1.70X Marks the LOS Spot

Tuppe

Fledgling Freddie
Joined
Dec 23, 2003
Messages
834
http://www.camelotherald.com/more/1511.shtml

We're going to need some heavy duty testing here. The long-awaited line of sight changes have *begun* with this patch, and we've also made changes to the grouping system so that low level people can more effectively group with high level friends. Read on:

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Dark Age of Camelot

Test Version 1.70x Release Notes

June 4, 2004


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



TEST SERVER CHANGES


- We have set the /level command to 24 to facilitate testing in Thidranki, the level 20-24 Battleground.



NEW THINGS AND BUG FIXES


- Graphical effects from radius spells will no longer play an effect for every target within the spell's radius. Players will only see one graphic play over the caster's target for the spell. This is a fix for a bug that was re- introduced in version 1.69 that played unintended spell effects, causing severe client problems for some of our users.


New Grouping Level Range Changes

With 1.70, we are relaxing the rules that govern the level ranges that can effectively group together. The intent of this new system is to allow lower-level players to group with substantially higher-level group leaders, and enable them to make some contribution to combat and spellcasting.

The system works as follows:

- Whenever a low-level character (5th level or higher) joins a group led by a higher level character, they are temporarily adjusted so that they can hit and land spells on monsters of the range that are normally fought by the group leader. They will be able to hit, and also to do damage to these monsters.

- This adjustment kicks in when a player approximately 90% of the level of the group leader or less joins a group. This means that if anyone less than 17th level joins a group led by a 20th level group leader, their to-hit and damage are boosted up so that they can hit and damage monsters that are commonly fought by a 20th level group. Also, while grouped, they will take less damage per hit from high level monsters.

- This system does not affect items such as weapons or armor - only to-hit and damage, and to some extent, damage taken is affected.

- Lower level group members must be within 3000 units of the group leader in order to receive the bonus.

- Experience gained by the lower level character is the same as it currently is on the live servers when lower level characters are grouped with their higher level friends.

- There are diminishing returns on the effectiveness of wide level ranges in this system. Any character that is approximately half the group leader's level or lower will not see as much bonus from this system as characters closer to the target range; although they will still get some benefit.



NEW FRONTIERS


- As a part of the New Frontiers expansion, the line of sight code is being revised to improve the keep battle experience. On Pendragon, new line of sight code is now in place for all keeps in the frontiers. Players will not be able to use area effect spells to damage others through keep walls/gates. Keep guards will also obey line of sight rules when attacking enemy players. Please note that as this system is still in development, there are still some cases where players are able to achieve line of sight through keep walls/gates. We are aware of these cases and we will be addressing them in the next patch. When reporting line of sight bugs, please make sure you include the zone name, keep name and level, and the complete location you get when typing /loc.

- Volley is no longer stripped from a player if they do a single skill respec in a skill other than archery.

- Outpost patrol guards will no longer spawn inside the wall of the outpost. They have also had their patrol path adjusted slightly.


PvP Server Notes

- Players under the PvP ruleset (Mordred) will not have any of the new types of RvR death sicknesses applied to them.


Realm Ability Changes and Fixes

- Epiphany should now grant 25% power to the caster and the caster's group. This fixes a bug that caused this ability to grant only 15% power.

- Animist bombers and necromancer pets now gain the benefit of their owner's Wild Power realm ability.

- Shadowblades can now execute subsequent styles in their Critical Strike chain after performing a Perforate Artery, Backstab II, or Backstab I through Shadowstrike. Additionally, followup styles in a style chain executed from Shadowstrike should no longer give the "You fail to execute Creeping Death perfectly" error message.

- If a player unstealths, they cancel any pending Assassinations or Shadowstrikes.

- The stealth effect from Vanish is now removed when you die.

- Allure of Death now correctly provides the resistance to nearsight when in skeletal form.

- The Runemaster unique realm ability, Rune of Utter Agility, now grants over 50% evade and works as an enhanced evade. Note that while the evade delves as a 90% evade, the chance will be lower if attacked by significantly higher level enemies.

- Veil Recovery now modifies sickness duration when a player releases.

- The Blademaster's Blade Barrier unique realm ability now grants over 50% chance to parry. Note that while the ability delves as a 90% chance to parry, the chance will be lower if attacked by significantly higher level enemies.

- When a player is healed by a Divine Intervention healing battery, it now properly notes the owner of the healing battery in the heal message.


Mastery of Stealth Changes

- Mastery of Stealth now grants a passive increase to the character's stealth detection radius, as listed in the ability's delve, in addition to the previously described movement bonus while stealthed.

Mastery of Stealth 1 - 75 unit increase
Mastery of Stealth 2 - 175 unit increase
Mastery of Stealth 3 - 300 unit increase
Mastery of Stealth 4 - 450 unit increase
Mastery of Stealth 5 - 625 unit increase

- The figures listed above are total, not cumulative.

- The Mastery of Stealth bonus can be canceled if the stealthed target is using Camoflauge or if both the stealthed target and the user have the Detect Hidden skill.

- Note that both the target and the searcher can have Mastery of Stealth. These will *not* cancel each other out; in this instance both players will detect each other from a greater distance away (if one has Detect Hidden, they will detect the other first due to Detect Hidden's bonus).

- Players with Vanish active are immune from detection, no matter what the searcher's Mastery of Stealth skill is.


Siege Changes

- It is now possible to move a ram similar to how a boat is moved - simply setting a new ground target will direct the ram to move to the targetted location.

- Siege equipment should no longer track and fire on stealthed targets.

- The radius on stone shot ammo has been increased to 450.

- The ammunition types created through the Convoker Summon Warcrystal ability have been updated. Players will now be able to summon ammo equivalent to stone shot, greek fire, and ice ball.


Item Notes

- All monsters except the animals in the Passage of Conflict and the Summoner's Hall dungeons now have a chance to drop realm respec stones.



CLASSIC CAMELOT WORLD NOTES


Albion Quests

- Weakened Bonds - Necromancers may now use the ley crystals while in shadeform.


Hibernia Quests

- Seek the Moonstone - The area around Macnol's tower has now been named the Ruined Tower of Tir na mBeo to help players locate the correct place.


Item Notes

- Anrid, in Jordheim, now sells Roleplay Hats and Clothes.



TRIALS OF ATLANTIS WORLD NOTES


Aerus Encounters

- The Jacina's Sash encounter has been reduced in difficulty. Furthermore, it will no longer be possible to pull Cyrek or Balasi outside of the canyon.


Item Notes

- Landrine's Hammer (Midgard) now has a weapon proc.
 

Morchaoron

Fledgling Freddie
Joined
Dec 22, 2003
Messages
2,714
the grouping is a very good idea....

looks like they are capable of making good moves \o/ (although its not often)
 

gervaise

Fledgling Freddie
Joined
Jan 4, 2004
Messages
388
Morchaoron said:
the grouping is a very good idea....

looks like they are capable of making good moves \o/ (although its not often)

Can't blame them for copying City of Heroes.
 

Straef

Can't get enough of FH
Joined
Feb 21, 2004
Messages
5,890
Tuppe said:
Item Notes

- All monsters except the animals in the Passage of Conflict and the Summoner's Hall dungeons now have a chance to drop realm respec stones.

All random mobs?
 

Ardrias

Fledgling Freddie
Joined
Dec 29, 2003
Messages
478
Runie evade, such things does bring the thought of renewing to mind. :D
 

Otho

One of Freddy's beloved
Joined
Dec 23, 2003
Messages
335
Tuppe said:
Item Notes

- Anrid, in Jordheim, now sells Roleplay Hats and Clothes.

Look out hibs and albs, we gonna roleplay your butts off!!! :kissit:
 

Ormorof

FH is my second home
Joined
Dec 22, 2003
Messages
9,830
Iceforge said:
wondering the same, they say all EXCEPT those, so... wee wolf farming anyone?

all the mobs in summoners/whatever except the animals ? :p
 

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