I think a lot of folk misunderstand the amount of work that has to go into taking a stock RunUO install and paring it down to the T2A or Renaissance era with any degree of fidelity. With AOS and its wacky new protection stats system, anyone developing a pre-AOS server really needs to pick through the source rather meticulously.
Answering some questions that popped up on IRC.
In which I learn the hard way what happens when one assumes. Turns out it's not so easy to predict how computers perform.
I my previous post I talked a little bit about skills and skillgain. In this post I take a more in-depth look and discuss some different ways to make skillgain and difficulty dynamically scalable.
Let's face it. UO's crafting is simplistic and not super fun. You double click your hammer, double click the ore, click some menus, clank clank clank, and you've got a new...