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14.4? vous voulez savoir, venez, entrez ...
Par Thekkeht le 14/6/2002 à 12:17:51 (#1653872)
Build Notes 14.4
Launcher changes:
The launcher will now give a warning if you dont have enough graphics memory
for the selected resolution.
If you're running 32 bit desktop and window-mode on a Voodoo3 graphics card, you will get a warning that you should change desktop to 16-bit (due to the nature of voodoo3).
Fixed a bug where the launcher would run in window mode the first time you ran Anarchy, even though window mode was not selected.
Character Creation Changes:
You no longer get a new first name + last name every time you use the nickname terminal, thus making it possible to type in a nickname that matches the first name + last name you have, if you choose to do so.
NPC and Monster Changes:
The Team mission bosses now have more loot. The amount is dependent on the number of players in the team when taking the mission.
The number of additional NPCs in the team mission boss room has been tweaked. The challenge should now be more in line with the size and power of the group doing the mission. In some cases you will face less monsters than today, in others more.
Item Changes:
Some new static missions have been introduced. The rewards for these missions are items that behave differently than all other items currently in the game. We will leave it up to the players to figure out how!
A new type of surgery clinics is now available. They can only be used by doctors.
The price of the trade-skill components for making nano crystals has been dramatically decreased. If you have all the parts, it should now be cheaper to build nano crystals rather than buy them from shops.
Changed the description on the "clan merits - blossoms of summer".
We've increased the amount of charges on some products you can make with pharmacy. These are the swim stim, the muscular stim, the restoration kit and the emergency treatment laboratory.
Tank armour has had its AC increased slightly.
The Madam Freeze weapon incorrectly used ColdAC as an attacking skill. That skill has
been removed.
Fixed a problem with the graphics of the smelly butcher gloves.
Fixed a problem with the requirements of the gift of the old gargantula.
Playfield Changes:
Lush Fields: chaos minions will not spawn at the NW mine anymore.
Some monsters have established new camps in Southern Artery Valley
Different types of monsters in Andromeda have established small camps. Beware, they are being ruled by a strong leader.
Profession-specific implant departments are now available in the basic supermarkets.
Introduced some more changes to the Whom-Pah system.
The clans have built a new outpost in Varmint Woods.
Omni-Tek has reopened a base in Southern Artery Valley.
Omni-Tek now has an operational save terminal in Southern Artery Valley
Suppression gas in Belail Forest and Southern Artery Valley has been increased to monster only.
ICC has opened a Whom-Pah node to get make contact with the 2 sides and neutrals easier. As a consequence of this change a shop has been removed from the area in an attempt to avoid crowding.
Neutrals have opened a new shop in Newland Desert.
The sun will no longer set in the training grounds. Permanent daylight will make things a little easier for new players.
Fixed some shop signs in Omni-Ent and 4 Holes. They now reflect the type of store better.
Aquaan monster has been removed from Newland. They were never supposed to be in this area.
Nano-Technician Changes:
Four of the humidity extractors had faulty data and was only giving you nano for the first 30 minutes of the buff, rather than for the full 60 minutes. This has now been fixed so they will continue to be effective for the full 60 minutes. The affected nanos were Boundless Humidity Extractor, Personal Notum Harvester, Efficient Humidity Extractor and Superior Humidity Extractor.
Trader Changes:
Trader change: Trader health transfers have been changed in the following manner.
1. When the 50% PvP damage reduction was introduced, this lowered the damage inflicted upon the trader as well. This has been fixed, and trader's heal transfer nanos will inflict the correct amount of damage on the trader.
2. When using a team health transfer nano, a 15 second damage-over-time nano will be placed on the trader. During these 15 seconds, the trader will not be able to use that same team health transfer nano again, but is able to use a different team health transfer nano. For example, using Premium Delayed Health Payment will mean that you cannot cast that nano for another 15 seconds, but you could use Exceptional Delayed Health Payment during that time (which would then mean that you could not use Exceptional Delayed Health Payment for 15 seconds). The damage-over-time nano associated with each of the team health transfers will hit you for damage 5 times. Be aware that the damage-over-time nanos associated with each of the different team health transfers will stack with each other, so using multiple team transfers will be risky.
Fixer Changes:
We are proud to introduce a new grid for the Fixers. They are the only ones able to use it, but in order to do so they must first solve a mission!
Added a new item that enables the Fixer to "fix" better nano skills for themselves.
Added a new line of heal-over-time nanos. These have a longer duration than your existing line (between 15 and 30 minutes), and stack with the existing line of HoT nanos. They heal less often than the existing line, but heal for more and with a tighter range.
The NCU cost on your existing HoT buffs has been decreased.
The damage penalty associated with the run speed buffs has been removed.
Added team versions of the run speed buffs. These are slightly less effective than the single-target versions.
Added a line of team NCU buffs. These go from +20 at the lowest level to +250 at the highest. Note that these buffs are level limited - both for the fixer executing the nano and the members in the team receiving the buff.
The Minor Suppressor line has been extended. There is now a line of SMG + burst combo buffs. They are self-only and executable only by fixers.
The items summoned with the Smuggler's Shipment, Bootleg Blades'n Blunts and Bootlet Beamers'n Bolters will now exist for 12 hours, rather than 2. Additionally, the credit cost of summoning these items has been lowered dramatically.
Martial Artist Changes:
Lesser Controlled Rage now stacks with First Strike.
Healing Aura now has the correct crystal icon (blue instead of red).
You must now be in a fight to use these items.
Added a minor form of crowd control, a short duration area of effect fear nano. It also operates as a taunt.
The first version of the Shen attack had some bogus data and was missing a damage type on the initial attack. This has been fixed and will inflict melee damage like the later versions.
The wall blade and parry stick have got their damage increased somewhat. Please notice that these weapons are meant for defensive situations (e.g. when the Martial Artist tanks for a group), hence their damage output is not supposed to be comparable to what a Martial Artist does with fists or special weapons.
Cohort and Horde have been fixed and buff MAs in the team.
Martial Artists will now use their kick animation more often.
Agent Changes:
The Agent hologram items that we introduced in the last patch have been fixed. They should now work properly.
The cool down periods associated with the Sureshot and Concentration lines are no longer reset on death - you have to wait out the full duration.
Adventurer Changes:
Added three new lines of nano buffs. The first buffs 1h-edged weapon skill. The second buffs pistol skill. The third buffs both multi-melee and multi-range skills. All are self-only buffs. Check out the team mission boss monsters, they may drop one of these new nanos.
A number of nanos have been added. They are only possible to execute when in polymorph form. Wolf form: a series of team auras (90sec refresh) that increase damage and evade skills. They are more effective on people also in wolf form. A series of large perception buffs (and minor evasion buffs) that can be run on others provided the target is also in wolf form. Sabre tooth form: self-only short duration damage buffs that also increase attack and defensive skills and boost agg/def. These have a cool-down period of 2 or 3 minutes. A line of self-only instant-cast heals that can be used every 30sec or so. Pit lizard: a couple of nukes. A single-target nuke that can be used every minute: an AoE nuke that can be used every 2 minutes: and an AoE DoT that can be used every 5 minutes. Note that during the cool down period of one of these nukes you cannot use another. And finally a self-only massive HP boost + Heal Over Time, that can be used every 20 minutes.
Added a series of secondary damage shield nanos. These stack with the normal damage shield nanos, increasing the amount of damage inflicted upon the attacker. You will need a damage shield of sufficient power up and running before you can run one of these damage shield upgrade nanos. Check out the boss monsters, they may drop one of these nanos.
Added a line of leet charms that are only useable when you are polymorphed into leet form. This line is purely for fun - and will allow you to charm a leet, eleet, leetas and finally a soleet. The charm is 'permanent' (it lasts 12 hours), but the leet will not zone with you. Check out the boss monsters, they may drop one of the Leet Friend nanos.
The night vision effect from the adventurer's wolf and pit lizard polymorph has been removed.
Fly mode has been disabled from the pit lizard polymorphs, as it isn't working properly. The primary purpose of the pit lizard polymorphs is combat, and this was stopping it from being used in combat correctly.
The adventurers have gotten new deflection shield items usable only by them, and which recycles faster than the normal ones. They have also received a "Flurry of Blows" look-alike item that recycle quicker. These are found in various places, and can be produced through trade-skill processes by kind friends of the Adventurer.
The adventurer now has some crowd control. It is a line of mesmerizes nanos that can only be executed on the monster when the monster is not in combat mode. There is also a single area-affect version that can only be executed when outdoors (and will only affect monsters not in combat mode).
Soldier Changes:
Soldier: Phalanx has been fixed and is now truly an AC buff affecting all soldiers in the
team.
Other Changes:
Zoning while flying now preserves altitude.
The "dribble down" rules for ranged energy weapons have been fixed. There was a bug that let the dribble down be 50% stamina and 50% sense. This has been changed to 40% sense, 40% psychic and 10% intelligence as the description defines.
Improved text, layout, colours, links and more in regards to the new help system.
We have implemented 4 new control options:
1. Auto-attack attacking monster with AGGDEF > 0. (Default ON)
2. Auto-target attacking monster when without target. (Default ON)
3. Auto-attack attacking player with AGGDEF > 0. (Default ON)
4. Auto-target attacking player when without target. (Default ON)
Using the stationary surgery clinics no longer locks treatment skills since that is no longer
necessary.
Implemented some minor armour trade-skill processes.
Par Presse-Purée le 14/6/2002 à 14:33:56 (#1654605)
Sinon va y avoir de nouveaux camps de mobs, pitetre enfin des nouveaux points de hunt pour les hauts levels...
fixer heureux !
Par Kifix le 14/6/2002 à 14:50:13 (#1654675)
ca devrait nous donner une nouvelle jeunesse :-)
Par Thekkeht le 14/6/2002 à 14:52:45 (#1654692)
Par Jakden le 14/6/2002 à 14:58:09 (#1654731)
Par Thekkeht le 14/6/2002 à 15:00:24 (#1654744)
Par Jakden le 14/6/2002 à 15:02:31 (#1654765)
Par Arilin le 14/6/2002 à 15:38:47 (#1655037)
Provient du message de Thekkeht
oui et au 14.6-14.8 a nous les nt d'avoir notre seconde révision miiiaaaaaaaam
j'etais persuadée que tu etais ingenieur :doute:
:rasta:
Par Thekkeht le 14/6/2002 à 16:47:19 (#1655491)
Provient du message de Arilin
j'etais persuadée que tu etais ingenieur :doute:
:rasta:
Oui je suis aussi ingénieur (143) mais aussi NT (135).
Par Wiseman le 14/6/2002 à 20:05:04 (#1656649)
Par munn le 14/6/2002 à 22:18:06 (#1657298)
vous savez si il prevois des changements pour les ingenieurs un jour ? comme par exemple une ligne de buff trade skill ;)
Par Thekkeht le 14/6/2002 à 22:31:38 (#1657354)
Par Kastïelle le 14/6/2002 à 23:51:41 (#1657828)
Par Slaine le 15/6/2002 à 0:35:20 (#1658006)
Par Enigm le 15/6/2002 à 0:56:24 (#1658096)
reckless digit nous enleve tous nos hp et nano
il nous reste 1 de chaque
donc si tu as un DOT.. bye...
et si t pas assez rapide t mort
un mp ca vole plus haut et ca laisses ses familiers combattre
nous on est en premiere ligne
et onest deja assez faibles comme ca
n'en rajoute pas plus!!
Par darkangelus le 15/6/2002 à 1:01:21 (#1658117)
c juste une question ^^
Par MORB le 15/6/2002 à 1:23:04 (#1658166)
Maintenant plus qu'à attendre qu'auno dump la database pour voir à quoi ressemblent les nouveaux nanos d'adventurer :)
(ou les trouver, mais du haut de mon level 11 sur test c'est pas gagné...)
Par Aino le 15/6/2002 à 1:43:21 (#1658212)
*deconne*
Par MORB le 15/6/2002 à 2:04:15 (#1658257)
Le réseau de whompa devient vraiment polytentaculaire... Il y a maintenant trois whompas à 4 holes, 2 à broken shores, 2 à 2ho, 3 à outpost 10-3 (un ancien outpost omni-tek abandonné à southern artery valley et qui reprend du service, surement du fait de la mise en place de nouvelles zones de hunt dans le coin), en plus de tous les autres whompas ajoutés au patch précédent donc un certain nombre sont du coup en service maintenant, tous reliés ensemble dans tous les sens...
Par contre, il n'y a plus que trois whompas fonctionnels, sur 6, à omni ent :)
Egalement trois whompas au siège de l'ICC à andromeda, un qui va à tir, un à newland et un à trade.
Deux whompas dans un coin paumé de newland desert, reliés à newland et last ditch (qui possède donc un nouveau whompa)
Pas regardé du coté clan.
Les shops ont été légèrement remaniés, en particulier au niveau de l'éclairage. Les basic shops possèdent maintenant une nouvelle pièce, contenant pour chaque profession un terminal qui vend des implants déjà tout faits aux level 10, 20 et 30
(pour ce que j'en ai vu de ceux d'adventurer, c'est pas trop les choix de nano clusters que je ferait dans l'ensemble)
Par Jakden le 15/6/2002 à 9:10:29 (#1658842)
* chercher un ptit bout de papier et aoskillemu pour refaire son Mp *
ptain compliqué ce jeu...:maboule: l'implant là je peu le retirer.... j'abandonne les shotties ou pas....Bellamorte.....
Par Slaine le 15/6/2002 à 11:46:55 (#1659387)
un mp ca vole plus haut et ca laisses ses familiers combattre
FAUX
Par Stixxy le 15/6/2002 à 12:19:02 (#1659548)
Provient du message de MORB
3 à outpost 10-3 (un ancien outpost omni-tek abandonné à southern artery valley
Cela permettra à tout le monde d'aller voir Marvin, car quiconque joue à AO devrait au moins une fois aller se taper une causette avec ce robot, c'est un must...:mdr: etqui sait, peut-être que vous saurez résoudre l'énigme sur lquelle il bosse actuellement.. la division par zéro...:rasta: :bouffon: :maboule: :mdr: Provient du message de MORB
La 14.4 est maintenant sur le test server...
Maintenant plus qu'à attendre qu'auno dump la database pour voir à quoi ressemblent les nouveaux nanos d'adventurer :)
Ben oui, je n'attends plus que ça pour faire le reset IP de mon adv., afin de ne pas mettre des ips n'importe où..J'attends de voir les skills requis par les nouvelles nanos..
:)
Par MORB le 15/6/2002 à 12:21:33 (#1659563)
http://forums.anarchy-online.com/showthread.php?threadid=31287
Et hop, du psymod partout... muf
Par Stixxy le 15/6/2002 à 12:27:01 (#1659586)
Par Thekkeht le 15/6/2002 à 12:29:44 (#1659597)
Par Enigm le 15/6/2002 à 13:28:14 (#1659927)
tu es loin de la realité desormais
on utilise des MCS, version modiofie des MPS
c4es MCS ont eu leur skill baissé (il fallait un wrangle 128 pour mettre le ql 200 avant...)
on a aussi l;es RGD, GE, Sleekblasters, SOL, ...
on a pas mal de nouveaux smg
Par Tixu le 15/6/2002 à 19:07:02 (#1661941)
tres precise, on voit exactement ou on est et surtout ou sont les missions qu'on prend au pixel pres :)
whompas clan:
tirvarmint Wood (a l'ancien emplacement de l'op, il y a maintenant une petite ville clan.)
tirAndromeda
vwood belial forest
apparement plus de lien direct clan neutre (plus de tir newland)
faut rejoindre les villes neutres à pieds ou grid
Par Thekkeht le 15/6/2002 à 19:18:46 (#1662027)
Omni-Tek Network
4-holes: Whompas to Broken Shores, 20k and 2h0
2h0: Whompas to 4-holes and 10-3
10-3: Whompas to 2h0, 20k, and Galway Castle
20k: Whompas to 4-holes, 10-3 and Omni Entertainment
Omni Entertainment: Whompas to 20k, Omni Trade, and Rome
Omni-Trade: Whompas to Galway Castle, Omni Entertainment and the ICC HQ
Galway Castle: Whompas to 10-3, Omni Trade and Rome
Rome: Whompas to Galway Castle, Omni Entertainment and Broken Shores
Broken Shores (EastofHomes): Whompas to Rome and 4-holes
Neutral Network
Newland: Whompas to the ICC HQ, Borealis and Stolt's
Stolt's: Whompas to Newland and Hope
Hope: Whompas to Stolt's and Last Ditch
Last Ditch: Whompas to Hope and Borealis
Borealis: Whompas to Newland and Last Ditch
(pretty much a circuit)
Clan Network
Tir: Whompas to the ICC HQ, Athen and Varmint Woods
Athen: Whompas to Tir, Wailing Wastes and Bliss
Bliss: Whompas to Broken Shores, Athen, and Avalon
Broken Shores: Whompas to Wine and Bliss
Wine: Whompas to Broken Shores and Varmint Woods
Varmint Woods: Whompas to Wine, Tir and Wailing Wastes
Wailing Wastes: Whompas to Varmint Woods and Avalon
Avalon: Whompas to Wailing Wastes and Bliss
AH et oui funcom l'as fait, il y a une map pour broken shore :), requis: 260
Par Tixu le 16/6/2002 à 0:08:53 (#1663626)
je sias pas si ca vient de chez moi seulement, mais click saver 2.22 ne tourne pas sur le serveur test... FC a du modifier encore quelque chose :/
Par Presse-Purée le 16/6/2002 à 1:39:44 (#1664036)
Provient du message de Thekkeht
AH et oui funcom l'as fait, il y a une map pour broken shore :), requis: 260
Joie ! :)
Par MORB le 16/6/2002 à 2:08:00 (#1664132)
Provient du message de Tixu
je confirme, la nouvelle map globale in game est geniale (celle qu'on attendait tous)
tres precise, on voit exactement ou on est et surtout ou sont les missions qu'on prend au pixel pres :)
whompas clan:
tirvarmint Wood (a l'ancien emplacement de l'op, il y a maintenant une petite ville clan.)
tirAndromeda
vwood belial forest
apparement plus de lien direct clan neutre (plus de tir newland
faut rejoindre les villes neutres à pieds ou grid
Les villes neutres, clan et omni sont toutes reliées par le reseau de whompa - Il faut passer par le siège de l'icc à andromeda, qui est relié par whompa à newland, tir et omni trade.
Pour clicksaver 2.2.2, il y a un fix sur la page de clicksaver pour le serveur test ;)
Par Tixu le 17/6/2002 à 0:04:48 (#1669303)
merci
Par Orravan le 17/6/2002 à 0:26:24 (#1669415)
comment ça, je me vante ? qu'allez-vous penser... :rolleyes:
Par Elias le 17/6/2002 à 10:16:05 (#1670797)
Par Tormleo le 17/6/2002 à 11:38:59 (#1671258)
Par Fragant le 17/6/2002 à 17:50:38 (#1673192)
Provient du message de Orravan
Beuh, moi j'aimais bien quand y avait personne au siège de l'ICC et que personne connaissait (même que j'y allai à pied) :p
tu allais à Andromeda à pied? faut du courage, au milieu de ces horribles araignées :monstre:
/admiration :eek:
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