Added "8-slot SETUP expand" item on the CashShop.
Solved a concurrency issue on the fameGainByQuest method.
Refactored many resource freeing modules throughout the source code.
Implemented dynamic deployment of worlds and channels on the server system. Only creation of channels and worlds are available on this feature.
Added a dedicated worker for schedules requested on EventManager.
Fixed a potential cause for deadlocks on the channel schedulers' system.
Refactored many schedules used by the EventManager and Channel, futher improving overall scheduling performance on the server.
Slightly improved channel and disease announce workers performance.
Completion of repeatable quests no longer generates fame to players.
Equipment drop rates of Leprechaun were slightly decreased.
Fixed Pet Item Ignore not checking certain exploit cases correctly.
Optimized Pet Item Ignore server handler performance.
Fixed some exploits and improved performance on PetLootHandler.
Improved concurrency protection on MapleInventoryManipulator.
Heal skill effect on players now works GMS-intended, as description says. Also removed the delayed Heal cast effect to others.
Fixed party player HPBar not accounting the player's HP stat gained on equips towards the effective MaxHP.
The duration of mists generated by mobs has been rescaled to 10x longer than what has been displayed until now (wz duration property is supposed to actually be in 100ms).
Optimized timer management for mob skill cooldown and elemental effectiveness.
Implemented an additional inventory check system, to be used in cases where it's expected to remove a set group for items (with quantity) to then add a new group of items.
Fixed Player Shop/Hired Merchant "vacancy" tooltip, now properly showing whether the store has a visitor room or is already full at that time.
Fixed Player Shops only using the standard stand type.
Fixed cash pet food ignoring certain pet itemids when reading data from WZ.
Solved a problem within EXP distribution system that would hand out less overall EXP than the expected when the amount to be earned is low.
Optimized mob buffs and diseases, now using a dedicated thread to process all status expirations on a batch.
Refactored MonitoredLockTypes names to something more easily identificable.
Added a delay on mob effect applications, to be registered in after the cast animation time.
Fixed Flame Thrower acting passively when a attacking skill is used by the player.
Reading approximated unitPrice value from WZ in such a fashion that the new double value can be represented in float point without losing too much data.
Fixed rechargeables with quantity 0 set on the playershop/hiredmerchant being handed back to the owner with quantity 1.
Solved many concurrecy issues related with items on the field and playershop/hiredmerchant.
Fixed anomalies with waiting time before picking up other players items, now acting GMS-like.
Added/patched copyleft claims in files that are from my own authorship. Please see backtrack_licenses/readme.txt for more info about this move.
Fixed issues with item retrieval when using bundles on playershop/hiredmerchant.
Fixed some exploits with playershop/hiredmerchant.
Fixed a glitch with npcshop when trying to recharge/buy items without having enough mesos.
Added portal sound effect for some scripted portals that still lacked it.
Fixed some exploits with NPCs Fredrick and Duey.
Fixed Body Pressure not displaying damage to other players.
Added a flag that permits town scrolls to act like a "banish" for players. This renders the antibanish scroll effect available.
Fixed spawn effect not working properly after the HT spawn sequence patch.
Fixed autoassigner not distributing AP properly for brawlers.
More than one of the same equipment can now be dropped by mobs. Feature uses the minimum/maximum quantity fields from the drop data to determine how many of the same will be dropped each instance.
Fixed Neo City area, now playable.
Overhauled the EllinPQ mechanics, such as the "CLEAR" effect when passing maps, and some bug fixes along the way.
Refactored a lot of out-of-place classes and properly renamed a few others through the project.
Updated readme and licenses through the source, preparing the stage for the new release.
Fixed quest timer UI not disappearing on the client on quest complete.
Fixed a bug on ThreadTracker, not displaying properly the last acquired lock-type.
Fixed MapleArrowFetcher giving out same values from min and max ranges. Max should always be greater than min. Updated DB drops.
Readjusted player ids now starting from 1 again, and moved field oids to start counting from 1bil.
Engineered the ThreadTracker: server-embedded deadlock auditing tool, which will print error messages in case of found deadlocks (also showing all in-use locks on the time of the issue).
Changed the player's id on DB now starting from 20mil, thus preventing players from overwriting NPC/mobs with same oid in-game. Requires proper testing to see if the issue has been cleared.