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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Age of Conan  |  Topic: The Patch Thread. 0 Members and 1 Guest are viewing this topic.
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Author Topic: The Patch Thread.  (Read 85478 times)
Sir T
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Reply #245 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.

Hic sunt dracones.
cevik
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I've always wondered about the All Black People Eat Watermelons


Reply #246 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. :)

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Nebu
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Reply #247 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. 

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
Draegan
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Reply #248 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.

Lantyssa
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Reply #249 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.
MMOs have a weird trend in which low availability seems to cause it's own inflation in that an item will never come down significantly in price unless the market ends up absolutely flooded with it.  The price keeps jumping up despite normal variations in supply and demand.  Unlike the real market, there is little downside to pricing an item high -- it's extra income, not the difference between eating and going hungry.  Limited slots, fees, timed auctions mitigate this somewhat, but I'm talking as a whole.  No character is going to "fail" because of bad business practices.

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. tongue

Hahahaha!  I'm really good at this!
Falconeer
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Reply #250 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.

Falconeer
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Reply #251 on: August 21, 2008, 10:59:17 AM

Oh, and  a sample of the incoming sets. This is the assassin's.


Falconeer
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Reply #252 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.

Khaldun
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Reply #253 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.
Rishathra
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Reply #254 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...

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Falconeer
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Reply #255 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.



tazelbain
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tazelbain


Reply #256 on: September 05, 2008, 07:27:51 AM

  swamp poop ACK!DRILLING AND MANLINESS

Funcom sure has its finger on the pulse of PvPers.

"Me am play gods"
tkinnun0
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Reply #257 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.
Falconeer
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Reply #258 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).

Falconeer
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Reply #259 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.

Falconeer
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Reply #260 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?



 this guy looks legit

Mrbloodworth
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Reply #261 on: September 15, 2008, 12:25:32 PM


Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
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Falconeer
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Reply #262 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.

Falconeer
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Reply #263 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

Lantyssa
Terracotta Army
Posts: 20848


Reply #264 on: October 02, 2008, 09:15:09 AM

Looks like some good changes.  Where are my Dark Templar updates?

Hahahaha!  I'm really good at this!
Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #265 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

« Last Edit: October 18, 2008, 03:41:16 AM by Falconeer »

Falconeer
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Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


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Reply #266 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.


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Reply #267 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 -

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