_* messages)

Feel free to test it and make any suggestion

More info about elemental engine (AOS) x old AR engine (pre-AOS):

This week I took a closer look at the EF_PetSlots feature on sphere.ini to completely rewrite it.
It was unfinished for many years, but on next nightly build from 24 oct 2014 (build 2080) this feature will come back to live.

[Image: Pets%201.JPG]

But as it will involve many pet behaviors, it need some testing before we consider it truly reliable.
It's already included on nightly builds, all we need to do is enable EF_PetSlots on sphere.ini and add MAXFOLLOWER property on all players (otherwise the pet counter will be 0/0 and the char will never be able to get a new pet because it already reached the max limit).

Feel free to test it and report any problem found.

The basics:
Quote:1) Counter will raise when:
-Unshrink the pet (@DClick on t_figurine)
-Summon a creature using any summon spell
-Get a pet transfered to you
-Buy a pet on a npc
-Retrieve a pet stabled on NPC

2) Counter will decrease when:
-Pet die or get removed
-Pet get deserted (@PetDesert, "all release" command or when owner attack it)
-Transfer the pet to someone

There is a new test build in the downloads section for Windows and Linux
This is to test bug #2362
which may affect the attacker system.

There is also a bonus addon not present in the nightly yet. It contains BREAK and CONTINUE for loops in scripts.



Just thought I'd change the news and point out how AWESOME our new team of developers is doing... cough... where ever they are... cough...

Yay for Sphere!!!

So, with recent events we have had a week long discussion and we are now starting to increase the development team. I have brought on several new members inside and outside the community to try and give development a hand.

Members including Extreme, Feeh, Avatar, Xantier, and Kons. There are a few more pending addition at this point.

As I stated on the Facebook Page: This is not only for Sphere, but for the longevity of UO. Kons and several others are also working on the Unity Client and other client options in case EA is to drop UO. There is a huge movement going on right now and we are hoping the dedication to this movement for UO and Sphere's future persists.

Thank you all for being a part of this.

- Khaos