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Original Patch 1.46 Text (englisch)


Today's Pendragon patch has a bunch of bug fixes, as well as steps to increase archer effectivness when fighting monsters, especially while in groups. It also debuts the new spell resistence buff/debuff system. These changes will be up on Pendragon for testing for at least a week, if not longer.

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Dark Age of Camelot

Version 1.46 Test Release Notes

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ARCHERY ADJUSTMENTS

- We've decreased (again) the aggro that archers do to monsters while fighting monsters. This means that archers can now do even more damage to monsters without having the monster turn on them.

- We've increased the damage that archer Critical Shot does against higher-level monsters (monsters only, no change was made to RvR CS damage).

- Archer bow shots will now hit more often in group situations - the group melee "to-hit" bonus (which applies to weapons as well as bows) has been increased for archers. Archers (as well as any melee attacker) has more of a chance to hit a monster based on the number of people in the group. Archer bow shots now have a bonus over and above the regular melee bonus on "to-hit".

- Arrows that do different damage types (crush/slash/thrust) will now correctly show the damage additions.

- Archers will no longer see tenths of seconds when readying arrows. We never intended archers to see their timer on such an intimate level - it was initially set that way for balancing and debugging purposes in beta, and was never changed. Please note that all other timers in the game (spell timers, ability timers, etc.) print in seconds, not tenths of seconds. PLEASE NOTE THAT WE DID NOT INCREASE DRAW TIMES OR IN ANY WAY CHANGE DRAW TIMES IN THIS PATCH. We changed only the way that this is printed to you.



NEW THINGS AND BUG FIXES

- When you are trading to a craftsman who can repair - the craftsman can click on a new "repair" flag in the trade window to turn the trade into a repair session. For more information, see the section "new repair system", later in this release note.

- Bleed and Acid damage have been correctly assigned to body and matter resistance types.

- "/EFFECT SELF" should now show the correct spell effects that you cast on other players.

- Graphical weapon effects should now show correctly to other players. Previously, all weapons showed graphical effects to the person holding them, but some did not show up that way to other players looking at them. Now, they all work.

- We fixed a bug with evade that will effect those characters with evade 6 or above. You'll now see yourselves evading more often if you are a high level assassin character.

- You can now add multiple people to a chatgroup with a single slash command. Use /CG INVITE etc

- When an assassin poisons an enemy and the poison does DOT damage, the assassin will now be able to rehide even though he is doing damage against the target.

- Pets will no longer warp after killing an opponent and returning.

- Pets should now properly use their spells after engaging a target.

- Charged items (wands, etc) can no longer be used against players in your realm.

- Repairs on doors now cost 1/4 the wood they used to but only repair 1/2 the condition. Thus, to repair a door up to full will now take 1/2 the total wood but take twice the total time.

- Relic Keep doors are no longer upgradable. They will spawn at a high wood level (8) and will remain there. They can still be repaired.


NEW REPAIR SYSTEM

To repair an object without dropping it on the ground, follow these steps:

1) The player (who wants the item repaired) drops the item on the (player) smith.

2) This brings up a trade window between the two players.

3) The smith clicks on the REPAIR box in the lower left of the trade window. Only the smith (receiving player of the trade) can click on this box.

4) The title of the window will now change.

5) The Player can add as many items as he likes to be repaired. If the smith cannot repair any item added, the repair box will uncheck and both will get a print.

6) The Player can add coins to the trade to pay for the repair.

7) The smith can add neither coins nor items to the repair/trade when in repair mode. Any items and money in the trade when repair is clicked should be cleared out.

8) When both click "Accept" all items are repaired and returned to the Player. All coins are moved to the smith.



SPELL SYSTEM CHANGES

Our first cut at the new resistance buff and debuff system is now up on Pendragon. Currently resistance buffs and debuffs only affect direct damage and bolt spells (not DOT, duration-type spells such as mes and stun, damage adds or damage shields). Over the course of the next couple days we'll round out the implementation to affect duration and damage effects of all types.

Sorcerer body spec list
23 Illusions of Flame (heat resistance debuff)
33 Visions of Flame
44 Dreams of Flame

24 Illusions of Winter (cold resist debuff)
34 Visions of Winter
46 Dreams of Winter

27 Illusions of the Wastes (matter resist debuff)
36 Visions of the Wastes
48 Dreams of the Wastes

Cabalist Spirit spec list
22 Diminish Immunities (debuff body)
33 Disspate Immunities
46 Banish Immunities

24 Diminish Will (debuff spirit)
36 Dissipate Will
47 Banish Will

28 Diminish Conductivity (debuff energy)
37 Dissipate Conductivity
49 Banish Conductivity

Cleric enhancement spec
24 Spiritual Shield (spirit buff)
36 Spiritual Guard
47 Spiritual Barrier

27 Energy Shield (energy buff)
37 Energy Guard
48 Energy Barrier

23 Shield of Health (body buff)
33 Guard of Health
45 Barrier of Health

Friar enhancement spec
21 Resillience of the Wanderer (heat buff)
31 Fortitude of the Wanderer
46 Piety of the Wanderer

25 Hearth's Blessing (cold buff)
35 Hearth's Benison
48 Hearth's Gift

27 Attunement to Creation (matter buff)
37 Blessing of Creation
49 Oneness with Creation

Spiritmaster darkness spec
22 Dampen Health (body debuff)
33 Suppress Health
45 Extinguish Health

25 Dampen Spirit (spirit debuff)
35 Suppress Spirit
48 Extinguish Spirit

27 Dampen Capacity (energy debuff)
38 Suppress Capacity
49 Extinguish Capacity

Runemaster runecarving spec list
22 Vex of Heat (heat)
33 Vex of Fire
45 Vex of Flames

25 Vex of Cold (cold)
34 Vex of Frost
46 Vex of Ice

27 Vex of Soil (matter)
36 Vex of Dirt
48 Vex of Earth

Healer Augmentation spec
23 Gods' Health (body buff)
33 Gods' Vigor
46 Gods' Potency

24 Gods' Drive (spirit)
36 Gods' Will
47 Gods' Spirit

27 Thunder Affinity (energy)
37 Storm Affinity
48 Lightning Affinity

Shaman augmentation spec
23 Wrap of the Deep (heat buff)
30 Shroud of the Deep
43 Caress of the Deep

24 Warmth from Below (cold buff)
35 Heat from Below
45 Fires from Below

25 Rock Unity (matter buff)
38 Stone Unity
48 Cavern Unity

Enchanter mana spec
23 Amplify Heat (heat debuff)
33 Endow Heat
44 Empower Heat

24 Amplify Cold (cold debuff)
34 Endow Cold
46 Empower Cold

27 Amplify Matter (matter)
36 Endow Matter
49 Empower Matter

Eldritch void spec
22 Nullify Hardiness (body debuff)
33 Negate Hardiness
45 Void Hardiness

26 Nullify Spirit (spirit)
35 Negate Spirit
48 Void Spirit

27 Nullify Dissipation (energy/electricity)
39 Negate Dissipation
49 Void Dissipation

Druid Nurture spec
23 Strength of the Sun (resist heat)
32 Resillience of the Sun
43 Aura of the Sun

24 Warmth of the Badger (resist cold)
35 Warmth of the Wolf
45 Warmth of the Bear

26 Earth Affinity (resist matter)
38 Earth Bond
48 Earth Union

Warden nurture spec
22 Bolster Health (resist body)
32 Bolster Resillience
43 Bolster Heartiness

23 Warden's Courage (resist spirit)
33 Warden's Honor
48 Warden's Spirit

27 Defy Thunder (resist energy)
37 Defy Storm
49 Defy Lightning



WORLD NOTES

Midgard Quests:

Quest: The War Continues

Hunters will no longer be offered a shield as a choice for their level 40 guild track quest nor will they be allowed to trade in their weapon for a shield. Hunters that have a Midnight Defender, either from completing their guild track quest or trading in their weapon may now return to Mildrid in Haggerfell and exchange the shield for their choice of a weapon (1h sword, 2h sword, bow, spear). Hunters may only perform this shield trade in once!

Quest: Hole of the Dead
Items Dwarven Boots of Air and Gloves of the Eternal will now con correctly.

Quest: Evening’s Empty Blessings
Adjustments have been made to the quest journal so players will have better information about their tasks.

Quest: Fervent
The elder sveawolf has gotten too old to lead players to Wildtooth anymore. He will give you directions to find Wildtooth.

Quest: Klippa’s Claw
Players will no longer have to die to Riv to obtain the Riva hauberk. Players should follow their quest journal rather than doing what they THINK they should do to obtain the rewards for this quest.

Hibernia Quests:

Quest: Morven's Return
Blademasters and Druids who find repairing Cathbad's Blade a little too costly can turn the weapon in to Cathbad, in Howth, who will replace it with the same weapon minus the pricey repair cost. Players can only do this one time, and must have completed the quest.

Quest: Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly to low level questers.

Albion Quests:

Quest: Guild preparation
Humberton base class trainers will now respond to players when asked about a specific class.

Quest: Traveler's Way -- Supply Run
Players who are stuck on step one can continue along this quest by following new instructions in their journal.

Quest: Abolishment of Sacrifice
Sacrificer Harish should now spawn a bit more frequently.

Quest: Cloak of Shades Part 1
Those hunting undead druids in Salisbury should now receive their quest item.

Object: Rancid Black Tooth
This item should now proc as normal.


Albion Monster Encounters:

The manes and grumoz demons look slightly different than before.

The Tylwyth Teg camp areas along the north border of Snowdonia have been adjusted. They should no longer be out of range when they are clearly standing right in front of you.

The Legendary Afanc has migrated to different part of Llyn Barfog, though still along the water. Scouts report that she seems to have acquired a few odd behaviors.

Hibernia Monster Encounters:

The Coruscating Mines have been adjusted slightly to make it a little more group-friendly in a few areas.

The Cursed Forest has been modified to improve it as a general hunting ground. Groups should be able to find easier paths to the eastern portions of the zone. There are more spots to pull to, and make camp now as well.


Midgard Monsters:

The black orms are no longer white.

Frontier Keeps

We have adjusted the range resistance of several specific keep lords as a test of possible new functionality. Please test these lords and let us know what you think. The lords will now require players to be in the room with them to damage them (all players, casters and archers included). With this change, the lords can now be damaged by ranged attacks (if the attacker is in the room). The following lords have this new resistance system:

-Caer Boldiam (Albion) Lord Boldiam, Jarl Baetras, and Chieftain Aderia

-Fensalir Faste (Midgard) Jarl Fensalir, Lord Ragwyn, Chieftain Riarwen,

-Dun Scathaig (Hibernia) Chieftain Scathaig, Lord Carunvan, Jarl Dolad.


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