Derrick wrote:Joueur Moyen wrote:At one point there was a bug that would prevent casting if trying to equip too soon. It was pretty nasty because no further casting could be performed without logging out and back in. It was like the client thought I had a weapon equipped, but I didn't.
This indicates that a change was made to allowing equipping a weapon during casting post-Demo (or before?). It's allowed in demo without issue. This bug has been mentioned before. Do you recall any general time for this, and/or what the behavior was after the fix?
...
After reading through the patch notes, I think it was the buggy arm/disarm macro in the client.
Client Patch 1.26.0b Sep 2 1999 7:02AM CST
The arm/disarm macro for the right arm will now work properly. You will be able to rearm after using an item (such as a potion or door).
What probably happened is that I disarmed, drank a pot, cast gheal and went to reequip, but couldn't.
It was not the "already casting a spell" bug. The whole sequence of events started with disarming my weapon. I think the message was something about already having a weapon equipped, but I can't remember for sure if it was that, or "hands must be free to cast a spell" when trying to cast after being bugged. But that patch note suggests to me that it was drinking a potion that was a part of the bug and not trying to rearm while casting.
Concerning the swing timer elapsing while running, and hitting on the run, well, I don't remember being able to hit on the run during t2a. What I remember is running my char on top of someone else's and following behind them and swinging when my char was paused. Because I was faster than most people for a while that tactic worked fine, and because my char's stamina was less than full, I wouldn't ride over them, but instead stay right on their heels and swing with each momentary pause if the weapon was ready. It felt like the timer was advancing, but the swing would not happen on the run.
Archery was run, stop, shoot, run, stop, shoot. The shot happened almost right after stopping. Duelists didn't use archery for all the obvious reasons, but it was still okay in the field, especially for running someone down who was low on health. One of my pre-t2a archers never got switched over and he got kill shots in while mages in the group were stopping to cast. It was faster for an archer to get off a shot while giving chase than it was to stop and cast corp por, assuming the bow was ready to fire. (I forgot to ask if all your screenshots were t2a, but if they were, someone's archer wasn't nerfed into "uselessness.")
The following often quoted patch note for UO:R does not necessarily mean to me that the swing timer didn't advance at all while on the move, because of the conclusion it draws due to the change. The patch note could mean that previously the combat timer wouldn't advance into a ready to swing state, and thus hitting on the move was not possible until stopping. But that doesn't mean the timer didn't advance up to the ready state and pause before entering into it. Of course that's just an interpretation of the patch note, but it states "melee swing times", which could mean when the swing is ready, and not the time required to get it to that point.
Apr 28 2000:
Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging.