FIXED special cannon balls

arcane

Newbie II
special cannon balls revert from special graphic such as, flame, frost, back to normal cannon ball graphic with the amount of 1 even if you had 12. does this when server resets, none are safe happens in pack and house
 

Dan

Staff Member
Administrator
Game Master
Thanks, these are all messed up since publish 104 was added (https://uo.com/wiki/ultima-online-wiki/publish-notes/publish-104-rising-tide/)

Basically there used to be two types to everything, Heavy and Light, and that was how it was all originally coded. That all changed with publish 104 to simplify the process and those changes where added here but I am finding numerous parts of code that reference the old types / other issues.

I will work on trying to fix these.
 

Dan

Staff Member
Administrator
Game Master
I have a fix but I had to go in and re-code them completely to get it to work like it should.

Unfortunately for it to work on Heritage any existing cannonballs will have to be deleted and this includes regular ones.
 

RedBeard

Journeyman II
The Legend
Some cannonballs will not stack and some will delete on server restart [serialization]. The cannons do show the correct ammo type when loaded (flame, frost) but the cannonballs themselves may not be labeled correctly or at all.
 

Dan

Staff Member
Administrator
Game Master
Some cannonballs will not stack and some will delete on server restart [serialization]. The cannons do show the correct ammo type when loaded (flame, frost) but the cannonballs themselves may not be labeled correctly or at all.
All of that should be fixed when I roll out the next patch. I tested this one pretty extensively and even found a bug where grapeshot was counting as a cannonball once loaded / unloaded.
 

Dan

Staff Member
Administrator
Game Master
@RedBeard and @arcane I believe I got all the issues resolved.

Shoot me a Discord message if you like and I will give you each a few flame and frost cannonball to hold onto and test out.
 

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