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Test/Open Updates Server Update Archive

Old Test Release Notes - April 18 2008

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  #1  
Old 04-20-2008, 01:10 PM
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Added "Welcome Worlds" for players coming out of Rambleshack. These worlds are separate instances and only contain Port Royal. Once a player gets on a ship for the first time, he/she will be placed in one of the main servers.
Just for a change in direction. This is actually a cool concept... doesn't 'overwhelm' the player when they enter the first world seeing L37 Pirates running past them - I think this is cool idea... and another good thing about the update.
  #2  
Old 04-20-2008, 06:19 PM
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anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something
  #3  
Old 04-20-2008, 07:04 PM
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Originally Posted by jg007 View Post
anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something
Same thing has happened to me a couple times since the update. My pistol will be fine for awhile, then suddenly stop working for me. However, I am able to put it away and switch weapons, although it doesn't always respond right away. The only way I can return it to working order is to relog. Yes, a Bug Report has been sent.

While on the subject, I also sent in reports on the following bugs that I encountered this morning:

1. Crew Rep Bonus was not working. Despite showing up on the screen, it was not being added to either Notoriety or the weapon.

2. Cannonballs stopped having any effect in the midst of sinking a Phantom. Everything was fine until I got it down to about 25% of hull strength, then it suddenly stopped taking any damage. Tried Round Shot, Fire Brand and Thunderbolt to no avail. Finally had to retake the helm and broadside it.

3. I received my Voodoo Staff this morning (nice animation, btw, of Tia presenting it to me) to find that only Blast was unlocked. I got it up to Level 2 and Pestilence unlocked, skipping Soul Flay altogether. Same thing happened to a friend of mine yesterday, so this looks like it might be a real issue.
  #4  
Old 04-21-2008, 10:18 PM
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Originally Posted by Stormrunner View Post

3. I received my Voodoo Staff this morning (nice animation, btw, of Tia presenting it to me) to find that only Blast was unlocked. I got it up to Level 2 and Pestilence unlocked, skipping Soul Flay altogether. Same thing happened to a friend of mine yesterday, so this looks like it might be a real issue.
Same thing happened to me a while back. Once I got a few skill points I tried clicking on where soul flay should be and then it turned the lightish color that skills are once you unlock them. Then I added another skill point and then it worked
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Test:(Unlimited) Name - Tokrok, Notoriety - 31, Cannon - 13, Sailing - 15, Cutlass - 18 (Steel), Pistol - 13 (Tri-Barrel), Doll - 24 (Witch Doll), Dagger - 13 (Battle Dirk), Grenade - 10, Staff - 14 (Warped Staff)
Black Pearl Quest - 99% (Boss)
Ship: Type - War Galleon, Name - Riptide Mongrel
Guild: Name - Pirate Lords, Rank - Officer

Open: (Basic) Name - Buccaneer, Notoriety - 5, Cutlass - 2 (Rusty Cutlass), Pistol 3 (Single-Barrel)
Ship: Type - Light Sloop
(Updated 3/10/08 8:05 P.M. PST)
  #5  
Old 04-20-2008, 07:39 PM
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Quote:
Originally Posted by jg007 View Post
anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something
Actually - same here - I thought at first I dodn't 'pull' it out properly... and this is on live...

It always works, once I reload it and only about 4 times since the updates
  #6  
Old 04-21-2008, 12:44 AM
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Love the updates on test so far. I've managed to work through 2 jewelery quests, and on tatoo quest. Not easy to whip through but most of us on live are done the main quests so nice to have something to work on.

What they didn't mention on this update is that they've decreased the healing of tonics. I don't like this and think they went to far. The top tonic now only does 500 healing!!!! yes 500 instead of the old 2000 and it still costs 100 gold. The now do 100, 200, 300 (old 1000), 400 (instead of 1500), and 500.

Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up. Also it takes me about 3 times as many shots to get them hexed. Many of my shots where not showing any voodoo coming off the enemy. I'm going to test this again right now.

Elizabeth O'hara -beta level 28
Elizabeth O'hara - live level 35
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Cutlass 20 Pistol 19 Doll 22 Dagger 18
Grenades 18
Staff 20Cannon 24 Sailing 21
  #7  
Old 04-21-2008, 07:43 AM
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Originally Posted by dizzymommy View Post
Love the updates on test so far. I've managed to work through 2 jewelery quests, and on tatoo quest.
I've finished one of the tattoo quests from Mercedes on Padres and am part way through the second. But it's going to take me awhile to sink 10 Skellies. (This had better be an awesome tattoo!)

Quote:
Originally Posted by dizzymommy View Post
What they didn't mention on this update is that they've decreased the healing of tonics.... The now do 100, 200, 300 (old 1000), 400 (instead of 1500), and 500.
Good catch! I wondered why I only got 300 when I gulped some down, but didn't give it any more thought.

Quote:
Originally Posted by dizzymommy View Post
Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up.
I killed my fair share of Gypsies in the past two days and my hex shot only acted wonky a couple times, so I'm thinking it's a glitch. (In fact, since my new staff is "broken" and doesn't have Soul Flay, I've had to tediously Blast hex-shot Gypsies in order to level it.) There was one stubborn Level 23 Gypsy in the Catacombs, however, who simply refused to stop poking me, regardless of how much hex shot I pumped into him. I finally switched to regular lead shot and ended the encounter.
  #8  
Old 04-21-2008, 09:01 PM
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Quote:
Originally Posted by dizzymommy View Post
Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up. Also it takes me about 3 times as many shots to get them hexed. Many of my shots where not showing any voodoo coming off the enemy. I'm going to test this again right now.

Elizabeth O'hara -beta level 28
Elizabeth O'hara - live level 35
I noticed the same thing on Open. Only the gypsies seem to be regenerating their voodoo though, the mollusks and brinescum still stand there after getting hexed. Seemed to happen after the Double Rep weekend.
 

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