Page 1 of 2

Update August 6, 2017

Posted: August 6th, 2017, 12:52 am
by Eos
The following changes have been applied during server wars:
  • Classic house placement changes:
    • The stairs are now included in the requirement for a 1-tile passable border around the house, and the 5-tile yard spacing south of the house. Effectively, classic houses can no longer be placed against impassable tiles, shorelines or cliffs.
    • If a classic house can be converted into a customizable house, the stairs of the customizable house will be pre-emptively checked as well. This prevents customizable houses from ending up being placed against impassable tiles, by first being placed as classic houses.
    • Any existing houses will remain unaffected. Though, staff may ask you to move your house if it is found in violation of these rules (as was the case before this change, due to the Shard Rules on house construction).
  • (For the few players playing without the lights filter:) All items with incorrect light types have been corrected.
  • Animal Lore range has been increased to 12 tiles.
Any questions and/or comments are welcome!

Re: Update August 6, 2017

Posted: August 6th, 2017, 1:08 am
by Mochizuki Shiryu
thankx :)

Re: Update August 6, 2017

Posted: August 6th, 2017, 1:36 am
by Anonymous Group
" Any existing houses will remain unaffected. Though, staff may ask you to move your house if it is found in violation of these rules (as was the case before this change, due to the [url=http://www.uogdemise.com/community/view ... hp?f=4&t=6]Shard Rules"



what if this house that is in violation is a castle?
asking someone to tear down a castle that may not be able to be placed again is just insane :|

Re: Update August 6, 2017

Posted: August 6th, 2017, 2:33 am
by Eos
Anonymous Group wrote:what if this house that is in violation is a castle?
asking someone to tear down a castle that may not be able to be placed again is just insane :|
We will only ask players to move if the violation is severe (like blocking off a shoreline requiring people to run all the way around the castle). In minor cases (like placement up against a single tree) the classic placement mechanics are fine. :)

Re: Update August 6, 2017

Posted: August 6th, 2017, 3:03 am
by Ajani
Eos wrote:
Anonymous Group wrote:what if this house that is in violation is a castle?
asking someone to tear down a castle that may not be able to be placed again is just insane :|
We will only ask players to move if the violation is severe (like blocking off a shoreline requiring people to run all the way around the castle). In minor cases (like placement up against a single tree) the classic placement mechanics are fine. :)
so you will make people remove their castles because someone would have to take a extra 15 seconds to walk all the way around it

Re: Update August 6, 2017

Posted: August 6th, 2017, 3:09 am
by Mook
Ajani wrote:
Eos wrote:
Anonymous Group wrote:what if this house that is in violation is a castle?
asking someone to tear down a castle that may not be able to be placed again is just insane :|
We will only ask players to move if the violation is severe (like blocking off a shoreline requiring people to run all the way around the castle). In minor cases (like placement up against a single tree) the classic placement mechanics are fine. :)
so you will make people remove their castles because someone would have to take a extra 15 seconds to walk all the way around it
There are zoning laws here, this isn't 'nam.

Re: Update August 6, 2017

Posted: August 6th, 2017, 7:46 am
by Loler
back to demise casting on Test it seems.

Re: Update August 6, 2017

Posted: August 6th, 2017, 9:02 am
by The Silvertiger
A suggestion would be staff asking the violator make their house public or else...

Re: Update August 6, 2017

Posted: August 6th, 2017, 10:18 am
by Eos
Ajani wrote:so you will make people remove their castles because someone would have to take a extra 15 seconds to walk all the way around it
In theory, yes, but I just checked out all 183 castles on the shard and none of them violate the rule in such a way that we would ask them to move. Castle owners can rest assured that they can keep their spot. :)

Re: Update August 6, 2017

Posted: August 6th, 2017, 1:39 pm
by Ajani
ALL PRAISE EOS and thank you for keeping the shard alive!

Re: Update August 6, 2017

Posted: August 7th, 2017, 6:54 pm
by The Silvertiger
Eos wrote:
Ajani wrote:so you will make people remove their castles because someone would have to take a extra 15 seconds to walk all the way around it
In theory, yes, but I just checked out all 183 castles on the shard and none of them violate the rule in such a way that we would ask them to move. Castle owners can rest assured that they can keep their spot. :)
You wouldn't happen to have a list of those location that you could just post for me real quick, would ya?

Re: Update August 6, 2017

Posted: October 8th, 2017, 2:19 pm
by Veteran Noobie
our last update was 2 months ago? and still nothing new? what does the admins do?

Re: Update August 6, 2017

Posted: October 8th, 2017, 4:25 pm
by Ajani
Veteran Noobie wrote:our last update was 2 months ago? and still nothing new? what does the admins do?
relocate the server so we don't disconnect every 2 minutes? I appreciate that more then an update.

Re: Update August 6, 2017

Posted: October 8th, 2017, 5:31 pm
by Veteran Noobie
Ajani wrote:
Veteran Noobie wrote:our last update was 2 months ago? and still nothing new? what does the admins do?
relocate the server so we don't disconnect every 2 minutes? I appreciate that more then an update.
i think that this disconnect issue is caused by a bug with current game play, has very little to do with the server location.

Re: Update August 6, 2017

Posted: October 8th, 2017, 7:03 pm
by raptor-
my d/c's stopped it seems well none since the chnge but may just be me