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1.52F is Ready For Pendragon   

from Sanya Thomas    
2002-07-30 16:48:31    


Before we get to the notes, I've got a friendly warning - looks like the scammers got a new email address: darkagesofcamelotsupp@hotmail.com. Please do not reply to any mail sent from that address. Mythic Entertainment does not use Hotmail. Any letter you receive from a Hotmail account is from another player, NOT us.

And with that out of the way, onto the patch notes!

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Dark Age of Camelot

Version 1.52F Test Release Notes

Tuesday, July 30, 2002

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SCHEDULING NOTES

We're wrapping up the changes for version 1.52, which consists of changes that will affect players will want to respec - i.e. we've made lots of changes to spells, abilities, combat armor tables, as well as lots of other specialization-specific updates. We don't plan on putting any more changes into 1.52 that will change skills, abilities, or specializations, so we currently plan to take 1.52 live on Tuesday, August 6 with the changes that have been included in 1.52 up until this time. Of course if we find that we need to re-address an issue or find problems with the version, we'll take the steps necessary to fix them.

We're doing this so that we can get the respec out to players as soon as possible - there's no need to wait for respec while we work on Spellcrafting and Alchemy, the next two big items on the plate.

So, 1.53 will start testing internally next week as soon as 1.52 goes live, and will contain Spellcrafting and Alchemy, as well as any other melee fixes and RvR tweaks that will not require specialization changes. Expect to see these items up on Pendragon for testing soon after that.

Of course if, in the future, we decide that we need to make changes of such a large magnitude that they will require a specialization change, we'll add in a respec option for those classes/specializations that are affected by the change at that time.



A NOTE ON BOLTS

A quick note of explanation about bolt spells. As every "robe" caster knows, bolt spells are intended to hit targets that are not in combat. They do much more damage than direct damage spells, but they are usable only in certain situations. A bug was fixed in 1.52C which changes how the game determines if a player or monster is "in combat" - now to be truly flagged as in combat, you must actively be attacking someone (or something) else. Previously, large numbers of players would be flagged as "in combat" when they were in fact not actively engaging someone. So, theoretically, that change made bolts easier to use in RvR, although they still will not be usable in all situations. Please test this on Pendragon.



NEW THINGS AND BUG FIXES

- The Flurry ability for Blademasters and Mercenaries is no longer resistable. This fixes a Pendragon-only bug.

- Staves are now repaired by Fletchers instead of Weaponcrafters. There was a bug where Fletchers could make staves, but not repair them.

- Some spell and ability icons had the wrong "widgets" on them. These have been fixed. These fixes are to Pendragon-only bugs.



ARMOR TABLE REDUX

Based on player, tester, and Team Lead feedback, we've made some additional changes to armor tables, which specifies how damage from different weapons is assessed against different armors. With these changes, you'll find that there is no one best weapon to specialize in - there is a good one that will work in most situations, but judicious use of another may result in better damage in some situations.

- First and foremost, you no longer get a double defensive bonus base on your armor's resistance to an attack. You get the standard bonus, but nothing extra. This will even out the damage allotment.

- Now armors are set to "vulnerable", "resistant", or "neutral". If an armor is neutral to a damage type, it will literally have no bonus or negative.

- We've added specific armor tables for Norse Chain, Norse Leather, Norse Studded, and Hibernian Leather to spread out the damage options.

Here's the table: