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1.48

Par Archer Griffon le 8/3/2002 à 12:18:45 (#1082564)

Pendragon Version 1.48
from Matt Firor
2002-03-07 17:11:42


Camelot version 1.48 is now up on Pendragon. It has several changes that will need to be thorougly tested. First is a new experience point system that should help those players 35-50 to level faster, as well as help lower-level players that are grouped with higher-level ones. Second, it slows down RvR combat by reducing all damage done in RvR.

====================================

Dark Age of Camelot

Version 1.48 Test Release Note

====================================

RVR CHANGES

We are making two changes in this version to help "slow down" the pace of RvR combat, as well as let level 35-40ish players participate more in RvR.

- We've normalized high level damages between PVP and PVE. At 50th level, you would generally due about 35% more damage to a player than to a monster of equal level. So, we've reduced all PVP damages by 35% to bring them in line with PVE damages. The major reason for doing this was to make RvR combat last longer - as long as PvE combat. Please let us know how this change affects RvR.

- We've reduced the level based to-hit penalties in RvR combat for lower level players attacking higher level players. Thus, lower level RvR players (35-40) will be able to hit higher level players (45-50) more often but for less damage. With this, low level players are more valuable in PVP.



EXPERIENCE CHANGE

In order to lessen the tedium of leveling in the 35-50 level range, we're making a change that should help players of those levels gain experience faster. Experience clamps have been raised from 1.1x a same level kill to 1.25x a same level kill. This change has two effects: it will allow lower level players in a group to gain more experience faster (15% faster), and it will also let higher level players (the 35-50s who tend to hit this clamp more often) to gain experience faster.



NEW THINGS AND BUG FIXES

- Chat filters have been moved to the server for filtered system messages. This should help reduce bandwidth in big battles.

- Weapon Effects on mage staves should now show when the mage casts a spell. In general, weapon effects only show when a weapon is drawn and the player is in combat mode. Mages are rarely in combat mode. Thus, the staff weapon effects shows when a spell is cast and lasts until the mage moves, jumps, or strafes.

- The animation speed of campfires and smoke clouds has been slowed to normal speed.

- Solo experience now follows the same clamping rules as group experience. We had an issue where a group of people could disband and fight a monster individually and get more experience per player.

- You can no longer use charged items when mesmerized.



NEW GUILD COMMANDS

We've added a few new guild commands, some of which have already slipped into the live version. These commands let you specify a guild web page and guild email address, which show up on your guild's listing on the Camelot Herald. The other new commands are for alliance messages of the day and its associated rank settings.

/gc webpage [the.guildpage.com] - is an additional line set by the leader that can be display in a /gc info command, as well as on the Herald.

/gc email [contact@guildpage.com] - is an additional line set by the leader that can be displayed in a /gc info command, as well as on the Herald.

/gc amotd - Alliance Message Of The Day set by the alliance leader and viewable by all members of the alliance who log in. Note, that follower guild leaders can edit *their guild* amotd, but this information is not displayed. In other words, the information is stored on the guild, if this guild, in the future became an alliance leader, the amotd would display.

/gc omotd - Officer Message Of The Day - set by the guild leader for the officers.

/gc edit [ranknum] motd [y/n] - ability for the guild leader to allow a rank to edit the guild motd.

/gc edit [ranknum] alli [y/n] - ability for the guild leader to allow a rank to enter/leave alliances (create a diplomatic officer).


ART NOTES

- We've added more cloth robes to the game. You may notice that your mage's outfit is different when you log into the game - as there are many more robes to go around now, we've spread the new robe graphics around. Over the next week, we'll be spreading out existing robes to hook into the new graphics. Please let us know what you think.

- Friars now have their "own" robes, which are naturally colored (i.e. not a mage robe tinted brown).


WORLD NOTES

- We've removed the central patrols in the Battlefield, these realm guards now will guard the island area only and should not be able to be pulled to the portal keeps.

Albion One-time Drops: Dai - Keltoi BattleMail (will now drop for Minstrels)
Tusker - Tusker's Old Wound (will now drop for Minstrels)


Monster Encounters

Albion Encounters

Lyonesse: Sister Blythe has tapped into the hidden power of the Temple of Arawn. It is
rumored she now has the ability to rise the dead and command them to do her
will!

Lyonesse / Cornwall: It seems as though the pygmy goblins in Lyonesse have been toying with new magic's of late, explosions have been heard in the area. There have been reports of more strange monster activity in Lyonesse and Cornwall.

Pennine: Sir Bors has received troublesome reports from a scout in the Pennine
Mountains. It appears Lord Elidyn can now wield farie magic. The scout
claims Lord Elidyn's power can change frogs into Ellyll heroes!


Hibernia Encounters

Bri Leith: Travelers returning from the Valley of Bri Leith report strange gusts of wind in the southern regions of the valley. Rumors are that some sort of magical beast is responsible.

Lough Gur: A group of adventurers returning from Lough Gur have reported that they were attacked by grasping roots when traveling through the forest.


Midgard Encounters

Muspelheim: A giant in Muspelheim has apparently found a new way to harness the power of lava. This giant has been throwing glowing boulders at any passers, slaying more than one unwary adventurer.


Hibernia Quests

Quest: Wolf Infestation:
Players that follow the Way of Nature and use Caoimhe in Ardee as their trainer will now receive their level 4 trainer quest.


Midgard Dungeons

Spraggon Den: Spraggon Den has had a few changes. Players adventuring within the dungeon should find that a few more "safe spots" have been added to the dungeon.

Vendo Caverns: Hunters have reported that some of the bears within the dungeon have migrated to safer havens away from the cramped confines of the Caverns. There have also been reports of strange occurrences within the snakepit, but the cause of this remains unseen.



OBJECT NOTES

We've scrubbed through the object database and fixed many small bugs that have been accumulating.


Item fixes:

- Stonewatch Bracer should now be set to the correct level.

- Ancient witherwoode bark was changed to a more appropriate icon.

- Stringed puppets, dolls, and hinges now have an icon.

- Cat Hide Boots and the cloth Tomte Tunic are now dyeable by the appropriate dye.

- The Runic Manslayer was returned to its previous proc'ing state.

- Typos fixed in the "Webbed Shadow Jerkin", "Rogue Infiltrator Pendant", "Keltoi Infiltrators Disguise", "guide to infiltration", "Empyrean Mist Cloak", "deamhan hound tooth", "deamhan hound claw", "deamhan hound pelt", and a few others.

- The Furlined Hunter's Belt can now be equipped.

- The Snake Charm now has a level, and with that, it should be displaying condition, durability, etc. correctly.

- The Ollipheist Eye now has a level.


Several items ended up with some resist bonuses listed twice as a result of the resist consolidation a few weeks ago. The following are the ones that have been changed thus far:

Ring of the Mental Fortress, Ghoulish Shackle, Shadowsteel Necklace, Belt of Spryness, Bracer of Dauntless Courage, Thunder-striders Leggings, Majestic Mantle of the Eternal, Svartalf Crafted Belt, Dread Blackscale Hauberk, Jewel Spiked Gauntlets, Restless Centurion Belt, Latticed Shadow Vest, Gossamer Seolc Sleeves, Drum of Fading Valor, Aeiry Belt


Other item fixes:

A few dropped weapons, and some of the player-crafted weapons were displaying delve information indicative of the item possessing a proc, although the proc wasn't named, nor did the weapon actually proc. This should be fixed for all the player-crafted weapons, and for the dropped weapons reported as bugged in this repect.


Stackable Items:

The object database has been overhauled! A large portion of the common loot drops are now stackable in a person's inventory, in varying numbers. This includes regular and pristine versions of many pelts and carapaces, small-sized body parts (ew!), small non-magic items (for example, rings or gems), flat items such as paper or notes, small junk loot, and medium junk loot. NOTE: The items may not automatically stack in a player's inventory when picked up. To stack an item, click on the icon in your inventory, move the cursor to the icon of a duplicate item, and click again. Once an item is stacked, it cannot be separated into single objects again, and the whole
stack is sold when interacting with a vendor.


CRAFTING SYSTEM UPDATE

- The 9th/10th material type recipes are in. If you have the appropriate skill/rank you should be able to see the newer recipes. Note: The materials needed for the 9th/10th are not in the game yet. Those will be added in to Pendragon soon.

- The amount of raw wood needed in the final recipe/step for all Siege Engines has been halved

Par Draziel/Sam-CRS le 8/3/2002 à 12:30:54 (#1082623)

( ça c'est du crossposting :ange: *enfonce le clou* :p rhaaa c'est vil un midgardien non?:mdr: )

Par Chocomiam le 8/3/2002 à 14:16:27 (#1083078)

Merci pour l'info ;)

++ :p

Par Maelst Tacryl le 8/3/2002 à 19:02:03 (#1084610)

Lol on parlait de la release notes de la 1.47 il y a peu et déjà la release note de la 1.48 est là...

Ils choment pas dis donc :)

Par Eleandill le 8/3/2002 à 19:43:03 (#1084900)

Wow ça c'est du bon boulot :D

Par Miele le 8/3/2002 à 23:57:59 (#1086861)

ils veulent ruiner goa :D

Par Dolanor le 9/3/2002 à 11:44:35 (#1087314)

Engagez des gars de MYTHIC chez GOA S'IL VOUS PLAIT !!!:sanglote:

Par puip le 9/3/2002 à 11:56:10 (#1087366)

si ca se trouve ils ont deja fini le jeu et tous les patchs et maintenant ils le sorte au compte goutte pour qu'ils servent encore a qq chose :D :D

Par Silencer le 13/3/2002 à 5:55:45 (#1109577)

Ouai, bin si vous avez bien lus, se patch je ne l'attend pas avec une grande impatiente, ils reduisent les degats en RvR de 35%

Etant un assassin, je peux vous dire que ca pue grave :enerve:

Re: 1.48

Par Abshynte ~ Ambre le 13/3/2002 à 10:46:53 (#1110090)

Provient du message de Archer Griffon :
Pendragon Version 1.48
from Matt Firor
2002-03-07 17:11:42


EXPERIENCE CHANGE

In order to lessen the tedium of leveling in the 35-50 level range, we're making a change that should help players of those levels gain experience faster. Experience clamps have been raised from 1.1x a same level kill to 1.25x a same level kill. This change has two effects: it will allow lower level players in a group to gain more experience faster (15% faster), and it will also let higher level players (the 35-50s who tend to hit this clamp more often) to gain experience faster.



Oui mais ça c'est très bien :)

Par Neijma le 13/3/2002 à 10:57:02 (#1110114)

Moi je suis une assassine et je râle pas... on verra bien...

Par Elric le 13/3/2002 à 14:31:52 (#1111084)

Passer de 2 points a 2.5 points multiplié par lvl pour les sicaires, ca permet au sicaire d'avoir 50 dans sa comp d'arme et donc d'augmenter fortement les degats, la reduction de 35% n'aura a mon avis que peu d'effet sur vous, les assassins de mid pouvant utiliser des armes assez gigantesque, ils pourront eux aussi continuer a tuer en un coup. Je ne dirai rien sur les ombres qui grace a leur super instant cast qui fait 3 de degats sur du jaune pourront... non pourront rien.

Par Murmure le 13/3/2002 à 14:52:20 (#1111166)

il me semblait avoir entendu qque part que, justement, cette regle de diminution des degats n'allait pas s appliquer aux assassins des différents serveurs.

En effet, quel est l interet d un assassin si les degats sur les PJ sont plus ou moins equivalents à ceux réaliser sur un monstre ?? Le but de l assassin est de tuer en un coup, au pire deux, et bien l'assassin qui tue à chaque fois ces monstres bleus en un coup ... voire les verts ... je veux bien le connaitre :) (en tout cas à mon lvl c est pas joué d avance) Personnellement je tue les verts en un coup quand je passe les critiques, soit une fois sur ... 20 ou 30 je pense *attend les mauvaises langues* malgré une claymore jaune à deux mains 15 en attaque furtive (lvl 16) et 13 en epee donc bon ... ca devrait le faire :p

Donc je trouverais realiste que les assassins soient exemptés de cette regle :)

Bon soit, je preche pour ma paroisse, je pourrais ajouter que cette regle favorise les gros guerriers bourrins qui resistent mieux aux coups, mais non non je ne suis pas comme ca :ange:

Par Elric le 13/3/2002 à 14:57:28 (#1111192)

Si je place un critique sur un vert il meurt pas en coup, mon seul espoir c'est l'augmentation des degats en RvR ou bien que Mythic decide (enfin) de faire un de l'ombre un assassin mage, capable de se lancer des buffs de la meme facon que le ranger.

Si au moins les artisans empeneur etaient foutu de monter maroquinerie pour que je m'equipe avec un baton ferré le temps du backstab mais meme pas :(

Par Murmure le 13/3/2002 à 15:01:12 (#1111213)

Provient du message de Elric :
Si je place un critique sur un vert il meurt pas en coup, mon


C'est ballot ca :(

J'ai fait le test sur un "thrall" vert pour moi (c est un humain pour ceux qui ne sont pas de Midgard) avec le backstab 2 un critique et la claymore à deux mains (un epee) je monte à environ 300 de dommage, mais c est sur un vert ! Sur un bleu, sans le critique la moitié de la vie s 'en va.

Si c est pour me retrouver à enlever la moitié de la vie d'un vert en RvR autant glisser betement sur mon epee dans les fougeres :bouffon:

Par Elric le 13/3/2002 à 15:19:00 (#1111308)

300 sur un vert ? Je fais 150 sur un gris...

toujours pas

Par Typhon Krazilec le 13/3/2002 à 15:51:25 (#1111508)

Non, toujours pas la scale pour les mages :(

JOL Archives 1.0.1
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