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Rabbi posted:Patch Notes: July 6th I think I love you guys and you are all going to kill all my free time.
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| # ? Jul 6, 2012 12:47 |
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| # ? May 21, 2013 16:48 |
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Everything so far has been absolutely great. I'm really excited for this to go live. ![]() edit: The patcher doesn't work for me after I mistyped my UO folders path and I'm unable to change it. Any real reason why I have to download 14 individual files rather than a nice zip or something? Seppuku fucked around with this message at Jul 6, 2012 around 20:58 |
| # ? Jul 6, 2012 20:49 |
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Seppuku posted:Everything so far has been absolutely great. I'm really excited for this to go live. The patcher is the worst thing I've ever created.. I forget that not everyone keeps everything in super simple folders like e:\games\uo. I'm on vacation and can't make an actual decent patcher for at least a week. I suggested an admin just pull it and put up a .rar file until I could make a decent one, but we'll see.
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| # ? Jul 6, 2012 23:58 |
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RABBI DROPPIN' THE BALL. Patch Notes: July 9th Items & Crafting: - Higher durability armor and weapons no longer yield a higher sell price to NPCs. - Flash Powder can now be crafted by tinkers. It requires 70 tinkering, 2 ingots and 1 sulfurous ash. Flash powder weighs 1 stone each and can be stacked. It still retains an individual item count for each flash powder similiar to the way potions work. Flash powder when used is consumed and will break the effects of paralyze. Trapped magic pouches also still will effectively break paralyze. Players must replace the current Cliloc.enu files to display the text of Flash powder when they click on it. It may be downloaded here: Cliloc.enu updated July 10, 2012 Militias: - All militia players may now reward silver if they have not already suffered a death within too short of a time period. - Militia traps now award a flat 30 silver when killing a player. Ministers: - Ministers can no longer immediately un-exile a player who has been exiled; exiles now expire after 7 days, or when the township government changes. Skills: - Many of our skill tables have been altered. This will be perpetual as we refine things; please feel free to continue to test any skill in 5 point blocks and give us your feedback. Miscellaneous: - Two houses which gave the incorrect amount of money when demolished now give the correct amount. - Fixed the guarded region which extended into the orc fort. - Players, when at 0 stamina are no longer artificially “locked” into place; they are limited to just walking. They can still be trapped in by other players boxing them in. - Added additional MyRelPor tracking for administrative account alerts.
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| # ? Jul 11, 2012 03:40 |
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I'm stuck on some crap empty shard called Perilous with the Yew Militia, it has no players and the community already left once before because of some stupid poo poo that always plagues private shards. IPY 2 is dead (400+ logged in accounts but I can't find a single gently caress in the wild), and I guess what I'm saying is shards would be 100x better if they include the best skill ever added to UO, chivalry.
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| # ? Jul 11, 2012 03:44 |
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RobTG posted:I guess what I'm saying is shards would be 100x better if they include the best skill ever added to UO, chivalry. Whoa whoa whoa, don't go saying things we can't take back now.
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| # ? Jul 11, 2012 20:52 |
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Smythe posted:Whoa whoa whoa, don't go saying things we can't take back now. If you're saying that an AoE spell that heals and resurrects everyone around the caster is somehow unbalanced then I must disagree.
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| # ? Jul 11, 2012 21:02 |
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RobTG posted:I'm stuck on some crap empty shard called Perilous with the Yew Militia, it has no players and the community already left once before because of some stupid poo poo that always plagues private shards. We've had a lot of Yew Militia come through. Everyone has been really excited. We really love RP'ers. The map was designed with guilds like YEW specifically in mind.
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| # ? Jul 12, 2012 05:53 |
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RobTG posted:the best skill ever added to UO, chivalry. Consecrus Armus! Hyaaaaaaaaaaaaaaaaah. Glad someone else likes that skill. Would also like to see that entire skill reinvented in a pre-aos way.
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| # ? Jul 12, 2012 07:41 |
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No.Mercy posted:Consecrus Armus! Hyaaaaaaaaaaaaaaaaah. We would love add other "classes" some day. That's a long and scary road though.
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| # ? Jul 13, 2012 02:46 |
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What kind of player counts are we talking about here on this shard? (don't give me a number without an estimate of how many of those are macroers) I used to play a lot on IPY, UOG, Redemption, etc. Main char was Squeak. Why is this shard worth trying?
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| # ? Jul 13, 2012 03:33 |
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leisure no capi posted:We've had a lot of Yew Militia come through. Everyone has been really excited. We really love RP'ers. The map was designed with guilds like YEW specifically in mind. I'm really hoping that we end up on Rel Por. We were kind of lead to Perilous by a snake oil salesman sort of rear end in a top hat who has caused huge amounts of hot, gooey internal strife for Yew.
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| # ? Jul 13, 2012 03:57 |
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Splendiferous posted:What kind of player counts are we talking about here on this shard? (don't give me a number without an estimate of how many of those are macroers) Maybe Admerylous or leisure can answer questions about numbers, they have access to the website stats and such. We recognise that a newly launched free shard isn't going to see the ~2000 people the original UO map was designed for which is why our new map has intentionally been made smaller. You should be running into people far more often. As for macroing, we don't want to artificially prolong the life of a stale shard by making it take ages to gain skills. Everything apart from crafting can be raised at a fairly casual rate so that you can be out and about enjoying the shard instead of staring at your flamestrike macro. I think you should play this shard because it will be a stable, fresh UO experience. We've got lots of new systems for people to play with which have been carefully designed and implemented rather than just slammed in. We've got a great team of developers who have been knocking out patches almost daily. We listen to and act on player feedback about what's not working, we have a specially designed feedback gathering feature and we read every single ticket submitted to it. We're not interested in treating the place like our personal sandbox by interfering with players and banning people arbitrarily. We don't have a "donation shop" and we're not going to sell in-game benefits for real money. Our goal is to create a fun shard that people will want to play on. If you decide to give the shard a try and you think something's not right then feel free to let us know about it. penus de milo fucked around with this message at Jul 13, 2012 around 13:20 |
| # ? Jul 13, 2012 10:20 |
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How are you guys handling housing secures/lockdowns? I know it is a minor thing, but I always loved being able to possibly loot someone's house. For example, no secure or locked down containers, but they wouldn't decay. You would then make some sort of barrier at the door or around the crate to keep people from taking the stuff.
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| # ? Jul 13, 2012 17:05 |
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In the shard's current state items decay in houses, and there are locked down and secure containers. So no looting houses yet. That is also something I would enjoy seeing added.
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| # ? Jul 13, 2012 18:48 |
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Splendiferous posted:What kind of player counts are we talking about here on this shard? (don't give me a number without an estimate of how many of those are macroers) I was just logged onto the server (patcher sucks btw, but it was worth downloading each file) and it looks like me and 2 other people playing at the moment. I didn't see anyone macroing in the 3 towns I went to and only saw 3 other people, two of which were afk and whom I deemed had to die for it. That being said, I can't wait for an actual player base to begin here. It's going to be fun exploring a new land mass where people are more or less forced to confrontation because of the limited size. The few dungeons I spent time in looked pretty drat spiff also. It looks like there's lots to do.
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| # ? Jul 14, 2012 00:24 |
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afk/bandito posted:I was just logged onto the server (patcher sucks btw, but it was worth downloading each file) and it looks like me and 2 other people playing at the moment. I didn't see anyone macroing in the 3 towns I went to and only saw 3 other people, two of which were afk and whom I deemed had to die for it. There are about 20 people on testing every day. Its just test center rules. A lot of the people that will be playing here have already rolled through the map, left feedback, and are waiting for launch. Test center isn't really that much fun. In regards to house looting, hardcore house looting will never be a feature here. As a player I'd love to see it again, as an admin its just not possible. It only punishes the dumb even more then they already will be and more or less will force someone to quit that is dry looted. We've come up with a way to make IDOCs a little more exciting though. When a house hits IDOC, the secures switch to lockdowns. Loot free for all. It is going to be a absolute nightmare. Can you imagine the amount of grief, pvp, and mayhem it is going to produce? Of course when the house falls, so do the lockdowns.
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| # ? Jul 14, 2012 02:47 |
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I'm home! “When’s launch?” This is probably the number one question we’ve been fielding these days. We figure we should let everyone in on the answer we’ve been telling those who ask; we fully expect launch to come before the end of this month. Keep checking in, before long we’ll have an official date for you to be sure to let the significant other, your boss and others know you’ll be busy for a few days.
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| # ? Jul 14, 2012 18:41 |
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Patch Notes: July 12th Combat: - Significantly increased the amount of damage mitigated by a parried blow. As a reminder, parrying skill only increases a player’s chance to parry a blow. Varying shields have different base armor and subsequent dexterity penalties but do not alter the chance to parry. - Stun punch duration is now inversely related to the attacking player’s dexterity; at 25 dex the duration remains the same and decreases for each point of dexterity above it. - Fixed the damage that magical weapons with damage-improving artifact modifiers were receiving. Crafting: - Bowcraft and Fletching have been folded into the Carpentry profession, creating one singular wood-working crafting skill. - Bulk order deeds have been removed from the game. We intend to do something different regarding crafting skills and rares in the future. Items: - Custom citizen shields should now display named properties properly (requires updated cliloc). Cliloc.enu updated July 12, 2012 - Flash powder should now display the correct name in the tinkering gump. - Altered the hue of heartwood because it was hideous. - Treasure maps should no longer list the facet they are on when clicked. Sheep: - Sheep now give 3 wool when shorn, and 2 wool when killed while the sheep is ready to be shorn. - Respawn timer for sheep wool has been greatly reduced. - Wool received from carving a corpse is now normal wool, not “tainted” variety. Militias: - The corpse of militia members will now always flag as an enemy to opposing militia members. Regions: - The Lillano guardline now extends to all islands. - Murderers will not be able to accrue any bounties for killing inside the orc fort, orc compound and pirate ship areas. Long term murder counts can still be applied. Bounty hunters are still unable to collect heads or place murderers into statloss within these regions along with the city of Roache as well. Locked Chests: - Town and dungeon locked chests should now correctly respawn their contents. - Items can now be removed from town and dungeon locked chests. Miscellaneous: - Fixed a crash bug issue related to weapon attack animations and corpses.
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| # ? Jul 14, 2012 18:42 |
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Patch Notes: July 15th Rel Por Installer: Created a new file installer for Rel Por files. This installer will update all of your files to July 15th, 2012 current status. A new installer, and future patcher, will release closer to launch. http://relpor.com/files/installer.exe Note: The only files updated for this patch are the following:
- Reduced the heal spell strength reduction timer. - Increased the heal spell strength improvement on each timer. - The heal spell should now have significantly less of a penalty to those periodically casting it but will continue to punish those that ‘spam’ the spell. - Chain Lightning and Meteor swarm damage has been increased and their damage is now split between multiple targets. - Fixed poisoned weapons sometimes expending two poison charges. - Poisoned weapons will now only lose charges when the weapon actively discharges poison onto an opponent. Map: - Added a new wing to the west end of Castra Tunnels (requires map update). - Added a new wing to the east end of Dungeon Pulma (requires map update). - Added a new level to Dungeon Endium (requires map update). - Added additional graves and undead spawn to Morthuna (requires map update). - Added bounty hunter headquarter building for murderer bribe payments (there is also a bounty hunter in Roache to do this as well) to the island of Scelus; the same island Roache is on (requires map update). - Added new dungeon: Crankfrost Caverns (requires map update). - Added new dungeon: Lapisan Ruins (requires map update). - Improved aesthetics of towns; Galven, Vermell, Albus, Bowan, Lillano (requires map update). Citizenship and Militia Items: - Added township citizen reward vendors and placed a few items on the vendor. - This vendor will sell certain items for gold including citizen dye tubs, citizen flag shields, clothing bless deeds, display cases and other decorative rares (requires hue file update). Note: If you are unable to see the shields, you will need to update your art files; we recommend utilizing the Rel Por Installer to patch everything. - Added new items to militia reward vendors. - Added armament dyes that can be purchased from militia reward vendors (requires hue file update). These tubs have 10 charges of use and may dye armor types and weapons. - Added two tiers of militia hues, a militia hue and a veteran militia hue (requires hue file update). - The militia hue may be utilized by any militia member by purchasing a militia hue tub from the militia reward vendor. - Veteran militia hues may be purchased in packs of 10 cloth for silver and the hue may only be worn by Tier 3 rank and above militia members. Crafting: - Carpentry can now repair wooden weapons and armor. - Maces now cost 8 ingots instead of 6 due to weapon equalization. - Short spears now cost 8 ingots instead of 6 due to weapon equalization. - Heater shields now sell for less gold. - Removed duplicate items available on blacksmith vendors and equalized the cost of certain items. - Changed spyglasses to apply to Atria. - Increased the cost of lockpicks to two ingots. Skills: - Players with the tracking skill may now also track hidden players. The distance at which they can locate hidden players will increase with their detect hidden skill. - Made peacemaking and provocation duration dependant on skill level. - Each time a creature or monster is damaged, it removes 1 second from the time it may be peaced. - Increased single-target peacemaking skill reuse timer from 5 to 7 seconds. - Skill gain rate changes. MyRelPor: - Fixed an inflation issue with database stored kills due to parties. - Fixed daily player kill updates for MyRelPor.com. Phew.
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| # ? Jul 15, 2012 19:16 |
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I had a lot of fun playing with you guys on IPY and I have been looking at this Rel Por thing for a long time now. The map you guys did looks well cool, great job. I'll be trying this shard out very soon, hopefully a Goon guild will be created.
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| # ? Jul 16, 2012 07:54 |
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Patch Notes: July 17th Artificial Intelligence: - We have completely re-written how creature and monster A.I. works in Ultima Online. This truly deserves multiple paragraphs to explain our new capabilities and flexibility both in terms of what we are able to do now and behaviors we can continue to develop and employ. It may be a bumpy ride at first, but it will be so very worth it. Combat: - Arch Protection spell will provide less armor. - Arch Cure spell, when casted on a single target will only cure that specific target. - Arch Cure spell, when casted on the ground or an item will have area of effect utility. - Increased the chance for cure spell to cure high level poisons. - Increased the chance for arch cure to cure high level poisons. - Increased base armor on all shields. - Redistributed the dexterity penalties on pieces of armor for more balance between suits and their individual pieces. Citizenship & Militia: - Corrected citizen and militia title hues; each town has it’s own color for titles for both citizens and militia members within those towns associated with their town bannerment colors. Items: - Arbor’s militia reward vendor should now sell the correct hue veteran cloth. - Fixed new decorative items available for purchase on the militia reward vendors to be properly moveable. - Hoods should now be the correct price on all township reward vendors. Crafting: - Lowered the difficulty of crafting exceptional items. - Oil cloths now require 2 cloth to produce. Miscellaneous: - Added dungeon regions to the two new, unspawned dungeons. - You may now recall from Edgewich. - Help->Stuck will now unhide you. Bugs: - Fixed a bug with arch protection virtual armor having undesired consequences with stacking armor drain penalties. - Fixed a memory bug error with guildstones. - Fixed double “Thy spell doth not appear to work…” message when attempting to recall from some areas
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| # ? Jul 18, 2012 01:25 |
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Rabbi posted:I'm home! Thank you for reading my mind. Seeing your recent posts it looks like you've been doing a lot of that recently. e: Also, Will players be able to fish up SoS bottles? I have two roommates and all three of us will be playing. Is there a way to get around the 2 accounts per ip rule? Will there be a server status page at some point? Or am I just dumb and I didnt see it? Does meditation work? afk/bandito fucked around with this message at Jul 19, 2012 around 04:26 |
| # ? Jul 18, 2012 22:02 |
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Just letting you cool guys know that there's a lot of buzz from Yew in regards to Rel Por now that the luster of the other shard has worn off. Hopefully we'll be hunting your forests like the tree-huggers we are.
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| # ? Jul 19, 2012 00:25 |
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RobTG posted:Just letting you cool guys know that there's a lot of buzz from Yew in regards to Rel Por now that the luster of the other shard has worn off. Hopefully we'll be hunting your forests like the tree-huggers we are. That's great. I have little doubt we'll be able to attract a large number of the role-playing community. We've actively tried to make the shard attractive to those players and reached out to them.
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| # ? Jul 19, 2012 06:52 |
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afk/bandito posted:Thank you for reading my mind. Seeing your recent posts it looks like you've been doing a lot of that recently. 2. An admin would have to make an exception for you guys; best way would be to wait until launch then talk to Admerylous/Leisure. 3. Yeah, a server status thing is on The Future List (tm). It's just one of those things that would take up a lot of development time before launch. 4. Yah, meditation works. You've played on the T2A servers with us so you won't feel out of place here.
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| # ? Jul 19, 2012 13:51 |
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Rabbi posted:1. No SoSes because we don't have boats! Awesome. Thanks Rabbi.
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| # ? Jul 19, 2012 14:48 |
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Patch Notes: July 19th Combat: - The disrupting property of harm will only function for one harm instead of two now; it can be reset by utilizing a third circle or above direct damaging spell (eg. fireball, lightning, energy bolt). - You may now actively meditate while holding Order and Chaos shields. - Spamming the violent swing ability ([violentswing) will no longer drain your stamina. Stealing: - Players with stealing skill over 50 may no longer report murders. - Players may no longer steal from creatures or monsters. - Disguise kits now require 50 stealing skill to utilize. - Disguise kits no longer have any restrictions based on thieves’ guild membership. A.I.: - Added CustomMobs to SpeedTable and AI Groups/Subgroups (now have proper AI behavior; they were not attacking). - AI Types for Predator/Prey behavior have been added. - Opposing group targeting AI should work correctly between creatures (Orcs vs Savages, etc). - Added line-of-sight check to creature spellcasting. Crafting: - Carpenters may now craft clubs. Roache: - You will now be flagged as a criminal perpetually in Roache. The criminal timer expires 10 seconds after you leave Roache. - You can recall out of Roache despite being flagged criminal inside of it. Miscellaneous: - Fixed a memory bug relating to guild deletion causing a crash.
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| # ? Jul 19, 2012 19:14 |
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I don't really remember from original UO or even from playing hybrid/t2a/etc but it seems like the agro range on mobs is huge and a lot of them travel as fast/faster than players. True? Also, did savages always cast flamestrike?
afk/bandito fucked around with this message at Jul 19, 2012 around 19:43 |
| # ? Jul 19, 2012 19:29 |
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afk/bandito posted:I don't really remember from original UO or even from playing hybrid/t2a/etc but it seems like the agro range on mobs is huge and a lot of them travel as fast/faster than players. True?
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| # ? Jul 19, 2012 19:32 |
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So.. will mounts be allowed on here?
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| # ? Jul 19, 2012 19:35 |
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Glotag posted:So.. will mounts be allowed on here? http://relpor.com/faq posted:Are there mounts?
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| # ? Jul 19, 2012 19:43 |
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I just came across a savage on an ostard or w/e. Got me thinking the same thing. e:Does the help feature work through the paperdoll? I'm kinda stuck..and yea..stuck.. Apparently it was that I didn't update a map file when it was updated a few days ago. Who knew. VV afk/bandito fucked around with this message at Jul 19, 2012 around 23:38 |
| # ? Jul 19, 2012 19:44 |
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afk/bandito posted:e:Does the help feature work through the paperdoll? I'm kinda stuck..and yea..stuck..
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| # ? Jul 19, 2012 21:24 |
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Rabbi posted:
Oh my god I am in love. Clubs have long been the secret-OP macing weapon and the opportunity to make/buy some GM Clubs is really making my wood [exceptional].
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| # ? Jul 20, 2012 00:20 |
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Smythe posted:Oh my god I am in love. Clubs have long been the secret-OP macing weapon and the opportunity to make/buy some GM Clubs is really making my wood [exceptional]. FYI: All of our weapons are normalized across the board. We figure all UO players are going to min/max regardless, and we don't want anyone to be penalized because they want to use a pitchfork. All of our weapon damage and speeds have been completely redesigned, so every weapon really has a role wether its DPS, heavy hits, or interrupters. Katana: Scimitar, Cutlass Broadsword: Viking Swords, Long Sword Battle Axe: All axes have the same properties. War Axe: Hammer Pick, Maul, Mace, Club Halberd: Bardiche Quarterstaff: Black Staff, Gnarled Staff Short Spear: Pitchfork Bow: Crossbow leisure no capi fucked around with this message at Jul 20, 2012 around 04:39 |
| # ? Jul 20, 2012 04:34 |
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Patch Notes: July 20th Combat: - Decreased the amount of poisons applied to blades per potion. - Blade Spirits are no longer immune to poison. A.I.: - Creatures should now only become aggressive to mobiles when it is able to pass a line of sight check. - Decreased the spell casting delay on casting monsters. - Monsters are now able to apply poison to their weapons in combat. Players will see the action as an emote with the level being applied to the weapon. - Monsters that utilize ranged combat (eg. spell casters, archers) may now attempt to maintain distance from their target. - Additional features related to fleeing, predator/preys, opposition groups, bomb throwing and so on. Regions: - Added messages upon entering and exiting certain territories; notably the regions in which murderers may not be put in statloss by bounty hunters. Murderers still collect long term counts when killing innocents in these regions. These are the orc fort, the orc compound, the pirate ship and beach and the city of Roache. - Opened up additional house placement south of Galven. Crafting: - Folded existing tribal paint into alchemy. - Certain monsters will now drop the resource required to make Drow, undead or orc skin paint. MyRelPor: - Updated the database to include many more tracking variables, see them soon on myrelpor.com. - Some of the new variables tracked: Artifact Utilized, Steps Walked, Stealth Steps Walked, Guild Kills, Guild Deaths, Potions Consumed, Gold Spent, Campfires Started, Times Criminal, Corpses Inspected, Players Attacked, Escorts Taken, Animals Tamed, Projectiles Fired, Bandages Used, Poisons Applied, Poisons Casted, Cotton Gathered, Hides Skinned, Feathers Plucked. - Began to add functionality for displaying the paperdoll properties of each character. - Note: MyRelPor will be down for a few hours while we make these changes. Miscellaneous: - Tribal paint no longer changes your body type, it only hues skin. - Fixed a typo in the house placement gump (requires updated Cliloc.enu file).
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| # ? Jul 20, 2012 16:24 |
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Patch Notes: July 22nd Artificial Intelligence: - Updated AI Order Behavior: Followers will treat anything acting aggressive to itself or its master as a valid combatant, with additional weight granted to targets attacking its master (with the closest target to its master getting highest priority). - New follower command system and interaction:
- Fixed an issue with creatures attempting to target guards after they warp in; guards will no longer be picked as a target for combat. - Fixed some line of sight issues with aggressive creatures. - Added MeleeMagic AI type and assigned to many creatures: these creatures cast and melee; they will close for melee range and won’t withdraw (eg. daemons, dragons). - Moved scorpions from Animal.None to EvilAnimal (will attack players). - EvilAnimals will no longer go after Prey animals (they will only go after players) - Added AI behavior to many monsters that are primarily casters; they shall now maintain distance to cast spells and utilize extra animations; decreased the amount of “junk” they cast. - Added AI behavior to archer mobiles to fire shots and attempt to maintain distance from target. - Added AI behavior to allow creatures within set sub-groups to heal other fellow creatures if they are taking damage. Combat: - Shields, other than Chaos and Order shields, now penalize meditation rate. Crafting: - Alchemists can now craft an armament dye stripping tub with 80 skill. This tub can be utilized to remove the hue from weapons and armor. - Added new resource which is required by the new armament dye stripping tubs called oxidizing powder. This can be purchased on the militia reward vendors for 100 silver. Note: Requires updated Cliloc.enu file to see the text display on these items in game. Download: Cliloc.enu updated July 22, 2012 Poisoning: - You can now GM poisoning with lesser poison (store bought) potions. Loot Tables: - Altered artifact drop rates. - Altered scroll drop rates. - Harpies will now drop gold. - Orcish Kin Masks now have a chance to drop on all orcs. - Orc Helms now have a chance to drop on orc lords. Items: - Gypsies and thieves will now sell disguise kits. - Players may no longer dye citizenship shields. - Players may no longer redye citizenship or militia hoods. Miscellaneous: - Removed all deep water tiles. - Players may no longer dye citizenship shields. - Players may no longer re-dye citizenship or militia hoods. - Reward gumps will no longer allow you to purchase items more than 10 tiles away. - Houses have had their prices and storage amounts altered. - Healers in Roache will now resurrect murderers. - Boat taxis should now play the correct sound when starting. - Players logging in on a water tile will now be teleported to Galven; this was occuring when people would log-out on the water taxis.
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| # ? Jul 22, 2012 23:48 |
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I'm really excited about this. My UO nostalgia is stoked. I'm happy to see the crowd you're attracting - the orcs and Yew militia. I hope people like this make up the core player-base. Problem is, the Rel Por installer isn't working for me. When I attempt to run it, I get: "This version of Windows is not compatible with the version of Windows you are running. Check your computer's system information to see whether you need x86 (32-bit) or x64 (64-bit) version of the program, then contact the software publisher." I have an Intel Core i5 CPU, what do I do?
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| # ? Jul 23, 2012 00:14 |
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| # ? May 21, 2013 16:48 |
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We're working on getting a better patcher/installer up but for now I'd suggest downloading the files separately here: Rel Por files.
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| # ? Jul 23, 2012 06:31 |














