1.67c - coloured names for negative effects - hurrah!

O

old.Ramas

Guest
===================================


Dark Age of Camelot

Version 1.67c Test Release Notes

December 10, 2003


===================================



NEW THINGS AND BUG FIXES

- Necromancers who are shapechanged no longer lose the shapechange when summoning a shade.

- Spells modified by Radiant Aura artifact ability now last more than one pulse.

- Players can now use /bountyrent on personal houses with alternate characters on the same account as the character that owns the house. As a result of this change, the rent token merchants will be disabled in the future once this ability is on live servers.

- The Egg of Youth artifact had several bugs preventing it from working as designed. These bugs were fixed and the effect altered. The artifact's ability now costs no power to cast and will resurrect up to a maximum of 8 realmmates within 1000 radius. This is a retroactive change.

- We have fixed a problem that could cause +all spell skill bonus items to give double the intended bonus on certain skills.



INTERFACE UPDATES

- The group window and mini-group window now show the additional following states by changing the affected player's name to the following colors: mesmerized (cyan), diseased (orange), and poisoned (green). This functionality is present in Classic, Isles, and Trials of Atlantis clients.

- Custom windows now remember their position, alpha, and font alpha settings.

- (Pendragon Only) The LFG window and Group Results window now remember their position, alpha, and font alpha settings.



CAMELOT CLASSIC WORLD NOTES


Item Notes

- The duplicate Strength bonus on the Vengeance Shield (Midgard) has been changed to Dexterity.



TRIALS OF ATLANTIS WORLD NOTES


Item Notes

- Animists can now activate the Cloudsong Artifact.

- The amount of experience required to level the following artifacts has been reduced: Fool's Bow, Crown of Zahur, Scepter of the Meritorious, Battler, Tartaro's Gift, Snatcher, Ceremonial Bracers and Band of Stars. This is a retroactive change.

- The Intelligence Score Cap bonus on the Stone of Atlantis (Midgard) had been changed to a Piety Score Cap bonus.

- Storm Struck Great Axe now has the correct Axe skill bonus.

- Lightning Embossed Studded Helm now uses enamels instead of leather dyes.

- Sleeves of Silent Oblivion (Hibernia) now has a bonus to Intelligence instead of Piety.

- The Empathy Cap Bonus on the Water-worn Gauntlets (Hibernia) has been changed to an Acuity Stat bonus.

- The Intelligence Stat and Intelligence Cap bonuses on the Sea Rotted Club were changed to Acuity Stat and Acuity Cap bonuses.
 
K

kirennia

Guest
I'm just bit concerned about that egg of youth. Resurecting 8 people in a radius of 1000...hmm, wonder if the resser gets the rps for it.
 
O

old.Ramas

Guest
The VN boards say it rezzes anyone in a 1000 radius up to a maximum of 8, with a 50% instant rez, you do get rez sickness, it's use is on a 15 minute timer, and it appears to be usable at least by any caster or priest class.

Don't know if you get RPs, but I'd be surprised if you don't.
 
X

xplo

Guest
Wait till the alb zerg gets owned by DH and go stand on the carpet and ress for full use!
 
H

Hercus

Guest
cyan = blue afaik, and wasn't it when you ld your name also goes blue for a view sec's ?:p

meight be like this

random guy get's mezze din group yells mezzed, goes ld and the sorc/minstrel/bard/healer keeps trying to demezz the guy :>
 
D

Draylor

Guest
Originally posted by old.Ramas
The artifact's ability now costs no power to cast and will resurrect up to a maximum of 8 realmmates within 1000 radius. This is a retroactive change.
Still sounds overpowered in certain situations.

Majority of the time rezzing 8 people with 50% HP and no buffs is pretty much worthless - theyll survive maybe 10 seconds before dying again.

Nice to see disease/poison finally being visible from the group window, people have only been asking for that for the last 18 months or so :clap:
 
S

Sibanac

Guest
Originally posted by Hercus
cyan = blue afaik, and wasn't it when you ld your name also goes blue for a view sec's ?:p

meight be like this

random guy get's mezze din group yells mezzed, goes ld and the sorc/minstrel/bard/healer keeps trying to demezz the guy :>


http://www.microcolour.com/cyan.jpg


thats cyan, ld collor is dark blue
 
H

Hercus

Guest
looks like blue on the old daoc engine :p ( not me i use SI :))
 
O

old.Ramas

Guest
Re: Re: 1.67c - coloured names for negative effects - hurrah!

Originally posted by Draylor
Still sounds overpowered in certain situations.

ToA is a world where every single player can debuff their own damage for 15 seconds.

Priests can insta heal everyone in *view* for 33%, or place a pulsing heal field that heals everyone in range for 100+ every tick.

Tanks can prevent 100% of melee damage on their support until they die.

Disease is no longer effective against balanced groups.

Casters can instantly turn their enemies into Spriggarns.

And players can turn their entire group into fricking pumas.


Everything is overpowered.
 
W

wolfen_rb

Guest
Re: Re: Re: 1.67c - coloured names for negative effects - hurrah!

Originally posted by old.Ramas
ToA is a world where every single player can debuff their own damage for 15 seconds.

Priests can insta heal everyone in *view* for 33%, or place a pulsing heal field that heals everyone in range for 100+ every tick.

Tanks can prevent 100% of melee damage on their support until they die.

Disease is no longer effective against balanced groups.

Casters can instantly turn their enemies into Spriggarns.

And players can turn their entire group into fricking pumas.


Everything is overpowered.

i cant experess how happy i am to get more shait in tha game and the beta i pay for continues :hat:
 
K

K0nah

Guest
Originally posted by old.Ramas
INTERFACE UPDATES

- The group window and mini-group window now show the additional following states by changing the affected player's name to the following colors: mesmerized (cyan), diseased (orange), and poisoned (green). This functionality is present in Classic, Isles, and Trials of Atlantis clients.

mezzed and diseased = puke yellow?
 
M

marathor

Guest
Re: Re: Re: 1.67c - coloured names for negative effects - hurrah!

Originally posted by old.Ramas
ToA is a world where every single player can debuff their own damage for 15 seconds.

Priests can insta heal everyone in *view* for 33%, or place a pulsing heal field that heals everyone in range for 100+ every tick.

Tanks can prevent 100% of melee damage on their support until they die.

Disease is no longer effective against balanced groups.

Casters can instantly turn their enemies into Spriggarns.

And players can turn their entire group into fricking pumas.


Everything is overpowered.

Remember that as they stated it: TOA will not affect RvR. It only brings new fluf to the game.
 
F

Flimgoblin

Guest
Re: Re: Re: 1.67c - coloured names for negative effects - hurrah!

Originally posted by old.Ramas
Priests can insta heal everyone in *view* for 33%, or place a pulsing heal field that heals everyone in range for 100+ every tick.

I know about the heal field (which is just a bit too sick because it stacks) but I've yet to hear about that "everyone in view" thing ...

there's a 10% pbaoe end/mana/hp regen ability in Warlord....
 
O

old.Ramas

Guest
In other omfg news...

This axe....

http://hosted.nerfthis.com/staraswift/malice.JPG

Procs self-only-BoF and +50 to all stats.

Wheras this Scythe/Whip....

http://somej.bigj.us:81/picupload/pics/Oakk/sshot079.jpg

Procs a shield which takes 20% of all incoming melee damage, and instead of it hitting you, turns it around to hit the attacker, only with added bonus damage from any damage add buffs you may have.

Not to your taste? Well how about this sword?

http://www.visionofsages.net/toa/img/BattlerLevel10.jpg

It procs a 50% increase to your 'chance to hit' *and* a 19% abs debuff.
 
T

Thamiles

Guest
So how will you know where to xp the new guns/items?
And whats the timeline for xping and item from lvl 1 to a lvl 10 item?
 
O

old.Ramas

Guest
You'll know how to xp it by delving it.

Requirement could be a mob type (humanoid/animal/magical etc), a subset of rvr enemies (Lurikeens, all female, all mids etc), a battlefield condition (nighttime, underwater etc), a requirement for your allies (must be in fg, must be solo etc), or a combination of any of the above.

I gather most artifacts take around five thousand million xp from level 0 to 10. From VN reports I suspect it's set individually by artifact, probably taking into account how awkward the xp conditions are.

VN reports suggest that in most cases this takes a week or two.

Finding the scrolls you need to activate the things seems to be the current bottleneck - but this will probably be easier for us thanks to spoiler sites.
 

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