A history of patches is useful to look up what has been changed lately and when did a brilliant feature first appear .. |
Eine Geschichte der Patches is hilfreich um zu sehen, was letztens geändert worden ist und wann ein brilliantes Feature zum ersten Mal erschienen ist .. |
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February 28, 2002 - v1.47b Test Release Notes (please follow the link)
February 27, 2002 - v1.47a Test Release Notes (please follow the link)
Febrary 21, 2002 - v1.46
ASSASSIN CHANGES
This version has some updates to the Assassin (Shadowblades, Nightshades, Infiltrators) classes, which should make them much more forgiving when it comes to training. We gave some of the classes additional abilities and all received a variable number of extra specialization points to give each of the Assassins a different "feel".
In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.
Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points.
FRIAR CHANGES
With this version we have made some changes to the Friar to address that class's relative weakness at higher levels.
MINSTREL/MENTALIST CHARM SPELL CHANGES
We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results.
Minstrel/Mentalist Charm Overview
The Minstrel/Mentalist charm ability does not work the way other charms work, nor is it intended to. This charm is intended not as a "pet" ability in the sense that all other pet abilities in the game are intended, but as an added ability that can be used for assistance during group or solo combat, or during emergency situations when charming a foe may work to the advantage of the group or solo player.
To charm a monster, you no longer require the use of the flute (for Mnstrels). Simply target the monster and use the corresponding spell/song for your charm. Monsters at or below your level will have a very small chance of resisting the charm as it pulses, which means there's always an element of risk involved. You may also charm monsters above the your level (oranges, reds and low purples), though as the monster level increases above that of the caster's, so does the risk of the monster resisting the charm and aggressing the caster. It is advised to not risk charming orange, red or purple monsters unless you believe the situation warrants this emergency action and only if you are prepared to accept the potential penalties involved with doing so.
Note that when a monster is charmed and in battle, and the charm pulse stops (or the monster is no longer under your control), the previously charmed monster's aggression will be turned away from the monster it was fighting and toward the caster until it is recharmed, it dies, the caster dies or the caster moves beyond the normal AI timer-based range of the monster. As casters become more experienced with using this ability, they should learn how to manipulate it to best fit their needs when solo or group hunting, so a degree of skill is involved.
Tip: When a charm breaks, the monster will immediately aggress the caster. This includes times when the caster actually releases the monster, so it's advisable to have the pet window set to "Stay" and then to get a comfortable distance away before releasing the monster, or to ensure you are capable of killing the monster upon releasing it.
Tip: You may use other songs in conjunction with this type of charm, though doing so will require song "twisting" - where you switch between playing two songs.
Bugs to note: There is a bug with the Minstrel's charm, where upon releasing the pet, even if you are further than melee range, the monster will still interrupt your current song when it aggresses (speed, mana or health), though only for the ten seconds the timer takes to elapse and for the song to restart (as with any other monster when the monster is aggressing in melee range). This is a known issue and will be fixed at some point in the future.
World Issues: We're aware of the limitations and availability of charmable, humanoid monsters (for Minstrels and Sorcerers) in Albion's high level zones - primarily Lyonesse, Dartmoor and Stonehenge Barrows - and we're taking steps to resolve this issue soon, so please watch for announcements.
ARCHERY ADJUSTMENTS
NEW THINGS AND BUG FIXES
NEW REPAIR SYSTEM
To repair an object without dropping it on the ground, follow these steps:
SPELL SYSTEM CHANGES
Our first cut at the new resistance buff and debuff system is now up on Pendragon. Currently resistance buffs and debuffs only affect direct damage and bolt spells (not DOT, duration-type spells such as mes and stun, damage adds or damage shields). Over the course of the next couple days we'll round out the implementation to affect duration and damage effects of all types.
Sorcerer body spec list | Cabalist Spirit spec list | Cleric enhancement spec |
---|---|---|
23 Illusions of Flame (heat resistance debuff)
24 Illusions of Winter (cold resist debuff)
27 Illusions of the Wastes (matter resist debuff) |
22 Diminish Immunities (debuff body)
24 Diminish Will (debuff spirit)
28 Diminish Conductivity (debuff energy) |
24 Spiritual Shield (spirit buff) 27 Energy Shield (energy buff) 23 Shield of Health (body buff) |
Friar enhancement spec | Spiritmaster darkness spec | Runemaster runecarving spec list |
21 Resillience of the Wanderer (heat buff) 25 Hearth's Blessing (cold buff) 27 Attunement to Creation (matter buff) |
22 Dampen Health (body debuff) 25 Dampen Spirit (spirit debuff) 27 Dampen Capacity (energy debuff) |
22 Vex of Heat (heat) 25 Vex of Cold (cold) 27 Vex of Soil (matter) |
Healer Augmentation spec | Shaman augmentation spec | Enchanter mana spec |
23 Gods' Health (body buff) 24 Gods' Drive (spirit) 27 Thunder Affinity (energy) |
23 Wrap of the Deep (heat buff) 24 Warmth from Below (cold buff) 25 Rock Unity (matter buff) |
23 Amplify Heat (heat debuff) 24 Amplify Cold (cold debuff) 27 Amplify Matter (matter) |
Eldritch void spec | Druid Nurture spec | Warden nurture spec |
22 Nullify Hardiness (body debuff) 26 Nullify Spirit (spirit) 27 Nullify Dissipation (energy/electricity) |
23 Strength of the Sun (resist heat) 24 Warmth of the Badger (resist cold) 26 Earth Affinity (resist matter) |
22 Bolster Health (resist body) 23 Warden's Courage (resist spirit) 27 Defy Thunder (resist energy) |
WORLD NOTES
Midgard Quests:
Hibernia Quests:
Albion Quests:
Albion Monster Encounters:
Hibernia Monster Encounters:
Midgard Monsters:
Frontier Keeps
We have adjusted the range resistance of several specific keep lords as a test of possible new functionality. Please test these lords and let us know what you think. The lords will now require players to be in the room with them to damage them (all players, casters and archers included). With this change, the lords can now be damaged by ranged attacks (if the attacker is in the room). The following lords have this new resistance system:
February 20, 2002 - v1.46d Test Release Notes (please follow the link)
February 20, 2002 - v1.46c Test Release Notes (please follow the link)
February 19, 2002 - v1.46b Test Release Notes (please follow the link)
February 14, 2002 - v1.46a Test Release Notes (please follow the link)
February 8,2002 - v.1.45D
We made a few changes that fix a few more bugs introduced in 1.45.
February 8, 2002 - v.1.45C
This is a small update that contains three fixes to problems found in version 1.45.
February 7, 2002 - v.1.45B
This is just a quick patch to fix some problems that cropped up in this morning's patch.
This morning's version had a bug that was setting durability of high-level magical jewelry items was being set to a small number (sometimes 0, sometimes 20 or so). This bug has been fixed, and any player who logs into the game with those objects will have them automatically reset to max durability and condition.
February 07, 2002 - v1.45
NEW MONSTER GRAPHICS AND SOUNDS
SPELL SYSTEM NOTES
We've made a change in the way that specialization affects Self Armor Factor buffs for robed casters. Now, robed casters are no longer affected by specialization (casters who specced outside their shield line's skill were taking a significant defense hit). However, Armor Factor Buffs for concentration casters remain affected by specialization.
WORLD NOTES
3 New Zones added:
Three new "Epic" zones make their debut in this patch: one in each realm's home region. These zones are full of high level content intended for large groups of players 35 - 50th level. The encounters in these zones are fully itemized with appropriate treasure. The zones are laid out differently from most of our other outdoor areas, they are designed to more tightly constrict player movement, funneling groups (to some extent) through more targeted encounters that have to be bypassed or defeated before they can move on. Each of the zones has as its ultimate encounter a fearsome creature of monstrous power, let those who wander these zones take plenty of friends!
Please note that many of the monster models that appear in the new zones are placeholders and will be replaced with new ones over the course of this week.
Albion Zone: Dartmoor
In the times of Uther Pendragon, Articus, son of a Roman dignitary left his homeland to get away from the politics of Rome. He and his family settled in an area in the Cornwall region known as Dartmoor, a beautiful moorland with wooded valleys and windswept Tors. They had built a castle and established a respectable holding in the rugged area. About ten years had passed and still little was known about Lord Articus and his family, since they often preferred to keep to themselves. Duke Marcus of Cornwall dispatched a messenger to his quiet neighbor with invitations for them to attend an upcoming celebration. When the messenger never returned, a second messenger was sent. The second one, like the first, was never seen again. Whether out of concern or suspicion, Duke Marcus sent his son along with a contingent of knights to both investigate the disappearance of the messengers and the welfare of Lord Articus. Two weeks later, Duke Marcus' son returned alone. He was badly injured and his armor singed. He never told his father or anyone else what he saw. Some say it was fear. Others claim that it was his pride. The only thing he did convey was that Lord Articus, his family, and his servants were all dead. Until recently, people of Briton were warned away from Dartmoor. However, the people have grown restless and hunger for adventure. Their memories fade, and most have forgotten the warnings.
Last month, Sir Arward and 30 of his best fighters ventured deep in to the depths of Dartmoor. Two days ago, Sir Arward’s scribe’s journal, slightly singed and stained with blood fell out of the sky and landed in front of the guards at Prydwen Keep.
A summary of the journal explains a bit of what the party discovered. At first, all they found were wild ponies, small but tough little beasts. The group, thinking that they’ve been afraid to venture to the area because of a bunch of wild ponies, relaxed their guard considerably. Sir Arward ordered one of his scouts to climb a nearby granite tor so that he might see further in to the distance. However, as soon as the scout approached the giant granite mass, it turned and faced them. It was a giant, made entirely from granite, carrying a giant shepherd’s staff. The poor scout never had a chance. The armored fighters engaged the massive creature and managed to defeat it. Their need for caution had been restored.
As they moved deeper into Dartmoor, it became immediately obvious that the giant they fought was neither unique nor alone. What had previously been mistaken for giant rocks seemed to come alive with movement. Trying to avoid the behemoths (though some fights were unavoidable), the group found themselves in a giant granite quarry surrounded by a group of ogre-like creatures. Surprisingly, they didn’t attack the party. In a limited, barbaric grasp of the Briton language, the ogres claimed to be the Stonecrush Clan. They mined and ate granite, which angered the granite giants to no end. It was obvious that there had been some hostilities between the giants and the ogres, and the Stonecrush Clan considered Sir Arward’s group as friends since they had fought and killed giants.
The journal contained little more information. The next page seemed to have been partially burned. Only one large word near the bottom could be read: Golestandt.
Midgard Zone: Malmohus
Hunters have reported that the Svartalfar have been extremely active in the Skona Ravine area. It seems they have been sending masses of their best scouts and infiltrators in to the woodland south of Skona Ridge, a little-known and less-explored region known as Malmohus. The werewolves of Skona, however, seem to be afraid of the area - they avoid it almost as if they believed Malmohus to be cursed.
A large group of hunters was sent to follow the Svartalfar into Malmohus, for it was obvious they were up to something. The hunters temporarily lost the Svartalfar trail when they stumbled across some odd looking creatures. They looked like wolves, but had scales and a lizard’s tail. The hunters called them scaled vargs, and found out happily that their beast charms worked on the creatures.
They renewed their tracking of the Svartalfar and were fortunate enough to find a single Svartalf scout, who they restrained and interrogated. The svartalf was young and was almost happy to give the hunters the information they desired, so long as his life would be spared. The svartalf explained that these lands were the home of Gjalpinulva, a daughter of great beast Fenris Wolf, and some huge unknown creature. The scout said that Gjalpinulva, herself a gigantic abomination, in her loneliness, created creatures that would be loyal to her and serve her: intelligent scaled wolves that walk on two legs. The Svartalfar, the scount claimed, came to Malmohus to investigate the Gjalpinulva and her brood and possibly destroy them. The Svartalvear needed to gather more information about the huge creatures before contemplating any action against Malmohus.
The hunters let the young svartalf go, anxious to return to Jordheim and report their findings. The great beast Gjalpinulva and her minions have not yet been sighted. Their appearance and power remain a mystery, although it is assumed that she is gigantic and immensely powerful.
Hibernian Zone: Sheeroe Hills
In a routine scouting pass through the outskirts of the Bog of Cullen, a small group of seasoned rangers found that the landscaped had changed along the bog’s northern edge. A pass, which had not been there previously, appeared from under a thick layer of mists. The rangers, dubious of the nature of the pass, scouted it cautiously. Before they ventured too far, small spirits that seemed to "glimmer" with an unusual light confronted them with aggressive intentions. Suspecting it to be a siabra trick, the rangers quickly dispatched the odd creatures. Not too long after their first encounter larger spirit-type creatures, sharing the same type of “glimmer” as the previous spirits, also attacked the group. These were obviously more powerful than the small spirits that were encountered previously, almost too powerful. The behavior of these spiritual beings was very unlike the siabra, and this new experience was more than the rangers wanted to handle without more information about what they were facing.
The rangers returned with their findings and decided to consult others. They found themselves reciting their story to many, but no one seemed to have any more information on these glimmers, as they came to be known. That was, until they found themselves in the company of the ancient elven sage, Tyldifyl. "Like the kingdoms of man," he began, "the Otherworld is also divided into regions, each often having its own ruler and laws. Some of those "kingdoms" are more known than others, since some wish to remain unseen. One such place is called the Sheeroe Hills, ruled by Cuuldurach the Glimmer King. Cuuldurach is an ancient and powerful being. He rules with absolute power in his realm, in the realm of what you call the Glimmers..."
The rangers gathered more information and found that the worshippers of the Great Azure, ancient relatives of the Firbolg who find their faith in the unclouded sky, have sent strong expeditions into the Sheeroe Hills. In their zealot-like reverence for their god, they believe that the glimmers are evil, tainted creatures of death, and because of that, they believe it is their duty to cleanse the land of their presence. They have established strongholds in the Sheeroe Hills and guard them closely, distrusting anyone but one of their own to venture near.
Other Monster Encounter Changes:
Albion:
Midgard:
Graphics Update:
- Several new monster models have been provided by our wonderful art team. Here is a list of some of the creatures that are sporting a new look.
ALBION | MIDGARD | HIBERNIA |
---|---|---|
manes demon grumoz demon Fielath wind mephit impling gwr-drwgiaid fiery fiend Ash afanc hatchling faerie mischief-maker faerie wolf-crier faerie bellwether Lady Leanna Ellyll windchaser mist sprite pixie pixie scout pixie imp Pixie Queen |
flaming raukomaz Lord Fire wind sprite Swift mora rider mora dancer |
cruiach demon Idol of Crom Cruiach cruach imp Spifnar deamhan aeir Aoife mountain mephit tunnel imp Scratch bocaidhe bocaide Yrial orchard nipper |
NPC Fixes
Runthal Devyn, the imposter fletching master that would not let you join the trade order has been removed from Camelot City by the city guard. Acey Dalston is the only fletching master authorized to admit new members.
Hibernian Quests:
Midgard Quests:
Albion Quests:
OBJECT NOTES
Four new zones have been totally itemized:
We also went back through a couple of zones that were rare item drops, and made changes where appropriate. You'll now find that these zones have much more to offer:
Other Object notes
February 06, 2002 - v1.45h Test Release Notes (please follow the link)
February 06, 2002 - v1.45g Test Release Notes (please follow the link)
February 06, 2002 - v1.45f Test Release Notes (please follow the link)
February 05, 2002 - v1.45e Test Release Notes (please follow the link)
February 05, 2002 - v1.45d Test Release Notes (please follow the link)
February 01, 2002 - v1.45c Test Release Notes (please follow the link)
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