Publish 105 – Forgotten Treasures

Revision for “Publish 105 – Forgotten Treasures” created on June 17, 2019 @ 15:19:56

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Publish 105 - Forgotten Treasures
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Test Center Release 1 - 4/18/2019 Test Center Release 2 - 5/15/2019 Test Center Release 3 - 5/28/2019 Origin, Izumo, and Baja - 6/11/2019 World Wide Release - 6/18/2019 <h2><em>Forgotten Treasures</em> Mini-event</h2> As the sun sets on <em>Rising Tide</em> the next installment of our story brings a mini-event in the form of <em>Forgotten Treasures</em>!  The main focus of this mini-event is a tie-in for what we have in store in <em>Forsaken Foes</em> - you won't want to miss out!  Visit the Town Cryer to learn more! <h2>Treasure Map Update</h2> <h3>Remove Trap &amp; Treasure Chest Locks &amp; Traps</h3> <strong>Remove Trap Use</strong> <ul> <li>Detecting Hidden &amp; Lockpicking are no longer pre-requisites for Remove Trap.</li> <li>Remove Trap will no longer reveal a hidden player upon activation, however other systems that would otherwise reveal a hidden player will continue to do so.</li> </ul> <strong>Remove Trap Training</strong> <ul> <li>Remove Trap can be trained on trapped containers, treasures chests, and via remove trap puzzle training boxes.</li> <li>Kits are available for purchase from the Oddities Trader at the Lycaeum.</li> <li>Circuit Trap <ul> <li>Use the directional controls to complete the circuit.</li> <li>The size of the grid will increase as Remove Trap skill increases.</li> </ul> </li> <li>Cylinder Trap <ul> <li>Correctly choose the sequence of cylinders.</li> <li>Less hints will be given as Remove Trap skill increases.</li> </ul> </li> <li>Slider Trap <ul> <li>Correctly align the pieces to complete the image</li> <li>Longer failure timeouts as you complete the puzzle as Remove Trap skill increases.</li> </ul> </li> </ul> <strong>Treasure Chest Locks &amp; Traps</strong> <ul> <li>All treasure chests are locked and trapped.</li> <li>Failure to unlock a treasure chest no longer destroys items and instead spawns a Grubber.</li> <li>Stash (1), Supply (2), and Cache (3) Treasure Chests, <ul> <li>Can be unlocked using Lockpicking or Magic Unlock, depending on skill</li> <li>Are trapped with a monster trap that must be disarmed prior to</li> </ul> </li> <li>Hoard (4) and Trove (5) Treasure Chests, <ul> <li>Must be unlocked using the Lockpicking Skill.</li> </ul> </li> <li>The Remove Trap loop for all level Treasure Chests has been redesigned as follows, <ul> <li>When a player tries to open a chest that is trapped, they will receive a message to use the Remove Trap skill.  The chest cannot be opened until the trap is removed, and Telekinesis will no longer trigger the trap.</li> <li>The disarming process will begin when a player uses Remove Trap on the chest.</li> <li>During the disarming process Ancient Chest Guardians, chosen from the monsters that can spawn during the initial dig, will spawn to defend the chest.  These monsters will not drop any loot.</li> <li>These monsters must be defeated before the chest can be opened.</li> <li>The length of this process is variable based on the player’s Remove Trap skill, with higher Remove Trap skill requiring less disarming time.</li> <li>If the player moves more than 16 tiles away from the chest or is killed during the disarming process, the process must be restarted.</li> </ul> </li> </ul> <h3>Treasure Map Levels &amp; Availability</h3> <ul> <li>The number of levels of treasure maps has been reduced from 7 to 5 where,</li> </ul> [table id=1 /] <ul> <li>In addition, treasure chests have now been themed based on the following profession inspired packages, <ul> <li>Mage, Assassin, Warrior, Artisan, Ranger</li> </ul> </li> <li>This results in a map that will read like this "A Tattered Treasures Map Leading to a Mage's Hoard"</li> <li>Newly created maps will have their level set based on the new conventions. <ul> <li>No changes have been made to which creatures drop which maps.  If a creature previously dropped certain level maps, the maps will now be converted to the new convention as they drop.  This does not mean loot has been scaled down, read more about how loot has been redistributed in the loot section.</li> </ul> </li> <li>Existing maps will be converted to the new level conventions and have a package randomly assigned.</li> <li>Cartography skill required to decode a map at a given level has been re-balanced to work with the new levels.</li> <li>Mining is no longer required to gain a bonus to dig radius, instead this bonus is now based on Cartography skill.</li> <li>Maps held in a Davies Locker will be converted to the new level conventions and have a package randomly assigned.  This does not apply to maps that have been completed.</li> <li>Treasure Maps have been added to the Valley of Eodon.  Creatures will drop a map based on their overall difficulty.  Generally - the more difficult the creature, the higher the level of map that will drop.</li> </ul> <h3>Treasure Guardians &amp; Encounter Difficulty</h3> <ul> <li>Treasure Maps that lead to a Stash, Supply, or Cache have been balanced for solo encounters while Hoards and Troves are more geared towards group encounters.</li> <li>Treasure Map Guardian creatures have been redistributed where, <ul> <li>Level 1 -&gt; Level 1</li> <li>Level 2 &amp; Level 3 -&gt; Level 2</li> <li>Level 4 &amp; Level 5 -&gt; Level 3</li> <li>Level 6 -&gt; Level 4</li> <li>Level 7 -&gt; Level 5</li> </ul> </li> </ul> <h3>Treasure Chest Loot</h3> <ul> <li>Existing and new loot is available in Treasure Chest loot based on Facet &amp; Package.  This will allow players to target specific items they are looking for in chests they know will have a chance to contain those items.</li> <li>There are 4 factors that influence what items end up in a chest if successful random rolls are made, Map Level, Profession Package, Chest Quality, and Facet. <ul> <li>Map Level is determined when a map is created based on where the map is obtained.</li> <li>Profession Package is randomly assigned when a map is created.</li> <li>Chest Quality is determined at dig time based on the digger's modified cartography skill. <ul> <li>Chests come in three qualities represented visually by a rusty chest, a metal chest, and a gold chest.</li> <li>Chest quality can impact chest loot in a variety of ways including the quantity of a specific loot item, the range of bonuses, the type of crafting materials, and the intensity of randomly generated magic equipment.</li> </ul> </li> <li>Facet is based on which facet the Treasure Map is located.</li> </ul> </li> <li>Chests have a chance to contain the following loot items based on level, package, and facet, <ul> <li><strong>Gold &amp; Gem</strong>s in newly drawn gold &amp; gem bags (all packages, all levels)</li> <li><strong>Randomly Generated Equipment</strong> (all packages, all levels) <ul> <li>The types of equipment are based on the package and facet which corresponds to the profession who might use the equipment and the facet based on when the item was released in the game.  For example, if you are looking for a dagger you may look at Assassin maps in Trammel or if you are after a Repeating Crossbow you would look at Ranger maps in Malas.</li> <li>The quantity of randomly generated magic equipment has been reduced and the intensity has been increased.</li> <li>The quantity of items available is based on the level of chest, there is a chance for additional items based on party size.</li> <li>Luck factors into magical property generation as it does currently.</li> <li>New Equipment (Cache and above) <ul> <li>Human/Elf and Gargish Skull Longsword</li> <li>Human/Elf and Gargish Skull Gnarled Staff</li> <li>Human/Elf and Gargish Octopus Necklace</li> <li>Found as imbuable in Artisan Chests, randomly generated magical properties in all other chests.</li> </ul> </li> </ul> </li> <li><strong>Reagents</strong> in a newly drawn reagent bag (Mage Stash) <ul> <li>Type based on facet</li> </ul> </li> <li><strong>Treasure Maps</strong> (All packages, up to Hoard) <ul> <li>+1 over the current level of map</li> </ul> </li> <li><strong>Refinements</strong> (Artisan Stash)</li> <li><strong>Minor Artifacts</strong> (All packages, Supply) <ul> <li>Legacy Minor artifacts &amp; Pub 67 Artifacts</li> <li>Legendary Cartography Glasses (+1-5 Cartography)</li> </ul> </li> <li><strong>Scrolls of Alacrity </strong>(All packages, Supply and above) <ul> <li>Skill is based on package and facet</li> </ul> </li> <li><strong>Special Crafting Materials </strong>(Artisan, Supply) <ul> <li>Essences, Mondain's Legacy Ingredients available based on facet</li> </ul> </li> <li><strong>Recipe Scrolls </strong>(Artisan Supply &amp; Cache) <ul> <li>Legacy recipe scrolls</li> </ul> </li> <li><strong>Powerscrolls</strong> (Felucca Only, All packages except Artisan, Cache and above) <ul> <li>Skill is based on package and level is based on chest quality up to +10</li> </ul> </li> <li><strong>Decorative Items</strong> (All packages when available, Cache and above) <ul> <li>Legacy &amp; New Decorative Items based on package and facet</li> <li>New: Hourglass Table, Decorative Ancient Weapons</li> </ul> </li> <li><strong>Utility Items </strong>(Assassin, Artisan, and Ranger Supply) <ul> <li>Legacy &amp; New Utility Items based on package</li> <li>New: Shield Engraving Tool</li> </ul> </li> <li><strong>Scrolls of Transcendence </strong>(All packages, Stash, Hoard &amp; Trove) <ul> <li>Skill &amp; value based on package and facet</li> </ul> </li> <li><strong>Crafting Materials </strong>(Artisan Stash &amp; Supply) <ul> <li>Wood, Metal, or Leather</li> </ul> </li> </ul> </li> </ul> <h2>Cleanup Britannia Update</h2> Loads of new items added to Cleanup Britannia for turn in!  Please participate in the discussion <a href="https://forum.uo.com/discussion/3929/pub-105-cleanup-britannia-update#latest">here</a> [table id=2 /] <h2>Keep Contest Winners</h2> <ul> <li>The winners from the latest Keep contest have been added to the house placement tool, <ul> <li>The Fortress of Lestat by Lestat</li> <li>Citadel of the Far by Voice</li> <li>Keep Incarcerated by Nick Carraway</li> <li>Desert Rose by Obsidian</li> <li>Sally Trees by Cinderella</li> <li>8 of Hearts by Clover</li> </ul> </li> </ul> <h2>Bug Fixes</h2> <ul> <li>Resolved an issue where armoire style containers, including those from the Decorative Kitchen set could enter a broken state.</li> <li><em>Rising Tide - </em>resolved issue where excessive accessory spawn from plunderbeacons could cause issues with mob spawn in nearby encounters.</li> </ul> <h2>Classic Client - 4.0.76.4</h2> <ul> <li>Updated CliLocs</li> <li>Added keep contest winners to the house placement tool</li> </ul> <h2>Enhanced Client - 4.0.76.4</h2> <ul> <li>Updated CliLocs</li> <li>Added keep contest winners to the house placement tool</li> </ul> <hr /> <h3>Archived Notes</h3> <em>The notes here represent the changelog throughout the feedback and testing period of the publish.  These notes are for historical reference only and may not reflect the final implementation.</em> <h2>Updates in Origin Release</h2> <ul> <li>Town Cryer has been updated with new information related to the current publish.</li> <li>Visit the Town Cryer to learn about The Fellowship and their new presence in Britannia.</li> <li>Resolved issue where the contents of a treasure chest could decay out before the end of the encounter.</li> <li>Adjusted the failure rate of Remove Trap for Treasure chests.</li> <li>Resolved issues where the special moves would not function on Skull Sword or Gnarled Skull Staff.</li> <li>Resolved issue with the usable space in the new chest containers.</li> <li>Updated Community Collection Treasure Hunter turnin to accept new map types</li> </ul> <h2>Updates in Release 3</h2> <ul> <li>Items will no longer be destroyed with lockpicking failures, instead a grubber will spawn before the lock is opened.</li> <li>Items will no longer be destroyed when Remove Trap fails.</li> <li>Puzzles will no longer be a part of the Treasure Chest trap.</li> <li>Remove Trap trainers will still be available for purchase should players wish to train their skill this way. You will also be able to train Remove Trap via untrapping Treasure Chests and other traps already in the gameworld.</li> <li>Magic Untrap will no longer work on Treasure Chests, Magic Unlock will work as it is currently implemented on TC1.</li> <li>The Remove Trap loop for Treasure Chests has been redesigned as follows, <ul> <li>When a player tries to open a chest that is trapped, they will receive a message to use the Remove Trap skill.</li> <li>The disarming process will begin when a player uses Remove Trap on the chest.</li> <li>During the disarming process Ancient Chest Guardians, chosen from the monsters that can spawn during the initial dig, will spawn to defend the chest.  These monsters will not drop any loot.</li> <li>These monsters must be defeated before the chest can be opened.</li> <li>The length of this process is variable based on the player’s Remove Trap skill, with higher Remove Trap skill requiring less disarming time.</li> <li>If the player moves more than 16 tiles away from the chest or is killed during the disarming process, the process must be restarted.</li> </ul> </li> <li>We have taken another pass at chest loot quality and have made the following changes, <ul> <li>Magic Equipment will now spawn in all level chests.</li> <li>Doubled the amount of magic equipment that spawns.</li> <li>Added additional loot entries to all chest packages, primarily for Scrolls of Transcendence and Scrolls of Alacrity.</li> </ul> </li> <li>Resolved issue where defeating the initial guardian mob spawn could result in an erroneous "You must defeat all the chest guardians..." message during the first lockpicking attempt.</li> <li>Added Keep Contest Winners to the House Placement Tool</li> <li>The Gargish Octopus necklace can now be reforged via blacksmithy and repaired via tinkering. <ul> <li>Updated Cleanup Britannia Point Values for various items,</li> <li>Old Value / New Value</li> <li>Artisan Fest Rewards: 15 / 100</li> <li>Guild Signs &amp; Books: 15 / 150</li> <li>Crafter Talisman: 15 / 100</li> <li>Counterfeit Platinum: 3 / 150</li> <li>Death Certificate: 250 / 30</li> <li>Orc Ship Pieces: 45 / 500</li> <li>Stealables: 10 / 750</li> <li>Shadowguard Artifacts: 20 / 5000</li> </ul> </li> </ul> <h2>Updates in Release 2</h2> <ul> <li>Resolved an issue where armoire style containers, including those from the Decorative Kitchen set could enter a broken state.</li> <li><em>Rising Tide - </em>resolved issue where excessive accessory spawn from plunderbeacons could cause issues with mob spawn in nearby encounters.</li> <li>Resolved issue where maps held in a Davie's Locker would not retain their converted status when removing/readding them to the locker.</li> <li>Removed Barbarian treasure chest package and merged with Warrior treasure chest package.</li> <li>Redistributed various equipment loot items to better match their associated treasure chest package type.</li> <li>Moved special crafting materials to Artisan treasure maps.</li> <li>At higher levels of cartography it is now more likely to dig up a standard chest than a rusty chest, with standard being guaranteed in Hoard (4) and Trove (5) maps.</li> <li>Resolved an issue where the Town Cryer quest "The Treasure Chase" would not progress properly and updated quest text to reflect new chest nomenclature.  Updated utility items provided via the quest.</li> <li>Added Eodon maps as potential drops in paragon chests.</li> <li>Youthful Treasure maps will retain their name, but will become decorative only.</li> <li>Randomly generated magic equipment has had a quality pass, placing more weight on artifact-level intensities.</li> <li>Luck once again factors into the generation of magical equipment found within Treasure Chests.</li> <li>Increased the amount of Treasure Maps, Minor Artifacts, Alacrity Scrolls, Recipe Scrolls, Powerscrolls, Utility Items, and Transcendence Scrolls, guaranteeing a certain number of items will spawn based on Treasure Chest level.</li> <li>Updated the tileart for MIBs to better distinguish from ale bottles.</li> <li>New items can be fished up via MIBs prior the chests including, <ul> <li>13 new paintings, can be dyed via furniture dye tubs</li> <li>Ship in a Bottle</li> <li>Porthole, can be dyed with metallic dyetub</li> <li>Anchor, can be dyed with metallic dyetub</li> <li>Anchor Chain, can be dyed with metallic dyetub</li> </ul> </li> <li>Increased the chances a MIB will turn into an Ancient SoS.</li> <li>Ancient SoS fished up loot will now have the name of a shipwreck attached to it.</li> <li>Updated turnin values for various cleanup Britannia items.  See updated table below.</li> <li>Additional decorative items have been added to Treasure Chest loot (Cache and above), <ul> <li>Skull Floor house addon, can be dyed with regular, natural, and promotional dyes</li> <li>Ancient decorative weapons that can be displayed on the sword display found in Tokuno</li> </ul> </li> <li>Additional Minor Artifacts have been added to Treasure Chest Loot, <ul> <li>Legendary Mapmaker's Glasses <ul> <li>+1-5 Cartography Skill</li> </ul> </li> </ul> </li> <li>New Equipment is available in Treasure Chest Loot (Cache and above) <ul> <li>Human/Elf and Gargish Skull Longsword</li> <li>Human/Elf and Gargish Skull Gnarled Staff</li> <li>Human/Elf and Gargish Octopus Necklace</li> <li>Found as imbuable in Artisan Chests, randomly generated magical properties in all other chests.</li> </ul> </li> <li>Adjusted the size of Eodon Treasure Map spawn areas to reduce the likelihood of a chest location being unreachable.</li> <li>Powerscrolls will now spawn in Felucca Treasure chests as 105 &amp; 110s.</li> <li>Fixed issue where some Treasure Chests would have little, or no loot beyond Gold &amp; Gems.</li> <li>Resolved issue where failed attempts at digging up a Treasure Chest could create a duplicate chest that would cause the previous chest to become abandoned.</li> <li>Removed the T-Rex from spawning in Eodon Treasure Maps.</li> <li>Auction safes &amp; auction items will now be visible from outside a house.</li> </ul>
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