Patch 1.78a MIam!
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2 août 2005 à 8 h 24 min #2640Jarrod ElCameleonParticipantQuote:Dark Age of Camelot
Test Version 1.78a Release Notes
The Island, Agramon
July 29, 2005===================================
THE ISLAND, AGRAMON
– The Island is now live on Pendragon! Please log on Pendragon for further testing and would appreciate feedbacks on bugs those players may have cropped up with.
– Agramon are accessed through the bridges by the following zones in the Frontier:
– Albion – Pennine Mountains
– Hibernia – Breifine
– Midgard – Jamtland
– There are three keeps similar to the Old Frontier on the territory of the Realm on Agramon.
– The Milegates can be claimed by guilds that have captured. Each Commander with guards controls the Milegate.
– Enemies of the Realms will not have access to pass through the Milegate by a different Realm, unless siege. The Realm that have control of a Milegate will have access to pass through.
– Monster population are in place on Agramon, please report any emptiness you may have encountered, please also include /location when you find a spot you may think is too empty of a space in the report.
– Have fun exploring Agramon!
REALM ABILITIES CHANGES
– Divine Intervention will no longer work in Frontier zones. With the adequate data, players with buffbot roaming in the Frontiers have proved imbalances where the ability offered no risk to the player that have access to Divine Intervention. Please note, this changes has not been affected in PvE epic zones.
MASTER LEVEL ABILITIES CHANGES
Convoker
– Summoning Mastery ability will no longer work with charmed pets.
Sojourner
– We have added in an immunity timer with the Forceful Zephyr ability. Shield stuns and Forceful Zephyr will now share the same immunity timer.
Spymaster
– Essence Flare ability cast time has been increased to 10 seconds.
CLASS CHANGES AND BUG FIXES
Animist
– (Bug fix) The Fire and Forget Turrets can no longer be placed inside the enemy’s keep regardless in the Frontier zones.
Bainshee
– (Bug fix) We have located and addressed a bug that the frontal bolts were able to hit players through the walls of a keep or towers. Bainshee frontal spells will no longer go through walls of any kind. The frontal spells now requires line of sight of targets.
– We have toned down the radius in the Whirring Spike’s frontal spell line to 500.
– With the collected data and demonstration the Bainshee has given us, their ablative armor and damage spells usage has overpowered their groups. To help mitigate this issue, we have reduced the damage for the following Spectral Force and Spectral Guard spell lines.
– The following ablative armor spell lines have their values reduced.
30 Audible Barrier – Buff: 25
40 Tumultuous Barrier – Buff: 50
50 Resounding Barrier – Buff: 75– The following damage spells from the Spectral Force has been reduced.
4 Blaring Pain – Damage: 5
7 Boisterous Pain – Damage: 15
10 Shrill Pain – Damage: 30
15 Ringing Pain – Damage: 47
20 Blustering Pain – Damage: 78
25 Clamoring Pain – Damage: 94
29 Bellowing Pain – Damage: 103
36 Roaring Pain – Damage: 120
42 Wailing Pain – Damage: 145
48 Shattering Pain – Damage: 179Heretic
Heretics are able to have access to certain Realm Abilities that increases their damage capabilities too high, significantly overpowers them. The following Realm Abilities has been stripped from the class and has their Realm Points refunded.
– Wild Power
– Mastery of Magery.
Magician
– Hibernia base class spell, Prismatic Flare line has been changed slightly. Players were able to stun their target and destroy them with no risk. To fix this issue, Hibernia casters will now be able to inflict 15% of their current damage delves to their target that is stunned. Casters will be able to regain 100% of their damage when the target is no longer stunned. Please note, Cleric’s Stunning Flash line and Healer’s Halt Aggression, Suspend Charge, Paralyzing Glance, and Paralyzing Glare lines are not affected by this change.
Paladin
– We have added in a new spell that cures the group that is mesmerized and stunned with a reuse of 30 seconds in the Chant line:
50 – Crusader’s Cleansing – Dispel mesmerize and stun.
– Crusader’s Cleansing can be casted while stunned or mesmerized.
Scout
– We have added in a minimum range requirement for Scouts by 1350 range to draw their bow toward a target. Scouts were able to stun the target and draw their arrows toward them with no risk associated. Please note, Hunters and Rangers are not affected with this additional range requirement changes since they cannot specialize in Shields.
– Scout’s stealth will now cancel when they make an attempt to block an incoming attack.
Shadowblade
– Shadowblade’s Left Axe damage should now scale through levels instead of specializing. This should help mitigate the issues on Shadowblades damage table after the Left Axe was adjusted.
Valkyrie
– We have added a spell in Odin’s Will:
50 – Tears of Valhalla, dispels the group of any kind of harmful spells every 5 minutes.
– Tears of Valhalla can be casted while stunned or mesmerized.
Vampiir
– We have placed a restriction on Vampiirs that will no longer gain power from a trivialized players or monsters. The minimum to get power are the green considered monsters or higher.
– We have toned down the Vampiir stats. Vampiir’s gaining stats through the levels has been reduced by 2.
– The claws damage reuse timer has been increased by 8 seconds. The claw damage will no longer perform critical hit.
– Vampiirs will not receive the Vampiir stat benefits for 2 minutes when entering or exiting Passage of Conflict.
Warlock
– (Bug fix) The spell, Greater Bolt of Death should now be working properly, previously casters with AF buff on can deter some of the damage. Warlocks should now see more damage when casting the spell.
– We have added in changes the way Warlock’s chambers look. Previously the chambers look identical on every chamber. Each chambers through Witchcraft, will now look different. This should help Warlocks identifying which chambers have been fired or not in use and hopefully reducing accidental reloading chambers during combat.
– We have added in a Witchcraft baseline for the Warlock class with an illusion spells along with weak reverse proc version buffs.
5 Illusion: Mygga – Buff: Reverse Proc: Disease.
8 Illusion: Morvalt – Buff: Reverse Proc: Str/Dex debuff.
15 Illusion: Skeleton – Buff: Reverse Proc: Poison
24 Illusion: Zombie – Buff: Reverse Proc: Disease and Str/Dex debuff.
37 Illusion: Goblin – Buff: Reverse Proc: Poison and Con/Qui debuff.
42 Illusion: Werewolf – Buff: Reverse Proc: PBAoE Disease and Str/Dex debuff.
50 Illusion: Arachite – Buff: Reverse Proc: PBAoE Poison and Con/Qui debuff.– The illusion spell line has a duration of 10 minutes. The illusion will dispel when the proc has fired.
– Spell of Creeping line has been changed slightly, when Albion or Hibernia players are affected by the spell, the cast time and weapon styles delay are increased by 50%. Albion players will be turned into a frog, while Hibernia players will be turned to a badger if struck by the spell.
SHROUDED ISLAND CHANGES
Albion
– Caer Sidi
Apocalypse has obtained a strange gem from a fallen Armsman adventurer. It has granted himself a greater new power and a curse. What has become of Apocalypse? What curse did the minions of Apocalypse speak of? Something far superior has risen in Caer Sidi and grasp in control of the Apocalypse himself. Adventurers are desired to check out what has become of Caer Sidi.
– We have upgraded equipment drops from Caer Sidi with the quality of Trials of Atlantis. The older version of the equipment drops has been removed. Please note, the equipments will not have the quality similar to artifacts from the Trials of Atlantis.
– The necromancer that once served the Apocalypse, is offering truces with the adventurers to rid of the new ruler in return, offering of strange gears adventurers has never seen.
Hibernia
– Tur Suil
Balor has obtained a scroll from a fallen Mentalist adventurer. Balor’s power has grown beyond his achievements, with his new destructive powers, has brought many concerns to the adventurers to check out what becomes of Balor and strange happenings in Tur Suil.
– The equipments have been upgraded in Tur Suil with the quality of Trials of Atlantis. The old equipments have been removed.
– Former servants of Balor, located near Tur Suil are offering quests to rid of the master they no longer know.
Midgard
– Tuscaren Glacier
King Tuscar and Queen Kula have discovered strange powers from Issorden. Tuscaren Scouts has discovered that Issorden has become far powerful when Issorden obtained a strange looking hammer from a fallen Thane adventurer. Issorden has assumed his own control and summoned his own army against the King Tuscaren himself. Minions of Tuscaren are offering a truce with the adventurers to overthrow Issorden retake Tuscaren Glacier in offering strange new equipments adventurers have never seen before.
– The equipments in Tuscaren Glaicer have been upgraded in quality of Trials of Atlantis. Please note, quality of the Artifacts are not placed in those equipments.
– The Tuscaren Scouts are offering truces and rewards with strange gears with the adventurers in questing to rid of Issorden.
2 août 2005 à 9 h 21 min #4862ArendaldParticipantO.M.F.G !!!!
Nerf banshee ! Nerf vampiirs ! Nerf stun baseline des magos hibs !
Et up du warlock avec des nouveaux sorts, debug de la bolt et up du snare …
Up de l’assassin si je comprends bien, la ligne LA va monter avec les levels, de quoi augmenter les dégâts en adaptant le template …
Up de la valkyrie avec un sort qui vire les mezz/stun, plus besoin de purge …
Nerf Hib, up Mid ?
Nooooon, ce patch est un fake, c’est pas possible.Question conne, t’as trouvé ça où ? Rien sur jol, à priori rien sur les VN …
Thomy … C’est mal de nous faire rêver …
2 août 2005 à 9 h 36 min #4863Alzeir CarintasParticipantTu la eu ou cette note de version ?
Je n’en trouve pas la trace sur le site de Mythic ni sur JoL2 août 2005 à 9 h 47 min #4864zukkuruParticipantça fout la gaule quand même .. tous les nerfs seraient justifiés mais je doute que ce soit autre chose qu’un fake..
2 août 2005 à 9 h 58 min #4865ArendaldParticipanthttp://vnboards.ign.com/Midgard_Warlock … 953266/?17
C’est un fake, mais bien fait quand même ..
Dommage, j’étais tout content
2 août 2005 à 10 h 05 min #4866Jarrod ElCameleonParticipanthélasse, just in our dream
2 août 2005 à 13 h 10 min #4868omgnioriParticipantj’aime bien les idees pour les modifs des dongon epique
Autrement les nerf/ups sont assez ridicule
le purge de groupe sur timer 5min pour la valkyrie … uhm … 🙄3 août 2005 à 6 h 28 min #4869ArendaldParticipantLe vrai 1.78a :
Quote:===================================
Dark Age of Camelot
Test Version 1.78a Release Notes
The Isle of Agramon
August 2, 2005
===================================THE ISLE OF AGRAMON
We are proud to announce the addition of the center island, Agramon, to New Frontiers in Dark Age of Camelot. The purpose of this center island is to allow all realms to participate in RvR at a central location that is easy to access, and to allow easier movement between all three realms. Set in the middle of the North Sea, Agramon, a place of varying terrain, landmarks and wide open fields, places the battlefield in the front yard of each realm’s beachhead keep.
Backstory – The Birth Of Agramon
On the day of Agramon’s birth, a great earthquake tore through Hadrian’s Wall, Emain Macha, and Odin’s Gate. As they scanned the shores of the North Sea, watchmen at the beachhead keeps of Caer Benowyc, Dun Crauchon, and Bledmeer Faste cried out, startled by what they beheld. Massive waves surged over the docks, sending the dockmasters and mistresses running to the nearby towers for shelter. At the same time, a great thundering erupted from the center of the North Sea. The terrible event was unlike anything even the most seasoned lords of war had experienced. For a long moment, every battle seemed to pause, and the frontier fell silent.
Immediately, Lady Benowyc, Chieftain Crauchon, and Jarl Bledmeer sent scouting parties out into the sea to investigate the disturbance. What was found was a shock to all. New land had risen from the sea: a great, mysterious island unclaimed by any realm. Word of this strange new island spread quickly among the captains charged with safeguarding the coastlines of the realms. When tales of the eerie landmass were reported to the keep lords and ladies, additional scouting parties were dispatched to gather further information. The returning scouts reported that the island stretched across the expanse of the North Sea, nearly filling it, and was riddled with corruption and populated by fiendish creatures. The name Agramon was whispered on its foul winds, they said, and all who returned from the island spoke it with despair.
The keep lords hastily constructed bridges that would allow passage from the beachhead keeps to the isle, and fortifications were ordered to repulse the attacks of Agramon’s minions, commanded by a great demon lord. Even with such safeguards in place, the minions of Agramon still attacked in relentless waves. A bloody battle surged across the isle claiming many lives as the demonic horde pressed in, trying to infiltrate the frontiers of all three realms. The battle was long and hard, but each realm managed to keep hold of its own lands. Eventually, overwhelmed by the strength of the three realms, the demon lord was cast out and the corruption receded. To this day the core of the Isle of Agramon remains tainted, and only the stoutest of Albion, Hibernia, and Midgard dare to explore its depths.
Island Summary
– Each realm has access to the island’s shore from bridges and small land masses located near the beachhead keeps (Bledmeer Faste in Midgard, Dun Crauchon in Hibernia and Caer Benowyc in Albion). Players may also reach the shore entrances to the island by swimming.
– There are two milegates per realm on the island, for a total of six. The main milegate doors are destroyable and repairable. All other milegate doors cannot be destroyed.
– There are no guards or other NPCs located anywhere on the island.
– Any player from any realm may use any realm’s entrance to the island without restriction.
– There are a variety of monsters available on the island to be used as pets.
NEW THINGS AND BUG FIXES
Power And Health Regeneration Rate Change
– We have increased the Health and Power regeneration rates at lower levels, to make leveling a more enjoyable experience for everyone. The increase is significant at lower levels and slowly rises back to its current state as you level your character.
– The penalty on power regeneration when power is below 50% has been removed.
Other Changes
– Added mousewheel support for the in-game keyboard config window and the help window.
– Water breathing potions will now have a re-use timer of 5 seconds.
– Guild dues are no longer guild level restricted for turning them on.
– The Shades of Mist spell, Greater Shadeform, will now correctly be removed when the shadeform is shift right-click removed.
– Entering combat while crafting an item now correctly closes the crafting timer window.
– Entering combat while salvaging an item now correctly closes the crafting timer window.
– Players can no longer begin playing songs while on horseback or while sitting on a siege ram.
– When a song fails to play, the erroneous « You begin playing XXX! » message will no longer print.
– Spell Piercing bonuses from items now display in the bonus window.
– Dyes can no longer be combined with armor/weapons in the Consignment Merchant window.
– Consignment merchants will now always clear their listings from the Player Market Search when their house is reposessed.
– (Mordred Only) Forceful Zephyr will no longer pick up your guildmate, groupmate or yourself when cast.
– (Mordred Only) Spread heals cast by players with their immunity timer set will no longer affect groupmates who don’t have their immunity timer set.
CLASS CHANGES AND FIXES
General Changes
– Bolts will no longer do up to 100% critical damage to necromancer pets; they cap at 50% critical damage like direct damage spells.
– Casting an instant spell while quick casting a non-instant spell will no longer cancel the quick cast.
– Paladin heal chants will now affect necromancer pets.
– Chain Lightning will now print the targets affected in the damage message.
– Blocking a blow using Guard will now break stealth if the guarding player is hidden. Guarding a player while stealthed will warn the guarding player that blocking a blow will reveal them.
– The Frigg’s line of spells will now properly heal pets.
– Songs now display power cost per tick when delved. Songs with no initial power cost but a power cost per tick now correctly display an initial power cost of 0.
– When a dead player releases while considering a resurrection from a healer, the healer’s power will now be refunded.
New Disease Spells
We have modified the single target and area effect disease spell lines to give the Cabalist, Eldritch, and Shaman the ability to choose between using a single target disease or area effect disease spell without suffering the penalty of higher spell resist due to spell level.
– We have added four new single target disease spells to the Cabalist’s Essence Manipulation spec line. The following list shows the spec levels and durations of these new spells.
11 Weakened Vigor – 1 minute, 30 second duration
22 Damaged Vigor – 2 minute duration
33 Impaired Vigor – 2 minutes, 30 second duration
43 Crippled Vigor – 3 minute duration– We have added four new single target disease spells to the Eldritch’s Vaccumancy spec line. The following list shows the spec levels and durations of these new spells.
21 Enervating Affliction – 1 minute, 30 second duration
29 Enfeebling Affliction – 2 minute duration
35 Languoring Affliction – 2 minutes, 30 second duration
45 Debilitating Affliction – 3 minute duration– We have added three new single target disease spells to the Shaman’s Subterranean base line. The following list shows the spec levels and durations of these new spells.
24 Induce Sickness – 2 minute duration
36 Induce Malady – 2 minutes, 30 second duration
45 Induce Disease – 3 minute duration– The Shaman’s single target disease spells, Sickening Spores and Infectious Spores, have been renamed to Induce Ailment and Induce Fever, respectively. This name change is to help differentiate between the single target and area effect disease spell lines.
– We have added a new area effect disease spell, Infectious Spores, to the Shaman’s Subterranean base line. This spell is received at level 17 and has a duration of 1 minute and 30 seconds.
– No changes were made to the existing area effect disease spells for the Cabalist, Eldritch, and Shaman.
Resist Chants
With this patch, we are removing single resist chant spell lines from the Bard and Skald and replacing them with a combination resist chant spell line. This change will allow Bards and Skalds greater flexibility in using the wide variety of chants available to them.
– The single resist chant spell lines in the Music Spec for Bards has been removed and replaced with the following combination spell line.
27 Hymn of Soul Guarding – 8% Body/Spirit/Energy
30 Elemental Guarding Hymn – 8% Heat/Cold/Matter
46 Hymn of Soul Protection – 16% Body/Spirit/Energy
49 Elemental Protection Hymn – 16% Heat/Cold/Matter– The single resist chant spell lines in Battlesongs for Skalds has been removed and replaced with the following combination spell line.
27 Soul Bolstering Chant – 8% Body/Spirit/Energy
30 Elemental Deflection Chant – 8% Heat/Cold/Matter
46 Soul Bolstering Song – 16% Body/Spirit/Energy
49 Elemental Deflection Song – 16% Heat/Cold/Matter– Please note that these chants do not stack with single resist spells. Both icons from the spell and chant will apply on the character, but only the higher value spell/chant will apply the bonuses to the character.
Animists
– The casting time on bomber buffs from the Guardian Emissary and Woodspirit line in Verdant specialization has been decreased by 1 second.
– Turret healing bombers will now report damage healed to the caster.
– Animist bombers and Convoker pets will no longer be released when the
Animist’s Release Clump spell is used.Hunters
– The Hunters Avatar now has a « sprint » ability that will allow the pet to move faster for a brief period of time. This ability will only work under the following conditions: When the Hunter or the pet is attacked by an enemy target, the pet changes run-speed for 5 seconds to get into melee range. After the 5 seconds passes, the pet resumes normal run speed. After sprinting, 60 seconds must pass before the pet is able to sprint again. The pet can only sprint after targets that are more than 1000 units away from the pet.
– Hunters are now granted Evade 3 at level 30.
Necromancer
– Range checks on a necromancer pet with near sight debuffs will now be checked properly before power costs are assessed.
Paladin
– The Paladin will now receive a pulsing icon when the Archangel’s Refreshment line of chants has been activated. Please note that the pulsing icon will only display for the Paladin (groupmates will not receive a pulsing icon when the chant is active).
Savage
– (Bug Fix) The effect for the Hand to Hand style, Kelgor’s Might, will now properly debuff combat speed on enemy targets.
Valewalkers
– The Conflagration Scythe Style has been changed to chain off of Arboreal Shield. The style itself has the following attribute adjustments: Medium Attack bonus, Medium Defensive Penalty, High Fatigue, High Damage.
Vampiir
– The weaponskill buff line of spells for Vampiirs no longer shows « Very Low » or « Very High » when delved, but instead displays the proper amount buffed.
CAMELOT CLASSIC WORLD NOTES
Item Notes
– Hibernia: Daewain’s Bracer now has level appropriate bonus’ attached (does not effect current bracers owned by players).
– Hibernia: Exceptional Avernal Maligned Crusher now displays as a two handed hammer icon instead of a one handed mace.
– Midgard: Silngorf’s Cursing Staff now has a Piety bonus instead of an Intelligence bonus.
Quests – Albion
– Langston Fall, a merchant in Caer Ulfwych, is desperate for an end to the wood ogre raids that have been hurting his business. He is looking for brave adventurers from levels 20 through 29 to help resolve this matter.
Quests – Hibernia
– Jenar Greelef in Howth believes something is stirring up the spraggons in the Silvermine Moutains. She is looking for adventurers (levels 21-30) to help her investigate the matter.
Item Notes
– The Forged Circlet of Sutekh now properly displays a circlet graphic instead of a helmet.
– The delve for the use ability on the Astral Voltaic Battle Spear has been changed to more accurately reflect how the spell functions on an enemy target.
– Midgard: New Recipes have been created for Legendary Double Bladed Axes at the slower 4.0 speed. Current Legendary Double Bladed axes will not be affected by this change.
Darkness Falls
– With the increased soul traffic in Darkness Falls, various low level lords have gained a small measure of additional power.
Monsters/NPCs – All Realms
– As the Isle of Agramon appeared an increase in demonic activity throughout the Realms started to rise. Now human servitors of the Demon Lords of Darkness Falls strive to construct portals to usher their masters into the lands.
TRIALS OF ATLANTIS WORLD NOTES
– An Artifact Scholar has been added to each realm’s Hall of Heroes (Artifact Scholar Jarron, Artifact Scholar Alaria and Artifact Scholar Elmer). These NPCs will allow a trade-in of certain artifact weapons for another version of that weapon. These weapons are Battler, Malice, Spear of Kings, Golden Spear, Traitor’s Dagger, Croc Tooth Dagger and Bruiser.
– Necromancer: There are new versions of several artifacts for Necromancers which better suit the class via usage in shadeform and casting spells through the pet. Any newly attained versions of The Eternal Plant, Staff of God, Tartaros Gift, Belt of Oglidarsh, and Ring of Fire are effected by this change. Artifact Scholar Jarron will accept current versions of these artifact in trade for the newer versions. Please note, all artifact experience will be lost when completing this trade-in.
– Please note that any artifact trade-in will result in a brand new level 1 artifact.
CATACOMBS WORLD NOTES
Item Notes
– Powdered aurulite may now be traded.
– Albion: The Maleficent Darkspire Great Hammer now correctly has a dps of 16.5
– Albion: The Mossy Leather Breeches now correctly has a bonus of 5% to Body resist.
– Hibernia: The Malevolent Darkspire Great Hammer now correctly has a dps of 16.5
Instanced Adventuring
– Monsters located outside of the Arena adventure wing within the Catacombs of Cardova have had their aggression radius lowered to help prevent players being attacked on exiting the instance.
Dungeons
– Keantoth the Destroyer should no longer spawn or wander behind the zone line to Nyttheim.
NEW FRONTIERS WORLD NOTES
– Due to the disturbance in the North Sea, the Megalodon has migrated to the Irish Sea to feed.
COOPERATIVE SERVER WORLD NOTES
– Courtyard and keep monsters have an increased chance to drop Dreaded Seals.
Bledmeer Faste
– Vaylin will use his special abilities less often and will call fewer minions to his aid.
– The runemasters and hunters have been reduced in number.
Ça change :[
Enfin un changement pour les resists skalds … Ça c’est miam !
Et un nouveau maladie single pour le cham, ça changera du vert3 août 2005 à 9 h 14 min #4870Jarrod ElCameleonParticipantla traduction de Nof est disponible sur JOL : http://forums.jeuxonline.info/showthread.php?t=559955
Sinon c’est vrai que le patch est moin bien que l’autre mais bon c’est sympa tout de même.
Trio avec deux skald now = 3 resists magique en combat
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