Archived from groups: comp.sys.ibm.pc.games.rpg (
More info?)
James Garvin <jgarvin2004@comcast.net> wrote:
>DocScorpio wrote:
>
>> Travis released a patch with lots of fixes today. Among other things, he
>> fixed the "big item" catches at the town fishing pond. You cad dl it (2
>> megs) from the fate site via the forums
>>
>> http://www.fatethegame.com/
>>
>> (I'd link you directly to the forum, but for some reason I can't access it
>> atm.)
>
>That is a good fix...I wonder what else
What follows is the list of changes in the 1.19 patch -
Fixes :
* Holding the mouse and walking - when dragging mouse over inventory
panel, massive slowdown ( was pathing to a remote location )
* Crash when transforming pet WHILE selling from pet's inventory
* Fishing holes could appear on 'land' when near stairwells
* % Damage Reduced capped to 75 internally
* Too many awesome Artifacts appearing when fishing in town, causing
gold imbalance
* Fame had bad requirement values from 14 on - fixed ( this also fixes
those fame upgrade cost issues )
* MODDERS: No crash if previous pet XForm removed from monster list...
* Crash when holding a merchant's item that will not fit back into
their inventory - fixed
* Kill-The-Townsfolk exploit fixed ( crashed when killing questgivers
)
Adds :
* You can now see the real value of the next skill upgrade vs current
skill (i.e. what percentages you will be upgraded to. )
* Pets will not sell quest items when sent back to town
* Spellcasting and Dual Wield skills rebalanced - They increased too
quickly, and later points were not valuable enough
* Banish spell added for some monsters - they can banish your summoned
creatures
* Bremen's Quest description now mentions monster type, to help you in
planning
* MODDERS: Weapons/helmets/shields can now have particle spewers or
glows attached to them
* Can now turn off custom cursors in the config file so that users
experiencing slow cursor response can use the normal windows cursor.
* Bow/crossbow ranges extended
* Fish merchant now tells fish type. I give in!
* Max pet town-trip time is 2 minutes
* Scrolls can now be stacked into books ( max of 20 uses per book )
* pet base damage increased by level - level 13 timberwolf goes from
11-18 damage to 24-31 damage as an example of how this affects things
* "You didn't catch anything" message removed from fishing
* Shift-Click will move items to/from enchant/break/anvil screens
* Buying potions goes straight to quickslots first
* Monsters have only a 10% chance of targeting owners when they attack
pets, as opposed to 30% before - this should make pets/summons better
shields
* You can identify things in your stash
* MODDERS: You can now add music tracks, in the form of town50
dungeon20 etc. It will pick them up automatically and work with them.
These may also now be mp3s instead of just oggs
* BIG magic change - Magic stat now affects damage dealt by spells (
for player only ) Additionally Damage Bonus effects now apply to
magical damage as well. This should help make Attack Magic more
viable, and Magic as a whole a more satisfying investment.
* MODDERS: wielded/worn items ( weapons, shields, helms ) can now be
animated
* When 'View All Items' is toggled on, you can hold ALT to temporarily
disable it and clear all that cluttery text from the screen
* Items have a better chance of enhancing existing effects when
enchanting them, rather than always giving new ones.