1.81B - lotsa toa changes

Mastade

Fledgling Freddie
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Dec 22, 2003
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http://www.camelotherald.com/more/2263.shtml

dno if ppl have already pasted this somewhere, but anyways. looks like a bloody nice patch.

Dark Age of Camelot
Test Version 1.81b Release Notes
Realm vs Realm and Class focus
November 17, 2005

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


NEW THINGS AND BUG FIXES

- Powerdrain spells (such as Vampiir bolts) have been reverted back to their previous functionality, no longer dropping any run speed spells the caster may have active.

- Class-specific illusions for Bards, Bonedancers and Animists are now restored when other illusions expire, if they are still active.

- Abilities with the same name should no longer swap hotkeys when zoning.

- List casters with champion abilities should no longer have their hotkeys changed when gaining a champion level.



GENERAL WORLD CHANGES AND FIXES

- Line of sight issues have been improved for all bridges in New Frontiers. This fix also addresses many of the 'cast through walls' issues that Bainshees have on bridges.

- Low level monsters (between levels 0-10) are now easier to kill by low level characters.

- (Albion) Fixed an issue where the Lieutenants in charge of the Royal Expeditions would still give you the missions to choose from even if you had already completed all of them for that level (46).


Battlegrounds

- Battlegrounds now have realm point zone in caps to go along with their current level caps. A player that is above the realm point cap for a certain battleground will not be able to visit that battleground and will need to gain more experience to visit the next level appropriate battleground. In the particular case of Leirvik, there is an additional cap of ML3.

New BG RR Zone in Caps:

Realm Rank 1 Level 2 & Level 19- Killaloe
Realm Rank 1 Level 4 & Level 24- Thidranki
Realm Rank 1 Level 9 & Level 29- Braemar
Realm Rank 2 Level 4 & Level 34- Wilton
Realm Rank 2 Level 9 & Level 39- Molvik
Realm Rank 3 Level 9 & Level 44 & ML 3 – Leirvik


- While inside the Battlegrounds, players can earn one Realm Rank higher than the cap to zone in. Furthermore, the amount of Realm points attainable within the Battlegrounds has been adjusted upward. A player will now be able to leave the Final Battleground at Realm Rank 4 instead of Realm Rank 3.

NEW BG RR CAPS:

Realm Rank 1 Level 3 - Killaloe
Realm Rank 1 Level 5 - Thidranki
Realm Rank 2 Level 0 - Braemar
Realm Rank 2 Level 5 - Wilton
Realm Rank 3 Level 0 - Molvik
Realm Rank 4 Level 0 – Leirvik


Points to note about Experience level and Realm Ranks in the Battlegrounds:

- If Realm Rank is capped in the Battleground, a player will not be removed forcibly if they die and release or not get resurrected. They will be ported back to the portal keep of their realm within the Battleground.

- If Realm Rank is capped in the Battleground, and a player willingly ports out of the Battleground, you will not be able to return to the same Battleground.

- If a Player's Experience level exceeds the Battleground cap, they will be removed from the Battleground if they are not resurrected from death.

Example for clarification: A level 24 player that is Realm Rank 1L4 Zones into Thidranki. That player then gets Realm Rank 1L5 while in the Battleground and dies soon after. The player is not resurrected, but releases back to the portal keep within the Battleground. Said player can log out of the game if they desire and come back to the same Battleground later. Upon coming back into the Battleground later on, the same player levels up to level 25. Later that day the level 25 player dies, and upon release of his spirit, he is ported back to the portal keep (Druim Ligen, Svasud Faste, or Castle Sauvage).



CLASS CHANGES AND FIXES


Archers

- Scouts, Rangers and Hunters are now awarded Safe Fall 1 when specializing in Stealth to level 10.


Spell-timer Normalization

- Many spell and ability timers no longer overlap from Class Spells, Master Abilities and Sub-classing spells.



CAMELOT CLASSIC WORLD NOTES


Quest Notes - Albion

- Players stuck on step 4 of the Defensive Measures epic quest will now be able to respawn General Vaul by entering his area with the Ley Line map.

- Players stuck on step 3 of A New Threat epic quest will now be able to respawn General Promotus and Vortimer by entering the area again with the Recall Stone.

- The scroll used on step 4 of the Brutal Realization quest will now work properly.

- Players are now advised to seek out the Arawnite Envoy for the Trouble at the Abbey quest to receive their level 5 and 10 epics.


Quest Notes - Hibernia

- Players stuck on step 4 of the Nuisances quest will now be able to speak to Addrir to complete the quest.

- Players with Darkness Rising will now be able to complete the Speak with the Taskmaster quest.

- The scroll used on steps 3 and 4 of A Desperate Gambit quest scroll will now work properly.

- The correct reward is now given to Bards upon the completion of the Occupation of Lough Gur quest.


Quest Notes - Midgard

- Players stuck on step 9 of The Legend of Fenrir's Folly quest will now be able to obtain the appropriate quest components from the werewolf guards.

- The journal now advises players to seek out Crelam in Galplen for the Preemptive Strike quest.

- Players stuck on step 3 of the Storm Horse quest can now proceed by clicking on the keywords.



SHROUDED ISLES WORLD NOTES


Quest Notes - Albion

- The Krondon Awaits quest will now award the appropriate experience to players who complete the quest.



TRIALS OF ATLANTIS WORLD NOTES


General Notes

- New scholars have been added to the Havens. These scholars sell items needed for many Trials. Examples of items sold: eel stomachs, canopic jars, various keys, storm crystals, etc. The cost of these items increases based on the level of the corresponding Master Level.

- The Master Level requirements for entering the Halls of Ma'ati have been removed.

- The Master Level requirement for Deep Volcanus has been changed to Master Level One.

- The Master Level requirement for Aerus City has been changed to Master Level Three.


Item Notes

- The locked versions of all artifacts will no longer drop from encounters. Players will now only need to have encounter credit and the scrolls to receive the unlocked artifact.

- The location requirements for leveling artifacts have been removed. All artifacts now earn experience from all enemy player and/or monster kills anywhere and anytime.

- Many artifacts now level at a faster rate: Alvarus's Leggings, Arms of the Winds, Bracelet of Zo'arkat, Braggart's Bow, Bruiser, Cloudsong, Crocodile Tear Ring, Crocodile's Tooth, Cycloptic Shield, Dream Sphere, Eerie Darkness Stone, Eirene's Chestpiece, Enyalios Boots, Erinys Charm, Eternal Plant, Flamedancer's Boots, Flask, Foppish Sleeves, Goddess Necklace, Golden Scarab Vest, The Golden Spear, Guard of Valor, Harpy Feather Cloak, A Healers Embrace, Jacina's Sash, Kalare's Necklace, Maddening Scalars, Malice's Axe, Mariasha's Sharkskin Gloves, Nailah's Robe, Night's Shroud Bracelet, Belt of Oglidarsh, Phoebus Harp Necklace, Ring of Dances, Ring of Fire, The Scorpions Tail, Shield of Khaos, Snakecharmer's Weapon, Spear of Kings, Staff of the God, Stone of Atlantis, Traitor's Dagger, The Winged Helm and Wings Dive.

- Eirene's Hauberks' Arrogance spell will now correctly reduce 50% damage.

- The Healer's Embrace now has 5% Cold, 5% Heat and 5% Energy resists.

- The Ring of Dances now has increased Strength and Dexterity bonuses.

- Alvarus' Leggings now have 36 hit points and 4 Constitution Cap in addition to it's prior stats.

- The Band of Stars now has increased Dexterity and Constitution Caps as well as increased Hit Points cap.

- The Eerie Darkness stone now has all magic resists set to 5% and all melee resists set to 4%.

- The Belt of Oglidarsh now has increased Strength cap and melee resists increased to 4%.

- The drop rates for all scrolls have been increased and the rate is the same for scroll one, two, and three for each artifact.

- The artifact scroll system has been modified to be a combination of the original and current drop systems:

- The Melos, Naxos, and Skyros now have a chance to drop any Oceanus scroll. They will also have additional chances to drop the scrolls currently assigned to them. Speak to the Researcher in the Oceanus Haven for details.

- The Mau and Setians will now also have chances to drop Stygia scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Stygia. Speak to the Apprentice in the Stygia Haven for details.

- The Siam-he and Taur will now also have chances to drop Volcanus scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Volcanus.

- The Cyclops and Centaurs will now also have chances to drop Aerus scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Aerus.

- Necromancers who are eligible will be able to say the appropriate keyword to Artifact Scholar Jarron to receive the artifact trade-in quests offered by him.

- Apprentices were set up inside each realm's Haven of Aerus to provide scroll location information.

Albion: Apprentice Lirenyth
Midgard: Apprentice Jeraold
Hibernia: Apprentice Miriagan

- Apprentices were set up inside the Haven of Volcanus to provide scroll location information.

Albion: Apprentice Kavale
Midgard: Apprentice Njeden
Hibernia: Apprentice Meoryn

- The Scholars, Loremasters, Loremistresses, and Sages are being restructured to remove the turn-in for the locked version of each artifact. Each locked artifact turn-in NPC for all three realms will be revamped to accommodate this change. So far, the following NPCs were restructured with this change: Loremistress Margit in Midgard and Sage Linyive in Hibernia.


Encounter Notes - General

- Artifact encounters that spawned less than twice a day have had their spawn frequency increased.

- Many high-level monsters in Atlantis will no longer require more than two groups of players to actually begin taking damage.

- Many monsters in Atlantis are no longer 100 percent immune to certain damage types. Examples of such monsters: The Phoenix, several bronze statue monsters and many fire immune monsters. Note that some monsters retain their immunities based on dynamics of certain encounters.

- All common and Lieutenant monsters have had their levels reduced and will not exceed level 65. Main "boss" like monsters have not had their levels changed.

- Many common monster spawns that were creating additional difficulty in certain Trials and artifact encounters have been reduced in number and spawn less frequently.

- Several encounters have been made less difficult by adjusting spawn numbers, monster levels, object hit points, etc. These encounters are listed below, specifically by region. Please note that many encounters that aren't listed specifically are likely still less difficult due to the new item stores, the resist changes, the level changes and the spawn changes made across Atlantis.


Oceanus Encounter Notes

- The Kraken and Leviathan encounters have had several adjustments made in order to decrease their difficulty.

- The following encounters have had their difficulty reduced: Master Level Trials - 2.3, 2.7, 3.1, 3.5, 3.6, 3.8 and 3.10. Artifacts - Egg of Youth, Traldor's Oracle, Staff of the God, Phoebus' Harp and Bracelet of Zo'arkat.


Stygia Encounter Notes

- The following encounters have had their difficulty reduced: Master Level Trials - 4.2, 4.9, 5.9 and 5.10. Artifacts - Crocodile's Tooth and Golden Spear.


Volcanus Encounter Notes

- The following encounters have had their difficulty reduced: Master Level Trials - 6.6, 6.7, 6.8, 6.9, 6.10, 7.8, 7.9 and 7.10. Artifacts - Tartaros' Staff, Bruiser and Erinys' Charm.


Aerus Encounter Notes

- Encounter credit for Master Level Trial 8.5 can now be gained by either killing Kratos or by completing his quest.

- Behrooz will now only spawn in one of three possible locations and will roam much less than before.

- The following encounters have had their difficulty reduced: Master Level Trials - 8.2, 8.8, 9.8 and 9.10. Artifacts - Foppish Sleeves, Shield of Khaos, Flamedancers' Boots, Gift of Love, Enyalio's Boots and Jacina's Sash.



Quest Notes - General

- Players can now proceed on step 5 of the Broken Communications quest by saying the keyword listed inside the quest journal.


Dungeon Notes

- Mini-maps have been added for the following dungeons; Deep volcanus, Sobekite eternal, Cetus pit, Temple of twilight, Halls of ma’ati and City of Aerus

- The following dungeons have had Djinn stones added between the x.5 and x.6 steps: Sobekite Eternal, Temple of Twilight, Halls of Ma'ati (one for both faction sides) and Deep Volcanus. The next patch will change the Djinn stones in the Havens to allow players to port to the Djinn stones at those locations.




CATACOMBS WORLD NOTES


Instanced Adventuring Notes

- Kill task dungeons from level 11-50 have had associated monsters reduced in level. This change slightly reduces the overall difficulty of those dungeons.

- (Hibernia) Fixed an issue with the Forgetten Vein Adventure Wing where Adem would not run off properly. This prevents the encounter from being farmed or exploited.

- (Midgard) Fixed an issue with one of the Midgard Kill Tasks that was causing additional mobs to spawn. Only mobs associated with the mission should spawn now.



DARKNESS RISING WORLD NOTES


General Notes

- Infernalists in Darkness Falls and the Chapter Three dungeons have new art.


Dungeon Notes

- The monsters in the Demonic Prison Dungeon will no longer scale as high in level.


Item Notes - General

- The design of the Enchanter Champion staff has been updated.

- The correct textures now display on the Minstrel and Bard Champion Harps.


Item Notes - Midgard

- Valkyrie Armor has been added to various Darkness Falls Merchants.

- Shaman level ten Studded Armor has been added to Aurulite Merchants.

- The Basalt Sword of Anarchy now gives a bonus to Sword instead of Slash.


Quest Notes - General

- Five level 50 mini-quests are in the process of being developed and added to the Throne Rooms inside each capital city. So far, Hibernia's five mini-quests are complete, more are being added for Midgard, and Albion's mini-quests are on the way.


Quest Notes - Albion

- Necromancers will now be able to use Master Narudos' List in shade form for the Conspiracy: Forging the Key quest.

- Rebellion: The Race to King's Crossing step 6 will now offer more specific directions for departing the courtyard.



NEW FRONTIERS NOTES

- The difficulty of the Megalodon encounter has been reduced slightly.



COOPERATIVE SERVER NOTES

- Fixed a spawn where a Rogue Siabra was missing.
 

Elkie

Can't get enough of FH
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It is maybe one of the best patches i have seen, one of the best parts about it is that alot of people will be able to join the game have fun getting to level 50 and toa will not be as much of a bother as it was before.

Will be nice doing the arties like EC, Sash, Boz, Gov ect knowing that you dont have to win a roll or buy the arti in housing:)
 

Mas

One of Freddy's beloved
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Apr 22, 2005
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Item Notes

- The locked versions of all artifacts will no longer drop from encounters. Players will now only need to have encounter credit and the scrolls to receive the unlocked artifact.


AT LAST !!:worthy:
 

sphir

Fledgling Freddie
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wonder what the scrolls are gonna cost when the patch arrives :)
 

censi

Can't get enough of FH
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Eirene's Hauberks' Arrogance spell will now correctly reduce 50% damage.

what is it at the moment. because like if a tank pops this on me i hit for like 6-10 damage.

It must be like 90% at the moment.
 

Jimmi

Fledgling Freddie
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Jun 3, 2004
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1,737
nerf... this patch will be AFTER Darkness Rising, and there's still no word on when the expansion will be out in europe. They really need to hotfix this :/
 

Vodkafairy

Fledgling Freddie
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Dec 23, 2003
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censi said:
what is it at the moment. because like if a tank pops this on me i hit for like 6-10 damage.

It must be like 90% at the moment.

actually its more like 20%, we tested it a few weeks ago. fiontan has one on his druid and he never ever uses the charge anymore, its pretty much pointless considering the aftermath - the change is good

the patch in general does look very nice, but im very disappointed that some classes are still stuck with worthless versions of artis. for example champ/skald get magic version of eirenes and have no choice to get it changed to the hero/warrior version :(
 

Jobbegea

Loyal Freddie
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Aug 4, 2005
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sphir said:
wonder what the scrolls are gonna cost when the patch arrives :)

not much.

since scroll 1 2 and 3 will have same drop rate.
and chance to drop has been increased?

maybe they mean all scrolls have same drop rate as scroll2 currently

- The drop rates for all scrolls have been increased and the rate is the same for scroll one, two, and three for each artifact.
 

Frozensolid

One of Freddy's beloved
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Jun 13, 2004
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Omg what an awesome patch, they changing toa more the way ppl want it to be... wich they fix it on europe asap :)
 

Aiteal

Can't get enough of FH
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Matmardigan said:
I never understood , why minstrels got safe fall and climb wall and scouts not.

Archers r mostly on high position spots, like towers, Bridge tower roof or any other high place, not minstrels :(

Cause minstrels have climb walls and therefore are morely likely to need safe fall. If you are earning rp's for an hour from a position of relative safety like a tower it's a little anal to complain about falling dmg you take trying to jump once the tower gets overrun, stay and take your beating and give back some rp's to the poor sods you have been turning into bloody hedgehogs for the last hour.

The only reason archers got it was because with the intro of CL's in DR, archers were the only class in game without access to some sort of safe fall.
Safe Fall 1 aint gonna be that useful, be better if they just lessened falling damage in frontiers for everyone, falling of a ladder 1.5 times the length of your body and losing 50% hits is just dumb.
 

Corran

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Hmmm.. time to play devil's advocate....

Changes to toa were needed but i reckon they took it too far.. Both dumbing down the encounters and removing actual arti drops. Should have left the encounters as are and then just remove the arti drop if need be... and then to make scrolls drop more often.... blah!

Basically means after all the effort put in to toa toons someone will go and be just as well equipped in a few hours (Regular do all the main artifacts in a 4hr raid). But spose shouldnt complain too much... just hope they carry out some class fixes now they sorted that out.

edit: Another reason i dont like it is i like a challenge... this means not a single bit of toa will be a challenge. Nerfed mobs, nerfed encounters... just nerfed everything!
 

Zoia

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Corran said:
edit: Another reason i dont like it is i like a challenge... this means not a single bit of toa will be a challenge. Nerfed mobs, nerfed encounters... just nerfed everything!
I don't really see it as a challenge to camp an arti for 24 hours.
Unfortunally, it's just something you may have to do as it is now.

As for archers and safefall, Aiteal said it well. Archers can also do a lot of damage to those below them when they are standing on a wall(something minstrels and assassins can't).
If those they are shooting at somehow get up to them, they shouldn't just be able to jump down and run away.
 

Matmardigan

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Zoia said:
As for archers and safefall, Aiteal said it well. Archers can also do a lot of damage to those below them when they are standing on a wall(something minstrels and assassins can't).
If those they are shooting at somehow get up to them, they shouldn't just be able to jump down and run away.

but my question was, why minstrels got safe fall and climb wall?

even stealth abilty on minstrels was unfair against the other realms, but with sf and cw it just wasnt unfair against the other realms it even was unfair against scouts.

sound dump i know, plz no flames.

but, back in si times.

albs tryed an ninja rr on mids.

we was about 50'ish guys in cg and made 2 stealther groups. I didnt got an spot in the stealther group cause i couldnt climb walls, so where was the fairness? even stealther groups didnt wanted scouts, and 4get non stealther groups. they even would run just with 6-7 instead 2 fill the last spot with a scout.
 

Puppet

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Matmardigan said:
FUCKTARDS.

just took some years till they noticed it, that archers needs it 2.

I never understood , why minstrels got safe fall and climb wall and scouts not.

Archers r mostly on high position spots, like towers, Bridge tower roof or any other high place, not minstrels :(


Not like Safefall I is worth shit on a bridge-head tho. Its nice they realise its needed, but atleast give Safefall II or III.
 

Neffneff

Fledgling Freddie
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Oct 22, 2004
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ye, safefall 3 should be fair for scouts tbh, while we're at it, lets give them the 300 delve PB tehy r lacking for when people get too close, and possibly raise their HPs gained from con by 200%

:twak:
 

Kaun_IA

Fledgling Freddie
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well im really happy that they changed the toa. BUT then again. getting good artis was bit of a challenge. now evryone will be running around whit boz and stuff tahts really hard to get, well im not complaining but i liked that challenge. still rare drops are the though part now
 

Zoia

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Matmardigan said:
but my question was, why minstrels got safe fall and climb wall?

even stealth abilty on minstrels was unfair against the other realms, but with sf and cw it just wasnt unfair against the other realms it even was unfair against scouts.

sound dump i know, plz no flames.

but, back in si times.

albs tryed an ninja rr on mids.

we was about 50'ish guys in cg and made 2 stealther groups. I didnt got an spot in the stealther group cause i couldnt climb walls, so where was the fairness? even stealther groups didnt wanted scouts, and 4get non stealther groups. they even would run just with 6-7 instead 2 fill the last spot with a scout.
Good question and one i have no answer for.
They also, iirc, gave minstrels evade 3 in a patchnote, but took that back later before it went live.

It is kinda silly that someone in chain has safefall, but...:)
 

Fatbelly

Fledgling Freddie
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some changes id like to see would be to boost some classes and nerf some classes demending on spec. Lets say in order to receive these bonuses the skills would be totally inactivated.

For example, Archers with no stealthspec given caster dps (archers have roughly 25% of caster dps atm). Who am i kidding though, noone would grp a caster whose nukes could be blocked, bladeturned, evaded and who doesnt have quickcast MoM moc and who cannot at all harm shieldspecced classes or the shieldspecced class best friend next to him... Maybe 150% caster dps then!

Minstrels with no stealthspec given a bit more ws or 2h weapons(still an excellent soloer), minstrels with stealthspec lose mez and chain armor and get 2 min reuse on insta stun to even out stealthers a bit, and add groupability for nonstealth.

Casters ml9 pet pve-zones only... lifetap casters capped on moc1.


And hunters given offense and/or defense boost to be given an equal offense/defense ratio compared to the other archers :mad:
 

Aiteal

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Matmardigan said:
but my question was, why minstrels got safe fall and climb wall?

Apparently the old Mincer TL was very effective, he convinced Mythic that mincers were unpopular and needed serious boosts as they were not played enough. When compared to bards with buffs and heals, and skalds with their tank weaponskill he claimed mincers needed something beyond the base ability of stealth to make them more attractive to play.

So the story goes on VN.
 

Enli

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this crapped me up
Encounter credit for Master Level Trial 8.5 can now be gained by either killing Kratos or by completing his quest :D
 

Chimaira

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Fatbelly said:
Casters ml9 pet pve-zones only... lifetap casters capped on moc1.

I rather see they either remove the Lifetap hp return component if LT caster MoC. or heavily nerf the % hp in return depending on lvl of MoC.

Cause to be frank. Nothing in this game can do much vs SM with 90% hp return spec lifetap and the intercept pet ;p nope not even ZoU
 

illu

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A great patch that will make life a bit easier to ToA alts and even current toons. For the casual player, this is a god send.

Now give shadowblade loving! :>

Oli - Illu
 

Calo

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or they should just give you insta fully toa'd items when u hit 50.

pretty much the same.
 

Fyric

Fledgling Freddie
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this is only 1.81B, im really looking forward to what else is comming in this patch, it seems like mythic finally, after 3 years have started listening to the players, now i hope 1.81C deals with overpowered/underpowered abilitys from the rvr perspective.

But a really lovely patch, im almost looking forward to toa'ing a new toon in 6 months =P
 

Gazon

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There will still be hard/challenging/time consuming stuff to do in ToA to brush up your PvE-peen: Farming bosses for rare statics and uber rogs.

This patch should have been implemented right after they came up with ToA tho. Finally some sense.
 

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