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Sparky
03-05-2002, 10:38 AM
OMG the patch is in wheeeeeeeeeeeeeeeeeeeeee

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Dark Age of Camelot



Version 1.47 Release Notes



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NEW THINGS AND BUG FIXES



- Resurrecting classes are now added to a monster's "hate" list if they resurrect a player while the monster that kills that player is still in combat. All resurrecting classes should be careful about rezzing someone who was killed by a monster if that monster is still alive and is still in combat. Please note if the monster is no longer in combat, then no aggro is accrued, and resurrection can be performed with no danger.



- Some root and snare spells (across all Realms) were incorrectly set to "recast", so they could be chain-cast on players. This has been fixed.



- A monster AI bug was causing "trained" monsters in dungeons to aggress on players not involved with that combat. This has been fixed - monsters will now return properly to their home after being trained.



- The RESISTS button on the character sheet has been changed to BONUSES. This gives insight not only into your resistances, but to the various realm and outpost bonuses. Now you can clearly see the effect that Relics have on your character and your Realm.



- Guilds can now conquer and "claim" frontier keeps. See the section on that below.



- A lower-level RvR battleground is now available for 30-35th level players. See the section on the battleground below.



- All player attacks now do less damage against doors and siege equipment. This is to slow down the massive groups of people that group up and take doors down too quickly.



- If you train a specialization to level 50, it will now correctly award you 50th level spells (if there is a 50th level spell on that specialization). Previously, you didn't always get your 50th level spell awarded.



- Experience points now print with commas, so when you kill a monster, especially at high levels, you can more easily see how much you were awarded.



- Strength buffs/debuffs will now immediately affect your movement rate.



- We fixed several bugs that caused players to become buried in walls or "warp" through walls.



- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.



- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.



- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.



- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in PvP combat.



- Paladins now have increased hit points.



- Champions have had their hit points and melee damages increased.



- Blademasters now get Evade III at 25th level.



- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.



- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer



- Spell damage is now properly attenuated against keep doors - you'll notice that you do much less damage with spells while "attacking" doors now than you used to. Melee damage has always been properly attenuated; now spell damage is as well.





LOWER LEVEL RVR BATTLEGROUND



Character levels 30-35 now have the option of going to a special RvR battleground that is limited to characters of those levels. This is being set up as a place to go to hone your RvR skills without needed to worry about being killed by much higher level characters. You do not have to go to this Battleground - if you wish you may still participate in the standard RvR raids and defenses.



To get to the battlefield, go to your standard Medallion merchant and purchase the medallion that goes to the battlefield. Please note that only people who are 30th - 35th level can teleport, and only those who are realm level 0 to 9 can teleport (realm rank 0 or 1).



Players who are between 30th-35th level and realm level 0-9 can quit and reenter the battlegrounds normally. If you exceed this range, when you quit and reenter, you'll return to your bindpoint.



The battleground has one "home" keep for each Realm, and one keep in the middle that can be taken over. Please note that initially this keep is held by renegade NPC guards, and will have to be conquered before it can be claimed by the first Realm to take it over.







SPELL SYSTEM NOTES



We've uncovered some pretty large imbalances that greatly reduce the damage that Bolt spells do in the game. So, we've made the following changes Bolt spells:



- We (greatly) increased the damage that Bolt spells do to monsters, starting at around 40th level. This change should not effect RvR.



- Remember, it is difficult to cast a bolt on a target that is engaged in melee combat.



- We've kept the chance for a shield to block a bolt.





General Spell Changes



- You'll notice that Epic monsters now resist damage spells more than they did before.



- All non-area of effect single stat debuffs, double stat debuffs, and resistance debuffs have had their casting times reduced to 2 seconds.



- We changed confusion spells back to the way they were initially implemented - confused monsters now have a chance of aggressing on other monsters as well as players once again. However, now they will not agress on a monster more than one "color" higher than they (i.e. they will attack oranges, but not reds).



- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.



- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.



- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.



- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs.



- Champion stat debuffs have been (much) increased in effectiveness in negating buffs



- Added group resistance chants for the Paladin, Skald, and Bard:



Paladin Chants



25 Body Ward

44 Body Shield

26 Mind Ward

45 Mind Shield

27 Energy Ward

46 Energy Shield

28 Heat Ward

47 Heat Shield

29 Cold Ward

48 Cold Shield

30 Earth Ward

49 Earth Shield



Skald Battlesongs



25 Body Bolstering Chant

44 Body Bolstering Song

26 Spirit Bolstering Chant

45 Spirit Bolstering Song

27 Energy Diminishing Chant

46 Energy Diminishing Song

28 Heat Diminishing Chant

47 Heat Diminishing Song

29 Cold Diminishing Chant

48 Cold Diminishing Song

30 Matter Diffusing Chant

49 Matter Diffusing Song



Bard Music Spec



25 Hymn of Body Guarding

44 Hymn of Body Protection

26 Hymn of Spirit Guarding

45 Hymn of Spirit Protection

27 Hymn of Energy Guarding

46 Hymn of Energy Protection

28 Hymn of Heat Guarding

47 Hymn of Heat Protection

29 Hymn of Cold Guarding

48 Hymn of Cold Protection

30 Hymn of Earth Guarding

49 Hymn of Earth Protection







New Sorcerer/Cabalist Spells



A new dexterity debuff spell line has been added to the Matter list (base list for Sorcerers and Cabalists):



8 Mystic Web

12 Mystic Trap

17 Mystic Net

23 Magical Web

29 Magical Trap

36 Magical Net

46 Sorcerous Web



The Sorcerer's Minor Mesh of Force line in Telekinesis has been converted to a double debuff (Dex/Qui) and had values raised accordingly. All spec debuffs are supposed to be double debuffs, and there was no single dex debuff in a base line, which the other realms have. This and the previous change fixes that.



Two new spell lines have been added to the Cabalist's Spirit Animation list:



5 Mend Simulacrum Pet heal

9 Patch Simulacrum

13 Repair Simulacrum

19 Restore Simulacrum

28 Reconstruct Simulacrum

35 Reanimate Simulacrum

44 Rebuild Simulacrum



4 Improve Dexterity Pet dex buff

8 Develop Dexterity

14 Increase Dexterity

21 Enhance Dexterity

33 Amplify Dexterity

38 Augment Dexterity

48 Magnify Dexterity



Two new spell lines have been added to the Cabalist's Vivification spell list:



11 Strengthen Golem Str/Con buff

18 Invigorate Golem

29 Foritify Golem

39 Empower Golem

50 Vivify Golem



12 Hurry Golem Dex/Qui buff

19 Animate Golem

31 Quicken Golem

41 Accelerate Golem



These spell lines should significantly enhance pet survivability at higher levels, primarily due to the extra defense from the Quickness and Constitution bonuses.



- The higher levels of the Cabalist's Convert Spirit line have been removed, as they were essentially identical in functionality.







GUILD BONUSES AND KEEP CLAIMING





Guild Bounty Points



Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.





GUILDS CLAIMING Frontier Keeps



Player guilds can now claim a frontier keep for their guild.



How to Claim Keep:



1) you must be of a guild rank that has claim permissions.

2) you must be in a full group with 7 other members of your guild.

3) your guild must have at least 500 Guild Bounty Points. (see below)

4) You must be standing next to the Keep Lord of the keep you wish to claim.

5) no other friendly guild can currently be owning it.

6) your guild must not currently own another keep.

7) after all these conditions are met, type /GC CLAIM



A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.



To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.



A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP's to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.



To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.



Benefits of Owning a Keep:



- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)



- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.



- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the keep



- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild's emblem on their cloaks and the tagged with the guild's name.



- A banner will be placed on the keep with the guild's emblem.





Keep Bonuses:



We've added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).



These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:



- +1% per enemy Keep conquered by your realm in an enemy realm



- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)



- +3%xDIFF if you are defending a keep that your guild alliance is holding

For example, if your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).





Listing of Keep Difficulty Levels:



Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.



Albion Keeps:

Caer Hurbury: Albion=1, Midgard=5, Hibernia=5

Caer Renaris: Albion=1, Midgard=5, Hibernia=5

Caer Boldiam: Albion=1, Midgard=4, Hibernia=4

Caer Berkstead: Albion=1, Midgard=4, Hibernia=4

Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3

Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3

Caer Benowyc: Albion=2, Midgard=2, Hibernia=2



Midgard Keeps:

Fensalir Faste: Midgard=1, Albion=5, Hibernia=5

Arvakr Faste: Midgard=1, Albion=5, Hibernia=5

Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4

Glenlock Faste: Midgard=1, Albion=4, Hibernia=4

Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3

Blendrake Faste: Midgard=1, Albion=3, Hibernia=3

BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2



Hibernia Keeps:

Dun Scathaig: Hibernia=1, Albion=5, Midgard=5

Dun Ailinne: Hibernia=1, Albion=5, Midgard=5

Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4

Dun na nGed: Hibernia=1, Albion=4, Midgard=4

Dun Bolg: Hibernia=1, Albion=3, Midgard=3

Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3

Dun Crauchon: Hibernia=2, Albion=2, Midgard=2





RELIC BONUSES



We've increased the bonuses for holding each relic to +10% per relic. Your own Realm's Relics are not longer countted when figuring the bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE and PVP damages for melee and spells. Note that you are still incented to hold your own relic since you can't claim another relic unless you have your own. For instance if you have your own strength relic and one other strength relic, you'll get +10% to all melee damages. In the worst case, if all your relics are taken, you'll receive no bonuses (and no penalties). Please note that you can now view this bonus information using the new "bonuses" button on your character sheet.





REALM BONUS FEEDBACK



We've buffed out the feedback given to players for RvR events:



- The "resists" button on the character sheet has been changed to "bonuses". The Bonuses window now shows all your resistances and will also show all of the above relic and outpost bonuses when you click on it.



- When your guild claims a keep, all members of the guild will get a message.



- When your guild loses a claimed keep, all members of the guild will get a message.



- When your realm conquers a keep, all members of the realm with at least one realm rank will get a message.



- When your realm loses or gains a relic, all members of the realm will get a message telling them of the change.







WORLD NOTES



The weapon rewards given out for the level 40 guild track quests in Hibernia were overvalued, making them incredibly expensive to repair. Players may now exchange these weapons for the same weapon with the correct value one time only. Players should speak with the following based on their path:



Morna – Path of Focus: Hero, Ranger, Warden, Eldritch

Odhran – Path of Essence: Champion, Bard, Enchanter, Nightshade

Nairna – Path of Harmony: Blademaster, Druid, Mentalist



All three can be found in the courtyard at the entrance to the palace in Tir na Nog.



Midgard Quests:



Quest – Klippa’s Claw: The journal entry for step 2 is now correct. Players should kill Klippa on step two, not Riv.



Albion Quests:



Quest: Save the Spirits: Players who received the item "reward" can now return to Aserod, hand him this item and receive the proper reward.



Quest: Abolishment of Sacrifice: Lady Nimue has been move slightly towards the shore. She should no longer be swimming in the water and out of sight.



Hibernia Quests:



Quest: Seek the Moonstone: The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.



Albion Encounter:Lyonesse

Power from a pagan god has been bestowed upon Cailleach Uragaig. She now commands the Torch of Light and will use it to protect her sisterhood. Be warned! This Torch of Light is rumored to rain fire from the heavens!



Midgard Dungeon: Nisse's Lair

Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.





Monster Encounters



Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new dark powers. War parties returning from the Sheeroe Hills claim to have heard Maldahar's voice in their head saying that he will steal their life.



Midgard: Malmohus: It appears that a strange variety of tree spider that was nesting near Yar's home have grown. The spiders appear to only get agitated when adventurers get close to Yar himself.



Albion: Dartmoor: Moran's guards have been spotted climbing the hill to his east. The guards have been making markings in the cliff wall where Moran has managed to heave boulders. Apparently Moran has been boasting that he could throw a human over the hill there.







TREASURE NOTES



-Tepok's Mine (Albion) fully itemized, Item levels 20-35



-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28



-Varluvheim (Midgard) fully itemized, Item levels 34-39



-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.

Sparky
03-05-2002, 11:11 AM
We need to claim aillnne... it never gets attacked, and seems like it would be a good way to get gpb, 1000+ per hour -500 if we upgrade to level 10, what do you think?

Morety
03-05-2002, 11:41 AM
I find it hard to believe they'd implement something where a guild claims a keep, and ends up recieving 500 gbp's per hour for upgrading to the max.

I know what they say, and that what you've written is correct based on that, but something's got to be missing.

If not, yeah, get 8 people grouped asap and claim a keep. If they did screw up, we can get some massive gbp's. (We should easily have the 500 needed, I have over 400 bp's stored away myself.)

Now, I get more HP, better melee dmg, and debuffs that work really good versus ADDED buffs. I've been waiting for this. I hope it makes a difference for me.

Jing
03-05-2002, 11:58 AM
I would have thought the purpose was so that defenders could claim the keep while it was under attack and get a temporary bonus to defending the keep against invaders at the cost of GRP...

IE you have the 8 people inside defending, and a huge invading force shows up... so at that point they activate the claim and upgrade, and they get bonuses as do the npcs...

still, that's not according to what they've written...

:confused:

El_Phantasmo
03-05-2002, 12:22 PM
You guys are missing something. To claim a keep costs Guild BOUNTY Points, to maintain your claim on a keep costs Guild BOUNTY Points. What you earn while you have it claimed are Guild REALM Points. Go back and read it again. Unless you have some people out doing some serious RvR it would be hard to keep a claim on a keep indefinitely. It would, as Jing stated, be beneficial for guarding a keep, but not very since the difficulty rating of keeps in your own frontier are so low. It would be really cool to get a bunch of guilds together to take over Alb keeps and defend THOSE, because then you get some *nice* bonuses for defending them. Organize a relic raid at the same time, and any guild members in the raid will be kicking some serious booty with some nice bonuses.

Or did I read it wrong, and is it everyone in the realm who gets PvP bonuses while guilds are holding keeps? :confused: Regardless, there are some pretty nice benefits. Plus it would be nice to see a keep with giant nut banners hanging on them and guards with nuts on their backs :D

[EDIT]
Ok, I read it again. Every player doing RvR from your realm earns +1% bonus for every keep in enemy territory that a guild of your realm has.

Every guildie gets +(2 x difficulty)% bonus for (each?) keep that the guild is holding.

Every guildie gets +(3 x difficulty)% bonus for RvRing in the named zone that the keep they have claimed is in.

Morety
03-05-2002, 12:51 PM
I love the idea of uber-guards running around with LoL tagged on them :)

A. Blinken
03-05-2002, 01:15 PM
Augh! I want in! Hmm, if I just don't sleep and drink a lot of coffee at work, how long should it take me to hit 30...?

This game makes me think sick thoughts.

Oh well, I got some spiffy shit as a Warden, even at my low level. Now my damage add stacks, woo!

Hammer
03-05-2002, 01:53 PM
Can you earn real RP/BP/GP in the 30-35 area? Or is it just a play ground? Can we take and claim a keep for our Guild in this area?

Mulletious
03-05-2002, 04:23 PM
yes you can earn rp/bp, ive gotten 600 already there

Hammer
03-05-2002, 08:36 PM
Apparently the only catch is you're limited to 7200 rp's then it's off to play with the big boys again.