[INFO] Patch v1.01

Penlid

Fledgling Freddie
Joined
Aug 9, 2004
Messages
1,170
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Warriors of Order and Destruction,

Welcome to the war-torn battlefields of the Age of Reckoning! My name is Destin Bales, and I'm the Live Producer for Warhammer Online. It's my job to ensure that we successfully make the transition from one of the smoothest launches in MMO history, to offering one of the most exhilarating and memorable gaming experiences you've ever had.

Now that WAR is living and breathing, we have players all across the globe battling it out in a relentless and brutal struggle to claim victory for their realms. Playing and improving Warhammer Online is a journey that we share with you, own with you, and drive forward together as a team. Our beta testers can attest to just how much we value your opinion, and you’ll see this reflected in all that we do, even within a small maintenance patch such as this.

In fact, we've already made a number of improvements since launch to ensure that your gameplay experience is even better. Since Warhammer Online went live, we've identified and fixed several client crash issues, knocked out reported bugs on numerous quests, added a feature that allows players to queue for same-tier scenarios in other racial pairings, and rooted out hordes of gold farmers in game. These are just a few of the hundreds of small but impactful fixes we've made daily over the past week and a half.

Our maintenance patch 1.01 contains enhancements and fixes that you have rightly identified and brought to the forefront of our attention. Target Nearest has been revamped, the pesky “Target Out of Range” bug has been squashed, we’ve fixed bugs with /ignore and your friends list, resolved an issue with disappearing pet windows on zoning - and more!

To all of the players who take the time to report issues and send feedback we'd like to say a big "Thank you!" and we hope you like the changes we're making to improve the game. Please keep it up! We'll be depending on your input as we chart the course for the future of WAR.

After over three years in development, the Age of Reckoning has finally arrived. But if you think this is the end of the journey, think again, because this WAR is just getting started!

WAR is everywhere, and we couldn’t be more excited.
- Destin Bales, Live Producer

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  • Players no longer need to scroll down through the EUALA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept.
  • The war against the gold sellers continues! We have made improvements to the Appeal system to allow players to report spam messages from gold sellers more quickly.
  • TAB-targeting should now more consistently select the nearest enemy in the player's field of view.
  • Corrected an issue that was preventing players from adding new friends to their friend list even while the number of existing friends was below the list's size limit.
  • Fixed the issue that was causing players to sometimes get stuck in a particular animation state.
  • Monsters which change velocity while moving in combat should no longer return “Target is Out of Range” sometimes when attacked by players.
  • The /ignore command will now work more consistently.
  • In response to player feedback, we have made improvements to player pet movement and behaviors.
  • The Pet window should no longer disappear when its master is zoning or entering the game.
  • We made many UI fixes including a new "autoloot" feature requested by many players.
  • Guild cloaks will now display their heraldry properly.
  • We have made several improvements to the chat window, and it should now be more intuitive to use and set up. A number of chat window issues were resolved in the process. We are continuing to work on your requests about chat, with more improvements to come in the future.

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Combat and Careers

Shaman

  • The debuff from "Hurts, Don't It" will no longer stack with itself

Content

  • We have identified a couple of serious bugs that trivialize the content in the Lost Vale dungeon. We have disabled the dungeon entrance while we investigate these issues. Thank you for your understanding as we work to improve your in game experience!
  • The Public Quest "Wagon Defense" will no longer get stuck because of objectives spawning in trees.
  • Fixed a bug in the "Wagon Defense" quest
  • The quest “Killing Time” should now allow players to gain credit when killing enemy characters in the Stone Troll Crossing scenario.
  • Lorcar Perrithan no longer offers the quest “Phoenix Gate”. Players can now obtain this quest from the Uthorin Warscout.
  • The Gunbad instance lockouts will now be 30 minutes instead of 24 hours.
  • Fixed an issue that was preventing Erikwuf Wrathbound from offering the "Good Will" quest.
  • Some monsters have been identified that were dropping Destruction items for Order players. These monsters will now drop Order items for Order players.
  • Fixed an issue with the spawning of burning bushes in the "Rewards for the Faitfhful" quest.

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  • Player pets have learned to behave themselves. They should now listen to their masters and stay focused while in combat with monsters, rather than dancing erratically. In addition, they should follow obediently at their masters’ side rather than spinning around.
  • Monsters that are rooted in place will no longer appear to chase you if you flee from them, even though they are still rooted.
  • Continued improvements have been made to client stability and performance.
  • We have fixed an issue that was awarding an overly large experience bonus to players who killed many monsters in rapid succession (IE, several killing blows within a second or two of each other). This will largely only affect small groups that use AE abilities to kill off a very large number of monsters with a single ability activation.
  • Fixed an issue that would sometimes cause roots to last longer than they should.
  • The delay between sending multiple mails has been reduced from 20 seconds to 5 seconds.

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White Lion
Fixed an issue that was allowing players to use the "Pounce" ability without an enemy target. The ability now requires an enemy target to jump towards.

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  • A feature has been added to User Settings which allows players to auto loot corpses by default. Players can enable this feature by selecting the “always auto loot” option, under the game play section. Please note that holding shift while looting with the option enabled will cause you to loot normally. When the option is disabled, shift-loot will still auto loot all.
  • Guild cloaks will now retain heraldry settings through zoning.
  • Corrected an issue that was preventing players from adding new friends to their friend list even while below the list's size limit.
  • Improvements to the behavior of TAB-targeting. This should now more accurately target the nearest enemy in the player's field of view.
  • The /ignore command will now work more consistently.
  • The Pet window should no longer disappear when zoning or entering the game.
  • In some cases, the chat window would reset to default position upon logout. This should no longer occur.
  • Resizing the chat window should no longer cause the chat window to reposition itself.
  • The text entry button is now colored to match the color of the channel the player is currently defaulting to for text entry.
  • Hitting enter no longer fades in the entire chat window, instead it just fades the text entry box.
  • Changing resolutions should no longer cause the chat tab labels to disappear.
  • If more chat tabs are created than the width of the chat window is able to display, then buttons allowing the player to scroll forward and backwards through the chat tabs will appear.
  • When resizing the chat window, players will now get a resizing cursor.
  • Left-clicking on the chat window now causes it to fade immediately.
  • When dragging a chat tab off of the chat window players will now get a “phantom chat tab” until they release the mouse button, instead of creating and dragging the new tab immediately.
  • When docking one chat window to another, an arrow indicator is now displayed on the chat tab listing which indicates where in the order of chat tabs the tab will now be placed.
  • When creating a new tab, the properties of the new tab are cloned from the original tab chosen. For example, using New Tab on the Combat tab menu creates a Combat(1) tab with all the same filters and font settings of the original Combat tab.
  • Players will no longer be able to use the /petname command unless they have a White Lion out.
  • New Cycle Enemy Target action added as a handier version of Target Next Enemy. This action is bound to Tab by default; existing characters will not have their keybindings changed, so if you would like to use this action instead of Target Next Enemy with your current character, you will need to change this keybind.
  • Fixed an issue that was causing the health bar fade option to work incorrectly.

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  • We have re-skinned the Guild Registrar interaction window.
  • Fixed an issue that was causing the health bar fade option to work incorrectly.
  • Many parts of the UI have been modified to fit localized text properly:
    - Quest Titles in the Quest Dialog window

    - Zone Names in the Zone Loading screen

    - The Title Bar in the Open Parties and Warband’s window

    - Tactic Names in the Guild Tactics store window

    - Zone Names in the Guild Roster tab of the Guild window

    - Permission Text in the Admin tab of the Guild window

    - Alliance Information in the Alliance tab of the Guild window

    - Requirement (Blue) Ability Tooltip text
  • Fixed an issue with chat text in localized versions of the game.

Official Article From WarHerald
 

aika

Can't get enough of FH
Joined
Aug 13, 2004
Messages
4,300
nice notes :) now only add CC immunity timer so you cant get perma rooted !
 

Gahn

Resident Freddy
Joined
Jan 16, 2004
Messages
5,056
Now .............................
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where's the damn alliance invite bug fix?

nice notes :) now only add CC immunity timer so you cant get perma rooted !

At least it'll hopefully be fixed -.-
Since we are at it, can we pls add an immunity timer of 15-20s on Juggernaut?
Pretty annoying to get rooted, pressing Juggernaut and being rooted right after.
 

Xandax

Loyal Freddie
Joined
Mar 4, 2004
Messages
911
Some nice stuff in there - looking forward to when we see it.
 

Penlid

Fledgling Freddie
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Aug 9, 2004
Messages
1,170
Americans patch to this in a few hours, wonder when we'll be seeing this myself.

Is this going to be the start of what happened in DAoC, euro having patches months apart.
 

Rulke

Can't get enough of FH
Joined
Dec 23, 2003
Messages
2,237
Ah well, there goes the 1 time in 10 that Order get to the Bauble in Tor Anroc before destruction cos of a WL with pounce ;(
 

AngelHeal

Part of the furniture
Joined
Apr 18, 2004
Messages
3,757
well leveling a WL atm, arround lvl 15

and this patch is sweet for me:


Monsters which change velocity while moving in combat should no longer return “Target is Out of Range” sometimes when attacked by players.
  • In response to player feedback, we have made improvements to player pet movement and behaviors.
  • The Pet window should no longer disappear when its master is zoning or entering the game.​
  • Player pets have learned to behave themselves. They should now listen to their masters and stay focused while in combat with monsters, rather than dancing erratically. In addition, they should follow obediently at their masters’ side rather than spinning around.​

White Lion
Fixed an issue that was allowing players to use the "Pounce" ability without an enemy target. The ability now requires an enemy target to jump towards.




now just give cc imunity timers, root is killing me​
 

Manisch Depressiv

Part of the furniture
Joined
Mar 6, 2005
Messages
7,727
It's my job to ensure that we successfully make the transition from one of the smoothest launches in MMO history, to offering one of the most exhilarating and memorable gaming experiences you've ever had.

And the legend building continues.

:ninja:
 

Faya

Fledgling Freddie
Joined
Feb 6, 2004
Messages
361
I wonder actually only about one thing..when will the game become group frindly instead of the opposite? Seeing with each group member the xp/money/inf/rp go down, shouldnt it be upped or similar to single player, so grouped people dont get a penalty for grouping?

Faya
 

AngelHeal

Part of the furniture
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Apr 18, 2004
Messages
3,757
I wonder actually only about one thing..when will the game become group frindly instead of the opposite? Seeing with each group member the xp/money/inf/rp go down, shouldnt it be upped or similar to single player, so grouped people dont get a penalty for grouping?

Faya


Only grping with ae goes faster tbh:<
 

charl8tan

Fledgling Freddie
Joined
Sep 5, 2008
Messages
104
White Lion
Fixed an issue that was allowing players to use the "Pounce" ability without an enemy target. The ability now requires an enemy target to jump towards.
Well, that's a bit of a poopstick if you ask me, the only time I ever saw Order get the bauble in Tor Anroc before Destruction was due to White Lions with Pounce, even then Destruction still sometimes beat them to it.

Ah well, thankfully I'm out of that Tier and will be getting by botty spanked in Tier 4 instead now....wait a minute... :(
 

Downanael

Fledgling Freddie
Joined
Dec 23, 2003
Messages
2,440
I can't believe they are nerfing this ability and yet not fixing Tor Amoc :( or the alliance bug!

Nice to see they working on pet thought.
 

dee777

Loyal Freddie
Joined
Oct 6, 2004
Messages
575
  • Players no longer need to scroll down through the EUALA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept.
  • We made many UI fixes including a new "autoloot" feature requested by many players.
  • The delay between sending multiple mails has been reduced from 20 seconds to 5 seconds.
  • In some cases, the chat window would reset to default position upon logout. This should no longer occur.

Great fixes IMO!
 

Gahn

Resident Freddy
Joined
Jan 16, 2004
Messages
5,056
  • Players no longer need to scroll down through the EUALA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept.
  • We made many UI fixes including a new "autoloot" feature requested by many players.
  • The delay between sending multiple mails has been reduced from 20 seconds to 5 seconds.
  • In some cases, the chat window would reset to default position upon logout. This should no longer occur.

Great fixes IMO!

Now if they give us the ability to multi attach (say max 5 items?) would be even better -.-
 

Heta

Fledgling Freddie
Joined
Apr 21, 2005
Messages
2,273
not being able to send several items at once is just retarded
 

Succi

Fledgling Freddie
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Jan 24, 2004
Messages
1,266
Ah well, there goes the 1 time in 10 that Order get to the Bauble in Tor Anroc before destruction cos of a WL with pounce ;(

double speed is faster than pounce. Find a WL who knows his shit
 

pez

Can't get enough of FH
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Dec 22, 2003
Messages
1,076
It might be faster but it won't get you to the middle quicker.
 

Soazak

Part of the furniture
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Mar 12, 2004
Messages
1,109
It might be faster but it won't get you to the middle quicker.

This has been done to death already, double speed is faster than pounce at getting a WL to the baubel.

Regardless of this, Marauder is closer so therefore will still win as they have the same speed.

We're not talking about using the speed to run round here, with the speed they do not get snared in lava

Edit: it all comes down to who has the WL/Marauder that knows what to do, if both destro can get there first due to shorter distance:p
 

charl8tan

Fledgling Freddie
Joined
Sep 5, 2008
Messages
104
double speed is faster than pounce. Find a WL who knows his shit
As others have said before, jumping straight down from rock to rock is much faster than sprint + flee around the edge even with a standard bearer for as much of the run as possible. So please, maybe you should go and find your shit and get to know it better.

EDIT @ Carlos - Where was this tested to death? I've seen some Lions go around, others go direct. I've never seen the lions sprinting around get there before the Lion go direct (unless of course the direct lion get's himself a lava bath). The direct route is also dependant upon the Lion not getting slowed in the lava much, in other words not just spamming pounce like a tard.
 

Soazak

Part of the furniture
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As others have said before, jumping straight down from rock to rock is much faster than sprint + flee around the edge even with a standard bearer for as much of the run as possible. So please, maybe you should go and find your shit and get to know it better.

No one said sprinting around the edge.
 

charl8tan

Fledgling Freddie
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Sep 5, 2008
Messages
104
Then please do explain further and enlighten me. I'm not playing a WL (have a very low level one as an alt), but I would be very curious to know how someone can sprint without going around the lava, as whenever I fell off the top into it I insta die, and the entire time I was in T3 I did not see a single WL manage to get the bauble before Destruction without Pounce.
 

Soazak

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Messages
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Then please do explain further and enlighten me. I'm not playing a WL (have a very low level one as an alt), but I would be very curious to know how someone can sprint without going around the lava, as whenever I fell off the top into it I insta die, and the entire time I was in T3 I did not see a single WL manage to get the bauble before Destruction without Pounce.

You lose around 75% for the fall damage to hit the rock (you actually land around 1ft before the rock). The WL/Marauder sprint stops you being snared by the lava.


Edit: They still wont get it before a Marauder that knows what he is doing simply because marauder can do the same thing, with a shorter distance.
 

Soazak

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Using just sprint/flee you will be beaten by the marauder every time.


Using Pounce as well and you will even beat marauders if you get it right. Well, until tomorrow.

Sorry but even in those videos the sprint is faster. the pounce video he gets snared by the lava 2-3 times, the sprint video he gets snared once (shouldn't be snared at all if timing is correct)

In the video sprint gets over the lava in 7s (even tho he used spr early and is snared) the pounce gets over it in 11s.


The majority of Marauders do not even sprint (around the edge) so I can see how people think that they are 'beating' the marauders, but if the marauder sprints using the above method he will get there first, just due to the distance.
 

pez

Can't get enough of FH
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17:45 CEST according to WAR-Europe
 

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