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Announcements - 2002/06 - Castling
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== State of the Code == {{Microsoft Zone | Link = <nowiki>http://www.zone.com/asheronscall/news/ashenewscodestate1.asp</nowiki> | Date = July 18, 2002 | Title = State of the Code | Text = This is the latest installment of a frequently updated series of reports on The State of the Code for Asheron's Call. In this report, we keep players informed as to the state of some of the more technical aspects of AC, particularly bugs we are working on and technical limitations of which you should be aware. Look at the News page on the Zone for other articles about recent additions and changes to ''Asheron's Call''. <br><br> <font color=#FFFFFF>'''July Event Update'''</font> <br> There were a number of bugs that we fixed with the July Hotfix. The most important of these was a bug in which players could tinker armor and weapons far beyond the normal ranges for these items. This bug was so potentially disastrous to the balance of the game that we had to rollback the servers to right before the July Event. We apologize for the inconvenience. Here is a list of other bugs that we fixed, and a list of bugs that we are aware of, but will not be fixed until August: <br><br> <font color=#FFFFFF>'''Items fixed in July's Hotfix'''</font> <br> :* Any landscape dwelling sold in June had been inadvertently "turned off" such that a player could not buy or pay maintenance on one of these houses. This has been fixed. :* Unarmed weapons were not spawning with any attack or defense bonuses. This has been fixed. :* Salvaged goods now sell for their correct rates. There had been a bug in which they were selling for far, far less than their true worth. :* Deadly Atlatl darts now no longer erroneously require the bow skill to wield. :* There had been a bug in the covassal/allegiance chat in which the name of the speaker was lopped off from the beginning of the message. This has been fixed. :* There was a bug in which the Singularity Dungeon had not been made no_login, as was mentioned in this month's Developer's Notes. This has now been fixed. <br> <font color=#FFFFFF>'''Items that will be fixed in August'''</font> <br> :* Non-magic gems can currently not be salvaged. This will be fixed in August. :* We have reports that deleting spells from your spellbook can cause your client to crash. We have been unable to repro this, and will try to fix for August. :* Materials and gem types display improperly when identifying an item. This will be fixed in August. :* There are two minor bugs with the Shimmering weapons. The Shimmering Crossbow has an incorrect Slayer property, and the Shimmering Atlatl is named a Shimmering Axe. Both bugs will be fixed in August. <br> <font color=#FFFFFF>'''Material Value Bug'''</font> <br> Salvaged materials retain a portion of the value of the items that were salvaged to create the material. So, as an example, if you have a Salvaged Gold made from two items--a Gold Tachi that was worth 4,678 py and a Gold Yumi that was worth 1,234 py--then the Salvaged Gold might be worth 2,398 py. When you sell this Salvaged Gold to a vendor, you would expect to collect nearly all of that 2,398 py, depending on the vendor's buy rate. Unfortunately, there is currently a bug that causes the vendors to pay a mere 10 py or so for salvaged materials. Basically, salvaged materials are considered stackables, and the value of a stackable comes from the "unit value" quality instead of from the normal "value" quality. Salvaged materials have the proper "value," but an erroneous "unit value." This leads the value of a salvaged material to display correctly, but means that vendors will not actually pay that price. <br><br> Because this bug does not affect the primary purpose of tinkering, we will not be hot-fixing it. It will, however, be fixed in the next regularly scheduled monthly update. So, if you collect expensive salvaged materials this month, you can sell them next month for nearly face value. }}
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