Revolution
23rd March 2005, 21:37
Here's section B notes for your perusal. The completely amazingly cool tower razing feature, Master Level simplifying, change to out of combat run speed (*cough*lots faster now*cough*) and more, live on Pendragon within the hour:
===================================
Dark Age of Camelot
Test Version 1.75b Release Notes
RvR Missions
March 23, 2005
===================================
TOWER RAZING
We are very excited to introduce Tower Razing into this version as part of the RvR Missions system. Tower Razing is the ability to completely destroy a tower until it is literally a pile of rubble on the ground. This allows for enhanced open field combat opportunities as well as a definitive end to a tower standoff.
Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a "broken" state, at which hookpoints no longer function and all line of sight restrictions previously caused by the tower's structure are removed. With Tower Razing, enemies can continue to attack the tower until it reaches zero health. At zero health, the tower will crumble to the ground, leaving only its foundation intact.
- Repairing the tower from its razed state to a broken state simply requires repairing the tower to 25% health. Repairing it further to 35% health will take it out of the broken state.
- Razed towers cannot be manually repaired. They auto repair at a rate of approximately 5% per half hour until reaching 25%, at which time players may manually repair the tower to a higher state.
- When a tower gets razed, its level is automatically set to 1 - downgrading from whatever higher level it was at if applicable.
- When a tower is razed, any occupants will be subject to falling damage if they are high enough inside the tower when it crumbles to the ground.
- A realm can claim a razed tower, and may even set it to raise to level 10, but will have to wait until the tower is repaired to 75% before it will begin upgrading normally.
- A razed tower area looks like the ruins of a destroyed tower (basically the foundation), but has no line of sight restrictions at all, and no movement restrictions. Functionally, it’s an open field with a tower lord and 3-4 lesser guards.
- The razed tower functions as a normal tower in all other ways and it will still continue to generate guard alerts when guards at the tower are attacked.
MASTER LEVEL UPDATE
In response to overwhelming player feedback about the master level system, we have made a change to the way that credit is awarded for all x.10 final encounters. This will make the entire ML system much more forgiving if you miss a step along the way to your x.10 goal in each master level. Thank you for all of your feedback on this issue!
- You will now receive credit for any Master Level x.10 step without first completing all prior steps.
- No matter what order you finish the 10 steps in, when you complete the final step you will receive a message telling you that you have finished all the trials for a particular Master Level.
- To actually reach a new master level, you still must complete all Master Level XP requirements, and complete all 10 trials as part of the new level, then talk to the Arbiter.
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.
RUN SPEED CHANGE
Since Dark Age of Camelot's launch, we have heard continuous feedback from our community about the movement speed in our game. The concerns over how slow our movement is has continued to grow as we have added more and more areas in which to travel. Because we believe these concerns are valid, we have decided to make a long requested change to the game, enhancing the movement speed of all players who are out of combat. This new run state allows the player to move faster than normal run speed, provided that the player is not in any form of combat. Along with this change, we have slightly increased the speed of all secondary speed buffs (see below for details). Both of these changes are noticeable but will not impinge upon the supremacy of the primary speed buffs available to the Bard, Skald and Minstrel.
- The new run speed works only in PvE. We are still assessing the possibility of this ability also working in RvR, but no final decision has yet been made.
- The new run speed does not work if the player is in any form of combat. All combat timers must also be expired.
- The new run speed will not stack with any other run speed spell or ability, except for Sprint.
- Pets that are not in combat have also received the new run speed, only when they are following, to allow them to keep up with their owners.
- We have slightly increased the speed bonuses for the following spell lines:
Sorcerer – Amplify Movement
Theurgist – Brisk Wind
Enchanter - Effervescence
Warden – Guardian’s Encouragement
Healer – Ease of Movement
Runemaster – Token of Movement
Vampiir - Vampiir's Sprint
NEW THINGS AND BUG FIXES
- Players will no longer be informed when someone else leaves a newbie guild.
- We've corrected several alpha issues with Bainshee spell effects. First, the soundwave "cone" attacks should not appear to cut off rendering of objects behind them. Second, the Bainshee's shield effects should now appear as glossy instead of just black lines.
- Rogue type monsters that use the stealth graphics should now more reliably be knocked out of stealth when attacked by player pets.
- (PvP Server Only) Players will no longer be restricted from joining a new guild for 2 hours after leaving a newbie guild.
- (Pendragon Only) Fixed an issue with several artifact bonuses not working properly: Arcane Siphon, Gold/RP/BP bonuses, Radiant Aura (Crocodile Tear's Ring).
- (Pendragon Only) Fixed an issue that was preventing tooltips from appearing on quickbars or spell effects. They will now properly show durations and spell timers.
- (Pendragon Only) Mousing over the various quickbars will now display a tooltip showing what key is used to trigger actions on keys (Alt or Control).
- (Pendragon Only) Added a tooltip to your experience bar that will display your current free level status.
CLASS CHANGES AND FIXES
Realm Ability Changes and Fixes
- Negative Maelstrom has had its damage increased by 30% for each tick, for all levels of this ability.
Bainshee
- The Bainshee's Audible Barrier spell line has been changed so that a player cannot recieve the benefits of the spell more than one time every 30 seconds. This now works similarly to the way that pulsing blade turn works.
- The Bainshee's Wraith's Shield spell line will no longer block boiling oil damage.
Mentalist
- We have added two group power regeneration spells for the Mentalist. These spells are available at the following Holism (Mana) spec levels:
37 Invest Concordance
47 Invest Perfection
Nightshade
- Nightshades will now receive an evade reactionary version of the Celtic Dual style, Tornado.
- Nightshades will now receive an evade reactionary version of the Blades style, Return Blade.
Paladin
- The Paladin's Chant of Endurance spell line will no longer display a spell effect for each pulse of the spell.
Shadowblade
- Shadowblades will now receive an evade reactionary version of the Left Axe style, Polar Light.
- Shadowblades will now receive an evade reactionary version of the Axe style, Cleave.
Sorcerer
- We have added two group power regeneration spells for the Sorcerer. These spells are available at the following Domination (Mind Twisting) spec levels:
37 Circle of Cognition
47 Circle of Lucidity
Valewalker
- The spell effect for the realm ability, Vale Defense, has been changed.
Valkyrie
- Vindictive Bite, Vindictive Nip, Valkyrie's Command, and Valkyrie's Dominance now share the same recast timer. Please note that the timer amounts for each shear set, 300 seconds for Vindictive Bite and Valkyrie's Command, and 60 seconds for Vindictive Nip and Valkyrie's Dominance have not been changed.
- The spell effect for the Odin's Hoof spell line has been changed.
Wizard
- The Searing Wind spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
3 Searing Wind - Duration: 20s, Resist Lower: 10%
6 Searing Wind (Lesser) - Duration: 20s, Resist Lower: 10%
12 Searing Wind - Duration: 20s, Resist Lower: 10%
16 Searing Gust (Minor) - Duration: 25s, Resist Lower: 10%
21 Searing Gust - Duration: 25s, Resist Lower: 15%
27 Searing Wave (Minor) - Duration: 30s, Resist Lower: 15%
37 Searing Wave - Duration: 30s, Resist Lower: 15%
47 Searing Blast - Duration: 35s, Resist Lower: 15%
- The Simmering Cloud spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
8 Simmering Cloud - Duration: 20s, Resist Lower: 10%
14 Broiling Cloud - Duration: 20s, Resist Lower: 10%
22 Sweltering Cloud - Duration: 25s, Resist Lower: 10%
29 Burning Cloud - Duration: 25s, Resist Lower: 15%
36 Torrid Cloud - Duration: 30s, Resist Lower: 15%
46 Boiling Cloud - Duration: 30s, Resist Lower: 15%
CAMELOT CLASSIC WORLD NOTES
Quests – Hibernia
- The Troya’s Research quest has been renamed Josson’s Research and has been moved from the Connla area to Mag Mell. Players between levels 2 and 5 can begin the quest by speaking with Josson.
- The Tyree’s Dyes quest has been renamed Rhian’s Dyes and has been moved from the Howth area to Tir na mBeo. Players level 11 and above can speak to Rhian to begin the quest.
- The named wind ghoul, Little Wind, will now spawn more frequently for the Little Wind quest. He may be found during the daylight hours near the other wind ghouls in Connacht.
Quests – Midgard
- Taldos' Amulet - Taldos and his companions can now be found in East Svealand.
- Prove Kobold Helen's innocence - Kobold Helen, her escort guards and Sentry Litenberg have been moved to the guard tower near Dvalin.
- The Red Dagger - Joseph Domr can now be found in Gotar, near Fort Atla. Korban now resides somewhere in Gotar as well.
TRIALS OF ATLANTIS NOTES
Items - General
- Artifact scrolls in Stygia have been redistributed and the drop rates increased. Setians and Mau now have a chance to drop any page of the Stygia scrolls.
Dungeons
- Sobekite Eternal Encounter - Pick Your Poison: Djedkare will now gain power faster so that he may grant the challenges for his Trial more quickly.
CATACOMBS WORLD NOTES
- Various archer based monsters have been made to engage in melee sooner when attacked.
Devo commentare?
===================================
Dark Age of Camelot
Test Version 1.75b Release Notes
RvR Missions
March 23, 2005
===================================
TOWER RAZING
We are very excited to introduce Tower Razing into this version as part of the RvR Missions system. Tower Razing is the ability to completely destroy a tower until it is literally a pile of rubble on the ground. This allows for enhanced open field combat opportunities as well as a definitive end to a tower standoff.
Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a "broken" state, at which hookpoints no longer function and all line of sight restrictions previously caused by the tower's structure are removed. With Tower Razing, enemies can continue to attack the tower until it reaches zero health. At zero health, the tower will crumble to the ground, leaving only its foundation intact.
- Repairing the tower from its razed state to a broken state simply requires repairing the tower to 25% health. Repairing it further to 35% health will take it out of the broken state.
- Razed towers cannot be manually repaired. They auto repair at a rate of approximately 5% per half hour until reaching 25%, at which time players may manually repair the tower to a higher state.
- When a tower gets razed, its level is automatically set to 1 - downgrading from whatever higher level it was at if applicable.
- When a tower is razed, any occupants will be subject to falling damage if they are high enough inside the tower when it crumbles to the ground.
- A realm can claim a razed tower, and may even set it to raise to level 10, but will have to wait until the tower is repaired to 75% before it will begin upgrading normally.
- A razed tower area looks like the ruins of a destroyed tower (basically the foundation), but has no line of sight restrictions at all, and no movement restrictions. Functionally, it’s an open field with a tower lord and 3-4 lesser guards.
- The razed tower functions as a normal tower in all other ways and it will still continue to generate guard alerts when guards at the tower are attacked.
MASTER LEVEL UPDATE
In response to overwhelming player feedback about the master level system, we have made a change to the way that credit is awarded for all x.10 final encounters. This will make the entire ML system much more forgiving if you miss a step along the way to your x.10 goal in each master level. Thank you for all of your feedback on this issue!
- You will now receive credit for any Master Level x.10 step without first completing all prior steps.
- No matter what order you finish the 10 steps in, when you complete the final step you will receive a message telling you that you have finished all the trials for a particular Master Level.
- To actually reach a new master level, you still must complete all Master Level XP requirements, and complete all 10 trials as part of the new level, then talk to the Arbiter.
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.
RUN SPEED CHANGE
Since Dark Age of Camelot's launch, we have heard continuous feedback from our community about the movement speed in our game. The concerns over how slow our movement is has continued to grow as we have added more and more areas in which to travel. Because we believe these concerns are valid, we have decided to make a long requested change to the game, enhancing the movement speed of all players who are out of combat. This new run state allows the player to move faster than normal run speed, provided that the player is not in any form of combat. Along with this change, we have slightly increased the speed of all secondary speed buffs (see below for details). Both of these changes are noticeable but will not impinge upon the supremacy of the primary speed buffs available to the Bard, Skald and Minstrel.
- The new run speed works only in PvE. We are still assessing the possibility of this ability also working in RvR, but no final decision has yet been made.
- The new run speed does not work if the player is in any form of combat. All combat timers must also be expired.
- The new run speed will not stack with any other run speed spell or ability, except for Sprint.
- Pets that are not in combat have also received the new run speed, only when they are following, to allow them to keep up with their owners.
- We have slightly increased the speed bonuses for the following spell lines:
Sorcerer – Amplify Movement
Theurgist – Brisk Wind
Enchanter - Effervescence
Warden – Guardian’s Encouragement
Healer – Ease of Movement
Runemaster – Token of Movement
Vampiir - Vampiir's Sprint
NEW THINGS AND BUG FIXES
- Players will no longer be informed when someone else leaves a newbie guild.
- We've corrected several alpha issues with Bainshee spell effects. First, the soundwave "cone" attacks should not appear to cut off rendering of objects behind them. Second, the Bainshee's shield effects should now appear as glossy instead of just black lines.
- Rogue type monsters that use the stealth graphics should now more reliably be knocked out of stealth when attacked by player pets.
- (PvP Server Only) Players will no longer be restricted from joining a new guild for 2 hours after leaving a newbie guild.
- (Pendragon Only) Fixed an issue with several artifact bonuses not working properly: Arcane Siphon, Gold/RP/BP bonuses, Radiant Aura (Crocodile Tear's Ring).
- (Pendragon Only) Fixed an issue that was preventing tooltips from appearing on quickbars or spell effects. They will now properly show durations and spell timers.
- (Pendragon Only) Mousing over the various quickbars will now display a tooltip showing what key is used to trigger actions on keys (Alt or Control).
- (Pendragon Only) Added a tooltip to your experience bar that will display your current free level status.
CLASS CHANGES AND FIXES
Realm Ability Changes and Fixes
- Negative Maelstrom has had its damage increased by 30% for each tick, for all levels of this ability.
Bainshee
- The Bainshee's Audible Barrier spell line has been changed so that a player cannot recieve the benefits of the spell more than one time every 30 seconds. This now works similarly to the way that pulsing blade turn works.
- The Bainshee's Wraith's Shield spell line will no longer block boiling oil damage.
Mentalist
- We have added two group power regeneration spells for the Mentalist. These spells are available at the following Holism (Mana) spec levels:
37 Invest Concordance
47 Invest Perfection
Nightshade
- Nightshades will now receive an evade reactionary version of the Celtic Dual style, Tornado.
- Nightshades will now receive an evade reactionary version of the Blades style, Return Blade.
Paladin
- The Paladin's Chant of Endurance spell line will no longer display a spell effect for each pulse of the spell.
Shadowblade
- Shadowblades will now receive an evade reactionary version of the Left Axe style, Polar Light.
- Shadowblades will now receive an evade reactionary version of the Axe style, Cleave.
Sorcerer
- We have added two group power regeneration spells for the Sorcerer. These spells are available at the following Domination (Mind Twisting) spec levels:
37 Circle of Cognition
47 Circle of Lucidity
Valewalker
- The spell effect for the realm ability, Vale Defense, has been changed.
Valkyrie
- Vindictive Bite, Vindictive Nip, Valkyrie's Command, and Valkyrie's Dominance now share the same recast timer. Please note that the timer amounts for each shear set, 300 seconds for Vindictive Bite and Valkyrie's Command, and 60 seconds for Vindictive Nip and Valkyrie's Dominance have not been changed.
- The spell effect for the Odin's Hoof spell line has been changed.
Wizard
- The Searing Wind spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
3 Searing Wind - Duration: 20s, Resist Lower: 10%
6 Searing Wind (Lesser) - Duration: 20s, Resist Lower: 10%
12 Searing Wind - Duration: 20s, Resist Lower: 10%
16 Searing Gust (Minor) - Duration: 25s, Resist Lower: 10%
21 Searing Gust - Duration: 25s, Resist Lower: 15%
27 Searing Wave (Minor) - Duration: 30s, Resist Lower: 15%
37 Searing Wave - Duration: 30s, Resist Lower: 15%
47 Searing Blast - Duration: 35s, Resist Lower: 15%
- The Simmering Cloud spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
8 Simmering Cloud - Duration: 20s, Resist Lower: 10%
14 Broiling Cloud - Duration: 20s, Resist Lower: 10%
22 Sweltering Cloud - Duration: 25s, Resist Lower: 10%
29 Burning Cloud - Duration: 25s, Resist Lower: 15%
36 Torrid Cloud - Duration: 30s, Resist Lower: 15%
46 Boiling Cloud - Duration: 30s, Resist Lower: 15%
CAMELOT CLASSIC WORLD NOTES
Quests – Hibernia
- The Troya’s Research quest has been renamed Josson’s Research and has been moved from the Connla area to Mag Mell. Players between levels 2 and 5 can begin the quest by speaking with Josson.
- The Tyree’s Dyes quest has been renamed Rhian’s Dyes and has been moved from the Howth area to Tir na mBeo. Players level 11 and above can speak to Rhian to begin the quest.
- The named wind ghoul, Little Wind, will now spawn more frequently for the Little Wind quest. He may be found during the daylight hours near the other wind ghouls in Connacht.
Quests – Midgard
- Taldos' Amulet - Taldos and his companions can now be found in East Svealand.
- Prove Kobold Helen's innocence - Kobold Helen, her escort guards and Sentry Litenberg have been moved to the guard tower near Dvalin.
- The Red Dagger - Joseph Domr can now be found in Gotar, near Fort Atla. Korban now resides somewhere in Gotar as well.
TRIALS OF ATLANTIS NOTES
Items - General
- Artifact scrolls in Stygia have been redistributed and the drop rates increased. Setians and Mau now have a chance to drop any page of the Stygia scrolls.
Dungeons
- Sobekite Eternal Encounter - Pick Your Poison: Djedkare will now gain power faster so that he may grant the challenges for his Trial more quickly.
CATACOMBS WORLD NOTES
- Various archer based monsters have been made to engage in melee sooner when attacked.
Devo commentare?