List of Friday Patches

There were several update patches yesterday, so many I waited until they were finished before posting on the Camelot Herald before reporting to you. The following include patch notes 1.45 C and D and an update. We've updated the servers this morning with a patch that fixes a couple of problems introduced in 1.45. --Matt ==================================== Dark Age of Camelot Version 1.45C Release Notes ==================================== This is a small update that contains three fixes to problems found in version 1.45. - Objects that buff stats that affect a spellcasters power pool (i.e. the amount of spells they can cast) were not working. They have been fixed, so now all items that you had that increased your power pool (+int items for mages, +cha items for bards, etc.) are working again. - Archers who did not max-specialize in Critical Shot were doing far less damage than they should have been when performing a Critical Shot against monsters or enemy players. This has been fixed. Remember, however, in 1.45 we reduced in general the amount of Critical Shot damage against higher-level enemies. This bug fix does not affect that change. - We've taken steps to address problems players have when zoning into dungeons (falling through floors, etc.). This isn't going to stop anyone's play time, but we thought you'd like to know: --Sanya ==================================== Dark Age of Camelot Version 1.45D Release Notes February 8, 2002 ==================================== We made a few changes that fix a few more bugs introduced in 1.45. - We introduced a bug where line of sight was no longer required to fire arrows or spells at an enemy (i.e. one that is inside a keep). This has been fixed. You now once again must have line of sight. - The granite giants in Dartmoor were not using proper bow animations. This has been fixed. - Keep Lords, in some cases, were healing themselves at far more than their normal rate. This led to them basically being unkillable, and has been fixed. - The Stunning Flash and Holy Anger Cleric Smite lines had their power costs unintentionally increased. These have been returned to their old values. One more non-intrusive patch for today. We're not going to take the servers down for this one, but all new people who log into the game will get a new file that fixes two problems. The first problem is that the new "change inventory" sound plays multiple times in some situations (i.e. with stacked objects like arrows) and in general plays far more often than we intended. We've removed this sound completely for now. Thanks to all you on the Vault message boards who brought this to our attention. The second problem is that under some combat situations, Dragons sink into the mound that they usually stand on and stick half in/half out of the ground. This has been fixed. --Matt

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