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1.54 H
Par Nostenfer le 30/10/2002 à 19:20:31 (#2443243)
We've made a few changes to make taking and holding frontier keeps much more attractive. The changes are designed to make it slightly easier to defend keeps, as well as give you more reason to control them. We will be making more enhancements to this system over time.
- Now, when a guild claims an outpost, all guards from that outpost raise one level. Additionally, as the keep is upgraded - one level is added to every guard for every upgrade level on the keep. Note that the named guards at the relic keeps are "from" these outposts and enjoy the same upgrades.
- Heal spells now receive a bonus from the power relic - finally healing classes will benefit by their Realm controlling power relics.
- Now, when the outer door of a keep is destroyed, all scouts from the outpost still alive will converge on the keep door to attempt repel all attackers.
- Players now receive an exp bonus when fighting within 16,000 units of a keep controlled by your realm or your guild. You get 20% bonus if your guild owns the keep or a 10% bonus if your realm owns the keep.
NEW THINGS AND BUG FIXES
- Negative effects (such as mesmerize, stun, root, snare, debuffs, etc.) have been modified so that casters of these types of spells will now receive Realm Points for using these types of spells in RvR. Please note that the amount of RP these classes get for these spells is less than directly damaging the enemies.
- Instruments should now calculate to the correct amount of bonus points for
Spellcrafting.
- Pieces of Spellcrafted armor have been reduced from a 20% proc chance to a 10% proc chance.
- Monsters will no longer wiggle back and forth across a path-point if they are traveling fast.
- Monsters in formations in dungeons with multiple levels should no longer have creatures drop through the floor.
- When crafting objects, stat bonuses will display both the 100 and 150 percent amounts.
- Focus gems now delve the correct amount.
- When self-crafting, the combine status should print properly.
- You can now turn off the spell queuing feature by using the new "/NOQUEUE" command
- When you enter stealth or camo and you are sprinting, your sprinting is halted.
- Heroes can no longer enter stagform while dead.
- Imbuing items thorough spellcrafting should now result in the correct number of bonus levels - this was offset by 1.
WORLD NOTES
- Trade Skills: Have added extra dialog to the NPCs that assist with changing to the spellcraft and alchemy trades. The extra dialog should now indicate changing will result in the loss of all siegecraft and the ability to repair doors.
- Quests: We have added one quest per realm to provide an introduction to the new races that will debut in the Shrouded Isles expansion.
ITEM AND SALVAGING NOTES
1) Spellcrafted items are now no longer "one imbue point short" of their correct value.
2) Bard instruments should now have the correct amount of imbue points.
3) Items given a proc or reactive proc through Alchemy should no longer apply charges when crafted. Charged items should still set charges.
4) The damage for the DoT available through Volatile, Stable and Reactive tinctures was increased to a level appropriate value. Note: this affects other items that have this spell.
5) The duration for Volatile and Reactive Armor factor buffs is now 1 minute. The Stable versions retain their 10-minute duration.
6) The duration for debuffs (str/con, dex/qui) available through Stable tinctures now last one minute. Note: this affects other items that may have this spell.
7) The Stable Celeric tincture now has a 10-minute duration haste effect. This replaces the 30-second duration effect.
8) The Stable Shard tincture now has a 10-minute duration effect. This replaces the 30-second effect.
9) The Stable Honing Tincture now has a 10-minute duration effect. This replaces the 30-second effect.
10) All dropped component recipes are now set to require a 1000 skill.
11) Tincture recipes should now display the correct number of catalysts required to execute the recipe.
12) The dropped component recipes should now exactly match the name of the dropped component.
13) When self-crafting items using Spellcraft the item should now display the number of imbue points.
14) There is now a combination text message when dealing with stat gems. Essence gems will display the point cost in (point cost) and the actual stat value beside it. I.e. (11) 16
Salvaging Darkness Falls Objects
Many objects in the Darkness Falls dungeon were set to have a salvage value far too high relative to their worth (in gold). In order to keep the game's economy in balance, we've had to adjust the salvage values of some items found on Darkness Falls vendors. Now, all objects purchased from vendors in Darkness Falls have a consistent salvage value based on the seal cost of that object. This means that for those items that were adjusted you will get less salvageable material than you previously did.
Note: we did not adjust the actual seal cost of any item, only the salvage settings on the items.
Note: this change is retroactive, so clear your vaults if you were storing any of these items for later salvage.
Par Ariendell le 30/10/2002 à 19:21:47 (#2443256)
Par Nostenfer le 30/10/2002 à 19:22:48 (#2443264)
Provient du message de Ariendell
t'as pas l'impression qu'il y a déjà un thread de plusieurs pages dessus? :D
Ha ben non :mdr: j'ai chercher j'ai po trouver dans recherche 1.54 H
bon ben y'a plus qu'a fermer :D
Par Colsk le 30/10/2002 à 19:28:13 (#2443310)
Pas taper pas taper cours Colsk cours........
PLAAAAAAAAAAAFFFFFFFFFFF
pouet pouet
frop chtite mes jambffes mfaiis ch'lai eu qd mfemfme...
Colsk TaQuiN
Keen Champion
Le plus bô.
(erf che vais defoir chanffer ma fignatfure)
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