YEY crafting changes

P

Prat

Guest
yey

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Dark Age of Camelot

Version 1.63a Test Release Notes

Wednesday, June 11, 2003


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1.63a consists primarily of bug fixes and features to Dark Age of Camelot: Foundations, the Camelot housing expansion, which is currently in closed beta on Pendragon. Those in the beta will receive those housing-related release notes via the private testing message boards. There are also tradeskill and world notes, which are included here.

Our current plan is to keep Foundations in closed beta to test the housing changes in 1.63a, fix any bugs that come from it, and then open Foundations up to an Open Beta in the middle of next week. If this changes, we'll keep you posted.



NEW THINGS AND BUG FIXES

- Added extended delve descriptions for all spells.

- Fixed a bug in delve where most '%' symbols weren't displaying properly.

- Fixed a bug where Unique Items greatly increased their sell value after quitting and reentering or zoning.

- Fixed a bug with the /clock displaying the wrong times for noon and midnight.

- We have expanded the /ignore command to filter out more messages from anyone on your ignore list. In addition to the text that it used to block, it will now block:

/yell
/yell
Chat Group
Guild Chat
Alliance Chat
Officer Chat
Emotes (/bow and /em )



CRAFTING NOTES

We've decided to remove some of the extra steps required in crafting items. The purpose of these changes is not to decrease the overall concept of time, or coin, that goes into these tradeskills, but to remove some of the extra possible frustration of the added layers that they create.

With this we have "flattened" Weaponcraft and most of Armorcraft. Flattening is the process in which we remove the extra steps needed to make a final recipe. Previous to this, if you wanted to make a weapon, you had to make two sub-components first, then combine them to make the final weapon. Now, you simply use the same amount of total materials that you would have making the sub-combines, and the same overall amount of time... but you fire off a single recipe. No more 100% quality hilts, just to get a 94% final weapon.

In Armorcraft, we've removed the need to create studs, wires, scales, and strapping (this also includes the various studded recipes in Albion Tailoring). We've replaced them with the best equivalent amount of raw materials, erring on the smaller side. This will cause the costs of the armors to change a minor amount, but nothing on a grand scale. And yes,
Armorcraft still requires Tailoring components. Please note that this change will cause a slight variance in the costs from what you are used to, but not by much.

Also, you will notice that most of the recipes in Weaponcraft, Armorcraft, Tailoring, and Fletching will now show you the level of the item that is created from said recipe, when you delve them. As we continue moving forward, we will continue trying to add more useful information to help the crafter do his job.

Other crafting notes

- Flattened the recipes for Weaponcraft and Armorcraft in all three realms, and Tailoring in Albion

- Added level values to most of the recipes in Weaponcraft, Armorcraft, Tailoring, and Fletching for all three realms.

- Added Woodworking recipes that allows for the ability to create smaller, or larger, versions of various pieces of furniture for housing. This obviously only applies to housing, but all crafters on Pendragon will see these items in their recipe windows starting with 1.63a.
 
D

Draylor

Guest
Originally posted by Prat
Armorcraft still requires Tailoring components.
Sure fix it for WCers, but leave AC as the gimped tradeskill.

Highlight of this patch seems to be the /ignore changes - long overdue :)
 
P

Prat

Guest
its a bugger not being able to ignore guildies
you know who you are kalvas
 

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