Title: The Patch Thread. Post by: Falconeer on May 27, 2008, 02:01:59 AM Update Notes - 27th of May
General * Grouped players that are apprenticed will now get their kill XP capped to the correct level. * Characters should now always get zoned back from a PvP game * Characters should now be able to move away from their spot, without the server thinking that they are hacking * Using a lower rank ability should not lock up your character anymore Quests * Players should no longer lose destiny quests if their quest log is full * Corrected some typos in various quest texts * Updated directions in the quest "A Dangerous Challenge" * The flame on the Torch of Eiglophian will now die after a while in Fields of the Dead. Playfields * Fix a lot of graphics lag issues caused by particles in Tarantia Noble, Field of the Dead and Eiglophian Mountains which should result in much lesser lag in those playfields Player Characters Necromancer * Necromancer - you no longer lose the Cannibalism spell when investing the second feat Guardian * Guardian - Fixed a problem where the third rank in Counterstrike Stance was not giving you the damage shield while in defensive stance. Bear Shaman * Bear Shaman should now correctly recieve Blood Flow (Rank 3), Claws of Stone (Rank 2), and Spirit of the Bear (Rank 2) at level 40. (Note: If you are past level 40, you will gain these spells at level 45, 50, or 55 instead.) Dark Templar *Feat - the Dread Shadow pet will successfully spawn again. NPCs * Ragall the food and drink merchant has received a fresh stock of merchandise. * Ranger archetype NPCs will no longer cause issues with the player's HP displayed incorrectly. Crafting * Bow/Crossbow now require wood * More than 50 alchemy items have been added to vendors City Building * Requirement checks and consumption of resources when building PVE city buildings should be fixed. GUI * Changed the chat colors to be more like what players are used from other games. * The guild chat text is now green * Removed the DirectX 10 option from the option panel. * Removed the 'Remove from Spellbook' functionality * OOC chat channel should no longer be inactive after teleports. EDIT: Default A note about traders and banks We are fixing the traders and the banks but some exploits would still be possible with the version we have now. We know how important it is to have traders and banks back in the game but the system must work absolutely correct before we put them live again. The possible exploits that would result when this is not ensured would lead to much bigger issues for all players. Thank you for your understanding. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Merusk on May 27, 2008, 03:17:51 AM Instead of mimicing other games for chat colors (and letting idiots spout things like "Oh they're wow-ifying already!") why not just let the player customize the fucking chat. It's so basic I'm still amazed it's not in the game.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Sir T on May 27, 2008, 03:44:07 AM I really don't give a shit about what way the interface looks as long as its not distracting and the information you need is clear and easily avalible.
I haven't played enough to really make a judgment call in that. (damn RL) As for customising the chat, that gets an internet vote from me. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Numtini on May 27, 2008, 04:14:03 AM The icons really really need to be replaced. Or more accurately, they need to be icons not pictures. That becomes more apparently when you start to fill out a second or third bar with the things.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Nerf on May 27, 2008, 08:00:04 AM Which icons? All the tradeskill buyables that just say "Valuable" on a spinning bottlecap? :awesome_for_real:
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Numtini on May 27, 2008, 08:10:03 AM The icons for combos and such are a mess. They need something, um, iconic, so you can easily tell the different attacks from each other. Right now, I mostly choose them based on where they are on my bar. I have no idea what picture goes with what combo. It gets worse if you try a more compact UI.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Miasma on May 27, 2008, 09:18:25 AM The patch has apparently removed cotton from the game :uhrr:.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: NiX on May 27, 2008, 09:22:43 AM Probably why the servers are going down again for another 4 hours.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Falconeer on May 27, 2008, 09:26:12 AM Yeah. My petitions continued to be deleted, but somehow my crafting quest got ubugged so I can go on with it. And now what? Cotton is not working anymore! You can't gather it and you can't even use the 400+ units you have in your resource bag. Woweeeeeeee
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Signe on May 27, 2008, 09:28:06 AM Uh oh. I hope they hurry because when those cotton balls get rotten, you can't pick any more cotton, you know.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Miasma on May 27, 2008, 09:33:33 AM Yeah. My petitions continued to be deleted, but somehow my crafting quest got ubugged so I can go on with it. And now what? Cotton is not working anymore! You can't gather it and you can't even use the 400+ units you have in your resource bag. Woweeeeeeee The rare drop rate is weird and I have to assume coded to specifically screw some people including myself. I harvested over 540 sandstone before getting the quartz but while I was getting it received 2 tin, 4 dark silver, 5 cottonwisp and 4 ebon ash...Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Venkman on May 27, 2008, 09:42:13 AM Quote Removed the DirectX 10 option from the option panel. :drill:Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Hawkbit on May 27, 2008, 09:50:18 AM Well, the servers are going down AGAIN today from 2-6 EST. Maybe this time we'll get our traders back. After 8hours today, we better get something decent.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Dtrain on May 27, 2008, 10:02:35 AM I'd just settle for my dagger not being a bow anymore.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Kirth on May 27, 2008, 10:14:30 AM Well, the servers are going down AGAIN today from 2-6 EST. Maybe this time we'll get our traders back. After 8hours today, we better get something decent. you get green guild text, Oh and I (bear shaman) finally got my new ranks of heals and buffs. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Signe on May 27, 2008, 11:12:28 AM Well, the servers are going down AGAIN today from 2-6 EST. Maybe this time we'll get our traders back. After 8hours today, we better get something decent. Do you really think that's going to happen? Isn't it more likely that they'll be removing the patch they just uploaded and trying to fix the stuff it broke? I mean, one update and a couple hours later another? I might be jaded and have an ugly mind, but it seems likely to be more ominous than joyful. I think it's adorable, however, that you have hope! (http://www.sheknows.com/graphics/emoticons/flip.gif) Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Brogarn on May 27, 2008, 11:28:40 AM This totally feels like an "oh shit!" patch rollback to me. Funcom is showing its true colors that I recall from the AO days. Although I'm having way more fun this go around and I'm not lagging around the map, so they've at least made progress.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Xeyi on May 27, 2008, 11:35:05 AM As good a time to unlurk as any I guess. Anyhoo, according to the European forums:
Quote Default EU Servers - Scheduled Downtime for an Update 27th of May - 22:00 GMT The EU servers are coming down for an update at 22:00 GMT. The downtime is scheduled to last 6 hours. Traders and banks should be back after this update. Thank you. I like the should part :awesome_for_real: Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: NiX on May 27, 2008, 11:47:28 AM Should means they're unsure if they'll work, but they'll try it anyway! If anything goes wrong? Just shutdown the servers for 4 hours and take them out. No biggie.
I'm beginning to wonder if they're going to compensate first day players for losing a 1/3 of their trial to downtimes. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: shiznitz on May 27, 2008, 12:21:10 PM Why not just double base inventory capacity? We don't need 1" square of screen real estate to hold a bandana.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Kirth on May 27, 2008, 02:47:20 PM I'm seeing a marked performance boost today for whatever reason.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Grand Design on May 27, 2008, 03:18:01 PM I'm seeing a marked performance boost today for whatever reason. I'm getting 10 more fps on average than yesterday. 3 ghz P4 / AGP for the record. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: photek on May 27, 2008, 03:30:33 PM I'm seeing a marked performance boost today for whatever reason. Same here, but I installed SP3 so it might be that. Also copypasta of the, until now, full patch notes. I love the quiz we play every time after patches and have to find out 60% of whats not in the notes : --------------------------------- Disclaimer: Havent checked it all. If it's incorrect please say so. --------------------------------- General * Various framerate improvements * HP regen seem to work now * Crashes and Lag seem better in FoTD and other zones * No reported crash at exit * Some reports of shinier avatar textures * Camera "swapping" while turning camera has been improved * Slow texture loading bug on Shader Model 3.0 mode has been fixed.(note: some reports state the other way around) * New animation for Sheat/Unsheat weapon (aka. Combat and out of combat mode) (NEW) Classes * Demonologist - Cooldowns added to Shockblast, Living Firestorm and Inferno of Amber Updated - Demo's also got the cooldown on Fiery Torment increased from 45 seconds to 60 seconds. - Living Firestorm has a tooltip that says 75 seconds cooldown yet has a 120 seconds cooldown. - Storm Chains no longer seems to break on its own damage. - Demo feat tree changed. Unclear about what has changed. Read Here (NEW) * Necromancer - Unholy Hands - Only working, scaling spell we have gone from 0 seconds cooldown to 45 seconds - no mention in the notes. * Tempest of Set - Quicksand now has a 30 second cooldown - Idol of set is now working as intented (1 up at a time) - Cyclone spam has been disabled - Sets armor buff reduced by a small amount, lvl 38 defence rating reduced from 14 to 10 - Mark of Set (Rank 2) gave before +194,2 Max HP, not it gives +203,8 Max HP. It's a minor increase.(NEW) * Ranger - After executing the Salvo combo, arrows are being shot at a considerably lower speed, thus it's a massive nerf to burst damage. - Rangers knockdown rate on both incapacitating stabs when feated and with shattering stance have been decreased greatly.(NEW) * Guardian - New patch changes 1-H edged to 1-H sword for most abilities for Guardian. (NEW) (reported to might be inaccurate. One player managed combos) * Barbarian - Feats No Escape and Savage Rage bugs have been fixed (NEW) UI changes * Group members now have a much larger and visible icon (blue potion bottle) * The select instance button is much bigger and move obvious. Tradeskills and resources * Alchemist tier 2 quest unlocked * Cotton gathered before the may 27'th patch may be unusable, and they wont stack with cotton gathered after the patch * Some materials gathered before the May 27'th patch may not work for crafting. May be innacurate! Mounts * Speed on horses were scaled down (Draw your weapon for speed fix on mount) (UPDATED) Emotes * Following emotes has been removed or renamed: - squirm_on_ground_f - exhausted - flirt_f - dance_sexy_f - dustoff - excitedclap_f - and many more Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Engels on May 27, 2008, 04:21:52 PM Emotes * Following emotes has been removed or renamed: - squirm_on_ground_f GONE!!!!!@1!@! - exhausted - flirt_f - dance_sexy_f - dustoff - excitedclap_f - and many more So much for the M rating. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: schild on May 27, 2008, 04:34:09 PM Good thing I had a screenshot of it.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: tmp on May 27, 2008, 05:14:30 PM Emotes Does it mean males are still allowed to squirm..?* Following emotes has been removed or renamed: - squirm_on_ground_f Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Dtrain on May 27, 2008, 05:51:04 PM Speaking from my perverse curiosity and not my perverse gonads, what was involved in all of this terrestrial female squirming?
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Engels on May 27, 2008, 06:05:02 PM lets just say that 'squirming' isn't an accurate descriptor of what said female animation was doing.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: KallDrexx on May 27, 2008, 06:29:13 PM lighting is now a bit fubared for me. Also water rendering stuff is also messed up (not like omfg artifacts but massive pixelation and discoloration).
gogo funcom. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: NiX on May 27, 2008, 06:41:30 PM Good thing I had a screenshot of it. Is it in the screenshot thread?Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: schild on May 27, 2008, 06:41:56 PM Yea, I'm rolling around the dead bodies.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Lantyssa on May 28, 2008, 01:40:27 PM Emotes * Following emotes has been removed or renamed: - squirm_on_ground_f GONE!!!!!@1!@! - exhausted - flirt_f - dance_sexy_f - dustoff - excitedclap_f - and many more So much for the M rating. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: schild on May 28, 2008, 01:46:23 PM They're coming back.
Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Kirth on May 29, 2008, 05:59:28 AM Patch notes for May 29, felt they didn't deserve there own topic so tagging them on here:
Quote The following important fix is updated today: Withdrawing cash from the bank should now correctly add coins to your inventory instead of replacing the already existing ones. No word on the 15 + lines that are missing from that since the servers are not up. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Mrbloodworth on May 29, 2008, 06:25:35 AM Emotes * Following emotes has been removed or renamed: - squirm_on_ground_f GONE!!!!!@1!@! - exhausted - flirt_f - dance_sexy_f - dustoff - excitedclap_f - and many more So much for the M rating. If you noticed, they cleaned up the text of the emotes list last patch, they must have been simply removed or missed. But they have stated they are coming back. Title: Re: The Patch Thread. Post by: schild on May 29, 2008, 09:00:34 AM Figured I should change the title of the thread to better reflect how it has been (and probably should be) used.
Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 02:39:48 AM Quote General *Fixed some more server and client crashes. *An issue which could make NPCs evade forever has been resolved. *An issue which could lead to pets become unresponsive has been resolved. GUI *You should now receive feedback if you try to take items from the guild bank without having enough rank. Items *Items in tradepost now show stack-size. *Resources Gathering: Cotton and Cottonwisp have been fixed. *Kheshatta: Drop rate for Scorpion plate has been increased. *Fixed a grammatical error with Knarled Leather. It should now be named Gnarled Leather. *Boltshock Bangles are now properly classified as "Cloth Armor" instead of "Wrist Armor" *Thunder River: The quest item 'Smoked Meat' has re-received its visual appearance. *Field of the Dead: 'Fur of Bloodclaw' will no longer end up in the quest inventory. *Thunder River: The quest item 'Helvenia's Herbs' has re-received its visual appearance. *Sanctum of the Burning Souls: The boss drop 'Bloodtainted Hoop' will no longer end up in the quest inventory. Massive PvP *PVE Player city buildings should no longer be attackable. NPCs *Bartholomo's Wife will now respawn more often. *Acheronian Ruins NPCs will respawn more often *It should be easier to deal with Renton's Corrupt Friends when doing the quest Awakening II. Player Characters Barbarian *Finishing Blow damage boost should only affect the first hit after the charge. *Thirst for Blood should correctly trigger it's stacking damage bonuses for you and your team. Necromancer *Pets should not auto dismiss so fast when they cannot reach their owner. Ranger *Knee-Capping should no longer trigger Root Immunity on NPCs *Marked for Death should give the correct damage values for bow/xbow. *Marked for Death cooldown has been adjusted to 3 minutes like originally intended. *Critical Aim should no longer fail to execute in some situations. *Critical Aim duration increased to 10 seconds, but it will instantly terminate on the next ranged hit *You should no longer get messages about getting non existing abilities when training Eagle Eye. Tempest of Set *Triumphant Life of Set has had its total damage dealt per cast increased. *Triumphant Life of Set now deals the damage over 3 seconds instead of instantly. Quests *Old Secrets: Golden Golem should now always spawn. *The Demon in The Tree: The Demon in the Tree Minions should now always attack the player. *End Battle: Strom should now respawn, making it impossible to break the last part of the end battle. *Quests Bloodroot, Concealing the Chinks, Purging the Fallen, and Source of Contagion have been improved in Tarantia Noble. These are from the Euro forums. Obviously the 'gnarled' thing was never an issue on the US servers. Or at least wasn't for me. Title: Re: The Patch Thread. Post by: apocrypha on June 02, 2008, 02:55:17 AM One post-patch bug discovered so far: can apparently stack your own buffs and stances now, although the effects aren't predictable. For instance, my PoM can double-stack Divine Vigour but all it does is increase the size of the health bar, the health never actually goes up to the top but stays at the max for a single cast.
Some melee classes were saying they were getting double effects from stance stacking. Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 03:05:46 AM If patching is already done for Europe, can you check to see if mousing over a newly gem-inserted socketed item tooltip makes the client crash?
Title: Re: The Patch Thread. Post by: Kirth on June 02, 2008, 03:33:39 AM PVP Policy (http://support.ageofconan.com/article.php?id=170)
Rules of Conduct (http://support.ageofconan.com/article.php?id=169) And the same update notes got posted on the US forums. Title: Re: The Patch Thread. Post by: Numtini on June 02, 2008, 03:37:21 AM I like that the PVP rules mention that if you don't like PVP, you can always play on a RP-PVE server. Except, of course, there isn't such a thing in the US version.
Title: Re: The Patch Thread. Post by: apocrypha on June 02, 2008, 04:21:02 AM If patching is already done for Europe, can you check to see if mousing over a newly gem-inserted socketed item tooltip makes the client crash? I would do but I've never yet seen a socketed item nor any gems to put in one :uhrr: Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 04:22:42 AM If patching is already done for Europe, can you check to see if mousing over a newly gem-inserted socketed item tooltip makes the client crash? I would do but I've never yet seen a socketed item nor any gems to put in one :uhrr: Awww I wanted Rattran to wake up happy. Or at least wake up and craft me a shitload of gems (HUR HUR HUR HUR HUR HUR HUR) Title: Re: The Patch Thread. Post by: Xeyi on June 02, 2008, 04:32:21 AM Dance mode also went in with the patch.
Somehow there's something not quite right about a big hairy bear shaman doing handstands though :grin: Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 04:45:49 AM (http://img230.imageshack.us/img230/2703/itsgonenowox6.jpg)
Title: Re: The Patch Thread. Post by: Mrbloodworth on June 02, 2008, 06:49:13 AM Dance mode also went in with the patch. Somehow there's something not quite right about a big hairy bear shaman doing handstands though :grin: Dance mode? Title: Re: The Patch Thread. Post by: Kirth on June 02, 2008, 07:56:35 AM Early impressions of this patch:
There is a Window at the login that says something like "Server status information will go here" All my cotton is now usable in my recipes my 3 stacks of rough leather is not I can have all buffs that I have up at the same time, despite some of them saying "..you can only have one of this type up at once.." UPDATE : the buffs seemed to sort themselves out when I zoned, but I could just reapply the extra ones. None of my buffs got removed when I died but did after I zoned somewhere. Title: Re: The Patch Thread. Post by: Xeyi on June 02, 2008, 07:58:09 AM Dance mode? Yup, it's in the abilities list and can be toggled on and off. From what I can see each race/sex has their own dances and there are several combos you can do by pressing 1-3. My Cimmerian does a handstand and some belly flop thing for instance. Title: Re: The Patch Thread. Post by: Lum on June 02, 2008, 08:01:22 AM I like that the PVP rules mention that if you don't like PVP, you can always play on a RP-PVE server. Except, of course, there isn't such a thing in the US version. Isn't Wiccana the "unofficial" RP-PVE US server? Title: Re: The Patch Thread. Post by: Signe on June 02, 2008, 08:34:13 AM I like that the PVP rules mention that if you don't like PVP, you can always play on a RP-PVE server. Except, of course, there isn't such a thing in the US version. Isn't Wiccana the "unofficial" RP-PVE US server? It is. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 02, 2008, 08:36:57 AM Dance mode? Yup, it's in the abilities list and can be toggled on and off. From what I can see each race/sex has there own dances and there are several combos you can do by pressing 1-3. My Cimmerian does a handstand and some belly flop thing for instance. sweet, i will have to check that out. Title: Re: The Patch Thread. Post by: Miasma on June 02, 2008, 09:16:32 AM The patch stealth nerfed boobies! (http://forums.ageofconan.com/showthread.php?t=56400) Subscription cancelled!
Title: Re: The Patch Thread. Post by: Kirth on June 02, 2008, 10:01:31 AM Potions are not being consumed on use.
EDIT - maybe is was just the type I had, was the level 30 sta potion. Title: Re: The Patch Thread. Post by: apocrypha on June 02, 2008, 11:24:14 AM The patch stealth nerfed boobies! (http://forums.ageofconan.com/showthread.php?t=56400) Subscription cancelled! Can't see the US forums, what're people saying? My EU boobies are fine after the patch... Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 11:33:35 AM I always set mine to the smallest, so I'm not shock they didn't change.
Title: Re: The Patch Thread. Post by: Hawkbit on June 02, 2008, 11:34:46 AM I get the impression that /dance was added in to give the teenagers something to do (namely naked dancing) while the rest of us wait for crafting to come out of alpha and the post-40 to come out of beta. I'm not entirely sure why designers ensure to have /dance in every game out there, but I tire of it. At least now we can rock out with our... /sigh.
Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 11:39:08 AM No helmets make your hair disappear anymore (IT WOULD SEEM, HAVEN'T TRIED A BANDANNA).
This /dance is interesting Simply Because you can have a line of people doing an elaborate dance all timed together. Also, makes clever use of the combo system. Some crafting things have been fixed I've heard, haven't heard about gems yet though. Old leather seems to not work but cotton does. I want to start building houses since they can't be attacked now. Title: Re: The Patch Thread. Post by: Miasma on June 02, 2008, 11:50:32 AM The patch stealth nerfed boobies! (http://forums.ageofconan.com/showthread.php?t=56400) Subscription cancelled! Can't see the US forums, what're people saying? My EU boobies are fine after the patch... Quote from: Funcom Rep Botched boob job Greetings, Funcom can confirm that some of the female models in the game have had the size of their breasts changed. This is due to an unintended change in data that was introduced in an earlier patch, data which controls the so-called morph values associated with character models and the size of their respective body parts. We are working on a fix for this and your breasts should be back to normal soon. The plastic surgeons of Hyboria apologize for the inconvenience. Thank you, Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 11:52:17 AM Guild banks are now set so only the top two tiers of people can withdraw. Which is nice.
Title: Re: The Patch Thread. Post by: Mrbloodworth on June 02, 2008, 11:58:30 AM I get the impression that /dance was added in to give the teenagers something to do (namely naked dancing) while the rest of us wait for crafting to come out of alpha and the post-40 to come out of beta. I'm not entirely sure why designers ensure to have /dance in every game out there, but I tire of it. At least now we can rock out with our... /sigh. Yes, because every designer, every coder and artiest on the development team were necessary to complete this one feature. All of them, even the janitor had to put down the mop, because work simply cant be done while this is being worked on. Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 12:19:11 PM Reitemization was in the patch. Heh.
Big thing to leave out. Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Sky on June 02, 2008, 12:38:34 PM Uh oh. I hope they hurry because when those cotton balls get rotten, you can't pick any more cotton, you know. Apparently there is a workaround. First you have to jump down, then you will have to turn around. Then you will be able to pick a bale of cotton.Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Signe on June 02, 2008, 01:07:07 PM Uh oh. I hope they hurry because when those cotton balls get rotten, you can't pick any more cotton, you know. Apparently there is a workaround. First you have to jump down, then you will have to turn around. Then you will be able to pick a bale of cotton.Do I have to jump to the left and take a step to the right, too? Title: Re: Patch, May 27th - Still no traders, or cities, or crafting Post by: Brogarn on June 02, 2008, 01:29:05 PM Uh oh. I hope they hurry because when those cotton balls get rotten, you can't pick any more cotton, you know. Apparently there is a workaround. First you have to jump down, then you will have to turn around. Then you will be able to pick a bale of cotton.Do I have to jump to the left and take a step to the right, too? With your hands on your hips... Title: Re: The Patch Thread. Post by: Tarami on June 02, 2008, 03:30:26 PM Ooooooh, fluff! :heart:
Title: Re: The Patch Thread. Post by: schild on June 02, 2008, 03:33:13 PM Get that shit out of this thread.
Fucking lyrics. Title: Re: The Patch Thread. Post by: Signe on June 02, 2008, 05:19:14 PM It's Sky's fault. And Oban's in that other thread. You should spank them. Hard. In the junk.
Title: Re: The Patch Thread. Post by: Lantyssa on June 02, 2008, 06:23:23 PM And make sure to tell them it's the spot you don't love anymore.
Title: Re: The Patch Thread. Post by: Teleku on June 02, 2008, 10:38:44 PM Get that shit out of this thread. (http://www.fresnobeehive.com/archives/upload/2007/08/rockyhorror.jpg)Fucking lyrics. LETS DO THE TIME WARP AGAAAAAAAAAAAAAAAAIN! Title: Re: The Patch Thread. Post by: Falconeer on June 03, 2008, 11:34:06 AM Not sure if this has been noted elsewhere, but this is an official statement appeared on the Developer's announcement corner of the EU boards:
Quote Default Funcom statement on botched boob job Greetings, Funcom can confirm that some of the female models in the game have had the size of their breasts changed . This is due to an unintended change in data that was introduced in an earlier patch, data which controls the so-called morph values associated with character models and the size of their respective body parts. We are working on a fix for this and your breasts should be back to normal soon. The plastic surgeons of Hyboria apologize for the inconvenience. Funcom Development Team Title: Re: The Patch Thread. Post by: rattran on June 03, 2008, 11:36:36 AM Gem socketing is still broken as of Jun 3.
Title: Re: The Patch Thread. Post by: Falconeer on June 19, 2008, 01:29:56 AM No patch this thursday.
So long for the "two patches a week" commitment. Here's the official word: Quote Hey guys, There is no update today. We will announce the downtimes on the launcher and forums if they should happen. We were looking to get something out today but the teams wanted to get more fixes in the update before releasing a new one today. We will keep you updated on the next update that is aiming for around Monday like before. Thanks, __________________ Funcom Glen 'Famine' Swan US Community Manager Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 01:10:37 AM Quote The update notes have been delayed and will be coming soon. The main reason is due to some translation issues. We want to ensure they get out to everyone in every language before posting them up to any community. Thank you, __________________ Funcom Glen 'Famine' Swan US Community Manager That's what holding AoC down. Language barrier and timezones. Title: Re: The Patch Thread. Post by: ahoythematey on June 23, 2008, 01:59:47 AM Wow. Two patches a week? Is the game really that broken?
Title: Re: The Patch Thread. Post by: schild on June 23, 2008, 02:00:22 AM Wow. Two patches a week? Is the game really that broken? Empty is a better description. I'd say 80% of the core stuff does actually already work. But content wise, post 40 is mostly a wasteland. Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 02:09:31 AM That is not true. What's wrong with you Schild? If I didn't know you like Conan I'd say you are biased (I know you are not, hence the WTF?!).
If anything, the game is much more broken than empty. Two patches a week are for fixes, not content. Title: Re: The Patch Thread. Post by: schild on June 23, 2008, 02:11:40 AM Falconeer, they have fixed enough of the broken shit in terms of the gaming itself that at this point - at least my PoM - is hurting more for content than ability/usefulness.
In terms of Crafting and Playercities, i'm at the 'head in the sand' level of denial. Title: Re: The Patch Thread. Post by: ahoythematey on June 23, 2008, 04:41:39 AM AoC having either as a problem wouldn't surprise me that much, really. Rubi-Ka was both broken and empty at release. My main shock comes at how often they are (or were anyways) patching. If it really is mostly content, I'm curious to see what their content-over-time ratio would be compared to the fucking sloth that is Blizzard.
Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 04:51:26 AM Here they are:
Quote Update Notes - 23rd of June Massive PvP * Player city keeps now contain a vendor that sells siege weapons. * Players will now get teleported out of the zone before the battle starts. * Traders that would not spawn at the Battlekeep Tradeposts will now spawn. Traders will now be available at Battlekeeps. * Ballista NPCs will no longer spawn at an unbuilt tower. * The Border Kingdoms has had its environments adjusted. This should reduce draw-distance in those playfields and contribute to a performance-increase. Player Character Archetypes * Mages will now do less damage with ranged weapons to set them apart from specialized ranged weapon classes like the Ranger. Assassin Core Revision Adjustments * Kidney Shots will now properly go on cooldown, is now stackable for 12 second from the original 6 seconds and it's stacking buff duration has been increased to 10 seconds. * Flesh Necrosis has been given a new and improved visual. Atrophy has an added persistent effect on the target while the debuff is in effect. Conqueror Core Revision Adjustments * Rage of the Tempest now correctly grants your team increased electrical damage, not increased fire damage. Dark Templar Core Revision Adjustments * Rite of Blood will now display health loss, stamina gain and the affect of its enhancement. Demonologist New Spells * Forced Summoning will allow you to summon a pet of the opposite sex than what would normally be summoned if cast before the specific summoned pet. You will receive this spell at level 9 with your first pet summon spell. All characters above level 9 will get this spell automatically. Core Revision Adjustments * Diabolic Insight and Infernal Knowledge now last 12 hours instead of 1 hour and will no longer be removed upon death. * Wicked Bolts received a name change to be consistent regardless of how many points you have invested in it. Herald of Xotli Core Revision Adjustments * Herald of Xotli fatalities now have effects to them. * Corrected spelling of the name of the feat "Spell - Undying Glory of Xotli" Necromancer New Spells * You will now gain a new single target snare - Ice Shackle - at level 5. If you are already higher than level 5, you will gain this spell automatically. Core Revision Adjustments * Dark Knowledge and Vile Insight now last 12 hours instead of 1 hour and will no longer be removed upon death. * Plagued Heart Curse will now correctly increase in damage with more feats trained. * Decomposition now increases Flesh to Worms by 35% at max rank instead of 30% * Unholy Power has been rebalanced to have a more consistent effect across all levels. * Brutal Death now increases the critical strike chance of Pestilential Blast, Life Strike, Ice Strike, and Chill by 2/4/6/8/10% * Ice Shards now increases the splash range and damage inflicted by Chill in addition to Ice Strike. * Flash Freeze now additionally increases the damage of Frost Blast by 75/150/250%. * Bones of Frost now additionally increases the damage of Gelid Bones by 5/10/15/20/30%. * Frozen Body now increases the damage of Ice Strike, Chill, and Deathly Blizzard by 2/4/6/8/10%. * Corrupted Soul now increases the damage of Pestilential Blast, Life Strike, and Blasphemous Ruin by 2/4/6/8/10%. * Soul Absorption now restores a significantly higher amount of mana when consuming a pet. * Frost Reach now additionally increases the damage of Frost Blast by 75/150/250%. * Ritual of the Lich has had its spell damage multiplier increases from 10% to 25%. * Embrace Death now has an increased effect. The maximum effect of this ability has been increased from 4% to 10%. * Pets now move faster and follow npcs better. * Void has had its stamina/mana drain increased. It will also have the chance to crit. * Archmage feat has been moved to up in the general feat tree. * Unholy Fortitude has been changed to reduce the recast time of Frenzy by 12 seconds per rank, up from 4 seconds per rank. * The levels at which you get your pet points has been significantly changed. You will now get them at the following levels: level 5 - 2 points, level 10 - 4 points, level 15 - 6 points, level 20 - 8 points. You will now have your maximum number of pet points available at level 20. * Despoiled the Soul has had its mana cost and recast time reduced. When you train Despoil the Soul you will get a secondary spell, Reap the Soul. This spell can be used to refresh your current Despoil the Soul, making it easier to keep your Despoil the Soul counter where you want it. In addition, Despoil the Soul will also increase a bonus to magical damage instead of being a damage multiplier. Nuke Balance Adjustments * All damage spells have been rebalanced to take into account your having all 8 pet points at level 20. This leads to better scaling of your damage spells, and reinforces that you are a pet class reliant on pets for a significant amount of damage. * Archmage pets incorrectly did not have the area-of-effect damage coefficient applied. Their damage has been corrected to take into account their nukes are AOE nukes. * Increased the damage of Necrotic Pustule, Gelid Bones, and Chill. Significantly increased the explosion damage of Necrotic Bomb Chill has received splash damage (50% damage to 1 target), and splash damage from * Ice Strike has received an increase in splash damage from 15% to 30%. Lifestrike Rank 4 will correctly have the damage-over-time effect. Parasitic Soul Swarm and Unholy Hands will now take pet damage contribution into account and should be in line with damage as it was originally intended. Pet Effect Adjustments * Blighted One has had its proc rate and amount of mana damage significantly increased. * Dead Blight stamina damage was also significantly increased if it is trained and will have a chance to crit. * Harvester has received an increase to the amount of mana healed and stamina healed by the pet. The Harvester will now heal more mana than stamina (although the stamina gain is now still significantly increased over the previous value). These can also have a chance to crit. * Life-Stealer has had its amount of health increased significantly. We also reduced the variance of the heal and added a chance to crit. * Mutilator's Mutilation damage-over-time (DoT) effect has had an increase to the damage. This will also have a chance to crit. Tempest of Set Core Revision Adjustments * Storm Field is now limited to affect 3 targets at a time. * Titanic Storm now additionally increases the number of targets affected by Storm Field by 50% * Lightning Strike no longer has a cooldown * The primary damage range of Lightning Strike has adjusted to be more consistent, the average damage remains the same * Lightning Strike has been modified to deal 40% splash damage to 3 targets instead of pure AoE damage * Pillar Lightning rank 2 and 3 now additionally increase the number of targets affected by Lightning Strike splash damage * Fury of the Storm has been decreased from 60% to 40% critical damage modifier at max rank Combat * Blood effects on pet attacks should now trigger correctly. * The evade bonus on characters has been revised when fighting lower level monsters. Quests * Quests in the 20 - 40 level range have been revised so that they are all categorized under the proper locations in the quest journal. * Supply Routes quest in Conall’s Valley should now be sorted under the correct region in the quest journal. * The “Jack of Ale” you get at “Rum n' Rumble” for the Mage destiny quest can now be removed from your inventory. * Magic Orb: The orbs have been lowered for characters that could not reach them due to shortness in height. * Awakening III - Neutralize Strom's Guard: You should no longer become stuck after killing the Boozed Bullies. * Awakening III - Neutralize Strom's Guard: Resolved a minor issue with players getting stuck after killing the Boozed Bullies. * The Phoenix of the North: You should no longer become stuck in the barrier that shields the Phoenix of the North if you log off. * The Cimmerian's Axe, What Creeps Beneath, The Dangers of Decadence and D * Desert Raiders have had their waypoints corrected. * New dialog has been added for Sharak and Scyra when you've finished all the Destiny Quests. * Cannibal Commotion: The quest will now correctly update when you reach the cave that Attadeus and Demeras are located in. * Ibis, Master of Hidden Secrets: The quest can no longer be deleted from your journal to resolve an issue that made it so you could no longer attain it. * Phoenix of the East: It should no longer be possible to enter the Blood Rite Subterrene with multiple players. * To Battle a God: You should no longer experience issues with this quest if your journal is full. GUI * Tooltips will now properly display spell affects of the spell line and proc affects to the spell line. They will also now properly display the gem modifications on the item itself. * Despoil the Soul will now display a stack count when stacked four times. Items * All bags have had their size doubled! * Many level 80 items that increased Max Mana have been adjusted to provide Max Stamina as they were intended. Barbarians will greatly benefit from this change. * Oil of Acuity will now replenish mana when consumed. * Vanir NPCs in Conall's Valley, Field of the Dead and the Eiglophian Mountains will drop a greater variety of Vanir-based loot. * Gossamer Silk should now be referenced correctly in the Full Trade Response. * Rusty Courage: The Rusty Old Sword has had its sized reduced to reflect that of a humans and not of a giant's. * The Bloodied Spear now has a blue glow, indicating that you can interact with it. NPC * The Beggar in Khemi will no longer give the chat bubble icon. * NPC cries for help should no longer trigger aggro through collision objects such as walls and buildings. * NPCs should no longer reset in mid combat. * Koruno Elder's has received a new sword as his offhand weapon. * The Town Crier in Tortage now cries much less frequently. The White Hand Priest’s Emanation of Life spell will now have a longer cooldown and will also display the icon for the spell in the Priest’s debuff window. * Awi-Awan from the Purple Lotus Swamp is now flagged as an Armorsmith Trainer. * Barkripper Ursa is now a group encounter. Playfields Armsman Arena * You will now need to interact with the Arena Gong after speaking with the Announcer to receive a challenge. Eiglophian Mountains * Eiglophian Mountains has received a number of enhancements and adjustments based on player feedback. * More Hungry Ice Worms, Ice Worm Devoures, Snow Apes, Mountain Apes and Cliff Apes have been added. * The respawn timers of the NPCs in the area have also been adjusted. * Ymirish Rimebinder has been reverted from a group encounter to a solo encounter. Khopshef Province * New quests and monsters have been added. * Black Castle is no longer Epic Mode enabled as it's turned into a group dungeon. Kyllikki's Crypt * The light and environment in Kyllikki's Crypt should be a little better. Sanctum of the Burning Souls * Treasures are now scattered throughout the sanctum. * NPCs will now never lose aggro. Tradeskills * Silver Necklet has had its level adjusted to 40 as it was originally intended. * Skymetal-Studded Wristbands (normal) and Bluesteel-studded Wristbands (rare) now has different stats. * Stone, Iron and Gold nodes have had new visual effect applied to them to make the nodes more visible to all. * All items that contain gems will no longer have the gems removed when undoing a sale in the shop. * Wolves in Lacheish Plains have had their Worled Leather drops adjusted as intended. * Gems will no longer visually overwrite the first one. * Crafted cloaks will now support the equipping of gems. General * Performance: A number of code changes have been made to improve client performance. * New advance video options have been added for particles. Turning down the particle settings will increase performance. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager ToS nerfed! Title: Re: The Patch Thread. Post by: schild on June 23, 2008, 05:05:46 AM So, grey mobs are still lethal. Assassin still sucks. Cities update pace is slow as balls. Crafting is, huzzah, still shit. Yay.
Also, those notes weren't really any longer than previous ones. Title: Re: The Patch Thread. Post by: Bunk on June 23, 2008, 05:59:58 AM Didn't it say that evade rates were adjusted versus lower level monsters? Assuming the adjusted it in the correct direction, that should make grey mobs less dangerous, no?
I do love thier math. The was ToS reads, Lightning storm now affects 3 targets, and that can be increased by 50% to 4.5 targets? Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 06:37:37 AM 5 targets for improved storm field.
No idea about evade rates yet, but as of yesterday grey casters beat the shit out of me while grey meleers couldn't him me in my sleep. Can't wait to test the changes and see if they affected my farming habits. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 23, 2008, 06:57:27 AM The necro changes look hot.
Title: Re: The Patch Thread. Post by: Threash on June 23, 2008, 06:59:48 AM Didn't it say that evade rates were adjusted versus lower level monsters? Assuming the adjusted it in the correct direction, that should make grey mobs less dangerous, no? I do love thier math. The was ToS reads, Lightning storm now affects 3 targets, and that can be increased by 50% to 4.5 targets? No i doubt that, grey caster tore you up but melees couldnt hit you cause you parried everything. This probably evens it out. Title: Re: The Patch Thread. Post by: Threash on June 23, 2008, 08:14:17 AM Falconeer, they have fixed enough of the broken shit in terms of the gaming itself that at this point - at least my PoM - is hurting more for content than ability/usefulness. In terms of Crafting and Playercities, i'm at the 'head in the sand' level of denial. Man the more i look into it the happier i am that i care absolutely nothing about crafting. Even when they fix every single bug and have it working perfectly its still a horrible system. I like the concept of the benefit of crafted gear being that its 100% customizable but the system they have in place is a horrible clusterfuck. Title: Re: The Patch Thread. Post by: trias_e on June 23, 2008, 08:26:04 AM Quote The necro changes look hot. Apparently not. Check out the wailing and gnashing of teeth going on over here... http://forums-eu.ageofconan.com/forumdisplay.php?f=21 Title: Re: The Patch Thread. Post by: Lakov_Sanite on June 23, 2008, 09:00:24 AM Quote The necro changes look hot. Apparently not. Check out the wailing and gnashing of teeth going on over here... http://forums-eu.ageofconan.com/forumdisplay.php?f=21 Specifics? trying to browse those forums(or any official forums) is painful edit:to save you folks some time it looks like necro damage got nerfed almost %50 across the board. I for one have to say while it may not be welcomed it was high time that this overpowered class finally got re-balanced to a more fair level. Title: Re: The Patch Thread. Post by: Venkman on June 23, 2008, 09:07:47 AM Quote * Awakening III - Neutralize Strom's Guard: You should no longer become stuck after killing the Boozed Bullies. Wait wait, lemme guess: were players getting sutck after killing Boozed Bullies? :-)* Awakening III - Neutralize Strom's Guard: Resolved a minor issue with players getting stuck after killing the Boozed Bullies. Quote * All bags have had their size doubled! Schweet!Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 09:19:04 AM I don't know. They say Necroes were doing too much damage with spells while they are supposed to do it with pets, and it should be the case now. Sounds good in theory, did it turn out that wrong in practice?
I am under the impression that they nerfed AOE damage all across the board, starting from Tempests of course. Which is a good idea because I spent lots of time PvPing and too much of it came down to let death rain over meleeing players. Not fun for them at all. Title: Re: The Patch Thread. Post by: Miasma on June 23, 2008, 09:41:38 AM Patch Notes June 23
Those are real bugs. Title: Re: The Patch Thread. Post by: slog on June 23, 2008, 09:45:49 AM Quote The necro changes look hot. Apparently not. Check out the wailing and gnashing of teeth going on over here... http://forums-eu.ageofconan.com/forumdisplay.php?f=21 Specifics? trying to browse those forums(or any official forums) is painful edit:to save you folks some time it looks like necro damage got nerfed almost %50 across the board. I for one have to say while it may not be welcomed it was high time that this overpowered class finally got re-balanced to a more fair level. LOL that's quite the nerf for a game that's live. Hell, 50% would be quite the nerf for open beta. Title: Re: The Patch Thread. Post by: cevik on June 23, 2008, 09:51:40 AM LOL that's quite the nerf for a game that's live. Hell, 50% would be quite the nerf for open beta. To be fair, they increased the number of pets that a necro can have at lower levels by way more than 50%, so it should be a wash. And the two spells that got the major nerf are the aoe spells, which from what it appears in the patch is the main focus of their nerfing for all classes. They are apparently attempting to remove aoe grinding from the game (see the ToS nerf). I haven't logged on to play my necro yet (I'm at work! yay me!) but all message board nerf whining should be taken with a large grain of salt until otherwise verified by cooler heads. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 23, 2008, 09:52:20 AM Quote The necro changes look hot. Apparently not. Check out the wailing and gnashing of teeth going on over here... http://forums-eu.ageofconan.com/forumdisplay.php?f=21 No one is taking into account we now get all 8 pet slots at 20. Title: Re: The Patch Thread. Post by: Miasma on June 23, 2008, 09:55:35 AM They needed to improve the necro's survivability while levelling up and at the same time bring down their damage at 80, that would have been difficult for a competent group of developers, never mind funcom.
Title: Re: The Patch Thread. Post by: cevik on June 23, 2008, 10:01:09 AM They needed to improve the necro's survivability while levelling up and at the same time bring down their damage at 80, that would have been difficult for a competent group of developers, never mind funcom. I personally don't have any survivability issues. With siphon unlife I just can't see where survivability could be an issue. With the buff to frenzy today it looks like I'll have less of a problem than before. The PSS nerf and the unholy hands nerf is going to hurt. The unholy hands nerf was probably needed, while the overpowered part of it was situational, it was pretty clearly overpowered. I could easily take groups of 7 even level mobs with unholy hands. EDIT: Siphon unlife with 8 corruptors is godlike. Title: Re: The Patch Thread. Post by: Miasma on June 23, 2008, 10:08:13 AM I guess this was an official post that was put up in the crafting forums and then quickly deleted. So either some of the info is just plain wrong or they didn't want people to know about some of the stuff.
Quote Greetings, fellow craftsmen and -women! I know many of you are concerned about what is happening to the Tradeskills/RnB (resource and building) - I am writing this to inform you more about what we are doing and what is happening to tradeskills soon. I am also writing this in order to explain what has happened to the alchemy crash since todays patch. Let me start with the bad stuff first. First off - if you are an Alchemist, opening the tradeskill book by any means will crash your client since last patch. This will be fixed with thursdays patch. This happened when we were re-arranging some of the potions for tradeskills - If you are an alchemist I'm sure you remember some of the potions would not do anything when created. These potions have been removed from the inventory and will make it back into the game at a later stage. Removing these had an unexpected effect and was unfortunately overlooked by us when patching out the latest patch. We are sorry about this. Let me assure you - if you are getting the crash, you are not bugged. The recipe book is simply trying to find objects that are no longer available and we have programmers looking into a safeguard for the future so that this type of thing does not happen again. That's quite enough of the bad stuff. Now I'll detail what we plan on doing with Tradeskills and Resource and Building. Unfortunately, I am unable to give you a timeframe for the fixes and changes below, but we hope to get them done very soon. "Very soon" in this case means expect a few of the changes below to come in as early as thursday. Most of these changes we aim to have ready within a few weeks. Tradeskills * We will soon have a system where you can unlearn tradeskills. Alchemy * We have added an item called "Alchemists Cache" to Mage/priest mobs. This item, when right-clicked, spawns a few random tradeskill resources for alchemists. These resources will include the 'missing' resources (for example Hyena meat and Icy Crocodile tears) so that alchemists are able to progress further than Tier1. * As soon as possible we will patch out a new Resource and Building population consisting of spiders, hyenas, etc, that will drop the resource "proper". These mobs will be put into Lacheish Plains, Poitain and Purple Lotus Swamp. These mobs will have a typical droprate of between 10-50% droprate of these items. * At a later stage (still to be determined), we are patching in vendor-bought recipes - these vendor-bought recipes will increase your magic damage. We are also looking into creating various other potions, but thats more hush-hush. Architect * Architects are undergoing a design-revamp - what exactly is included in this revamp I won't say, but it will allow architects to use their abilities for combat purposes as well as for building the cities. Weaponsmithing * Weaponsmiths will get a number of blue recipes in the future. These recipes can be obtained through vendors, world-drops and/or boss-kills. These recipes will be spread throughout the tiers of weaponsmithing and will cover all different weapons (but not ammo). Armorsmithing * As with Weaponsmiths, Armorsmiths will get a number of blue recipes that can be obtained through vendors, world-drops and/or boss-kills. These recipes will provide a more diverse look than what the game currently offers and at level 80, it will be possible to craft an entire set of armor (provided of course that you find the recipes for them). Resource and Building Regions * Traders and Trainers will spawn in the guild-cities. These traders and trainers will spawn depending on what building is built (for instance, a Trader will spawn at the Tradepost). * City-life will start appearing in cities. The more buildings you build, the more NPC's will immigrate to your city. * We are removing the randomly spawning mobs from the playfields. Instead, we are creating encampments that will dynamically spawn content on the attackers level. * Quests - we are adding quests to the Resource and Building regions (Lacheish Plains, Poitain, Purple Lotus Swamp). These quests will not be repeatable. Various other fixes are also being looked at, amongst others the socketing-bugs and the droprate of leather. Title: Re: The Patch Thread. Post by: d4rkj3di on June 23, 2008, 11:41:44 AM To be fair, they increased the number of pets that a necro can have at lower levels by way more than 50%, so it should be a wash. No one is taking into account we now get all 8 pet slots at 20. All pet melee damage was reduced as well. By around 50%. Sorry Necros. Title: Re: The Patch Thread. Post by: cevik on June 23, 2008, 11:43:23 AM All pet melee damage was reduced as well. By around 50%. Sorry Necros. I believe forum whining when I test it myself. Or at the very least when it's been tested by someone I trust. Besides, the general theme of the forum whining itself is not that pet melee damage was reduced, but in fact it was the only thing increased. It's pet caster damage that was reduced. We'll have to see. ;) Title: Re: The Patch Thread. Post by: Falconeer on June 23, 2008, 12:15:13 PM There's a war going on between Tempests. Some love the Lightning Strike changes, some hate it.
Same war is going on among ToS haters. "HAHA they got nerfed!" "No they didn't you idiot, they are stronger than ever!". Title: Re: The Patch Thread. Post by: Mrbloodworth on June 23, 2008, 12:45:42 PM To be fair, they increased the number of pets that a necro can have at lower levels by way more than 50%, so it should be a wash. No one is taking into account we now get all 8 pet slots at 20. All pet melee damage was reduced as well. By around 50%. Sorry Necros. :oh_i_see: (http://forums.ageofconan.com/showthread.php?p=1158551&posted=1#post1158551) Also: General Roundup of Necromancer Patch Issues (http://forums.ageofconan.com/showthread.php?p=1139168#post1139168) <-- look at the edit. Title: Re: The Patch Thread. Post by: Lantyssa on June 23, 2008, 01:08:26 PM I can summon a succubus instead of an incubus. Yay!
Title: Re: The Patch Thread. Post by: d4rkj3di on June 23, 2008, 02:16:24 PM I can summon a succubus instead of an incubus. Yay! * Summon Incubus - spell now causes Fire DoT on caster. Player will say "Pardon me" in all subscribed chat channels for duration of spell. And the only thing that edit shows is that AoC's producer is asleep at the wheel. Title: Re: The Patch Thread. Post by: Brogarn on June 24, 2008, 03:57:28 AM * Summon Incubus - spell now causes Fire DoT on caster. Player will say "Pardon me" in all subscribed chat channels for duration of spell. Ugh. Bad joke. NO BISCUIT! Title: Re: The Patch Thread. Post by: Mrbloodworth on June 24, 2008, 05:38:17 AM I can summon a succubus instead of an incubus. Yay! * Summon Incubus - spell now causes Fire DoT on caster. Player will say "Pardon me" in all subscribed chat channels for duration of spell. And the only thing that edit shows is that AoC's producer is asleep at the wheel. Quote -Dark Knowledge and Vile Insight will no longer appear as Hostile spells. (They will still persist after death.) Also known as, Not working correctly. This accounts for a great deal of the reduction in damage. Title: Re: The Patch Thread. Post by: Miasma on June 24, 2008, 05:47:40 AM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless.
Title: Re: The Patch Thread. Post by: Mrbloodworth on June 24, 2008, 05:52:41 AM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless. Quite a few ability's and feats would contribute to that. Title: Re: The Patch Thread. Post by: cevik on June 24, 2008, 06:08:47 AM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless. So in less than 12 hours Necros have gone from "ZOMG NECROS R SO NURFED FUNCOM IS TEH WARST DEV EVAR" to "ZOMG NECROS R SO OP FUNCOM IS TEH WARST DEV EVAR". God I love reading message boards about mmogs, it makes me feel so much better about myself. Title: Re: The Patch Thread. Post by: Miasma on June 24, 2008, 06:18:33 AM So in less than 12 hours Necros have gone from "ZOMG NECROS R SO NURFED FUNCOM IS TEH WARST DEV EVAR" to "ZOMG NECROS R SO OP FUNCOM IS TEH WARST DEV EVAR". It's even better than that! Half of the people don't realize they were nerfed/buffed and half don't know about this new build so both NERFED_USELESS!!! and OVERPOWERED_GODMODE?!?!?! threads are running at the same time. Reading the official forums is making me dizzy.God I love reading message boards about mmogs, it makes me feel so much better about myself. Title: Re: The Patch Thread. Post by: Abelian75 on June 24, 2008, 06:26:38 AM I find it pretty disturbing that the "new quests" that have been added over the last couple patches in khopshef seem to exclusively involve default, nameless NPC's in the default black robe. Like, they're just nameless questgivers standing around that all look identical. One of the nameless questgivers refers to another nameless questgiver as "Hamedi" and tells you to follow him, but nameless, robe-wearing Hamedi never actually moves.
I was willing to buy that maybe this first batch of nameless NPC's was accidentally pushed to live, but then the next patch thing and I think even more were added, and at any rate they are all still nameless and default. Seriously? That's considered good to go? Think people will see that and go, "Wow, what great attention to detail, I can really trust this company to release great content for their product." Yeah. And still, nobody has run a goddamn spellcheck on the various tooltips. Title: Re: The Patch Thread. Post by: Engels on June 24, 2008, 06:30:23 AM Fuck spellcheck, how about fixing the existing quests in Kopesh & the Pyramid dungeon to start with before adding dummy grind quest? I don't like this move to insert easy fixes by Funcom. I know that they must be in panic mode over their unfinished game and customer retention, but this is a bad move.
Title: Re: The Patch Thread. Post by: photek on June 24, 2008, 06:37:52 AM From the Necro EU forums a guy writes while encountering a ranger :
Quote Archer attacks and hits me for 1457 damage first strike. I pop an hp pot. My bombs chew on her but lol not much damage then i let one blow up , half hp gone. Sad there is a 3 sec cooldown on it. But still out of 15 necros in guild only one was online, me and i am playing my pom from now on till they fixed this class. Ok, so I agree. Some PvPers are fucking idiots. Title: Re: The Patch Thread. Post by: cevik on June 24, 2008, 07:05:29 AM By the way, as a side note, yesterday's patch drastically increased the FPS on both my machine and my wife's machine. Since we've taken most of the thread to discuss my new super op ubar necro, I thought I'd add this little tidbit of info for those interested.
I went from averaging 25 fps in Old Tarantia to more like 60 fps. I spent most of the night in Old Tarantia/Noble District/Villas so I'm not sure about the rest of the world, but I typically did 60+ in the rest of the world, so if it's better I'll be shocked. There was one Villa (Villa Verde) that made my fps drop to 10-15 in a totally inexplicable way before the patch, last night it was also 60+ fps and in some parts of it (the closed cramped areas) I was getting 150+ fps. Normally even in those areas I couldn't get above 15. Title: Re: The Patch Thread. Post by: cevik on June 24, 2008, 07:22:57 AM Best patch ever:
(http://img91.imageshack.us/img91/1103/armless2ll1.png) (http://img67.imageshack.us/img67/2337/picture003lh1.png) Title: Re: The Patch Thread. Post by: Mrbloodworth on June 24, 2008, 07:26:47 AM ^^ Thing is, this shows that there are more divisions, art wise (designed for gameplay) , on the player model than just heads.
Title: Re: The Patch Thread. Post by: Miasma on June 24, 2008, 07:28:54 AM That is one hell of a nerf for assassins and dark templars.
Title: Re: The Patch Thread. Post by: rattran on June 24, 2008, 07:38:23 AM Yeah, one of the 2h edged fatalities is a 3 swipe dismember/decap. One arm off, other arm off, wind up and decapitate.
And Miasma, was that green text? In game last night assassins were crowing about how much better things were. Title: Re: The Patch Thread. Post by: Miasma on June 24, 2008, 07:48:40 AM Yeah, one of the 2h edged fatalities is a 3 swipe dismember/decap. One arm off, other arm off, wind up and decapitate. It was a joke about Cevik's armless assassin and dark templar.And Miasma, was that green text? In game last night assassins were crowing about how much better things were. Title: Re: The Patch Thread. Post by: tazelbain on June 24, 2008, 07:50:27 AM Bob Oblong the Barbarian.
Title: Re: The Patch Thread. Post by: rattran on June 24, 2008, 10:27:36 AM That'll teach me to reply before the second cup of coffee. :uhrr:
Title: Re: The Patch Thread. Post by: schild on June 24, 2008, 10:34:59 AM Rattran. I'm an alchemist. Playing is hard right now. >_<
Title: Re: The Patch Thread. Post by: rattran on June 24, 2008, 10:56:20 AM Just don't open your craft book until Thursday.
Title: Re: The Patch Thread. Post by: Threash on June 24, 2008, 11:35:58 AM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless. The only thing that would do is prevent me from using combos, i can still swing my weapons and use all of my damage enhancers. Whole groups? no way, if the dps is really low a group could stay up on health pots and take him down with regular attacks. Title: Re: The Patch Thread. Post by: d4rkj3di on June 24, 2008, 12:29:14 PM By the way, as a side note, yesterday's patch drastically increased the FPS on both my machine and my wife's machine. Since we've taken most of the thread to discuss my new super op ubar necro, I thought I'd add this little tidbit of info for those interested. There are new Nvidia drivers out as well, version 175.19. Reports of increased and decreased framerates on the official forums, but it bumped my FPS around 5-10 in Old Tarantia.I went from averaging 25 fps in Old Tarantia to more like 60 fps. I spent most of the night in Old Tarantia/Noble District/Villas so I'm not sure about the rest of the world, but I typically did 60+ in the rest of the world, so if it's better I'll be shocked. There was one Villa (Villa Verde) that made my fps drop to 10-15 in a totally inexplicable way before the patch, last night it was also 60+ fps and in some parts of it (the closed cramped areas) I was getting 150+ fps. Normally even in those areas I couldn't get above 15. Title: Re: The Patch Thread. Post by: rattran on June 24, 2008, 01:06:21 PM 175.19 made my framerate improve, except in the villas. Verde goes to 4 fps, if I turn to shader 2.0 or 2.x it goes to 90+
Wacky. Title: Re: The Patch Thread. Post by: Morfiend on June 24, 2008, 01:11:27 PM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless. The only thing that would do is prevent me from using combos, i can still swing my weapons and use all of my damage enhancers. Whole groups? no way, if the dps is really low a group could stay up on health pots and take him down with regular attacks. My friend and I (level 51 HoX and apped level 50 Demo) got totally destroyed by a 38 Necro and a 36 Bear Shaman last night. The necro was able to kite me using some kind of slow and his pets sucked both of our mana and stamina in about 10 seconds. I got off one combo and then had nothing let. At that point he could just kite me endlessly, and the Demo was useless with no mana. It was horrible. Even with all pots ticking I couldnt get enough stam/mana to do anything. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 24, 2008, 01:45:18 PM I guess the necros have a new build that allows them to destroy whole player groups by themselves. It has low dps but completely sucks up all enemy stamina and mana rendering them helpless. The only thing that would do is prevent me from using combos, i can still swing my weapons and use all of my damage enhancers. Whole groups? no way, if the dps is really low a group could stay up on health pots and take him down with regular attacks. My friend and I (level 51 HoX and apped level 50 Demo) got totally destroyed by a 38 Necro and a 36 Bear Shaman last night. The necro was able to kite me using some kind of slow and his pets sucked both of our mana and stamina in about 10 seconds. I got off one combo and then had nothing let. At that point he could just kite me endlessly, and the Demo was useless with no mana. It was horrible. Even with all pots ticking I couldnt get enough stam/mana to do anything. :grin: :grin: :grin: This is why you need to roll with ME. Title: Re: The Patch Thread. Post by: photek on June 24, 2008, 01:46:03 PM 175.19 made my framerate improve, except in the villas. Verde goes to 4 fps, if I turn to shader 2.0 or 2.x it goes to 90+ Wacky. I tried the latest beta drivers (177.35_geforce_winxp_32bit_english_whql) and they improved my FPS also. I'm not sure what the difference is, but it might be worth testing. Rig : Gigabyte X38-DQ6, 8800GTX 768MB, Core 2 Quad 2,4, 4GB Ram, Raptor 10k RPM HD, Corsair 1000W PSU. PS: They might be a bit hard to find, if somebody wants them with the modified inf I can host it on my server. Title: Re: The Patch Thread. Post by: Lantyssa on June 24, 2008, 02:02:20 PM I find it pretty disturbing that the "new quests" that have been added over the last couple patches in khopshef seem to exclusively involve default, nameless NPC's in the default black robe. Like, they're just nameless questgivers standing around that all look identical. One of the nameless questgivers refers to another nameless questgiver as "Hamedi" and tells you to follow him, but nameless, robe-wearing Hamedi never actually moves. He does move. Eventually. We were gathering in Caravanesai for a run through the Treasurery when the roomie noticed him skulking by. We quickly excused ourselves and followed.He takes way too long to do so though. Title: Re: The Patch Thread. Post by: Abelian75 on June 24, 2008, 03:22:44 PM He does move. Eventually. We were gathering in Caravanesai for a run through the Treasurery when the roomie noticed him skulking by. We quickly excused ourselves and followed. He takes way too long to do so though. Ah, I assume too much. He is nameless and default appearanced, though, right? I hope that's not just happening to me. Title: Re: The Patch Thread. Post by: veredus on June 24, 2008, 03:28:34 PM Actually for the Hamedi guy you can just go outside of town and look at the little snake demon thingy and it will update the quest, You don't have to actually follow him. I found that out when I stopped to look at the neat little snake guy slithering around outside town.
Edit: moved question to cimmeria thread Title: Re: The Patch Thread. Post by: Falconeer on June 26, 2008, 12:52:59 AM Quote 26th of June - Update Notes Player Character Archetype * The bonus magical damage granted from Mystical Attunement has been doubled for Mages. * Spells that were incorrectly receiving bonuses from increased magical damage will no longer scale with increased magical damage. This adjustment will only affect such spells that were not meant to have scaling with the increased magical damage bonus. This resolves issues with enhancement spells like "Pact with Set" where the health loss was too high for the trade off for the bonus to damage. Barbarians * An issue where Barbarians lose strength between the levels of 42 and 45 has been resolved. Please note that this is only between those specific levels. Demonologist * Infernal Knowledge and Diabolic Insight will no longer appear as hostile spells and will still persist after death. Necromancer * The bonus gained from magical damage has been increased on all damage-over-time (DoT) spells. * Despoil the Soul duration has been substantially increased and is no longer removed on death. * Frost Blast's area-of-effect (AoE) has been changed to be a 90 degree cone in front of the caster. * Shatter now additionally works on targets affected by Frost Blast and Ice Shackle. * Dark Knowledge and Vile Insight will no longer appear as hostile spells and will still persist after death. * Mark of the Devourer duration has been reduced to 60 seconds. Ranger * Raid-level bows and crossbows for Rangers have been corrected to add ranged DPS instead of melee DPS. Combat * Active blocking has been revamped to bring it back in line with the original design. Active blocking will now correctly display a buff in the debuff GUI to indicate the effect. You will now have an initial stamina cost upon activation and shielding bonus rather than evade chance. Attacks and heals performed while in “Active Blocking” will also have a reduced effect. * Certain group buffs should no longer keep you in combat when your pets are also in the group. * Melee pets will now do splash damage. Items * Bags that were not able to be equipped can now be equipped again.- * The two-handed edged weapon Earthwrack has now received its visual appearance back. * Exaltate's Girdle, Exaltate's Armbands, and Hellbreaker Hammer will now appear correctly. * Javelins have been revamped based on player feedback. The length of all current javelins will now be of decent length. All javelins have also received some adjustments to the throwing and holding animations, as well adjusted so all characters correctly hold the javelin by the shaft. * Polearms have been revamped based on player feedback. All polearms have been standardized to a new larger size. NPC * Solo monsters, minibosses and bosses have been adjusted to be more of a challenge than what they had been previously for level 70 and up. The adjustments will not affect grouped and raid monsters in any way as this will only affect solo monsters. The change will ensure that the game is both entertaining and challenging at higher levels. * All players in a raid dungeon are now hated by the boss while the boss is under attack. * There should no longer be multiple versions of Aquilus in the Armsmans Tavern. * Champion of the Honorguard will now use his axe throw ability less frequently. * The adds for Vistrix and Yakhmars have had their AI revamped. Massive PvP * Battlekeep owners should now be able to apply to attack other battlekeeps without any problems. Mounts * You should now once again be able cast spells while mounted. There will be some limitations on which spells and which type of spells you're able to cast. Playfield * Raid playfields should now properly reset correctly. The Black Castle * This Kopshef Province dungeon has been completely redone. We encourage you to pay it a visit. Overcome the challenging new encounters along side with your companions and reap the rewards. This group instance is aimed for characters in the 30 - 35 level range. Quest * Kidnapping and Torture: You can no longer interact with the palisades while the NPC is burning. This should help make it clearer when the quest can be completed. * Ante Up - Giants Approaching: When the timer expires you should be able to interact with the Rock to restart the event. * Master of Gargoyles: Cha will now thank you for completing the quest. * Bowls of Set: The quest should now properly display the goal names. * The Honoured Dead of Cimmeria: This quest has been removed and revamped into 4 smaller quests with new rewards. The new quests are "The Honoured Dead I," "The Honoured Dead II," "The Honoured Dead III," and "The Honoured Dead IV." Tradeskills * Opening Alchemy Tradeskill book should no longer crash the client. * All vendor-supplied tradeskill resources have had their max stack size set to 20, with the exception of city-building components from vendors which have the max stack size of 1000 * Mages and Priest mobs will now drop an Alchemists Cache randomly, which contains random resources for the level-range where it was found. This will make it possible to obtain the resources that have not been dropping for alchemy. * All crafted shields will now have gem slots. General * You may now limit particles to show on (All / Raid Members / Team Members / Self). * Particle effects and banners for PvP building have been optimized. * The client should now disconnect from the chat server after camping. * Cimmerian and male Stygian dancers beware - dancing near the edges of tall cliffs may be fatal to your health. * Characters will no longer slide when jumping and then moving as you're landing. Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 04:05:24 AM The patch has been delayed in NA due to the massive problems it has caused in Europe. People can't actually play because the server or zones are constantly crashing.
Quote * Solo monsters, minibosses and bosses have been adjusted to be more of a challenge than what they had been previously for level 70 and up. The adjustments will not affect grouped and raid monsters in any way as this will only affect solo monsters. The change will ensure that the game is both entertaining and challenging at higher levels. This has the potential for disaster. I am 76 and if I come back in the game tonight and feel weak and useless I'm going to be pissed off. You can't just make everyone weaker, it really upsets people. The "more entertaining and challenging" line is bullshit, they want to slow down the leveling. If this change is noticeable they will lose a lot of people in the seventies.Title: Re: The Patch Thread. Post by: Falconeer on June 26, 2008, 05:11:49 AM This time I have to agree. I don't care shit about the stupid challenge gimmick. You can't so massively nerf that share of your population still paying despite bugs and widespread pessimism, while they are happily aproaching level 80 at a nice rate.
Seriously, this sounds like a joke. Like "What would be the worst move ever to piss off players who endured the first 40 days and are still paying because they are so close to level 80?" Title: Re: The Patch Thread. Post by: Mrbloodworth on June 26, 2008, 05:48:24 AM I am excited to try the black castle, the last revamp they did was very cool.
Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 06:43:40 AM It sounds like everytime one of those new Alchemist's caches dropped it crashed the zone. They have removed the item now. How does something like that make it to live servers? Amateur hour is growing into Amateur month.
Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 07:13:08 AM Nope, wait, it was just a head fake.
Quote The change has caused more troubles and the servers are still unstable. We are working on bringing them all back in line. Title: Re: The Patch Thread. Post by: Sparky on June 26, 2008, 10:36:14 AM Got to say Funcom communication leaves a lot to be desired. Barbarians are crying about a stealth CoS nerf, with reports ranging from 40% damage reduction to 18%. If they didn't try to sneak that shit then at least we'd know what was intended and how many tears are warranted.
Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 10:49:33 AM Heh, this is fantastic. They still haven't fixed this game-breaking bug (literally) on the servers in Europe and yet they still decided to go ahead and take down the NA servers to apply this fubar patch. Now they keep delaying the time the severs will come up because they don't bloody well work. Just incredible.
I mean, I'm in awe. Title: Re: The Patch Thread. Post by: photek on June 26, 2008, 11:04:43 AM Worst patch so far. Haven't been able to play all day, massive lagspikes and then disconnects, totally unplayable. Then you get server is down / unable to login message.
Title: Re: The Patch Thread. Post by: Morfiend on June 26, 2008, 11:10:01 AM I think my original claim that AoC would be the biggest launch disaster of 2008 is looking better and better. The refined and revamped Tortage experience had me fooled for a bit, but the way Funcom are handling the game is just downright astounding. Its like some one gave them a book titled "All the things we learned about MMOGs over the past 10 years" and then what ever the book said, Funcom is doing the complete opposite.
Title: Re: The Patch Thread. Post by: Brogarn on June 26, 2008, 11:25:54 AM See, now this is the type of failure I expected of Funcom from the start. They fooled me with their pretty graphics, fun gameplay and initial stability. I was left apologizing for assuming they'd have the same fiasco on their hands as they did with AO. Now we're seeing classic Funcom in action. I don't feel vindicated, though, since I gave them $50 bucks and only quit for personal reasons. Had it not been for the fiance, I'd most likely still be playing and suffering through their incompetence. Again. So instead of feeling vindicated, I feel lucky for getting out when I did. Not the same thing and it's taking away from my entertainment. Damn you Funcom!
Title: Re: The Patch Thread. Post by: Brogarn on June 26, 2008, 11:26:19 AM GAH! Hit the wrong button. :uhrr:
Title: Re: The Patch Thread. Post by: photek on June 26, 2008, 11:32:36 AM "All EU servers are coming down for an emergency patch in 30 mins. Estimated downtime 5 hours" :awesome_for_real:
Title: Re: The Patch Thread. Post by: Mrbloodworth on June 26, 2008, 11:53:25 AM "All EU servers are coming down for an emergency patch in 30 mins. Estimated downtime 5 hours" :awesome_for_real: That was a while ago. Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 11:57:15 AM No they did it again. Another five hours.
Title: Re: The Patch Thread. Post by: Mrbloodworth on June 26, 2008, 12:04:48 PM No they did it again. Another five hours. Oh, planetside for me then tonight. Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 12:21:33 PM And NA follows with another five hours downtime. Now the servers are supposed to be up at 8:00 EDT, of course they have been moving that time all day. I'm just going to watch the EU forum and see if the bug actually gets fixed.
With the incompetence funcom is showing I sincerely doubt they have any sort of rollback mechanism so it's fix the bug or nothing. They might not even be doing backups of character data. It's interesting because the only reason I want to log in is to see how bad the 70s got screwed over, if it's bad enough I'll just quit. The game was a lot of fun for a while but all the bugs, stupid decisions and grind have now overwhelmed me. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 26, 2008, 12:26:17 PM And NA follows with another five hours downtime. Now the servers are supposed to be up at 8:00 EDT, of course they have been moving that time all day. I'm just going to watch the EU forum and see if the bug actually gets fixed. With the incompetence funcom is showing I sincerely doubt they have any sort of rollback mechanism so it's fix the bug or nothing. They might not even be doing backups of character data. It's interesting because the only reason I want to log in is to see how bad the 70s got screwed over, if it's bad enough I'll just quit. The game was a lot of fun for a while but all the bugs, stupid decisions and grind have now overwhelmed me. You should do like me, and not put so much into it. Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 12:47:32 PM Their forums just crashed too!
And NA follows with another five hours downtime. Now the servers are supposed to be up at 8:00 EDT, of course they have been moving that time all day. I'm just going to watch the EU forum and see if the bug actually gets fixed. With the incompetence funcom is showing I sincerely doubt they have any sort of rollback mechanism so it's fix the bug or nothing. They might not even be doing backups of character data. It's interesting because the only reason I want to log in is to see how bad the 70s got screwed over, if it's bad enough I'll just quit. The game was a lot of fun for a while but all the bugs, stupid decisions and grind have now overwhelmed me. You should do like me, and not put so much into it. Title: Re: The Patch Thread. Post by: Mrbloodworth on June 26, 2008, 12:49:56 PM Their forums just crashed too! And NA follows with another five hours downtime. Now the servers are supposed to be up at 8:00 EDT, of course they have been moving that time all day. I'm just going to watch the EU forum and see if the bug actually gets fixed. With the incompetence funcom is showing I sincerely doubt they have any sort of rollback mechanism so it's fix the bug or nothing. They might not even be doing backups of character data. It's interesting because the only reason I want to log in is to see how bad the 70s got screwed over, if it's bad enough I'll just quit. The game was a lot of fun for a while but all the bugs, stupid decisions and grind have now overwhelmed me. You should do like me, and not put so much into it. Zing! Planetside is one of the best MMO's ever created. If anything, it proves that it hasn't failed. It's just old. ;D Title: Re: The Patch Thread. Post by: cevik on June 26, 2008, 01:19:05 PM As a software engineer, the thing that bugs me about this issue and the previous alchemy issue (doubly so since they are part of the same system thus probably handled by the same guy) is that, from the outside, appears that it's a simple problem of unhandled exceptions. The alchemy book causing the client to crash looks to me like it probably is some resource that needed to be loaded, didn't exist, and instead of a graceful error message to the client or logged away somewhere, you end up with an ungraceful exit. Now the same thing appears to happen on an alchemy loot drop on a mob, but it's causing a server crash instead of a client crash.
From my personal experience people who leave holes like that are either newbs (and shouldn't be putting live code into a service with half a million customers without a more experienced engineer looking over their shoulder) or just perpetually shitty engineers that need to be fired so they can go somewhere else and be someone else's problem. Either way, it makes Funcom's overall discipline as a software company suspect (as if it wasn't before!). Letting something leak out to a service such as AoC once is unacceptable, but twice means you just have bad internal practices and it's probably systemic. There simply should be an overall engineering strategy in the company doesn't let simple things like unhandled exceptions occur (i.e. fucking check return codes, make sure you have defaults in your case statements and never leave a //TODO: Handle error here, lawl!1!! in the code, etc). And people that don't follow those rules need to be disposed of or ruled with an iron fist. It's really just not acceptable to be a software engineer house and not have some kind of checks in place that stop these kind of newbish things from happening. Of course I may be oversimplifying the problem, I'm on the outside looking in and do not have access to their code (obviously!). But if problems like these were occurring and I got called in to fix them these types of basic mistakes are the first place I'd look. Title: Re: The Patch Thread. Post by: Morfiend on June 26, 2008, 01:20:52 PM Looks like they got tired of all the whining and complaining on the forums. As they are now "Down for Maintenance".
Title: Re: The Patch Thread. Post by: Rasix on June 26, 2008, 01:22:09 PM Not quite an AO 12.6 patch, but they're getting closer.
Title: Re: The Patch Thread. Post by: cevik on June 26, 2008, 03:09:36 PM Free day:
http://forums.ageofconan.com/showthread.php?t=110043 Anyone want to put an over/under on the number of posts saying that the downtime was a big conspiracy so that they can add a free day on everyone's account to pad their subscription numbers? Title: Re: The Patch Thread. Post by: Lakov_Sanite on June 26, 2008, 03:14:46 PM all i have to say.
:awesome_for_real: Title: Re: The Patch Thread. Post by: cevik on June 26, 2008, 03:19:38 PM Aaaand, now the servers are back up.
Title: Re: The Patch Thread. Post by: Miasma on June 26, 2008, 05:28:54 PM The 70 changes are noticeable but I don't think they are "double" damage/hp like the forums were saying. Bosses are definitely harder but it's not the huge deal I was afraid of.
Title: Re: The Patch Thread. Post by: Threash on June 26, 2008, 05:41:37 PM Undocumented patch notes so far:
General * Mining nodes will now make a sound while harvesting. Trader * Silks,Gems,Jewelry, all such items are now searchable and showing up at the traders. Rejoice. Playfields * Kyllikki's Crypt: Mobs in this instance have been buffed. You can only CC Small guards now. Spellguards,Priests,etc are now immune to CC Items * Reports of further Loot Table additions: New items dropping in several areas.(atleast in Kheshatta so far) Classes Assassin * Assasin's From the Darkness combo (Corruption lvl 70 feat) nerfed. Animation after charge has been changed, damage on next attack lowered by roughly 50-70% (not normalized to white hit as previously thought.) Barbarian: * The Level 40 talent in the Barbarian Tree "Cyclone of Razors" has been changed from 5-points for 28% Damage to 5-points for 10% Damage. Dark Templar * No ability/proc that previously used the + unholy (magic) modifier uses it anymore. (See Dev Response to this issue below.) Necromancers: * Necromancers can no longer attack with their pet whilst in the safety of the shadows. (No hiding!) * Mark of the Devourer now do damage instantly, instead of a 3 second wait before the first tick Herald of Xotli: * The spell "Hellfire Breath" now has a new animation. * New animation on "burn them alive" fatality, when you reached out your hand and pointed at them they would ignite and die- It now also shoots a cone of fire.(This was possibly in the monday patch.) Rangers * Characters effected by the Ranger's "Trap" ability, now have a blue glow around them. * Marked target skill now pulls mobs * Mezz shot does not function as before in fire spec at least - mezz will break immediatley (although this could be working as intended I suppose) Tempest of Set * Target affected by "puppets of set" is now completely friendly and is affected by your buffs and heals. (works in both pve and pvp situations.) Possible Bugs/Issues: * Casting while Mounted. In the latest patch, certain spells were made castable if your character was mounted on a stationary horse. This works fine. If you move after you begin the cast, however, it does not get interuppted. This allows casters to permanently kite meleers from the back of their horse. * Server instability. There seems to be a lot of disconnects happening post-patch, some reporting as often as every 10 minutes being disconnected.(Funcom has now confirmed the huge server instabilities and are already working on the problem.) Dev Response regarding the Dark Templar Issue: Quote: It wasn't intended for everything to be using 100% magic damage, as mentioned in the patch notes. These abilities did not have a value set, therefore returned back to 0 as the default. However, the self-only abilities of the Dark Templar should be scaling somewhat with +unholy damage, so I will have a look at these as soon as possible. Title: Re: The Patch Thread. Post by: Falconeer on June 30, 2008, 01:44:35 AM It's monday and AGAIN no patch today.
No explanations, no dev posts, no bones, not even rubber ones, for the hungry dogs. Meh :uhrr: Title: Re: The Patch Thread. Post by: Falconeer on June 30, 2008, 02:07:33 AM Looks like you have to look for "official" infos all over Europe. These are the first words about the "no patch", and come from the Spanish Community Manager:
(translated for your convenience) Quote Originally Posted by Translation My apologies for not informing earlier, but it was not possible for me. Finally there will no patch today because what happened last week. We have agreed that is required to have more time for each update. In one side it will take longer to implement new content and fixing them, but in the other hand, that extra time will allow developers and QA(the ones who test the patch before release) to assure that the patch content works properly and avoid experiences like 26th of june. Thats why we are going to update once a week, wednesday will be the new day to get new updates. I understant that this could anger some people, but its for a greater good that we took this decision. Again, apologies from my side because i couldnt inform you earlier as i woud have liked and not to wait till today. Link: http://forums-eu.ageofconan.com/showthread.php?t=59993&page=4 EDIT: Quote Yes, this time our Spanish CM was faster than the rest of us. We really are aiming to bring such news to all our different communities at the same time. Sorry that it didn't work this time. As you have already heard now, we have moved from 2 updates a week to 1 update a week (Wednesdays) to be able to further test fixes and also keep improving the content of update notes. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Title: Re: The Patch Thread. Post by: Engels on June 30, 2008, 05:55:47 AM I love it! Foreign language learning program through dev notes!
Title: Re: The Patch Thread. Post by: Falconeer on July 02, 2008, 12:53:11 AM Quote Update Notes - 2nd of July Player Classes Mage * Tome of Erlik now has effects and sounds. * Purge now has sound and particle effects associated with it and should now go on the appropriate cooldown. Purge now provides 5 seconds of immunity in addition to removal of effects. * Misdirection now has received a better visual and should no longer look like a lightning strike. * Weakened Protection will no longer refresh itself after the player cancels his own Absorb buff. Rogue * Mountaineer, Distraction, and Concealment effects are now innate in the feat and will not take up space in the Rogue's buff window. They will still provide a buff to the Rogue's teammates. * Distraction will now properly apply to the Rogue's teammates. Bear Shaman * Reaper Claws will no longer disappear when you zone. Conqueror * Feint Attack combo animation speed will now scale correctly for both male and female. Now the male and female should do equal damage. Necromancer * The splash damage of the Deathless Acolyte: Magus has been increased from 10% to 30%, with 4 meter range and a maximum of 5 targets * The Deathless Acolyte: Reaper and Deathless Acolyte: Arcanist now have 30% splash damage with 2 meter range on a single additional target * The Deathless Acolyte: Arcanist's chance to trigger the Arcanist's Knowledge has been doubled * The Arcanist's Knowledge effect will now display the current stack count in the buff GUI * Casting Frost Blast will no longer cause the Necromancer to get stuck in a casting animation * Flash Freeze now additionally decreases the casting time and increases the damage of Freeze * Freeze will now clear the target of all Necromancer damage-over-time effects when cast, this will reduce the chance of it breaking accidentally on damage * Ice Shackle no longer has a chance to break on damage * The debuff effect applied by Wither Soul should now have the appropriate icon Combat * Thrown weapons have had their range increased: Light throwing weapons now have a range of 15 meters, up from 12. Heavy throwing weapons now have a range of 18 meters, up from 16. * Generic NPC crowd control effects have been tweaked. Resistances from feats and other player effects should now help against NPC crowd control. Stun, knockback, charm, and fear will now grant the player immunity. Massive PvP * Battlekeeps now have resurrection points for the attackers, that are located near the front gate of the city. * Fixed an issue that disabled Siege Weapons if the target was out of range. * NPC's will properly respawn when a building is repaired. * Players are now able to use a siege weapon after the player using it has gone linkdead. * Players now get a notification when they are about to get teleported out during a Massive PvP battle. * Damaged playerbuilt curved walls now have correct collision so they can not be walked through before they are completely destroyed. * Lacheish Plains: Several holes have been closed in the West Battlekeep so players can no longer bypass the walls there. * Poitain: Several holes have been closed in the West, South and East Battlekeeps so players can no longer bypass the walls there. Mounts * Moving around while mounted should now correctly interrupt spell-casting. Items * Fixed a tooltip error on the crossbow Skysmite causing the bonuses to be illegible. * The recipe for Steelsilk Belt has been changed to Fine Steelsilk Belt. * The recipe for Steelsilk Leggings has been changed to Fine Steelsilk Leggings. * Selling a gemmed item to a shop and undoing the sale will no longer remove the gems. Playfields Armsmans Arena * Doors should no longer be targetable in the Arena. * Fixed an issue where players managed to get locked inside the monster cages in the Arena. You should now be able to get out using the Lever. Lacheish Plains * all the levers for each door in Stonehammer battlekeep should now work properly. Tradeskills * A progress bar will appear whenever gemcutting is performed. * Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor. * Resolved a level check for the response to give when character is below level 70 and tries to learn gathering Oak. * The Weaponsmith workshop plan can now be correctly learned from the Architect trainer. * Blue Iron can again be mined from the correct mineral veins. Quests * Stonecutter Trainer: Fixed a dialogue issue so the trainer will now accept Basalt and Adamant to resolve the quest. * Cannibal Commotion: Fixed an issue where Attadeus would become stuck and not allow you to update the quest. * The Bearer of Ill Tidings: The Field of the Dead quest "The Bearer of Ill Tidings" and "Allies of the White Hand" are now level 48. * The Den of Wolves: The goal name was changed from "The Den of Wolves" to "Kill Plains Wolves". * The Wolf Hunt: The goal name was changed from "The Wolf Hunt" to "Kill Yukagi Wolves". * Death to the Undead: The goal name was changed from "Death to the Undead" to "Destroy Conriocht werewolves in the Haunted Forest". * Greater Prey: The goal name was changed from "Greater Prey" to "Kill werewolf Rippers, Antagonizer, Slasher and Slicers". * The Curse of the Werewolves: The goal name was changed from "The Curse of the Werewolves" to "Kill Conriocht Menaces, Slayers and Goremuzzles". * Fit for a Chieftain: You will now correctly receives the item 'Fur of Bloodclaw' in the quest inventory. * Attack of the Savages: An issue where the goal text was not clear has been changed to "Kill Raiders at the Guard Post". * Castle of King Conan: Pallantides now doesn't display an exclamation mark over his head unless you can get the quest from him. * Tortage: Renton should now have one coherent look as opposed to changing look between quests. * Paetus & the Nemedian Crown III: Gavion now gives the player the map and letter back when he ask the player to go talk to King Conan about this treason. Players will need to delete their old quest "Paetus & the Nemedian Crown III" and speak with Gavion again to continue this quest line. * Lusts of the Flesh: You now get a cask of Tainted Ale to give to Tuthmekri. Players who want to finish this quest will have to delete it from their quest journal and get it again. * Master of the Silver Peacock: Vistrix now finaly gives in and surrender his teeth on defeat. You are now able to complete this quest, and thereby advance to The Black Ring Citadel. * Alchemy quests: The dialogues with the Alchemy trainer should now all work correctly and give and complete the needed quests. * Master of the silver peacock - Vistrix now finally gives in and surrender his teeth on defeat. You are now able to complete this quest, and thereby advance to The Black Ring Citadel. * Common Gems II - Return to the Gemcutter: The quest can now be completed by handing over the needed gems to the trainer. * Tear 2 gathering quest - Return the Illustrium: The quest can now be completed by handing over the illustrium to the trainer. * Woodcutter quest: Players will now be able to get the 'Gathering Oak' quest when having the correct level. NPC * Tarantia Noble: Zhu-Khang no longer has flickering clothing. * Armsman's Tavern: Sarissa's upper chest should no longer go through her dress. * Tortage Jungle: Poacher Marksman should no longer shoot invisible arrows at players. * Eiglophian Mountains: Added two vendors to the Mountain Hunting Lodge. * Conall's Valley: The Gravesinger now has an improved look that fits more with the description of him. * Conalls Valley: Supply Master Vorgir has been given a slight makeover and should look better now. * Tortage Underhalls Day: NPCs will now respawn slightly quicker than before. * Lacheish Plains: Tiggle Knucklebone has been removed from the playfield to stop players from confusing him as a Trader. * NPCs will no longer inappropriately recieve player buffs such as Lotus Overload, Blood Pit, Embrace Death, Overpower, and Pact of Dread. * Vendor bought resources have been reduced in price. * Sanctum of the Burning Souls: It is now possible to spawn the Dark Beast boss just by interacting with the Sacrificial Altar while holding a Ritual Chalice. The specific quest requirement has been removed. Localization * French: Many of dialogues that were still in English have been translated. * all languages: All Feats, Special Abilities, Skills, Spells and Combos have been reviewed are now fully and consistently translated. General * Updated/improved descriptions of following abilities/feats/combos: >From the Darkness, Overpower, Blood Rage Stance, Secondary Laceration, Crippling Bloodbath (Crippling Bloody Hack), Improved Inspire, Focus, Burning Vigor, Covenant of Invulnerability III, Focus, "Secondary Laceration" changed to "Conquest" * Players will now be able to exit Dance state while in combat. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Title: Re: The Patch Thread. Post by: schild on July 02, 2008, 01:06:57 AM Quote * Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor. So, now there's absolutely zero reason to have crafted armor. Nice. Title: Re: The Patch Thread. Post by: Falconeer on July 02, 2008, 01:33:47 AM Sadly, no Schild. Crafted armours, ATM, are so powerful that they are almost like cheating.
Quote It is the Evasion Gems, Normally i would not give away good info like this but i have decided to stop playing this game and dont mind sharing some info before i leave. You can make 13 crafted items each with 3 gem slots. that is 39 slot. You can put 1-1.4% in each gem slot. 39x1.4=54.6 dodge double tab back that is another 50% Total dodge is 104.6% noone will ever hit you. (magic will still hit) but melee chara are screwd. Same thing happens with magic if you go for immunity%. Basically who ever designed this game had no clue about pvp mechanism and class balancing. every thing was thrown in together at random and with no thinking or logic behind it. This will also be my last post on AoC forums. Good bye and good luck to you all. Quote Angry I like to think I know how to PvP, and even I have faced these Targuen immortals. This will probably make one or two people angry in Targuen, I personally hope it won't. But I did not ever really have any problem killing a Targuen member or group before on Greyskull. Until this group showed up (Again, I will mention no names since it is not allowed) which I always recognize. There are about 4 of them and they wipe a group of 6, without losing a single person, with all of us on ventrillo focusing on their healer or their demo. Neither will go down, and hardly any damage is done to them. I have had a message from a friend from another guild claiming that 3 HoX could not even burst down the Targuen demo. Now if that does not smell fishy, I don't know what does. All of a sudden a group of elite PvPer Targuen show up out of the blue that do not seem to take damage, I am very suspicious. You will not very often find me complaining about losing in PvP, but one of the rare situations is when I am faced by possible exploiters or cheaters. Full thread: http://forums-eu.ageofconan.com/showthread.php?t=61132 Title: Re: The Patch Thread. Post by: Threash on July 02, 2008, 06:57:11 AM They really need to change so you can only put one of each color gems on every piece because atm the stacking of gems makes any other armor completely useless.
Title: Re: The Patch Thread. Post by: Falconeer on July 02, 2008, 07:02:56 AM Thing is it worked properly in Anarchy Online. It was a system, working from a day 1, whereas only one kind of "gem" could be put in each implant (those were 3 slotted too).
Maybe 7 years are a long time and they forgot. Title: Re: The Patch Thread. Post by: Mrbloodworth on July 02, 2008, 07:13:07 AM Quote * Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor. So, now there's absolutely zero reason to have crafted armor. Nice. Apparently, i dont know what i am talking about. Now i don't understand the situation at all. Dev post on the subject: Edited: Quote The crafted gear had insane values, and had to be tuned back to it's intended values. Either that, or changing all the other gear in the world and make the raid bosses stronger. I'm sorry for the loss of your gems, but this had to be done. Edit: removed the joke. Original: Quote he crafted gear had insane values, and had to be tuned back to it's intended values. Either that, or changing all the other gear in the world and make the raid bosses stronger. I'm sorry for the loss of your gems, but this had to be done. Come on guys, did you really want to beat this game in "I win button" gear? Link (http://forums.ageofconan.com/showthread.php?t=117833&page=2) about the 6-7th posting. Title: Re: The Patch Thread. Post by: Lakov_Sanite on July 02, 2008, 09:11:12 AM :popcorn:
I love funcom Title: Re: The Patch Thread. Post by: Threash on July 02, 2008, 09:20:36 AM Quote * Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor. So, now there's absolutely zero reason to have crafted armor. Nice. Apparently, i dont know what i am talking about. Now i don't understand the situation at all. Dev post on the subject: Edited: Quote The crafted gear had insane values, and had to be tuned back to it's intended values. Either that, or changing all the other gear in the world and make the raid bosses stronger. I'm sorry for the loss of your gems, but this had to be done. Edit: removed the joke. Original: Quote he crafted gear had insane values, and had to be tuned back to it's intended values. Either that, or changing all the other gear in the world and make the raid bosses stronger. I'm sorry for the loss of your gems, but this had to be done. Come on guys, did you really want to beat this game in "I win button" gear? Link (http://forums.ageofconan.com/showthread.php?t=117833&page=2) about the 6-7th posting. That makes no sense at all, they didnt remove the gem stacking some items are simply bugged and have no gem slots anymore. Title: Re: The Patch Thread. Post by: Morfiend on July 02, 2008, 09:43:53 AM HEY AOC. YOUR CRACKS ARE SHOWING!!!
:uhrr: Title: Re: The Patch Thread. Post by: Miasma on July 02, 2008, 10:03:33 AM How not to talk about the nerf to crafted armour if you are a dev (post #35): (http://forums.ageofconan.com/showthread.php?t=117833&page=2)
Quote The crafted gear had insane values, and had to be tuned back to it's intended values. He later edited out the last sentence.Either that, or changing all the other gear in the world and make the raid bosses stronger. I'm sorry for the loss of your gems, but this had to be done. Come on guys, did you really want to beat this game in "I win button" gear? :-) That's fantastic. They say before launch that crafted gear is going to be equal if not better than drops, create the items with those stats, leave then in game for a month and half and then mock us for using the gear. This post also shows that he didn't realize the loss of gem slots was unintended, in this post he basically says "too fucking bad about your gems" and later has to post that it's actually a bug. This is a raid scripter dev who obviously wants raided drops to be better than crafted. If these are the type of moronic statements funcom devs come up with maybe it's a good thing that we hear so little from them. I spent all my money levelling up armorsmith on Monday and Tuesday, I also spent hours farming leather and silk since there is so little of it going around the tier1 stuff isn't even for sale on the trader... Title: Re: The Patch Thread. Post by: Threash on July 02, 2008, 10:06:52 AM Hes right though, theres "equal to dropped gear" and "so incredibly broken only a moron would use anything else". Stacking gems is broken, needs to be taken out, the sooner the better.
Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 10:43:14 AM He later edited out the last sentence. That's fantastic. They say before launch that crafted gear is going to be equal if not better than drops, create the items with those stats, leave then in game for a month and half and then mock us for using the gear. This post also shows that he didn't realize the loss of gem slots was unintended, in this post he basically says "too fucking bad about your gems" and later has to post that it's actually a bug. This is a raid scripter dev who obviously wants raided drops to be better than crafted. If these are the type of moronic statements funcom devs come up with maybe it's a good thing that we hear so little from them. Ohh come on, he made a stupid joke. Seriously, I understand bitching about shit in the game, but I thought we wanted the devs to interact with us like human beings and not mindless corporate automatons. This is something the mouthbreathers on the general forums would whine about incessantly, I personally expect more from people around here. Title: Re: The Patch Thread. Post by: Miasma on July 02, 2008, 11:05:19 AM I don't care at all about his "joke", I only mentioned the last sentence to explain why it didn't appear in the link. I don't even care about the problem being real and needing to be fixed. All I care about is that it was Funcom's mistake to put this gear in and then change their minds and harshly nerf it (and at the same time bugging it out and making people lose their gems). That idiot takes no responsibility for his company's mistakes and then proceeds to mock the people that his company screwed over. That's pathetic.
Title: Re: The Patch Thread. Post by: waylander on July 02, 2008, 11:14:05 AM This crap is what happens when you only test your PVP game at the level 13 and 20 points of character development.
Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 11:14:15 AM That idiot takes no responsibility for his company's mistakes and then proceeds to mock the people that his company screwed over. That's pathetic. This is seriously what we've been reduced to? I mean that wasn't even mocking, here's mocking: You are a fucking moron for thinking that statement is an issue. He maybe, at worst, gently ribbed. But the truth is, he asked a valid question. And come the fuck on, shit goes into every single mmog that is overpowered and/or broken. Over time those things eventually get nerfed/fixed. Big fucking deal. It's not like we haven't seen this cycle a million times before. It's not like there is ever going to be a game released where this stuff doesn't happen. It's stupid whiny ass titty baby bitching like this that makes it almost impossible to get information out of developers. People like you are fucking the rest of us over, the moment they show any kind of humanity you jump all over it because you've had a chip on your shoulder about the game for a month now and are looking for any little thing to bitch about. Get over it, fucking log out and play a new game, stop acting like a two year old because the developer laughed at you. Title: Re: The Patch Thread. Post by: Morfiend on July 02, 2008, 11:29:49 AM Umm, I could have sworn he just said he didnt care one bit about the joke, or the dev comment, he is upset at the change and the bug.
Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 11:31:27 AM Umm, I could have sworn he just said he didnt care one bit about the joke, or the dev comment, he is upset at the change and the bug. Which is also stupid, but go back and read his first post, he spent 2 paragraphs bitching about the joke and 1 sentence on the bug. EDIT: Hell read his second post, he says he doesn't care about the bug or the post, then bitches because the post mocked him. Title: Re: The Patch Thread. Post by: Miasma on July 02, 2008, 11:38:35 AM That idiot takes no responsibility for his company's mistakes and then proceeds to mock the people that his company screwed over. That's pathetic. This is seriously what we've been reduced to? I mean that wasn't even mocking, here's mocking: You are a fucking moron for thinking that statement is an issue. He maybe, at worst, gently ribbed. But the truth is, he asked a valid question. And come the fuck on, shit goes into every single mmog that is overpowered and/or broken. Over time those things eventually get nerfed/fixed. Big fucking deal. It's not like we haven't seen this cycle a million times before. It's not like there is ever going to be a game released where this stuff doesn't happen. It's stupid whiny ass titty baby bitching like this that makes it almost impossible to get information out of developers. People like you are fucking the rest of us over, the moment they show any kind of humanity you jump all over it because you've had a chip on your shoulder about the game for a month now and are looking for any little thing to bitch about. Get over it, fucking log out and play a new game, stop acting like a two year old because the developer laughed at you. Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 11:41:21 AM My entire complaint wasn't about the bug itself but the asinine way this dev treated the people who were effected by it. Ohh noes, the dev laughed at you. I hope your precious feelings weren't hurt. Fucking crybaby. EDIT: Yes my post was an actual "flame". It's because you deserved it. Welcome to the real world, where sometimes people treat you like the idiot you are. Please keep your hands inside the ride at all times, I don't want you to find a reason to sue us! Title: Re: The Patch Thread. Post by: Miasma on July 02, 2008, 11:42:44 AM My entire complaint wasn't about the bug itself but the asinine way this dev treated the people who were effected by it. Ohh noes, the dev laughed at you. I hope your precious feelings weren't hurt. Fucking crybaby. Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 11:43:19 AM My entire complaint wasn't about the bug itself but the asinine way this dev treated the people who were effected by it. Ohh noes, the dev laughed at you. I hope your precious feelings weren't hurt. Fucking crybaby. Title: Re: The Patch Thread. Post by: Rasix on July 02, 2008, 11:46:14 AM :x
Title: Re: The Patch Thread. Post by: Sparky on July 02, 2008, 11:52:13 AM Have the "real" patchnoes (stealth nerfs and bug fixes) been compiled and posted anywhere yet?
Title: Re: The Patch Thread. Post by: cevik on July 02, 2008, 11:52:42 AM Have the "real" patchnoes (stealth nerfs and bug fixes) been compiled and posted anywhere yet? Just this: http://forums.ageofconan.com/showthread.php?t=118295 Title: Re: The Patch Thread. Post by: Mrbloodworth on July 02, 2008, 01:20:04 PM Quote It appears that a change we recently made to Impede Life was not correctly placed in the patch notes. This change should be in the current live build. Assassin -The Impede Life combo will now reduce all of the target's natural regeneration values by 500 points at all levels. __________________ Senior System Designer Age of Conan Link to assassin forums. (http://forums.ageofconan.com/showthread.php?t=117869) Title: Re: The Patch Thread. Post by: Falconeer on July 10, 2008, 01:54:58 AM Unconfirmed yet but someone says city buildings are giving buffs (http://forums-eu.ageofconan.com/showthread.php?p=702733#post702733).
Quote open your guild screen and press the guild feat tab..for example Keep 1 gives +13 health Barracks +1 def etc.. Title: Re: The Patch Thread. Post by: Sir T on July 10, 2008, 03:51:53 AM If true. I wonder would that just apply to members of your guild. If so it would give great advantages in defense.
Title: Re: The Patch Thread. Post by: Falconeer on July 11, 2008, 02:11:46 AM Prelminary patch notes for July 16th.
If these are confirmed well.. there's light at the end of the tunnel. Lots of good stuff for PvP. Quote Testlive Patch for 16th Jul 2008. Good stuff. -------------------------------------------------------------------------------- Known Issues: * Group Chat and Group Loot are not working properly. * Logging out to the login screen and immediately logging back in causes the client to crash. Preliminary Update Notes *These notes do not necessarily reflect the final version that will be deployed on Live* General * A new levelup animation with sound should now occur for all players who level, while in or out of combat. * Lootbags and other non-moving objects will no longer affect how many NPCs/players are visible in the vicinity. * Fixed several causes of crashes and instability. * Particle effects will no longer be played on the character selection screen. * Returning to non-combat state from a PvP fight will now take 10 seconds (instead of 5). Mana and health regen will only start then. * Mobs will now become unlocked to a player after 90 seconds, once the locked attacker stops attacking. This will allow other attackers to benefit from killing the mob. * The loot bag target bar should no longer become 'stuck' onscreen. * Clients with 'No Gore' selected will now have the same general fatality animations as the 'Gore' enabled clients, without the presence of actual decapitations and dismemberment. * You will no longer lose your helmet when fatalitied. * The looting need-greed duration was increased to 1 minute. * Gemmed items should now work as intended and give their effect after teleports. * Team buffs should now only refresh when necessary, and be properly canceled for members who leave. * Leaving sneak or crouch will not slide your character around anymore. Combat * Combos and all other actions will be aborted when you start to charge. * The combo chain will now be stopped when you begin a charge. * You can no longer start combos in the middle of a charge. * Dismembering fatalities should now show appropriate visual effects. * You can now abort multihit combos without all the damage being rolled back. * Aborting multihit combos will not make the target's health become desynced from the client/server anymore. * Fizzle and immunity rolls have been moved to the end of your spellcast. If your target becomes immune after you start your spellcast but before it deals damage, your target will resist the spell. * Stealth is checked again at the end of your spellcast. If your target hides before you land the spell, your spellcast will fail. * The distance to your target while casting a spell is checked again at the end of your spellcast, with a 25% bonus to your range. * Line of sight to your target is checked again at the end of your spellcast. * Combo finishers (the last attack in the combo chain) now have 25% extra range, making them easier to land in PvP. * Mobs will keep you in combat from further away now. * Aborting unarmed attacks (using a knockback, for example) will now properly cause the damage not to be dealt. * Active Blocking now displays a buff in the debuff GUI indicating the effect. * Active Blocking now has an initial stamina cost upon activation. * Active Blocking has been modified to increase the player's shielding bonus rather than evade chance. * Attacks and heals performed while in Active Blocking will now have reduced effect. * Clickable abilities with instant effects will not be queued after your attack anymore, but executed right away. * You cannot use abilities while jumping or falling anymore. * Dying while knockbacking NPCs will not cause the npc to become stuck in combat mode anymore. * For each attack in the combo chain that you do without a valid target, your end damage (on the combo finisher) is reduced 15% per miss. * Attack animation speed should be more balanced between genders. * Combat music has been tweaked so that tension music will be area specific, rather than random. GUI * An emote gui has been added. Press Y to access this window. * An option to disable on-screen messages has been introduced. It can be found in Options > Interface > HUD. * A chat command that allows reloading the GUI was added. The command is '/reloadui' * Attackable players should now always have a red nametag, regardless of their level. Players that were 8 levels or more below the player previously had a gray nametag. * Combo-triggered flying texts should no longer appear for combos that are not caused or directed at the client character any more. * Defensive flying texts (i.e. parry) should now always appear above the correct character - the defender (not the attacker). * Players should now be able to open the main options menu using "F10" while the rez window is up. * Right-clicking inside active GUI elements should not reorient your character any more. * Fixed a case of a stuck command progress bar. * Effects that replenish stamina should now produce correctly signed flying texts (+XX Stamina). * Added a visual and textual notification for attacks that are completely absorbed. * Nametags should now be visible even if the character meshes have not completed loading. * Spell damage to destructibles will now appear in the combat log. * The mouse pointer will now always default to the arrow. * Mousing over an NPC's corpse will not produce the sword icon any more. * The Power session indicator and tooltip will now only appear when applicable, i.e. after level 5. * Shift-clicking on a lootbag to autoloot everything should clear the target correctly once finished. * Ranged combos will now appear red on your shortcutbar when your target is out of range, similar to spells. * When attempting to share a quest, you will get feedback stating how many players in your team were too far away to receive it (if any). * The quest journal will now show the money rewards divided by each type of currency. * The Friends/Guild Members window has been changed. It now works with tabs that sort friends by type: Guild Members, Friends, Offline members, and Ignored characters. * Floating/movable character portraits were added. They can be enabled from Interface > HUD options menu. * The tooltip for spellweaving will no longer go outside of the screen. * Fixed a GUI related crash. * Implemented GUI Modifications on the skill window as support for the upcoming PvP Consequence System. PvE skills will be listed separate from PvP skills. * Clicking on the active tab on the Friends View should now move the window. Clicking on disable tabs should also move the window. * The healing modifier debuff for Active Blocking should now display correctly as -50% * Made the middle action button (between Q and E) mappable. It is called Action Button 12. E is now called Action Button 13. * Quest indicators should no longer appear on the ground. * Added a PvP xp bar to the bottom of the screen as support for upcoming PvP changes. This will be enabled and disabled via the Interface options > HUD menu. * The item links on the chat window will now show the proper item 'level color' (blue, green, etc). Quests * (Atzel's Approach) Kidnapping and Torture ; Diversionary Tactics Inner West - It should now be possible to ignite all palisades. * (Atzel's Approach) Revenge of the Ape God - Location of this quest is now marked in the journal. * (Black Ring Citadel) Bowls of Set, The Hunt - Quest will now complete when you speak to Kalanthes about it. * (Conall's Valley) An Impending Attack - The location marker for Torin has been changed. * (Field of the Dead) The Honored Dead - This is now a solo quest. * (Kheshatta) Den of Evil Perversions - Has been fixed. Go find the Onyx Chambers, retrieve Hakar Tep's head, then return it to Zane. **If you currently have this quest, you MUST delete the quest and go pick it up again from Zane.*** * (Kheshatta) Mouth Of Darkness - Journal text has been updated. The Marker Rune is found near the entrance, rather than within it. * (Kheshatta) Markers of the Lost Tomb - A goal marker has been added for the third objective. * (Khopshef) Yipping Hyenas - Changed quest waypoint radius, to cover a larger area and more hyenas. * (Khopshef) Usurping the Power - Now marked as a group quest. * (Khopshef) Emerald Eyes - It should no longer be possible to walk through the door to the Emerald Guardians without first getting the quest. * (Khopshef) Trapped by Lions - Timer has been changed to 10 minutes, instead of 10 hours. * (Khopshef) The Swindler's Game, Shedding Torment, Stygian Superstitions, The Forgotten Temple, Fascinating Faces, Conflicting Interests - An item reward has been added to these quests. * (Khopshef) Lusts of the Flesh - Alekeep in Caravansrai will now ask you for tin, not copper. * (Tarantia Noble) Paetus & The Nemedian Crown - Coordinates have been updated within the Villa. The map item will now have a particle effect when you have the quest. * (Tarantia Noble) Rahim and Lord Camillus - Rahim's dialog should now work properly when you tell him "Then this madman must be stopped". Player will receive a quest. * (Tarantia Noble) Obtaining the Arena Key - Tweaked to make it more completable. * Several typos corrected in many quests worldwide. NPCs / Mobs * Charmed NPCs will now be able to attack and perform actions while charmed. * More NPCs should now be visible in the vicinity for several raid dungeons. * NPCs wielding two handed weapons will now attack correctly. * Knockback animations (the landing-animations in particular) will now be smoother for many creatures. * Raid bosses should now be visible from further away, in most cases. * Black Ring Citadel: Incubus and Succubus are now strong enough to knockback all players. Swamp demon's swamp has become increasingly more dangerous. * Black Ring Citadel: Seruha will wait a little before closing the door. * Conall's Valley: Wounded Vanir in Conall's Valley will no longer execute the same identical movements at the same time. * Field of the Dead: Lieutenant Rhor has learned some new skills, and should no longer be so easy to defeat. * Field of the Dead: The Lupine Superior boss has lost his floating wig. He will also spawn minions in a more correct manner. * Khemi: Rhino name-plates should now be displayed properly and will no longer clip into the rhino. * Kheshatta: Scorpion Archers should now attack more consistently at range. * Kheshatta: Several NPCs with equipped weapons have been corrected. * Tarantia Noble: Astrologer will no longer send you into a dialog loop. * Tortage: Renton should no longer make strange sounds during the Destiny Mage quest. * Underhalls: Litharia's patrol has been adjusted a bit, to end her walking through walls or pillars. * Vistrix: All players that participate in the fight against Vistrix should now get his tooth. * White Sands: Thrall Warrior armor has been tweaked so as to not clip anymore. * Wild Lands: Oris should no longer send you into a dialog loop. Player Character * Dead team members will now get quest kill credit if they are within range. * You now only prohibited from entering stealth mode if team members are in combat nearby. * All your team members and their pets will now get the fatality buff when a team member performs a fatality. * The mentor and apprentice will see an onscreen message regarding confirmation or declining of pending apprenticeship requests. * Mesh effects during spellweaving should no longer rotate with the character. * Characters will now display a smooth transition from standing to lying when using the 'prone' emote * Shield of the Risen will only display particle effects on hidden players if they are on your team. * Animations for the 'grin', 'laugh' and 'laughheartily' emotes have been tweaked for both male and female characters. * Emote 'squirm_on_ground' has been renamed to 'lounge', to better fit the animation. Classes Assassin * The following abilities now have new effects: Cat's Paw, Opportunistic Strike, Kidney Shots, Avatar of Death, Lotus Overdose, Necrotic Leech, Corrupting Strikes, and Lunge. Barbarian * Feats "Eyes of Madness", "Rampaging Horde", "Welcoming Death", and "Too Many To Count" now have visuals associated with them. Demonologist * Earth Recharge ability will have a better visual indicator of activation. * Let Them Burn should now have the correct cooldown. * Let Them Burn will now properly increase in damage the longer it is channeled. * Shockblast (Rank 1) and Inferno of Amher (Rank 1) will now scale correctly when compared to Rank 2. The additional splash damage of Shockblast now scales correctly, as it dealt more damage than intended previously. Necromancer * Frostblast now has a visual cone of frost. * Ice Shackle spell is now less invasive and more optimized. * The tooltip for Malefic Chant now shows up as intended. * Night of the Harvester should now correctly increase the effect of the Harvester mana/stamina heal by 15/30%. * To offset the change to Void causing the pet no longer to be rooted, the drain effect of Void has been reduced and now scales more consistantly based on level. * Spell "Siphon Unlife" now has visuals and sound. * The casting time of Set's Ruin, Set's Cold Hatred, and Blasphemy have been reduced from 4 seconds to 2 seconds. * Parasitic Soul Swarm is now less invasive and should take up less screenspace. Priest of Mitra * The Spellweaving animation has been tweaked. Ranger * The ranger's tracking list should now be sortable with distance. * Dead NPCs and players will now longer appear when using the tracking ability. Tempest of Set * Set's Life Spark should now trigger a resurrection prompt instantly after dying. * Puppets of Set should now draw the attention of nearby NPCs if you attempt to cast it on a group of NPCs. Items * The special offer from Venes Venele, the Custom-made Saddle, is now unveiled and for sale! * 'Bind on Equip' has been added to some items. * The names of some sets of armor have been changed to be easier to discern what class they are intended for. Some visual looks of these armor sets have been tweaked. * The Heart of the Earth weapon will now work for 2 handed blunt combos. * Handguards of Ardent Fire now give 2handed Edge bonuses. * Fine Steelsilk Leggings should now display its name properly * Non-casters should now be able to see the effect of mana potions, even though they can't use them. * Girdle of Clawing Might now properly gives Max Health and Max Stamina, as intended, instead of Max Health twice. Mounts * Disabled ability to mount while charging. * The tooltip for horses will no longer say "CANNOT USE" when the horse is usable. * Corrected some casting animations while on a mount. * The mount Armored Fading Black Horse can no longer be traded. Instancing/Zoning * Removed the shift-right click "Enter heroic version" option from doors. PvP * Massive PvP: Mercenary players in a team with a guild member should no longer be hostile-flagged during battle. * You will no longer be able to attack guild members on PvP servers. * The Massive PVP gui will show up on a separate tab than Minigame PvP. * If your pet does the most damage to a target in a minigame, you will now get credited for the kill instead of the pet. * Ground targeting AOEs should now only be allowed if the player has line of sight to the target. * The siege camps will now give a message when they are clicked on and the city is not vulnerable. * You should no longer be able to damage your raid members on Culture PvP servers. Tradepost/Banks * You can now sort items for sale on the Tradepost by "Show Can Use Only" and "Show Can Buy Only". * Powerful items (blue and green) for sale on the Tradepost will now list in color text. * Items of a level you cannot use will be listed in red. * It should now be possible to search for necklaces, rings, gems, and consumables. Tradeskills * Cotton and Cottonwisp have been fixed, and will be the correct level. * Any player who speaks to a crafter trainer and doesn't get the quest because he has a full quest journal will now be able to speak to the trainer again and get the quests at a later stage. * Resource harvesting animations have been tweaked for consistency. * The items you hand in to the Crafter Trainers will from now on be returned to you. This change applies to the Weaponsmith, Armorsmith, Alchemist, and Architect classes. * Trainer dialog was updated to reflect current names of buildings in Architect quest line. * The Weaponsmith Trainer's dialog no longer references Glaive, but Awl Pike. World Design * Various visual fixes and improvements made in Khemi and Kheshatta. * Adjusted several areas with added collision, where players previously could become stuck on terrain. * Pyramid of Lord Atum-Keket: Door collision has been adjusted here. * Underhalls: The rez point in the "Uptown Sewer" should now be fully visible. * Underhalls: The upper climbing point on the right ladder for the Harbor entrance has been tweaked. * Underhalls: The zone called "Askia" is now renamed "Askia's Domain". * Underhalls: The lost jewel is now placed on the ground, and the respawn timer has changed from 60 to 30 seconds. * Wild Lands of Zelata: Collision on the stairs inside the Mayor's building has been adjusted. Title: Re: The Patch Thread. Post by: Falconeer on July 11, 2008, 02:31:56 AM Proof:
(http://i232.photobucket.com/albums/ee284/akalsabah/stats.jpg) Title: Re: The Patch Thread. Post by: schild on July 11, 2008, 02:43:25 AM You know what PVP doesn't fix? Crafting. It doesn't fix crafting. And neither do the changes above.
Title: Re: The Patch Thread. Post by: Threash on July 11, 2008, 06:50:10 AM What do you mean by fixing crafting? gem stacking?
Title: Re: The Patch Thread. Post by: Lakov_Sanite on July 11, 2008, 07:39:31 AM What do you mean by fixing crafting? gem stacking? Do alchemist materials even drop yet or can people still not even make a single recipe. Title: Re: The Patch Thread. Post by: Mrbloodworth on July 11, 2008, 07:40:38 AM What do you mean by fixing crafting? gem stacking? Do alchemist materials even drop yet or can people still not even make a single recipe. I recall them being fixed, or at least dropping in the patch before this one. Title: Re: The Patch Thread. Post by: cevik on July 11, 2008, 07:41:17 AM What do you mean by fixing crafting? gem stacking? Do alchemist materials even drop yet or can people still not even make a single recipe. They drop. I have a bank full of them. Title: Re: The Patch Thread. Post by: Miasma on July 11, 2008, 08:02:36 AM Alchemists were missing some stuff to get past tier1 but they added those in last week. It's rather odd because things like scorpion blood doesn't actually drop off of scorpions. You get a bundle called an "alchemist's cache" which has a few items in it, they drop off of level specific human NPCs so the handful of level 40 areas that drop them were quite hectic for a while.
Title: Re: The Patch Thread. Post by: Falconeer on July 14, 2008, 01:32:00 AM Not a code patch but still a patch. EU only:
Quote Additional Community Support by Two Pi Team In order to offer our European English community additonal support in the official forums we decided to add an external team of professionals to the list of community representatives. Two Pi Team was founded in 2005 – specialised in the specific field of PC games with the stress on MMOGs. We already worked with Two Pi Team as a partner for our German speaking Age of Conan community. Since this worked out very well, we now decided to bring this additional support to the European English community as well. From today on you will start to see Two Pi Team members to provide an additional relation between our players and the Funcom community team as well as the developers. So, Welcome Two Pi Team. Great to have you aboard. You can discuss this news bit in the forums right here. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Too late, meh. Title: Re: The Patch Thread. Post by: schild on July 14, 2008, 03:32:06 AM Quote We already worked with Two Pi Team as a partner for our German speaking Age of Conan community. I didn't hear about any differences between the de and eng forums. Also, how have I never heard of these people? Title: Re: The Patch Thread. Post by: Trippy on July 14, 2008, 04:08:36 AM Quote We already worked with Two Pi Team as a partner for our German speaking Age of Conan community. I didn't hear about any differences between the de and eng forums. Also, how have I never heard of these people? Title: Re: The Patch Thread. Post by: schild on July 14, 2008, 04:11:57 AM Quote We already worked with Two Pi Team as a partner for our German speaking Age of Conan community. I didn't hear about any differences between the de and eng forums. Also, how have I never heard of these people? Quote From today on you will start to see Two Pi Team members to provide an additional relation between our players and the Funcom community team as well as the developers. That also. Between Funcom and the silly shit with Ping 0 and Flagship, I don't know which one is more incapable of like, you know, just hiring folks to Do The Job. There are more than enough people out there that can adequately do community management. In fact, there are people out there that are even lazier than the folks at Funcom, have been in the industry for years, and still managed to do it without this many missteps. The whole thing is just laugh-worthy :( Of course, being located in Norway and Durham for regional offices (in terms of community management) probably doesn't result in a great hiring pool for this particular job. Title: Re: The Patch Thread. Post by: Trippy on July 14, 2008, 04:31:32 AM Quote We already worked with Two Pi Team as a partner for our German speaking Age of Conan community. I didn't hear about any differences between the de and eng forums. Also, how have I never heard of these people?http://www.two-pi-team.de/en/services.html http://www.two-pi-team.de/en/projects.html Title: Re: The Patch Thread. Post by: Ookii on July 14, 2008, 11:14:04 AM Their webpage is boss.
Title: Re: The Patch Thread. Post by: schild on July 14, 2008, 11:23:36 AM Quote Thank you for deciding to accompany us on this wonderful journey to yet undiscovered countries. What the hell is this. Title: Re: The Patch Thread. Post by: Murgos on July 14, 2008, 01:05:57 PM Quote Thank you for deciding to accompany us on this wonderful journey to yet undiscovered countries. What the hell is this. I think it means they want to kill you. At least that's what I thought "Journey to the Undiscovered Country" meant when Shakespeare said it. Title: Re: The Patch Thread. Post by: cevik on July 14, 2008, 01:07:39 PM Quote Thank you for deciding to accompany us on this wonderful journey to yet undiscovered countries. What the hell is this. I think it means they want to kill you. At least that's what I thought "Journey to the Undiscovered Country" meant when Shakespeare said it. Well, they are German. Title: Re: The Patch Thread. Post by: Alkiera on July 14, 2008, 01:46:00 PM Quote Thank you for deciding to accompany us on this wonderful journey to yet undiscovered countries. What the hell is this. That whole paragraph... it just gets better. Something about it just causes my desire to strangle the writer to skyrocket. Title: Re: The Patch Thread. Post by: Falconeer on July 16, 2008, 02:43:43 AM Patch postponed 1 day. It will go live tomorrow.
Apparently "Bind on equip" items were impossible to equip, at all. Title: Re: The Patch Thread. Post by: Falconeer on July 17, 2008, 12:59:55 AM Final patch notes:
Quote Update Notes – 17th of July Player Character * Dead team members will now get quest kill credit if they are within range. * You now only prohibited from entering stealth mode if team members are in combat nearby. * All your team members and their pets will now get the fatality buff when a team member performs a fatality. * The mentor and apprentice will see an onscreen message regarding confirmation or declining of pending apprenticeship requests. * Mesh effects during spellweaving should no longer rotate with the character. * Shield of the Risen will only display particle effects on hidden players if they are on your team. * Animations for the 'grin', 'laugh' and 'laughheartily' emotes have been tweaked for both male and female characters. * Emote 'squirm_on_ground' has been renamed to 'lounge', to better fit the animation. Classes Assassin * The following abilities now have new effects: Cat's Paw, Opportunistic Strike, Kidney Shots, Avatar of Death, Lotus Overdose, Necrotic Leech, Corrupting Strikes, and Lunge. Barbarian * Feats "Eyes of Madness", "Rampaging Horde", "Welcoming Death", and "Too Many To Count" now have visuals associated with them. Demonologist * Earth Recharge ability will have a better visual indicator of activation. * Let Them Burn should now have the correct cooldown. * Let Them Burn will now properly increase in damage the longer it is channeled. * Shockblast (Rank 1) and Inferno of Amher (Rank 1) will now scale correctly when compared to Rank 2. The additional splash damage of Shockblast now scales correctly, as it dealt more damage than intended previously. Necromancer * Frostblast now has a visual cone of frost. * Ice Shackle spell is now less invasive and more optimized. * The tooltip for Malefic Chant now shows up as intended. * Night of the Harvester should now correctly increase the effect of the Harvester mana/stamina heal by 15/30%. * To offset the change to Void causing the pet no longer to be rooted, the drain effect of Void has been reduced and now scales more consistently based on level. * Spell "Siphon Unlife" now has visuals and sound. * The casting time of Set's Ruin, Set's Cold Hatred, and Blasphemy have been reduced from 4 seconds to 2 seconds. * Parasitic Soul Swarm is now less invasive and should take up less screenspace. Priest of Mitra * The Spellweaving animation has been tweaked. Ranger * The ranger's tracking list can now be sorted by distance. * Dead NPCs and players will now longer appear when using the tracking ability. Tempest of Set * Set's Life Spark should now trigger a resurrection prompt instantly after dying. * Puppets of Set should now draw the attention of nearby NPCs if you attempt to cast it on a group of NPCs. Combat * Combos and all other actions will be aborted when you start to charge. * The combo chain will now be stopped when you begin a charge. * You can no longer start combos in the middle of a charge. * Dismembering fatalities should now show appropriate visual effects. * You can now abort multihit combos without all the damage being rolled back. * Aborting multihit combos will not make the target's health become desynced from the client/server anymore. * Fizzle and immunity rolls have been moved to the end of your spellcast. If your target becomes immune after you start your spellcast but before it deals damage, your target will resist the spell. * Stealth is checked again at the end of your spellcast. If your target hides before you land the spell, your spellcast will fail. * The distance to your target while casting a spell is checked again at the end of your spellcast, with a 25% bonus to your range. * If your target is behind an obstacle when you've finished casting your spell, the spell will fail * Combo finishers (the last attack in the combo chain) now have 25% extra range, making them easier to land in PvP. * Mobs will keep you in combat from further away now. * Aborting unarmed attacks (using a knockback, for example) will now properly cause the damage not to be dealt. * Clickable abilities with instant effects will not be queued after your attack anymore, but executed right away. * You cannot use abilities while jumping or falling anymore. * Dying while knockbacking NPCs will not cause the npc to become stuck in combat mode anymore. * Attack animation speed should be more balanced between genders (note: this does not yet include the combo animations). * Combat music has been tweaked so that tension music will be area specific, rather than random. PvP * Massive PvP: Mercenary players in a team with a guild member should no longer be hostile-flagged during battle. * You will no longer be able to attack guild members on PvP servers. * The Massive PVP gui will show up on a separate tab than Minigame PvP. * If your pet does the most damage to a target in a minigame, you will now get credited for the kill instead of the pet. * Ground targeting AOEs should now only be allowed if the player has line of sight to the target. * The siege camps will now give a message when they are clicked on and the city is not vulnerable. * You should no longer be able to damage your raid members on Culture PvP servers. Player Cities * The player cities and Battlekeeps now have various NPCs living in them. * Buildings should now show the proper damage states when the building gets damaged or repaired. Quests * Grey quests will now award XP again. * (Atzel's Approach) Kidnapping and Torture ; Diversionary Tactics Inner West - It should now be possible to ignite all palisades. * (Atzel's Approach) Revenge of the Ape God - Location of this quest is now marked in the journal. * (Black Ring Citadel) Bowls of Set, The Hunt - Quest will now complete when you speak to Kalanthes about it. * (Conall's Valley) An Impending Attack - The location marker for Torin has been changed. * (Field of the Dead) The Honored Dead - This is now a solo quest. * (Kheshatta) Den of Evil Perversions - Has been fixed. Go find the Onyx Chambers, retrieve Hakar Tep's head, then return it to Zane. * If you currently have this quest, you MUST delete the quest and go pick it up again from Zane. * (Kheshatta) Mouth Of Darkness - Journal text has been updated. The Marker Rune is found near the entrance, rather than within it. * (Kheshatta) Markers of the Lost Tomb - A goal marker has been added for the third objective. * (Khopshef) Yipping Hyenas - Changed quest waypoint radius, to cover a larger area and more hyenas. * (Khopshef) Usurping the Power - Now marked as a group quest. * (Khopshef) Emerald Eyes - It should no longer be possible to walk through the door to the Emerald Guardians without first getting the quest. * (Khopshef) Trapped by Lions - Timer has been changed to 10 minutes, instead of 10 hours. * (Khopshef) The Swindler's Game, Shedding Torment, Stygian Superstitions, The Forgotten Temple, Fascinating Faces, Conflicting Interests - An item reward has been added to these quests. * (Khopshef) Lusts of the Flesh - Alekeep in Caravansrai will now ask you for tin, not copper. * (Tarantia Noble) Paetus & The Nemedian Crown - Coordinates have been updated within the Villa. The map item will now have a particle effect when you have the quest. * (Tarantia Noble) Rahim and Lord Camillus - Rahim's dialog should now work properly when you tell him "Then this madman must be stopped". Player will receive a quest. * (Tarantia Noble) Obtaining the Arena Key – Quest should now be completable. * Several typos corrected in many quests worldwide. NPCs / Mobs * Charmed NPCs will now be able to attack and perform actions while charmed. * More NPCs should now be visible in the vicinity for several raid dungeons. * NPCs wielding two handed weapons will now attack correctly. * Knockback animations (the landing-animations in particular) will now be smoother for many creatures. * Raid bosses should now be visible from further away, in most cases. * Black Ring Citadel: Incubus and Succubus are now strong enough to knockback all players. Swamp demon's swamp has become increasingly more dangerous. * Black Ring Citadel: Seruha will wait a little before closing the door. * Conall's Valley: Wounded Vanir in Conall's Valley will no longer execute the same identical movements at the same time. * Field of the Dead: Lieutenant Rhor has learned some new skills, and should no longer be so easy to defeat. * Field of the Dead: The Lupine Superior boss has lost his floating wig. He will also spawn minions in a more correct manner. * Khemi: Rhino name-plates should now be displayed properly and will no longer clip into the rhino. * Kheshatta: Scorpion Archers should now attack more consistently at range. * Kheshatta: Several NPCs with equipped weapons have been corrected. * Tarantia Noble: Astrologer will no longer send you into a dialog loop. * Tortage: Renton should no longer make strange sounds during the Destiny Mage quest. * Underhalls: Litharia's patrol has been adjusted a bit, to end her walking through walls or pillars. * Vistrix: All players that participate in the fight against Vistrix should now get his tooth. * White Sands: Thrall Warrior armor has been tweaked so as to not clip anymore. * Wild Lands: Oris should no longer send you into a dialog loop. * Certain bosses were using combos they weren't supposed to. This has been fixed. Items * The special offer from Venes Venele, the Custom-made Saddle, is now unveiled and for sale! * The names of some sets of armor have been changed to be easier to discern what class they are intended for. Some visual looks of these armor sets have been tweaked. * The Heart of the Earth weapon will now work for 2 handed blunt combos. * Handguards of Ardent Fire now give 2handed Edge bonuses. * Fine Steelsilk Leggings should now display its name properly * Non-casters should now be able to see the effect of mana potions, even though they can't use them. * Girdle of Clawing Might now properly gives Max Health and Max Stamina, as intended, instead of Max Health twice. * Inventory bags have all had their prices reduced by 20%-50%. * The 'Totem of Origins' may now be found on select bosses. Mounts * Disabled ability to mount while charging. * The tooltip for horses will no longer say "CANNOT USE" when the horse is usable. * The price of regular mounts have been reduced to 75 silver, down from 2 gold. * Mounts can no longer be sold. * Reduced Damage caused by Rhinos/Mammoths charging. * Decreased Rhino/Mammoth collision radius. Tradepost/Banks * You can now sort items for sale on the Tradepost by "Show Can Use Only" and "Show Can Buy Only". * Powerful items (blue and green) for sale on the Tradepost will now list in color text. * Items of a level you cannot use will be listed in red. * It should now be possible to search for necklaces, rings, gems, and consumables. Tradeskills * Cotton and Cottonwisp have been fixed, and will be the correct level. * Any player who speaks to a crafter trainer and doesn't get the quest because he has a full quest journal will now be able to speak to the trainer again and get the quests at a later stage. * The items you hand in to the Crafter Trainers will from now on be returned to you. This change applies to the Weaponsmith, Armorsmith, Alchemist, and Architect classes. * Trainer dialog was updated to reflect current names of buildings in Architect quest line. * The Weaponsmith Trainer's dialog no longer references Glaive, but Awl Pike. World Design * Various visual fixes and improvements made in Khemi and Kheshatta. * Adjusted several areas with added collision, where players previously could become stuck on terrain. * Pyramid of Lord Atum-Keket: Door collision has been adjusted here. * Underhalls: The rez point in the "Uptown Sewer" should now be fully visible. * Underhalls: The upper climbing point on the right ladder for the Harbor entrance has been tweaked. * Underhalls: The zone called "Askia" is now renamed "Askia's Domain". * Underhalls: The lost jewel is now placed on the ground, and the respawn timer has changed from 60 to 30 seconds. * Wild Lands of Zelata: Collision on the stairs inside the Mayor's building has been adjusted. * Kheshatta: Fixed several spots where you could fall through the world. GUI * An emote gui has been added. Press Y to access this window. * An option to disable on-screen messages has been introduced. It can be found in Options > Interface > HUD. * A chat command that allows reloading the GUI was added. The command is '/reloadui' * Attackable players should now always have a red nametag, regardless of their level. Players that were 8 levels or more below the player previously had a gray nametag. * Combo-triggered flying texts should no longer appear for combos that are not caused or directed at the client character any more. * Defensive flying texts (i.e. parry) should now always appear above the correct character - the defender (not the attacker). * Players should now be able to open the main options menu using "F10" while the rez window is up. * Right-clicking inside active GUI elements should not reorient your character any more. * Fixed a case of a stuck command progress bar. * Effects that replenish stamina should now produce correctly signed flying texts (+XX Stamina). * Added a visual and textual notification for attacks that are completely absorbed. * Nametags should now be visible even if the character meshes have not completed loading. * Spell damage to destructibles will now appear in the combat log. * The mouse pointer will now always default to the arrow. * Mousing over an NPC's corpse will not produce the sword icon any more. * The Power session indicator and tooltip will now only appear when applicable, i.e. after level 5. * Shift-clicking on a lootbag to autoloot everything should clear the target correctly once finished. * Ranged combos will now appear red on your shortcutbar when your target is out of range, similar to spells. * When attempting to share a quest, you will get feedback stating how many players in your team were too far away to receive it (if any). * The quest journal will now show the money rewards divided by each type of currency. * The Friends/Guild Members window has been changed. It now works with tabs that sort friends by type: Guild Members, Friends, Offline members, and Ignored characters. * Floating/movable character portraits were added. They can be enabled from Interface > HUD options menu. * The tooltip for spellweaving will no longer go outside of the screen. * Fixed a GUI related crash. * Implemented GUI Modifications on the skill window as support for the upcoming PvP Consequence System. PvE skills will be listed separate from PvP skills. * Clicking on the active tab on the Friends View should now move the window. Clicking on disable tabs should also move the window. * The healing modifier debuff for Active Blocking should now display correctly as -50% * Made the middle action button (between Q and E) mappable. It is called Action Button 12. E is now called Action Button 13. * Quest indicators should no longer appear on the ground. * Added a PvP xp bar to the bottom of the screen as support for upcoming PvP changes. This will be enabled and disabled via the Interface options > HUD menu. * The item links on the chat window will now show the proper item 'level color' (blue, green, etc). * Remapping hotkeys for movement works again. * Player search should now work correctly. * The Fresh Kill indicator now correctly shows only after level 5. * Resolved an issue which was causing players to receive a message stating that a spell was on cooldown and be unable to cast even though the cooldown had finished in the GUI. * Instancing/Zoning: Removed the shift-right click "Enter heroic version" option from doors. * You can now use '<' in chat messages. * The Combo Sequence Indicator should no longer get stuck when failing to complete a combo. General * A new level up animation with sound should now occur for all players who level, while in or out of combat. * Lootbags and other non-moving objects will no longer affect how many NPCs/players are visible in the vicinity. * Fixed several causes of crashes and instability. * Particle effects will no longer be played on the character selection screen. * Returning to non-combat state from a PvP fight will now take 10 seconds (instead of 5). Mana and health regen will only start then. * Mobs will now become unlocked to a player after 90 seconds, once the locked attacker stops attacking. This will allow other attackers to benefit from killing the mob. * The loot bag target bar should no longer become 'stuck' onscreen. * You will no longer lose your helmet when fatalitied. * The looting need-greed duration was increased to 1 minute. * Gemmed items should now work as intended and give their effect after teleports. * Team buffs should now only refresh when necessary, and be properly canceled for members who leave. * Leaving sneak or crouch will not slide your character around anymore. * Tattoos are again being deleted when cycling through in character creation so only the current one shows. * Logging into the game after logging out to the login screen will no longer cause the client to crash. * The group looting is once again working as intended. * Select captains and wagoners in Old Tarantia, Khemi and Conarch Village have opened up traveling routes deeper into the wilderness! * Shield of the Risen no longer silences the player. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Instant travel to Field of the Dead, Eiglophian, THunder River? Woot! (And horses down to 1 gold and 75 silver from the original 3 gold) Title: Re: The Patch Thread. Post by: Xuri on July 17, 2008, 02:51:13 AM Quote * The price of regular mounts have been reduced to 75 silver, down from 2 gold. Hmm. Are the patch notes wrong about the price of new mounts?Title: Re: The Patch Thread. Post by: Falconeer on July 17, 2008, 04:23:28 AM No, they used to cost 2 gold + 1 for basic riding skill (3g). Now it's down to 75 silver + 1 for basic riding skill (1g75s)
Title: Re: The Patch Thread. Post by: Xuri on July 17, 2008, 05:06:57 AM Ah, of course, sorry. :)
Title: Re: The Patch Thread. Post by: Mrbloodworth on July 17, 2008, 06:21:50 AM Thats a nice bit of patches. I can see some of the ground work for other fixes in that.
Title: Re: The Patch Thread. Post by: cevik on July 17, 2008, 06:38:34 AM Undocumented changes thread:
http://forums.ageofconan.com/showthread.php?t=135910 My favorite part: Quote -Male and Female attack speeds were matched-- Males now attack as SLOW as females. I saw that coming a mile away! Title: Re: The Patch Thread. Post by: Mrbloodworth on July 17, 2008, 08:31:40 AM RE: Update Notes 17th of July
Quote With this week’s update we wanted to start a new tradition in providing a more detailed commentary of the reasons behind the changes in the updates on the live servers. So welcome to the first update commentary where we will provide a little insight into the current update priorities and explain how we are looking to further improve the game experience for everyone. Update focus The focus of this update was to ensure that we could continue to resolve a good deal of the inconsistencies that we can see have been affecting the game-play and at the same time improve on some of the existing game systems so that they are more accessible and more intuitive. So this update sees a good few changes intended to deal with some of the most frequently raised queries from the community. General Updates The first set of these changes were generally aimed at what we termed ‘convenience’ fixes, things that have provided unneeded frustrations for players. Not the largest or most comprehensive changes by any means, but ones that we felt could have a direct influence on the general play experience. * We have added more travel NPCs to the capital cities that allow travel to more locations in the game world. * The price of the basic mounts has been reduced from 2 gold to 75 silver. * The price of additional bags has been reduced by between 20% and 50%. * It should no longer be possible to accidently sell your mount. * A teleport item, the Totem of Origins is now dropping from boss encounters in group instances. You will be able to acquire it from locations throughout the game starting in the Black Castle. This totem teleports you to your home city once a day and can be used in addition to your path of Asura. * It will be possible to get experience from ‘grey’ quests again. Combat Changes Combat is obviously the core part of the game, and we have been working flat out to ensure that we can address the game mechanic issues that have lead to some inconsistencies. It’s important for us that players feel they are in control of their combat actions and the changes in this update have been worked on to improve the flow and immediacy of the combat system. * Clickable instant abilities will now actually be executed instantly rather then queued behind other attack animations. * We have resolved the basic issues with discrepancies between male and female attack times. This has now been resolved for all standard attacks and we are moving onto looking into the combo animations as soon as possible. * The issue with multi-hit combos ‘rolling back’ their damage if aborted should be resolved. You won’t lose any damage that has already been inflicted anymore. * Combo finishers (the last attack in the combo chain) now have 25% extra range, which should aid in getting them to land in PvP. * We have changed the way that requirement checks were processed when spell casting so that the target still needs to meet all the necessary criteria when the action finishes. In the case of range checks, the range of the spell gets an extra 25% bonus to its range when checking at the end of its cast. GUI Updates On of our early focus areas now that we have more and more feedback from players has been improving the GUI and this update sees a lot of new features and improvements in the GUI. This update sees a series of changes to improve the options available in the GUI, including * A GUI element for emotes has been added. Press Y to access this window. * A host of improvements to the Tradepost Interface to make it easier to use. * The ability to toggle off the on-screen messages off is now available. * The Friends/Guild Members window has been changed. It now works with tabs that sort friends by type: Guild Members, Friends, Offline members, and Ignored characters. * Ranged combos will now appear red on your shortcut bar when your target is out of range, similar to spells * Floating/movable character portraits were added. They can be enabled from Interface > HUD options menu. There are a host of other improvements and tweaks as well that go live with this update and we will be continuing to refine the GUI in the coming updates. Class Updates In terms of class specific additions and changes our focus for this update was making sure that the abilities and spells had their effects and notifications improved where needed. A lot of abilities that were without appropriate visual effects have now had them added and a few abilities should be easier to use with clearer cooldowns. This has included optimizing a few of the spell and ability effects so that they don’t adversely affect client performance as much. Quests, items and other fixes We have managed to resolve a lot of quest, item and world bugs with this update. Ensuring that we keep resolving these issues will continue to be a major priority for us over the coming updates. You can find the entire list of update notes here. Content Updates In closing we just wanted to provide a quick update on where the content addition plans are! We are very excited to be very close to introducing the first major new additions to content with coming updates. Of course our primary focus is the addition to the new PvP system changes that are being tested extensively at the moment. The systems are now all in place (and indeed you will start to see some of the first signs in the GUI in preparation for it in this update) and it’s now a case of ensuring that it’s fun and stable before we let it lose on the live dimensions. In addition the live team has some of the new updates just about ready for your consumption. Within the next couple of updates you will see the latest revamped dungeon in the form of a new and improved version of the solo instance the Pyramid of the Ancients in Khopshef. With some great new challenges and quests the designers are really looking forward to seeing how you fare against their latest efforts. We hope you enjoy the update and look forward to seeing you all in Hyboria! - Age of Conan Live Team - __________________ Oliver 'Tarib' Kunz Senior Community Manager Link (http://forums.ageofconan.com/showthread.php?t=135852) Title: Re: The Patch Thread. Post by: Tarami on July 17, 2008, 08:51:14 AM So those of you who still play, how are the patches working out? Is Conan improving or are they just jumbling up the location of the bugs?
Title: Re: The Patch Thread. Post by: Falconeer on July 17, 2008, 10:27:06 AM I am still playing and I don't think my opinion can be taken into consideration as I was so happy even when the game was a blurry mess.
Of course it is improving, small details here and there, but honestly I am not even noticing. I am not bugged easily by.. bugs, and that is probably true for all the braves that endured these 2 months without a break. My point is that whoever is still playing is not in a position to say much about the improvements, they are appreciated additions/fixes in an experience that, although extremely unpolished, was already fulfilling for them/us. It would be nice to hear from returnees, but I guess it's too soon for that. I stand with my prediction: thanks to all the improvements AoC will have lots of satisfied returnees in septmeber. Title: Re: The Patch Thread. Post by: Morfiend on July 17, 2008, 11:01:13 AM Seems they reduced the speed of Male characters 1h weapons to 2 seconds to match the female attack speed. But left 2h at 1.56 second per swing.
:awesome_for_real: Title: Re: The Patch Thread. Post by: CharlieMopps on July 17, 2008, 03:29:56 PM No, they used to cost 2 gold + 1 for basic riding skill (3g). Now it's down to 75 silver + 1 for basic riding skill (1g75s) /rant on Which is still COMPLETELY ridiculous. Why the fuck MMOs want to treat horses as prestige items never made any sense to me. Horses = Cars, everyone has to have one for Gods sake. If they stopped pretending that forcing their player base to run back and forth between 2 useless NPCs to finish a quest somehow equaled gameplay, giving their players faster ways to travel would suddenly stop being such a problem. Invent some god damned content and stop making me run in circles to pass the time. You should be given a mule when you step off the fucking boat... if I can afford a suit of armor but not a horse, I've got a serious friggen problem. A Dragon mount is a prestige item, a horse is a Farm implement. /rant off :mob: Title: Re: The Patch Thread. Post by: Falconeer on July 22, 2008, 04:50:38 AM Quote Outlook on the next updates We want to give you a short outlook about things to come in both this week’s update as well as the plans for the update scheduled for next week. This week’s update will be a smaller maintenance one in order for us to tidy up a couple of the issues while we work on the next larger update which is currently being tested and hopefully will be ready for the live servers next week. Our tech team is hard at work to investigate about memory leaks (like for example the issue with your map going gray) and they have made inroads on those issues, and we have found and resolved a couple with this weeks update. This is of course a process that does not end now - on the contrary. The team will keep on working hard to find the leaks that are still there so we can expect more of them to be resolved in updates to come. Finding such memory leaks is quite a tricky thing but we are making progress and the tech team is keeping the focus on this issue. Also fixed should be the issues from last week was the behavior of caster pets as some of them were in fact quite passive after they had been summoned. Our developers have found the source of that issue and the fix for this is getting tested by QA so this week's update should resolve this issue. Lastly with this week’s update we wanted to give you all the opportunity to revise your feat points given the recent changes to the abilities and feat trees. What we have done is that the counter of how many times a character has reset his feats will be set to zero so the next reset will be viewed as being the first one in terms of money it will cost, as if you had never reset any feats before. As we mentioned at the top, the update planned for next week should include some additions and changes that our community has been looking forward to (beside the usual fixes and updates). Instance Changes There are for example changes to the Pyramid of the Ancients dungeon which include wide improvements of the encounters and dangers that can be found in the pyramid. We really think that this will make it an interesting dungeon and should provide a real challenge for solo players. Next up is Toirdebach’s Tomb in The Fields of the Dead. This group instance has been tweaked so that the mob levels are more in keeping with the level of the Fields of the Dead. We have also been through and amended the placement of mobs in the dungeon so that the balance between ranged and melee opponents should be much fairer to groups trying to tackle this ancient evil! Resource Zone Updates The resource and building zones (Lacheish Plains, Purple Lotus Swamp and Poitain) have had a thorough repopulation based on player feedback as to what resources were problematic. New resource nodes and many new camps have been added to these zones to help the avid tradeskillers amongst you find what you need. Be warned though venturing too far off the beaten path may result in you finding yourself face to face with some dangerous foes who won’t take kindly to you trying to harvest from them! These fixes will be made available on the Testlive server later this week. So if you are interested in checking out these changes beforehand make sure you connect to the Testlive servers. Please bear in mind that all these updates will of course be tested in detail before we decide whether they can be made available for the live servers. But we will keep you up to date about the latest status. You can discuss this news in the forums right here. __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Title: Re: The Patch Thread. Post by: Falconeer on July 31, 2008, 02:03:47 AM Quote Update Notes - 31st of July COMBAT * We're now done with the majority of the process to completely equalize Male and Female damage. We've balanced the animation-lengths for all "white damage" attacks as well as all "combo finishers", and furthermore we've matched the animation length of "moving attacks" to the lengths of "stationary attacks". As a result players should now experience no difference in damage dealt or time needed to execute an attack based on what gender their character is. * Aborting multihit combos before they're finished won't activate their full effects anymore. * Pet commands should now be more responsive. * When aborting a multihit combo finisher, you now get a percentage of the full cooldown depending on how many hits you got in before the abort happened. (It's really in this time!) CLASSES * All Assassin, Barbarian, Bear Shaman, Conqueror, Dark Templar, Guardian, Herald of Xotli, and Ranger combo damage and stamina costs have been rebalanced to match the newly adjusted animations. Priest Archetype * Spirit Aegis will now give 0.5% invulnerability to Holy and Fire instead of 1% Fire with the first rank trained. Assassin * Combos granted by feats should now deal significantly more damage than before. Dark Templar * The Talisman Mastery buff will no longer be removed upon death if the proper feat is trained. Guardian * Shield Sweep combo will now scale more consistently across the first three ranks. Herald of Xotli * Pillar of Internal Flame Rank II is now a three-step combo (including combo starter) instead of an instant cast. Necromancer * Bone Horde debuff now uses the proper icon in the debuff GUI. ITEMS * Resolved an issue that caused item bonuses to not scale correctly. * Many items are now 'bind on equip' meaning that once equipped the item can no longer be traded. * Resolved the issue with raid gear that had lost it's bonuses in a previous update. * The bonuses awarded by gems have been rebalanced. Unfortunately some of the gem bonuses were originally applied incorrectly leading to situations where too much bonus was given, mainly for invulnerability rating. These gems have now been modified. The benefit of the different level gems has been also been amended though, meaning that higher level gems should now be better than the lower level versions. * All items Green+ are now Bind on Equip (BoE) or Bind on Pickup (BoP). * Items which are BoE/BoP should now state this fact below their item name in the mouseover tooltip. When these items are equipped and bound to the character, the text below the item name will change to reflect this. A message will now ask if you are sure when attempting to roll "need" on a Bind on Pickup item. PVP * Players will now always see Massive PvP results, and the time left in a battle during battles. This information is displayed in the right top corner, below the minimap. QUESTS * Field of the Dead: Changed the level on the quest Entourage from 52 to 47. * Field of the Dead: Changed the level on the quest Cleansing the Tomb from 53 to 48. * Khopshef Province: Forbidden Knowledge - The Crumbling Codex will now despawn after it is picked up. * Khopshef Province: Slave Cages will now show a visual effect when player is on the correct quest to interact with them. * Pyramid of the Ancients: New Quests have been added to enhance your questing experience. Bosses have been upgraded to present a challenge to solo (or small groups) of players. Pay careful attention to the items they drop - they could be the key to defeating more challenging enemies. * Pyramid of the Ancients: All quests should now be working. * Tarantia Sewers: Orphans in the Hovel - Galeria should now talk to you after you kill her captor. * Defeating Lord Atum-Keket in the Pyramid of the Ancients will now reopen the door to the Lord chamber. * The teleport altar behind Lord Atum-Keket will now be visible at all times. * The Master Torturer in Pyramid of the Ancients will no longer spawn multiple times in a row. NPC / MOBS * Toirdealbach's Tomb has had its level range adjusted from 50-53 to 46-48. Loot in Toirdealbach's Tomb has been adjusted to fit the new level range of mobs. * Pyramid of the Ancients: The Harem Girls have been dressed up properly, and sexily! * Many of the spells used by raid bosses will now ignore line of sight-checks, thus making it impossible to avoid them by hiding behind pillars and such. * Many of the spells used by raid bosses will now be impossible to fully resist. * The Dark Flames breath attack used by Vistrix will now use normal line of sight checks. * The knockback strength on Kyllikki's Blizzard has been reduced. Yakhmars adds have been modified, they will no longer stun players as they did. TRADESKILLLS * Cloth Resource droprate in the world has increased somewhat. * The Resource and Building playfields (Lacheish Plains, Purple Lotus Swamp, Poitain) have new NPC camps that will drop tradeskill items previously only available through the Alchemist's Cache. Some of these encampments will aggro, some will not. This makes these zones more dangerous, but allows lower level players a chance to get the tier 1-3 resources they need. WORLD DESIGN * Checkerboard textures should no longer appear on the ground throughout the world. MOUNTS * The horse ability Hind Leg Kick will now have a 12 second reuse timer, like the other horse abilities. * The Skewbald Pinto Horse has had its stats adjusted to horses of the same tier and price. GUI * The "Quests" tab in the quest journal should now indicate the current number of accepted quests and the total number of allowed quests. * An option to add a player to your ignore list was added to the "Add by name" dialog. * If your trade is rejected, you will receive an onscreen message. * Tooltips for NPCs on the map should now show up in the localized version of their names, instead of their default English names. * You can no longer trade while in combat mode. * You will see an onscreen message stating that a team member has joined your team. * Onscreen feedback for a failed attempt at a trade due to a full inventory has been tweaked. * Added a new option that allows the player to make his cloak invisible. * Strange or seemingly out of place text in the UI should be removed GENERAL * Several causes of crashes and assert failures have been addressed and fixed. * Important notification sounds now won't be interrupted by other sounds. * A fix was implemented for item descriptions when switching between languages on the client. * Fixed an issue that would cause some playfields to be empty after logging out for some time, and then back in. * You can no longer send unlimited mail through the tradepost. If you send several mails and are informed via system message you cannot send any more, you will need for in-game time to pass before being able to send more mail. * Ignored users will no longer be able to send you mail. * Raid playfields will now kick players who are not in the raid. * Fixed some animations that weren't blending properly __________________ Funcom Oliver 'Tarib' Kunz Senior Community Manager Hideable cloaks. Weeeeeeeeeeeee.............. Title: Re: The Patch Thread. Post by: schild on July 31, 2008, 02:06:56 AM Does 'white damage' mean non-stygian?
/chuckle Title: Re: The Patch Thread. Post by: Engels on July 31, 2008, 06:30:28 AM BoE :uhrr:
Title: Re: The Patch Thread. Post by: Mrbloodworth on July 31, 2008, 06:33:13 AM To go with the patch notes, there is now always a "Reasoning" post of a sort. (http://forums.ageofconan.com/showthread.php?t=147542&page=2)
Update 31st July Quote The main focus of this update has been in three key areas, firstly to update some of the instance locations to provide some great new encounters for you all to enjoy and secondly we have completed the process of ensuring the combat and item mechanics are consistent. Lastly we are continuing to focus on improving the GUI functionality based on player feedback. New Instance Challenges! The Pyramid of the Ancients dungeon has been updated and repopulated with a variety of new quests, encounters and dangers for you to face in this ancient site! The new content should provide an interesting and challenging experience for solo players and single teams alike. Next up is Toirdealbach's Tomb in The Fields of the Dead. This group instance has been tweaked so that the mob levels are more in keeping with the level of the Fields of the Dead. We have also been through and amended the placement of mobs in the dungeon so that the balance between ranged and melee opponents should be much fairer to groups trying to tackle this ancient evil! Combat Updates This update sees the completion of the work to ensure that the combat animations are consistent amongst the different class and sex character options. Resulting from this, all Assassin, Barbarian, Bear Shaman, Conqueror, Dark Templar, Guardian, Herald of Xotli, and Ranger combo damage and stamina costs have been rebalanced, the vast majority of stamina costs have been lowered to reflect the new attack speeds and the damage ranges will now be correct and consistent across any weapon and sex combination. Item Updates The issues that were causing item bonuses to not scale correctly across all level ranges has been resolved with this update. Items should now scale correctly between level 1 and level 80. In addition the raid items for high level players that lost their bonuses in the earlier update should now be fixed and correct again. Massive Resource Zone Update The resource and building zones (Lacheish Plains, Purple Lotus Swamp and Poitain) have had a thorough repopulation based on player feedback as to what resources were problematic. New resource nodes and many new camps have been added to these zones to help the avid tradeskillers amongst you find what you need. Be warned though venturing too far off the beaten path may result in you finding yourself face to face with some dangerous foes who won’t take kindly to you trying to harvest from them! GUI Updates Continuing the trend of recent updates there are continued improvements and tweaks of the GUI in this update. • Added a new option that allows the player to make his cloak invisible. • The "Quests" tab in the quest journal should now indicate the current number of accepted quests and the total number of allowed quests. • An option to add a player to your ignore list was added to the "Add by name" dialog. • If your trade is rejected, you will receive an onscreen message. • You will see an onscreen message stating that a team member has joined your team. There are even more changes which are introduced in this update and we will continue to even further improve various aspects of the GUI in the coming updates. We also want to take this opportunity to remind you that future updates and fixes are always available on the Testlive servers some time before they are introduced to the live servers. So if you are interested in checking out some of the future changes yourself and also have the opportunity to talk to the developers on various topics then please head over to the Testlive servers and forums. All the necessary details about how to join the Testlive server can be found at the official forums at this link. The full list of updates can be found here. We hope you enjoy the update and are looking forward to meet you again in Hyboria. - Age of Conan Live Team - Title: Re: The Patch Thread. Post by: Lantyssa on July 31, 2008, 11:27:37 AM BoE :uhrr: *sigh*This was one of the things we thought Conan got right. Why this incessant need to make items BoE or BoP? Title: Re: The Patch Thread. Post by: cevik on July 31, 2008, 11:47:44 AM This was one of the things we thought Conan got right. Why this incessant need to make items BoE or BoP? BoP is because people need to be pushed to experience the content parts of games. If you allow them to stand around and spam "WTB FBSS" they'll do that rather than go fight their way to the Frenzied Ghoul and get their own item. When fighting your way to the Frenzied Ghoul is the fun part of your game, you want to encourage people to do things like fighting their way to the Frenzied Ghoul so they can have fun, rather than stand around frustrated that they can't buy the FBSS and bitch about the game. Makes sense to me. Force people to go explore content, because if you don't, they will avoid the content because they are afraid it may be hard, or something. Title: Re: The Patch Thread. Post by: Threash on July 31, 2008, 11:49:16 AM BoE :uhrr: *sigh*This was one of the things we thought Conan got right. Why this incessant need to make items BoE or BoP? Because crafting becomes useless if people can just sell the items when they are done using them over and over again. Either item decay or BOE needs to be implemented, personally i hate item decay so im fine with BOE. Title: Re: The Patch Thread. Post by: squirrel on July 31, 2008, 11:49:40 AM This was one of the things we thought Conan got right. Why this incessant need to make items BoE or BoP? BoP is because people need to be pushed to experience the content parts of games. If you allow them to stand around and spam "WTB FBSS" they'll do that rather than go fight their way to the Frenzied Ghoul and get their own item. When fighting your way to the Frenzied Ghoul is the fun part of your game, you want to encourage people to do things like fighting their way to the Frenzied Ghoul so they can have fun, rather than stand around frustrated that they can't buy the FBSS and bitch about the game. Makes sense to me. Force people to go explore content, because if you don't, they will avoid the content because they are afraid it may be hard, or something. And then complain that there's no content...people are so broken. Title: Re: The Patch Thread. Post by: Mrbloodworth on July 31, 2008, 12:06:43 PM I would prefer BOP and BOE for drops, and Decay for crafted ETC..
Title: Re: The Patch Thread. Post by: Lantyssa on July 31, 2008, 01:16:04 PM Makes sense to me. Force people to go explore content, because if you don't, they will avoid the content because they are afraid it may be hard, or something. Then the item needs to drop every time I go kill the frenzied ghoul, because having to repeat the content will make me quit. Kind of like my trips through the Sanctum. My Dark Templar got four friggin' bows, pretty looking light armor, and a nice two-hander, but couldn't get Black Vash, heavy armor, or anything useful to drop. (The people with me were well past it, so two of us got to loot everything.) I've done the content but still couldn't get what I wanted.Because crafting becomes useless if people can just sell the items when they are done using them over and over again. Either item decay or BOE needs to be implemented, personally i hate item decay so im fine with BOE. Given the crafting system, I cannot imagine there are a ton of people clamoring to make items. If there were more depth to it or the economy I could see the need, but with how things exist now I don't. YMMV.Anyways, the main benefit of crafted goods in AoC is slotting gems, which cannot be removed. Sure some people won't care about using old equipment, however the best use of it is to customize the slots to your preferences. That cannot be done with already made gear. I also hate artificial systems which let players trade some items but not others. Either keep everything restricted to a character, or let everything but a few items with good reason be tradeable. (Quest items and character-defining quest rewards for non-tradable examples.) BoE doesn't completely turn me off, but it always seems to take over so there is never any usable equipment which can be passed around, and in the later levels everything desirable seems to turn into BoP. I much prefer Guild Wars' method where it's tradable until you customize it. At that point it's yours. Title: Re: The Patch Thread. Post by: tazelbain on July 31, 2008, 01:22:54 PM Quote I also hate artificial systems which let players trade some items but not others. Either keep everything restricted to a character, or let everything but a few items with good reason be tradeable. (Quest items and character-defining quest rewards for non-tradable examples.) Slowing the game strangling effects of inflaction and mudflation seems like a pretty good reason to meTitle: Re: The Patch Thread. Post by: Lantyssa on July 31, 2008, 01:45:38 PM Making things BoE and BoP will have the exact opposite effect of slowing inflation. There will be fewer available options, so the prices will go up for any desirable items.
Title: Re: The Patch Thread. Post by: cevik on July 31, 2008, 01:48:44 PM Making things BoE and BoP will have the exact opposite effect of slowing inflation. There will be fewer available options, so the prices will go up for any desirable items. Mudflation is a form of economic deflation though, as there becomes more and more available gear, more and more people have better gear and thus are more powerful and more able to do the content more easily. Thus, to keep those people playing, you have to make the content more challenging, so that their gear doesn't make the content too easy. Deflating prices on gear leads to inflating encounter difficulty, making the line between the haves and the have nots way more apparent. Title: Re: The Patch Thread. Post by: Lantyssa on July 31, 2008, 03:41:52 PM The haves will always have the gear. They're the ones who would be spreading it out to others, if allowed to. As long as every game chases after keeping the top tiny percentage of players happy, mudflation will be a problem. (Not to mention it is simply the nature of a DIKU.)
Restricting access of those items to the bulk of players, by making them BoE/P and thus not passed down, is what emphasizes the gap between the haves and have nots. People lack the equipment to be invited to see the new content, so they're left out. How do they get the gear though, if everyone is two steps ahead and none of their leavings can be handed down? Isn't running old content to gear up people one of the biggest complaints about raid progression? Title: Re: The Patch Thread. Post by: Engels on July 31, 2008, 04:36:19 PM Makes sense to me. Force people to go explore content, because if you don't, they will avoid the content because they are afraid it may be hard, or something. This logic is entirely bogus. If a player gets his rocks off standing around auctioning, he's doing it right. Forcing content is like forcing fun. People play MMOs for all sorts of reasons, and coralling them into your precious content is telling your players that their way is the wrong way. Look at the success of EQ's auctions and East Commons. Players thrived there as well as in any dungeon. Forcing everyone and his brother into LGuk to get their own FBSS is ignoring the playstyles of a significant portion of the player base. Also, everything Lantyssa said. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 06:08:21 AM This logic is entirely bogus. If a player gets his rocks off standing around auctioning, he's doing it right. Forcing content is like forcing fun. People play MMOs for all sorts of reasons, and coralling them into your precious content is telling your players that their way is the wrong way. Look at the success of EQ's auctions and East Commons. Players thrived there as well as in any dungeon. Forcing everyone and his brother into LGuk to get their own FBSS is ignoring the playstyles of a significant portion of the player base. But the numbers disagree with you. Just from purely looking at the popularity of the two games (EQ, which let you buy anything and bypass as much content as possible) and WoW (which fixed that problem by forcing you to experience the content yourself if you wanted the gear), WoW was vastly more popular. Once players were forced off the message boards and into the dungeons the players had way more fun and started liking the game. BoP forces people to play the game, it keeps them from standing around Freeport yelling WTB all day because they read on some message board that the FBSS is really hard to get, and instead forces them into Deadmines so they can get the gear themselves. If they don't like the game, that's fine, they should log out and cancel their account. Players ALWAYS take the path that they perceive will be the least resistance. If you let them bypass content by farming gold, then they will, because solo farming gold is perceived as "easier" than getting together a 5 man to experience the content. If you force them to experience the content, arguably the only strong point of any of these games, they will do that instead. One of those options will result in way more fun for way more of your customers, which means you have more customers that keep playing longer, which means BoP is a smart decision to make. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 06:16:55 AM Isn't running old content to gear up people one of the biggest complaints about raid progression? Sure, there is design left to make the perfect solution, but that doesn't mean that BoP isn't a decent solution. I'm sure a better solution will eventually come down the pipeline and be copied a million times by a million mmogs. Blizzard has approached this problem though, with Badges of Justice and Rep rewards. Now you are rewarded for experiencing old content even if you already have all the gear drops in that content. I'm sure someone much smarter than I will eventually come up with even better solutions to the problem. EDIT: Back to the original subject, any way you cut it, I'm sure that everyone here will agree that Funcom will not be the people that create the better solution. So, for them, copying a decent solution is better than no solution at all. Title: Re: The Patch Thread. Post by: Vinadil on August 01, 2008, 07:03:20 AM This logic is entirely bogus. If a player gets his rocks off standing around auctioning, he's doing it right. Forcing content is like forcing fun. People play MMOs for all sorts of reasons, and coralling them into your precious content is telling your players that their way is the wrong way. Look at the success of EQ's auctions and East Commons. Players thrived there as well as in any dungeon. Forcing everyone and his brother into LGuk to get their own FBSS is ignoring the playstyles of a significant portion of the player base. But the numbers disagree with you. Just from purely looking at the popularity of the two games (EQ, which let you buy anything and bypass as much content as possible) and WoW (which fixed that problem by forcing you to experience the content yourself if you wanted the gear), WoW was vastly more popular. Once players were forced off the message boards and into the dungeons the players had way more fun and started liking the game. BoP forces people to play the game, it keeps them from standing around Freeport yelling WTB all day because they read on some message board that the FBSS is really hard to get, and instead forces them into Deadmines so they can get the gear themselves. If they don't like the game, that's fine, they should log out and cancel their account. Players ALWAYS take the path that they perceive will be the least resistance. If you let them bypass content by farming gold, then they will, because solo farming gold is perceived as "easier" than getting together a 5 man to experience the content. If you force them to experience the content, arguably the only strong point of any of these games, they will do that instead. One of those options will result in way more fun for way more of your customers, which means you have more customers that keep playing longer, which means BoP is a smart decision to make. Eh... I know the numbers may be lopsided towards WoW, but I think you are adding a Causal effect here that just does not exist. If you look at the way WoW is changing, it is making gear MORE accessible to the guy standing around shouting for it, not less. Instead of forcing people into the content already created they are attempting to change the content to fit the way their player base is Playing. I don't think having BoE/BoP gear is a factor in WoW's success to be honest. The fact that both the casual And the hardcore can get gear that satisfies them... that might be closer. And, that seems to be the focus of the future design; more access to the gear that you want. Title: Re: The Patch Thread. Post by: Engels on August 01, 2008, 07:51:37 AM One can't really draw a comparison between EQ and Wow, simply because they are entirely different generations of games. When EQ launched, the pool of people capable of playing PC video games was smaller than it was when WoW started to take off in the millions. Furthermore, MMO technology had much advanced by the time WoW launched, or ostensibly, even because of WoW, leaving the rather primitive looking EQ behind.
Attributing WoW's success to enforced content 'experiencing' is myopic. If that were the route to success, you'd see CoH or EQ2 have equal numbers, which they don't. Its the content itself that provides success, not pushing people to it. Let's also make a brief note that AoC's content isn't exactly stellar; pushing people into it rather than letting them do their own thing in their own time will, if anything, precipitate subscriber loss rather than ameliorate it. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 08:02:06 AM Eh... I know the numbers may be lopsided towards WoW, but I think you are adding a Causal effect here that just does not exist. If you look at the way WoW is changing, it is making gear MORE accessible to the guy standing around shouting for it, not less. Instead of forcing people into the content already created they are attempting to change the content to fit the way their player base is Playing. I don't think having BoE/BoP gear is a factor in WoW's success to be honest. The fact that both the casual And the hardcore can get gear that satisfies them... that might be closer. And, that seems to be the focus of the future design; more access to the gear that you want. Of course it might not be the reason for WoW's success, it's my suspicion that it has at least a little to do with it, and of course it's your suspicion it does not. No one knows. One can certainly say that BoP didn't hurt WoW when it's compared to other games that did not have BoP (i.e. the WoW vs. EQ comparison). I think the big huge giant change that Blizzard made to the MMOG world was taking it out of the catholic age. Instead of the old McQuaid model of punishing the players for playing, Blizzard rewarded the players for doing the fun parts of the game. In EQ we were told "Quests are fun, therefore they should not be rewarding, because if they are players will do them all the time!", in WoW the design appears to say "Quests are fun, therefore we should reward players for doing them, so they will do them all the time!" In EQ, when it came to gear they said "Getting gear is fun, therefore it should be hard otherwise players will get gear all the time." That led to the Frenzied Ghoul that spawned once a week and had a super low chance of dropping the FBSS, which then led to people deciding to skip the Frenzied Ghoul and spam "WTB FBSS!!!" all day in Freeport, which, while not fun is more fun than being punished to try to get the gear. In WoW they decided "Getting gear is fun, therefore lets use it as a reward to get people to play the game." BoP specifically leads to this as a design practice. You can't stand around in Org yelling "WTB" and get much in the way of gear, so then everyone stood around in Org yelling "LFG, UBRS!" and people did UBRS. And they found out that UBRS kicked way more ass (the first 1000 times) than farming gold. So people had fun and played and WoW was successful. Do I think it's 100%, or even 50% of the reason WoW was so successful? No, but I suspect if WoW had been the old catholic model of MMOGs it would have been a lot less successful. And you are right, they are making gear and gear more accessible every day. Which leads right to my point: They realized people like the reward of gear, and they realized that the best thing to have their players do is play the game. So they are giving more and better gear every day as an incentive to play the game. It's really quite genius when compared to the past. Reward the player for having fun and the player will go out and have fun and continue to play. Now can you predict what 100% of the players will think is fun 100% of the time? Of course not. You'll always run into the "ZOMG SANDBOXES R UBAR, LEVELS AREN'T LEVELS IF YOU DON'T CALL THEM LEVELS!" crowd like Lantyssa. Blizzard seems to have made the design choice of saying to people like Lantyssa "Hey, great idea, go find another game, WoW isn't for you." The good news for Blizzard is that they've found a pretty popular game type and have regularly prodded their customer base into playing that game type and have had a lot of success doing it. Anyways, I'm sure you didn't read any of that, which is cool, I'm not worth reading anyways. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 08:04:36 AM Its the content itself that provides success, not pushing people to it. Of course pushing people into playing a game that sucks isn't going to be successful. You have to have a fun game. One would assume that the developers of these games think their games are fun to play, even if they aren't. BoP is a solution to the problem of how do you get your players to play the game you've created and think is fun. It does not, in any way, guarantee that the game is fun. If AoC isn't fun BoP isn't going to help them, but then, if AoC isn't fun allowing people to spam "WTB FBSS!" in Old Tarantia isn't going to help them much either. Title: Re: The Patch Thread. Post by: Dren on August 01, 2008, 08:38:01 AM The BoP debate is tricky and has probably just as many advantages as disadvantages. However, the BoE issue is pretty straight forward to me. I believe it is necessary if you ever want your crafting game to work long term.
UO had an open item use system and while it worked for the first few years of the game, the amount of hording and passing down of items through guilds or just through your own characters made vendoring way too common. The state of the game from then on was that every house had at least 2 vendors with a massive amount of "stuff" for sale. It became a job just to sift through all the crap to find a decent buy. Most of the time, people just wouldn't even bother because they have a multitude of other characters that could either make their own items or pass along like a standard hand-me-down. The market became flooded with supply. I really do not see an advantage to allowing an item to be reused over and over again forever by anyone. I suppose you could put degradation into the game, but it is essentially the same thing and only pisses off those that may have originally purchased or made the item. You basically penalize everyone with item degradation, while BoE helps the original user and just penalizes the rest. To make up for any loss of economy due to items being "used up" upon equip, use a system that can break down that item to be used by crafters to make something else then. It provides yet more activity in the market and allows one to feel like they didn't completely lose all value in their item once they grow out of it. The only other option I can see is binding the item to the original user. Then, forever after, that item will work at 100% capability for that person, but if used by anyone else it will be at some x to xx% less capable. A buyer would then be faced with a full priced NEW item compared to the same item used at a lower price, but with a reduction in capability. That would give the buyers some freedom, while at the same time, the crafters would still have a niche market to play with. You could call it the "Custom Fit" market. Title: Re: The Patch Thread. Post by: Nebu on August 01, 2008, 09:36:43 AM The BoP debate is tricky and has probably just as many advantages as disadvantages. However, the BoE issue is pretty straight forward to me. I believe it is necessary if you ever want your crafting game to work long term. That sums up my beliefs as well. Since itemization requires availability to a limited number of classes for any item obtained, BoE is the best way available to allow characters to acquire the items they need through the economy without having a hugely detrimental effect to the economy of crafting. I'm also supportive of any mechanism that increases the value of crafted items. People that enjoy crafting should be given value for their time investment just as those that enjoy adventuring for their spoils. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 09:54:08 AM People that enjoy crafting should be given value for their time investment just as those that enjoy adventuring for their spoils. In games that have that as a primary (or even a secondary) focus of design, then sure. AoC (and WoW) are not those types of games. We have to stop thinking that mmogs have to be all things to all people. I've said this in other threads, but keep the sandboxes out of my DIKUs and I'll keep my DIKUs out of your sandboxes. I personally think Blizzard did a good job by telling the people that don't want to play a game like WoW that they are sorry, but better luck with your next game. It's time to start focusing designs and stop trying to cater to everyone, because it will never happen. Adventure games should reward adventuring, because the development focus and the game play focus will be on adventuring, thus adventuring will be the fun part of the game. Trying to shoehorn a crafter's paradise into your adventure game will only result in a crappy crafting system that no one likes and less development time for your main systems so more risk in the investment there. WoW's crafting system works okay for the game, but it's really just a different form of customization for your adventuring character (via BoP epic gear) and a few ways to grind out raid supplies via harvesting instead of gold farming and buying the stuff at the AH. It doesn't compete with, lets say, SWG's crafting system because that isn't the focus of the game. Making everything BoE in a WoW type of game would result in a lot less playing and a lot more grinding, because the "easy" thing to do would be to grind out gold so you can buy your epic gear, rather than trying those "hard" 10 man raids you keep hearing about that are only for hardcore people. The sooner we realize the crafters and the adventurers want different games, the better off we'll be. Title: Re: The Patch Thread. Post by: Nebu on August 01, 2008, 10:08:55 AM We have to stop thinking that mmogs have to be all things to all people. The sooner we realize the crafters and the adventurers want different games, the better off we'll be. I agree with the first statement but not the second. There are MANY people out there that love the adventure/combat aspect of games but also enjoy crafting as something to dabble in while their grouping friends are offline. I think that there exists a lot more similarity between the two cultures than you're giving credit. Crafters want to be able to adventure when they're not crafting... adventurers often want to craft when they can't adventure/raid. Having both not only adds to the diversity in the game world, it also provides an in-game service to those that prefer one over the other without wanting them to exclusion. Title: Re: The Patch Thread. Post by: tazelbain on August 01, 2008, 10:11:42 AM Making things BoE and BoP will have the exact opposite effect of slowing inflation. There will be fewer available options, so the prices will go up for any desirable items. That is not inflation, but supply and demand. Prices went up because supply decreased. Now if prices went up because of an increase in the supply of money that be inflation.Title: Re: The Patch Thread. Post by: Sir T on August 01, 2008, 10:15:48 AM We have to stop thinking that mmogs have to be all things to all people. The sooner we realize the crafters and the adventurers want different games, the better off we'll be. And those games will never be made, because no guy that scrabbling for investor money will be able to say "well yeah this is a great game for those that like co- op questing, but will be lousy for PVP" Hes going to say "yeah everyone will be able to enjoy this! Our classes are so balanced and well thought out for PVP and quest support!!! EVERYONE will want to join in!" And can you see that in an ad campaign to get initial subs? Maybe on the other side of never. I'm getting tired of people mentioning WOW. Blizzard have cart loads of cash, unlimited time and hookers and the same rules just don't apply to them as everyone else. Title: Re: The Patch Thread. Post by: cevik on August 01, 2008, 10:18:59 AM Having both not only adds to the diversity in the game world, it also provides an in-game service to those that prefer one over the other without wanting them to exclusion. But to expect the system to be fully fleshed out on both sides only results in disappointment all around. You will not ever have SWG's crafting system in an adventuring game like WoW, nor will you ever have WoW's adventuring game in a crafting game like SWG. Blizzard knew where their strengths were and they pushed the players towards those strengths with rewards. They punished the players that tried to play the game differently. Sure, some people left thinking "I got punished for trying to play the game MY WAY", but it was a necessary evil, you can only do so much with your design before the scope of the project becomes so overblown that you'll end up with Horizons, or worse, LotRO, or even worse, SWG (I did that just to piss you guys off, you're so easy!). I think there is a nice balance for my playstyle with WoW. It forces people to go out and adventure for most everything, but there is plenty to do in the crafting system if you just need a night off. I spend a lot of time flying around harvesting, my wife spends a lot of time transmuting and crafting pots. We both spend a lot more time dungeon running together. It's a good thing on the later part, because dungeon running is where all of WoW's fun and focus is. If everything was BoE we could just harvest/craft and buy everything and miss most of the fun in the game, and to be honest, I probably would (I, like most everyone else, always take the path of least resistance). However, there are a large number of people (like probably at least 10, most of them LARPers) that want a game that you can sit around and do nothing but craft. Those people should have their game, they honestly think they really want it. Good for them, but don't try to get it mixed up in my adventure game. :) Title: Re: The Patch Thread. Post by: Nebu on August 01, 2008, 10:21:54 AM But to expect the system to be fully fleshed out on both sides only results in disappointment all around. You're correct again. Keep in mind that there exist many, very vocal people that would also be disappointed if they got exactly the game that they had asked for. Title: Re: The Patch Thread. Post by: Draegan on August 04, 2008, 12:05:53 PM However, there are a large number of people (like probably at least 10, most of them LARPers) that want a game that you can sit around and do nothing but craft. Those people should have their game, they honestly think they really want it. Good for them, but don't try to get it mixed up in my adventure game. :) I'm just posting to agree with this. Keep your sandbox out of my DIKU and vice versa. Everyone find their own game. I always try to have this discussion on other forums on game design, and the crafters always get bent out of shape when I tell them to keep your crafting out of my adventuring game. Title: Re: The Patch Thread. Post by: Lantyssa on August 04, 2008, 01:30:03 PM Making things BoE and BoP will have the exact opposite effect of slowing inflation. There will be fewer available options, so the prices will go up for any desirable items. That is not inflation, but supply and demand. Prices went up because supply decreased. Now if prices went up because of an increase in the supply of money that be inflation.When a deal is available, it's bought and resold at the higher price. (Kind of like house flippers, but without any improvement. So more like the stock market...) The only way to break the cycle is to have someone who can consistantly produce the item sell it at a lower price, and for a long enough period, such that the market readjusts itself. It's a very deliberate act on that person's part though, and once they leave the market the item price begins to jump again. I've done it before, way back when in SWG, but couldn't keep pace with it for long. Also pick on the person who first claimed over-abundance would cause inflation if you want to get nit-picky about terms. :-P Title: Re: The Patch Thread. Post by: Falconeer on August 21, 2008, 10:53:59 AM Preliminary Notes for August 27th patch:
Quote Update Notes August 27th, 2008 Patch Preliminary Patch Notes for August 27th Patch **These notes do not necessarily reflect the final version that will be deployed on Live** GENERAL * Several client crash and assertion error causes were addressed. * The Noble Villas have been optimized. Some players should experience a noticeable increase in performance. * Shield of the Risen will now be given to new characters when they reach level 5. * Facial expressions have been added to a number of emotes. * Female characters can now use the "pointdown" emote. * The following emotes now work for both male and female characters: cheer, excitedclap, excited (formerly jig_f), flirt, hugefish, lightheaded, pushaway, trance. * Players will now use the crawl animation when sprinting while swimming. CLASSES * You may now have up to two Team Heal effects (Renewal, Healing Lotus, Emanation of Life, and Martyrdom) running simultaneously. Priest (General) * Vindicator will now properly affect Soldiers who joined a group in Defensive Stance. Rogue (General) * Quick Dismount will no longer go on cooldown if used while moving. * Quick Dismount will now work even with weapons drawn. * Using Quick Dismount while riding a mammoth or a rhino will now result in an actual dismount, rather than just an ability cooldown Assassin * Assassination (2) buff will now properly appear in the Buff GUI instead of the debuff GUI. * All Assassin combo damage and stamina costs have been rebalanced to match some newly adjusted animations. * From the Darkness and Ambush should now occur correctly, when performed from stealth. Barbarian * Cyclone of Steel II is now usable only with the correct weapon type. * Ambidextrous will now increase off-hand chance by 2%/4%/6%/8%/10% per respective rank. Conqueror * Rend Flesh's bleed effect will now stack in the proper order. * Changed the name of the feat 'Improved Wrath' to 'Improved Fire Weave.' * Changed the name of the feat 'Lingering Wrath' to 'Lingering Fire Weave.' * Changed the name of the feat 'Skirmisher' to 'Fleet of Foot.' Dark Templar * Invulnerable Soul now increases the amount of damage absorbed by Covenant of Invulnerability by 2/4/6/8/10 points per respective rank. Demonologist * Fires of Gehenna will now have a 1 second cooldown applied to it after using Greater Flames. * Chaotic Blast's damage component can now perform critical hits. Guardian * The Defiance heal effect will now use the proper icon in the buff GUI. * Impale combo now has a squelchy fleshy sound when used. Herald of Xotli * Tweaked the animation played for Pillar of Infernal Flame. * Burn to Death I, Molten Steel Slash I, Pillar of Infernal Flame I now have new icons. * The duration of the Flame Tongue buff has been increased from 8 seconds to 10 seconds. Necromancer * Blasphemy's cast time has been reduced to 2 seconds. * Touch of Winter will no longer overwrite Ice Shackle's snare effect. Priest of Mitra * Empowered Repulse should also increase the length of the knockbacks by 1 meter for each point. * Holy Conquest's bonus holy damage on the Devotional Prayer spell will now properly affect teammates. * Channeling spells now use correct amount of mana per tick. Players should no longer be able to cancel spells early and recast them for a reduced mana cost. Ranger * Cripple and Cripple Enemies now have new icons. * Flesh Ripper and Piercing Shot IV now have new icons. * Leghold Trap should no longer ignore Root Immunity. * Traps should not triggered by corpses anymore. Tempest of Set * Inner Charge will now properly remove its effect after casting Lightning Strike. * Set's Life Spark will now wait until you are fully dead before trying to resurrect you. COMBAT * All Channeling spells now use mana, even if it is a small amount... * The base Immunity chance on all players is now 5%. * The base Immunity cap on all players is now 15%. * Sidestep will now increase the player's Immunity Cap by 10%. * You can no longer go into hiding while fighting a much lower level NPC. * Fixed a bug where, if your current target went into hiding, you wouldn't be able to target him again when he reappeared unless you'd targeted something else in the meantime. * Combat transitions for all characters dual-wielding any combination of weapons should now be smoother. * Female polearm users who double tap should see a correct animation. * Charge can no longer be used on non-alive targets. * All weapons should now work correctly with the combos available to that weapon type. (ex. Guardian combo Slaughter). * Combo timers are now adjusted to not time out when the server lags. * The female charge animation has been corrected to not throw the female backwards anymore. GUI * When shift-clicking a character name in chat, information about that player will be shown in yellow in the same window you clicked in. * Players should no longer see duplicated buff icons for some abilities on their clients. * The modified damage multipler in various tooltips now shows up with percent values, as intended. * Combo and spell tooltips should always display with gray text now. * Maps updated for Tortage Island, Tortage Day, Tortage Night, and the volcano. * You will now see an onscreen message when you cast a targeted spell without a target. * Combos should now show more information about what they are doing. Also, the order in which this information is displayed has been changed. GUILDS * Fixed some visual issues for player city buildings. ITEMS * Fixed an issue with tier 5 one handed edged weapons. These can now all be dual wielded. * All vendor-bought resources purchased will appear in the "Bag" tab and not the "Resource" tab of the inventory. * Sacrarial Cabochon Iolite will now give the proper invulnerability bonuses. * Cotton and Cottonwisp can no longer be found on NPCs. * Guardian tier armor wrist and gauntlet pieces will now give bonuses to polearm and 1h weapons. * Fire and Glory spear is no longer tiny. * Loot has been distributed to the new chests in Atzel's Fortress. * Bloodsire Boots should no longer cause weird ankle animations. * Dark Templar raid armor, such as Gauntlets of Baleful Blood, now only gives bonuses to 1h weapons. MOUNTS * Mounting rhinos while having your weapons drawn should now work. NPCS/MOBS * Removed long range bows from NPCs. * Npcs will not try to attack players that have left the playfield anymore. * (Eiglophian Mountains) Chief Uruk'A has dinged, and is now a higher level! * (Imirian Ravine) Blade Champion Krol should now reset properly. * (Imirian Ravine) Deatheater Setmorpok has had his name changed to Deatheater Setkanh. * (Kheshatta) Scorpion Archers should now behave normally, and exit stealth when agroed. * (Kheshatta) Selkhetite Archer spells damage has been changed, and has been nerfed to proper values. They should also no longer bypass damage deflection (Such as PoM Hand of Mitra) * (Scorpion Cave) Scorpion Abomination should now regenerate health less frequently. * (Tarantia Noble) Fading Black horses should now have animations. * (Tarantia Noble) Aviton's pants are no longer clipping with his tunic. * (Tarantia Noble) The Nemedian Archers have decided to use arrows again. * The spell Sabazio's Constriction cast by the Blood Constrictors in the Sabazios encounter will now damage players as intended. * Agroed deer should once again have animations while chasing you. * Yetis have had their textures corrected. * Gameplay in the Tarantia Noble Disctrict Villas has been updated. * Bosses in the Main System are no longer mezzable. * Har-Shebesh should no longer become passive in some rare situations. PVP/ MASSIVE PVP Massive PVP * You will no longer incorrectly learn a siege camp resurrection point when you are not in a guild. * Ballistas will now properly despawn after a tower is destroyed. * You can now attacking Siege Buildings with melee, spells, and siege weapons. * Several collision fixes done for Battlekeep buildings. PVP * All members of a murderous group now receive the full penalty, instead of sharing it. * Minigames - You will no longer be able to have different tier players in your team when your team joins a match. * Minigames - Buffs for carrying the Skull have been renamed to 'Carrying Skull.' QUESTS Destiny Quest (Priest) * Awakening II: Defend the townsfolk - Waymarker changed to an area waymarker so it's easier to spot. Destiny Quest (Rogue) * Awakening III: The Tortage Keep instance has been revamped slightly. * Awakening III: Ulric should no longer sleep with his eyes open. General Quest * (Atzel's Approach) War Standard - Should have a slightly more interesting quest ending. * (Atzel's Approach) Kidnapping and Torture - Added feedback when interacting with the last palisade. * (Conarch Village) Rotten Molars - The drop rate on teeth has been changed. Now 2-4 teeth will drop per mob. * (Eiglophian Mountains) Flowers of the Snow - Corrected waypoint for returning to Nola. * (Eiglophian Mountains) Rithrall will now speak to the player in the quest 'Convincing the Hunter'. * (Field of the Dead) The Price of Treason - Quest item added. * (Field of the Dead) The Rescue of Isobail II - Now has a more accurate waypoint. * (Field of the Dead) The Curse of the Werewolves - Now has a larger area waypoint. * (Kheshatta) Grim Grey God - Added animations for interacting with the sarcophagi and pedestals. * (Kheshatta) "Heady Kaphil Liquor", "The Spice in the Sand", and "Anuket Spring Water" quests have had item respawn rates tweaked. * (Kheshatta) The Abomination - Item rewards will now be given out correctly. * (Khopshef) The Aberration - Hamadi should now patrol correctly at all times. * (Khopshef ) The Dead Devotee of Derketo should no longer be selectable when you are not on the quest. * (Khopshef) The Slave Rebellion - The cage key will now drop correctly. * (Scorpion Cave) Quest "The Four Accursed Keys" has had it's goal coordinates set properly. * (Tarantia Noble) Catus for the quest "Nobles of Tarantia" has been moved, and the quest coordinates updated. * (Thunder River) Moonshine - An Empty Bottle will now be spawned in the player's quest inventory when starting the quest. * (Thunder River) The Kitten - The bottle of milk now has an icon. Also, the cat now correctly patrols and eventually despawns * (Villa Verde) The quest "Noble Valuables" has been changed. Vandal Despoilers will drop the loot bags now. * (White Sands) Garden of Cursed Mysteries can no longer be completed outside the search area. TRADESKILLS * Slotted gems should now appear in armor consistently, even after zoning. * "Padparasha" gems have been renamed "Padparadscha". * The tradeskill merchant Graehm in Lacheish will now sell Common Thread. * Resource & Gathering: The chance to get rare resources from tier 1 and tier 2 resource nodes has been increased. * Teardrop Amethyst now requires the correct gem, Flawless Amethyst. WORLD DESIGN * Atzel's Fortress has been re-textured and re-lit. * (Poitain) Rocks near buildings can no longer be scaled. * (Tarantia Noble) Several texture issues on buildings were corrected. * (Tarantia Noble) The climbing point in Villa Amiel is now functional. * (Tarantia Noble) It should no longer be possible to clip your camera through the wall in the Catacombs. * (Tarantia Noble) Both Torches and Braziers have had their names fixed. * (Tarantia Noble) Numerous collision fixes done here to improve movement through areas. * (Tortage) The Seadog Mansion now has a proper roof. * (Tortage) Added some fish in the ocean outside the beach. * (Tortage) The Coastal Caves have been revamped to make it easier to find your way around. * (Tortage) All ladders should be usable and work correctly. * (Tortage Night) Players should no longer be able to climb outside the playfield. * (Wild Lands) Fireplace flame effects should no longer be visible on house floors. GENERAL * Tradepost - The sales commission is now added to the price of the item and withdrawn from the buyer. * Tradepost - You will no longer be charged a fee for changing the price of your item. * Corrected several typos in dialog in many areas. CLASSES Rogue (General) * Agile Mind is now a clickable. The cooldown is 9 minutes, and is reduced by 3 minutes per rank. * Escape Artist will now always work. The cooldown is now 3 minutes, and is reduced by 1 minute per rank. Barbarian * Thirst For Blood will now properly increase the player's Stamina Regen values. * Arcane Marauder will now properly drain mana with 4 feat points invested. * Buffs from Reaver Stance will now display a stack count in the GUI. * Buffs from Blood Rage Stance will now display a stack count in the GUI. Bear Shaman * Blood Champion will now give the proper buff effect when one point is invested in the feat. * Blood Champion will now proc off Blood Flow (Rank 1). Conqueror * Rend and Tear will now improve the damage over time effect from Bloodbath I. COMBAT * Frenzy and Defensive stance no longer persist after zoning. * Pressing ESC to abort a fatality will not make it appear that your opponent is dead anymore. * Pets will now teleport with you when you zone. * When you die, all the pets that were alive will respawn when you ressurect. GUI * The time display while in Tortage Underhalls at night should now be correct. * PvP health/mana/stamina taps will now be displayed as intended in tooltips. * The red skull should always appear over your own head when you are murderer. * Items that you can not use no longer prompt you regarding their BoE status. GUILD * /guild should now always work after zoning. MOUNTS * When you dismount a horse, your regular runspeed will always be applied. NPCS * (Lacheish Plains) Farghan no longer has looping dialog. * Emotes and camera angles have been implemented to all 11 tradeskill dialogs. PVP * PvP XP is now only given if the opponent player is above gray con to you ( ie. no more than 7 levels below you or higher, and cons a color to you). * Murderpoints are now given if the player you kill is more than 7 levels below you. (ie. that player cons gray to you). * If under attack while you have Shield of the Risen active, out of combat regeneration is no longer stopped. This stops a griefing technique where spawn campers could stop you regenerating. * Grouping or trading with criminals will reset your criminal timer. * PvP levels gained will be shown as an onscreen message. * PvP damage has been further tweaked to do less DPS than the damage done in PvE. Massive PvP * The gate will now display a message when the damaged state is preventing you from opening it. * City gates are now functional until the gate is heavily damaged. * The city gate will no longer receive an extra lever after repairing it. * It's no longer impossible to repair a destroyed city gate. QUESTS * (Conall's Valley) The Gambler's Gambit - The collision in the Spider Cavern has been fixed, and it is once again possible to pick up the debt money to finish this quest. * (Destiny Quest - Priest) Awakening II - The Red Hand Inquisitor Leader will no longer spawn above level 20. * (Destiny Quest - Rogue) Awakening I - You should now be able to stealth without every guard spotting you. * (Destiny Quest - End Battle) The Red Hand High Priest will no longer spawn above level 20. * (Khopshef) The Roots of the Earth - Quest goal has been updated with correct name, Darkroot. * (Lacheish Plains) Brandoc Village - The waymarker for this quest has been made more visible. * (Pyramid of the Ancients) Dangers of Decadence - The key is now removed your inventory when you free Shali. * (Tarantia Noble) Paetus and the Nemedian Crown IIII is now named Paetus and the Nemedian Crown IV. * (Tortage Underhalls) Gold and Gore - Looting rings from corpses should work correctly. TRADESKILLS * Reduced the bonuses granted by all Invulnerability, Evade, Fatality, Offhand Chance, and Damage gems by a significant amount. * Alchemist Cache no longer contains the easily accessible vendor-bought resources. * The Skinner dialog now works,and resolves the quests to allow you to continue in the class. Title: Re: The Patch Thread. Post by: Falconeer on August 21, 2008, 10:59:17 AM Oh, and a sample of the incoming sets. This is the assassin's.
(http://img401.imageshack.us/img401/6458/assapic3dg0.jpg) Title: Re: The Patch Thread. Post by: Falconeer on August 29, 2008, 11:35:27 AM PvP patch delayed again, again, again, to September 10th. Just 6 days before Warhammer.
I tried to think of startegies, but I came to the conclusion that they are just that stupid, incoeherent and random. Title: Re: The Patch Thread. Post by: Khaldun on September 04, 2008, 12:29:23 PM I think that's about right. Funcom just seems like a really dysfunctional company.
By the way, they've gone down the path of much madness in their plans, by trying not just to balance the game as a whole, but announcing a separate balancing for PvP and PvE (by changing how much DPS is done in each). That alone is asking for a big failure forever, because it means you're not really deciding which activity is the REAL point of your game, but pretending that somehow you can develop both equally and separately. Title: Re: The Patch Thread. Post by: Rishathra on September 04, 2008, 08:41:19 PM EQ2 does that, successfully, I believe. So the concept isn't itself flawed. Whether Funcom can pull it off though...
Title: Re: The Patch Thread. Post by: Falconeer on September 05, 2008, 06:58:58 AM I will keep it brief because I am in shock, but seems like with the next patch:
1) PVP XP will be finally enabled. With it you can buy 1 set of PVP equipment (nice looking but there's just one, so every class will look EXACTLY the same until the next batch of stuff). 2) You will get diminishing returns for killing the same player more than once, in OPEN WORLD. 3) You WON'T GET diminishing returns for killing the same players in MINIGAMES. Sounds like a bad april's fool but apparently it's true. They are cramming all the pvpers out of the Border Kingdoms and INTO minigames' cages (Battlegrounds). Minigames where you have 1 (I mean, one) annihilation map. A very small one. Title: Re: The Patch Thread. Post by: tazelbain on September 05, 2008, 07:27:51 AM :uhrr: :ye_gods::drill:
Funcom sure has its finger on the pulse of PvPers. Title: Re: The Patch Thread. Post by: tkinnun0 on September 06, 2008, 04:00:03 AM Sounds like someone up the chain said: "we promised PVP but we haven't delivered. Deliver now!" Which is sad, because it's their PVE that could really shine.
Title: Re: The Patch Thread. Post by: Falconeer on September 10, 2008, 02:03:22 AM It's almost unbelievable (or very logical market-wise, as it was going to be buried under the Warhammer beta fuss), but they delayed the PVP (and not just pvp) patch again, 6 days more.
It's the Duke Nukem Forever virus, Team Fortress 2 variation (with 2/3 of Darkfall added to the mix). Title: Re: The Patch Thread. Post by: Falconeer on September 11, 2008, 11:38:06 PM I will keep it brief because I am in shock, but seems like with the next patch: 1) PVP XP will be finally enabled. With it you can buy 1 set of PVP equipment (nice looking but there's just one, so every class will look EXACTLY the same until the next batch of stuff). 2) You will get diminishing returns for killing the same player more than once, in OPEN WORLD. 3) You WON'T GET diminishing returns for killing the same players in MINIGAMES. Sounds like a bad april's fool but apparently it's true. They are cramming all the pvpers out of the Border Kingdoms and INTO minigames' cages (Battlegrounds). Minigames where you have 1 (I mean, one) annihilation map. A very small one. Removed on testlive. Minigames will get diminishing returns. Title: Re: The Patch Thread. Post by: Falconeer on September 15, 2008, 12:03:39 PM Delayed again!
:why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :pedobear: Title: Re: The Patch Thread. Post by: Mrbloodworth on September 15, 2008, 12:25:32 PM (https://webspace.utexas.edu/warnerwt/picard-facepalm.jpg)
Title: Re: The Patch Thread. Post by: Falconeer on September 15, 2008, 12:59:15 PM While this is OBVIOUSLY a hoax aimed to keep the PvP patch away from the Warhammer launch while retaining more subs as possible, the facepalm part is that they keep delaying it less than 12 hours from the intended time.
Quote "Latest Information about the Update: The latest build of the next update has been tested last week and over the weekend. Today we encountered an issue with the combat system which needs to be investigated in detail before we can decide if the update is going to the live servers or if the issue needs to be resolved first. Due to this we will not update the live servers tomorrow (Tuesday). We will announce any new development with the update status on the official forums as well as the launcher tomorrow as soon as more details become available." The way they are clearly cheating their paying playerbase is despicable. Title: Re: The Patch Thread. Post by: Falconeer on October 01, 2008, 11:33:05 PM Preliminary patch 3 notes.
Quote Update 3 Notes Preliminary Update Notes for Update 3 **These notes do not necessarily reflect the final version that will be deployed on Live** GENERAL * Fixed several causes of crashes and assert errors. * Many exploit fixes have been included in this update. * The drunken animation will now play when you are seated. * All reactive damage and healing gems can now proc their effect a maximum of once every 5 seconds. * The logout timer has been changed from 30 seconds to 15 seconds. * Female characters should no longer display jaw movements when idle. * After each language change on your client, all skill/ability/spell items will now update to the proper language. * Fixed a cursor lockup issue that occurred with invert right mouse button. * The following emotes now work for both male and female characters: cheer, excitedclap, excited (formerly jig_f), flirt, hugefish, lightheaded, pushaway, and trance. * Male characters doing /emote clap will no longer play two different clapping animations on top of each other. * Fixed the OOC chatgroup; you can now talk to any players in any instance of the same playfield you are currently in. * The Field Manual has had several text errors corrected. * Fixed an issue where you did not drown when swimming under water for a long time. * Fixed an issue where some players heard random audible sound clicks. * Party people rejoice - proper drunkenness has been implemented! * We now have much more variety with combat music, with different combat music playing according to what playfield the player is in. * /stuck now checks to see if you could move normally before trying to make you unstuck. * /follow should work after zoning, while grouped. * Jumping into water will no longer drain stamina. * Logout will now be canceled by moving. * Last played character will now have focus when you log in to character selection. * Female "burning" emote should now be of equal length to the male one. * Many of the spells used by raid bosses will now ignore line of sight-checks, thus making it impossible to avoid them by hiding behind pillars and such. * Many of the spells used by raid bosses will now be impossible to fully resist. * Added sounds to male and female characters' drunken states. * You are no longer able to use the Search ability while mounted. * When performing a running jump, players should no longer experience a short animation-freeze if they release the forward movement key just before they landed. * Using /emote track with a female character will now play a tracking animation. * Drunk players should no longer have access to obscene emotes. * When jumping into water, all action animations are aborted. * The emotes 'thirsty' and 'shakehead' should now properly animate for Female characters. * The 'squat' emote should no longer show up twice in the emote-list. * Fixed an issue that could cause two players zoning at the exact same time to be invisible to each other once zoned. * Seven emote animations have received a visual make-over to prevent clipping issues. * Fixed an issue with hiding on a bridge. COMBAT * Shield of the Risen has been changed to make resurrection pads safer. It will now not time out if you are within close distance to a resurrection pad, unless you perform a hostile action or get hit by an NPC. * Pet users: Your permanent pets will now follow you when you zone, and if they are alive when you die, will reappear when you resurrect. Temporary pets do not follow you when zoning, nor reappear after your death. * For each attack in the combo chain that you do without a valid target, your end damage (on the combofinisher) is reduced 15% pr miss. * Improved the animation quality of weapon physics when out of combat. * Corrected animations for weapons being drawn and sheathed with the blade facing the wrong way. * Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode. * Soldier classes : You can now toggle off Frenzy and Defensive stance while standing with your weapons sheathed. * When aborting an attack, the combo is now fully aborted instead of reverting just that one attack in the combo chain. * Players and npcs should not get visually stuck in their magic animations anymore. * Pets will again take up positions slightly behind you. * Adjusted the pet placement to allow the pets to bunch up a bit more. * If resurrected with a spell, you are not silenced anymore after the resurrection is done. * Further tweaked the visual clientside lag for white damage that affected longer chained combos. * You should not be able to break fear or stun by spamming attacks/combos anymore. * Casting concentration will once again have an effect. * A number of clickable abilities have had their criteria checks changed to no longer allow them to be used while affected by crowd control abilities. * Starting sneak and rest at the same time should no longer result in the client thinking the character is doing both. Sneak should now correctly cancel on the client when resting. * You can now only receive the benefit from Momentum (double-tap forward) and Sidestep (double-tap sideways) once every 6 seconds. * Both male and female characters will now display the correct animation when using the Search ability while in combat. * Added a 6 second internal cooldown to the double-tap backwards Evasion buff. * The double-tap backwards evasion buff now increases evade chance by 25% (down from 50%). * When pets turn 'green' because the owner is not on the observers client, they will still be able to be damaged by enemies. * Combos with special targeting (that have bigger range than normal, or can hit people behind you) will now hit targets in the extended range even when there are no targets in your normal weapon cone. * Some hand/shield clipping issues in defensive stance and active blocking have been fixed. * Fixed a bug that caused aborted multihit attacks to not show (clientside only) the cooldown of the combo, if the combo would not have hit anything. * Moving due to following another player will now cancel any spells you're casting. * Pets have gotten a soft distance cap based on the distance between the owner and the target. When the distance of 40+ meters is passed, the pets will start considering turning back. * Pets will no longer try to attack dead targets. * Pets are no longer affected by shields. * When others hit your pet with spells or physical hits, the combat messages should go to their correct channels. * Offhand weapons will now deal their correct damage type when they proc. * Fixed melee pets so they can attack destructibles. Fixed spellcasting pets so they will do spell damage (DPS hit) on destructibles. * Enemies that die during a multihit attack will now immediately cancel their own attacks/combos. * If a character hides when someone charges towards him/her, the charge attack will not deal damage. * Pressing block to abort a double-tap dodge will also abort the buff you get from it. * The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type). * Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end. * It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied. CLASSES Mage (General) * Tome of Erlik feat has been renamed to Ability - Tome of Erlik. Priest (General) * Shroud of the Gods feat has been renamed to Spell - Shroud of the Gods. Rogue (General) * Fixed the cooldown of Cheat the Reaper. It will no longer refresh itself if the character dies repeatedly within the cooldown. * Wiles will now give a proper clickable again. * Brutality will now give a proper clickable again. * Escape Artist will now give a proper clickable again. * Cheat the Reaper will now wait until you are fully dead before trying to resurrect you. * Excellent Balance feat has been renamed to Ability - Excellent Balance. * Second Wind feat has been renamed to Ability - Second Wind. * Escape Artist feat has been renamed to Ability - Escape Artist. * Wiles feat has been renamed to Ability - Wiles. * Ambush feat has been renamed to Ability - Ambush. * Brutality feat has been renamed to Ability - Brutality. * Agile Mind feat has been renamed to Ability - Agile Mind. * Trickery feat has been renamed to Ability - Trickery. Soldier (General) * Soldiers can no longer change their stance while stunned. * Soldiers can no longer change their stance while feared. * Volcanic Rage feat has been renamed to Ability - Volcanic Rage. * Hateful Strikes feat has been renamed to Ability - Hateful Strikes. * Goad feat has been renamed to Ability - Goad. * Cunning Deflection feat has been renamed to Ability - Cunning Deflection. * Goad Mob feat has been renamed to Ability - Goad Mob. Assassin * Death's Gaze will now always fear the target. * Death's Gaze fear effect will now snare the target by 50% for the duration of the fear. This snare effect does not apply snare immunity and is not restricted by it. * Unholy and Poison Stance will no longer be removed upon death. * The naming convention of several abilities has been adjusted. Cat's Paw feat has been renamed to Ability - Cat's Paw. Flesh Necrosis feat has been renamed to Ability - Flesh Necrosis. Golden Lotus Extract feat has been renamed to Ability - Golden Lotus Extract. Lotus Overdose feat has been renamed to Ability - Lotus Overdose. Opportunistic Strike feat has been renamed to Ability - Opportunistic Strike. Kidney Shots feat has been renamed to Ability - Kidney Shots. Curse of the Lotus feat has been renamed to Ability - Curse of the Lotus. Corrupting Strikes feat has been renamed to Ability - Corrupting Strikes. * Soul Prison feat has been renamed to Ability - Soul Prison. Life Leech feat has been renamed to Ability - Life Leech. Vampyric Nature feat has been renamed to Ability - Vampyric Nature. Necrotic Leech feat has been renamed to Ability - Necrotic Leech. Lunge feat has been renamed to Ability - Lunge. Soul Strike feat has been renamed to Ability - Soul Strike. Death's Gaze feat has been renamed to Ability - Death's Gaze. From the Darkness feat has been renamed to Ability - From the Darkness. Avatar of Death feat has been renamed to Ability - Avatar of Death. * Clarified the tooltip and combat log for the Blindside ability to show that the target is the one losing the stamina specified. Barbarian * Back in the Fray will no longer go on cooldown when it fails to activate. * Finishing Blow's minimum range to execute has been reduced from 8 meters to 0.5 meters. * Finishing Blow's maximum range to execute has been changed to 20 meters. * Increased duration of Paralysis root from 6 seconds to 9 seconds. * No Escape ability will now work a bit better. * Paralysis feat will now have a link showing its effect in the tool tip. * All ranks of the snare gained by the feat Staggering Punch last the same amount of time. * Investing points into Staggering Punch now increases the snare effect. The effect is now 20/40/60%. * Dying after Unstoppable procs will no longer prevent it from activating again. * Corrected a few instances where a player might find himself unable to hide when the ability was available. * The naming convention of several abilities has been adjusted. Impale feat has been renamed to Ability - Impale. Armageddon Falls feat has been renamed to Ability - Armageddon Falls. Dance of Death feat has been renamed to Ability - Dance of Death. Blood Rage feat has been renamed to Ability - Blood Rage. * Eyes of Madness feat has been renamed to Ability - Eyes of Madness. No Escape feat has been renamed to Ability - No Escape. Finishing Blow feat has been renamed to Ability - Finishing Blow. Unstable Mind feat has been renamed to Ability - Unstable Mind. Swarm Fighter feat has been renamed to Ability - Swarm Fighter. Rampaging Horde feat has been renamed to Ability - Rampaging Horde. Thirst for Blood feat has been renamed to Ability - Thirst for Blood. * Welcoming Death feat has been renamed to Ability - Welcoming Death. Predatory Instincts feat has been renamed to Ability - Predatory Instincts. Berserker feat has been renamed to Ability - Berserker. Too Many To Count feat has been renamed to Ability - Too Many To Count. Haste feat has been renamed to Ability - Haste. Bear Shaman * Crush Armor combos should now display the spinning, exploding shield visual effect again. * Weight of the World feat has been renamed to Ability - Weight of the World. * Blood Champion feat has been renamed to Ability - Blood Champion. * Ursine Rush feat has been renamed to Ability - Ursine Rush. * Censuring Strike combo will now include left attacks. Conqueror * The Annihilate ability will now apply correctly to the combo Batter Aside IV, and to the combo Throat Slash using a two-handed weapon. * Remorseless Aggression will now properly affect the cooldown of Improved Feint Attack III. Dark Templar * Dark Burden will no longer remain in your spell book after untraining feats. * Consuming Bulwark will now have a chance to proc off all physical attacks. * Touch of Death feat has been renamed to Ability - Touch of Death. * Ritualistic Bloodshed feat has been renamed to Ability - Ritualistic Bloodshed. * Rite of Blood will no longer partially activate and go on cooldown. * Mind Wrack will no longer give NPCs stun immunity. * If you parry, evade, block, or your attacker misses, it will no longer affect your absorb shield. Demonologist * Storm Chains casting time has been reduced from 2 seconds to instant. * Thunderclap should now always tick 5 times. * Blessing of Amher will now properly increase the damage of Inferno of Amher at all ranks. * Shrink is now a permanent buff on the caster. This effect on the pet effect will not be able to be removed, but will be fixed in an upcoming update. With pets now zoning with you, we feel it is better to get Shrink persistent for those who choose to use it. * Forced Summoning is now a permanent buff on the caster. This effect can be toggled by canceling the buff in the GUI. * Demonologists now have a spellweaving of their own. * Living Thunderstorm feat has been renamed to Spell - Living Thunderstorm. * Living Firestorm feat has been renamed to Spell - Living Firestorm. * Inferno of Amher's minimum damage has been increased. The max damage has been slightly lowered. * Shockblast (Rank 3) splash damage has been lowered slightly. * Living Firestorm's nuke has been renamed to Firestorm. Guardian * Skewer has a new and more fitting animation. * The Impale ability will now trigger the correct cooldown on Charge, Stunning Charge and Impale, and the cooldown will also be lowered by the Momentum feat. * Battle Cry feat has been renamed to Ability - Battle Cry. * Stunning Charge feat has been renamed to Ability - Stunning Charge. * Stand Your Ground feat has been renamed to Ability - Stand Your Ground. * Sacrifice feat has been renamed to Ability - Sacrifice. * Intervene feat has been renamed to Ability - Intervene. * Juggernaut feat has been renamed to Ability - Juggernaut. * Disarming Aggression feat has been renamed to Ability - Disarming Aggression. * Impale feat has been renamed to Ability - Impale. Herald of Xotli * Combos Fire Lance and Flame Lash should now produce fatality animations. * The size of the blood pits spawned by the Blood Pit feat has been increased. * Roots of Hell now increases the Herald's weight while polymorphed to Light/Medium/Heavy armor equivalents. * Fire Lance feat has been renamed to Combo - Fire Lance. * Avatar of Xotli feat has been renamed to Spell - Avatar of Xotli. * Hell on Earth feat has been renamed to Spell - Hell on Earth. Necromancer * Your pets will no longer automatically defend themselves (but they will still defend you if you are attacked). * Added an initial tick to Mark of the Devourer. * The tooltip for Malefic Chant feat now shows up as intended. * Ritual of the Lich should now have a (short) animation on execution. Priest of Mitra * When casting Manifestation of Mitra, you should actually see Mitra manifesting. Ranger * Pitch Pot is now working. * All ranger traps now have a 45s cooldown. * Global trap cooldown reduced to 5 seconds. * All trap effects should affect up to two targets. * AoE range for all trap effect is 5 meters for any rank. Spending more feat points in trap feats will increase the trap size like before. * Fire trap damage increased. * Sulfurous Burst has been changed into a ground target effect. Also, the damage has slightly increased. * Tracking window will no longer persist after logging out. You should only have one tracking window at a time. * Salvo IV will now properly appear in the Deadeye feat tool tip. * Moving will interrupt your attack with a bow. * Ranged multihitcombos now fire off all arrows at the correct time. * Ranged multihitcombos will now deal all the damage correctly when using Focused Fire. * The naming convention of several abilities has been adjusted. Sulfurous Burst feat has been renamed to Ability - Sulfurous Burst. Critical Aim feat has been renamed to Ability - Critical Aim. Marked Target feat has been renamed to Ability - Marked Target. Volley feat has been renamed to Ability - Volley. Fire Trap feat has been renamed to Ability - Fire Trap. Sniper Stance feat has been renamed to Ability - Sniper Stance. Fire Stance feat has been renamed to Ability - Fire Stance. * Splintering Puncture feat has been renamed to Ability - Splintering Puncture. Focused Fire feat has been renamed to Ability - Focused Fire. Blocker feat has been renamed to Ability - Evasive Action. Block & Move ability has been renamed to Evasive Action. Piercing Stance feat has been renamed to Ability - Piercing Stance. Shattering Stance feat has been renamed to Ability - Shattering Stance. Pitch Pots feat has been renamed to Ability - Pitch Pots. * Booby Trap feat has been renamed to Ability - Booby Trap. Absolute Precision feat has been renamed to Ability - Absolute Precision. Flame Barrage feat has been renamed to Combo - Flame Barrage. Tempest of Set * Blood Mana's cooldown timer has been reformatted visually to display an accurate timer in minutes and seconds. * Set's Life Spark will now be removed from your Spellbook after untraining feats. * When a player becomes a Puppet, he will follow the same rules as other pets (cannot be attacked by you, your team, or your raid). * Mark of Set should now have the Avatar of Set when cast. GUI * When others hit your pet with spells or physical hits, the combat messages should go to their correct channels. * Added player tooltips. Player tooltips can be displayed via the mouse or in a fixed location. When in a fixed location they can be made floating (and thus movable) by pressing the 'Toggle character tooltip lock' hotkey. * Combat log will now reveal if and how a mob has evaded your attack. * Shield indication will now appear on targetted players in cases where you are allowed to attack said player. * All loot-chests should now open properly when used, and they will no longer appear to be empty. * The female eyebrow slider in character creation is once again working properly. * Cimmerian women will no longer appear bald when zooming in on their face during character creation. * Spell icons on toolbars are now grey if the user does not have enough mana to cast them. * The pet gui should no longer disappear when zoning in some areas. * You will now receive an onscreen message when your quest journal is full. * Raids : Raid leader can now drag'n'drop raid members between teams using ALT+left mouse drag. Dropping on another member results in a member swap. * Dropping on an empty slot (automatically expanded when hovering over an other team) results in a member movement. * Enable clicking on ground to clear target once again works. * Added new graphics for the more detailed versions of the team list. * Added new option on Interface/HUD options to set the desired team list type. Options are: ---Minimal - the short one used so far ---Normal - bigger HP bars, longer names ---Detailed - Normal + stamina and mana bars * All team list options display all debuffs beside the characters. * Pet list window can now be moved by player, and should not overlap the team gui anymore. * Information about a player's level is now correctly updated on the friends/guild interface and the group window. * Dangling team member indicators are removed from the minimap when the player leaves the team. * Changing loot mode for raids now works correctly. * "Item Level" will no longer be displayed if there's no item level to show in an item tooltip. * You can now assist others even when they selected their target before they came into your view. * Added new option in Interface/HUD options to display movable target's target portrait. * Fixed a bug causing the mouse input to be blocked for the lower part of the shortcut bar scroll-down button. * Clarified the onscreen message received when attempting to use an item which requires a feat you do not have. * When locked, shortcutbars can't be moved or reorientated. * When hovering, the background which indicates the bar can be moved isn't shown anymore. * Find Character command can now find a Raid Leader. * "Enable Particles" has been renamed to "Enable world particles" in the settings menu. * When creating a new character you should no longer see lots of spam messages about gaining abilities etc after the cut scene at Tortage beach is over. * Items which require the character to be of a specific class will now display this property as "Class Type" in the item tooltip. * Fixed a bug where a member of your team could sometimes show up on your map without being on your playfield. * PvP Minigame win/loss stats now displayed in the GUI. * New confirmation box if the item you want to buy costs more than 10% of players current amount of cash. * The duration of a target's buffs should now show as intended. * "Interrupted!" will no longer be shown twice in chat when using the rest ability. * You now get xp and can level from it too if you cross the needed amount for the level by finding a rez point. * Fixed 'Remove foliage around character' setting to work properly when disabled. * Recipe view and Tradeskill View guis will now remember their previous positions. * Feat untraining should notify the player if they cannot afford to untrain their feats. GUILDS * When changing government type on a guild, all guild members will be set to the lowest rank except the guild leader. The guild ranks will no longer reset back to their old state when the servers are restarted. * The guild message of the day now has a cap of 512 characters in the message. If you entered longer messages previously, the message would reset to a previous version when the servers were restarted. * Name change details are now broadcast to all guild members. * The Guild Announcement channel should now only be available when the player is in a guild. * When a guild leader leaves a guild, a new member is automatically promoted to guild leader. ITEMS * Redfang and Bloodshade have received new visuals. * Outflow Tunnels: Drop rates have been adjusted. * Only the team/raid members who were actually present for a kill will now get loot rights for dropped items. Additionally, loot owned by raids will no longer eventually be lootable by everyone. * You will now only share gold between teammates if you are on the same playfield as the looter. * Potions will now say "Potion (Spellcasters Only)" in red if you can't use them and just "Potion" if you can. They should also display their level requirement if set. * The buff you get from the potion Fatal Concoction has had its effect reduced to the intended +10% fatality chance, and has also been given an icon. * Improved the tooltips on items your character is not high enough level to wear. * Items you currently cannot wear because of their item type should now still display their PvP Level requirement. * Small Chests will now open visually, and they should also have an updated look. * Cool Runnings : The visual part of the effect "Chilled" should now properly time out on the player. MOUNTS * Mounts should no longer go into a static animation pose when the players riding them execute melee attacks or mount-specific attacks. * While do an 'up' attack on a Rhino you should no longer damage yourself. * Rhinos and Mammoths now have larger collision spheres surrounding them. * Jumping while on horseback should now work properly again. * Fixed out-of-sync issue for female characters riding horses, and made them sit straighter in the saddle. * Training in Basic Riding should once again inform you onscreen when successfully completed. * Mounted charges now works for Rhinos and Mammoths. * Resting on rhinos and mammoths should now play the actual resting animation. * Added support for InstaCast spells while mounted. * Falling to one's death while mounted should no longer cause double death penalty. * Updated animations on mammoth. The trunk should now be more consistent between different animations. * Swift and armored horses will now display the correct level requirement. * When you die while riding a mammoth or a rhino the correct animation will now be played. * Players are now dismounted when they are knocked out of city buildings. This resolves an issue where a player would stand and run on top of his mount if knocked out of a city building. * Mounted characters should no longer stand up on the back of their mount if entering combat-mode while unarmed. * Mounted characters should no longer sheathe an invisible weapon if leaving combat-mode while unarmed. * Resting on horseback should now play the proper animation * Rhinos should now properly display their nameplate and targeting arrow (if enabled). NPCS/MOBS * The player city guides will no longer give you the option to teleport to your guild city if you are not in a guild. * The Border Kingdoms now have Traveler's Camps. * Commander Ramartazi in Serpent's Head is now tagged as a boss in both quests you meet him. * Flashy impact particles will no longer play on Baboons and Swamp Demons whenever they perform an attack animation. * Corrected an issue which caused some npcs to not react to players. * Asapon will now correctly spawn at all times outside the Atlantean Cave. * Solved an issue with some group/mini bosses stacking shields, defensive, and damage buffs too high in some rare situations. * There are now Guard NPCs in the NPC villages in the resource and building playfields. * Social NPCs should not help fleeing or feared npcs when they do not have line of sight. * Solved an issue causing some animals to enter and exit combat repeatedly after returning from combat. * General Zarathus will now properly agro. * Damsel in Distress mobs should no longer morph into bald women. * Atzels: Atzel Cassocks have been renamed Atzel Clerics. * Chef Vibius should no longer become permanently immune to spell damage. * Connall's Valley: For decency's sake, Old Finn now has pants! * Frost Swamp: Arachnid Worker - Reduced the damage and proc rate of his poison proc. * Ice Worms spawned by Mithrelle in the Ice Cave should now properly agro players. * Imarian Ravine: Adamus should no longer lose animations or form when low on health or dead. * Khemi: Ket Et Anuk is now just like any other normal city NPC. * Oasis of Zaara: Chief of the Manhunt Mak'tebe should behave less erratically. * Onyx Chambers: Ticket Bosses - Elib the Defiler, Argech the Tempest, Haes the Enflamer, Lagicer the Cold Hearted, Siduvecte the Ravisher, and Maelcortes the Impaler are no longer accessible. * Poitain: Diodorus the city guide should now have something to say to non-guilded players. * Purple Lotus: Robroten now runs at 25% life. It is obvious now that he casts a heal, which has a cooldown of 20 Seconds. * Pyramid of the Ancients: Oracles will no longer automatically despawn when faced with a sneaking player. * Sanctum of the Burning Souls: The Blood Defilers defending the Altars will attack players regardless of their level. * Tarantia: The smooth Gigolo has smoother animations. * The Maze: The Nemedian Sergeant will always drop green loot. * Toirdealbach should now be a more fun and playable encounter. * Fixed many text dialog errors in npcs worldwide. * Fixed many instances of ill-fitting clothing and hair issues worldwide. * Giant Ice Worms are no longer missing some of their attack animations, and thus should no longer deliver streaks of multiple attacks very rapidly. * Sitting npcs will now always stand up and attack back. * Player City Guards will now detect hidden enemy players. * Yaremka should now properly display his nameplate and targeting arrow (if enabled). * Mobs should no longer follow you to your rez point and 'remember' hating you after you die. * Initiating and ending dialog with an npc rapidly should no longer freeze you in place. * Lurking Dark Beasts in Sanctum of the Burning Souls will no longer slide when moving right after spawning. * Many NPCs have had their onscreen dialog changed to match their voiceover. PVP / MASSIVE PVP PvP Progression * The Notoriety system has been re-enabled for this update. You will once again see yourself flagged as a Criminal or Murderer. * Criminals and Murderers can now trade with their guild npcs, and with shady merchants and bankers. * Murderer Resurrection Points have been added, and are marked on the minimap. Murderers can only rez at these locations. Other players cannot see murderer rez points unless they are also murderers. * PvP XP is now split between all attacking groups and individuals, based on their relative damage. * Shady camps have been added in several locations, for use by Murderers: Look for them in Acheronian Ruins, Khemi, Old Tarantia, Conall's Valley.. camps have also been added to Field of the Dead, Eiglophian Mountains, Atzel's Approach, Tarantia Noble District, Thunder River, and Kheshatta. * Shady Camp vendor, Cora, sells green and blue potions. * Shield of the Risen will now remove the Criminal debuff on you. * Con ratings for PvP have been updated, effecting murder point calculations. * A player attacking another, who is innocent, will now be flagged as a criminal for a few minutes. * Guards should now aggro the attacker even if the victim has a damage shield active. * The cost for using shady teleporters correlates to the player's murderpoints. * You will now see flying text overhead for murderpoints gained and lost. * When you are in a playfield that is too high level for you, you will receive a debuff called Free Prey. While this debuff is on you, attackers are free to kill you without being penalized with criminal status or murder points. PvP Minigames * Fixed a situation where you sometimes wouldn't get ported out of a minigame after you left the match. * Fixed a bug where minigames would end as a result of spawning too many minions before the game began. Massive PVP * Fixed hole in floor in the tier 2 tradepost. * It's now possible to use the gate lever while mounted. * Players can now only control one siege weapon at a time. * Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down. * You will no longer lose items when building construction fails. * The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep. * Non-guilded player's pets will no longer attack their owners in Siege PvP. * When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point. * Added the "Local Time" Timer to the window. * You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city. * Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client. * Sorting the score window should now sort correctly. * Building points gained by mercenaries will be rewarded to attacking guild as intended. * Defending guild mercenaries can no longer gain points by killing attacking players. * The new Channel "Siege Scores" will display point gain in siege combat. * Siege weapons are now immune to fatalities. * All Battle Keeps now have a minimum of 2 siege camps around the outer walls. * Trebuchets should now properly display their nameplate and targeting arrow (if enabled). QUESTS * Destiny Quest Mage: Awakening III, A shift in the balance - Murble is now selling Jack of Ale as a non-violent solution. * Destiny Quest Soldier: Awakening I, The Plague - Guards should no longer swarm you while talking to Valeria. * Destiny Quest Solder: Awakening II, Flight to the Keep - Valeria will no longer fight in the bushes. * Destiny Quest Soldier: Awakening II, Flight to the Keep - The guards protecting Quesado will spawn even when you skip all cutscenes. * Destiny Quest Level 60: The Mark of Acheron will be properly removed at all times after completing this quest. * Eiglophian Mountains has had additional content added. * Eiglophian Mountains: The Blood-furred Beast - Increased the radius of the area that triggers the quest, and reduced the area the Mammoth roam within it. * Eiglophian Mountains: Ante Up - Ice Worms should spawn correctly, and despawn if they're not killed within a few minutes. * Eiglophian Mountains: Ante Up - Waypoints have been fixed. * Eiglophian Mountains: To Send a Message - The cooldown timer should no longer start unless the boss spawns. * Eiglophian Mountains: The Great Ordeal - Waypoints have been fixed. * Eiglophian Mountains: Head of a Tormentor and Head of the Gatekeeper will now only drop if you have the appropriate quests. * Halls of Eternal Frost: Added a particle glow to the bag of sands quest item. * Khemi: The Mastermind - Commander Ramartarsi's respawn timer is set to 3 min. If you don't loot the head, you can kill him again. * Khemi: The Raided Tomb - corrected the region in quest editor, so the waymarker is now correct. * Kheshatta: The Four Accursed Keys - Added a pick-up animation when picking up the key in the Scorpion cave. * Kheshatta: Ibis, Master of Hidden Secrets - Quest is no longer shareable. * Khopshef: The Troubles of Thutmekri - Players should no longer have any problems with not being able to interact with friendly NPCs after killing quest targets. * Oasis of Zaara: Opening the cage for the quest "Unjust Deserts" will now remove the Key from the Quest inventory. * Onyx Chambers: Mushrooms now highlight properly. If you have the quest "Mushroom Harvest" from before the patch, please delete the quest and return to Nephturi and pick it up again. * Onyx Chambers: Paid in Massacre - Quest now displays proper quest coordinates. * Thunder River: Absolute War - Quest goal now tells the player to talk to Pavo. And the waypoint is correct. * Tortage City: NPC Idogbe will no longer give out the quest "The Worshippers Demise" when the player is above the appropriate level. * Tortage City: Valerius will now leave the Preparation Chamber after witnessing "Tarisha's Sacrifice". * Tortage City: The legendary Turach - Turach now gives the player a reward consistent with what he tells the player he will give for completing the task. * Tortage End Battle: Tarisha will no longer be laying on the ground passively when attacked by higher level characters. * Wild Lands: Curse of Flies will now properly be removed when dying and will function properly if the player fails to complete the task. * Wild Lands: Curse of Flies will now properly fail if the player dies doing it. If the quest is failed, it will no longer be deleted from the quest journal... a new goal will be revealed instead. * Wild Lands: The Darkest Nightmare - The final goal will now update when the player kills Tyranus, not when examining his grave. RAIDS * Most Raid bosses will now attack and move at the same time. * Chatha - The Strength in numbers buff has been improved. Chatha's second form now knockbacks players with the correct strength. Chatha's second form does a bit more damage. * Excorant the Gargoylemaster - Gargoyles have gotten stronger. The Blood-Fused Gargoyle now behaves differently. Excorant will use his Earthen Curse at a slightly higher frequence. * Incubus Succubus - Reset mechanics fixed. The Cambions now behave as they should. * Kyllikki should summon adds after 20 seconds, and then 20 + random(5) seconds after one of them is killed. * Kyllikki: Champion should now properly remove the Sadism effect upon reset. Added particle effect to the sadism buff (more stacks = more particles). * Kyllikki: White hand Spellguards should properly reset when they have no hated target. * Kyllikki: White hand Priests should properly reset when they have no hated target. * Sabazios now has an additional spell that he casts, and his snakes have gotten weaker. * Sabazios Poison vulnerability now has a better name. * Seruha - Seruha has received a new powerful spell, Ripped from within.. beware! Both she and her minions have new abilities. * Vistrix: Vistrix should act a bit more consistently when his attacker with the most agro dies. * Yahkmar now does "Shake" on a timer. The shake is performed more often when more than 10 players are closer to Yakhmar than 12 meters. This shake ability should now have a much less adverse effect on framerate. * Yakhmar should no longer try to attack dead targets. * Yakhmar adds now have a ranged fallback if they can't reach their target. * Yakhmar should now agro when players try to walk past him. * Yakhmar's adds now properly choose a random initial target. They also have had their melee attack range to 4 meters (since they now have a ranged fallback). * Yakhmar's add will now delay a little while after spawning before attacking players. * Yakhmar will now correctly lock the instance when attacked. * Yaremka the Soul Eater now enrages less frequently. TRADEPOST * Social armor should appear in a tradepost search. * Changed the sale fee for stacked items to a more appropriate fee. * When receiving mail on the tradepost about having sold an item, the first value in the mail will be the full price of the item. * Seller columns on the tradepost are now resizable. * Added Times out column to the Search results list on tradepost. * Added Times out field to the Item tooltip on tradepost. * Players will no longer receive two separate error messages when a request to sell an item at the tradepost is denied. * It is now possible to search for items using Item Rarity. * You will now be refunded the sales fee if an item you listed is sold. TRADESKILLS * The Resource and Building playfields now contain new static camps. The resources needed for the new tradeskill recipes can be found in these camps. * Chopping wood with male characters will now play the correct sound effects. * Certain resource nodes now yield additional resources. * Armorsmith : Crafting Moonsteel Claymore and Moonsteel Cutlass should now award credit for the proper items. * Conall's Valley now has resource nodes. * The item Alchemist's Cache is now Notrade. This does not affect the items inside it. * Gems can now be sold to vendors. * Tradeskill items sold by vendor appear gray now. * Recipes should no longer show as duplicates. * Lacheish Plains, Poitain, and Purple Lotus Swamp have some new NPCs that allow you to unlearn tradeskills. These NPCs can be found near the resurrection slabs in the NPC villages. * Gems can no longer be added to items from bank or guild bank - only from the backpack and tradeskill inventories. * Architect: Removed duplicate response option that could give the third Progression before the player reached level 75. WORLD DESIGN * Fixed several world design locations where a player could get stuck. Many collision fixes have also been included. * Field of the Dead: Coffin in Toirdealbachs tomb now has fully working collision. * Imirian Ravine: Ladder to Poitain doesn't ask players if they want to use it anymore. * Tortage: Tortage Keep has been graphically optimized for better performance. * Tortage: Texture collision issue with the pillar base & stair meshes in Tortage Keep Dungeons fixed. * Flickering issues in Tortage Keep have been resolved. * Pyramid of Atum-Keket: Water has a new color and looks more like poolwater. * White Sands: The climbing vines are now functional. plus 3.19 on testlive, patch to the patch. 3.19 Quote Update 3.19 Notes Preliminary Update Notes for Update 3.19 **These notes do not necessarily reflect the final version that will be deployed on Live** Previous update notes for this cycle: Update 3.0 CLASSES Barbarian * The stances Reaver and Blood Rage will no longer be removed when you die. * Savage Rage I and III have new icons. Bear Shaman * Crush Armor I, Shrewd Blow I, and Internal Bleed I have new icons. Herald of Xotli * Fixed a naming error with Molten Slash I. Necromancer * Ice shackle has a new icon. Ranger * Fire Stance will now also have a chance to apply Blistering Wounds on the target. This effect can stack up to 5 times (5/10/15/20/25%). GUI * Fixed the spell interface so silence and "not enough mana" for the spell will only grey out the spells in the book and shortcutbar GENERAL * General gameplay in the Cistern has been revamped. The way the bosses behave has been changed, and a new boss has been added. * Stygian dance-moves should now feel more responsive. ITEMS * Stygian, Aquilonian, and Cimmerian treasure chests should now animate when opened. NPCS * Bat Demons should no longer have a small animation 'hiccup' when idle. * Guard Dogs in the Imirian Ravine should now animate properly. QUESTS * Destiny Soldier: Tina should now be happily lying on her bed under all circumstances when a soldier comes to visit her in her room! * Khopshef: The Roots of the Earth - Quest goal has been updated with correct name. PVP * The Free Prey buff should now only appear on playfields where PvP is enabled. COMBAT * All Rogues now have a new Quick Dismount gained via the Basic Riding book that can be used while moving. The cooldown has been reduced to 45 seconds on this ability. * All other classes now have access to Quick Dismount via the Basic Riding book. This ability has a 5 minute cooldown, and can only be used while stationary. * The animation length of all basic Bow attacks has been reduced to a flat 1.5 second duration (was previously 1.5/2.0/2.5 depending on direction) for both Male and Female characters. * The animation length of all basic Crossbow attacks has been reduced to a flat 1.8 second duration (was previously 2.0/2.5/3.0 depending on direction) for both Male and Female characters. ADDITIONAL INFO : * The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type). * Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end. * It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied. List of CC abilities that have been changed: Assassin: * Death's Gaze * Curse of the Lotus * From the Darkness Barbarian: * Stunning Punch * Clobber * No Escape Bear Shaman: * Ursine Crush * Weight of the World * Hinder Movement Conqueror: * Throat Slash Dark Templar: * Dark Burden * Mind Wrack * Mind Shatter * Dooming Presence Demonologist: * Storm Chains * Agonizing Jolts * Fiery Torment * Hands of the Underworld * Possession Guardian: * Shield Bash * Stunning Charge Herald of Xotli: * Word of Command * Desecrating Essence * Dread Visage Necromancer: * Ice Shackle * Death's Terror * Frost Blast * Unholy Hands * Freeze * Unimaginable Terror Priest of Mitra: * Eye of Judgement * Condemn * Avatar of Mitra Ranger * Mezz Shot * Pin Down * Incapacitating Stabs * Knee-Capping * Cripple * Immolation * Cripple Enemies Tempest of Set: * Cobra Stare * Grounding Charge * Quicksand * Staggering Voice * Puppets of Set List of CC-breakers changed to accomodate this: Assassin: * Escape Artist * Agile Mind * Avatar of Death Barbarian: * Escape Artist * Agile Mind * Unstable Mind Bear Shaman: * Grace of Nature Demonologist: * Purge Herald of Xotli: * Purge Necromancer: * Purge Priest of Mitra: * Exorcism Ranger: * Escape Artist * Agile Mind Tempest of Set: * Rousing Shock * Brain Spasms Title: Re: The Patch Thread. Post by: Lantyssa on October 02, 2008, 09:15:09 AM Looks like some good changes. Where are my Dark Templar updates?
Title: Re: The Patch Thread. Post by: Falconeer on October 18, 2008, 03:34:37 AM Quote Update Preview Game Director Craig 'Silirrion' Morrison wanted to give another preview on the upcoming update and here is what he had to share: Update Preview The next game update is now progressing very nicely on the test server and we hope to have it ready for the live servers over the next couple of weeks. As anyone who has read the test server update notes or visited the test server will be aware the amount of changes and new content coming with this update is substantial. The next update will introduce many new adjustments and additions so today we wanted to give you all an idea of what to expect from this update. PVP Consequence System – The Notoriety System The next game update brings with it a major new game-play feature – a new consequence system for PVP. Off the back of the PVP leveling system introduced in the last update, this new system aims to bring even deeper meaning to PVP and introduce real consequences for your actions. Players will be now run the risk of becoming a criminal or even a murderer depending on their actions in PVP. If you take part in anti-social actions in PVP, picking on weaker foes and such you will find yourself accruing ‘murder points’ that will eventually mean the attitudes of NPCs in the world will change towards you! Murderers will be outcast from society and will have to depend on new outlaw camps which can be found at remote locations in various different playfields. You will still have access to vendors and travel through these camps, but that will now come at a cost! A consequence for being a dangerous individual! It will be possible for those evil doers to redeem themselves however. Murderers can try to solve specific quests to lower their murder points to one day receive amnesty and loose the status of a murderer. Until that time other players can hunt down and kill murderers to punish them for their crimes. We think this system will introduce a great new dynamic to PVP game-play. Do you dare to try and live a life outside of the laws of the land? Do you have what it takes to be infamous, or indeed become famous for hunting down these most treacherous of player targets! Changes to Trade-skills Brand new types of armor and weapons will be introduced with the next update. There are so called ‘Base’, ‘Culture’ and ‘City’ armors and weapons recipes which give weapon-smiths and armor-smiths many new pieces to craft. The recipes for these new items also include new resources that Alchemists, Skinners, Weavers and Woodcutters will have to provide so working together with other player crafters and gatherers is encouraged and even necessary. Listening to player feedback made it clear to us that especially the Alchemist profession had to get an overhaul in terms of the too high number of available alchemy recipes and needed resources to craft these sorts of items. With this update the number of alchemy resources has been reduced by about two thirds and existing recipes have been adjusted accordingly. This will make crafting for alchemists much more enjoyable and allows this profession to focus on crafting specific items and potions as an unnecessary high number of different recipes and resources made it hard to actually find what was needed. In addition all other trade-skill resources have had their chance to drop increased which should result in players being able to gather the resources needed for recipes much easier. Combat Updates There are quite a few significant adjustments to the combat system for this update and we wanted to give a sneak preview of some of the significant changes here. Firstly the way how crowd control and immunities work has been adjusted. This change now will cause players to break stuns, fears, roots, snares and charms when they have lost a certain amount of health. This should give players a fair chance to withstand these spells and fight back. We are in this patch making some changes to combos which will affect melee and ranged classes. The background for this is split in two; first we saw a problem where the longest combos generated damage spikes that were too big. This is due to the combo length being the most important factor in defining the damage of the combo. Players had also taken to firing the first stages of their combos ‘into thin air’ to better land a big blow at the end. For the longest combos this strategy would deal a lot of damage - even though the majority of the strikes of the combo did not land on the target. This just didn’t feel quite right, and we felt that we needed to adjust the system to provide the right reward for executing your combos effectively, while also ensuring they aren’t cumbersome to pull in PVP. This patch will fix these two issues by changing, across the board, lots of combos to have fewer steps. As they will take shorter time to execute, and then deal less damage, the DPS should not be significantly different. The damage you deal should merely be distributed more evenly throughout battle than before. The second change we are making is to introduce a penalty when you miss with your directional combo strikes. This penalty will increase with the number of missed strikes the following way: If you miss one strike, you get a 5% damage penalty. For each additional strike you miss, you will get another 10% penalty on the finishing blow. As an example, if you have a four-step combo (including your finishing blow) and you miss with two strikes, you will get a total of 15% damage penalty on your finishing blow. We have also received feedback that too many combos were too long to perform, where players felt that hitting directional keys was dominating the game-play more than it should. Reducing the number of steps on the longer combos should hopefully rectify this feeling. Obviously this move does affect the potential damage players do, and given that we also wanted to start addressing the effectiveness of healing in combat. We approached this by giving some classes utilities to make the healing of others less efficient. As a result, the Ranger, the Demonologist and the Herald of Xotli have all received healing debuff abilities. This is obviously an area that we will track closely and if additional changes are required it will be an area that continues to get tweaks and adjustments. GUI Adjustments and Additions Additional possibilities for raid leaders to add and move members from different raid teams and also added more versions to display more detailed information about the team members to show different bars as well as debuffs will be coming with the next udpate. And this is not all! Many other changes and improvements to the GUI are added and we also will continue to bring such adjustments in future updates. Wrapping up! In addition to the content highlighted above this update brings also brings many more changes on various other topics like for example, massive PVP sieges, mounts, quests, raid encounters, items and tradeposts –to mention just some of them. A full list of updates will be made available when it is deployed to the live servers, but remember if you want to take a look for yourself right now, head over to the test server to experience the new content for yourself, or check on the latest opinions and feedback over on the test live forums! Please let us know what you think! __________________ Funcom Glen 'Famine' Swan US Community Manager Title: Re: The Patch Thread. Post by: Falconeer on October 29, 2008, 04:08:03 AM Ok, this is big, as this is the CU of AoC.
Lots of new stuff including serious modifications to combat. It's all PvP oriented. Quote Update Notes – 29th October GENERAL Fixed several causes of crashes and assert errors. Many exploit fixes have been included in this update. The drunken animation will now play when you are seated. All reactive damage and healing gems can now proc their effect a maximum of once every 5 seconds. The logout timer has been changed from 30 seconds to 15 seconds. Female characters should no longer display jaw movements when idle. After each language change on your client, all skill/ability/spell items will now update to the proper language. Fixed a cursor lockup issue that occurred with invert right mouse button. The following emotes now work for both male and female characters: cheer, excitedclap, excited (formerly jig_f), flirt, hugefish, lightheaded, pushaway, and trance. Male characters doing /emote clap will no longer play two different clapping animations on top of each other. Fixed the OOC chatgroup; you can now talk to any players in any instance of the same playfield you are currently in. The Field Manual has had several text errors corrected. Fixed an issue where you did not drown when swimming under water for a long time. Fixed an issue where some players heard random audible sound clicks. Party people rejoice - proper drunkenness has been implemented! We now have much more variety with combat music, with different combat music playing according to what playfield the player is in. /stuck now checks to see if you could move normally before trying to make you unstuck. /follow should work after zoning, while grouped. Jumping into water will no longer drain stamina. Logout will now be canceled by moving. Last played character will now have focus when you log in to character selection. Female "burning" emote should now be of equal length to the male one. Many of the spells used by raid bosses will now ignore line of sight-checks, thus making it impossible to avoid them by hiding behind pillars and such. Many of the spells used by raid bosses will now be impossible to fully resist. Added sounds to male and female characters' drunken states. You are no longer able to use the Search ability while mounted. When performing a running jump, players should no longer experience a short animation-freeze if they release the forward movement key just before they landed. Using /emote track with a female character will now play a tracking animation. Drunk players should no longer have access to obscene emotes. When jumping into water, all action animations are aborted. The emotes 'thirsty' and 'shakehead' should now properly animate for Female characters. The 'squat' emote should no longer show up twice in the emote-list. Fixed an issue that could cause two players zoning at the exact same time to be invisible to each other once zoned. Seven emote animations have received a visual make-over to prevent clipping issues. Fixed an issue with hiding on a bridge. Starting sneak and rest at the same time should no longer result in the client thinking the character is doing both. Sneak should now correctly cancel on the client when resting. Stygian dance-moves should now feel more responsive. Special dances have been fixed. Female faces in character creation should now appear the way they used to look. The Tarantia Sewers are now a group instance, and mobs inside will not respawn. If a team kills an npc, the freshkill count will not be taken from a dead character, since he or she will not get xp for the kill. The Pulsing Guard reactive heal proc has been changed to last much longer, and has had the heal per tick changed to make the total amount of healing received the same. Fixed several typos in quests. Jumping while sprinting will once again keep your sprinting speed. Fixed desynch issues with your character when attacking and using the mouse to move around. Resurrection will now only be possible on the closest resurrection spot. In resource and building playfields you will still be able to choose any of the resurrection spots known to you. Tradeskill Trainer NPC's (to remove tradeskills) have been placed near the normal resurrection slabs in Brandoc, Caenna, and Nakaset. COMBAT Shield of the Risen has been changed to make resurrection pads safer. It will now not time out if you are within close distance to a resurrection pad, unless you perform a hostile action or get hit by an NPC. Pet users: Your permanent pets will now follow you when you zone, and if they are alive when you die, will reappear when you resurrect. Temporary pets do not follow you when zoning, nor reappear after your death. Improved the animation quality of weapon physics when out of combat. Corrected animations for weapons being drawn and sheathed with the blade facing the wrong way. Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode. When aborting an attack, the combo is now fully aborted instead of reverting just that one attack in the combo chain. Players and npcs should not get visually stuck in their magic animations anymore. Pets will again take up positions slightly behind you. Adjusted the pet placement to allow the pets to bunch up a bit more. If resurrected with a spell, you are not silenced anymore after the resurrection is done. Further tweaked the visual clientside lag for white damage that affected longer chained combos. You should not be able to break fear or stun by spamming attacks/combos anymore. Casting concentration will once again have an effect. A number of clickable abilities have had their criteria checks changed to no longer allow them to be used while affected by crowd control abilities. You can now only receive the benefit from Momentum (double-tap forward) and Sidestep (double-tap sideways) once every 6 seconds. Both male and female characters will now display the correct animation when using the Search ability while in combat. Added a 6 second internal cooldown to the double-tap backwards evasion buff. The double-tap backwards evasion buff now increases evade chance by 25% (instead of 50% like before). When pets turn 'green' because the owner is not on the observers client, they will still be able to be damaged by enemies. Combos with special targeting (that have bigger range than normal, or can hit people behind you) will now hit targets in the extended range even when there are no targets in your normal weapon cone. Some hand/shield clipping issues in defensive stance and active blocking have been fixed. Fixed an issuse that caused aborted multihit attacks to not show (clientside only) the cooldown of the combo, if the combo would not have hit anything. Moving due to following another player will now cancel any spells you're casting. Pets have gotten a soft distance cap based on the distance between the owner and the target. When the distance of 40+ meters is passed, the pets will start considering turning back. Pets will no longer try to attack dead targets. Pets are no longer affected by shields. When others hit your pet with spells or physical hits, the combat messages should go to their correct channels. Offhand weapons will now deal their correct damage type when they proc. Fixed melee pets so they can attack destructibles. Fixed spellcasting pets so they will do spell damage (DPS hit) on destructibles. Enemies that die during a multihit attack will now immediately cancel their own attacks/combos. If a character hides when someone charges towards him/her, the charge attack will not deal damage. Pressing block to abort a double-tap dodge will also abort the buff you get from it. All Rogues now have a new Quick Dismount gained via the Basic Riding book that can be used while moving. The cooldown has been reduced to 45 seconds on this ability. All other classes now have access to Quick Dismount via the Basic Riding book. This ability has a 5 minute cooldown, and can only be used while stationary. The animation length of all basic Bow attacks has been reduced to a flat 1.5 second duration (was previously 1.5/2.0/2.5 depending on direction) for both Male and Female characters. The animation length of all basic Crossbow attacks has been reduced to a flat 1.8 second duration (was previously 2.0/2.5/3.0 depending on direction) for both Male and Female characters. Fixed an issue that occasionally got you stuck in the charge pose when charging a target from minimum range. The timing of special effects (like knockbacks) on multihit combo attacks has been fixed. Column spells (like Lance of Mitra) now work again. Players no longer move at normal speeds when using frenzy/defensive states while crouching. Feared animation should now play correctly when you are feared. Knockbacks have received a power boost vs. light, medium, heavy, plate armor for level 70-80 armor. All knockback abilities will be improved by this. Examples of abilities being improved : Snapkick will work on cloth and light armor. Volley Backwards will work on medium armor. Clobber III will work on heavy armor. Clobber IV will work on plate armor. (Unless the target has a knockback resist buff running) Several issues with hate modifying abilities have been fixed. This will affect some of the raid encounters. Hits of a combo sequence that missed the target will now reduce the damage of the combo. The penalty for whiffing without a target on a combo will be -5% first miss, -15% second miss (cumulative 20% total damage penalty), and third miss -25% (cumulative 45% total damage penalty). COMBAT - CROWD CONTROL CHANGES The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type). Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end. It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied. List of Crowd Control abilities that have been changed: Assassin: Death's Gaze Curse of the Lotus From the Darkness Barbarian: Stunning Punch Clobber No Escape Bear Shaman: Ursine Crush Weight of the World Hinder Movement Conqueror: Throat Slash Dark Templar: Dark Burden Mind Wrack Mind Shatter Dooming Presence Demonologist: Storm Chains Agonizing Jolts Fiery Torment Hands of the Underworld Possession Guardian: Shield Bash Stunning Charge Herald of Xotli: Word of Command Desecrating Essence Dread Visage Necromancer: Ice Shackle Death's Terror Frost Blast Unholy Hands Freeze Unimaginable Terror Priest of Mitra: Eye of Judgement Condemn Avatar of Mitra Ranger: Mezz Shot Pin Down Incapacitating Stabs Knee-Capping Cripple Immolation Cripple Enemies Tempest of Set: Cobra Stare Grounding Charge Quicksand Staggering Voice Puppets of Set List of Crowd Control-breakers changed to accomodate this: Assassin: Escape Artist Agile Mind Avatar of Death Barbarian: Escape Artist Agile Mind Unstable Mind Bear Shaman: Grace of Nature Demonologist: Purge Herald of Xotli: Purge Necromancer: Purge Priest of Mitra: Exorcism Ranger: Escape Artist Agile Mind Tempest of Set: Rousing Shock Brain Spasms CLASSES Some feats which modify combos have been rebalanced. Feats affected are: Guardian - Savage Counterstrike, Power Sweeps, Master Pikeman, Revenge, Crippling Thrusts. Conqueror - Rend and Tear, Improved Bloody Hack, Crippling Bloody Hack, Power Counterstrike, Devastate, Power Feint, Improved Shield of Retribution, Improved Dancing Steel. Dark Templar - Devourer's Might, Hexer's Might, Unholy Strength. Barbarian - Atrocity, Grisly Wounds, Smash 'n Crush, Brutal Cyclone, Cyclone of Razors, Jagged Weapons. Ranger - Barbed Arrows, Heavy Bolts, Knee-Capping. Assassin - Vile Poisons, Vile Corruption. Many feats of all the classes have been renamed to better reflect the bonus (ability, spell or combo) they grant. Rogue (General) Fixed the cooldown of Cheat the Reaper. It will no longer refresh itself if the character dies repeatedly during the cooldown. Wiles will now give a proper clickable again. Brutality will now give a proper clickable again. Escape Artist will now give a proper clickable again. Cheat the Reaper will now wait until you are fully dead before trying to resurrect you. Soldier (General) Soldiers can no longer change their stance while stunned. Soldiers can no longer change their stance while feared. You can now toggle off Frenzy and Defensive stance while standing with your weapons sheathed. Fixed an issue with the Soldier Charge missing more than it should. Assassin Death's Gaze will now always fear the target. Death's Gaze fear effect will now snare the target by 50% for the duration of the fear. This snare effect does not apply snare immunity and is not restricted by it. Unholy and Poison Stance will no longer be removed upon death. Clarified the tooltip and combat log for the Blindside ability to show that the target is the one losing the stamina specified. Grim Corruption's debuff effect now also applies a 10% snare. This snare bypasses immunities and does not apply them upon expiring. Grim Corruption will now also apply an additional 40% snare. This additional snare lasts 12 seconds and is affected by immunities. Assassins will now be able to change stances while hidden. Reduced the cooldown of Swift Strikes combo to 4 seconds. (down from 10) Reduced the stamina cost of Swift Strikes combo. Barbarian Back in the Fray will no longer go on cooldown when it fails to activate. Finishing Blow's minimum range to execute has been reduced from 8 meters to 0.5 meters. Finishing Blow's maximum range to execute has been changed to 20 meters. Increased duration of Paralysis root from 6 seconds to 9 seconds. No Escape ability will now work a bit better. Paralysis feat will now have a link showing its effect in the tool tip. All ranks of the snare gained by the feat Staggering Punch last the same amount of time. Investing points into Staggering Punch now increases the snare effect. The effect is now 20/40/60%. Dying after Unstoppable procs will no longer prevent it from activating again. Corrected an issue where a player might find himself unable to hide when the ability was available. Savage Rage I and III have new icons. No escape will do its damage component even if the target has stun immunity running. Reduced the cooldown of Cyclone of Steel combo and Butcher combo to 4 seconds. (down from 10) Reduced the stamina cost of Cyclone of Steel combo and Butcher combo. Bear Shaman Crush Armor combos should now display the spinning, exploding shield visual effect again. Censuring Strike combo will now include left attacks. Crush Armor I, Shrewd Blow I, and Internal Bleed I have new icons. You can now replace any kind of "Claw" buff with any other type of "Claw" without having to cancel the current one you have running. Bewilder, Bloodthirst, and Ether Theft have had their combo steps reduced. The damage of these combos have been adjusted because of this. Reduced the cooldown of Shrewd Blow combo to 4 seconds. (down from 10) Reduced the stamina cost of Shrewd Blow combo. Conqueror The Annihilate ability will now apply correctly to the combo Batter Aside IV, and to the combo Throat Slash using a two-handed weapon. Remorseless Aggression will now properly affect the cooldown of Improved Feint Attack III. Reduced the cooldown of Bloody Hack combo and Hail of Furious Strikes to 4 seconds. (down from 10) Reduced the stamina cost of Bloody Hack combo and Hail of Furious Strikes. Dark Templar Dark Burden will no longer remain in your spell book after untraining feats. Consuming Bulwark will now have a chance to proc off all physical attacks. Rite of Blood will no longer partially activate and go on cooldown. Mind Wrack will no longer give NPCs stun immunity. If you parry, evade, block, or your attacker misses, it will no longer affect your absorb shield. Dark Burden's range has been increased from 8 meters to 15 meters. Investing a second feat point into Dark Burden now increases the snare value to 60%. You should now notice a few more fatalities happening when using a 1H Blunt weapon. Dread Shadow will no longer stop attacking when affected with Sadism. Dread Shadow no longer have collision. Dread Shadow has received a two handed edge weapon. Reduced the cooldown of Blood for Aid combo to 4 seconds. (down from 10) Reduced the stamina cost of Blood for Aid combo. Demonologist Storm Chains casting time has been reduced from 2 seconds to instant. Thunderclap should now always tick 5 times. Blessing of Amher will now properly increase the damage of Inferno of Amher at all ranks. Shrink is now a permanent buff on the caster. This effect on the pet effect will not be able to be removed, but will be fixed in an upcoming update. With pets now zoning with you, we feel it is better to get Shrink persistent for those who choose to use it. Forced Summoning is now a permanent buff on the caster. This effect can be toggled by canceling the buff in the GUI. Demonologists now have a spellweaving of their own. Inferno of Amher's minimum damage has been increased. The max damage has been slightly lowered. Shockblast (Rank 3) splash damage has been lowered slightly. Living Firestorm's nuke has been renamed to Firestorm. New Feat: Scorch, Improves the lingering Incinerate effect, allowing it to apply Blistering Wounds. Blistering Wounds reduces the amount of healing received by the target. This can be applied up to 5 times. Blazing Fire now additionally has a 33/66/100% chance to apply a lingering Incinerate effect to the target. The base casting time of Planar Shift has been reduced to 0.5 seconds from 1 second. Charged Storm Chains now additionally applies a 30% snare to enemies in the vicinity of the primary target. Black Ashes now additionally has a 50/100% chance to apply a lingering Incinerate effect to the target. Improved Waves of Flame now additionally has a 10/20/30/40/50% chance per tick to apply a lingering Incinerate effect to the target. Blessing of Amher now additionally decreases the cooldown of Inferno of Amher by .25 seconds per feat point invested. Greater Flames now additionally applies the lingering Incinerate effect twice on the affected Fires of Gehenna spell. The damage multiplier granted by Greater Flames has been slightly reduced, however the affected cast will have increased scaling from bonus magical damage. Detonation has had its casting time removed, allowing it to be cast instantly. The damage and scaling of Detonation has been adjusted to compensate for this change. Let Them Burn now ticks every 2 seconds instead of every 3 seconds and additionally applies the lingering Incinerate effect each time it deals damage. Hands of the Underworld may now be cast instantly. Placing additional points in the Flame Body feat will decrease the casting time by .25 seconds per feat point invested. Agonizing Fiery Torment will now additionally decrease the casting time of Fiery Torment by .33/.66/1 second per rank. The Conflagration feat Demonic Frenzy has been renamed to Backdraft and moved from tier 4 to tier 5 in the tree. This feat will now additionally have a 33/66/100% chance to knockback targets damaged by the Detonation spell. This knockback effect will scale in power based on the damage inflicted by Detonation. The casting time of Gate of Hell has been reduced to 1.5 seconds from 2.5 seconds. Gate of Hell now causes an affected Demon to receive no healing while banished. The Set's Chosen feat will now additionally lower the damage inflicted on the Demonologist by Archfiend's Pact. The self-damage component of Archfiend's Pact is now a separate debuff on the player. The self-damage components of Pact with Set, Bloody Pact with Set, and Archfiend's Pact are now based on a percentage of the Demonologist's total health, rather than a flat amount. Break Pact can now additionally break the effect of Archfiend's Pact. Break Pact now costs a percentage of base mana instead of a flat amount of mana. The casting time of Break Pact has been reduced to 0.5 seconds from 2 seconds. Blistering Wounds has a new icon. Flame Body should always have a visual effect when cast. Guardian Skewer has a new and more fitting animation. The Impale ability will now trigger the correct cooldown on Charge, Stunning Charge and Impale, and the cooldown will also be lowered by the Momentum feat. Fixed a bug where fear immunity would be put on the player casting Overwhelming Shout. The cost of Guard I has been reduced to 5.7% of your base stamina. Juggernaut feat 'Swift Overreach' now reduces the duration of the debuff applied by the Overreach combo. The reduction is 0.4 seconds and increases by 0.4 seconds per rank up to a 2 second reduction. Juggernaut feat 'Brutal Overreach' has had the critical hit chance reduced. Juggernaut feat 'Brutal Overreach' should now display by how much it increases critical hit chance. Updated description of Swift Overreach to reflect new functionality. Reduced the cooldown of Overreach to 4 seconds. (down from 20) Reduced the stamina cost of Overreach. All ranks of Overreach will now apply a stacking damage debuff. This debuff reduces damage by 5% and stacks up to 5 times. The duration of the Overreach debuff has been reduced to 8 seconds. Reduced the cooldown of Flashing Arc combo to 4 seconds. (down from 10) Reduced the stamina cost of Flashing Arc combo. Overreach should now only apply one debuff on the Guardian per use of the combo regardless of the number of targets hit. Herald of Xotli Combos Fire Lance and Flame Lash should now produce fatality animations. The size of the blood pits spawned by the Blood Pit feat has been increased. Roots of Hell now increases the Herald's weight while polymorphed to Light/Medium/Heavy armor equivalents. Fixed a naming error with Molten Slash I. Contract of Protection (Rank 3) will no longer show erroneous information in the tool tip text. Damage over time from Burn to Death has been increased significantly. Damage over time from Spreading Flames has also been increased. Pillar of Infernal Flames III finisher animation has been reduced in length. The finisher damage has been adjusted because of this. Burn to Death V finisher animation has been reduced in length. The damage over time has been adjusted because of this. Reduced the cost of Body and Spirit Wrack II from 16.2% to 15.8% of your base stamina. Reduced the cost of Burn to Death from 10.8% to 10.4%. The cost of Hell Strikes I have been lowered to 8.3% from 8.8% of your base stamina. Dread Visage will now slow affected targets by 50% in addition to the fear effect. Hellfire now reduces the casting time of Hellfire Breath by .5 seconds per rank, resulting in Hellfire Breath being instant cast with 5 points invested. Demon Maw's casting time has been reduced to 1 second from 3 seconds. The duration of the temporary effect granted from casting Hellfire Breath with Demon Maw active has been increased to 10 seconds. The casting time of Dread Visage has been reduced to 0.5 seconds. The cooldown has been increased to 60 seconds. Added a 5/10/15/20/25% healing debuff to Herald of Xotli’s Spitfire. The amount debuffed is based on the number of feat points invested in this feat. Spitfire is now a spell instead of a clickable. The spell has a 7 meter range. Spitfire now has a 45 second reuse time. Spitfire now lasts 15 seconds on the target. Spitfire’s damage has been readjusted due to the above changes. Flame Lash damage has been increased significantly and the damage now scales better with more Flame Lash stacks. Avatar feat 'Butcher' now provides a 4% increase per rank to the Herald's DPS based on the DPS of the wielded weapon. For example a 100 DPS weapon will give you a bonus of 20 DPS with this feat fully trained. Reduced cooldown of Hell Strikes combo to 4 seconds. (down from 10) Reduced the stamina cost of Hell Strikes combo. Necromancer Your pets will no longer automatically defend themselves (but they will still defend you if you are attacked). Added an initial tick to Mark of the Devourer. The tooltip for Malefic Chant feat now shows up as intended. Ritual of the Lich should now have a (short) animation on execution. Ice shackle has a new icon. Freeze is now a full stun instead of a mez. Duration is down to 5.5s, range is 25 meters. Reduced the critical hit chance and critical hit bonus damage of Grip of Death to be more in line with other spells. Priest of Mitra When casting Manifestation of Mitra, you should actually see Mitra manifesting. Ranger Pitch Pot is now working. All ranger traps now have a 45s cooldown. Global trap cooldown reduced to 5 seconds. All trap effects should affect up to two targets. AoE range for all trap effect is 5 meters for any rank. Spending more feat points in trap feats will increase the trap size like before. Fire trap damage increased. Sulfurous Burst has been changed into a ground target effect. Also, the damage has slightly increased. Tracking window will no longer persist after logging out. You should only have one tracking window at a time. Salvo IV will now properly appear in the Deadeye feat tool tip. Moving will interrupt your attack with a bow. Ranged multihitcombos now fire off all arrows at the correct time. Ranged multihitcombos will now deal all the damage correctly when using Focused Fire. Fire Stance will now also have a chance to apply Blistering Wounds on the target. This effect can stack up to 5 times (5/10/15/20/25%). Pin Down will no longer display extraneous information in the tool tip. Shield Bash damage has been readjusted to the correct levels. Improved Shield Bash will now increase the damage over time component of Shield Bash by 50%. Evasive Action should not go on cooldown when executed during cc effects such as stun, fear etc. Added a 5% healing debuff effect to Ranger’s Fire Stance proc. This effect can stack up to 5 times. Flame Barrage will now apply a 25% healing debuff to the target. Flame Barrage and the accompanying damage over time effect have had their damage increased significantly. Slightly increased the damage of Incapacitating Stabs II. Reduced the cooldown of Salvo combo and Piercing Shot combo to 4 seconds. (down from 10) Reduced the stamina cost of Salvo combo and Piercing Shot combo. Tempest of Set Blood Mana's cooldown timer has been reformatted visually to display an accurate timer in minutes and seconds. Set's Life Spark will now be removed from your Spellbook after untraining feats. When a player becomes a Puppet, he will follow the same rules as other pets (cannot be attacked by you, your team, or your raid). Mark of Set should now have the Avatar of Set when cast. GUI When others hit your pet with spells or physical hits, the combat messages should go to their correct channels. Added player tooltips. Player tooltips can be displayed via the mouse or in a fixed location. When in a fixed location they can be made floating (and thus movable) by pressing the 'Toggle character tooltip lock' hotkey (Shift-I). Combat log will now reveal if and how a mob has evaded your attack. Shield indication will now appear on targeted players in cases where you are allowed to attack said player. All loot-chests should now open properly when used, and they will no longer appear to be empty. The female eyebrow slider in character creation is once again working properly. Cimmerian women will no longer appear bald when zooming in on their face during character creation. Spell icons on toolbars are now grey if the user does not have enough mana to cast them. The pet gui should no longer disappear when zoning in some areas. Raids : Raid leader can now drag'n'drop raid members between teams using ALT+left mouse drag. Dropping on another member results in a member swap. Dropping on an empty slot (automatically expanded when hovering over another team) results in a member movement. Enable clicking on ground to clear target once again works. Added new graphics for the more detailed versions of the team list. Added new option on Interface/HUD options to set the desired team list type. Options are: Minimal - the short one used so far Normal - bigger HP bars, longer names Detailed - Normal + stamina and mana bars All team list options display all debuffs beside the characters. Pet list window can now be moved by player, and should not overlap the team gui anymore. Information about a player's level is now correctly updated on the friends/guild interface and the group window. Dangling team member indicators are removed from the minimap when the player leaves the team. Changing loot mode for raids now works correctly. "Item Level" will no longer be displayed if there's no item level to show in an item tooltip. You can now assist others even when they selected their target before they came into your view. Added new option in Interface/HUD options to display movable target's target portrait. Fixed an issue causing the mouse input to be blocked for the lower part of the shortcut bar scroll-down button. Clarified the onscreen message received when attempting to use an item which requires a feat you do not have. When locked, shortcutbars can't be moved or reorientated. When hovering, the background which indicates the bar can be moved isn't shown anymore. "Enable Particles" has been renamed to "Enable world particles" in the settings menu. Fixed an issue where a member of your team could sometimes show up on your map without being on your playfield. The duration of a target's buffs should now show as intended. "Interrupted!" will no longer be shown twice in chat when using the rest ability. Fixed 'Remove foliage around character' setting to work properly when disabled. Recipe view and Tradeskill View GUIs will now remember their previous positions. Feat untraining should notify the player if they cannot afford to untrain their feats. Fixed the spell interface so silence and "not enough mana" for the spell will only grey out the spells in the book and shortcutbar. The combo sequence indicator will now highlight your hits in green, and your misses in red. A tutorial will pop whenever your first murder points are accumulated. Shield indication will now appear on targetted players in cases where you are allowed to attack said player. The Field Manual will now contain a brief tutorial on "whiffing", as support for recent combat changes (ie the penalties per miss). GUILDS When changing government type on a guild, all guild members will be set to the lowest rank except the guild leader. The guild ranks will no longer reset back to their old state when the servers are restarted. The guild message of the day now has a cap of 512 characters in the message. If you entered longer messages previously, the message would reset to a previous version when the servers were restarted. Name change details are now broadcast to all guild members. The Guild Announcement channel should now only be available when the player is in a guild. When a guild leader leaves a guild, a new member is automatically promoted to guild leader. ITEMS Redfang and Bloodshade have received new visuals. Outflow Tunnels: Drop rates have been adjusted. Only the team/raid members who were actually present for a kill will now get loot rights for dropped items. Additionally, loot owned by raids will no longer eventually be lootable by everyone. You will now only share gold between teammates if you are on the same playfield as the looter. Potions will now say "Potion (Spellcasters Only)" in red if you can't use them and just "Potion" if you can. They should also display their level requirement if set. The buff you get from the potion Fatal Concoction has had its effect reduced to the intended +10% fatality chance, and has also been given an icon. Improved the tooltips on items your character is not high enough level to wear. Items you currently cannot wear because of their item type should now still display their PvP Level requirement. Small Chests will now open visually, and they should also have an updated look. Cool Runnings : The visual part of the effect "Chilled" should now properly time out on the player. Stygian, Aquilonian, and Cimmerian treasure chests should now animate when opened. The supply of Aqua Regia for the Exceptional Alchemist's Cache has dried up a bit, and it will now be rarer. Adjusted abnormally high drop chance on NPC "Mercenary" in Zingaran camps. Lion's Blood is now called Feral Blood, and drops off members of the cat family. Enemy Caster NPC's will now drop "Crude, Minor and Major Alchemist Caches", which contain various alchemical reagents. The quality of the Cache will vary at different mob-levels. In addition, the Casters will also have a chance to drop an "Exceptional Alchemist Cache". Enemy Non-caster NPC's will now drop an "Offal Creel" item, similar to the "Exceptional Alchemist Cache", containing specific types of alchemical reagents. Long Bows and Short Bows have had their graphics switched so Long Bows are actually longer than the Short ones, as one would expect them to be. 'Girdle of the Bloodmoon' adds correct invulnerability values now. The Tier 5, 6, and 7 potions bought from a vendor should now sell in stacks of 1 and not 5. The Winterbrew potion now correctly boosts cold-based spell damage, as opposed to Fire. MOUNTS Mounts should no longer go into a static animation pose when the players riding them execute melee attacks or mount-specific attacks. While doing an 'up' attack on a Rhino you should no longer damage yourself. Rhinos and Mammoths now have larger collision spheres surrounding them. Jumping while on horseback should now work properly again. Fixed out-of-sync issue for female characters riding horses, and made them sit straighter in the saddle. Training in Basic Riding should once again inform you onscreen when successfully completed. Mounted charges now work for rhinos and mammoths. Resting on rhinos, mammoths and horses should now play the actual resting animation. Added support for InstaCast spells while mounted. Falling to one's death while mounted should no longer cause double death penalty. Updated animations on mammoth. The trunk should now be more consistent between different animations. Swift and armored horses will now display the correct level requirement. When you die while riding a mammoth or a rhino the correct animation will now be played. Players are now dismounted when they are knocked out of city buildings. This resolves an issue where a player would stand and run on top of his mount if knocked out of a city building. Mounted characters should no longer stand up on the back of their mount if entering combat-mode while unarmed. Mounted characters should no longer sheathe an invisible weapon if leaving combat-mode while unarmed. Mammoth Charge and Rhino Charge should not go on cooldown when the ability fails. Siege, Melee/Ranged and Magic damage will now be deflected correctly regardless if it comes from spells or melee/ranged NPCS/MOBS The player city guides will no longer give you the option to teleport to your guild city if you are not in a guild. Commander Ramartazi in Serpent's Head is now tagged as a boss in both quests you meet him. Flashy impact particles will no longer play on Baboons and Swamp Demons whenever they perform an attack animation. Corrected an issue which caused some npcs to not react to players. Asapon will now correctly spawn at all times outside the Atlantean Cave. Solved an issue with some group/mini bosses stacking shields, defensive, and damage buffs too high in some rare situations. There are now Guard NPCs in the NPC villages in the resource and building playfields. Social NPCs should not help fleeing or feared npcs when they do not have line of sight. Solved an issue causing some animals to enter and exit combat repeatedly after returning from combat. General Zarathus will now properly aggro. Damsel in Distress mobs should no longer morph into bald women. Chef Vibius should no longer become permanently immune to spell damage. Conall's Valley: For decency's sake, Old Finn now has pants! Frost Swamp: Arachnid Worker - Reduced the damage and proc rate of his poison proc. Ice Worms spawned by Mithrelle in the Ice Cave should now properly aggro players. Imirian Ravine: Adamus should no longer lose animations or form when low on health or dead. Khemi: Ket Et Anuk is now just like any other normal city NPC. Oasis of Zaara: Chief of the Manhunt Mak'tebe should behave less erratically. Onyx Chambers: Ticket Bosses - Elib the Defiler, Argech the Tempest, Haes the Enflamer, Lagicer the Cold Hearted, Siduvecte the Ravisher, and Maelcortes the Impaler are no longer accessible. Poitain: Diodorus the city guide should now have something to say to non-guilded players. Oasis of Zaara: Robroten now runs at 25% life. It is now also more visible when he casts a heal. Sanctum of the Burning Souls: The Blood Defilers defending the Altars will attack players regardless of their level. Tarantia: The smooth Gigolo has smoother animations. The Maze: The Nemedian Sergeant will always drop green loot. Toirdealbach should now be a more fun and playable encounter. Fixed many text dialog errors in NPCs worldwide. Fixed many instances of ill-fitting clothing and hair issues worldwide. Giant Ice Worms are no longer missing some of their attack animations, and thus should no longer deliver streaks of multiple attacks very rapidly. Sitting NPCs will now always stand up and attack back. Mobs should no longer follow you to your resurrection point and 'remember' hating you after you die. Initiating and ending dialog with an npc rapidly should no longer freeze you in place. Lurking Dark Beasts in Sanctum of the Burning Souls will no longer slide when moving right after spawning. Many NPCs have had their onscreen dialog changed to match their voiceover. Rhinos should now properly display their nameplate and targeting arrow (if enabled). Bat Demons should no longer have a small animation 'hiccup' when idle. Guard Dogs in the Imirian Ravine should now animate properly. Particle effects around Tarisha during the End Battle in Tortage will be properly centered on her. Damage from conquerer-type NPC auras has been vastly decreased. They should also no longer spam aura buffs. Oasis of Zaara: Robroten's heal is now a bit stronger, but no longer instantly cast. The City Stewards that teleport you into the resource and building playfields have been updated so that the player character now faces away from the door he came through. Ghanatan Wardogs no longer drop human heads. Ranger NPC combos should no longer hit friendly targets. Updated the loot for Flesheater. Updated the loot for Man Eating Flower. Updated the loot for Child of Jhebbel Sag. All hostile NPCs who have a profession and don't have any other description will show their profession now. Friendly NPCs will remain showing their professions. Several instances of NPCs sliding when they began moving should be fixed. All guards are patroling now in the Caravanserai. Pyramid of the Ancients: Oracles will no longer despawn permanently if a sneaking player avoids fighting them. PVP / MASSIVE PVP PvP Notoriety System The Notoriety system will be introduced in update. You can be flagged as a Criminal or Murderer depending on your actions in PvP. Criminals and Murderers can trade with their guild NPCs, and with shady merchants and bankers. Murderer Resurrection Points have been added, and are marked on the minimap. Murderers can only resurrect at these locations. Other players cannot see murderer resurrection points unless they are also murderers. PvP XP is now split between all attacking groups and individuals, based on their relative damage. Outlaw camps have been added in several adventure playfields and hubs, for use by Murderers Outlaw camp vendors sell green and blue potions. A player attacking another, who is of too low level to yield PvP XP to the attacker., will now be flagged as a criminal for a few minutes. The cost for using shady teleporters is relative to the number of murderpoints the player has. When you are in a playfield that is too high level for you, you will receive a debuff called Free Prey. While this debuff is on you, attackers are free to kill you without being penalized with criminal status or murder points. All guards should attack murderers now. Redeemer npcs in the Outlaw camps will give murderers quests which will enable them to reduce their murderpoints. When awarding PvP xp to a group of players, the base XP is now calculated based on the highest level character in the group (similar to how PvE XP is calculated). Guards can now use ranged weapons. It should no longer be possible to engage in pvp on pvp servers inside raid instances. No PvP xp reward will be given if a guard helped you kill someone. The criminal buff will be reset to 5 minutes if you hit your target again while you have the buff. All guards in Conall's Valley, Conarch Village, Old Tarantia, and Khemi will now attack players when appropriate. If you are a Murderer you will have access to a Criminal chat channel. Criminals will never get help from a guard (when attacked by players and NPCs). Innocents will get help from guards when getting attacked (by players and NPCs). PvP Minigames Fixed a situation where you sometimes wouldn't get ported out of a minigame after you left the match. Fixed an issue where minigames would end as a result of spawning too many minions before the game began. Massive PVP Fixed a hole in floor in the tier 2 tradepost. It's now possible to use the gate lever while mounted. Players can now only control one siege weapon at a time. Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down. You will no longer spend your building materials when building construction fails. The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep. Non-guilded player's pets will no longer attack their owners in Siege PvP. When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point. Added the "Local Time" Timer to the window. You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city. Attacking siege buildings with melee/ranged or unarmed will show correct damage. Sorting the score window should now sort correctly. Building points gained by mercenaries will be rewarded to the attacking guild as intended. Defending guild mercenaries can no longer gain points by killing attacking players. Siege weapons are now immune to fatalities. All Battle Keeps now have a minimum of 2 siege camps around the outer walls. Trebuchets should now properly display their nameplate and targeting arrow (if enabled). Battlekeeps will no longer have NPC guards. QUESTS Destiny Quest Mage: Awakening III, A shift in the balance - Murble is now selling Jack of Ale as a non-violent solution. Destiny Quest Soldier: Awakening I, The Plague - Guards should no longer swarm you while talking to Valeria. Destiny Quest Solder: Awakening II, Flight to the Keep - Valeria will no longer fight in the bushes. Destiny Quest Soldier: Awakening II, Flight to the Keep - The guards protecting Quesado will spawn even when you skip all cutscenes. Destiny Quest Level 60: The Mark of Acheron will be properly removed at all times after completing this quest. Eiglophian Mountains has had additional content added. Eiglophian Mountains: The Blood-furred Beast - Increased the radius of the area that triggers the quest, and reduced the area the mammoth roam within it. Eiglophian Mountains: Ante Up - Ice Worms should spawn correctly, and despawn if they're not killed within a few minutes. Eiglophian Mountains: Ante Up - Waypoints have been fixed. Eiglophian Mountains: To Send a Message - The cooldown timer should no longer start unless the boss spawns. Eiglophian Mountains: The Great Ordeal - Waypoints have been fixed. Eiglophian Mountains: Head of a Tormentor and Head of the Gatekeeper will now only drop if you have the appropriate quests. Halls of Eternal Frost: Added a particle glow to the bag of sands quest item. Khemi: The Mastermind - Commander Ramartarsi's respawn timer is set to 3 min. If you don't loot the head, you can kill him again. Khemi: The Raided Tomb - corrected the region in quest editor, so the waymarker is now correct. Kheshatta: The Four Accursed Keys - Added a pick-up animation when picking up the key in the Scorpion cave. Kheshatta: Ibis, Master of Hidden Secrets - Quest is no longer shareable. Khopshef Province: The Troubles of Thutmekri - Players should no longer have any problems with not being able to interact with friendly NPCs after killing quest targets. Oasis of Zaara: Opening the cage for the quest "Unjust Deserts" will now remove the Key from the Quest inventory. Onyx Chambers: Mushrooms now highlight properly. If you have the quest "Mushroom Harvest" from before the patch, please delete the quest and return to Nephturi and pick it up again. Onyx Chambers: Paid in Massacre - Quest now displays proper quest coordinates. Thunder River: Absolute War - Quest goal now tells the player to talk to Pavo. And the waypoint is correct. Tortage City: NPC Idogbe will no longer give out the quest "The Worshippers Demise" when the player is above the appropriate level. Tortage City: Valerius will now leave the Preparation Chamber after witnessing "Tarisha's Sacrifice". Tortage City: The legendary Turach - Turach now gives the player a reward consistent with what he tells the player he will give for completing the task. Tortage End Battle: Tarisha will no longer be laying on the ground passively when attacked by higher level characters. Wild Lands: Curse of Flies will now properly be removed when dying and will function properly if the player fails to complete the task. Wild Lands: Curse of Flies will now properly fail if the player dies doing it. If the quest is failed, it will no longer be deleted from the quest journal. A new goal will be revealed instead. Wild Lands: The Darkest Nightmare - The final goal will now update when the player kills Tyranus, not when examining his grave. Destiny Soldier: Tina should now be happily lying on her bed under all circumstances when a soldier comes to visit her in her room! Khopshef Province: The Roots of the Earth - Quest goal has been updated with correct name. Destiny Quest Soldier: Valeria will no longer leave dialog early to fight or charge blindly into battle at the Lighthouse. Destiny Quest: The Grim Grey God: Wave 3 and 5 should now patrol as intended. Tarantia Noble District: The Chef - Fixed requirements so you should no longer receive incorrect dialog options from Juan, and so the quests should work as intended. Field of the Dead: The Poisoned Cup - Barrels are once again interactable. RAIDS Kyllikki: Champion should now properly remove the Sadism effect upon reset. The Sadism buff should have better visuals. Kyllikki: White hand Spellguards should properly reset when they have no hated target. Kyllikki: White hand Priests should properly reset when they have no hated target. Vistrix: Vistrix should act a bit more consistently when his attacker with the most aggro dies. Yakhmar should no longer try to attack dead targets. Yakhmar should now aggro when players try to walk past him. Changed the spawn rate of Kyllikki's adds Yakhmar now has a new ability Yakhmar's adds now properly choose a random initial target. Their melee attack range is also reduced. Yaremka should now properly display his nameplate and targeting arrow (if enabled). Kyllikki should now properly remove all HOTs upon reset. She will also summon adds with the proper delay. Kyllikki: The mobs before Honorguard will no longer respawn after he has been killed. Killing Kyllikki now stops the trash earlier in the dungeon from respawning. Yakhmar, Vistrix, Kyllikki and the Champion of the honorguard now ignore the Necromancer "Frenzy" ability. TRADEPOST Social armor should appear in a tradepost search. Changed the sale fee for stacked items to a more appropriate fee. When receiving mail on the tradepost about having sold an item, the first value in the mail will be the full price of the item. Seller columns on the tradepost are now resizable. Players will no longer receive two separate error messages when a request to sell an item at the tradepost is denied. Resolve an issue with in-game mails in the bank/postal service interface that weren't deleted after the indicated timer had run out. These messages will now be deleted correctly according to the countdown timer. So please make sure you pick up all pending in-game messages on time. TRADESKILLS Chopping wood with male characters will now play the correct sound effects. Certain resource nodes now yield additional resources. Armorsmith : Crafting Moonsteel Claymore and Moonsteel Cutlass should now award credit for the proper items. Conall's Valley now has resource nodes. The item Alchemist's Cache can no longer be traded. This does not affect the items inside it. Gems can now be sold to vendors. Tradeskill items sold by vendor appear gray now. Recipes should no longer show as duplicates. Lacheish Plains, Poitain, and Purple Lotus Swamp have some new NPCs that allow you to unlearn tradeskills. These NPCs can be found near the resurrection points in the NPC villages. Gems can no longer be added to items from bank or guild bank - only from the backpack and tradeskill inventories. Architect: Removed duplicate response option that could give the third Progression before the player reached level 75. Alchemy crafting now has distinct potions that stack up to 100, and are slightly better than the regular vendor bought and dropped potions. This difference has been taken from the regular potions, and as a result these have been lowered in effect by 10%. Weaponsmith: Recipes and resources for City Weapons, Base Weapons and Culture Weapons are now available Armorsmith: Recipes and resources for City Armors, Base Armors and Culture Armors are now available Alchemy: The number of alchemy resources has been reduced by about two thirds and existing recipes have been changed where needed Alchemy: Metallurgy recipes for alloys now drop off specific dungeon bosses. Alloys are needed by smiths for culture armors and weapons. Skinning: 6 new recipes for skinners have been added to the game. These treated skins are needed for the new culture armors. Weaving: 6 new recipes for weavers have been added to the game. The cloth yielded by these recipes are needed for the new culture armors. Wood Cutting: New recipes for wood-cutters have been added to the game. The recipes drop off specific solo bosses in adventure zones. They yield equipable green staffs that weaponsmiths may upgrade into blue staffs. The upgraded staves use normal feat progression, but do not require city buildings to make. Resources: All tradeskill resources have had their valid drop level range widened and should provide players with a greatly increased opportunity to gather the resources needed for recipes. Lacheish Plains, Poitain and Purple Lotus Swamp have new NPC camps. The resources needed for the new tradeskill recipes can be found in these camps. The result items of tradeskill recipes now display a stack size if they produce more than one item. TRADESKILL UPDATE - KNOWN ISSUES The new dropped recipes will not show any tooltip when hovering the mouse over them. This issue will be corrected with one of the next updates. New recipes that can craft multiple items will be listed in the Tradeskill book under the first item the recipe can make. This issue will be corrected with one of the next updates. The crafted alchemist potions are now different than the same-tier vendor-bought versions. This was in order to make crafted potions better than what's elsewhere available in the world. For the alchemist progression quests that involves making potions and turning them in, players on unfinished quests may have to delete the quest and re-aquire it. This does not effect quests that have already been completed. WORLD DESIGN Fixed several world design locations where a player could get stuck. Many collision fixes have also been included. Field of the Dead: Coffin in Toirdealbachs tomb now has fully working collision. Imirian Ravine: Ladder to Poitain doesn't ask players if they want to use it anymore. Tortage: Tortage Keep has been graphically optimized for better performance. Tortage: Texture collision issue with the pillar base & stair meshes in Tortage Keep Dungeons fixed. Flickering issues in Tortage Keep have been resolved. Pyramid of Atum-Keket: Water has a new color and looks more like poolwater. White Sands: The climbing vines are now functional. Volcano: The new climbing areas are working. Tarantia Noble District: Placed a secret passage to allow travel for murderers to get to the Outlaw Camp and past the guards. The Cistern: Major changes have been made to this dungeon. This instance has become a group dungeon instead of a social dungeon. The gameplay, including all AI, loot and interactive environments have been imporved and there are also new alchemy reciptes to be found now. Title: Re: The Patch Thread. Post by: Falconeer on October 29, 2008, 06:47:47 AM This is the "short version" of that wall of notes.
Quote Update 29th October - Discussion Thread The PVP Consequence System is now live! This update also brings with a series of significant changes and updates to trade-skills, combat mechanics, massive PVP and GUI functionality in addition to a great new experience in the Cistern! PVP Consequence System – The Notoriety System This game update brings with it a major new game-play feature – a new consequence system for PVP. Off the back of the PVP leveling system introduced in the last update, this new system aims to bring even deeper meaning to PVP and introduce real consequences for your actions. Players will now run the risk of becoming a criminal or even a murderer depending on their actions in PVP. If you take part in anti-social actions in PVP, picking on weaker foes and such you will find yourself accruing ‘murder points’ that will eventually mean the attitudes of NPCs in the world will change towards you! Murderers will be outcast from society and will have to depend on new outlaw camps which can be found at remote locations in various different playfields. You will still have access to vendors and travel through these camps, but that will now come at a cost! A consequence for being a dangerous individual! It will be possible for those evil doers to redeem themselves however. Murderers can try to solve specific quests to lower their murder points to one day receive amnesty and loose the status of a murderer. Until that time other players can hunt down and kill murderers to punish them for their crimes. We think this system will introduce a great new dynamic to PVP game-play. Do you dare to try and live a life outside of the laws of the land? Do you have what it takes to be infamous, or indeed become famous for hunting down these most treacherous of player targets! Revamp of ‘The Cistern’ Dungeon Together with various other adjustments to the world design, the major changes done to the dungeon ‘The Cistern’ are something we think the players will really like and welcome. Directly listening to player feedback we changed this dungeon from a social dungeon into an instance which will give groups the chance to venture there without interruption from other players or groups. In addition the game-play, including all AI, loot and interactive environments have been improved in this dungeon and there are now also new alchemy recipes to be found there. Changes to Trade-skills Brand new types of armor and weapons are introduced with this update. There are so called ‘Base’, ‘Culture’ and ‘City’ armors and weapons recipes which give weapon-smiths and armor-smiths many new pieces to craft. The recipes for these new items also include new resources that Alchemists, Skinners, Weavers and Woodcutters will have to provide so working together with other player crafters and gatherers is encouraged and even necessary. Listening to player feedback made it clear to us that especially the Alchemist profession had to get an overhaul in terms of the too high number of available alchemy recipes and needed resources to craft these sorts of items. With this update the number of alchemy resources has been reduced by about two thirds and existing recipes have been adjusted accordingly. This will make crafting for alchemists much more enjoyable and allows this profession to focus on crafting specific items and potions as an unnecessary high number of different recipes and resources made it hard to actually find what was needed. In addition all other trade-skill resources have had their chance to drop increased which should result in players being able to gather the resources needed for recipes much easier. Combat Updates There are quite a few significant adjustments to the combat system for this update and we wanted to shed some light on of some of these changes here. Firstly the way how crowd control and immunities work has been adjusted. This change now will cause players to break stuns, fears, roots, snares and charms when they have lost a certain amount of health. This should give players a fair chance to withstand these spells and fight back. We are in this update making some changes to combos which will affect melee and ranged classes. Firstly lots of combos have fewer steps to execute now but they will also deal less damage per hit. The damage you deal should merely be distributed more evenly throughout battle than before. The second change we are making is to introduce a penalty when you miss with your directional combo strikes. This penalty will increase with the number of missed strikes. Based on your feedback that some combos were too long to perform effectively in PVP we have reduced the number of steps on the longer combos should hopefully rectify this feeling. Obviously this move does affect the potential damage players do, and given that we also wanted to start addressing the effectiveness of healing in combat. We approached this by giving some classes utilities to make the healing of others less efficient. As a result, the Ranger, the Demonologist and the Herald of Xotli have all received healing debuff abilities. This is obviously an area that we will track closely and if additional changes are required it will be an area that continues to get tweaks and adjustments. GUI Adjustments and Additions Additional possibilities for raid leaders to add and move members from different raid teams and also added more versions to display more detailed information about the team members to show different bars as well as debuffs are introduced with this update. And this is not all! Many other changes and improvements to the GUI are added and we also will continue to bring such adjustments in future updates. Additional Changes In addition to the content highlighted above this update brings also brings many more changes on various other topics like for example, massive PVP sieges, mounts, quests, raid encounters, items and tradeposts –to mention just some of them. For a full list of updates and fixes please refer to the update notes. We hope you enjoy this update! - The Age of Conan Team - |