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Azarchius

Mini Patch 830-2h - Who knows at this point

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  Changelog (Patch 830.2h - "Who knows at this point")
   

Release date:  26-02-2022

Here you'll be able to read up on changes, big and small, made to various parts of the server.

Legend
  White  -  This was not changed. Also used for contrast.
  Green  -  This was added.
  Red  -  This was removed.
  Yellow  -  This was changed.


 

Highlights

Azarchius

  • Character-based permissions have been completely abandoned in favour of BattleNet Account permissions, as maintaining the facade of character-based perms while giving account-wide access resulted in confusion about who is an officer as well as maintaining the list on renames and so on.

    Permissions are now fully account based and at some point soon the list of characters granted access will become a list of display names granted access, so please be advised on this matter, and make a separate account if you truly wish to be anonymous on a character.

Razmataz

  • A variety of QoL improvements and bug fixes as a result of going through a couple of the bugs & suggestions you have provided!
     
  • Also playing around with lightning storms - an effect you would have seen very occasionally in Kul Tiras BfA zones when it was raining.

Content Devs

  • Seven new packs of assets, totaling 884 new spawnable gobjects, with prefixes eps_kultirasalliance, eps_curbwood_01, eps_curbwood_02, eps_curbwood_03, eps_curbtitan, eps_curbstone_01 and eps_curbstone_02

 


 

Preamble

Hi guys!

A lot of updates pushed to the server without a proper changelog, but we're doing a big rollout at the end and it now constitutes the size of a beefy release, so here's everything that has gone out since November 2021.

 


 

New Commands and Features

.gobject

  • Subcommands added:
    • .gobject overlay [#guid] #red #green #blue #saturation #transparency
      • Applies a colour mask of red, green and blue with the given saturation and transparency onto the selected or guid specified object.
      • By colour mask, all colours on the object are washed with the specified colour.
      • By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.

.gobject group

  • Subcommands added:
    • .gobject group merge #leaderGUID
      • Merges all objects in the selected gobject group into the group owned by the specified #leaderGUID
         
    • .gobject group overlay [#guid] #red #green #blue #saturation #transparency
      • Applies a colour mask of red, green and blue with the given saturation and transparency onto the selected or guid specified gobject group.
      • By colour mask, all colours on the object are washed with the specified colour.
      • By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.

 

.gobject mass

  • Subcommands added:
    • .gobject mass groupclear %distance
      • For all gobject group leader objects within the specified %distance, uses .gob group clear on them.
         
    • .gobject mass overlay #red #green #blue #saturation #transparency %radius #entry
      • Applies a colour mask of red, green and blue with the given saturation and transparency onto all objects within the radius and/or matching the given entry id. An entry of -1 means all objects are affected.
      • By colour mask, all colours on the object are washed with the specified colour.
      • By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.

 

.phase set

  • Subcommands added:
    • .phase set lightning #lightningStormId [$area/zone] [$permanent]
      • Applies the lightningStormID as designed by .phase shift lightning to the current zone (or area if the second argument is "area"), and saves across server restarts if permanent is specified.

.phase shift

  • Subcommands added:
    • .phase shift lightning new
      • Creates a new lightning storm ID for use in your phase with default parameters. Starts from id 1,000.
         
    • .phase shift lightning set
      • .phase shift lightning set boltcolour #lightningStormId [$pct/dec] %red %green %blue
        • Controls the colour of the lightning bolt, input defaults to percentage (0 -> 100) but 'dec' can be used to use values 0 to 255.
           
      • .phase shift lightning set brightness #lightningStormId %overall [%ground] [%bolt] [%cloud]
        • Controls how bright the lightning strike properties are. %ground, %bolt and %cloud are scale factors of the %overall amount (e.g. 5 * 1.2 = 6)
           
      • .phase shift lightning set clouddepth #lightningStormId %min %max
        • If you can tell me what changing this does, I'll be happy to hear.
           
      • .phase shift lightning set convergence #lightningStormId %min %max
        • Controls how strongly drawn to the ground the lightning bolt is.
           
      • .phase shift lightning set direction #lightningStormId %northsouth %eastwest %variance
        • Controls where the lightning bolts will originate from. Northsouth & Eastwest will determine where they will originate from, while variance will vary how far away they can spawn from it.
           
      • .phase shift lightning set dischargetime #lightningStormId %min %max
        • Controls how long it takes for the lightning bolt to complete the discharge phase.
           
      • .phase shift lightning set divergence #lightningStormId %min %max
        • Controls how likely the lightning bolt is to branch off.
           
      • .phase shift lightning set fadeintensity #lightningStormId %min %max
        • Controls how rapidly the sky brightens when the discharge phase commences.
           
      • .phase shift lightning set fadeouttime #lightningStormId %min %max
        • Controls how long the effects of the formation and the discharge phases persist for.
           
      • .phase shift lightning set flashcolour #lightningStormId [$hex/dec] %red %green %blue
        • Controls what colour the sky and reflective ground is illuminated by during the discharge phase.
           
      • .phase shift lightning set formationtime #lightningStormId %min %max
        • Controls how long the lightning bolt takes to complete the formation phase
           
      • .phase shift lightning set height #lightningStormId %min %max
        • Controls where the bolt of lightning originates above the horizon.
           
      • .phase shift lightning set segment #lightningStormId %size #max
        • Controls how large the branching segments the lightning bolt can make during formation, and how many there can be.
           
      • .phase shift lightning set sounds #lightningStormId %overall #soundkit1 #soundkit2 #soundkit3 [%distance]
        • Controls the sounds that play when the lightning bolt strikes. You might need to experiment. Also, soundkit2 and soundkit3 are available to set, but I haven't understood their uses.
           
      • .phase shift lightning set strength #lightningStormId %min %max
        • Controls how much strength the lightning bolt has during the discharge event.
           
      • .phase shift lightning set width #lightningStormId %min %max
        • Controls how wide the lightning bolt is, during formation and discharge phase.
           
      • .phase shift lightning set intervaltime #lightningStormId %min %max
        • Controls an additional offset of how frequently the lightning bolts occur.
           
      • .phase shift lightning set notes #lightningStormId $notes
        • Sets internal notes for your own use when you use .phase shift lightning list, given that you might want to know what purpose the lightning storm id seres.
           
    • .phase shift lightning list
      • Displays the lightning storm the phase has configured, brief notes (if any) for each of them and where they are used..
         
    • .phase shift lightning list next
      • Displays the next 50 results.
         
    • phase shift lightning delete #lightningStormId
      • Deletes all data about the given Lightning Storm and removes its effects in any zone in which it is applied to.
         
    • .phase shift lightning info #lightningStormId
      • Displays details about all of the properties of the specified Lightning Storm that can be managed through the set subcommand.
         
    • .phase shift weather wind #weatherId #windId
      • Changes a wind setting on a particular weather id. Weather ids can be rain ( light = 3, medium = 4, heavy = 5 ), snow ( light = 6, medium = 7, heavy = 8 ) or sandstorms ( light = 22, medium = 41, heavy = 42 ). Wind ids can be pulled from the WindSettings table: available IDs are 0, 1, 6, 11, 12, 13, 14, 17, 18, 20, 23 & 124. (I like 124, it's most prominent)
         

.waypoints

  • Subcommands added:
    • .waypoints random %distance
      • Sets the target NPC to randomly wander around up to the given distance in yards from their spawn point.

 


 

Command and Feature Changes

.additem

  • Now respects bonus ids in the shift-clicked item link.

 

.announce

  • Moderators were given their own title in .announce.

 

.appear

  • Officers and above can .appear to anyone in the same phase, regardless of if .toggle appear is set to restrict players appearing at you.

 

.gobject

  • .gobject near [%dist] [$name]
    • Gobject near now supports a name to search for nearby objects for. The name is case sensitive.
       
  • .gobject move [#guid] {$direction %amount} ...
    • New syntax: .gobject move now supports multiple directions & amounts in the same input, e.g. .gobject move forwards 5 left 3 down 2.
    • Additional directions are now available: "x", "y" and "z", which move the object according to the world grid, and "here", which moves it to your position.
    • No arguments result in the "here" behaviour.
    • Attempting to move an object with .gobject move #guid now requires you to specify a direction of here to reduce fat finger errors.
       
  • .gobject group move [#guid] {$direction %amount} ...
    • New syntax: .gobject group move now supports multiple directions & amounts in the same input, e.g. .gobject move forwards 5 left 3 down 2.
    • Additional directions are now available: "x", "y" and "z", which move the gobject group according to the world grid, and "here", which moves it to your position.
    • No arguments result in the "here" behaviour.
    • Attempting to move an object with .gobject move #guid now requires you to specify a direction of here to reduce fat finger errors.
       
  • gobject teleporter add [#guid@#phase] [#icon "text"] [%x %y %z] [%o]
    • Gobject teleporter add no longer requires #guid to be specified, as long as the object is targeted. If an object is targeted, then you should avoid specifying the #guid. If you are across phases, you can use #guid@#phaseid to still identify the correct object to add a teleporter to your current location & phase.
       
  • gobject teleporter remove #id
    • No longer completely disables the teleporter's dialog window after use.
       
  • .gobject tint [#guid] #red #green #blue #transparency
    • Gobject tint now supports increments of 5, instead of 20. You can now make 9261 unique colours instead of 216 colours.

.gps

  • gps {$direction %amount} ...
    • New syntax: .gps now supports multiple directions & amounts in the same input, e.g. .gps forwards 5 left 3 down 2.
    • Additional directions are now available: "x", "y" and "z", which move you according to the world grid.

 

.npc

  • npc emote #emoteid
    • No longer validates if the given emoteid is valid.
       
  • npc set weapon #item_id #slot [#bonus_id]
    • Now respects bonus ids in the shift-clicked item link.

 

.phase

  • phase forge npc weapon#item_id #slot [#bonus_id]
    • Now respects bonus ids in the shift-clicked item link.
       
  • phase forge npc outfit equip #item_id [#bonus_id]
    • Now respects bonus ids in the shift-clicked item link.
       
  • phase set weather $type $density [$permanent]
    • Phase set weather can now be applied permanently to a zone in a phase.
       
  • phase shift doodad
    • Now warns you if you are over the safe number of terrain swaps.
    • Additionally, doodad and map swaps are now loaded in priority of when they were applied, to prevent issues where two shifts are applying over the same ADT and apply differently following a server restart.
       
  • phase shift map
    • Now warns you if you are over the safe number of terrain swaps.
    • Additionally, doodad and map swaps are now loaded in priority of when they were applied, to prevent issues where two shifts are applying over the same ADT and apply differently following a server restart.

 

.unaura

  • Two forms is no longer affected by .unaura all, but is still affected by .unaura #spell or .unaura force

 

.unpossess

  • No longer requires original possession target to be selected to unpossess.

 

.waypoints

  • NPC Formations are now compatible with waypoints that have no delay. Note that the npcs in the formation will come to adrupt stops, while the leader of the formation won't if the nodes have no delay.

 


 

Bug Fixes

Crashes

  • Fixed a crash that occurred when an object was replaced at the same time as someone else requesting data about it.

 

Performance

  • Process behind backing up phases has been rehauled and results in reduced degradation of server performance during backups.
  • Reduce the number of queries performed when adding gobjects to a group with the addnear command.
  • Phase forge npc create runs a little faster and won't lag the server for a short interval (~0.5s)
  • A variety of changes to the summon spell system have been made:
    • NPCs can no longer summon NPCs
    • Players should only be able to succeed in summoning NPCs if they are the original caster of the spell, not a caster of the spell caused by another player forcing them to cast the spell with a different one.
    • Players can no longer succeed in summoning NPCs with spells unless they are a member of the phase. Pets are unaffected.
    • Players can no longer succeed in summoning NPCs with spells across the entire server in one session more than 200 times. In most cases, this will be tripped twice per summon spell, so the limit is effectively 100.
  • Doodad mass import is now asynchronous, and only one can run at any given time on a phase. We will be looking to migrate all heavy commands to the same format.
  • #main<->.announce sync now occurs asynchronously (fixing a rare crash), working with our 'Maiev' system that oversees communication between Apertus and our growing list of microservices.

 

Other

  • Fix an issue where startspell list next did not show the next 50 results.
  • Further fix an issue with startspell list, but also phase texture and phase detaildoodad lists not accounting for the offset of the search results when using list next.
  • Fix an issue where zone transitions with area/zone shift skyboxes were removing all auras instead of only skybox related auras.
  • Fix an issue where deleting a character would result in phase membership to be lost in all phases across all characters.
  • Fix an issue where gobject grouping did not save into the database properly.
  • Fix an issue where phase forge npcs with tabards and a guild would not properly display the player guild emblem.

     

 

New Gobjects

Spoiler

 Id                  Name 

 10000001      eps_kultirasalliance_fencestone01.m2 
 10000002      eps_kultirasalliance_farmcratebroken01.m2 
 10000003      eps_kultirasalliance_tankardmedium02.m2 
 10000004      eps_kultirasalliance_floating_crate01.m2 
 10000005      eps_kultirasalliance_stair_short_wide_01.wmo 
 10000006      eps_kultirasalliance_crate01_lid.m2 
 10000007      eps_kultirasalliance_farmbucketheldwater01.m2 
 10000008      eps_kultirasalliance_mainbuilding01.wmo 
 10000009      eps_kultirasalliance_shiplargeanchor01.m2 
 10000010      eps_kultirasalliance_shiplargerigging02.m2 
 10000011      eps_kultirasalliance_harpooncannon01.m2 
 10000012      eps_kultirasalliance_daelinproudmoorestatue01.m2 
 10000013      eps_kultirasalliance_wall_post01_ruined01.wmo 
 10000014      eps_kultirasalliance_woodfence_broken02.m2 
 10000015      eps_kultirasalliance_docks_narrow02.wmo 
 10000016      eps_kultirasalliance_entrancedecoleft_01.m2 
 10000017      eps_kultirasalliance_bottle03.m2 
 10000018      eps_kultirasalliance_smallhouse_01.wmo 
 10000019      eps_kultirasalliance_smallhouse_entrance_02_short.wmo 
 10000020      eps_kultirasalliance_shipmedium01_gangplank_islandcollision.wmo 
 10000021      eps_kultirasalliance_signpost01.m2 
 10000022      eps_kultirasalliance_rug02.m2 
 10000023      eps_kultirasalliance_braziersmall02.m2 
 10000024      eps_kultirasalliance_stairjunction_tall_narrow_03.wmo 
 10000025      eps_kultirasalliance_mediumwarehouse01.wmo 
 10000026      eps_kultirasalliance_mediumhouse01.wmo 
 10000027      eps_kultirasalliance_ivybush_a01.m2 
 10000028      eps_kultirasalliance_proudmoorekeep_flag01.m2 
 10000029      eps_kultirasalliance_planter03.m2 
 10000030      eps_kultirasalliance_wallharpoons02.m2 
 10000031      eps_kultirasalliance_farmcratebroken02.m2 
 10000032      eps_kultirasalliance_shiplantern03.m2 
 10000033      eps_kultirasalliance_crabcatcher03.m2 
 10000034      eps_kultirasalliance_anchor02.m2 
 10000035      eps_kultirasalliance_lamp01.m2 
 10000036      eps_kultirasalliance_crane01.m2 
 10000037      eps_kultirasalliance_seawall_tower_01_destroyed_04.wmo 
 10000038      eps_kultirasalliance_fountain01.m2 
 10000039      eps_kultirasalliance_banner03.m2 
 10000040      eps_kultirasalliance_stair_medium_narrow_01.wmo 
 10000041      eps_kultirasalliance_chairsmall01.m2 
 10000042      eps_kultirasalliance_statue02.m2 
 10000043      eps_kultirasalliance_rigging10.m2 
 10000044      eps_kultirasalliance_barrel02_open.m2 
 10000045      eps_kultirasalliance_townhall01.wmo 
 10000046      eps_kultirasalliance_ironfence01.m2 
 10000047      eps_kultirasalliance_fishingnet01.m2 
 10000048      eps_kultirasalliance_stairs01.wmo 
 10000049      eps_kultirasalliance_rigging06.m2 
 10000050      eps_kultirasalliance_cannonballstacksmall03.m2 
 10000051      eps_8nzj_nazjatar_kultiras_shipwreck09_2764411.wmo 
 10000052      eps_kultirasalliance_docks_plankwide01_nocollision.m2 
 10000053      eps_kultirasalliance_shipmediumrigging02.m2 
 10000054      eps_kultirasalliance_docks_pillar02.wmo 
 10000055      eps_kultirasalliance_brassfence02.m2 
 10000056      eps_kultirasalliance_chest01.m2 
 10000057      eps_kultirasalliance_stove01.m2 
 10000058      eps_kultirasalliance_proudmoorekeep_flag03.m2 
 10000059      eps_kultirasalliance_smallhouse_base_01.wmo 
 10000060      eps_kultirasalliance_seawall_fishing_02.wmo 
 10000061      eps_kultirasalliance_mausoleum03.wmo 
 10000062      eps_kultirasalliance_shipsmall01.wmo 
 10000063      eps_kultirasalliance_heavysack01.m2 
 10000064      eps_kultirasalliance_barricade01.m2 
 10000065      eps_kultirasalliance_wall_straightshort01.wmo 
 10000066      eps_kultirasalliance_docks_planknarrow01_nocollision.m2 
 10000067      eps_kultirasalliance_bottle02.m2 
 10000068      eps_kultirasalliance_anchorlarge01.m2 
 10000069      eps_kultirasalliance_daelinsons_tomb01.m2 
 10000070      eps_kultirasalliance_crowsnest01.wmo 
 10000071      eps_kultirasalliance_wall_corner02.wmo 
 10000072      eps_kultirasalliance_logstackcovered01.m2 
 10000073      eps_kultirasalliance_harpoonstand02.m2 
 10000074      eps_kultirasalliance_wall_post04_base.wmo 
 10000075      eps_kultirasalliance_bar01.m2 
 10000076      eps_kultirasalliance_seawall_04.wmo 
 10000077      eps_kultirasalliance_wall_straightmedium01_ruined01.wmo 
 10000078      eps_kultirasalliance_floor_dais02.wmo 
 10000079      eps_kultirasalliance_marketstall.wmo 
 10000080      eps_kultirasalliance_cannonball01.m2 
 10000081      eps_kultirasalliance_marketstall01_orange.m2 
 10000082      eps_kultirasalliance_bridge_medium01.wmo 
 10000083      eps_kultirasalliance_farmmop01.m2 
 10000084      eps_kultirasalliance_farmcratebig04.m2 
 10000085      eps_kultirasalliance_flag03.m2 
 10000086      eps_kultirasalliance_meadbarrel02.m2 
 10000087      eps_kultirasalliance_sign01_tailoring.m2 
 10000088      eps_kultirasalliance_floor_grate01.wmo 
 10000089      eps_kultirasalliance_smallhouse_kit_01.wmo 
 10000090      eps_kultirasalliance_braziersmall01.m2 
 10000091      eps_kultirasalliance_cargowrappedlarge01.m2 
 10000092      eps_kultirasalliance_foundrycauldron01.m2 
 10000093      eps_kultirasalliance_walllamp01_blue.m2 
 10000094      eps_kultirasalliance_wall_straightshort02.wmo 
 10000095      eps_kultirasalliance_hut01.wmo 
 10000096      eps_kultirasalliance_floating_canvasstand01.m2 
 10000097      eps_kultirasalliance_window03.m2 
 10000098      eps_kultirasalliance_islandexpedition_table01.m2 
 10000099      eps_kultirasalliance_ivy_a02.m2 
 10000100      eps_kultirasalliance_wallshield02.m2 
 10000101      eps_kultirasalliance_stadium01.wmo 
 10000102      eps_kultirasalliance_stair_90_narrow_01.wmo 
 10000103      eps_kultirasalliance_cityfence01_post.m2 
 10000104      eps_kultirasalliance_shiplargerigging01_jaina.m2 
 10000105      eps_kultirasalliance_town_connect_02.wmo 
 10000106      eps_kultirasalliance_cannonballstacksmall04.m2 
 10000107      eps_kultirasalliance_fencestone03.m2 
 10000108      eps_kultirasalliance_shipcannonwindows01_open.m2 
 10000109      eps_kultirasalliance_seabattlement01.wmo 
 10000110      eps_kultirasalliance_walllamp01_nocollision.m2 
 10000111      eps_kultirasalliance_farmbucketheldslop01.m2 
 10000112      eps_kultirasalliance_docks_wide03.wmo 
 10000113      eps_kultirasalliance_vignettechest01.m2 
 10000114      eps_kultirasalliance_oarhanging02.m2 
 10000115      eps_kultirasalliance_logstack02.m2 
 10000116      eps_kultirasalliance_shipinbottle01.m2 
 10000117      eps_kultirasalliance_farmsack01.m2 
 10000118      eps_kultirasalliance_ropelights01.m2 
 10000119      eps_kultirasalliance_docks_narrow_45.wmo 
 10000120      eps_kultirasalliance_crane02.m2 
 10000121      eps_kultirasalliance_net04.m2 
 10000122      eps_kultirasalliance_brassfence03.m2 
 10000123      eps_kultirasalliance_sailcanvas05.m2 
 10000124      eps_kultirasalliance_farmfence_broken04.m2 
 10000125      eps_kultirasalliance_planter02.m2 
 10000126      eps_kultirasalliance_docks_plankwide01.m2 
 10000127      eps_kultirasalliance_woodstack02.m2 
 10000128      eps_kultirasalliance_floor_dais01.wmo 
 10000129      eps_kultirasalliance_hanginglantern01.m2 
 10000130      eps_kultirasalliance_stair_short_narrow_01.wmo 
 10000131      eps_kultirasalliance_wall_straightshort01_ruined01.wmo 
 10000132      eps_kultirasalliance_crane03.m2 
 10000133      eps_kultirasalliance_ropehanging05.m2 
 10000134      eps_kultirasalliance_portcullis03.m2 
 10000135      eps_kultirasalliance_windmillsails01.m2 
 10000136      eps_kultirasalliance_sign01_blacksmithing.m2 
 10000137      eps_kultirasalliance_upscale_house_02.wmo 
 10000138      eps_kultirasalliance_windmill02.wmo 
 10000139      eps_kultirasalliance_sailcanvas02.m2 
 10000140      eps_kultirasalliance_farmfence02.m2 
 10000141      eps_kultirasalliance_window02.m2 
 10000142      eps_kultirasalliance_smallhouse_roof_03.wmo 
 10000143      eps_kultirasalliance_fireplace01_nofire.m2 
 10000144      eps_kultirasalliance_chandelier01.m2 
 10000145      eps_kultirasalliance_bottle01.m2 
 10000146      eps_kultirasalliance_crabcatcher02.m2 
 10000147      eps_kultirasalliance_ropehanging01.m2 
 10000148      eps_kultirasalliance_hangingplatform01.m2 
 10000149      eps_kultirasalliance_bookcase01_empty.m2 
 10000150      eps_kultirasalliance_mediumwarehouse_link01.wmo 
 10000151      eps_kultirasalliance_gryphonroost01.m2 
 10000152      eps_kultirasalliance_shipmedium01_gangplank.wmo 
 10000153      eps_kultirasalliance_sign01_enchanting.m2 
 10000154      eps_kultirasalliance_bar01_anim.m2 
 10000155      eps_kultirasalliance_ropehanging04.m2 
 10000156      eps_8nzj_nazjatar_kultiras_shipwreck06_2764408.wmo 
 10000157      eps_kultirasalliance_bridge_narrow01.wmo 
 10000158      eps_kultirasalliance_ivy_b01.m2 
 10000159      eps_kultirasalliance_wall_post02_base.wmo 
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 10000794      eps_curbwood_02_medium03.m2 
 10000795      eps_curbwood_02_long04.m2 
 10000796      eps_curbwood_02_shape03.m2 
 10000797      eps_curbwood_02_short01.m2 
 10000798      eps_curbwood_02_medium01.m2 
 10000799      eps_curbwood_02_medium02.m2 
 10000800      eps_curbwood_02_medium04_ring.m2 
 10000801      eps_curbwood_02_long02.m2 
 10000802      eps_curbwood_02_curve01_ring.m2 
 10000803      eps_curbwood_02_shape01.m2 
 10000804      eps_curbwood_02_long03.m2 
 10000805      eps_curbwood_02_shape02.m2 
 10000806      eps_curbwood_02_medium04.m2 
 10000807      eps_curbwood_02_curve03.m2 
 10000808      eps_curbwood_02_cap01.m2 
 10000809      eps_curbwood_03_medium04_ringhalf.m2 
 10000810      eps_curbwood_03_curve01.m2 
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 10000812      eps_curbwood_03_long01.m2 
 10000813      eps_curbwood_03_medium03.m2 
 10000814      eps_curbwood_03_long04.m2 
 10000815      eps_curbwood_03_shape03.m2 
 10000816      eps_curbwood_03_short01.m2 
 10000817      eps_curbwood_03_medium01.m2 
 10000818      eps_curbwood_03_medium02.m2 
 10000819      eps_curbwood_03_medium04_ring.m2 
 10000820      eps_curbwood_03_long02.m2 
 10000821      eps_curbwood_03_curve01_ring.m2 
 10000822      eps_curbwood_03_shape01.m2 
 10000823      eps_curbwood_03_long03.m2 
 10000824      eps_curbwood_03_shape02.m2 
 10000825      eps_curbwood_03_medium04.m2 
 10000826      eps_curbwood_03_curve03.m2 
 10000827      eps_curbwood_03_cap01.m2 
 10000828      eps_curbtitan_medium04_ringhalf.m2 
 10000829      eps_curbtitan_curve01.m2 
 10000830      eps_curbtitan_curve02.m2 
 10000831      eps_curbtitan_long01.m2 
 10000832      eps_curbtitan_medium03.m2 
 10000833      eps_curbtitan_long04.m2 
 10000834      eps_curbtitan_shape03.m2 
 10000835      eps_curbtitan_short01.m2 
 10000836      eps_curbtitan_medium01.m2 
 10000837      eps_curbtitan_medium02.m2 
 10000838      eps_curbtitan_medium04_ring.m2 
 10000839      eps_curbtitan_long02.m2 
 10000840      eps_curbtitan_curve01_ring.m2 
 10000841      eps_curbtitan_shape01.m2 
 10000842      eps_curbtitan_long03.m2 
 10000843      eps_curbtitan_shape02.m2 
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 10000850      eps_curbstone_01_long01.m2 
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 10000852      eps_curbstone_01_long04.m2 
 10000853      eps_curbstone_01_shape03.m2 
 10000854      eps_curbstone_01_short01.m2 
 10000855      eps_curbstone_01_medium01.m2 
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 10000857      eps_curbstone_01_medium04_ring.m2 
 10000858      eps_curbstone_01_long02.m2 
 10000859      eps_curbstone_01_curve01_ring.m2 
 10000860      eps_curbstone_01_shape01.m2 
 10000861      eps_curbstone_01_long03.m2 
 10000862      eps_curbstone_01_shape02.m2 
 10000863      eps_curbstone_01_medium04.m2 
 10000864      eps_curbstone_01_curve03.m2 
 10000865      eps_curbstone_01_cap01.m2 
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 10000867      eps_curbstone_02_curve01.m2 
 10000868      eps_curbstone_02_curve02.m2 
 10000869      eps_curbstone_02_long01.m2 
 10000870      eps_curbstone_02_medium03.m2 
 10000871      eps_curbstone_02_long04.m2 
 10000872      eps_curbstone_02_shape03.m2 
 10000873      eps_curbstone_02_short01.m2 
 10000874      eps_curbstone_02_medium01.m2 
 10000875      eps_curbstone_02_medium02.m2 
 10000876      eps_curbstone_02_medium04_ring.m2 
 10000877      eps_curbstone_02_long02.m2 
 10000878      eps_curbstone_02_curve01_ring.m2 
 10000879      eps_curbstone_02_shape01.m2 
 10000880      eps_curbstone_02_long03.m2 
 10000881      eps_curbstone_02_shape02.m2 
 10000882      eps_curbstone_02_medium04.m2 
 10000883      eps_curbstone_02_curve03.m2 
 10000884      eps_curbstone_02_cap01.m2 

 


 

End of Changelog

 


Glossary

Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work.


  • Syntax
    • The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed.
      • Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly.
        • How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming.
    • Parameter 
      • Parameters in our case are used to structure the specific command it is you wish to perform.
    • Argument
      • Arguments in our case are used to tell the parameters which data type(s) to use when performing the command.
  • Example:
    • Syntax  =  .phase forge npc displays add #display_id %scale %weight
    • In the case of Epsilon, is the same as:
    • Syntax  =  .parameter parameter parameter parameter parameter argument argument argument
      • .phase forge npc displays add 100 2 5
        • The arguments (green) tell the preceding parameters (white) to:
          • "Add"  #display_id  "100"  at %scale  "2"  with %weight  "5"  to the targeted forged NPC.
  • Data types
    • Floating Point - Symbol  %
      • A real number, accepts decimals. World of Warcraft does not count more than 6 decimals.
        • .mod scale %scale  =  .mod scale 1.063523
    • Integer - Symbol  #
      • A natural number, does not accept decimals.
        • .gobject spawn #display_id  =  .gobject spawn 175490
    • String - Symbol  $
      • A sequence of characters, typically forming one or multiple words.
        • .summon $name  =  .summon Bob the Builder
  • Optional - Symbols  [ ]
    • When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function.
      • .phase forge npc displays add #display_id [%scale] [%weight]
        • #display_id  is required but  [%scale]  and  [%weight]  are optional.
    • When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function.
      • .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation]
        • No argument is required as the command uses player position by default, however  [#icon "$text"]  requires both arguments to be specified to work.

 


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not exactly excited for the .app change

 

anyone that hasn't been given the permission by epsilon administration having the ability to just app to me without asking me for permission to do so just creeps me out, that is kinda a put-off from public phases for me

Edited by Ethereal

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Appearing without consent as a Moderator is allowed. Submit to the rules.


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HE FIX NPC GUILD


[Gunmar] says: "I can't believe this 'Arahi' woman went down so fast. Storm my arse."

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Spoiler

wye3c336bj4.jpg

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4 hours ago, Ethereal said:

not exactly excited for the .app change

 

anyone that hasn't been given the permission by epsilon administration having the ability to just app to me without asking me for permission to do so just creeps me out, that is kinda a put-off from public phases for me

I think you’re seeing it wrong- only officers+ of a phase get this, and it’s for moderation. Someone causing trouble but their app is off so you can’t get there to see? Not a problem any more. Alternate view: imagine a phase is someone’s house & you’re visiting, now they can find you in their house.


MEwmZ8k.png

j0R3peR.gif

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5 hours ago, Ethereal said:

not exactly excited for the .app change

 

anyone that hasn't been given the permission by epsilon administration having the ability to just app to me without asking me for permission to do so just creeps me out, that is kinda a put-off from public phases for me

owned

 

 

 

anyway looks like someone is a big fan of lightning

Edited by Dove

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9 hours ago, MindScape said:

I think you’re seeing it wrong- only officers+ of a phase get this, and it’s for moderation. Someone causing trouble but their app is off so you can’t get there to see? Not a problem any more. Alternate view: imagine a phase is someone’s house & you’re visiting, now they can find you in their house.

I recognize that it's officers+, but just makes me uncomfortable knowing that there's a feature that can be abused and phase administration can't be held accountable for abusing it. A phase owner can just let it slide. Unless Epsi puts out a new rule that this can't just be used willynilly, it makes me uncomfortable.

 

I recognize the intended point of it. And the intended use of it is /good/. I don't deny that.

But the possible use of it is just creepy and makes the feature less worth it, imo.

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4 minutes ago, Ethereal said:

I recognize the intended point of it. And the intended use of it is /good/. I don't deny that.

But the possible use of it is just creepy and makes the feature less worth it, imo.

What "Possible Use" do you think they are going to us it for? And what part of that is "Creepy"?
Are you ERPing in someone elses phase and worried they will see it? When someones character walks past you on the road is that creepy? What are we working with here?

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55 minutes ago, everygalaxies said:

What "Possible Use" do you think they are going to us it for? And what part of that is "Creepy"?
Are you ERPing in someone elses phase and worried they will see it? When someones character walks past you on the road is that creepy? What are we working with here?

You may have answered this yourself.

 

This concern is outright egregious, if not telling.

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Awesome update.

 

For the .phase shift weather wind #weatherId #windId command, does it make any of the foliage objects rustle? It was mentioned in the initial dev commit (cfcd3d7) but I wasn't sure if those foliage objects were in game yet.  If they are, which ones are affected by wind?

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16 hours ago, Rogan said:

Submit to the rules.

literal robot answer right here.

SUBMIT TO THE RULES CITIZEN! KEEP GOING!

calm down lmao

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9 hours ago, everygalaxies said:

What "Possible Use" do you think they are going to us it for? And what part of that is "Creepy"?
Are you ERPing in someone elses phase and worried they will see it? When someones character walks past you on the road is that creepy? What are we working with here?

I don't like anyone .apping to me for any reason whatsoever unless I give them permission to do so. I'm not there to break their rules and if they need to app to me they can /ask/. It's really not a hard concept and should be enforced as a common courtesy.

 

I see it as being overly nosy and highly creepy to just .app to someone without asking. It's already unnerving enough that I sometimes forget to turn it off and a friend decides to .app without asking, let alone a complete stranger. Being a phase moderator doesn't mean you should be trusted with that permission. That's a permission I'd want only Epsi's actual administration to have, not random phase officers and owners who have no form or need of verification that they're not going to just be creeps with it.

 

It's a change I highly oppose personally, and one that's enough to keep me away from public phases unless I know the mods/owner.

 

No, it is not because of ERP, to answer your question more clearly for you.

Edited by Ethereal

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5 hours ago, Ethereal said:

I don't like anyone .apping to me for any reason whatsoever unless I give them permission to do so. I'm not there to break their rules and if they need to app to me they can /ask/. It's really not a hard concept and should be enforced as a common courtesy.

 

I see it as being overly nosy and highly creepy to just .app to someone without asking. It's already unnerving enough that I sometimes forget to turn it off and a friend decides to .app without asking, let alone a complete stranger. Being a phase moderator doesn't mean you should be trusted with that permission. That's a permission I'd want only Epsi's actual administration to have, not random phase officers and owners who have no form or need of verification that they're not going to just be creeps with it.

 

It's a change I highly oppose personally, and one that's enough to keep me away from public phases unless I know the mods/owner.

 

No, it is not because of ERP, to answer your question more clearly for you.

Just don't publicly ERP, imo. Phase owners and officers should've had the ability to app any of the present players in their own phase for long now. I'm just glad it's finally here. 

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5 hours ago, Ethereal said:

I don't like anyone .apping to me for any reason whatsoever unless I give them permission to do so. I'm not there to break their rules and if they need to app to me they can /ask/. It's really not a hard concept and should be enforced as a common courtesy.

 

I see it as being overly nosy and highly creepy to just .app to someone without asking. It's already unnerving enough that I sometimes forget to turn it off and a friend decides to .app without asking, let alone a complete stranger. Being a phase moderator doesn't mean you should be trusted with that permission. That's a permission I'd want only Epsi's actual administration to have, not random phase officers and owners who have no form or need of verification that they're not going to just be creeps with it.

 

It's a change I highly oppose personally, and one that's enough to keep me away from public phases unless I know the mods/owner.

 

No, it is not because of ERP, to answer your question more clearly for you.

As many have said, people have a right to app to people in their phase because it's their phase-- you are a guest and they have every right to have the tools they need to in order to moderate such. If you don't like it? Well, then I recommend just staying clear of public phases. Probably better that way.

Either way, all of these additions are looking really solid and exciting-- especially the inclusion of a HUGE new wave of GObjects and the new overlay function. It's definitely got me excited for what's to come.

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59 minutes ago, artemorgana said:

As many have said, people have a right to app to people in their phase because it's their phase-- you are a guest and they have every right to have the tools they need to in order to moderate such. If you don't like it? Well, then I recommend just staying clear of public phases. Probably better that way.

Either way, all of these additions are looking really solid and exciting-- especially the inclusion of a HUGE new wave of GObjects and the new overlay function. It's definitely got me excited for what's to come.

Have to say I don't appreciate the passive-aggressive remarks I am getting for stating what I have made clearly to be my opinion. Just isn't the place for that.

 

Regardless I said before I understand the intended purpose of it. It's the potential misuse I am worried about, and how there are no ways to prevent it.

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3 hours ago, Ethereal said:

Have to say I don't appreciate the passive-aggressive remarks I am getting for stating what I have made clearly to be my opinion. Just isn't the place for that.

 

Regardless I said before I understand the intended purpose of it. It's the potential misuse I am worried about, and how there are no ways to prevent it.

It isn't misuse if you are going into somebody else's phase. You are a guest there and you have to accept that in their phases, they have the ability to teleport to you or teleport you to them. Most private communities have this feature. This is normal to have. Just don't do anything that will bring the ire of a phase host and their staff onto yourself and they may have no reason to use it other then if you're near a situation. And they have to get to it fast, it's quicker to app to somebody there and you may just be chosen through random chance to be app'd too. That's just how it is.

You simply prevent it by not giving the phase staff a reason to appear to you.

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Let's just remove all moderation commands from public phase owners/officers. So there is no risk of power abuse. y'know, in their OWN phases
Also, Game Masters can no longer kick or ban players. that is also power abuse.

 

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