1.45E Test Patch Notes

Read carefully, y'all - added spells, gave "robed" casters a boost, and more lip smacking goodness than cheese dip: --Sanya ================================== Dark Age of Camelot Version 1.45E Test Release Notes February 5, 2002 ================================== NEW THINGS AND BUG FIXES - fixed upgrading of doors to level 9 and 10 for free. You now have to have the requisite number of materials to upgrade to these levels. - The minimum attack timer has been reduced, so you should see quickness buffs have more positive effect on your attack timer than they used to - i.e. you should now see yourself attacking more quickly. Previously, it was too easy to hit the minimum attack timer when quickness was buffed, this reducing the effectiveness of these buffs. - Ranger critical shots work again. This is a Pendragon only bug that is being fixed. SPELL SYSTEM CHANGES - Wizards, Theurgists, Spiritmasters, and Runemasters will now be awarded all specialization spell lists when they change class (before you had to specialize to level 5 in your base skills to get your specialization lists). Existing characters will get their new lists after the first time they train in their base skills (at any level). - Several new area effect damage lines were added to the Wizard, Runemaster, and Eldritch. Here's the spells: Wizard Calefaction (Earth spec list) 8 Molten Earth 11 Lava Field 15 Expanse of Magma 20 Molten Puddle 28 Molten Pool 36 Molten Lake 47 Molten Ocean Liquifaction (Ice spec list) 8 Simmering Cloud 14 Broiling Cloud 22 Sweltering Cloud 29 Burning Cloud 36 Torrid Cloud 46 Boiling Cloud Runemaster Runes of Darkness (Darkness spec list) 9 Raven Drove 14 Raven Flock 19 Raven Horde 25 Raven Throng 32 Raven Host 40 Raven Cloud 50 Raven Legion Runes of Suppression (Suppression spec list) 7 Field of Suppression 14 Field of Slackening 20 Field of Entrapping 27 Field of Snaring 36 Field of Tangling 46 Field of Mazing Eldritch Vacuumancy (Mana spec list) 10 Lesser Kinetic Dispersal 14 Kinetic Dispersal 19 Lesser Kinetic Dampening 25 Kinetic Dampening 34 Lesser Kinetic Siphon 44 Kinetic Siphon - Mage "acuity" buffs are now in the game, in the primary buffing track in each realm. This buff enhances the primary stat of the realm's "robe" casters, which directly raises the damage output of direct damage spells. Classes helped by this buff: Wizard, Cabalist, Theurgist, Sorcerer, Runemaster, Spiritmaster, Mentalist, Eldritch, and Enchanter. Cleric Enhancement Spec 11 Acuity of the Seer 22 Acuity of the Prophet 31 Acuity of the Sage 42 Acuity of the Magi Shaman Augmentation Spec 12 Sight of the Deep 22 Wisdom of the Deep 31 Sagacity of the Deep 42 Vision of the Deep Druid Nurture Spec 11 Nature's Sight 22 Nature's Wisdom 31 Nature's Sagacity 42 Nature's Vision Resistances In order to make the resistance system more streamlined, we've consolidated the various damage types and resistances inside of the game to six basic groups: Heat - Fire and Light Cold - Void and Dark Matter - Earth and Matter Spirit - Spirit and Wind Energy - Electricity and Mana Body - Body and Poison and Disease For now, this change will have little effect on your character. When you use the /resist command, you will now see these resistances printed instead of the old ones - also, when you get information about an item (shift-I), you'll see the item's resistance buffs printed in this new format as well. Please note that in the near future we will be adding resistance buffs and debuffs that will adhere to this new system. WORLD NOTES - Relic Keep doors now set to Wood (material type) 10 instead of Wood 1. This means that they never need to be upgraded, since Relic Keeps can never be taken over by an enemy team. Item Recharger NPCs These NPCs will recharge all chargeable items (for a price, of course). Albion: - Camelot City: Miran Esric, at the Palace - Cornwall: Larel Esric, at Cornwall Station Hibernia: - Kigua in Connla - Tegau, in Tir na Nog. Tegau is located in the building across the street from the guard building where Sentinel Teadoir and Sentinel Kynon hang out. Midgard: - Ingirun in Jordheim - Alrik in Gna Faste. Dragon AI changes The Dragon encounters in the new zones have been given some additional AI and abilities. These abilities will be used by the dragon at various times during combat, depending on the situation. Among other nasty things that the dragon does during combat (that we will not divulge) the dragon will get restless and go on a patrol once a day throughout his territory. Players in the zone will be given a warning via a zone-wide broadcast that the beast is on his way. He will fly through the zone, dive-bombing certain spots throughout the zone (clearings, monster camps, well-traveled pathways, etc.). So if you are hunting in one of the new zones and see a broadcast indicating the dragon is getting restless keep a sharp eye out. Note that when the dragon on patrol does a "swoop down" on a player or group, he won't stick around to complete the fight - he'll keep on his path and return to his lair after dealing out some death from above. So, you're not going to be able to fight him fully while he's patrolling, but you can damage him. OBJECT NOTES We've done a lot of itemization work for this patch. Here's a summary. Updated Zones: Shannon Estuary - added rare drops Myrkwood Forest - added rare drops Svaeland West - added rare drops Lough Gur - added rare drops Note: Albion being the oldest realm, had more rare items to begin with. You will notice many of those rare objects have been modified so they now drop with updated magic bonuses. Existing items will not be affected. Cursed Forest - is now itemized Raumarik - is now itemized. Salisbury - added rare items and fixed non-humanoid drops Black Mountains South - fixed non-humanoid drops Black Mountains North - added rare items and fixed non-humanoid drops Camp Forest - added Rare items and fixed non-humanoid drops Avalon Marsh - added Rare items and fixed non-humanoid drops Llyn Barfog - itemized the remaining new camps and added rare items to old camps. Chargeable and other Magic Items Some of the very high level monsters may drop charged items on occasion. This is a new object type that has just been added to the game. Chargeable items are regular weapons/armor/jewelry that have magical spells associated with them. These spells have a limited number of time that they can be used. To use a charged item, drag the object's icon to the quick bar (please note that the object must be equipped for this to work) and then click on it. There are two types of charged items. The first type is non-rechargeable but the item will still function as normal (i.e. without its spell) once the charge has been expended. This means that if you have a sword with a fire spell attached to it, once the fire spell has been cast, you cannot cast any more spells with the sword, but the sword itself still functions as a regular sword. The second type of recharged item can be used over and over again, requiring recharging from a special NPC (currently called a spellcrafter, but this name will change shortly). The NPC will charge a fee based on the item type you trying to recharge. See the world notes for a list of Spellcrafter locations. This version also includes a ton of additional weapons with particle effects, and some new spell effects on items. Object Bug Fixes - Hammer of Smiting should be sellable now. - Band of Woven Gold (enc quest reward) had the +cha bonus changed to +dex instead. - Supple Serpent-Hide Vest should now be correctly displaying information (one of the fields had resistance chosen but no actual value put in, so it was displaying "0%") - Fixed a typo in the name of the Eagle Eye Talon. - Changed the Gossamer Seolc Cap of Mentalism to correctly buff mentalism. - Changed the article associated with the Kraggon Cloak to "a", and also changed the armor class to none so that it doesn't try to display an armor factor when information about it is shown. - Changed the armor class to none on the Morbid Mantle (see Kraggon Cloak above) - The Spectral Shroud (Hibernia) should now be dyable. - The Shadowhands Cloak shouldn't display Armor Factor anymore. - The following should now display con/dur/qua etc. : Glowing Ball of Mud, Gyrg's Cloak, Silver Chain, Belt of Animation, and Boneclaw Ring of Morra.

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