Mens Rea wrote:By that reasoning Kaivan, let's look at some of the other UOSA inaccuracies we can cure by using the mini-patch:
1) "All reagents will stack properly"
Reagents on UOSA should not stack properly - even though nothing in the UO:R publish changes the mechanics of reagents.
It is entirely possible that not all reagents
didn't stack properly. Since we don't know which ones, or what issues surrounded them, we can't make such a change.
Mens Rea wrote:2) "Players will be able to loot monsters killed by poison"
Monsters killed by poison should not be able to be looted on UOSA - even though nothing in the UO:R publish changes the mechanics of monsters killed by poison.
This is absolutely false. For one, here is the specific portion of the UOR patch note that talks about this subject:
Monster Looting and Fame/Karma
Looting rights for monsters will be based on a point system. The system will track players as they attack a monster, assigning “points” based on the damage they do and the number of times they strike the monster. Bonus “points” will be awarded for both the first strike and the kill shot. These “points” are then used to determine which characters have access to its corpse. Damage and attack totals done by tamed or provoked animals/monsters will count towards the point total of the tamer/bard.
The player with the most points gets to loot the monster automatically. The system then looks for any players who have points equal to or greater than 30% of the top point score.
From this, and the above line item, we can draw two relevant points. First, players were not prevented from looting corpses
at all in Feluccia, thus this was a Trammel-specific problem. Second, poison is a non-direct damage spell, and it is clear that non-direct damage damage spells are given special mention as noted in the patch note (provoked creatures, hirelings, pets). Since these two things are clear, it is obvious that this patch note directly effects poison, and that excluding poison - or introducing a bug surrounding poison's effect on looting rights - would warrant such a fix.
Mens Rea wrote:3) "Players will be able to steal items from town chests"
Players on UOSA should not be able to steal items from town chests - even though nothing in the UO:R publish changes the mechanics of town chests.
This is a false dichotomy. We can readily dismiss this issue as a UOR issue because of the body of evidence in support of stealing items outside of chests in town. For example, the
T2A Stealing essay from Stratics clearly shows that it was possible to steal items from chests. The same is true of the
Rare items page from T2A that notes that some of the items must be stolen from town chests. There are more examples in the newsgroups to support this position I'm sure. The point is that more than anything, the major difference between an inference such as this, and an inference such as one relating to combat is the amount of
evidence to back it up. For combat, there is practically no era information to draw upon short of the patch note and the demo code, whereas for just about every other change, there is clear evidence that removes the necessity to make such an inference in the first place.
Mens Rea wrote:However:
4) "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."
Melee combat is subject to a specific change. We do not know the precise changes to the swing timers they made between the demo and the UO:R publish. However, there is clear evidence that melee combat was changed - whether or not this was part of a larger overhaul which may have touched upon other areas of code relating to melee combat. This remedial patch clearly fixed an unintended change which was implemented with the UO:R publish and this, in my opinion, should make your ears prick up and consider the alternative inference. To my knowledge this anomaly has never been pointed out, nor considered by the UOSA staff.
Again, from what we know of the demo code, and the intended purpose of the patch note itself, any such change to the
animation as it relates to hit/miss evaluation would take place in a very different location than changes to
movement restrictions and holding your swing. Since these things are very clearly different, exist in different code areas, and no direct and intentional change to swing movement was stated, no logical connection can be made between them.