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Dark Age of Camelot
Version 1.46B Test Release Notes
2/19/02
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ASSASSIN CHANGES
This version has some updates to the Assassin (Shadowblades, Nightshades, Infiltrators) classes, which should make them much more forgiving when it comes to training. We gave some of the classes additional abilities and all received a variable number of extra specialization points to give each of the Assassins a different "feel".
- Shadowblades have been given more hit points (as befits the more fighting-centric ethos of Midgard), as well as have had their specialization points raised to 2.2 per level.
- Nightshades now have a new line of level-based combat shout direct damage spells (in addition to the normal direct damage spells they already had) that they can use during combat to increase damage. They have also had their specialization points increased to 2.2 per level.
- Infiltrators have had their specialization points raised to 2.5 per level, a significant jump. This makes it possible for them to train much more in many more skills than they previously could, and have the chance to be much more well rounded.
In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.
Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points.
FRIAR CHANGES
With this version we have made some changes to the Friar to address that class's relative weakness at higher levels.
- Friars now have 1.5 specialization points per level (up from 1.0). This will allow them to specialize more fully in a few skills, and make them much more well rounded than they have been up until now. All existing Friars will be awarded the spec points they "should have" gotten, and can take advantage of this change immediately by spending these spec points.
- Friars now get Evade 5 at 33rd level.
- Friars now receive a line of Armor Absorption buff spells on their Enhancements specialization. See the spell system changes section for more information.
- Friars can now use shields (although not spec in them). Shields were never intended to be a big part of playing a Friar, but they were supposed to be able to at least equip and use them.
MINSTREL/MENTALIST CHARM SPELL CHANGES
We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results.
- The Minstrel Charm does not require an instrument in hand while it is being used. Thus, a Minstrel can now have a controlled pet and melee at the same time.
- Even when the target is switched, the spell will continue to pulse on the original monster you had targeted. This means you can have two targets engaged at once, should you choose to do so (one for your pet, one for you).
- The Minstrel/Mentalist has an almost certain chance to charm/retain control of a creature his level or lower, although there is a small random chance that it could fail. The higher the level of the charmed creature compared to the Minstrel/Mentalist, the greater the chance the monster has of breaking the charm. Please note that your specialization level in the magic skill that contains the charm spell will modify your base chance of charming and retaining control. The higher your spec level, the greater your chance of controlling.
- If the charm breaks, the charmed monster will wipe his agro list and only agro on the player who was charming him. All creatures attacking the charmed creature will forget their agro against him.
- Please note that there is a small per-round power point cost for the Mentalist when they have a monster under their control.
BUG FIXES
- Recharger NPCs now work properly. They will now replenish charged items.
- There was a bug that prevented monsters from buffing and healing one another (if they are so designed). This has been fixed.
- There is better feedback on some of the tradeskill "fail" messages which tells you what level of the appropriate skill you need in order to create the object.
- When you are carrying a Relic and are killed, the Relic will now drop on the ground where you died.
- You can now longer pick up Relics (or any other items) while dead.
- You can no longer equip/unequip items while you are mesmerized.
- You can no longer perform dual wield/celtic dual combat styles while you are holding a sword and a shield.
- There was a bug that caused Intercept to stop working after only a few seconds if the enemy attacking your friend never landed a blow (i.e. missed).
- A charmed/controlled pet will now chase a target for a certain distance, and then return to its master. Previously, it would chase its target forever.
- Spell text messages of hidden (stealthed) players will no longer print to other players in the area.
- If you are hidden, BAF monsters will no longer target you, if you are hidden before they are pulled.
- You can now cast damage spells on and send Theurgist pets to attack doors.
SPELL SYSTEM NOTES
- Buff-casting spellcasters can now have up to 20 concentration spells cast on their friends at one time. The previous limit was 16.
- Added new absorption buffs to the Friar Enhancement specialization track. Blessing of Resilience adds 5% melee damage absorption, Blessing of Absorption adds 10%, and Blessing of Dissipation adds 15%.
26 Blessing of Resilience
34 Blessing of Absorption
44 Blessing of Dissipation
- Added a direct damage shout to the Nightshade magic abilities. It will automatically be awarded as you level. It has a short range and a 20 second recast timer, and can be used in combat.
6 Dart of Night
9 Dagger of Night
13 Knife of Night
18 Stiletto of Night
24 Arrow of Night
31 Rapier of Night
39 Spear of Night
48 Lance of Night
OBJECT NOTES
- The Stonefoot press is now much smaller.
- The Forge Tender's Tunic is now spelled correctly.
- The Dispositional Cloak had the evade skill replaced with dexterity. The constitution penalty was removed.
- The Frozen Windswept Axe bow has stat bonuses.
- The bonuses on the Howl at the Moon axe were changed slightly.
- The Jet Bone Shield had the its stat bonus changed from Piety to Strength.
- The Smoking Sable Protector now additionally buffs Piety.
- The Cailiondar Rapier should now "con" properly. Its DPS was originally incorrectly set and would result in the weapon remaining orange to the player.
- The Drakulv Militia Great Axe now increases the correct skill.
- The Empyrean had their loot tables fixed.
- The Deluged Kelp helm now increases parry skill (was incorrectly set to smite).
- The Gnarled Witherwoode staff now increases parry skill (was also set incorrectly to smite).
- The Shepherds Shod Staff now increases parry skill instead of smite.
- Mad Changelings should not drop 0 cp loot any longer.
- The "Ancient Ebon Ring" should now have the correct power level.
- The "fylgja pelt" can now be carried.
- The Scepter of Intellect and the Deathrune Robes had the class restriction "elementalist" replaced with "cabalist."
- Corrected the AF on the Ancient Bloodbound Boots (they were 36th level but should have been 50th level).
WORLD NOTES
Midgard Quests:
Quest: Silent Death: Bork will no longer offer players a yes/no choice for selling the skull. If you chose ‘No’ and are now stuck on step 3, you can return to Bork in Huginfell and right click on him to continue the quest.
Quest: Hole of the Dead: Players that Dwarven Boots of Air or Gloves of the Eternal that con green to them should return to Frimeth in Vasudheim to exchange them for an updated pair. Players may only exchange their item one time.
Quest: Family Business: Slippers of Favor have been adjusted so they give a bonus to piety instead of intelligence. The items will be updated automatically, there's no need to turn them in to get the correction. Also, NPC Thrand has moved closer to civilization. He felt it would be in his best interest to relocate to just outside Mularn, near the guard tower
Due to popular demand, the Gloves of the Spined Backpiercer have been returned to the game. On a related note, there's a pretty new face in the svartalf camp.
Albion Quests:
Quest: Traveler's Way - Dwarf raid. Raised the level of Girdle of Stalwart Spirit to make it a more appropriate reward for this quest.
Quest: Departed Hero: Players stuck on this quest can check their journal for instructions on what to say to Lieutenant Brude to continue.
Quest: Traveler's Way -- Supply Run: Corrected the journal entries for this quest.
Hibernia Quests:
A new level 40 quest has been added, see your local filidh for more details.
Hibernia Monster Encounters:
Cliffs of Moher: The Selkies have increased the size of their expedition near the cliffs of Moher.
Cursed Forest: Rangers returning from the Cursed Forest are telling horrific tales of being chased by a swarm of Fire blights. It is unknown what connection these foul monsters may have to Blight itself.
Midgard Monster Encounters:
Vanern Swamp: Hunters from Vanern report that Mokkurvalve has been restless of late. Though nobody has gotten close enough for a thorough examination, most that have seen him recently are confirming that he has added bulk.
Albion Monster Encounters:
Cornwall: Troubled by the continuing ravages on their lands in Cornwall, the Cornwall
Farmers have begun showing more friendliness to those who hunt their enemies.
Tomb of Mithra: The undead denizens of the tomb of Mithra should now be giving appropriate bonuses and resistances to attackers.
Hibernian Factions:
The land sheeries and water sheeries have banded together to fight their respective enemies. The land sheeries have agreed to wage war on curmudgeons who enter their territory, in exchange for the water sheeries pledge to assault any Koalinth trespassers.
The Selkie and Suire are also responding to the Koalinth menace,
putting aside their longstanding differences, at least temporarily,
to concentrate on their mutual enemy.
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