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Patch 1.46

Par Miele le 14/2/2002 à 16:20:35 (#929774)

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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).

- Archers will hit more often in group situations - the group melee "to-hit" bonus has been increased. 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. Archers 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.


voila le nouveau patch en test sur pendragon, j'ai rapidement survolé en gros ça dit : les archers se prendrons moin d'aggro des monstres en groupe, qu'ils seront utile dans un groupe, rapport d'xp suplementaire (?), les guerriers et tout ce qui frappe hors-magie auront un bonus d'attaque suivant le nombre de pesronne dans le groupe, plus on sera nombreux plus on aura un bonus sur la reussite d'un coup.
Les fleches de type blunt, slash etc seront visible dans la fenetre des degats tout comme les armes de melee, exemple 34 (+3 < bonus de type de degat).
L'animation de tire des archers va etre modifié (a confirmer) pour eviter l'attente des archers, lorsqu'on tirer avant on avait un temps mort de concentration, apparement ce temps va disparaitre.

Un nouveau system dans la fenetre de trade va etre appliqué pour les réparations. En effet avant les artisans pouvait etre des voleurs en prenant l'arme a reparrer mais en ne la rendant pas. Ce qui faisait reflechir a 2 fois avant de donner notre arme a n'importe qui. Il y aura donc un flag (onglet) l'artisan pourra reparrer directement dans la fenetre.

La commande /cg invite pour les chat friends est ameliorer a son tour, on pourra inviter plusieur personne en meme temps exemple : /cg invite xxx xxx xxx ...

Les familiers ont eu un ptit debugage sur leur IA de retour lorsque le pet revenais a son maitre apres un combat il donner l'impression de bouger dans tout les sens sauf dans le notre. C'est corrigé.

A suivre car j'ai plus le temps de vous en parler ... :D

Par Baat-Lear le 14/2/2002 à 16:34:00 (#929876)

oui ca dit aussi que certaines classes auront des buffs de resistances (mais accessibles seulement en se spécialisant)

Par Baston le 14/2/2002 à 16:36:22 (#929899)

Maintenant je connais mon prochain perso... Un archer sur Hibernia

Par Lothmyr le 14/2/2002 à 16:48:31 (#929986)

Non les artisans ne pouvaient être des voleurs, puisque pour réparer un objet, on avait à le poser par terre, l'artisans cliquait dessus (il ne pouvait pas le prendre) et clickait sur repair.

Ce qui a changé c'est que maintenant l'interface est plus facile et permettra de réparer plusieurs objets à la fois, et permettra à l'artisan d'être payé pour son travail.

Car avant : soit l'artisan se faisait payé avant, et il pouvait partir sans réparer (là oui c'est un voleur)

Soit il se faisait payé après et aucune certitude que le joueur le paye.

Re: Patch 1.46

Par Darkdiamond le 14/2/2002 à 18:30:47 (#930827)

Provient du message de Miele
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L'animation de tire des archers va etre modifié (a confirmer) pour eviter l'attente des archers, lorsqu'on tirer avant on avait un temps mort de concentration, apparement ce temps va disparaitre.



Pas tout a fait... Pas du tout en fait :)

La modification est la suivante : avant, lorsqu'un archer se préparait à tirer, il recevait un message du type "You prepear to shot (3.4 seconds)". Mythic trouve que l'information sur le "délais de concentration" est trop précise. Maintenant, l'archer, dans les mêmes conditions, recevra un message du type "You prepear to shot (3 seconds). MAIS la vitesse de tir n'a pas été modifiée : juste la "précision" du délais donné au joueur.

Ok, pas très clair je l'admet :)

Par Badboy/lEternel le 14/2/2002 à 19:25:42 (#931166)

salut ,)
une petite traduction c'est possible ;) ?
tant qu'a faire poster des messages sur un forum francais traduisez les gars ce seras cool ;)


merci d'avance

Par kirinyaga le 15/2/2002 à 12:42:06 (#936803)

J'ajoutes qu'il y a toujours eu un bonus selon le nombre de personnes engagés en mêlée. Plus un monstre se fait frapper par un grand nombre de personnes/pets, plus sa résistance à la magie et son AF diminue. C'est ce qui permet à des groupes de 8 de s'attaquer à des violets ou ce qui a permit à plusieurs centaines de personnes de tuer le géant niveau 75.
Par contre, en ce qui concerne les sorts de bolts et les armes de jet, plus il y a de monde tapant sur un monstre, plus la chance de frapper quelqu'un d'autre que le monstre augmente, et ce n'est donc pas une tactique très efficace, ce qui limitait l'utilité des archers avec uniquement une spec Bow+Stealth.

Les modifications ne concernent donc que les archers : pour eux le bonus de mêlée en cas de combattants multiples sur le même monstre sera plus haut, à la fois pour leur arme de contact et pour leur arc. Ca ne concerne donc que les archers groupés, par ceux qui font du solo.

Par Elrik Drakken le 15/2/2002 à 15:01:48 (#937956)

dites... quand vous faites des copier coller comme ca vous pourrier aussi mettre la traduc :(

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