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		<title>Ultima Online Patch Notes for 10/16/1997 - Revision history</title>
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		<id>https://wiki.uosecondage.com/w/index.php?title=Ultima_Online_Patch_Notes_for_10/16/1997&amp;diff=863&amp;oldid=prev</id>
		<title>RawToxic at 05:10, 7 December 2008</title>
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				<updated>2008-12-07T05:10:05Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Go back to [[The Unofficial Ultima Online: The Second Age ERA Patch Notes]]&lt;br /&gt;
&lt;br /&gt;
Go back to [[Ultima Online (Original Release) Patch Notes]]&lt;br /&gt;
&lt;br /&gt;
Go to the [[Ultima Online: The Second Age (T2A) Patch Notes]]&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Ultima Online Patch Notes for 10/16/1997 ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
These are the official patch notes from the original release of Ultima Online. These patch notes were found at [http://update.uo.com/oldpatch.shtml].&lt;br /&gt;
&lt;br /&gt;
'''Notoriety:''' &lt;br /&gt;
&lt;br /&gt;
*We're slowing the rate of notoriety drops from attacks. &lt;br /&gt;
*We're adjusting the intervals in the title scale, so you'll see that your notoriety title may well change; this is only a change in the title, and not to your actual notoriety value. &lt;br /&gt;
*The problems with notoriety not being affected by spellcasting are fixed. &lt;br /&gt;
*We tweaked the notoriety curve somewhat to adjust some of the loss rates. &lt;br /&gt;
*A bug in notoriety advancement that made it go up many times faster than it was supposed to will be fixed. &lt;br /&gt;
*A bug with notoriety not falling under some circumstances will be fixed. &lt;br /&gt;
&lt;br /&gt;
'''Items:''' &lt;br /&gt;
&lt;br /&gt;
*The weapon or armor moving into inventory for no visible reason has been fixed. &lt;br /&gt;
*Objects in houses will not decay as quickly. &lt;br /&gt;
*Armor ratings for magic armor should be correct now. &lt;br /&gt;
*The double axe will become two-handed. &lt;br /&gt;
*Changed strength requirements and armor values for female armor. &lt;br /&gt;
*Several sorts of knives and cleavers have had their swing rate slowed. &lt;br /&gt;
*Female platemail now has the same dexterity penalties that male plate does. &lt;br /&gt;
*Communication crystals will not use a whole stack of gems to recharge, but just the one. &lt;br /&gt;
*Cloth will say how many yards of cloth are left. &lt;br /&gt;
*The problem with all of your mandrake root being consumed at once will be corrected. &lt;br /&gt;
*Items in player-made chests and other containers won't be vanishing anymore. &lt;br /&gt;
&lt;br /&gt;
'''Economy:''' &lt;br /&gt;
&lt;br /&gt;
*Jewelers purchasing from players. &lt;br /&gt;
*Prices on magic items in shops should be correct. &lt;br /&gt;
*Hair dye will be cheaper. &lt;br /&gt;
*We think we've fixed another set of strange shop stocking (specifically reagents) and pricing (particularly stackables) issues. &lt;br /&gt;
*Purchasing large items will check your backpack for the gold before automatically withdrawing from the bank. &lt;br /&gt;
*Reagent supply in shops will be increased. &lt;br /&gt;
&lt;br /&gt;
'''Ecology:''' &lt;br /&gt;
&lt;br /&gt;
*Dragon and drake AI has been tweaked. &lt;br /&gt;
*Iron maidens won't kill you outright, and they will have some warning to them. &lt;br /&gt;
*Forest birds and jungle birds have been weakened. &lt;br /&gt;
*The regrow rate on ore and lumber will be faster. &lt;br /&gt;
&lt;br /&gt;
'''NPCs, Guards, Pets and Hirelings:''' &lt;br /&gt;
&lt;br /&gt;
*The missing shopkeepers should be back. &lt;br /&gt;
*Hireling stats have been revised; the upper end isn't as nice, the stats vary a lot more depending on which one you hire, and a good knowledge of anatomy in picking one to hire will help a lot. &lt;br /&gt;
*Miner guildmasters will be more common. &lt;br /&gt;
*Some cleanup code to get rid of the oldstyle guards still hanging around in the forest was done. &lt;br /&gt;
*The pet &amp;quot;transfer&amp;quot; command will cause the pet to stop following. &lt;br /&gt;
*The &amp;quot;transfer&amp;quot; command on pets will turn off their previous guarding and following orders. &lt;br /&gt;
*Zoo creatures aren't tamable anymore. &lt;br /&gt;
&lt;br /&gt;
'''Miscellaneous:''' &lt;br /&gt;
&lt;br /&gt;
*Ships will no longer dump players back on land after a server restart (unless another player on the ship moves the ship before the other passengers log in). &lt;br /&gt;
*Ghosts will be able to use the planks and give orders to the tillerman while manifested. &lt;br /&gt;
*The problem some had with resurrecting immediately sometimes not working will be fixed. &lt;br /&gt;
*You will get a message in the lower left corner of your screen when you cross into and out of justice regions. &lt;br /&gt;
*We've now got sanity checking on the various ways of coloring items; this means that those who had found ways to get interesting skin shades and clothing hues won't be able to anymore. &lt;br /&gt;
*Begging should be largely fixed. &lt;br /&gt;
*The &amp;quot;infinite newbies&amp;quot; exploit is fixed. &lt;br /&gt;
*Problems with weight involving horses will be fixed. &lt;br /&gt;
*The area west of Trinsic that has no bridges over the river will gain them. &lt;br /&gt;
&lt;br /&gt;
'''Client Patch:''' &lt;br /&gt;
&lt;br /&gt;
*Items you can move will highlight under your regular cursor (not just ones in your backpack, but also items on the ground!) &lt;br /&gt;
*Lag issues with light sources will be improved. &lt;br /&gt;
*Target highlighting will turn the creature, player, or NPC under your cursor while in war mode red, so you can more clearly determine whether you are targeting the right thing. &lt;br /&gt;
*The first stages of weather! At first it will be localized and purely cosmetic, and over time we'll have weather fronts and other effects. &lt;br /&gt;
*Counselor paperdoll problems will be fixed. &lt;br /&gt;
&lt;br /&gt;
'''Some special notes:''' &lt;br /&gt;
&lt;br /&gt;
*Existing mandrake won't be fixed, only new mandrake. It won't stack and if you use it to cast, it will all count as one mandrake. &lt;br /&gt;
*It will take some time for the shopkeepers to stock up to normal on the reagents. We'll keep an eye out to see if this is still having problems. &lt;br /&gt;
*We've heard reports of &amp;quot;timewarp&amp;quot; still occurring, so we are not listing it as fixed yet.&lt;/div&gt;</summary>
		<author><name>RawToxic</name></author>	</entry>

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