para el proximo parche de server live, se juntaran , el game update 2 y este
creo que sony se esta poniendo las pilas
eso es bueno, haber si meten continido divertido, ya que el juego empieza a ser muy estable
NOTE Test is currently on build 1862 but will be updated with 1864 soon.
These are also just coding notes and don't contain any content or ability changes.
General
Multiple uncommon chunk crashes fixed.
Players will no longer see the "Stuck!!!" text above NPC's heads.
Fixed an issue where grouped NPC's would not properly leash because they would continuously chain agro each other.
Additional collision issues fixed with NPC's that are scaled to different heights.
Hit animations now have a delay before the next one is played so that other animations can be seen.
Fix for stun particles never going away.
Group invites from players on your ignore list will now be automatically rejected (you will not see the group invite dialog for them).
Requests to join your group will automatically be declined if your group is full, or if you have turned off LFM, or if the player that sent the request is on your ignore list. You will not see a dialog for these cases.
Performance should see a significant boost, especially for computers with less than 2GB of memory. The client will now use a great deal less memory from textures. This option will be enabled by default without requiring the user to wipe their vgclient.ini. It will be enabled for all configurations.
Fix for being able to refresh critical hits on DoTs by recasting the ability. Recasting a DoT will now overwrite the previous dot even if the previous version did more damage.
Fix to NPC's on mounts constantly replaying their death animations.
Fixed an issue where you could recharge items by placing them in a housing chest.
Request to join group declines now show the name of the character that declined your request, instead of your own name.
NPC corpses will no longer unlock to everyone after their loot timer expires.
You can no longer use the commands /unlockcorpse, /unlockcorpsetoplayer, /unlockcorpsetogroup
Corpses can no longer be unlocked to other players.
Fix for abilities which require an equipped reagent using unequipped versions of that reagent.
Fix to saddlebags to display slots.
Fix for players losing their titles after chunking long distances (or recalling to another chunk).
Turned on item compare by default, can still be turned off in the ui settings.
Added new item rarity "Fabled" that is in between "Legendary" and "Heroic". Text color on the item name is purple.
Shortened the camp timeout to 20 seconds.
Fix for throwing weapons not adding damage correctly.
Players can no longer see stealthed / invis players while not in a group, if they also don't have a see invisibility buff.
The end of a duel no longer strips beneficial buffs.
The name of the owner of a ship now displays under the name of the ship.
Procs will no longer apply spirit link damage/healing.
Procs will no longer receive the benefit of healing mod. This fixes the issue where spirit link (which is classified as a proc) would gain healing mod.
Players can no longer have invis cast upon them while harvesting.
PVP - Bard songs will no longer pulse the invisibility portion while they are in a pvp contest.
PVP: Players can now use abilities on PC pets.
Counterspell reactions will now only display if the spell to counter is immune to that type of counter.
If you are in a full group and try to invite another player, you will now get a message saying the group is full.
If you accept an invite to a full group, it will now inform you that you can no longer join that group.
Fixed a bug with the list of characters for the Launchpad character selection that was preventing it for getting refreshed when the list of characters was received from the LoginServer.
You now see a message that your group or raid is full if it is. Previously there was no message.
You no longer see a text message when a partial stack of an item was removed from your inventory.
PVP: Players can now use abilities on PC pets.
PvP abilities are now capped to a percentage 40% of the target's maximum health.
Fix for double-stat removal when an item was deleted from inventory.
CasterTargetAligned knockbacks will no longer fail if the target is too close. Additionally, the z axis will be set to "up" rather than the cross-product of the caster-target vector and the perpendicular 2D projection onto the XY plane. In other words: Caster-Target aligned knockbacks will not fail any more.
Necromancers can now see their abominations, even when their abomination has invisibility on it.
Players may now turn while rooted.
Cashloot items now ignore the item level filter on the broker.
Fixed permission issues with Moving and Picking up of fixtures.
PC Pets no longer trigger movers (open doors) at all, they just walk through them now like they don't exist.
Fixed a bug where the client would come into the game crouched.
Fixed a bug that was causing players to stop driving their ship each time they chunked.
Housing Escrow Merchant. Made it so the drag and drop and item select is no longer an option for this window. The current functionality of right clicking to purchase the items is what should be used.
Cards in your Diplomacy strategy are now dimmed when unusable because they are still refreshing.
Rare items will now cost more than Mundane, Common and Uncommon items to send in the mail.
Cash loot items will now cost the appropriate amount of money to send.
Fixed an issue where casting the ability Barbwood Talisman buff twice can abandon another player's camp preparation.
Fixed an issue where players are unable to camp when a city wide buff is applied to them.
You can now dismount from a flying mount (even while flying) by right-clicking your flying mount item as you would to dismount any other mount type.
Fix for Targetted AoEs checking line of sight from the caster to the secondary target rather than the primary target to the secondary target.
Fix for cone AoE distance check. This will now only check the distance in the xy plane. The z coordinate will be checked to determine if the target's feet are below the caster's head + the cone radius or if the target's head is above the caster's feet - the cone radius.
You can now rest and consume food while riding on a ship.
Added a "Two Hands" slot search on brokers.
Fix for players becoming stuck when building guild halls or other housing structures. Building a guild hall will now move all nearby players to the location of the "For Sale" sign.
Accuracy was incorrectly capped with evasion at 40%. This means that debuffing a creature's accuracy more than 40% would have no additional effect. This has been remedied. Accuracy debuffs should now have the full intended effect.
Fix to problem where some flying NPC's play turn anims while moving causing animation hitching.
You should now be able to inspect and interact with your building/plot for anywhere in the building or outside of it.
Diplomacy
Added two new pop-up text messages that come up when you start to control a conversation (the marker moves to your side of the table) or lose control of a conversation during Diplomacy parlay.
Double-clicking cards in your Diplomacy strategy during a parlay will now play them as if you selected the card and clicked the "Speak" button.
You will now Ding! When you level in diplomacy.
UI
The UI XML can now set boolean gamevars via a new action called "set_gamevar_bool". It works by setting strData to the name of the boolean gamevar you want the action to change, then use strData2 to determine what to set the boolean to. Valid options for strData2 are "true", "false", and "#SenderStatus" which set the bool to true, false, or the status/isSelected state of the selector control that triggered the action, respectively. Here is an example (I have replaced the normal greater than and less than symbols with asterisks here to try not to screw up the build notes):
<Action event="set_gamevar_bool" senderName="_AQTO_auto_track_quests" strData="bAutoTrackQuests" strData2="#SenderStatus">
<Notifications>
<Message>SELECTOR_SELITEM</Message>
</Notifications>
</Action>XML errors in various windows have been fixed.
XML Schema updated to reflect recently added UI functionality.
Proc percentage, display description and effect display description will now be displayed on the item examine window.
Removed Weight and Item Level from the item examine window.
Items will now display the ability description of On Equip, Activated and Attached abilities IF such a description exists.
Items will now show the percentage chance to fire for items with "Chance on Hit:" abilities.
Ratings on items will now, in addition to the current/previous Rating numbers, display the percentage bonus versus an opponent of a level equal to you (ie, 2.03% vs Lvl 50).
Fixed an issue with the market window not properly displaying items that had more then 99 charges.
Removed the "Hide My Helm" checkbox in the video settings since we can't show helms anyway.
Widened the reuse text field on parlay cards so large numbers won't be cut off.
Enlarged the text field on item names to show 3 lines as well as extend to the new size of the item examine window.
Adjusted the Diplomacy card XML. Names of the cards should be much less inclined to overlap the wax seal and the reuse timers should be less inclined to overlap the clock graphic.
Added a new UI window property called, "alwaysCheckChildren" which causes the FindWndChildren() function to consider the child windows of a parent that is marked as "alwaysClickThrough". This allows for children of "alwaysClickThrough" windows (windows that don't want to get mouse clicks or other events) to get mouse clicks, mouse overs, and other events. It is only being used in the quest tracker window so far (VGUIQuestStatus.xml).
Optimizations
More general memory leak fixes with the UI.
Fixed some issues with how the client determines how much memory is free, which means that it will now try to free up memory (delete levels, and other things, and then garbage collect) BEFORE it runs out of memory.
More adjustments to reduce hitching when viewing characters.
EfficientTextures is now a toggle in the Video(Performance) section of the Settings menu.
If I run across anything that was missed or added, I'll update this post.