Alpha Patches

Sanya was really funny today after the patch party posts over at the Camelot Herald. There were patches F for Fun (per Sanya), G for Go Sanya Go (by me), and as Sanya gives Darren credit, errr blames, for 1.45H-ave another patch. LOL You will have a long read, I added them all here. Can you tell I'm running out of clever headlines for the Pendragon patch notes? Read and enjoy: ================================== Dark Age of Camelot Version 1.45F Test Release Notes February 6, 2002 ================================== A NOTE ON THE NEW AREA EFFECT SPELLS In yesterday's patch we announced that many spell lines that previously did not contain Area Effect spells had those spells added to them. The problem that was addressed by this fix was that in most cases, robe-casters had only one line which contained area effect damage spells. Because area effect damage spells are by far the most popular and effective RvR spell to use, most players were specializing only in those lines that contained area effect damage spells, because they wanted to be sure that they had these spells when they raised to a high enough level to RvR. This led to many underutilized spell specializations, and worse, players that did specialize in those lines that did not contain area effect spells sometimes found themselves in a situation where they wanted to contribute area effect damage to RvR, but could not, because they simply did not specialize that way. So, now more spell lines contain area effect damage spells, but be aware that the specializations that recieved these spells previously (such as the Fire Specialization for the Albion Wizard) still do at least 15% more damage than the new spells. So, a Wizard who is specc'ed in Fire will still do more area effect damage than a Wizard who is specialized in Earth; however, the Earth-specc'ed wizard can now contribute area effect damage against enemy players and monsters, albeit at a lower rate. NEW THINGS AND BUG FIXES - We've made a change to the spell critical system we introduced on Pendragon last week. Now, only "Robe" caster's direct damage spells will do critical damage. Specifically, the classes whose direct damage (bolt, AE, regular DD) spells will have the chance to do extra critical damage are: Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter. - Acuity Spells now function correctly. As implemented yesterday they actually buffed nothing. This is a Pendragon-only bug fix. - NPCs who recharge charged items are now labeled "Rechargers". - The stat "cap" has been raised from 250 to 350. Stats now give +1% bonus per two points from 50 to 200 then +1% bonus per four points from 200 to 300 then +1% per five points from 300 to 350. The total stat bonus cap has increased a total of 10% from the old system. This means that you can raise your stats higher than you could before (a total of 100 points, which reflects a bonus of an extra 10%) more. However, you will notice that if you character currently has items/spells that buff his stats to the 200-300 range, that stat will have slightly less bonus effect than it did under the old system - but you can now raise stats past the old cap for more effect. End result: more potential buff bonus, may impact players who are currently buffed to the old (250) cap. - Mind Magic has been added to the new Spirit Resistence category. It was inadvertantly left off the list in yesterday's patch. - Fixed the spell information (shift - I) function such that "damage type" only appears for spells that actually do damage. - The Wizard's new Earth spec AE spell (Molten Earth line) has had its damage type updated to Heat and had its spell effect changed to be more appropriate. It had been erroneously set to Cold damage. This is a Pendragon-only bug fix. Because we'd rather do this now than on the live servers, have another Pendragon patch! ================================== Dark Age of Camelot Version 1.45G Test Release Notes February 6, 2002 ================================== NEW THINGS AND BUG FIXES - You now have to use a "use item" key when using a charged item's special magical ability. In order to use these charged items, you must have first dragged the magical item's icon to your quick bar. Then, to fire it, press the use item key, and then within 1 second, press the quick bar number of the item. Please note that there is currently no way to use the mouse to use these items. - Troll males had one hair combination that referenced a bad art file that resulted in their "hair" not having a texture. This has been fixed. - Please note that many spell graphics have changed since the last version. We are currently revamping the way spell graphics are assigned to spells. The graphics will be in flux for a short time before we complete the change. Pay special attention to your spells and be sure you are familiar with their new visual appearance. - We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line. This is the last one, I swear. Blame a fellow named Darren for the patch title =) ================================== Dark Age of Camelot Version 145H Test Release Notes February 6, 2002 ================================== NEW THINGS AND BUG FIXES - In our buff system overhaul of last version, we introduced a bug that we must take steps to fix. The effect of Quickness buffs increased overall player damage per second far more than same-level strength and dexterity buffs (thus removing the need to have strength and dexterity buffs in some cases). So, we've reduced the effectiveness of quickness buffs by 10-15% (depending on the level of the spell). This change will affect all melee and archer characters who have Quickness buffs cast on them. You will notice that you attack a little slower now than you used to when your Quickness is buffed. - We found that Combat Haste buffs are far too effective - they lower player's attack timers down to 1.5 seconds or less, in some cases. Their effectiveness has been reduced, and it now abides by the overall 1.5 second attack timer clamp. This change affects melee character who had Combat Haste buffs cast on them (although not archers, who were not affected by Combat Haste buffs). Please note that we have lessened the effect this change will have on Friars (who rely more on this type of spell than any other class) by bumping up the effectiveness of their self-haste buff.

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