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Dark
Age of Camelot
Version 1.44 Release
Notes
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NEW
THINGS AND BUG FIXES
- Ground targeting mode no longer causes
your figure to "run in place".
- When using /STUCK or falling
through a city, you'll now return to a safe
spot in the city instead of your
bindpoint.
- We have converted all your existing Realm Points
into Bounty Points.
- Pet buffs are now shown in the Pet control
window.
- Fixed a crash bug dealing with nocking arrows. This bug
would cause
players in view of the archer to crash.
- Fixed a
rare client crash bug that happened when players were interacting
with
interface dialog boxes.
- Fixed a bug where if a player went
linkdead while zoning when carrying the
relic, the relic would respawn at the
shrine. It now respawns in the portal
keep (last known position before the
player zoned).
- In the next step of modifying our buffing
system, you'll now notice that
your stat-buffing items have much more effect
than they did before - 50%
more. So, if you had a +10 strength buffing item,
it will now be
(automatically) a +15 strength item. You can see the new buff
amounts on
your items by right-clicking on them and pressing shift-I (by
default) for
information.
- Debuff spells are now very
effective against enemy buffs. You'll now
notice that debuff spells can "take
down" an enemy buff quite well. Debuff
spells are still effective against
non-buffed enemies, but are stronger
against buffed ones.
- We
fixed a bug where parrying against another player in PvP would
work
inconsistently. You'll now notice that you parry much more reliably
when
fighting other players.
- When a pet in a group kills a
monster, anyone in the group can now pick up
the treasure. Previously, there
was a bug that only the master of the pet
could pick up the
loot.
- Bardic/Minstrel instruments now have stat and skill
bonuses just like
other objects. They also now have condition/durability like
other objects,
and will degrade with use. We have set all existing
instruments (i.e. the
ones your character is now using)to max condition - but
they will start
degrading from there.
- New monster pathing
data has been integrated that keeps pets from walking
through closed keep
doors.
- A bug where dialog boxes (system messages, group
invites, etc.) were not
being displayed to characters who were moving has
been fixed. The dialog now
displays correct no matter if the character is
moving or standing still.
- You should no longer be able to
squirm through a boundary wall (it does a
double collision
check).
- Names for stag form Heroes is now displayed at a proper
height - it no
longer intersects with the model's head and
antlers.
- You can now get extra information about combat styles
by right clicking on
them and hitting shift-i (by default) to view
information. This works much
the same way that it does for spells - you'll
see extended information about
the style, including when you can perform the
style, and what effects (if
any) it has. It also lists the specific style
required as an opening move,
if one is required.
- The bug
where players could fire spells and arrows through doors has
been
fixed.
- The bug where players could cast certain spell
(such as buffs and
resurrections) through walls has been
fixed.
- Dual wield and Celtic dual wield percentages have been
increased slightly.
Lower level (pre-20th) dual-wielding classes won't notice
much difference,
but up at the higher levels, you'll notice that you attack
more often with
both weapons.
- Fletchers can now repair
bows.
- Weaponcrafters can now repair shields.
-
Salvaging Natural Material items will now return correct type of
material.
- Pets will no longer attack doors continuously after
they are released.
- Assassin-type classes (Infiltrators,
Shadowblades, Nightshades) were being
awarded level 1 of Safe Fall twice
instead of Level 2, when they qualified
for level 2. This has been fixed, and
if your character has enough
specialization to warrant level 2 in Safe Fall,
they will have it when you
log in.
- Dexterity now modifies a
spellcaster's casting time. Your casting speed
can be modified up to 25%
faster for a character that is max-buffed and has
a high
dexterity.
- We removed range restriction from pets in Defend
mode. Now they can go
after archers autonomously.
- Pulsing
group based spells now work for solo casters and their pets.
Previously, they
only worked if the caster was in a group.
- Pets may now be
commanded to attack doors and objects.
- In Defend mode, Pets
will no longer go into combat mode against attackers
unless that attacker
does damage (meaning the pet will no longer attack on
a
miss/bladeturn).
- When a member of your group goes linkdead
- they'll change to a different
color and their name will be surrounded by
*'s.
- You can now map a new "strafe toggle" key - hold this with
turn left/right
to strafe left/right.
- When chatting, you can
now use SHIFT-HOME and SHIFT-END to move the cursor
to the front or back of
the chat line.
- You can now see larger monsters from farther
away.
- Right clicking on an empty slot in the backpack no longer
shows a question
mark.
- You no longer have to hit the tilde
key (camera toggle) to recenter the
camera with the camera recenter
key.
- When you shift-rightclick to get rid of a concentration
buff, you'll no
longer quick view the spell.
- When you die
and release, your camera recenters behind your character in
third person
view.
- Spell effects cast on your player can now have extended
information
displayed with the SHIFT-I key. Right click on the effect to
quickview it
then hit SHIFT-I to get more information.
- The
tradeskill timer window now remembers alpha and position
settings.
- The middle mouse button is now mappable in the
keyboard configuration
screen.
- The quest accept/decline
window will now properly go away if you move too
far away from the NPC who
gave you the quest.
- Treasure in dungeons should no longer fall
through the floor.
- New setting added to monsters to make them
light up at night, if they are
configured to do so.
- The
CONTROL-ENTER key no longer allows you to print text in your system
chat
window.
RELIC SYSTEM NOTES
Stealthed
characters can no longer sneak into a Relic Keep, pick up a Relic,
and sneak
out. The intent when designing the class was to let them sneak
into a keep,
but become visible once the Relic was picked up - so they could
be able to do
reconnaissance, or take advantage of a chaotic situation by
sneaking in the
keep in the middle of a fight, grabbing the relic, and
running. They were not
intended to be able to steal Relics on their own. So,
in light of this, we
have made the following two changes:
- Whenever a stealthed
character picks up a Relic, they will become visible.
- You can
no longer go into stealth mode when you are carrying a
Relic.
SPELL SYSTEM NOTES
- Robe caster
shield spells have been increased in effectiveness to bring
them on par with
the target armor factor for their level.
- Some new damage
absorption spells have been added to bolster robed mage
defense, giving them
some absorption from non-magical damage. Each Robed
caster now gets a new
spell at 30th and 41st level, which gives 5% and 10%
damage absorption,
respectively.
Wizard/Theurgist, Path of Earth
30 Buffer of
Earth
41 Buffer of Stone
Sorcerer/Cabalist,
Matter
30 Dampening Ward
41 Nullifying
Ward
Spiritmaster/Runemaster, Suppression
30 Magical
Buffer
41 Suppressive Buffer
Eldritch/Mentalist/Enchanter,
Way of the Moon
30 Ward of Power
41 Barrier of
Power
- We updated the concentration spell system, so now
concentration spells
point costs have now been changed to use absolute costs.
This means that
when you cast lower level concentration buff spells, you'll
be able to cast
more of them, but when you cast higher level ones, you can
cast fewer.
- All concentration buff spell casters now have a
choice of at least one
lower level spell in addition to their normal higher
level spell. This now
gives them the choice to cast many low level buff
spells, or a few higher
level ones.
- Players can now cast a
maximum of 16 concentration spells, no matter
their
level.
- Midgard Shaman have a new spell line in
their Augmentation specialization
that buffs dexterity and
quickness.
3 Gloom's Guide
6 Gloom's Wisdom
10
Gloom's Enlightenment
14 Murk's Guide
21 Murk's Wisdom
28
Murk's Enlightenment
37 Shadow's Wisdom
47 Shadow's
Enlightenment
- We changed the way buffs work to make them more
useful to casters who wish
to specialize in advanced buff spell lines.
Previously, there was little
reason to specialize in advanced buff spell
lines - you could buff enough
with baseline buff spells to hit the level cap,
making it essentially
useless to specialize in advanced buffs. Also, because
spell buffs had such
high values, the effect of constitution and strength
enhancing items were
severely reduced. The intent of the recent change was to
modify the effect
of the buffs as little as possible, but make items and
buffs consistent
across all classes and levels. With this new system, you now
can have as
much enhancement as you did under the old system, but you must
gain the
buffs from items, base buffs, and specialized buffs - they all stack
with
one another and are now capped separately. So, with this new system, you
can
have as much buff in strength and constitution as you did before, but
you
must receive buffs from different places in order to reach
the
same level. Now, stat-buffing objects are much more useful, as
are
buff-specialized casters.
Stat buffs and debuffs should
effect the following factors:
Strength: effects offensive skill
for players and monsters.
Dexterity: effects defensive skills and casting
time for players, and
defensive skill for monsters.
Quickness: effects
attack speed for players and monsters.
Constitution: effects hitpoints
for players, and affects damage absorption
for
monsters.
Remember that pets use the monster bonuses. Players can
have a stat buffed
up to 10 points or their level, whichever is higher. Also,
"Combo Buffs"
stack on top of normal buffs to add even more points (up to
double).
- Mage dexterity buffs now correctly reduce (not add to)
casting time.
- Fixed the graphical spell effects for numerous
monster spells. The correct
graphical effect should now play when a monster
casts a spell.
- Increased ranges on Theurgist spell lines
Blasting Breeze, Searing Wind,
and Frost Blast.
- The Runic
Ward line was set up improperly in the Runes of Suppression list
for
Runemasters. The levels had to be changed to keep the spells from
overwriting
each other. The new progression is as follows:
L2 Runic
Ward
L10 Runic Fend
L16 Runic Shield
L26 Runic
Guard
L34 Runic Barrier
L44 Runic Wall
TRADESKILL
SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced
armor. It will now give you
the correct type of strips, not leather
squares.
- Stiletto hilt and blade recipe icons now show the
correct dagger icon.
- Trinket recipes no longer should have ?'s
as their icons.
- Changed the icon for the trinket recipes to be
a bit more uniform across
the board. The trinkets for the lower half of the
skill range will be a
white gem icon, with the trinkets for the upper half
will be the black gem
icon.
- Fixed Midgard cloak recipe so
that there should be a separate hooded cloak
recipe.
- We
changed the difficulty of Hibernian two handed sword hilt to be
similar
difficulty to the blade and final combine.
OBJECT
NOTES
- We made large-scale changes to the treasure drops
in the Bog of Cullen
and Vanern Swamp. You'll now notice lots more treasure
there and much more
variety. Also, if you currently have items that you've
already gotten from
these areas, you may notice that they are slightly more
powerful than they
were before.
WORLD NOTES
Midgard
Quests:
Quest Wisdom of Time: Inaksha will no longer skip over her
entire talk when
you first speak with her.
Quest: Spat the Cat:
Players can now continue speaking with Vik if they are
on steps 1 or 2 and
lost their dialog box.
Hibernia Quests:
Two new
Hibernian quests have been added. Players should speak to their
local
wandering Filidh's for more details.
Lusmorebane and Driss no longer have
one-time drops - they now have quests
associated with
them.
Midgard Objects:
The Mischief Maker's Axe will now
proc its spell.
Albion Monsters:
While trying to obtain more
information about the newly discovered
diamondback toads in the Llyn Barfog
area, scouts came across what they
describe as a "two-legged no-armed goblin
with a nasty set of teeth." The
scouts also said that these creatures appear
to live in colonies that center
around ancient mystical rock formations.
Caution is advised to all who
travel along the western shores of the
lake.