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Dark Age of Camelot
Version 1.44 Release Notes
January 29, 2002
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NEW THINGS AND BUG FIXES
- Ground targeting mode no longer causes your figure to "run in place".
- When using /STUCK or falling through a city, you'll now return to a safe spot
in the city instead of your bindpoint.
- We have converted all your existing Realm Points into Bounty Points.
- Pet buffs are now shown in the Pet control window.
- Fixed a crash bug dealing with nocking arrows. This bug would cause players in
view of the archer to crash.
- Fixed a rare client crash bug that happened when players were interacting with
interface dialog boxes.
- Fixed a bug where if a player went linkdead while zoning when carrying the
relic, the relic would respawn at the shrine. It now respawns in the portal keep
(last known position before the player zoned).
- In the next step of modifying our buffing system, you'll now notice that your
stat-buffing items have much more effect than they did before - 50% more. So, if
you had a +10 strength buffing item, it will now be (automatically) a +15
strength item. You can see the new buff amounts on your items by right-clicking
on them and pressing shift-I (by default, if shift-I doesn't work type /keyboard
and scroll down to "Information" to see where you have it hotkeyed) for
information.
- Debuff spells are now very effective against enemy buffs. You'll now notice
that debuff spells can "take down" an enemy buff quite well. Debuff spells are
still effective against non-buffed enemies, but are stronger against buffed
ones.
- We fixed a bug where parrying against another player in PvP would work
inconsistently. You'll now notice that you parry much more reliably when
fighting other players.
- When a pet in a group kills a monster, anyone in the group can now pick up the
treasure. Previously, there was a bug that only the master of the pet could pick
up the loot.
- Bardic/Minstrel instruments now have stat and skill bonuses just like other
objects. They also now have condition/durability like other objects, and will
degrade with use. We have set all existing instruments (i.e. the ones your
character is now using)to max condition - but they will start degrading from
there.
- New monster pathing data has been integrated that keeps pets from walking
through closed keep doors.
- A bug where dialog boxes (system messages, group invites, etc.) were not being
displayed to characters who were moving has been fixed. The dialog now displays
correct no matter if the character is moving or standing still.
- You should no longer be able to squirm through a boundary wall (it does a
double collision check).
- Names for stag form Heroes is now displayed at a proper height - it no longer
intersects with the model's head and antlers.
- You can now get extra information about combat styles by right clicking on
them and hitting shift-i (by default) to view information. This works much the
same way that it does for spells - you'll see extended information about the
style, including when you can perform the style, and what effects (if any) it
has. It also lists the specific style required as an opening move, if one is
required.
- The bug where players could fire spells and arrows through doors has been
fixed.
- The bug where players could cast certain spell (such as buffs and
ressurections) through walls has been fixed.
- Dual wield and Celtic dual wield percentages have been increased slightly.
Lower level (pre-20th) dual-wielding classes won't notice much difference, but
up at the higher levels, you'll notice that you attack more often with both
weapons.
- Fletchers can now repair bows.
- Weaponcrafters can now repair shields.
- Salvaging Natural Material items will now return correct type of material.
- Pets will no longer attack doors continously after they are released.
- Assassin-type classes (Infiltrators, Shadowblades, Nightshades) were being
awarded level 1 of Safe Fall twice instead of Level 2, when they qualified for
level 2. This has been fixed, and if your character has enough specialization to
warrant level 2 in Safe Fall, they will have it when you log in.
- Dexterity now modifies a spellcaster's casting time. Your casting speed can be
modified up to 25% faster for a character that is max-buffed and has a high
dexterity.
- We removed range restriction from pets in Defend mode. Now they can go after
archers autonomously.
- Pulsing group based spells now work for solo casters and their pets.
Previously, they only worked if the caster was in a group.
- Pets may now be commanded to attack doors and objects.
- In Defend mode, Pets will no longer go into combat mode against attackers
unless that attacker does damage (meaning the pet will no longer attack on a
miss/bladeturn).
- When a member of your group goes linkdead - they'll change to a different
color and their name will be surrounded by *'s.
- You can now map a new "strafe toggle" key - hold this with turn left/right to
strafe left/right.
- When chatting, you can now use SHIFT-HOME and SHIFT-END to move the cursor to
the front or back of the chat line.
- You can now see larger monsters from farther away.
- Right clicking on an empty slot in the backpack no longer shows a question
mark.
- You no longer have to hit the tilde key (camera toggle) to recenter the camera
with the camera recenter key.
- When you shift-rightclick to get rid of a concentration buff, you'll no longer
quick view the spell.
- When you die and release, your camera recenters behind your character in third
person view.
- Spell effects cast on your player can now have extended information displayed
with the SHIFT-I key. Right click on the effect to quickview it then hit SHIFT-I
to get more information.
- The tradeskill timer window now remembers alpha and position settings.
- The middle mouse button is now mappable in the keyboard configuration screen.
- The quest accept/decline window will now properly go away if you move too far
away from the NPC who gave you the quest.
- Treasure in dungeons should no longer fall through the floor.
- New setting added to monsters to make them light up at night, if they are
configured to do so.
- The CONTROL-ENTER key no longer allows you to print text in your system chat
window.
RELIC SYSTEM NOTES
Stealthed characters can no longer sneak into a Relic Keep, pick up a Relic, and
sneak out. The intent when designing the class was to let them sneak into a
keep, but become visible once the Relic was picked up - so they could be able to
do reconnaisance, or take advantage of a chaotic situation by sneaking in the
keep in the middle of a fight, grabbing the relic, and running. They were not
intended to be able to steal Relics on their own. So, in light of this, we have
made the following two changes:
- Whenever a stealthed character picks up a Relic, they will become visible.
- You can no longer go into stealth mode when you are carrying a Relic.
SPELL SYSTEM NOTES
- Robe caster shield spells have been increased in effectiveness to bring them
on par with the target armor factor for their level.
- Some new damage absorption spells have been added to bolster robed mage
defense, giving them some absorption from non-magical damage. Each Robed caster
now gets a new spell at 30th and 41st level, which gives 5% and 10% damage
absorption, respectively.
Wizard/Theurgist, Path of Earth
30 Buffer of Earth
41 Buffer of Stone
Sorcerer/Cabalist, Matter
30 Dampening Ward
41 Nullifying Ward
Spiritmaster/Runemaster, Suppression
30 Magical Buffer
41 Suppressive Buffer
Eldritch/Mentalist/Enchanter, Way of the Moon
30 Ward of Power
41 Barrier of Power
- We updated the the concentration spell system, so now concentration spells
point costs have now been changed to use absolute costs. This means that when
you cast lower level concentration buff spells, you'll be able to cast more of
them, but when you cast higher level ones, you can cast fewer.
- All concentration buff spell casters now have a choice of at least one lower
level spell in addition to their normal higher level spell. This now gives them
the choice to cast many low level buff spells, or a few higher level ones.
- Players can now cast a maximum of 16 concentration spells, no matter their
level.
- Midgard Shaman have a new spell line in their Augmentation specialization that
buffs dexterity and quickness.
3 Gloom's Guide
6 Gloom's Wisdom
10 Gloom's Enlightenment
14 Murk's Guide
21 Murk's Wisdom
28 Murk's Enlightenment
37 Shadow's Wisdom
47 Shadow's Enlightenment
- We changed the way buffs work to make them more useful to casters who wish to
specizlize in advanced buff spell lines. Previously, there was little reason to
specialize in advanced buff spell lines - you could buff enough with baseline
buff spells to hit the level cap, making it essentially useless to specliaze in
advanced buffs. Also, because spell buffs had such high values, the effect of
constitution and strength enhancing items were severely reduced. The intent of
the recent change was to modify the effect of the buffs as little as possible,
but make items and buffs consistent across all classes and levels. With this new
system, you now can have as much enhancement as you did under the old system,
but you must gain the buffs from items, base buffs, and specialized buffs - they
all stack with one another and are now capped separately. So, with this new
system, you can have as much buff in strength and constitution as you did
before, but you must receive buffs from different places in order to reach the
same level. Now, stat-buffing objects are much more useful, as are
buff-specialized casters.
Stat buffs and debuffs should effect the following factors:
Strength: affects offensive skill for players and monsters.
Dexterity: affects defensive skills and casting time for players, and defensive
skill for monsters.
Quickness: affects attack speed for players and monsters.
Constitution: affects hitpoints for players, and affects damage absorption for
monsters.
Remember that pets use the monster bonuses. Players can have a stat buffed up to
10 points or their level, whichever is higher. Also, "Combo Buffs" stack on top
of normal buffs to add even more points (up to double).
- Mage dexterity buffs now correctly reduce (not add to) casting time.
- Fixed the graphical spell effects for numerous monster spells. The correct
graphical effect should now play when a monster casts a spell.
- Increased ranges on Theurgist spell lines Blasting Breeze, Searing Wind, and
Frost Blast.
- The Runic Ward line was set up improperly in the Runes of Suppression list for
Runemasters. The levels had to be changed to keep the spells from overwriting
each other. The new progression is as follows:
L2 Runic Ward
L10 Runic Fend
L16 Runic Shield
L26 Runic Guard
L34 Runic Barrier
L44 Runic Wall
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will now give you the
correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct dagger icon.
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more uniform across the
board. The trinkets for the lower half of the skill range will be a white gem
icon, with the trinkets for the upper half will be the black gem icon.
- Fixed Midgard cloak recipe so that there should be a separate hooded cloak
recipe.
- We changed the difficultiy of Hibernian two handed sword hilt to be similar
difficulty to the blade and final combine.
OBJECT NOTES
- We made large-scale changes to the treasure drops in the Bog of Cullen and
Vanern Swamp. You'll now notice lots more treasure there and much more variety.
Also, if you currently have items that you've already gotten from these areas,
you may notice that they are slightly more powerful than they were before.
WORLD NOTES
Midgard Quests:
Quest Wisdom of Time: Inaksha will no longer skip over her entire talk when you
first speak with her.
Quest: Spat the Cat: Players can now continue speaking with Vik if they are on
steps 1 or 2 and lost their dialog box.
Hibernia Quests:
Two new Hibernian quests have been added. Players should speak to their local
wandering Filidh's for more details.
Lusmorebane and Driss no longer have one-time drops - they now have quests
associated with them.
Midgard Objects:
The Mischief Maker's Axe will now proc its spell.
Albion Monsters:
While trying to obtain more information about the newly discovered diamondback
toads in the Llyn Barfog area, scouts came across what they describe as a
"two-legged no-armed goblin with a nasty set of teeth." The scouts also said
that these creatures appear to live in colonies that center around ancient
mystical rock formations. Caution is advised to all who travel along the western
shores of the lake.