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Dark Age of Camelot
Test version 1.49D Release Notes
April 9, 2002
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This is a server update that fixes a couple of problems introduced on the live
servers earlier today. It is scheduled to go live tomorrow (Wednesday) morning
at 8:00am Eastern Time.
NEW THINGS AND BUG FIXES
- A Realm that controls four relics now has the proper amount of "Relic" Guards
spawn. Previously, Realms with four or five relics would have no Relic Guards at
all.
- You may no longer send pets to areas that are not normally accessible to
players (through walls, etc.)
- When you are close to a monster that is rooted, it will no longer follow you
at normal speed if you move away from it.
- Sheathing or wielding a weapon will no longer interrupt a pending trade skill.
- You can now go above 1000 in trade skill. Currently you do not get a new title
when you achieve 1000 points, but you will in the near future.
- The toggle command /gc officerdisplay we incorrectly listed in the 1.48 notes.
The actual command is /gc officerdisplay
WORLD NOTES
Hibernia World: The horses at the parth farm in Lough Durg should now correctly
be neutral to the players. Previously they conned aggressive but were, in fact,
neutral.
Albion World: Tradeskills: Brach Leof has been moved into the building just
north and west of the lathe.
EXPLANATION OF FRONTIER GUARD CHANGES
To alleviate some of the confusion brought on by the guard changes in 1.49,
here's an explanation of how the system works.
Each home Outpost (frontier keep), when "owned" by the home realm, controls a
contingent of guards at each Relic Keep. For example, if the forces of Albion
control the Albion Outpost Caer Benowyc, a number of guards representing Caer
Benowyc will appear at the Relic Keeps in the Albion frontier. The number of
"Relic Guards" these outposts spawns depends on the location of the outpost -
the number is either 2,3, or 4 guards. These are referred to as "Outpost relic
guards", and are distinguished from normal guards at the relics by being higher
level and having the name of the "controlling" Outpost keep over their heads.
However, the actual number of "Outpost Relic Guards" at the relic keep is
modified by two factors: Outposts owned and Relics owned.
Relics owned:
Outpost Relic Guards are reduced by 25% for every relic over 2 owned by a Realm.
3 relics owned = 75% frontier keep relic guards
4 relics owned = 50% frontier keep relic guards
5 relics owned = 25% frontier keep relic guards
6 relics owned = 0% frontier keep relic guards
Outposts Owned
When an Outpost is captured by the enemy, the guards it controls are not spawned
at the relic keeps.
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Dark Age of Camelot
Version 1.49 Release Notes
April 9, 2002
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NEW THINGS AND BUG FIXES
- Groups now get more Realm Points when killing other players. A full group of 8
people gets a 100% bonus - 12.5% per person in the group.
- The range that Realm Points are awarded for group members has been doubled
from 4000 to 8000 units.
- When forming a guild or purchasing/changing an emblem, the group leader's cash
display is now updated properly.
- Guild promotion/demotion now shows immediately on the player's interface.
Previously, it was not updated until the player logged off and back on.
- Changes to rank titles now show up in the listing.
- Monsters will no longer become "unrooted" when the character casting the root
is healed by another player.
- You can now change your guild's emblem one time only. It costs 100 gold.
- Very long falls in a dungeon now result in a player's immediate death.
- You can now raise above 1000 in your tradeskills.
- You now see a message when using an item.
- You can no longer cast charm on other players.
CUSTOMER SERVICE REMINDER
A reminder from Customer Support about the possibility of XP loss in RvR combat:
The new Darkness Falls dungeon is a place to hunt monsters where there is a
significant chance that you will encounter enemy players. Remember that when you
are injured by a monster and have not healed to 100% health before getting
killed by an enemy in RvR, you will take XP loss just as if you were killed by
the monster. This is not a bug, and Customer Support cannot help with any XP
lost in this manner. Be careful out there and have fun!
SPELL SYSTEM CHANGES
We have gone through all spells and graphical spell effects to make them
consistent and more easily identifiable. Please note that these changes are in
appearance only - the actual effectiveness of the spells have not been changed,
just their icons and graphics. Because of this, you will notice that the
graphical effects and/or icons for your spells may have changed. We realize that
this change will cause some confusion, but it's much more consistent than it was
previously, and you'll be able to identify all spells on sight.
The spell effects have undergone the following general changes:
1) Some were split into components that can be more readily re-used without
being realm-specific. (e.g. the angel wings and Norse runes)
2) Lists have been diversified to have fewer repeat effects within lines. Some
casting classes that had a lot of the same effects repeated over and over should
get much more variety.
3) Several older effects have received minor facelifts to look a bit more
attractive and to be more easily discernable
4) A number of new effects were created to help with diversifying the spell
lists as per #2
5) Sound sets have been re-assigned for many spells to something more
appropriate than the previous sound assigned to it.
Spell functionality Changes
- In order to give the Shamans who specialize in cave magic a little more
offensive power, we've increased damage on the Shaman Cave magic spell lines
Fungal Dispersion and Fungal Pin lines by 20%.
- Increased range on Minstrel Compelling Cadence line.
- Warden spell line Nature's Revenge is now a shout. Ferocity of Nature is now a
self buff instead of a chant. Fixed bug with Attack Unending; it is now a shout,
and is no longer overwritten by Attack Unfading.
- Healer spells in the Guardian's Ward line and Wake Forgetful line should no
longer overwrite each other.
- The Theurgist Refrigeration spell Snow Blast is now awarded at L12 instead of
13 (which is when Summon Ice Spirit is awarded).
DARKNESS FALLS
A new dungeon makes its debut in this version of Dark Age of Camelot: the
subterranean land of the dead known as Darkness Falls. Populated by Demons,
Imps, and other hellish creatures, Darkness Falls is an immense sprawling
underground kingdom dominated by the arch-demon Legion.
Accessing Darkness Falls
Any character brave (or foolish) enough to want to explore Darkness Falls will
have to find one of the portals that have been put in each Realm's home zone.
Additionally, there are portals in each Realm's Relic Keeps. Please note that
Darkness Falls is attuned to the power of each Realm - only those members of the
Realm that hold more territory than the others are allowed entry. In order to
activate your Realm's portal, your Realm must hold more frontier keeps
(Outposts) than either of the other two Realms.
Please note that you can only use portals located in your Realm, not an enemy
Realm.
In the dungeon there are several different exits that take you different places
based on your realm.
Each realm has a wing in which they enter the dungeon, Near each entrance (a
couple rooms away) is an exit that will take the 'home' realm to back to their
home region, but will take 'enemies' to their portal keep in the opposing
frontier. Thus, a Midgard player going through Albion's exit portal will end up
in Hadrian's Wall in the Midgard portal keep, while an Albion player going
through Albion's exit will end up near the dungeon entrance portal in Camelot
Hills.
Darkness Falls has many sub-bosses in addition to Legion, the main boss of the
dungeon. Each boss encounter has an exit portal nearby that takes each realm to
their home zone.
Near the center of the dungeon (near the transition to the lower level) is a
portal that takes each realm to their home zone.
When you are in Darkness Falls and another Realm takes control of the portals,
you can stay in the underworld until you exit (via a portal) or /release on
death. This means that while adventuring in Darkness Falls, please be aware that
you will probably run into members of opposing Realms. RvR combat is fully
supported in the underworld, so beware. When portal control changes from one
Realm to another, those members of the original Realm that had control are still
able to adventure throughout Darkness Falls, so long as they don't release on
death. As long as they are resurrected on death by a friendly healer-type that
is with them, they can stay in Darkness Falls for as long as they want.
The Political Situation in Darkness Falls
The demons residing within Darkness Falls adhere to a strict structural
hierarchy that is based on the power of the demon. The most powerful of the
demons have titles and underlings who serve them. Of all the demons in the
Darkness Falls, no group is physically weaker or smaller than the Picullus Imps.
Because they are so small and weak, the larger, nastier demons take pleasure in
harassing them or make them do menial labor. Like small fish that live in the
sea, the Picullus Imps have learned to survive by gathering together around
their siblings and relatives and hiding out as far away from the big demons as
they can.
While they may be small and weak, the Picullus have learned to use their small
size to their advantage, perfecting the art of sneaking and infiltrating. Since
they are unable to fight back against the large demons physically, they have
found other ways to extract their revenge.by stealing away anything and
everything they can from the big demons. Fortunately for them, the demons never
even think that the imps are clever enough (or brave enough) to try something so
foolish as to raid the demons' hordes.
The imps never use anything that they steal, and unfortunately for them, the one
thing that they covet above all else is something they cannot get on their own.
Each demon possesses a seal, a center of focus that is a part of the demon.
There are different types of seals, which are determined by the power of the
demons. The seals are shiny, and the shinier they are, the more they are desired
by the imps. The unfortunate part is that they can only be obtained upon the
death of a demon, something the imps are incapable of doing.
Unlike most demons, the imps do not dislike humanity. In fact, they tend to like
just about anyone who won't hurt them. The Picullus Imps have learned to obtain
that which they covet by offering up their stolen goods to those who would kill
the greater demons and bring back their seals. The different types of seals
carry different value in the eyes of the imps, and the imps will barter for them
like money. So by accumulating a lot of seals, one could potentially acquire
many items of value.
Darkness Falls Loot System
Darkness Falls uses a different set of rules for the acquisition of loot. The
common denizens of this dungeon drop magic items but they are not the ones you
usually see. There are various types of jewel-like seals that can be found. You
will likely find more of them on the powerful demons and lords.
There are imps that want the seals. The stealthy imps have stolen a lot of
treasure from the demons and will offer it in return for the different types of
magical seals. The imps could not steal the items from the powerful demons in
the dungeon, and will gladly trade you their items for your seals.
When trading, seals are deducted from your inventory as you barter with the
imps. Different imps want different magic seals so check with all of them. When
you speak with the imp he will tell you what type of magical seal he wants. Any
items from that imp will require the correct type of seal. There is a value next
to each item in the store window, which is its cost in seals.
Note: this method allows for very even loot distribution in groups, but keep in
mind you cannot unstack items, so be careful when you decide to stack them.
THROWN WEAPONS CHANGES
We've made a few changes that should make throwing weapons - for Midgard
Warriors and Shadowblades - much more effective.
There are now 2 types of each thrown weapon. The cheapest type are called
balanced knives/axes/hammers. They have a 30% range increase over the old thrown
weapons, sell in stacks of 20, and stack up to 40 - and now cost much less than
they used to.
The second version of the weapons - called "weighted" hammers/axes/knives - have
a 60% range increase over the old thrown weapons. These cost more than the
balanced version but are still cheaper than the old thrown weapons overall. The
stores also now feature these weapons up to the Asterite level in material - we
did this so the new throwing weapons could compete a little better with the huge
variety of arrows and bolts.
Note: "balanced" throwing weapons still have a small range disadvantage over
xbows, short bows (when using normal range arrows) and a large range
disadvantage against regular archer bows (using normal range arrows or bolts).
The weighted versions still have a small range disadvantage over xbows and short
bows, and a large range disadvantage against archer bows when they use extra
range arrows.
WORLD NOTES
- Rumor Mill NPCs: We've added more backstory and world-related information to
the Rumor Mill NPCs in each realm (criers, barkeeps, and filidhs).
- Hibernian players can now get simple directions and descriptions for
appropriate level dungeons. See a wandering Filidh for more details.
Albion World:
There were certain conditions where a some monsters in Keltoi dungeon would not
respawn. Now they will respawn slowly under those conditions (as opposed to not
at all).
Mootang should no longer be displayed as "the Mootang".
Lyonesse: The pygmy goblin sapper and bombardier were correctly set up as
uncharmable, and now they are now properly displaying as uncharmable humanoids.
Basilisks and cockatrices will now have a stun-like ability. They were trying to
use an ability that had no effect on players previously.
Golestandt's allies will heal less frequently.
Llyn Barfog: The bearded gorger, frenzied feeder and needletooth devourer
population has risen in Llyn Barfog. These beasts are more ravenous than ever,
sometimes swarming their prey.
Midgard World:
Vanern and Muspelheim: You will no longer need to be right on top of the Jotuns
in Vanern or the Fire Giants in Muspelheim to hit them.
Vanern: Reduced the Hagbui's defensive abilities and hit points to balance their
improved spell powers and special abilities.
Vanern: Mokkurvalve's shards will now be slightly aggressive.
Gotar: The crabs on the beaches should no longer be "too far away to attack"
upon spawning.
Gjalpinulva's allies will heal less frequently.
Hibernia World:
Cuuldurach's allies will heal less frequently.
The monsters in Muire Tomb should now be correctly displaying their adjectives.
"a mummy hag" vs. "mummy hag"
Quests:
Midgard: The level 43 to 50 guild track quests are now available to players that
have completed the previous guild track quests. Please speak to your class
trainer in the city of Jordheim and the surrounding towns for details.
Midgard: A new troll named Trustan has moved into Huginfell from Myrkwood. He
fled in a hurry to due problems with the arachites, svartalfs, and werewolves
and could use some help with a few problems he is still having. He and his
friend Atzar know quite a bit about the three groups and are willing to share
their information.
Albion: The level 43 to 50 guild track quests are now available to players that
have completed the previous guild track quests. Please speak to your class
trainer in the city of Camelot for details.
Albion: Although the rumors have been denied by some, it is said that Lieutenant
Kuebler in Castle Sauvage is having trouble with the fellwoods of Forest
Sauvage.
Albion: Sister Rhigwyn of the Church of Albion is looking for strong, brave
citizens to assist her in recovering a lost artifact of the Church. She has been
praying for assistance in the church in Camelot.
Albion: Master Kless of Cotswold Village is seeking someone to help the Academy
with a problem it has encountered recently.
Hibernia: The level 43 to 50 guild track quests are now available to players
that have completed the previous guild track quests. Please speak to your class
trainer in the city of Tir na Nog for details.
Hibernia: Four low level quests have been added to Hibernia. These quests are
for player levels 1 to 4 and give out experience and coin.
Hibernia: The unseelie court has plagued the natives of Hibernia for many years.
Some feel it is in their best interest to remain impartial to them. Many try not
to cross their path at all. Some even hope to ally themselves with the unseelie
court, since they are such a great power. Few know the truth, or the reasons,
the unseelie court remains in Hibernia. But players seeking to find knowledge
would be wise to seek out their filidh, for some residents of Hibernia have
taken it upon themselves to study the unseelie court; others have taken it upon
themselves to help rid the land of the unseelie court, seeking assistance from
more powerful adventurers; still others simply wish to share their knowledge of
the unseelie court, for the small price of a favor.
RVR - Battlegrounds:
The central keep gates in Thidranki and Murdaigean have been reduced in
strength. Additionally all Albion gates can now be upgraded in all
Battlegrounds.
Realm v. Realm - Frontier Keeps:
Players can now speak a keyword as well as interact with gatekeepers at the
frontier and relic keeps in order to enter and exit. Note that the keywords are
now "Enter" or "Exit" as appropriate.
Frontier Changes
The frontier keep guards at the relic keeps have gone through an overhaul - most
have been reassigned to stationary posts and greater numbers now man the keeps.
Arkavr Faste should no longer have a blank Albion guild banner when owned by
other realms.
The guard patrols from the frontier keeps have returned to their old aggressive
ways.
CRAFTING SYSTEM NOTES
Albion
- Changed Hand Axe Blade to Hand Axe Head
- Change War Axe Blade to War Axe Head
Midgard
- Changed War Cleaver and War Cleaver head skill to be in line with War Cleaver
Haft skill
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Removed the basic Blunt Arrows from being able to be picked in a consignment,
again.
- Dwarven Short Sword hilt recipe icon now the correct icon
- Dwarven Great Sword blade recipe icon now the correct icon
Hibernia
- Changed Pick Hammer Haft skill to be in line with Pick Hammer and Pick Hammer
Head
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Fixed an issue with leatherworking being tagged as a sub-skill needed for the
Sledge Hammer, Pick Hammer, and Hooked Spear
- Staff and Shod Staff recipe icons now the correct icons
Fletching
- Added Crossbows for Albion
- Added Instruments for Albion and Hibernia
OBJECT AND TREASURE NOTES
This version of Dark Age of Camelot has the guild track quests for characters
level 43-50. The reward for completing these quests are class-specific armors
and robes (depending on the class). Please note that there is not yet new art
for these armors - they will use the standard armor "look" - but we will have
the new armor art in the game by the next patch. Please remember that this armor
that you get in version 1.49 will look different (and much better!) in the next
patch.
- The Accursed Scroll in Albion and Hibernia is now working properly.
- The Maligned Summoners staff now focuses the proper skill.
- The Hibernian Diabolic Helm now has stat bonuses.
- The Warden Avernal Gloves had the bow skill increase changed.
- The Friar Atramentous Bile Gauntlets now increase staff skill instead of
quarterstaff.
- The Demonic Turmoil Gauntlets are now friar only instead of cleric only.
- The Abysal helm for thanes has been changed and now increases sword and axe.
- Albion Cloth armors got a tweak and now increase more stats that are used
more.
- The New damage spells associated with the item in Darkness Falls are getting
toned down some.
- The Accursed Avernal Short Sword now increase Slash skill.
- Some of you may find your robes look different. We have started adding the new
robes to the game for Friars and casters.