1.82e - some nice changes, and a few strange ones too

illu

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We've been so busy with Champion Questing, somemore things have happened.......

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Dark Age of Camelot
Test Version 1.82e Release Notes
Class Changes and Cross Cluster Guilds and Alliances
February 2, 2006

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NEW THINGS AND BUG FIXES

- A new /drink emote has been added to the game.



CLASS CHANGES AND FIXES


General Notes

- (Pendragon Only Bug Fix) Stuns, Bleeds, Snares and Slows from Styles will no longer be resisted.


Class Specific Notes


Cabalist

- Cabalist pet speed spells from Vivification will no longer be overwritten by other speed spells.


Nightshade

- Nightshade DoT spells are now castable while in combat mode. (Hmmm)

Shadowblade

- Upon reaching level 10, Shadowblades will be granted the ability to turn their weapons to the side and inflict blunt damage for 30 seconds. (Re-usable every 5 minutes). This ability is found in the abilities list in the spells window. (nice)

- Frost Cut is now based off of Evade for Shadowblades. (Apparently this is at sword 39, and works like CB/FG)

Sorcerer

- Sorcerers can now cast Mastery of Concentration when group members have Bunker of Faith/Soldier's Barricade/Warguard up. The restriction Sorcerers have with casting Mastery of Concentration while Shield of Immunity is active remains.


Warlock

- Cast times of all Uninterruptible primers are now 3 seconds instead of 2 seconds.

- The following damage reductions are being applied to spells fired via Uninterruptible primers similar to the way Mastery of Concentration reduces spell effectiveness:

1 - Steady Cast - 40% of damage reduced
11 - Solid Cast - 35% of damage reduced
21 - Fixed Cast - 30% of damage reduced
29 - Fortified Cast - 25% of damage reduced
37 - Anchored Cast - 20% of damage reduced
47 - Unshakable Cast - 0% of damage reduced
(Already mentioned on this page)

Realm Ability Notes

- In some instances, the Arms Length realm ability would break during combat or spell casting. This has been fixed.

- The Bonedancer Realm Ability, Allure of Death, now uses similar art as the new Bonedancer pet art.


Master Level Ability Notes

- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage. (Great news for assassins for all those buggers popping us out of stealth when we vanished - or popping out of stealth watching fights)


GENERAL WORLD NOTES

- Line of sight issues have been improved for all towers in New Frontiers. This fix also addresses many of the 'cast through walls' issues that Bainshees had on towers. (good stuff)
- Milegate doors on Agramon are no longer attackable.

- Each realm's player gravestone has received new artwork.

- Various Tents across all realms have received art updates.


Let The Games Begin!

- A new gaming craze is sweeping the realms. Trifecta has finally arrived! A card game of chance with fabulous prizes awaits the adventurous. Dealers (named "Trifecta Dealer") have appeared in the capitol cities (Classic, Shrouded Isles and Catacombs) as well as in the realm festivals. Try your luck today and see if you can get a Trifecta and win the big prizes! (Prizes are awarded randomly based on the number of matches made. Prizes and chances of winning are subject to change at any time. Celebrity voices were impersonated. Void where prohibited. Prohibited where void.) (You will love the prizes!)

- The Rules of Trifecta: Trifecta is a game of chance where the player is shown three decks of cards and chooses one from each of the decks. The decks are then shuffled and a card at random is chosen from each deck. If the player's choice and the card drawn match, they have a match. Players earn a random prize based on the number of cards matched. There are three tiers of prizes based on one match, two matches, or matching all three; referred to as a Trifecta. Each tier awards a random prize from a pool for that tier. The value of the prizes for each tier is based on how hard it would be to achieve that tier. To play, a character need only buy a token from the dealer and give the token to the dealer when they are ready to start. (Dealers also offer the rules of the game and a list of possible prizes.)



CAMELOT CLASSIC WORLD NOTES


General World Notes

- Loading screens for Vale of Mularn, Camelot Hills and Lough Derg have been updated to reflect each realm's starting town changes.

- New sounds have been added to each realm's starting town bindstone.

- Healers and Smiths have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: that at this time this is for the Realm side of the border keep, not the Frontier side.

- Smiths have been added to the primary border keeps in each realm. Note: that at this time this is for the Realm side of the border keep, not the Frontier side.

- Porters have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: This affects Regular and Classic servers only as the PVE/PVP servers already had similar NPCs.
- As part of the renovations to each realm's starter towns, several NPCs have been removed from the game. As a result, various merchants have had their stores consolidated, and several quests associated with removed NPCs have been modified to reference new NPCs.

- The following NPCs were removed from Cotswold Village: Eowyln Astos (Dye Merchant), Farma Hornly (Armor Merchant), Laridia the Minstrel, Dyemaster Octe (Dye Merchant), Grannis Ynos (Weapon Merchant), Ellyn Weyland (Armor Merchant), Col Aldar (Armor Merchant), Cudbert Dalston (Weapon Merchant), Lar Rodor (Shield Merchant), Gill Hoxley (Armor Merchant), Rayn Olwyc (Weapon Merchant), Cullen Smyth, Rheda, Grum Bowman (Weapon Merchant), Pellam (Weapon Merchant), Yetta Fletcher (Arrow Merchant), Enchanter Grumwold, Eileen Morton (Instrument Merchant), and Sir Grynoch.

Quests involving Eowyln Astos now reference Elvar Ironhand (Smith).
Quests involving Farma Hornly now reference Lundeg Tranyth (Armor Merchant).
Quests involving Laridia the Minstrel now reference Ydenia Philpott (Instrument Merchant).
Quests involving Rheda now reference Stonemason Glover.
Quests involving Yetta Fletcher now reference Samwell Hornly (Weapon Merchant).
Quests involving Eileen Morton now reference Godeleva Dowden (Merchant).

Additionally, several NPCs have moved from their previous locations, new buildings have been erected (including a stable), and the Cotswold guard tower has been moved closer to the village. References made to these new locations have been updated in several NPC dialogues, map directions, etc. Also, various teleport locations have been updated to accommodate the moving of some NPCs.

- The following NPCs have been removed from Mularn: Hild (Weapon Merchant), Oken (Weapon Merchant), Cale (Dye Merchant), Blyn (Armor Merchant), Gram (Weapon Merchant), Bein(Armor Merchant), Marie (Shield Merchant), Aren (Weapon Merchant), Grenlyr (Weapon Merchant), Geir (Arrow Merchant), Raelyan (Weapon Merchant), Raimes, Denise and the Chieftain Guard.

Hrolf is no longer a weapon merchant.
Elizabeth is no longer and enchanter.
Finn is no longer a dye merchant.
Vers is no longer an armor merchant.
Linna is no longer a weapon merchant.
Aste is no longer an armor merchant.
Brik is now a trade skill supply merchant.

Additionally, several NPCs were moved from their previous locations, new buildings were erected, and the Mularn guard tower was moved closer to the village. References made to these new locations were updated in several NPC dialogues.


Quest Notes - Albion

- The Cotswold Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.


Quest Notes - Midgard

- The Mularn Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.


Quest Notes - Hibernia

- The Information quests given by the base trainers no longer have guides to take players to Adrrir.


Monster Notes - Midgard

- Fixed an issue where Stor Gothi Al would spawn under the mound after the dragon was killed.


Dungeon Notes - General

- Mini-maps have been added to Midgard and Albion Task Dungeons and Adventure Wings. (Hibernia is next on the list).

- Sound has been added to Demons' Breach

- (Demons' Breach) Nergal and Balban now spawn faster.

- (Demons' Breach) The aggression radius has been increased slightly in both dungeons on the common monsters found within.


Item Notes - General

- Nergal and Balban in Demon's Breach, along with other monsters in these new zones, have been itemized.

- New Helmets for Valkyries have been added to the Darkness Falls merchants with the unique Valkyrie winged helmet graphic.

- The majority of quest items will now be able to be placed in personal vaults.



NEW FRONTIERS WORLD NOTES

- To alleviate lag experienced at the primary border keeps (Sauvage, Svasud, Ligen), we have implemented a behind the scenes method to keep this area clear. If a character stays in the general vicinity of the border keep (5000 units) for more than thirty minutes, the character will be politely moved and warned. If they do not move out of the general vicinity (and stay out) within 15 minutes from the warning, they will be moved to their realm's relic village. Keeping the entrance area clear will help other characters load and zone efficiently. (looks like we have to move buffbots to vindsaul)
- Ronac, an old epic storyline monster has had its aggression radius reduced.

- Midgard players will no longer /release inside a keep wall. (about time - enough times with rams you'd be stuck unless you dropped or moved a toon near you to pass the items to)


TRIALS OF ATLANTIS WORLD NOTES


Oceanus Encounters

- The main mobs involved in the Goddess Necklace artifact encounter have been modified to prevent them from taking damage from player spells and avoid them aggroing players while being escorted.


Stygia Encounters

- A number of adjustments and additions to the ML 4.2 encounter Fortress of Storms have been made. Included in the adjustments are pathing adjustment for the laborers, spawn adjustment for the campfires, and tweaks to spawns not directly related to the encounter. Overall the changes are there to make the encounter easier to follow and complete when attempted in the intended manner.


Volcanus Encounters

- Additional static spawns of the haje-uraeus have been added to allow players a greater chance at finding this monster for the Master Level 6.1 encounter. Old methods of finding this monster remain intact as well.


Item Notes - General

- The Runed Metal Plate has been removed from the Master Level Stores to prevent players from accidentally putting the associated encounter into an uncompletable state.



CATACOMBS WORLD NOTES


Instanced Adventuring Notes

- (Midgard) Adjusted a spawn within one of the adventure wings (The Lost Passages) to prevent mobs from 'insta-spawning' on top of a group as they explore the adventure wing.

- Mini-maps have been added to Midgard and Albion Task Dungeons and Adventure Wings. (Hibernia is next on the list).


Quest Notes - Midgard

- The "Rescuing Jesse" quest is no longer removable via the Remove Quest feature in players' quest journals.



DARKNESS RISING WORLD NOTES


Quest Notes - General

- Royal Excursions: We have made some changes to the way Royal Excursion quests are given out in each realm. The named Lieutenants in each realm that used to offer tasks to players between levels 5 and 49 have been replaced with sets of four NPCs offering Royal Excursions to specific level ranges. These sets of NPCs can be found near the area previously occupied by the named Lieutenants – at the realm's portal keep, near the Shrouded Isles portal in the realm's starter town, and in the realm's capital city.

Players from levels 5 to 15 can receive Excursions from their realm's Sergeant.
Players from levels 16 to 30 can receive Excursions from their realm's Lieutenant.
Players from levels 31 to 45 can receive Excursions from their realm's Captain.
Players from levels 46 to 50 can receive Excursions from their realm's Commander.

- We've also made a change to the structure of the highest level Royal Excursions to allow players level 46 and higher to accept tasks from any level between 46 and 49. When speaking to the Commander, he will first ask players which level's Excursions they wish to view.


Quest Notes - Albion

- Dialogue recovery has been implemented for step 1 of the "A Warning >From the East" quest. In the event that a player closes their dialogue box prematurely, it will be possible to interact with Ambassador Sharifah to get her to continue with her dialogue.

- Dialogue recovery has been implemented for step 1 of the "Invitation to Days Gone By" quest. In the event that a player closes their dialogue box prematurely, it will be possible to interact with Sir Christopher Cooke to get him to continue with his dialogue.


Quest Notes - Hibernia

- A quest journal entry for step 3 of the "Among the Dissidents" quest has been corrected to accurately reference the location (Alainn Cuir) of Sentinel Llacheu.

- Bards attempting to exchange their Champion Weapon at the Essence's Weaponmaster for a Blades weapon will now be able to do so without issue.


Dungeon Notes - General

- (Chapter Three Dungeon) The aggression radius for Legion has been reduced.



COOPERATIVE SERVER WORLD NOTES

- Frontier keeps will now spawn significantly faster. When the Keep Lord spawns all players within the keep at the time of the return of its Keep Lord will be forcibly removed and placed in the Strength Relic Frontier Village appropriate for the Realm of the keep. Example: If a player is within Bledmeer Faste as Vaylin returns then they will be removed by Vaylin and placed in the Midgard Frontier Village near the Strength Relic Temple. (not quite sure what this means)
 

Minstrel

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The dot from nightshade is still a joke even if it can be used in combat. :puke:
 

AngeLujo

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more sb love weeee
now make Reflection evade based on infils and i stop whining :(
 

Slitzzz

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Master Level Ability Notes

- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage. (Great news for assassins for all those buggers popping us out of stealth when we vanished - or popping out of stealth watching fights)


Dhooom of my solo career :twak: awell isent much resistans anyway ;)
 

Minstrel

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Slitzzz said:
Master Level Ability Notes

- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage. (Great news for assassins for all those buggers popping us out of stealth when we vanished - or popping out of stealth watching fights)


Dhooom of my solo career :twak: awell isent much resistans anyway ;)

U solo? i saw some pigs flying the other day can u belive that? :m00:
 

Kraben

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Still no more changes for Thanes.. I seriously hope they dont think that the changes made to Thanes so far have "fixed" the class.

Ah well i'll just keep on harassing my group and keep insisting that Thanes do work. :p
 

Docs

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illu said:
- Sorcerers can now cast Mastery of Concentration when group members have Bunker of Faith/Soldier's Barricade/Warguard up.

About bloody time! I sincerely hope this includes the rest of the group members as well!

Thanks for posting this Illu, its always nice to see the new patches at work without have to fool around on all the forums.
 

Tuppe

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Kraben said:
Still no more changes for Thanes.. I seriously hope they dont think that the changes made to Thanes so far have "fixed" the class.

Ah well i'll just keep on harassing my group and keep insisting that Thanes do work. :p

:)
dont forget valkyrie, 0 changes so far, atleast thane got some major fixes :)
guess valkyrie is those new op cat classes?
 

Bugz

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Good changes imo.

NS dot one is a bit dodgy but I agree with everything else.
 

Congax

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Bugz said:
Good changes imo.

NS dot one is a bit dodgy but I agree with everything else.

Come Prydwen, **** :mad: :fluffle:

Good changes - like the WL one :)
 

Tilda

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OH MY HOLY FUCKING SHIT CABALIST LOVING Baby!
 

Tilda

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Also, the keep changes means that 2 fg cant camp the roof/tower/wall of a keep, and then once the defenders leave, having captured it, go down and retake it instantly.
 

kirennia

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Tilda said:
Also, the keep changes means that 2 fg cant camp the roof/tower/wall of a keep, and then once the defenders leave, having captured it, go down and retake it instantly.

The keep changes are for the cooperative servers bud :p
 

peder

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good patty
mebbe little lessie buff botys

butty who cares??
no probs noew anyways
 

Fuaip

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illu said:
- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage. (Great news for assassins for all those buggers popping us out of stealth when we vanished - or popping out of stealth watching fights)

most freaking lame change ever.. then it will be impossible to pop a vanishing stealther..(Vanish is for cowards and deserves a pop!)
 

Zahr

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those changes r temporary and might not come to eu servers.....
 

Flimgoblin

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temporary? they're on the test server, will go live in some form or other on the US servers then end up over here at some point. Whether all of it's included or not who knows.


The frontier keep thing - little header above it to reduce confusion some of you appear to have missed:

COOPERATIVE SERVER WORLD NOTES
 

illu

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Fuaip said:
most freaking lame change ever.. then it will be impossible to pop a vanishing stealther..(Vanish is for cowards and deserves a pop!)
I agree vanishing in a 1on1 fight is lame-arse city, but when FG's are incoming to steamroll you or if you want to try something gutsy like take out a resting caster in the middle of a FG when they are away from fighting, then vanish is perfect (but then again - it only works 50% of the time anyway as you get popped from some poison / an arrow / a nuking spell / a rabbit in the forest farting even after you vanish :/)

I was bashing a keep door solo style with my weaps in Albland, on an unclaimed tower, which yes - was foolish to do but got the flames up, and eventually a FG albs came to investigate. They mezzed/stunned/nuke nuke - I purge and insta-vanish, the f*ckers use Feedback spell to pop me. That to me is lame :> Of course they get their 200 RP - and I can't even fight back as I am disarmed for 30 secs. It really is a I-lose ability :>

So this change is GREAT.

Oli - Illu
 

Andrilyn

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Tuppe said:
:)
dont forget valkyrie, 0 changes so far, atleast thane got some major fixes :)
guess valkyrie is those new op cat classes?

Valks didn't have to live gimped for 3+ years like the Thanes, just wait 3+ more years and I am sure Valks will get some changes :)
 

Raven

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Matmardigan said:
wheres the scout love?

shit game.
as leaching scum, they are fine as they are, best bow range etc, if you want to fight hand to hand roll one of your realms other 2 stealth classes
 

Raven

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well for camping a tower, or in your case a mile gate, then bow range is ofc usefull, no? ofc thats not the only argument, the ability to make other archers useless with thier shield (engage then restealth) they are the perfect leach class.
 

Raven

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and able to restealth while being shot at?
 

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