CorNokZ
Currently a stay at home dad
- Joined
- Jan 24, 2004
- Messages
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While waiting for the patch you can read what actually changes
Some good new things imo! NNF with no wizard/scout tower/bridge camping will be fun
With Version 1.90, we bring to you a major overhaul of New Frontiers. All frontier and battleground keeps have been updated with new art and pathing, which includes the removal of ladders from all Realm vs. Realm structures. In addition to the art changes, we have removed the varying keep guard contingents, added more climb points, reconstructed the Siegecraft skill, and introduced Siege Towers. "New Frontiers" is, indeed, new once again. We hope you enjoy the new face of Realm versus Realm combat in Dark Age of Camelot.
In addition to the Realm versus Realm updates, we added a /roleplay command, updated all damage-over-time spells, and made additional adjustments to numerous classes.
NEW THINGS AND BUG FIXES
- All characters have been granted a free Mythic respec. The respec is available via the command : '/respec mythic'
- Speed, Power, Health, and Endurance songs that require an instrument on Bards and Minstrels are no longer interruptible.
- Fixed an issue where players could execute a combat style immediately after being affected by certain types of stuns.
- Damage bonuses (Acuity, etc.) will now apply to ground-targeted spells.
- Focus spells (such as the Heretic's "Torrential Blaze") no longer trigger a weapon-delay-based recast timer. i.e., casting a new spell while focusing another will still end your focus, but will also start casting the new spell (rather than saying "You must wait 3 seconds to cast a spell !").
- Hastener speed has been reduced in value to match speed chants from secondary speed classes in each realm. The two values should now be equivalent.
- If a player equips a Constitution bonus Mythirian when their Constitution stat and cap are already maxed out, the player's hit points will now properly raise.
- The Champion Level ability Mind Concussion now has the correct icon for a spell of its type.
- All servers now have the /release city option.
- Players will no longer be given Realm missions to capture keeps which do not exist or are already owned by their own realm.
- The icons associated with the portal stones (personal house, guild house, and personal bind) have been updated so they represent their destination. Previously the 'use' icons were displayed as a shield for all three stones.
- The Dragonslayer Armor Sets, the Cloaks of Might and Magic, and the Medal's of Honor received during the Dragon Campaign will no longer lose durability when repaired. Due to this change, these items can no longer be repaired by players. Any lost durability on these items can now be repaired along with lost condition at a NPC Smith.
- Reavers now have two new options when choosing their Guild Gifts at levels 10, 15, 20, and 25. They can now choose between a Thrust or Slash weapon in addition to the Flexible and Crush weapon choices originally available.
- Healers and Shaman are no longer offered weapons with melee bonus on them for their Guild Gift choices at 10, 15, 20, and 25. They can now choose between two hammers : a two-handed version and a one-handed version, both with appropriate bonuses.
- Hunters are no longer offered axe and hammer rewards, which they are unable to use, for their Guild Gift choices at 10, 15, 20, and 25.
- Druids are no longer offered weapons with melee bonuses as their Guild Gift choices at 10, 15, 20, and 25. They can now choose between a sword and a hammer, both with appropriate bonuses.
- The Svartalf teleporter now correctly asks for the keyword "guild" instead of "house" when porting players to their guild house.
- Fixed an issue where the Black Velvet-lined Armguards would sometimes display in the legs slot.
- Freagus, the stable master in Ardee, will no longer indicate that he is a glimmer when spoken to.
- The spell icon for Replenish now correctly indicates that it is a self-only spell instead of a group target spell.
- The /use spell icons of the 'Draught of Power' potions now indicate that they are self-only effects.
- Once imbued into an object, the Stable Greater Celeric Arcanium Tincture now has the proper icon for a self-melee haste buff.
- The 'Ticket to Huginfel' is now spelled correctly by Stable Masters.
- The maximum number of Concentration buffs a character can cast has been increased from 20 to 50
USER INTERFACE CHANGES
- Players can now use the /roleplay command to turn on a roleplay flag. When the flag is enabled, the player's name will be a different color and have (RP) on the end of it.
- The /who command has been updated to allow searching for players based on the new RP flag. To search for fellow role-players use the following command : '/who rp'
- The /gc upgrade and /gc type commands have been removed.
- The broadcast channel's selected color will now be saved and loaded when zoning and logging in.
- 'You cancel your effect' is now sent to the Spell Expire Channel instead of the Spell Channel.
- 'You are now preparing to perform a XXX style as backup for XXX !' is now sent to the Action Channel as opposed to the System Channel.
- The following messages have been moved from the System Channel to the Important Channel :
You move and interrupt your spellcast !
You are ready to fire !
You move and interrupt your shot !
You are ready to fire a volley shot ! (Shots remaining : X)
- The following message is now sent to the Items Channel :
You use the XXX.
SIEGECRAFTING
Siegecrafting has been completely revamped and fleshed out into a full tradeskill. Recipes now range from 5 to 1000 skill, covering everything from weak, makeshift devices to fully fortified engines of war. This even includes a few infernal devices discovered by making use of Demon Seal Fragments scattered across Agramon Island.
No longer are unrelated tradeskills required to build these machines. All siege ingredient and apparatus recipes have been moved from the original, primary tradeskills into Siegecrafting. No longer are palintones restricted only to keep hookpoints. New palintone recipes are now available for normal construction. On top of all that, new ammunition types are now available for every siege engine (with the exception of rams). Greek fire, diseased carcasses, thunder bolts, toxic bolts, and many other varied ammunition types can now be made for greater flexibility and power.
- Each siege engine is now available in 10 different configurations that vary in power, from makeshift (the weakest) to fortified (the strongest). The better the configuration, the more damage the engine will do with its default ammunition and the more hitpoints it will take to destroy it.
- Siege engines will now salvage for roughly 70% of the wood required to make the engine.
- Siege ammunition will now sell for 70% of the material cost used to make the ammunition.
- Ammunition is also now available in 10 different configurations that vary in power. The better the configuration, the more damage it will do.
- Siege ammunition has been restricted so that ammo of a certain tier can only be used on a siege engine at the corresponding tier or higher. This means that the highest level ammo will only work on the highest level siege engine. Ex. 'scorching greek fire' is a tier 9 catapult ammo, which means it can only be used on a 'Rugged Field Catapult' (tier 9) or a 'Fortified Field Catapult' (tier 10). Ammunition delves will reflect the minimum siege engine required.
- The previous method of combining deployed rams to build a battle ram, then a war ram has been eliminated. Battle Rams are now constructed by combining un-deployed siege ram apparatuses. War Rams are now constructed by combining un-deployed siege and battle ram apparatuses.
- To deploy any of the siege engines more powerful than the current siege engines (i.e. anything with the "sturdy" qualifier or greater), you must be within 7000 units of a Siege Tent.
- Siege Tents can be deployed by /using a Siege Tent Kit (created through Siegecrafting) at any location labeled as a "potential siege tent location". Three such locations can be found at every keep in the frontier (one inside the keep, two outside).
- Siege Tents can be destroyed by the enemy realm to prevent you from building further powerful siege engines. Doing so leaves rubble which can be manually cleared away by force or left for a few minutes to disintegrate on its own. Once the rubble is cleared, a new Siege Tent can be constructed.
- Permanent Siege Supply boxes for each realm can be found in Thidranki, Braemar, Wilton, Molvik, and Leirvik near the center keeps. These serve the same function as Siege Tents.
- Each battleground has restrictions on the level of siege engine that can be built there. Sturdy and all lesser siege can be built in Thidranki. Leirvik will accept everything up to and including the rugged set.
- Battleground Siegemasters will now create siege appropriate for the battleground they dwell in.
- Siege available from keep hookpoints will now include all engine configurations from normal to durable.
- Runed Demon Seal Fragments can now be found scattered across Agramon. These spawn slowly at a number of random locations across the island. These are used for the recipes in the Infernal Engineering list in Siegecrafting (including the Image of Nefastus, Demon Seal Boulder, and Demon Seal Barrage). They can be picked up by anyone and traded at will, but will be destroyed upon logout or linkdeath.
- All Infernal Engineering recipes may only be used within range of a Siege Tent.
- The Image of Nefastus is an idol of a long-forgotten demon lord of Darkness Falls that can be constructed to give anyone who interacts with it one of three damage type buffs (changing all melee damage done by you to that damage type). It will last for at least 10 minutes, then only as long as there are players nearby.
- The Demon Seal Boulder is catapult ammunition that contains a small, dormant link to Darkness Falls. If broken within scent of an enemy player, a demon may be lured through to fight for your realm for up to 5 minutes before returning to its dark abyss. If there are no enemies to be found near the point of impact, the boulder merely shatters, completely wasted.
- The Demon Seal Barrage is catapult ammunition that functions very similarly to the Boulder, the difference being that it will instead pull up to 10 lesser demons through, depending how many enemies can be found near the point of impact.
- Siegecraft Supply merchants in housing have been updated to reflect the changes to Siegecrafting.
- There are now siegecraft order masters that will allow you to join the siegcrafter order as your primary tradeskill. Making siegecraft your primary tradeskill will allow you to choose from siegecraft related titles based on your rank.
The name of the order trainers are as follows :
Albion : Viras in Camelot ; Nalya in Caer Gothwaite
Hibernia : Maegret in Tir na Nog ; Jaeltrat in Grove of Domnann
Midgard : Hamarr in Jordheim ; Vora in Aegirhamn
Order trainers were also added to each housing market.
- The new siegecraft order trainers now offer a tradeskill quest at the following levels : 500, 600, 700, 800, 900, 1000. The quest will give you the option to choose one of two tools to assist in siegecrafting.
TRADESKILLS
- All six pieces of the Tempered Svarlaedar Armor now correctly display as level 46 in the recipe delve window and tool tip.
- Woodworking will now level as a secondary skill with Siegecrafting ; however, there is no minimum skill in Woodworking required for Siegecrafting recipes.
A DRAGON'S REVENGE CAMPAIGN NOTES
General
- The towns of Ludlow, Ardee, and Vasudheim have been repaired and the majority of their residents have returned to their homes, though some have chosen to remain in the tents.
- The Dragonsworn have retreated. Camps remain in Cornwall, Dartmoor, Skona Ravine, Malmohus, the Bog of Cullen and Sheeroe Hills.
- The Medal of Honor and Honoring the Hardworking quests have been disabled.
- The Storytellers James Maury, Snorri Sturlson, and Edward Plunkett stand outside the gates of the capital cities to help players learn the tale of the Dragon's revenge. They offer a quest chain that leads to the Dragonsworn Manual of Arms reward.
- The Dragonsworn raiders have been defeated, and will no longer attack Humberton, Tir na mBeo, and Huginfel. The Dragonslayers have returned to their homes in these towns.
- A Dragonslayer Journeyman has taken the Dragonslayers' posts in each realm's allied town. 'The Great Hunt' quest is now given by these journeymen. It is repeatable, and each completion grants a token that can be traded in for a single piece of Dragonslayer Armor. The journeyman Los Ortiz resides in Grimspound, Amaravasa Das in Svarhamr, and Chareos in Tailtiu.
- Players can now accept the Dragonslayer quest from either the Dragonslayer Journeyman or their realm's Dragonslayer. Formerly only Lirazel, Elia, and Skipta would offer the quest.
- The Dragonslayer Journeymen in the allied towns also offer players level 47 and up a quest to defend a nearby settlement.
- The First of Many quests have been updated and are now given by Commander Hayward in Cornwall, Sentry Thunt in Gna Faste, and Glerraent in Innis Carthaig.
- The Old Stone and Living Wood quests are no longer available.
- The three-dragon epic encounter is now a triggered spawn. Players who have completed the Great Hunt can speak with Elia, Skipta, or Lirazal to obtain the quest for the trigger item.
- The Enemy Appears quest is now called "The Enemy Abides." It is available to players level 48 and above and is offered by Alisagne Mabon in Grimspound, Tokk Knot in Svarhamr, and Raykhan in Tailtiu.
- The Hunt Begins - This quest is now disabled in all three realms.
Midgard
- Dragonslayer Skipta - This quest can now be received by Skipta after completing Seek the Dragonslayer and is completed by Snorri Sturlson out in front of Jordheim.
Hibernia
- Dragonslayer Lirazal - This quest can now be completed by Edward Plunkett out in front of Tir na Nog.
NEW FRONTIERS NOTES
General
- All New Frontiers and Battleground Center Keeps, Portal Keeps, Towers, and Bridges have been redone. The revamp includes all new artwork for all pieces and new layouts based on these new pieces.
- All relics and keeps have been reset to their original realms.
- All keeps and towers have been set to level one and are unclaimed.
- The time it takes to repair keeps, towers, and siege equipment is now 5 to 15 seconds based on your skill amount versus the required skill amount. Previously, it was always 20 seconds.
- Left-clicking on a keep or tower will now display which realm owns the keep and the level of the structure.
- There are no longer any maintenance costs associated with claiming, upgrading, or keeping a keep/tower. If a guild claims a keep/tower, that structure will automatically begin leveling to level 10. As long as a guild claims ownership of the keep, it will remain at its current level. If a guild releases the keep it will return to level 1 after a certain amount of time.
- Keep types (melee, magic, stealth) no longer exist. All keeps will now have the same guard contingent based on the level of the keep only.
- The guards that are available from keep hookpoints have been revamped. Once purchased, a player can speak with the guard and choose from several options based on the type of guard purchased. The guard's attire will change based on the options chosen by the player. This differentiation in wardrobe will help players identify the guard's abilities at a glance.
- The new keeps were designed so that there are fewer spots on the keep that can be 'breached' by holes. Players can identify walls that will 'break' by the semi-circle that looks like a wooden grate at the bottom of the wall.
- There is an additional NPC available at all keeps that are level six or higher. This NPC is a short distance one-way teleporter that defenders can use to be teleported outside of the keep. Please note that the teleportation process takes several seconds to perform and enemy realm members in the area of the teleport destination will see a flash of light prior to the player's arrival, so be prepared for a fight if you use this method to leave the keep !
- The number of Supply Chest Keys that drop when a Keep Lord has been defeated has been increased at the higher level keeps. In addition, in the higher level keeps, the keys will drop to all members of the group that receive the kill credit. The Supply Chests have been updated so that the items you can receive now include ammunition from the new Siegecrafting tradeskill.
- Tower captains have been moved up to the highest internal level for every tier of the tower.
- The Dragonsworn who had taken up residence in Snowdonia, Yggdra Forest, and Mount Collory have decreased in number over these past few weeks, causing the remaining members to join together at a single camp in each of these three regions.
- There is a new amenity hookpoint NPC available. Players may now purchase a 'siegecraft supplier' that will sell the basic supplies needed for that tradeskill as well as wood for repairs.
Monsters
- Angry bwcas in Cathal Valley now drop Enchanted Tinderbox instead of Everspark Tinderboxes.
SIEGE TOWERS
When an enemy player enters the region around a keep (i.e., receives the 'You have entered ' system message), hookpoints along the walls and elbows will show up to indicate where a Siege Tower can be built. Enemy players can then interact with these hookpoints to build a Siege Tower.
Building a Siege Tower requires that players have the materials available. The recipes are as follows : Albion/Midgard : 100 Alloy Metal Bars and 200 Ironwood Wooden Boards, Hibernia : 100 Dolomite Metal Bars and 200 Ironwood Wooden Boards.
If you have the materials available and interact with the hookpoint, the building process begins, represented currently by a large plume of dust and a translucent version of the Siege Tower. The Siege Tower building process is represented by a Hit Point meter. It will begin at 0 and slowly work towards full health. Defenders can attack the building process to attempt and destroy it before it can reach full health or delay the building process.
Siege Towers require that at least one friendly player with the appropriate level of siegecraft (600) be within 512 units of the Siege Tower while it is being built. If this requirement is not met, the Siege Tower will stop building. If the Siege Tower has been inactive for five minutes, the tower will collapse.
The Siege Tower name will change based on the current state of the tower being built. Example : While building, it will be called 'Siege Tower (building)' and while no one is around, and it is dormant, it will be called 'Siege Tower (inactive)'. This should help identify at a glance if the tower is currently active and building.
Once at full health, it will become an actual structure, complete with pathing, destroying the wall it is attached to in the process. The completed Siege Tower can be used to enter the keep. The Siege Tower can be destroyed by defenders through the process of repairing the wall that the Siege Tower is attached to. The attacking realm can keep the Siege Tower alive by repairing the Siege Tower/wall it is attached to. Attacker's repairs will damage the keep wall and the goal is to keep the wall at zero health so that the Siege Tower can remain attached. If the wall is healed by defenders past a certain point, it will become repaired and the Siege Tower will be destroyed.
Some good new things imo! NNF with no wizard/scout tower/bridge camping will be fun
With Version 1.90, we bring to you a major overhaul of New Frontiers. All frontier and battleground keeps have been updated with new art and pathing, which includes the removal of ladders from all Realm vs. Realm structures. In addition to the art changes, we have removed the varying keep guard contingents, added more climb points, reconstructed the Siegecraft skill, and introduced Siege Towers. "New Frontiers" is, indeed, new once again. We hope you enjoy the new face of Realm versus Realm combat in Dark Age of Camelot.
In addition to the Realm versus Realm updates, we added a /roleplay command, updated all damage-over-time spells, and made additional adjustments to numerous classes.
NEW THINGS AND BUG FIXES
- All characters have been granted a free Mythic respec. The respec is available via the command : '/respec mythic'
- Speed, Power, Health, and Endurance songs that require an instrument on Bards and Minstrels are no longer interruptible.
- Fixed an issue where players could execute a combat style immediately after being affected by certain types of stuns.
- Damage bonuses (Acuity, etc.) will now apply to ground-targeted spells.
- Focus spells (such as the Heretic's "Torrential Blaze") no longer trigger a weapon-delay-based recast timer. i.e., casting a new spell while focusing another will still end your focus, but will also start casting the new spell (rather than saying "You must wait 3 seconds to cast a spell !").
- Hastener speed has been reduced in value to match speed chants from secondary speed classes in each realm. The two values should now be equivalent.
- If a player equips a Constitution bonus Mythirian when their Constitution stat and cap are already maxed out, the player's hit points will now properly raise.
- The Champion Level ability Mind Concussion now has the correct icon for a spell of its type.
- All servers now have the /release city option.
- Players will no longer be given Realm missions to capture keeps which do not exist or are already owned by their own realm.
- The icons associated with the portal stones (personal house, guild house, and personal bind) have been updated so they represent their destination. Previously the 'use' icons were displayed as a shield for all three stones.
- The Dragonslayer Armor Sets, the Cloaks of Might and Magic, and the Medal's of Honor received during the Dragon Campaign will no longer lose durability when repaired. Due to this change, these items can no longer be repaired by players. Any lost durability on these items can now be repaired along with lost condition at a NPC Smith.
- Reavers now have two new options when choosing their Guild Gifts at levels 10, 15, 20, and 25. They can now choose between a Thrust or Slash weapon in addition to the Flexible and Crush weapon choices originally available.
- Healers and Shaman are no longer offered weapons with melee bonus on them for their Guild Gift choices at 10, 15, 20, and 25. They can now choose between two hammers : a two-handed version and a one-handed version, both with appropriate bonuses.
- Hunters are no longer offered axe and hammer rewards, which they are unable to use, for their Guild Gift choices at 10, 15, 20, and 25.
- Druids are no longer offered weapons with melee bonuses as their Guild Gift choices at 10, 15, 20, and 25. They can now choose between a sword and a hammer, both with appropriate bonuses.
- The Svartalf teleporter now correctly asks for the keyword "guild" instead of "house" when porting players to their guild house.
- Fixed an issue where the Black Velvet-lined Armguards would sometimes display in the legs slot.
- Freagus, the stable master in Ardee, will no longer indicate that he is a glimmer when spoken to.
- The spell icon for Replenish now correctly indicates that it is a self-only spell instead of a group target spell.
- The /use spell icons of the 'Draught of Power' potions now indicate that they are self-only effects.
- Once imbued into an object, the Stable Greater Celeric Arcanium Tincture now has the proper icon for a self-melee haste buff.
- The 'Ticket to Huginfel' is now spelled correctly by Stable Masters.
- The maximum number of Concentration buffs a character can cast has been increased from 20 to 50
USER INTERFACE CHANGES
- Players can now use the /roleplay command to turn on a roleplay flag. When the flag is enabled, the player's name will be a different color and have (RP) on the end of it.
- The /who command has been updated to allow searching for players based on the new RP flag. To search for fellow role-players use the following command : '/who rp'
- The /gc upgrade and /gc type commands have been removed.
- The broadcast channel's selected color will now be saved and loaded when zoning and logging in.
- 'You cancel your effect' is now sent to the Spell Expire Channel instead of the Spell Channel.
- 'You are now preparing to perform a XXX style as backup for XXX !' is now sent to the Action Channel as opposed to the System Channel.
- The following messages have been moved from the System Channel to the Important Channel :
You move and interrupt your spellcast !
You are ready to fire !
You move and interrupt your shot !
You are ready to fire a volley shot ! (Shots remaining : X)
- The following message is now sent to the Items Channel :
You use the XXX.
SIEGECRAFTING
Siegecrafting has been completely revamped and fleshed out into a full tradeskill. Recipes now range from 5 to 1000 skill, covering everything from weak, makeshift devices to fully fortified engines of war. This even includes a few infernal devices discovered by making use of Demon Seal Fragments scattered across Agramon Island.
No longer are unrelated tradeskills required to build these machines. All siege ingredient and apparatus recipes have been moved from the original, primary tradeskills into Siegecrafting. No longer are palintones restricted only to keep hookpoints. New palintone recipes are now available for normal construction. On top of all that, new ammunition types are now available for every siege engine (with the exception of rams). Greek fire, diseased carcasses, thunder bolts, toxic bolts, and many other varied ammunition types can now be made for greater flexibility and power.
- Each siege engine is now available in 10 different configurations that vary in power, from makeshift (the weakest) to fortified (the strongest). The better the configuration, the more damage the engine will do with its default ammunition and the more hitpoints it will take to destroy it.
- Siege engines will now salvage for roughly 70% of the wood required to make the engine.
- Siege ammunition will now sell for 70% of the material cost used to make the ammunition.
- Ammunition is also now available in 10 different configurations that vary in power. The better the configuration, the more damage it will do.
- Siege ammunition has been restricted so that ammo of a certain tier can only be used on a siege engine at the corresponding tier or higher. This means that the highest level ammo will only work on the highest level siege engine. Ex. 'scorching greek fire' is a tier 9 catapult ammo, which means it can only be used on a 'Rugged Field Catapult' (tier 9) or a 'Fortified Field Catapult' (tier 10). Ammunition delves will reflect the minimum siege engine required.
- The previous method of combining deployed rams to build a battle ram, then a war ram has been eliminated. Battle Rams are now constructed by combining un-deployed siege ram apparatuses. War Rams are now constructed by combining un-deployed siege and battle ram apparatuses.
- To deploy any of the siege engines more powerful than the current siege engines (i.e. anything with the "sturdy" qualifier or greater), you must be within 7000 units of a Siege Tent.
- Siege Tents can be deployed by /using a Siege Tent Kit (created through Siegecrafting) at any location labeled as a "potential siege tent location". Three such locations can be found at every keep in the frontier (one inside the keep, two outside).
- Siege Tents can be destroyed by the enemy realm to prevent you from building further powerful siege engines. Doing so leaves rubble which can be manually cleared away by force or left for a few minutes to disintegrate on its own. Once the rubble is cleared, a new Siege Tent can be constructed.
- Permanent Siege Supply boxes for each realm can be found in Thidranki, Braemar, Wilton, Molvik, and Leirvik near the center keeps. These serve the same function as Siege Tents.
- Each battleground has restrictions on the level of siege engine that can be built there. Sturdy and all lesser siege can be built in Thidranki. Leirvik will accept everything up to and including the rugged set.
- Battleground Siegemasters will now create siege appropriate for the battleground they dwell in.
- Siege available from keep hookpoints will now include all engine configurations from normal to durable.
- Runed Demon Seal Fragments can now be found scattered across Agramon. These spawn slowly at a number of random locations across the island. These are used for the recipes in the Infernal Engineering list in Siegecrafting (including the Image of Nefastus, Demon Seal Boulder, and Demon Seal Barrage). They can be picked up by anyone and traded at will, but will be destroyed upon logout or linkdeath.
- All Infernal Engineering recipes may only be used within range of a Siege Tent.
- The Image of Nefastus is an idol of a long-forgotten demon lord of Darkness Falls that can be constructed to give anyone who interacts with it one of three damage type buffs (changing all melee damage done by you to that damage type). It will last for at least 10 minutes, then only as long as there are players nearby.
- The Demon Seal Boulder is catapult ammunition that contains a small, dormant link to Darkness Falls. If broken within scent of an enemy player, a demon may be lured through to fight for your realm for up to 5 minutes before returning to its dark abyss. If there are no enemies to be found near the point of impact, the boulder merely shatters, completely wasted.
- The Demon Seal Barrage is catapult ammunition that functions very similarly to the Boulder, the difference being that it will instead pull up to 10 lesser demons through, depending how many enemies can be found near the point of impact.
- Siegecraft Supply merchants in housing have been updated to reflect the changes to Siegecrafting.
- There are now siegecraft order masters that will allow you to join the siegcrafter order as your primary tradeskill. Making siegecraft your primary tradeskill will allow you to choose from siegecraft related titles based on your rank.
The name of the order trainers are as follows :
Albion : Viras in Camelot ; Nalya in Caer Gothwaite
Hibernia : Maegret in Tir na Nog ; Jaeltrat in Grove of Domnann
Midgard : Hamarr in Jordheim ; Vora in Aegirhamn
Order trainers were also added to each housing market.
- The new siegecraft order trainers now offer a tradeskill quest at the following levels : 500, 600, 700, 800, 900, 1000. The quest will give you the option to choose one of two tools to assist in siegecrafting.
TRADESKILLS
- All six pieces of the Tempered Svarlaedar Armor now correctly display as level 46 in the recipe delve window and tool tip.
- Woodworking will now level as a secondary skill with Siegecrafting ; however, there is no minimum skill in Woodworking required for Siegecrafting recipes.
A DRAGON'S REVENGE CAMPAIGN NOTES
General
- The towns of Ludlow, Ardee, and Vasudheim have been repaired and the majority of their residents have returned to their homes, though some have chosen to remain in the tents.
- The Dragonsworn have retreated. Camps remain in Cornwall, Dartmoor, Skona Ravine, Malmohus, the Bog of Cullen and Sheeroe Hills.
- The Medal of Honor and Honoring the Hardworking quests have been disabled.
- The Storytellers James Maury, Snorri Sturlson, and Edward Plunkett stand outside the gates of the capital cities to help players learn the tale of the Dragon's revenge. They offer a quest chain that leads to the Dragonsworn Manual of Arms reward.
- The Dragonsworn raiders have been defeated, and will no longer attack Humberton, Tir na mBeo, and Huginfel. The Dragonslayers have returned to their homes in these towns.
- A Dragonslayer Journeyman has taken the Dragonslayers' posts in each realm's allied town. 'The Great Hunt' quest is now given by these journeymen. It is repeatable, and each completion grants a token that can be traded in for a single piece of Dragonslayer Armor. The journeyman Los Ortiz resides in Grimspound, Amaravasa Das in Svarhamr, and Chareos in Tailtiu.
- Players can now accept the Dragonslayer quest from either the Dragonslayer Journeyman or their realm's Dragonslayer. Formerly only Lirazel, Elia, and Skipta would offer the quest.
- The Dragonslayer Journeymen in the allied towns also offer players level 47 and up a quest to defend a nearby settlement.
- The First of Many quests have been updated and are now given by Commander Hayward in Cornwall, Sentry Thunt in Gna Faste, and Glerraent in Innis Carthaig.
- The Old Stone and Living Wood quests are no longer available.
- The three-dragon epic encounter is now a triggered spawn. Players who have completed the Great Hunt can speak with Elia, Skipta, or Lirazal to obtain the quest for the trigger item.
- The Enemy Appears quest is now called "The Enemy Abides." It is available to players level 48 and above and is offered by Alisagne Mabon in Grimspound, Tokk Knot in Svarhamr, and Raykhan in Tailtiu.
- The Hunt Begins - This quest is now disabled in all three realms.
Midgard
- Dragonslayer Skipta - This quest can now be received by Skipta after completing Seek the Dragonslayer and is completed by Snorri Sturlson out in front of Jordheim.
Hibernia
- Dragonslayer Lirazal - This quest can now be completed by Edward Plunkett out in front of Tir na Nog.
NEW FRONTIERS NOTES
General
- All New Frontiers and Battleground Center Keeps, Portal Keeps, Towers, and Bridges have been redone. The revamp includes all new artwork for all pieces and new layouts based on these new pieces.
- All relics and keeps have been reset to their original realms.
- All keeps and towers have been set to level one and are unclaimed.
- The time it takes to repair keeps, towers, and siege equipment is now 5 to 15 seconds based on your skill amount versus the required skill amount. Previously, it was always 20 seconds.
- Left-clicking on a keep or tower will now display which realm owns the keep and the level of the structure.
- There are no longer any maintenance costs associated with claiming, upgrading, or keeping a keep/tower. If a guild claims a keep/tower, that structure will automatically begin leveling to level 10. As long as a guild claims ownership of the keep, it will remain at its current level. If a guild releases the keep it will return to level 1 after a certain amount of time.
- Keep types (melee, magic, stealth) no longer exist. All keeps will now have the same guard contingent based on the level of the keep only.
- The guards that are available from keep hookpoints have been revamped. Once purchased, a player can speak with the guard and choose from several options based on the type of guard purchased. The guard's attire will change based on the options chosen by the player. This differentiation in wardrobe will help players identify the guard's abilities at a glance.
- The new keeps were designed so that there are fewer spots on the keep that can be 'breached' by holes. Players can identify walls that will 'break' by the semi-circle that looks like a wooden grate at the bottom of the wall.
- There is an additional NPC available at all keeps that are level six or higher. This NPC is a short distance one-way teleporter that defenders can use to be teleported outside of the keep. Please note that the teleportation process takes several seconds to perform and enemy realm members in the area of the teleport destination will see a flash of light prior to the player's arrival, so be prepared for a fight if you use this method to leave the keep !
- The number of Supply Chest Keys that drop when a Keep Lord has been defeated has been increased at the higher level keeps. In addition, in the higher level keeps, the keys will drop to all members of the group that receive the kill credit. The Supply Chests have been updated so that the items you can receive now include ammunition from the new Siegecrafting tradeskill.
- Tower captains have been moved up to the highest internal level for every tier of the tower.
- The Dragonsworn who had taken up residence in Snowdonia, Yggdra Forest, and Mount Collory have decreased in number over these past few weeks, causing the remaining members to join together at a single camp in each of these three regions.
- There is a new amenity hookpoint NPC available. Players may now purchase a 'siegecraft supplier' that will sell the basic supplies needed for that tradeskill as well as wood for repairs.
Monsters
- Angry bwcas in Cathal Valley now drop Enchanted Tinderbox instead of Everspark Tinderboxes.
SIEGE TOWERS
When an enemy player enters the region around a keep (i.e., receives the 'You have entered ' system message), hookpoints along the walls and elbows will show up to indicate where a Siege Tower can be built. Enemy players can then interact with these hookpoints to build a Siege Tower.
Building a Siege Tower requires that players have the materials available. The recipes are as follows : Albion/Midgard : 100 Alloy Metal Bars and 200 Ironwood Wooden Boards, Hibernia : 100 Dolomite Metal Bars and 200 Ironwood Wooden Boards.
If you have the materials available and interact with the hookpoint, the building process begins, represented currently by a large plume of dust and a translucent version of the Siege Tower. The Siege Tower building process is represented by a Hit Point meter. It will begin at 0 and slowly work towards full health. Defenders can attack the building process to attempt and destroy it before it can reach full health or delay the building process.
Siege Towers require that at least one friendly player with the appropriate level of siegecraft (600) be within 512 units of the Siege Tower while it is being built. If this requirement is not met, the Siege Tower will stop building. If the Siege Tower has been inactive for five minutes, the tower will collapse.
The Siege Tower name will change based on the current state of the tower being built. Example : While building, it will be called 'Siege Tower (building)' and while no one is around, and it is dormant, it will be called 'Siege Tower (inactive)'. This should help identify at a glance if the tower is currently active and building.
Once at full health, it will become an actual structure, complete with pathing, destroying the wall it is attached to in the process. The completed Siege Tower can be used to enter the keep. The Siege Tower can be destroyed by defenders through the process of repairing the wall that the Siege Tower is attached to. The attacking realm can keep the Siege Tower alive by repairing the Siege Tower/wall it is attached to. Attacker's repairs will damage the keep wall and the goal is to keep the wall at zero health so that the Siege Tower can remain attached. If the wall is healed by defenders past a certain point, it will become repaired and the Siege Tower will be destroyed.