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1.48c

Par Anduric le 13/3/2002 à 18:37:59 (#1112496)

Points marquants :

- 2 nouvelles zones RvR bas niveau (20 à 30 :))
- LES MATERIAUX NOUVEAUX SONT LA
- Tout le monde perd 35% de dégats. Les assassins "seulement" 17%



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

Dark Age of Camelot

1.48C Test Release Notes

March 13, 2002

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


NEW THINGS AND BUG FIXES

- There are two new Battlefields, for levels 20-24 and 25-29. See the World Notes, below, for more details.

- For PVP combat, the 35% reduction in damage is halved for hidden attacks (critical strikes from assassins) and critical shots from archers. This essentially means that even though we overall reduced melee damage 35%, for those specific attacks, we reduced it only 17.5%

- High level poison damages have been increased. Assassin characters should see an increase in their poison damages.

- You should now be able to melee while using /stick more easily than before, although it still is not a guaranteed hit.

- Pet damage and damage add spells have been reduced by 35% in RvR. These should have been lowered when general melee and spell damage was lowered, but was not initially. This fix brings pet damage and damage adds in line with the new RvR damage formula.

- Players should now get their 50th level abilities and spells when they raise to 50th level. Really. We promise this time. Unlike the previous two times when we said we'd fixed this but really hadn't; now, we have. Also, chars who have already attained 50th level will be converted to have their 50th level abilities.

- When you claim a keep, that keep's guard guild names should now dynamically update when their cloak/shield symbol updates. Previously, they only updated when you quit and come back in.

- When an NPC has damaged a player and you get no Realm Points, you'll now get a message telling you.

- Guild leaders now implicitly have the permissions to CLAIM and UPGRADE a keep without setting the flags to Y.

- Rank titles should now print correctly when you gain rank levels. Previously, you would get the proper rank, but the message telling you of your new rank was listing an incorrect title.

- Commas have been added to experience prints when you complete a task or quest.

- Guards will now face you to salute when you click on them (if they are designed to do that).

- Attack speed debuff spells no longer keep the target from evading or blocking. It now literally only slows down their attacks.

- There is now a timer on how often you can /say and /yell, twice per second for /say and once per second for /yell. You should only notice this if you are using a macro.

- "Camp bonuses" have been substantially upped in dungeons. Now camp bonuses in dungeons are, on average, 20% higher than outside camp bonuses.

- Guilds can no longer claim multiple keeps. If they have multiple keeps - only the last keep taken stays with the guild.

- Heal spells have no effect on doors (and never had). Now, when you cast a heal spell on a door, you get a message telling you that it has no effect.

- Characters can now have 16 total buffs on them at any one time. Previously, they could have 20; now the "extra" 4 buff slots are reserved for debuffs/poisons/dots and other "enemy" effects.

- Player encumbrances are now adjusted on the fly as ingredients are consumed due to upgrading and repairing.

- You can no longer fire arrows or cast spells through the terrain - such as "underneath" through a hill into a keep.

- Concentration pools should be calculated correctly when you quit and log back in while rez-sick.

- Bounty Points are no longer given in the Battlefields. Bounty points are your Realm's payment to you for defending your Realm. Because the Battlefields are training grounds, not real Realm combat, no Bounty Points will be given.

- You should no longer be able to repair a keep door when in the room above the door.

- You can now see more than 65000 bounty points printed on your screen. This was a display problem only - you did have more bounty points; they just didn't print.

- The racial resistances were printing incorrectly (reversed). They now show correctly in your RESISTANCE screen.



ART NOTES

- Friars have gotten two new robes. We continue working on fleshing out the armors for all classes in the game.

- Previously, Guild Emblems were displaying backwards on all shields. This has been fixed.

- The Glimmer King Dragon now has the same "glow in the dark" effect as other monsters in that zone.



CAMELOT HERALD DISPLAY OPTIONS

The Camelot Herald (www.camelotherald.com) displays Guild Information. Version 1.48 allows guild leaders to specify which options are displayed on these web pages.


Character display options:

The default setting for characters to be displayed is name, class, level, realm points and guild affiliation.


Items under the characters control:

/webdisplay nopoints - If this flag is set to on (default), realm points are displayed on the herald. Off - not displayed.

/webdisplay trades - If this flag is set to on, tradeskill levels are displayed on the herald. Off (default) - not displayed


Guild display options:

/gc displayofficers - If this flag is set to on (default), a hierarchy of the guild from ranks 0-9 is displayed. Off - not displayed.



MAGIC SYSTEM NOTES

- The Albion Cabalist's Ruby Simulacrum pet should be proccing properly, and the poison DoT procced by the Emerald Simulacrum has had its damage increased.



OBJECT NOTES

- The drop rates for epic monsters in Raumarik, Cursed Forest and Llyn Barfog have been substantially increased. Happy hunting!

- The Woebegone Boots will now drop with the proper material setting.

- The Medal of Valor should now have the proper level and con.

- The Boots of Loki now increase Dexerity by 6 instead of increasing the climb skill.

- The Glimmerspirit Shortbow will now drop with the proper material setting.

- The Stonewatch bow now increases dexerity instead of bow skill.

- The Smiter's Belt is now equipable on the waist.

- The Supple Frogskin Pants can now be dyed.

- The Runed Clay Gloves now increase poison skill instead of backstab.

- The Mire walker's Helm now has the correct AF.

- The Bog Stider's Hauberk should now have the correct AF.

- The Belt of Animation should now Con correctly.

- The Black Golden-embossed Hood can now be dyed.

- The Majestical Ring should now be able to be equiped in either ring slot.

- The Cave Prowler's Gauntlets had the second quickness entry changed to
Strength.

- The Enraged wolf Pelt Cloak can now be dyed.

- The Ruby Dusted Robe can now be dyed.

- The Diamond dusted robe can now be dyed.

- The Emerald Dusted robe can now be dyed.

- The Drakulv Mightcaller Ring now has the correct icon.

- The Ripper Jerkin can now be dyed.

- Sinach fangs can now be carried.



WORLD NOTES

NEW BATTLEFIELD ZONES

We have added two new restricted RvR battlefield zones, which brings the total number of Battlefields up to 3. Each is restricted by level. The lowest is for levels 20-24, the second for levels 25-29, and the third is for levels 30-35. The intent of these battlefields is to provide a training ground where lower-level characters can practice and learn RvR tactics without having to worry about higher-level players maurading them. Each Battlefield has been configured to allow each player approximately 100 enemy "kills" before you will no longer be allowed to port there.

The Battlefields:

- Caledonia - levels 30 - 35, Realm rank 1, Realm level up to 9

- Murdaigean - levels 25 - 29, Realm rank 1, Realm level up to 5

- Thidranki - levels 20 - 24, Realm rank 1, Realm level up to 3

The medallion merchant's speech has been updated to reflect the changes within the Battlegrounds. Should you have questions on the function of the portals or which battleground your level/realm rank can travel to, please seek him out.


Midgard Faction

The Guardians of Midgard are now aggressive to those who enter their territory. Note that Midgard residents should receive positive benefits to the Guardian faction when hunting traditional enemies of the realm.

RvR

The Albion mile fort gates can now be attacked, broken, and repaired.

Tradeskills

The new merchants in the Merchant keeps should now be spawning correctly.

Merchants selling the higher level tradeskill materials have also been added to the Relic Keeps.

Albion:
Eythan Greene – Castle Myrddin
Kathlynne Snowe – Castle Excaliber

Midgard:
Sidroc Johannson – Grallarhorn Faste
Synnove Byornsdottir – Mjollner Faste

Hibernia:
Eadaoin T'Kela – Dun Dagda
Galen MacDugal – Dun Lamfhota


Midgard Monster Encounters

Vanern Swamp: Magical storms have been illuminating the evening sky in the Northeastern region of the swamp. The hagbui have been restless of late and seem more defensive of their lands. Extra caution would be advised when traveling in the region.

Par Tixu le 13/3/2002 à 19:09:55 (#1112721)

genial!

vivement que cela arrive chez nous! :)

Par Archer Griffon le 13/3/2002 à 22:54:50 (#1113992)

For PVP combat, the 35% reduction in damage is halved for hidden attacks (critical strikes from assassins) and critical shots from archers


Genial...etant donne que Critical Shot est inutile en RVR, ils nous redonnent pas grand chose sur cette phrase...

Les debutants du RVR vont se dire bon
"bah je fais un critical shot pour faire des dommages corrects"

Vous ne pouvez effectuer un tir precis sur cette cible, vous passez a un tir normal.

*bing un pauvre shoot a 35% de moins qu'avant*

Par Citannul le 14/3/2002 à 1:39:19 (#1114407)

Coucou

Critical shot inutile en RvR ? Développes. :)

Concernant ce patch, ca met tout simplement fin au farming de rps en solo et ca oblige les archers, par exemple, a chasser en groupe afin de reussir a tuer une cible, ce ki nest pas forcement une mauvaise chose, meme si ca decourage de nombreuses personnes.

Les combats vont, bien sur, durer plus longtemps et les tanks seront deja bcp decisifs kils ne letaient. Ils en avaient grand besoin. Attendons de voir ce ke ca donne au nivo de la balance des royaumes, meme si Midgard semble presenter de nombreux atouts dans cette nouvelle donne.

Par Ascarnil le 14/3/2002 à 10:49:26 (#1115069)

A ce que je comprends les 35% vont affectés toutes les classes sauf celle des assassin et archer (17,5%), les poisons des assassin va etre augmentés (en dégats) mais a quand les fleches emflamés...... pour les archer :(

Les deux zones RvR pour low level ca c'est coolos, on s'amuse bien dans la zone 30-35 et de plus ils sont augmenter le gain de rank realm car jusqu'a maintenant dans la zone rvr 30-35 des que tu a atteind le rank 2 tu n'y a plus droit, c'est a dire on peut plus y retourner et ca va vite vu que ce sont de petites zones les combat se font vite bref c bien fun et tous y trouve son compte vu la fourchette de level :) la on pourra squatter judqu'au rank 9 :) ca laisse voir/venir :)

aller au boulot goa on la veut celle la :)

Par Anduric le 14/3/2002 à 10:59:47 (#1115098)

Pour les zones RvR ca n'est plus exactement ca : Tu ne gagnes plus de RP dans les zones RVR, les RP ne sont verifies que pour savoir si tu as le droit d'y rentrer.

Tu es interdit dans la zone de trois facons :
- Ton level est trop eleve
- Tes RPs sont trop eleves
- Tu as tue trop de personnes dans la zone. Apparemment la limite serait aux alentours de la centaine de frags. Si tu tues 20 personnes par soir (credible vu qu'ils ne sont pas beaucoup plus gros que toi et que c'est petit), tu en auras pour une petite semaine avant de retourner lvl.

Par kirinyaga le 14/3/2002 à 15:02:39 (#1115912)

Mais non, tu gagnes normalement des RPs, ce sont les BPs que tu ne gagnes plus.
Et ce n'est pas le level9, c'est le level1-rank9 (donc entrée toujours impossible dès que tu es passé au level2, ce qui arrive en 4 soirs à peu près). Leur estimation, c'est que ça correspond à 100 personnes tuées, mais il n'y a aucune limite au nombre de morts.
Pour la réduction des dommages, les critical shots et critical strikes sont réduits de 17% et tout le reste (y compris les flèches normales donc) est réduit de 35%.

Par Anduric le 14/3/2002 à 15:31:04 (#1116009)

Quand je parlais de level, je parlais du niveau du joueur, qui est limite par les bornes de la zone.

Et je suis presque certain que Mythic a annonce qu'on ne gagnerait plus de RP dans les zones RvR autre que les frontieres.

ouf =)

Par Paclya le 14/3/2002 à 18:06:03 (#1116839)


This fix brings pet damage and damage adds in line with the new RvR damage formula.


ça évitera à un Blademaster de se faire déchirer en melee par 2 magot de même niveau (véridique) : http://vnboards.ign.com/message.asp?topic=25459474&replies=39

Par Wallum le 14/3/2002 à 19:06:25 (#1117200)

En effet dans ces nouvelles zones on ne gagne pas de RP :( se sont des zones d'entrainements.
Mais bon quel plaisir tout de même de fait du rvr :) et surtout avec des ennemis autres que du ++++++ :).

Allez bonne chasse à tous.
Fangorn , les Gardiens d'Hibernia.

Par kirinyaga le 14/3/2002 à 19:15:11 (#1117248)


Bounty Points are no longer given in the Battlefields. Bounty points are your Realm's payment to you for defending your Realm. Because the Battlefields are training grounds, not real Realm combat, no Bounty Points will be given


Les BPs, pas les RPs. On gagne toujours des RPs au Battleground.

1.48D

Par Thaark le 15/3/2002 à 9:30:38 (#1119594)

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

Dark Age of Camelot

1.48D Test Release Notes

March 14, 2002

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

This small version deals with some of the feedback we've gotten from the Pendragon community on the effects of the 35% RvR damage reduction on specific classes.


NEW THINGS AND BUG FIXES

- "One-Shot" Critical strike attacks (archer critical shots and assassin hidden backstabs) now have no damage reduction in PvP. Likewise, DOT spells and poisons have no damage reduction in RvR. All other attack types (including pets) and spell types have a 35% damage reduction.

- Mage BOLT spells are considered "One Shot" Critical damage and thus no longer have a 35% reduction in RvR.

- Controlled pets are now treated the same as a player - they now have a greater chance of hitting higher-level RvR foes, and all melee attacks against them are reduced by 35%.

- The newest material types (9th, 10th) can now be enchanted by the NPC enchanters.



SPELL SYSTEM NOTES

- In order to buff out Wizard damage, we've added a bolt to the Wizard's Fire specialization Pyromancy list. It uses the same timer as the Bolt of Lava line.

4 Minor Fire Streak
8 Fire Streak
14 Minor Flame Streak
19 Flame Streak
25 Minor Incendiary Lance
33 Incendiary Lance
41 Minor Flame Spear
50 Flame Spear






Ils n'apliquent pas du tout la reduction de 35 % pour :
-Les ouvertures attaques sournoise des assassins
-Les tirs critiques des archers
-Les bolts des mages

Les pets ont la reductions de 35 % des degats mais en contrepartie toucheront plus souvent lur cible.

Les nouveaux materiaux peuvent etre enchantés

Par Elric le 15/3/2002 à 9:38:19 (#1119612)

Bon deja les assassins, les archers et les bolteurs gardent leur avantage.

Maintenant qu'on offre la possibilité a l'ombre d'hibernia d'utiliser les lances celtique et je serais heureux :ange:

Par Ouropall le 15/3/2002 à 9:38:47 (#1119615)

Bah, le temps que GOA l'intégre ici, on sera tous level 35 ou 40.... alors... ;

Le temps qu'ils y pensent, qu'ils testent... ? la 1.45...

Par Badboy/lEternel le 15/3/2002 à 13:16:58 (#1120384)

un des buts du chasseur c'est detre solo en rvr... il se cache.. trouve un groupe... tue une cible donner en 3-4 fleches.. et sen va vite fait...
et bien avec ce patch tout cela ne sera plus possible c debile

Par Rahan le 15/3/2002 à 13:18:57 (#1120398)

Pas de panique :)


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

Dark Age of Camelot

1.48D Test Release Notes

March 14, 2002

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

This small version deals with some of the feedback we've gotten from the Pendragon community on the effects of the 35% RvR damage reduction on specific classes.


NEW THINGS AND BUG FIXES

- "One-Shot" Critical strike attacks (archer critical shots and assassin hidden backstabs) now have no damage reduction in PvP. Likewise, DOT spells and poisons have no damage reduction in RvR. All other attack types (including pets) and spell types have a 35% damage reduction.

- Mage BOLT spells are considered "One Shot" Critical damage and thus no longer have a 35% reduction in RvR.

- Controlled pets are now treated the same as a player - they now have a greater chance of hitting higher-level RvR foes, and all melee attacks against them are reduced by 35%.

- The newest material types (9th, 10th) can now be enchanted by the NPC enchanters.



SPELL SYSTEM NOTES

- In order to buff out Wizard damage, we've added a bolt to the Wizard's Fire specialization Pyromancy list. It uses the same timer as the Bolt of Lava line.

4 Minor Fire Streak
8 Fire Streak
14 Minor Flame Streak
19 Flame Streak
25 Minor Incendiary Lance
33 Incendiary Lance
41 Minor Flame Spear
50 Flame Spear

Par Ouropall le 15/3/2002 à 13:54:19 (#1120534)

Badboy/lEternel

toi t'as connu EQ ou je me trompe ;)

c'est un peu n'importe quoi

Par Paclya le 15/3/2002 à 15:03:12 (#1120747)

les magots passent de distributeurs de RP à surpuissant sans le malus des bolt :\
faudrait un juste milieu.

JOL Archives 1.0.1
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