https://legendsofultima.gamepedia.com/Patch_10/27/2020

Bard abilities have had an optimization pass:
- An issue causing monsters that have been provoked to continue attacking the bard instead has been resolved, mostly
- You can now Provoke beings against players or pets although it may be a criminal action
- You can now directly pacify players and pets with Peacemaking although it may be a criminal action
- Pacifying a player will simply remove them from war-mode state; pacified pets will be treated similarly to monsters causing them to freeze for a short time
- You can now perform an Area Peacemaking by activating the skill and targeting yourself to pacify to all nearby enemies (skips targets that would cause a criminal action)
- Peacemaking and Provocation effects will now break on mobs if the bard dies, goes out of range or becomes hidden (see next line) or unavailable
- Bards with 75 points or more of Hiding will be able to hide without breaking the effects
- Monsters that have been influenced by a bard's song will be more inclined to aggro against the bard when the effect(s) break
- Equippable instruments will no longer default to Equip when double-clicking it in some cases
- Equippable instruments now act as a weapon using Wrestling skill
- Instruments context option "Play" replaced with "Use" to play the instrument to practice Musicianship skill
- Bard/instrument cooldowns will now appear as an icon at the top to help indicate when you can play another song

Mobile collision/shoving:
- Walking directly over/through a mob will cause a moment of movement slowness for 'shoving' them out of the way
- Mobs that have been shoved will play an animation to indicate that they have been shoved, but otherwise are unaffected
- When walking through an invisible player/pet will alert you to shoving "something invisible"
- Icon appears at top after you shove someone to indicate movement slowness

  • Player vendors have been converted over to a new Speech Prompt to set prices for items being added to sale from chat versus a window
    - As requested, we will be working soon to add mass price-setting for items in a container
    - An issue with skeletal mounts decaying after taming them has been resolved
    - An earlier attempt was made to fix this but did not get applied correctly, the hotfix is now live and freshly spawned mounts will be have the fix
  • Books will now have the words "a book titled: " added to the front of their name when being renamed, and any existing books, that have been renamed, have also have their names changed
    - An issue with the war-torn warg ethereal not mounting when using it has been resolved; stuck ethereal statues will become unstuck when successfully using the statue following the update
    - An issue with summons not decaying automatically after being summoned has been resolved
  • An issue that would cause items to sometimes get stuck to the cursor due to picking up/dropping items rapidly has been resolved
  • An issue with not being able to mill some items has been resolved
  • Nightsight has been optimized and should provide the brightest daylight while using it, and it should persist through logouts and region transfers
    - Nightsight will now end and prevent stormy weather while under the effect
    - Nightsight duration has been reduced from 60+ minutes to 20 minutes max
    - Note: Dungeons are still not equipped with Suns and thus Nightsight still does not help inside Dungeons
  • Scissors auto-salvaging contents of a container will now skip cutting cloth to bandages
    - Wooden club and black staff can now be salvaged for wood
    - Target closest enemy command (/targ enemy) will now avoid selecting same group/guild players and their pets
    - An issue with Runebooks sometimes causing runes to be duplicated has been resolved
    - An issue with town vendors guard-whacking themselves has been resolved
    - An issue with Magic Lock state not being removed from containers that have been unlocked/picked has been resolved, pre-existing containers will have this cleared the next time it is unlocked/picked
    - An issue with players not being able to defend against pets in PVP without triggering criminal action has been resolved
    - An issue with Recall sometimes fizzling repeatedly after cancelling a scroll-cast has been resolved

General fixes and changes:
- An issue with gravedigging monsters sometimes becoming frozen and defenseless has been optimized, let us know if it continues
- Mounts will now have invisibility broken when being mounted
- You can no longer use the mount command to mount an invisible pet
- You can no longer use objects inside of locked containers, including attempting to equip objects or use/count/stack resources from locked containers
- Lockboxes are now lockpickable
- Locked containers can now be locked down, previously would say "cannot lockdown locked containers"
- Town vendors will now properly round their inventory numbers while restocking to prevent decimals, and rounding has been added to the "Set" input in the Sell window

Door Improvements:
- An issue with monsters being thrown outside the dungeon walls when a door closes has been resolved, mobs should now be moved appropriately in front of the door if they manage to get stuck in the doorway
- Doors will no longer close while a live being is obstructing the doorway, up to a limit, if the door has auto-close it will force-close after 2 minutes
- Door obstruction checks are currently only setup for dungeon doors, as this is where we have the most problem, this functionality will eventually be normal behavior for every door in LOU

  • An issue causing Gravedigging to sometimes produce nothing while consuming a charge has been resolved
    - Gravedigging now has a chance to produce pumpkins that can be carved into jack o lanterns
  • In the spirit of Halloween, Gravedigging has been introduced & Forensic Evaluation re-written. A time will be scheduled and announced sometime today/this weekend to publish this to the live server.

    Gravedigging:
    - Requires 80 Mining and 80 Forensic Evaluation to begin using
    - Must purchase a Gravediggers Pickaxe or Shovel from the Gravedigger merchant
    - Use gravediggers shovel or pickaxe at a gravesite, look for headstones being used to mark individual graves
    - Gravediggers tools have a limited number of charges, 50 to start, and a charge will be consumed with each successful dig
    - Gravediggers tools are both equippable for max fun, and a "Use RH" button appears with both of them equipped to easily press Q to start digging
    - Chances to obtain new rewards introduced in the form of titles, pet mounts and collectibles (what could they be?!?)
    - A few Halloween rares also have a chance to be obtained from now until 11/05, these are different than the Halloween Paragon drops

    - Forensic Evaluation changes:
    - Can be trained to 50 by the Gravedigger merchant
    - The skill can now be used to evaluate containers, live beings, and corpses
    - Already-picked containers can be inspected to reveal who has tampered with the lock
    - Player corpses can be inspected to see who murdered them, as well as if or who has disturbed the corpse, and lastly also revealing who/if someone else already inspected the corpse
    - Players can be inspected to reveal what NPC guild they are a member of, most importantly the Thieves Guild

    - Related general changes:
    - Q & E buttons will now be hidden if they do not have an ability assigned, as opposed to always showing a blank hotbar button(s)
    - The Q button will now show "Use RH" when you equip an object that doesn't have an ability, use this to double-click the object equipped in your right hand
    - Merchants that train skills will now have a context menu option (right-click menu) for each skill they train to simplify the skill training process

That old annoying bug that causes your weight to be doubled sometimes when moving items around has been resolved.

  • You can no longer use the Incognito spell while Polymorphed
  • An issue has been resolved allowing players to add more weight than a pack animal can hold
    - An issue has been resolved with being able to lock a container with a matching key nested inside of itself
    - An issue has been resolved with not being able to use auto-stacking with locked down containers
    - You can no longer open a locked container even if you have the key to open it, you must unlock the container first
    - You can no longer open a locked container using Telekinesis
    - Container windows will now automatically close when you lock the container
    - You can no longer perform auto-stacking or resource stacking to containers that are inside of a locked container
    - All containers inside of a container that is being locked will now automatically have their resource stacking options cleared
  • An issue has been resolved that causes banned player vendors to automatically be moved back to the plot and decay removed on server restart
    - Player vendor state 'On Strike' renamed to 'Decaying'

Live has been updated to include a change from Britannia which causes mount stamina to not drain during a PvP timer.

An issue preventing guildmasters from seeing the Guildmaster Title option from the Guild Menu has been resolved

  • Water Pitcher has been moved under Tools for the Tinkering skill.
    - Fixed a known durability bug with Water Pitcher.
  • An issue has been resolved with being unable to beg the town vendors
    - An issue has been resolved with double-clicking a forge and targeting a container not starting the auto-salvage process
    - Only items inside of the container at the time that auto-salvage was initiated will be processed, avoiding any items added to the container after starting auto-salvage; This should resolve issues related to items being created in/moved into the container during salvaging causing some items to be salvaged even though they are not salvageable.

An issue has been resolved that was causing players to become frozen after changing the shape of their body using Polymorph spell and disguise kits and the spell and disguise kits have been re-enabled now.

An issue has been resolved with plot lockdowns causing items being released from a plot to not be removed from the Lockdown List. This affected things like plot re-sizing, as well as the number of lockdowns being reported incorrectly.