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This week, we focused on fixing a lot of the concurrency issues, fixing quests and updating drop table as usual. On top of that, we started reworking our spawn system and got into some tuning of our server configuration based on our server's hardware. Here is what we completed during the week:
Server:
Fixed drop logic and drops should no longer fall in corners. Let me know if they still do though. I've tried a handful of maps.
Drops are now more spread out as intended
Fixed cases where certain buffs like Energy Charge expire earlier than they should
Fixed a possible concurrency issue in login server
Fixed a few concurrency exceptions related to characters
Adjusted logic for keeping track of alive connections so that connections aren't falsely marked as idle when they are on login server or in Cash Shop
Tweaked some server configurations based on our hardware which should help with server stability
Reworked spawning logic. No more Toy Room! The spawning logic has now been adjusted/improved. Smaller maps no longer have very dense mobbing and larger maps will now have more mobs. Respawning logic has been reworked to have a higher cap, so you should get even more monsters now with more players on a map.
Jar and Phantom Watch now drop the right Red Hunter
Maple Karstan has been removed from the drop table
All primary ETC drops are now updated to drop at 75% instead of 60%
Most quest mob drops are now adjusted to drop at 55%
Update Death Teddy equip drops to drop from the right Death Teddy
Added Candy (Potion Shop) in Boat Quay
Implemented some flavor text for Dave & Iris in Boat Quay Town
Added additional logging for us to identify how disconnects happen to help debug some issues
WZ:
Skill books are now tradeable
Mastery books can now stack (up to 100). If you need more, get help.
Renamed Brandish mastery book to Intrepid Slash
Updated descriptions for Elquines and Ifrit mastery books
All equips are now tradeable (no more untradeable or tradeable with Scissors of Karma items)