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Dark Age of Camelot
Version 1.22 Release Notes
October 3, 2001
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NEW THINGS AND BUG FIXES
- We fixed another client crash related to horses.
- You will no longer be granted combat styles if your character does not have
the ability to perform the opening move. This means you will no longer get Evade
based styles if you don't have evade, and so on.
- Horse galloping sounds should be much smoother.
- Midgard monsters should no longer walk "through" objects (except trees). If
you are riding a horse in Midgard, you will now cross bridges, not go right
through them. Hibernia is the only realm now where monsters don't collide with
objects.
CLASS AND SKILL CHANGES
- The "Stealth" Skill is being changed to become a more all-encompassing thief
and rogue skill. Abilities such as Moving While Hidden, Climbing, Perception,
Safe Fall, and others will be given based on your specialization level in
Stealth (which will probably be renamed). Because of this, we are removing the
Climb skill from the game. You will see extra "Stealth" abilities appear at some
point just before release and beyond.
- Shadowblades, Nightshades, and Infiltrators no longer are able to specialize
in parry. Instead, they are granted extra levels of evade. This gives them one
less skill to specialize in (actually two, since we also removed climb). Their
increase in evade more than makes up for the loss of parry.
- Berserkers now get much more evade than they used to. They now get evade 1 at
5th level (instead of 7th), evade 2 at 10th, 3 at 20th, 4 at 30th, 5 at 40th,
and 6 at 50th. This will alleviate some of the massive damage they regularly
take in battle.
MAGIC SYSTEM CHANGES
- Targeted spells now benefit more from extra attackers. The bonus per extra
attacker is now 3.75% instead of 2%, so a full group attacking a monster should
give a bonus of approximately 25% to the success rate for targeted spells (as
opposed to 14%). Note that pets and elementals contribute to the number of extra
attackers. This means that nukers in a group should be much more effective than
they used to be. Casters who are not in groups will of course not be effected by
these changes.
POISONS
There was a bug in poisons that made them be resisted far more often than we
intended. We fixed this bug last night, and now the game will use the level of
the poison (on your weapon) relative to your target monster to determine
resistance. This means low level poisons will be resisted more often on higher
level monsters. Please keep testing the thief classes, but be sure to use
appropriate poisons. Here's a recap and a list of poisons:
All thieves learn the Envenom skill at level 5. This allows them to apply
poisons to their weapons before going into battle. Poison vendors have been set
up around the world -- use them. They sell poisons that have different effects
on your enemy -- some debuff, some apply a damage over time, etc. It is expected
that a thief will always attack with an envenomed weapon, so make sure you stock
up on poison before you head out hunting. Because all Thief classes can fight
with two weapons at the same time, you can envenom both your weapons - but only
with different
Please note that poisons are level-based, so you will not be able to apply some
poisons until you put more spec points into Envenom. You will be able to gauge
the relative power of a poison by its name in the store list. Please note that
low-level weapons will not be able to be envenomed by high-level poisons. You
must use a level-appropriate poison on your weapon.
Please note that only your melee weapons can be poisoned.
Here's a list of the poisons:
DOT, adds about 12% extra level damage
1 Minor Lethal Poison
5 Lesser Lethal Poison
10 Lethal Poison
15 Major Lethal Poison
20 Greater Lethal Poison
25 Minor Lethal Venom
30 Lesser Lethal Venom
35 Major Lethal Venom
40 Greater Lethal Venom
45 Insidious Lethal Venom
50 Lifebane
Str debuff
2 Minor Weakening Poison
6 Lesser Weakening Poison
11 Major Weakening Poison
17 Greater Weakening Poison
22 Minor Enervating Poison
29 Lesser Enervating Poison
37 Major Enervating Poison
47 Greater Enervating Poison
Snare, duration increases with level (put this on a backup weapon)
3 Minor Imbalance Poison
8 Lesser Imbalance Poison
13 Major Imbalance Poison
18 Greater Imbalance Poison
23 Minor Crippling Poison
27 Lesser Crippling Poison
31 Major Crippling Poison
42 Greater Crippling Poison
Disease poison, durations increase with level (good PvP poison)
4 Minor Infectious Serum
16 Lesser Infectious Serum
26 Infectious Serum
38 Major Infectious Serum
48 Greater Infectious Serum
WORLD NOTES
- A couple new Pony Express routes added:
Albion:
Castle Sauvage to Castle Snowdonia
Castle Snowdonia to Castle Sauvage
Midgard:
Vindsaul Faste to Svasud Faste
Svasud Faste to Vindsaul Faste
- Several paths tweaked to avoid having horses run through trees.
- Monsters in Spraggon Den, Cursed Tomb, and Treibh Caillte given more varied
attack types (slashing, crushing, etc) as well as damage resistance tables and
varied weapons where appropriate.
- A high level (mithril) one-hand weapon shopkeeper has been added to Jordheim
by name of Dala.
- Many quest objects have had minor tint changes made to bring them in line with
the latest tints.
- Cloak of Shades quest (Albion) made available to rogue classes only
(infiltrator, minstrel, scout). It is also now tinted dark gray instead of
black.
- All NPC factions in the game which had a beneficial effect should now have a
way to "restore" faction.
As an example, the horse station in Western Cornwall in Albion is on an
npc faction with a beneficial effect (use of the stablemaster there). This
faction can be repaired by hunting the moor boogeys in the area.
- Monsters in Campacorentin Forest (Albion) have been reworked in a major way to
make the area a bit more friendly to starting characters. Please continue to
give feedback on the encounters.
- Monster encounters in Silvermine Mts. (Hibernia) have been tweaked - should be
more monsters available at various levels.