A whole bunch of changes, including a LOT of spell tweakage. As with version A, we'd like to thank the community for all the thoughtful feedback that led directly to these changes. Good thing we've got some Pendragon copies in game now, eh?
Speaking of copies, there are still a few thousand copies yet to be made, so hang in there. If you're continuing to get an error message, please be sure you spelled the name of the desired character correctly - a significant number of errors seem to be of the spelling variety. Also, the response has been significant - enough so that we're going to cap the number of copies we allow for this round at 10,000 users. More than that and y'all are liable to crash Pendragon. We will of course allow more copies if the population numbers require it in the future.
Dark Age of Camelot
Test Version 1.51D Release Notes
Wednesday June 12 2002
NEW THINGS AND BUG FIXES:
Pendragon and Mordred:
- Concentration effects that a caster has on himself will no longer go away when they zone or quit.
- Concentration pool should update correctly when you get and lose Rez sickness
MORDRED ONLY:
- You no longer see the class names of enemies when you consider them.
- To get a credited kill, gold drop, con loss, experience, Alliance Points - the "killer" of the target (the person who did the most damage) has to be within four level quantas (60% of the level) of the target. Thus, if a 50th level player kills a 29th level target, the 50th level player will get no benefit and the 29th level target loses nothing but time.
- The invulnerability timers on entry and zoning have been increased to 10 seconds.
- When a pet kills another player - the controller of the pet now gets a minimum of one alliance point.
- You can no longer attack your own keep doors.
We have implemented a system where realms can use other realms' equipment on
Mordred. Not all items are usable, this is not a bug.
Further, when equipping an item that gives a bonus to a skill that you do
not possess, you will get no benefit to your realm's skill.
For example, if you equip a sword that is Blades +2 using your Slash skill,
you will not get +2 to your Slash skill.
The item conversion is as follows.
1) All non-weapons and armors have been converted.
2) All shields have been converted.
3) Instruments have been converted as follows:
Albion gains access to 'Music' Instruments.
Hibernia gains access to 'Instruments' Instruments.
4) Armor has been converted as follows:
ALBION
Cloth: gains access to other realm's Cloth
Leather: gains access to other realm's Leather
Studded Leather: gains access to Midgard's Studded Leather and Hibernia's Reinforced
Leather
Chain: gains access to Midgard's Chain and Scale
MIDGARD
Cloth: gains access to other realm's Cloth
Leather: gains access to other realm's Leather
Studded Leather: gains access to Albion's Studded Leather and Hibernia'sReinforced
Leather
Chain: gains access to Albion's Chain and Scale
HIBERNIA
Cloth: gains access to other realm's Cloth
Leather: gains access to other realm's Leather
Reinforced Leather: gains access to other realm's Studded Leather
Scale: gains access to other realm's Chain
5) Weapons have been converted as follows:
ALBION
Staff: gains access to other realm's Staff.
Crush: gains access to Blunt (and one-handed Hammer weapons)
Slash: gains access to Blade (and one-handed Swords/Axes)
Thrust: gains access to Piercing
Two-Handed: gains access to Large Weapons
Polearm: gains access to Celtic Spear and Spear
MIDGARD
Staff: gains access to other realm's Staff.
Hammer: gains access to Crush and Blunt
Sword: gains access to Slash and Blades
Axe: gains access to Slash and Blades
Spear: gains access to Celtic Spear and Polearm
HIBERNIA
Staff: gains access to other realm's Staff.
Blunt: gains access to Crush (and one-handed Hammer weapons)
Blades: gains access to Slash (and one-handed Swords/Axes)
Piercing: gains access to Thrust
Large Weapons: gains access to Two-Handed
Celtic Spear: gains access to Spear and Polearm
6) Range weapons will not be converted.
WORLD NOTES - Pendragon and Mordred:
Hibernia:
- You can now bind in Tir Na Nog.
Realm v. Realm - Frontier Keeps:
- Siege merchants in the frontier will no longer be charmable.
- The keep lord see hidden flag has been removed. Additionally, the range resistance has been removed and the keep lords can now move about their room.
Dungeons:
-Midgard: Varulvhamn: The King of the Werewolves has returned to Varulvhamn seeking fresh sacrifices for the Altar of Lyceaon. Werewolf kin of Midgard have begun shouting praises at his return as well as the essences of nature that once flowed through their blood. Uncovering a once-hidden maze of passages , the werewolves within their dark lair have now made room for its increased population of lycanthropes. Tread lightly lest you wish to be the king's next sacrifice.
Monsters:
Albion:
Golestandt has been adjusted slightly in an attempt to make encounters last longer.
Midgard:
Gjalpinulva has been adjusted slightly in an attempt to make encounters last longer.
Hibernia:
Cuuldurach has been adjusted slightly in an attempt to make encounters last longer.
Object notes:
- The Dull Asterite Runed Staff and the Dull Asterite Spirit Staff now have a salvage value set.
- Due to player feedback, the minstrel quest reward Ring of Coruscating Harmony now buffs +charisma, +strength, and +spirit resistance.
- The Dartmoor ponies should no longer be dropping silver in addition to their normal pelt drops.
- The common loot drop on hill scrags was altered so that they’d drop more silver on average.
- The Yellow Silken Robes should now have a working charge effect.
- The Bracelet of Defense can no longer be held.
- The Boots of the Stealthy can no longer be held.
SPELLS
- Added a base group heal to Hibernian Regrowth line. All Druids/Bards/Wardens should have it now. This gives the healing classes in all 3 realms a base group heal.
Group heal:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added Cure Poison and Cure Disease to Bard Regrowth spec. This was done to give Hibernia two classes with these abilities like the other realms; previously only the Druid could cure disease and poison.
7 Cure Disease
9 Cure Poison
- Nightshade direct damage should be set to "Skill 0" now, reducing its variance.
- Added the following spells to the Wizard Calefaction spell list to help make the Earth specializition track more appealing as an option to Fire and Ice.
AE Stun
13 Trembling Earth
32 Quaking Earth
42 Buckling Earth
Ground targetted AE DD
16 Earth Eddies
25 Earth Splash
34 Earth Ripple
43 Earth Wave
Matter-based DoT
6 Molten Wrap
10 Greater Molten Wrap
16 Molten Blanket
23 Greater Molten Blanket
29 Sheet of Lava
35 Greater Sheet of Lava
41 Sheet of Magma
48 Greater Sheet of Magma
- Changed Wizard Liquifaction Simmering Cloud line to do Heat damage instead of Cold. The old damage type was a bug.
- Added the following spells to Shaman Cave Magic line:
Single target DD; note that this damage spell is on the same timer as the Fungal Pin line, and should be used as an alternative to the bolt spell for targets in melee combat.
12 Slime
18 Ooze
26 Muck
34 Sludge
42 Ichor
- Added a short duration, high attack speed debuff to Enchanter Bedazzling spec to improve the usefulness of the list.
Short duration, high attack speed debuff
11 Dazzling Flash
21 Dazzling Torch
31 Dazzling Flare
41 Dazzling Strobe
- Increased damage and decreased casting time of the pet focus damage shields for the Spiritmaster (Spirit's Revenge line) and Enchanter (Aura of Echoing line) to bring them in line with the Cabalist focus damage shield.
- Added following spells to Sorcerer Telekinesis (Matter spec) list to flesh out the list and give it more specialization value.
AE Dex/Qui debuff
15 Constricting Field
23 Restraining Field
34 Major Constricting Field
45 Major Restraining Field
Snare + DD
17 Lesser Constricting Jolt
24 Constricting Jolt
31 Lesser Constricting Force
40 Constricting Force
49 Major Constricting Blast
- Added taunt spell line to Paladin Chant spec and Warden Nurture spec. This spell is intended to alleviate the fact that Paladins and Wardens had no ranged technique to pull with. These spells do damage that accrues on the hate list of their target, but do no actual damage. They are on 8 second timers, and cost no power.
Paladin Chants
5 Provoke
15 Aggravate
30 Enrage
40 Infuriate
Warden Nurture
6 Tease
16 Annoy
31 Inflame
40 Incense
- The Bard Captivate Audience line has had all its spells set to 350 radius to make it consistent with similar spells in other class' lists.
- The standard healing spells (ones with normal cast times, including the standard group heals) have been significantly revised, both to fix some longstanding efficiency problems at higher spec levels, and also to encourage healing classes to heal more in RvR. In general, these revisions affect casting times, range and power costs, not amounts healed. The intent is that this will have the effect of decreasing downtime and increasing effectiveness in RvR, without altering the balance of PvE combat too much. PvE changes are not the intent of these fixes, but some give and take is accepted here. The Cleric/Friar in Albion, Shaman/Healer in Midgard, and the Druid/Bard/Warden/Mentalist in Hibernia are all affected by these changes, and all equivalent spell lines have been adjusted according to the same new baselines.
There was a bug in the Hibernian healing lines due to them using outdated baselines that resulted in some of the Druid/Bard/Warden healing spells to be less effective than equivalent level healing spells in the other realms; this has been corrected with these changes.
The primary change that affects all of these spells is that the efficiencies never go down at higher levels. These means the higher level spells are always going to heal at least the same number of hit points per power point as a spell of lower level. Since efficiencies were previously decreasing, this means that many healing spells have had their power costs reduced, especially higher level spells. This is the primary change to the non-spec heals (which all healers have).
The "third tier" healing spells, a.k.a. "major heals", are the lower heals earned by specializing in healing. These spells have been revised to significantly increase in power efficiency with level. Again, this effectively decreases the power costs of these spells at higher levels, and makes it possible to heal for extended duration in combat.
The "fourth tier" healing spells, a.k.a. "greater heals", have had their costs re-tuned to make sure their efficiency does not decrease. These spells are not as power efficient as third tier heals, however. The new change that should significantly increase the utility of these spells is that the higher level the spell, the lower its casting time will be. The first spells in these lines have had their casting times slightly reduced, and the further a healer specializes, the lower the casting time goes. At the highest levels, the casting time can go below 3 seconds. Since these spells heal the most hit points, the lower casting times should make them much more practical and useful in RvR.
Both group heal lines have had similar tuning so that their efficiencies no longer go down, and their costs have in general decreased to reflect the increased efficiency. The base group heal increases in efficiency now, so the upper levels cost substantially less, while the spec group heal has been changed so that its casting time decreases with spec, and the amount it heals has been increased.
The last change is very significant, and that is that all standard heals have had their ranges increased to 2000, and group heals have a radius of 2000. This is intended to increase healer survivability by allowing them heal from distance, and increasing their availability to resurrect after battle.
- The Cleric Smite line was re-tuned to bring this specific class/skill combination into line with other healers. The primary change was a reduction to the direct damage spells (single target and AE), which were doing the equivalent damage to a nuker direct damage spells. This was inappropriate due to offensive and defensive melee capabilities of the Cleric. The Heavenly Strike line (AE DD) now has had its radius increased to 350 at all levels, however.
- Added insta-cast root to Druid Nature spec; these are all on the same 10 minute timer. All Druid roots have been set to "no recast", however. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-root
28 Sprouting Undergrowth
AE Insta-root
36 Bursting Undergrowth
46 Choking Undergrowth
- Added insta-cast mes to Bard Music spec; these are all on the same 10 minute tiemr. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-mes
29 Hypnotic Harmony
AE Insta-mes
37 Deluding Harmony
47 Entrancing Harmony
- Added some new spells to the Healer Augmentation spec track. These new spells are intended to make the Healer more effective in combat, without adding explicitly offensive magic. This is intended to provide an alternate track for a Healer to spec in to give a different play style.
Short duration group haste buff, stacks with concentration based haste
18 Celerity
26 Enhanced Celerity
32 Amplified Celerity
44 Pure Celerity
Self only Str/Con buff
8 Asgard's Lesser Strength
19 Asgard's Strength
28 Asgard's Lesser Potence
34 Asgard's Potence
42 Asgard's Lesser Might
49 Asgard's Might
Self only damage shield
13 Asgard's Lesser Defense
21 Asgard's Defense
29 Asgard's Protection
43 Asgard's Deflection
48 Asgard's Greater Deflection