PSO EPISODE III Massive changes, server rewrite! CHANGELOG INSIDE

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All of the info to this topic is in regards to the GC ship TerraLuna

All credit goes to the staff of this server. Without Schthack, this would not be possible.

 




https://docs.google.com/spreadsheets/d/1mXlUUHnwmwEkutshOs0jV4sEqAdPOx0BrGtKOGClye0/edit?usp=sharing <--------- Working Ability List




CHANGELOG




Fixes


Code: Select all

5/16/16

Sylvania has the new rewrite: (Oberon is still outdated, none of the below applies there)

Bugs involving Guard Creature/Pierce interactions and the def phase are getting fixed.

Some previously working abilities have been broken, and will get fixed.

5/17/16

A lot in the scripts had to be edited since the rewrite made things work more efficiently. Those have all been done today.

Some previously working abilities which counted the amount of a specific item/creature 
(Ex. Native AP Count, Gun AP Count, Enemy Bonus, Sword Bonus, etc.) 
were broken in the rewrite, those are getting fixed and should be up sometime tomorrow.

Pierce/Guard Creature problems still being looked at, will have more information tomorrow.

5/19/16

More changes were made in the script. Duplicate entries removed, certain other Weak Spot fixes.

Currently damage calculations (the damage bar) doesn't account for abilities that add damage, we plan on working/testing this tomorrow.

Aegis Guard/Cancel packets were taken on the old code (since they were usable when they were supposed to), 
those packets will be provided tomorrow, and hopefully those 2 cards will be 
usable when they are supposed to instead of being able to used all the time.

5/20/16

Avert coding in script cleaned up, no longer adds HP after defending less than 5 Attack.

Aegis Guard/Cancel packets submitted, hope to be fixed tomorrow.

Abilities that have the chance to work twice on the same attack/defense
(demolisher type attacks, and inherit type defense abilities) will now interact properly.

5/24/16
Tested and fixed/refixed a few abilities. (Group, Combo, Elude, Fillial, battle royale)

Edited the working ability list to reflect changes that have been made from the old server to the new
(some stuff was broken in the new server)
Defense skip bug finally exterminated, update is live on sylvania

5/26/16

EP3 Test ship is up, was doing tests on Guard Creature/Pierce interactions... still need more testing
Abilities being worked on after Guard Creature/Pierce, would be Rampage (all of them) and possibly Fixed Range

More Damage bar fixes incoming as well.

5/29/16

EP3 Test ship has working Guard Creature, and Piercing against an arkz working currently (will get updated soon to sylvania)
Spectator packets have been found in the sega logs  (more time needed with these)

Status Effect packets have been found (needs a lot more time)

6/1/16

EP3 Test ship has working Piercing and Rampaging against Hunter's now. 
You have to select a target when you first choose the attack, but it will end up being correct when the attack happens

EP3 Test ship has partially working card returning abilities 
(Return, Link: Return, Card Back, Return Home, Flee, Dash, Rebirth) 
Currently, you can do some really weird shit with the SC and card returning abilities lol.... Partially working
6/4/16
EP3 Test Ship has 100% fixed Pierce/Rampage/Guard Creature interactions. (Including Heavy/Major)
EP3 Test Ship has new code for Return Home, needs further testing, can no longer return SC to hand (lol)
EP3 Test Ship has fixed code for Enemy Bonus, needs further testing
6/6/16
EP3 Test Ship has updated Character HP values (Choosing a starting different HP will now work)
Defeat Team is currently a WIP

Enemy Bonus confirmed working

6/7/16

The assist cards that give +2 AP or TP to a specific type of item/creature have been coded, more testing is required however. 
(Forest Rain, Cave Wind, Mine Brightness, Ruins Darkness, Saber Dance, Bullet Storm, Cane Palace, March of the Meek, 
Giant Garden, Brave Wind, Powerless Rain, Fix, AP Absorption)

Being able to attack on the first turn should be fixed today, if not tomorrow.

The final Card revolution hasn't been on the server (visually in the deck editor), It is being worked on.

6/12/16
The ep3 fixes have been applied to all ships.
You can no longer attack on the first turn of the game.
Some fixes have been attempted regarding defending multiple item/creature in a attack phase.
Spectate Mode is being looked at.

6/19/16
Spectate mode is working! (Bugs still occur, listed below)

Can't create a spectate team for a battle that has already started

Additional Players cannot yet join a spectate team (Only 1 person in a team at a time for now)
Once a battle ends, it will sit on the congrats screen until another battle commences.

7/1/16
Spectate mode is getting some finishing touches
Defeat Team in the battle rules is added (has some bugs currently), it should be 100% fixed by today or tomorrow
The Assist Cards mentioned on the 6/7 update should be working now. (I think the turn timer might have broken for those though)

7/6/16
Spectate Mode is 100% working

Defeat Team is 99% working. The current bug that occurs is when a player dies, 
the space that they die on remains occupied for the remainder of the game. (this should be an easy fix)

Status Effects packets have been found, there will be more to add on this soon. For now things are being tested by the admin. 
(Nothing has been programmed with status yet)

7/15/16
Paralysis has been programmed, testing will begin today.

7/21/16
Some assist cards were fixed.

Legacy is 100% working
Exchange deducts the cost of the assist from the wrong dice total(will get fixed)
Muscular should display properly
Card Return needs testing

7/24/16
Some Assist cards were fixed. (Charity, Charity +, Rich, Rich +, Skip Move)
Gold Rush is likely to be added next

8/4/16
Some Assist cards were fixed (Assist Trash, Trash 1, Empty Hand)
Assist Vanish will be working shortly
Empty Hand only removes the attack cards from your hand currently (Should remove all action cards... Techs, def cards etc.)

Shuffle All/Group and Hand Disruptor are being looked at next

1/3/19
Fixed missing attacking animation for player 1
Removed the drop change option (Original/Server) that's available for EP1, my guess is that it was applied to all GC versions. 
Hopefully one day can alter card drop rates on the server, but that might be a pipe dream.

Next thing being looked at is correct pre-damage display, and actual damage done displayed when attacking. 
(Currently always shows 3 Damage when destroying an item)

1/4/19
Cards that have Damage multipliers for their ability got fixed. 
(An update on the admin's side broke them) Cards that fall under that category are ones like Sword Attack, Gun Attack, Cane Attack, etc.

Fixed the damaged displayed during an attack when an item is destroyed. 
(It'd previously only display -3HP no matter how much damage the attack was doing when destroying an item)

1/6/19
Fixed Range got fixed! 
(I had the admin look through the sega logs for specific cards, he ended up finding the SC, K.C. in the very last log... Lucky!)

Tech got fixed! 
(I had the admin look through the sega logs for specific cards, he ended up finding Peko/Ino'lis in a few of them, nice!)

Aerial was also found in the logs, however we need to do more testing to get it to work.

HP Assist (Creinu/Sinow Spigell) will at some point be able to work, its being worked on.

Through some other testing, I also discovered that Grow Guard no longer works, I'll know more about it in the coming day(s).

1/7/19
Fixed Range/Tech had an issue on some items/creatures, where it wasn't working at all, but that was fixed today.

Aerial now allows you fly over objects on the field, but doesn't deduct the correct amount of dice from your total.

Some Defense cards that check AP on a card got fixed. Examples would be Survivor, Duel Strike, Duel Guard.

Some things that I neglected to test today were Ally Bonus (various cards), as well as Link: Inherit (Shield of Delsaber)

Other non working abilities will be looked at during the week. These updates will be put up on Terra's Luna 7AM EST 1/8/19

1/9/19
Heavy Steps and Big Swing will be working soon. More testing is required.

Mighty Knuckle requires more testing but should be working soon.

Aerial will continue to get looked at.

1/10/19
Big Swing is now fully working!

Heavy Steps have some issues still, but is to believe to be working in the coming days.

Orland's Sword Bonus now correctly counts his team's swords instead of the whole field.

Team dice roll to determine who goes first had a fix applied to it, however it did not work. More fixing/testing will be required.

Mighty Knuckle also had another fix applied to it, but it didn't work. Will require more testing this weekend.

1/12/19
Aerial will get some finishing touches tomorrow (1/13) I sent in a log of Aerial taking the incorrect dice when flying over something. 
Free Maneuver will get the same coding that aerial has now, since they are pretty much the same ability, 
except the cost increase for skipping an object. 
Aerial Status will get applied also, since its the same as Aerial

Windmill + (Light Item) packets were discovered on a sega log. 
This will help get a few things involving movement to work, such as Carnage Speedup, Haste, and Equipper Haste.

Freeze will be working very soon, he found the packet status # and he applied it to all characters in game, and it was working. 
We may start to apply random packet # statuses to see what they are, we have kind of a pattern for all the status, 
so it shouldn't be too hard to figure it out from there.

1/14/19

Freeze is working! For some reason the dice roll wasn't activating on Action Cards though, needs to be looked at. 
We tried it on Gibarta and it wasn't working.

Heavy Steps is working! Moving 1 block does its proper cost, even before confirmation.
Aerial cost deduction for skipping a space is fixed! 

Costs 3 dice to skip over a space.(instead of 2)

Free Maneuver is a little bit bugged right now, its a mimic of Aerial atm, cost reduction will get removed for skipping a space. 
(Animation is also bugged, it has the aerial animation, will have to do for now, listed as partially working)

A bug was fixed with a SC not having a weapon equipped, its ability used to get trigger twice. 
(Abilities like Bonus TP Rise, EXP Bonus, and Enemy Bonus used to trigger twice when a weapon wasn't equipped.)

Heavy Item/Carnage Speed Up/Haste/Equipper Haste/Light Item need more work done on them. (They basically need to get programmed.)

1/16/19

Heavy Item was granting the SC 2 extra MV when being equipped, but it was making their movement cost 1 extra per space.
Light Item was granting the SC 2 extra MV when being equipped, but the timing of it was off. It didn't refresh until the ACT phase.
Carnage Speedup was granting 2 MV when killing the first FC, then every 1 after that was granting it 1 MV. 

The 3 of these will need to be retested tomorrow. Free Maneuver will need a retest as well.

1/18/19
Heavy Item is working properly on the test ship, the code will be ported over to TL tomorrow.
Light Item is working, but the MV doesn't get removed upon destruction of the card, is getting fixed and ported to TL tomorrow.
Free Maneuver still doesn't cost the correct amount when going over a occupied space.

Haste/Equipper Haste/Shifta will be looked at over the weekend.

1/19/19
Haste is working on the test ship and will get put on TL tomorrow.
Equipper Haste isn't quite 100% yet, but should be soon.

Shifta will be continued to work on tomorrow.

1/20/19
Shifta works 99% (If 2 are casted in the same round, 1 becomes permanent for some reason)
Equipper Haste is 100%

Both of these are already on TL.

1/23/19
Full TP Assist is working perfectly
AP Assist is working perfectly
TP Assist will be working tomorrow

Some movement bugs have popped up due to fixing Aerial, they'll be addressed tomorrow as well.

1/24/19
TP Assist is working perfectly and will be on TL tomorrow
The movement cost bug was fixed when going around occupied spaces.

Next things being looked at are Stall and Earth Bind

1/26/19
Ability Rise, Ability Rise' Ability Boost, TP Loss all got coding that sets AP/TP. They were removed from the script.
Stall after many tests is working! The one thing that needs to get updated on it is a MV refresh during the MV phase.

The next things will be Earth Bind, Knock Out (Hold)

2/10/19

Knock Out (Hold), Earth Bind, and Requeim (Assist card) are now working. (They previously weren't working before!)

The next ability being looked at will be Revenge (It's already half programmed.

2/14/19
Revenge (ability) was tested a few times this evening. For now, it works on Rio(SC) I will be doing more testing with it tomorrow. 
It doesn't reset yet with Requiem. I need to do more testing with this ability offline.

2/20/19
Revenge has gotten some more testing since 2/14, I just haven't updated. Erroneous gave Admin wrong info with Chaos Bringer, 
fix has been applied but not yet tested. Will do more testing on this tomorrow.
The Acid Packet was finally found! I'll be testing the functionality of this ability tomorrow.
Big Swing wasn't doing the final deduction of dice properly, this should be ready for testing tomorrow.

2/21/19
Revenge is 100% working! Chaos Bringer was also fixed to 2.0x instead of 1.5x.. Requiem also resets the revenge counter as intended.
Big Swing was also tested, we found that its completely not working on Guykild, will have a fix to test tomorrow.
Acid will be listed as partially working for the time being, it afflicts said item/creature with acid, however, any HP
lost by Acid will not show, and it also decreases every turn. Another fix will be available for this tomorrow.

2/22/19
Acid is 100% working!
Big Swing on Guykild is partially working. You need the 2 dice to attack, but only 1 is deducted. Should be working 100% tomorrow.
I unfortunately neglected to mention the card Ghost Blast when fixing Revenge, so that is going to be looked at next.
Next up are some of the other SC Abilities that are partially working/not working (Rufina, Relmitos, Creinu)

2/23/19
Big Swing on Guykild was fixed
We discovered a bug that was crashing a team game after the 1st move phase. This was squashed right away.
Also relevant to EP1&2 as well as EP3, there will be fix applied tomorrow that should address the 
"Quest selection in progress" bug when joining a game.

2/24/19
The issue with Freeze not working on Gibarta/Rabarta was fixed, was a scripting error.
Should have more stuff to do this week

5/12/19
Rufina got fixes to her, her Action Up ability however was applying to all her monsters, (it's really close to being 100%)
Creinu got fixes to her, her HP Assist is working for all her monsters, allies, and herself as well (including SCs) will get adjusted.
Relmitos will have more to test tomorrow, the swaps were not being consistent, ship will have an update in the morning to test.

5/14/19
Rufina is working perfectly, this will let us also fix Actionx2 (an ability on 3 cards)
Relmitos is working perfectly, attacks with multiple targets no longer swap mid attack.
Creinu seems to have gotten broken more, she's not working at all. Will hopefully have more this weekend to test.

5/16/19
Creinu is working perfectly! Sinow Spigell was overextending a bit and healing SCs, but that has since been fixed.
Action x2 is working perfectly on Sinow Zele and Rika's Claw +. It was not however working on the card called Charge, but this was my error.

6/7/19
A bit behind on updates, but here's what's happened in the last week.
Punch Guard is now fully functional.
SP Counter has recently gotten recoded, and requires a bit more testing.
Some small bugs regarding status effects were found and squashed.
The bug where a ability would randomly activate from the defenders hand/deck has been found and squashed. (Finally!)
We are now going to lower the data transfer speed to 56K for ep3 only. Will help Dolphin/Wii Users
Frozen Target was previously not tested, but confirmed to be working 100%.
A bug was found in the ability Revenge and it got squashed.

6/19/19
SP Counter got new code (Again) needs more testing.
I made a bunch of fixes to the damage preview script, but still needs more work.
Combo got new code as well, and got fixed to work better
We'll be working on some cards that have a AP=X for some cards.

6/23/19
Rampage attacks now get correctly redistributed if an item gets destroyed before the rampage attack happens.
Dice Bonus are correctly applied to the correct players, it was previous bugged where only player 1 got a dice bonus in a team match
if Team A had a dice bonus, and only player 2 would get a dice bonus if Team B had a dice bonus in a team match. Now regardless of 
where players are in the team order, they will gain the correct dice bonus.

1/6/20
Any Ability that counted a specific # of type of cards, or opponent or ally cards had an issue that was fixed with it.
This includes stuff like Ally Bonus, Sword AP Count, Sword Bonus, Gun AP Count, Cant TP Count, Enemy Bonus, Native AP Count etc.
It would basically not update the total after a previous attack in the same phase destroyed an item/creature
This would result in incorrect damage being dealt.

1/7/20
Abilities like Enemy Bonus that counted number of monsters/items on the field was also counting Story Characters as part of the count.
This is not intended and was fixed yesterday. A bug where it would decrease because the number changed on a multitarget attack will
be addressed today.

1/8/20
The multitargeting bug where the attack value would decrease because of an item was destroyed which effected abilities such as
Sword Bonus, Enemy Bonus, and other field item/creature counting abilities. This was fixed.
A problem in which a attacking creature/item would die while attacking (due to companion or revenge being played) was fixed. Prior to this fix,
the item would display 0 HP until the end of the turn, and then disspeared, this would cause problems with the item/creature counts
This did however create a bug which should be squashed tomorrow. (involves attacks getting dropped after switching from item to SC
in the same round)
Cards that have abilities on death or when they kill something are also getting an overhaul. They're getting their own specific scripts
which should overall improve their functionality in the long run.

1/9/20
A new script (OnKill) was added to the games functions. The role of this script is to basically trigger when stuff gets killed.
This will just improve overall functionality for abilities that trigger when something dies, and will also fix some minor bugs
that are involved with things dying in an unusual way, whether its from Acid, or Companion/Revenge/Counter etc.
Basically an attacking item dying on its own attack phase or outside of the attack/defense phase completely (Acid)
We're also adding a new random functionality, this will help abilities that count on chance of something happeneing
Cards such as (Revenge, Counter, Counter +, Red Ring, SP Counter, and more.)

1/13/20
New code was added for Territory (The assist card) The tests I performed look extremely promising. 
The server prevents you from playing the card, but you can still select it (playing it does nothing)
This will open up the door for cards like Lock on 1, 2, and 3, as well as other cards that prevent you from playing cards
New testing for Defeat Team was done, we're moving in the right direction, should have this cleaned up by tomorrow or later in the week.

1/15/20
More testing was done regarding Defeat Team. It still needs more work, but we're moving closer.
Random AP/TPs damage is being incorrectly applied after a defense card is played (the def card isn't blocking damage
it could be able to before the random damage roll)
Ex. Attack before Random AP/TP rolls is doing 2 damage, I use a guard to block 4 damage, attacker rolls a 4, his attack still
does 4 damage. The correct logic would make this attack only do 2 damage. (Assuming its not a random ap/tp with a -X on it)
Finally code will get written for a player disconnecting from a multiplayer match. The server is supposed to handle the
disconnecting player as having a COM take over the deck. For years, we'd have to just quit out of the battle, losing EXP and
losing out on getting cards.

1/16/20
Finally, when a player disconnects from a game in a multiplayer match, the COM properly takes over control of their deck! 
No longer do we have to lose exp and lose out on cards when a player disconnects!
from the game when 1 (or more) player(s) disconnects. This is functionality that we have desperately needed for some time.
Random AP/TP is properly blocked now with defense cards if leftover blocked damage is present before the random dice occurs.
Next to get cleaned up is Defeat Team

1/18/20
Lock on 1, Lock on 2, and Lock on 3 are now working! Sonic Knuckle + (DEF DISABLE) should also be functioning properly as well. (not tested)
Basically the way we have these cards programmed is this action card is used in an attack, and you try to use the defense card of that specific
cost against it, the server denies you, and puts the card back in your hand.
Until we find the packet that greys out the card, this will be what we use.
We have also squashed a bug tied to using Attack Action cards as well. Previously, if you used multiple action cards in a single attack,
the game would not add up the totals properly (usually would cost 1 less for the total used).
The next thing we are going to be looking at is Action Disruptor.
Defeat Team tests were neglected today.

1/20/20
Action Disruptor is fully working!
Hand Disruptor is fully working!
Random AP & TP should now no longer cause issues with dealing damage. We caused more bugs because of a change we made,
so we reverted back, and had both of these abilities programmed server side so that the scripts wouldn't be doing them.
This should also refix abilities that checked the # of damage being dealt in regards to HP remaining.

1/21/20
Fair amount of testing was performed on the 5 cards that target the entire field.
(Punishment, Virus, Tempest, Earthquake, and Explosion)
Odd stuff happens where you're able to target yourself in later attacks.
This will be the focus in the coming days.

1/22/20
More field wide targetting cards tested today.
One bug was fixed, so we're moving in the right direction.
Some core rewrites have to happen, which should help things overall. Might be a few days until the next update.
I tagged Aerial Status as working, it sets the SC to Aerial, but not their items, will get addressed.

1/23/20
Fixed the issue of Aerial Status timing, it correctly applies to you as soon as its played.
Fixed the issue of Aerial Status not applying to all a Hunter's Items.
Fixed the issue of Field Wide attacks gaining you exp when you're own teams items are destroyed.
Fixed the issue of Field Wide attacks destroying your item/creature and it still allowing you to attack with it in the same turn.

1/27/20
Fixed the issue of field wide attacks double attacking things.
There are still issues however of doing a field wide attack, and then doing a regular attack with your weapon.
This will continue to be looked at this week.
Random AP & TP are no longer doing extra damage for the opposite type of attack. (Tech attack for AP, Physical for TP)

1/29/20
Finally squashed the issue of the SC attacking itself after using a field wide card.
The next phase of fixing these cards is having the server recognize a AP=X vs AP+X card.
This will fix many of the issues with cards that have Fixed Damage as an ability, as well as cards that have set AP.

2/1/20
So some rewrites had to happen in order to fix defense related to the field wide cards.
Glad to say that all 5 field wide cards are working perfectly. (Virus, Punishment, Explosion, Tempest, Earthquake)
Explosion still doesn't see other Explosions being used for its ability. (Very hard to pull off)

2/6/20
Major recoding for how team slots are handled have occurred over the last few days.
Something that was fixed was if P1 leaves, you can do a match as P2 v P3. Previously P3 would not spawn on the map.
We're hopeful arkz spawn positions will finally get addressed with these fixes.
Team Defeat is still seeing testing and coding done.

2/8/20
Defeat Team is 100% working! TL will get this update tomorrow.
Acid doing 2 HP per turn was addressed (was duplicated).
Arkz creature placement bug still being looked at.

2/11/20
Finally, Finally after 10 years the Arkz monster placement bug was erradicated
(This bug would allow arkz to summon monsters on the opposite side of the 
field if P1 or P2 was on Team B or P3/P4 was in Team A. Same applied if opposite for 1v1)
Next up is more clean up for onDeath Script.
We also replaced Mortis Fons B with the final boss map. Enjoy!

2/12/20
Fixed a bug where if you were on the winning team in a Defeat Team match but died, you would get a loss screen
Fixed a scripting issue with Link:Inherit
Next things getting worked on is rule settings, like time limit, deck loop and deck shuffled.

2/16/20
Shuffle Group and Trash 1 are getting fixed (were doing whole field instead of team)
I made a huge discovery in finding the missing packets! Turns out the game uses the same packets on the actual disc, who knew!
With that being said, Drop and Immobile status should get fixed this week sometime, as well as several other non-working abilities!

2/17/20
Unshuffled and Unlooped rule set were tested this evening
They're pretty close to working, the server just doesn't know how to handle out of cards.
Unshuffled should be very close to working. Same goes for Unlooped.

2/18/20
Unlooped and Unshuffled will be added to TerraLuna on the next update. There might be extreme edge cases where it'll bug, but it looks good.
Fixed a targetting issue with specific rampage attacks where a target would get duplicated and force your item to take damage even when defended
Correctly applied Drop status to Drop instead of the placeholder which was Hold.
Breed & Clone to be looked at next.

2/19/20
Found why the logic wasnt working on team assist cards like Trash 1 or Shuffle Group.
Initial development on breed/clone has begun.
Fixed the Rampage Targetting Bug on action cards.

2/20/20
Fixed the logic on Trash 1 & Shuffle Group to effect only the team it's played on
Breed & Clone are partially working, still need the required dice to play, but the server doesn't deduct the cost from your dice.
Found a bug with Action Disruptor(er) leave it to sega to have 2 different names on the disc for this ability. Should be fixed upon reset.

2/21/20
We went through about 60 packets to figure out some status
We ended up figuring out a few of them: Steady Damage, Curse, Guom, Turn timer for assist card?
Getting closer to identifying the fix for Clone/Breed & Summon

2/23/20
Breed is working perfectly for both Pouilly Slime, and Poufilly Slime.
Clone is working perfectly for Sinow Beat
Summon is working perfectly for both Recon/Recobox & Mothvert/Mothvist
We also made a fix for Random TP as well. (you may still see it roll for a physical attack but it won't add damage.. will get fixed)
Next we are looking at the packet data for AP Growth & TP Growth. Grow Guard is included in this.

2/24/20
Warp was tested with the knowledge of Free Maneuver packets, and it works. So it'll be live on next update.
Sent Hack the remaining broken/partially working abilities, and he's going to cherry pick what's easy to do.
AP/TP Silence coming next, as well as feeble

2/26/20
Feeble works now. (It's only on Samba Maracas)
Appropriate fixes will be happening soon for TP Defense and perhaps Weak Spot (currently they only effect the target card)
TP/AP Silence will get looked at in the near future.

2/28/20
TP Defense will now swap damage for all targets involved in the attack
Weak Spot will also lower damage for all targets in attack if activated
This will be updated on next reset.
AP/TP Silence will be next.

3/4/20
AP & TP Silence tests looked very promising today, all cards that I was able to test with AP Silence looked very good.
Stacking with Heavy Blow, and a AP Silence Item/Creature worked perfectly.
Weakness was also properly blocking all damage from the Creature.
Code will be added to make sure it blocks an entire attack if multiple targets are involved (except not AP gained from AC's)
TP Silence was not tested, only due to time restraints, but in theory should work the same (only on 1 card anyway)
Gather will be listed as Partially working due to its other ability being somewhat complex
The AP Bar decrease does not show online, but if you hover over the targetted card with AP Silence, you'll see correct values.
This ability will need more testing going forward, since there are a lot of nuances with it.
This update will be live on TL tomorrow.

3/22/20
Ripple was programmed over the last few days and tested today.
It still has a few issues such as it isn't working at all on Madness.
It was however working properly on Double Cannon & Garanz.
More testing/programming will be done this week.

5/11/20
Ship got updated with a Guard Creature fix.
If I had to guess, there was a problem that was introduced with Ripple cards.

9/7/20
Ship got updated with yet another Guard Creature fix. (you should no longer target your own cards)
The next thing being looked at is Anti (Remedy).

9/9/20
Anti is confirmed working!
The next thing being looked at is the early application of status' being removed (the extra cutscene)
Also trying to look at is all the Time Bomb/Timed EXP/HP sacrifice cards.

9/11/20
Time Bomb, Timed EXP Sacrifice, and Timed HP Sacrifice (5 cards) are confirmed working!
Next things to be looked at:
Quick Time and Slow Time assist cards, as well as the ability Explosion on Vise

9/12/20
Slow Time & Quick Time are confirmed working! They successfully double and half assist/status turns remaining
The status effect application cutscene has finally been fixed, it no longer shows an extra cutscene when applying status
Still no testing on Explosion yet.

9/15/20
After numberous tests with Explosion tonight, it is confirmed to be 100% working.
The next thing that will be looked at is Curse' (On Gibbles+)

9/16/20
Curse' (On Gibbles+) is working!
Also some stuff regarding turn timers was fixed on the time bomb stuff.
It was counting both players turn as 1 turn combined, where it should have been 2 turns (1 for each side)
Not sure what is next but will have something I'm sure!

9/18/20
Ghost Blast is now working!
It even gets the count reset properly by the assist card Requeim.
Next will be the assist card Squeeze

9/21/20
After some trial & error, Squeeze is fully 100% working!
The assist card Influence is going to be looked at next.

9/22/20
Influence is now working! It checks for # of equips for both players.
Next up is the assist card Fix

10/4/20
The assist card Fix is 100% working! (Just a side note, the card says it costs 2 to play, but actually costs 4,
This is due to the fact that sega nerfed this card, but we unfortunately can't display the correct cost yet)
The assist card Assist Vanish is 100% working!

10/19/20
Retested Gold Rush and it turns out I had it mislabeled, it works fine!
Testing began on the assist card God Whim, I'd say at best it partially works. It does change the existing assist cards
in play to random ones, but it doesn't show you which ones they are.
More work to be done on this in the coming day(s)

10/21/20
After a few days of testing God Whim, I'm happy to report that it's fully functional now!
We are also adding a ban list to God Whim so that it cannot play certain assist cards.
The 11 unreleased assists will be added, as well as itself, Exchange, and Legacy.
If some more game breaking ones are thought of, they will get added too.

10/22/20
Assist Return & Support are both now working!
Support has a small issue of adding AP to the SC instead of damage, but later I will be testing a fix for this.
Assist Return properly "steals" the assist from another player and places it onto you. Pretty neat card!

10/28/20
Parry is fully 100% working! I tested it in many applications, and all worked like they should
SP Counter is fully 100% working! I tested this in a bunch of applications and all worked as expected
Next to be worked on is Focused Assasult (it's on 3 cards)

11/11/20
All 3 cards that have focused assault are completely working!
(Explosion, Combo, and Unit Blow)
Next being worked on is AP Absorbtion.

11/22/20
AP Absorbtion works perfectly!
The assist has 2 abilities, it's description is wrong.
It Blocks physical attacks, and adds 2 damage to all tech attacks while on the field
(This was the last assist card that didn't work at all)
Next is the defense card Gather.

11/26/20
(Happy Thanksgiving!)
Initial testing began on Ability Trap and Gather
I tested with the cards First Attack & Seal.
Initial testing looks real promising on Ability Trap.
The issue is going to be testing all of the trapped abilities down the line, so so many.
Gather had a bug with it, but it was correctly lowering the damage for the whole attack by 2, so it's half way there.
More to come soon.

11/28/20
Wow. The day has finally come.
Gather & Ability Trap are now working!
I fully expect Ability Trap to have some abilities missing that it traps.
Gather has some small kinks to be worked out in the script ordering. Otherwise it is good.
The next thing we have to move onto is stuff that is partially coded/working.
There's 17 abilities that fit that category, but should not take as long as the stuff that wasn't coded at all.
************************************
Partially working abilities fixed so far:
Empty Hand (AC Trash)
Inflation (Action Point Increase)
Aerial Attack - will now detect aerial on cards that wouldn't normally have it
Aerial Assassin - will now detect aerial on cards that wouldn't normally have it
AP Boost - Properly only boosts AP the SC who has it on them, and not anything else
AP Loss - Properly only subtracts AP from the SC who has it on them, and not anything else
Ally Guard - Properly defends by the number of FC's on the field for the entire team instead of just the player using it
Frozen Death - Properly kills stuff that has freeze Status
Paralyzed Death - Properly kills stuff that has Paralysis Status
Immortal - Works as intended now
Special Attack Block - Now will block all abilities

1/1/21
Weak Spot now applies to entire attack if SC is targeted with other targets involved
Fixed AP (Assist Card Fix) got a minor fix, removed the effect from SCs (Damage also gets displayed for this card properly)
Sword | Gun | Cane Halfguard all got a fix to include techs in their halfguardingness
A bunch of assist logic got fixed in regard to Assist Block (Resistance & Independent assist cards)
Basically, it wasn't blocking cards that activate instantly
Also fixed a visual bug where assist cards that activate "Once" vanish right after the set phase (like they are supposed to)
Made the roll on Counter invisible so the player doesn't have to decide their fate

Things to look at next:
Relmitos A/T Swap Perm. - shouldn't be swapping in the middle of an attack hitting multiple targets
Tech - Not stacking this ability if there are more than 1 case of it (mainly Ino'lis)
Native/Machine Influence - Logic will need to be added to these 2 abilities to make it behave more similarly to Weak Spot


Just as a quick status update, the rewrite has been focusing on core gameplay, and fixing the COM players. The abilities on cards will come later.




*Some previous problems with COMs is that they would sometimes double set items, attacks would be repeated, and they could also double defend some attacks in team games. These problems have been fixed.




*Previously, when the 4th player played an assist card, the game would hang, and sometimes cause you to auto lose depending if they replayed the assist card after the hang... This has been fixed




*Timings of attacks and abilities that reduce/increase damage would apply incorrectly because of a previous item being destroyed. This has been fixed, damage is recalculated before each attack.




*Connection on dolphin has greatly improved, as the server now sends the giant card packet much slower so dolphin can handle it more easily. (Can still use Tab button to increase the emulation speed until connection is successful... See Ep3 connection guide for more details.

*Spectator Mode is working!

*Defeat Team is working!

*Starting games from the card tables work now!




Currently impossible




Tournament mode has little chance of returning, unless someone comes forward with packets from the sega servers.




(Ranks) Not really important at the moment, and also impossible to earn meseta at the moment considering there is no tournament mode.




***********************************************************************************




This topic will get update pretty often, as things are being looked at and fixed pretty much daily.




DISCLAIMER: The core code had to get severely broken in order for things to work properly again, so problems may still arise.




Credit must be given to the staff once again, as this wouldn't have been made possible without them.
Last edited by Kayak on Sat Jan 16, 2021 1:01 pm, edited 1 time in total.

PSO EPISODE III Massive changes, server rewrite! CHANGELOG INSIDE

5
Sylvania has been updated with the rewrite. Some previously working abilities are no longer working due to the rewrite, they will get fixed(I'll add a link to that list in this topic). I will update the first post to contain a dated change log, so please refer to that when seeing what is new. Also feel free to post any bugs as there are some. This update also has a partially working Guard Creature code also, however it is not 100% functional. Below are the current issues that are being worked on.

Current Bugs

Some attacks during the def phase will randomly get skipped (one of the first things getting fixed.)

Guard Creature currently partially works, Cards with Pierce/Major Pierce will pierce them if you attack the SC directly (correct interaction), however if you have 2 weapons, 1 with and 1 without pierce both attacking in the same phase, both attacks will pierce the SC... This will get fixed

Previously working abilities are no longer working due to the re-write. (Feel free to test any abilities listed as working, since there is too much for me to test alone)

Some abilities will trigger twice during the attack/def phase. (Simple fix, the scripts need to be looked at)

PSO EPISODE III Massive changes, server rewrite! CHANGELOG INSIDE

10
Hello, tomorrow at some point the test ship will be put up for possible Guard Creature and Pierce fixes. I will not be able to test it, so can some people connect tomorrow (Saturday) to the EP3 Test Ship and confirm your findings please. Remember, in order for the pierce to work, you have to target the SC with it, targeting a Guard Creature with Pierce will not do anything.


This is an arkz side only pierce, hunters side pierce has not been coded yet. Please post here about your findings. Try to test several different attacks in the same phase, (try confusing the server a little bit)