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Dark Age of Camelot
Version 1.50 Release Notes
May 8, 2002
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NEW THINGS AND BUG FIXES
- Class-specific items in backpacks can now be used by the class that they were
intended for; other classes can not.
- Enemy players should now longer be able to take control of siege equipment
through a door.
- If you're in combat mode and you sit down, you'll now exit out of combat mode.
- Really large experience awards should no longer print as negative numbers
(even though the proper amount of experience was being awarded).
- High-level poisons are now stripped from a weapon that is used by a lower
level player. Previously the poison would not "fire", and the poison would stay
on the weapon indefinitely.
- Chat groups will now support up to 50 players.
- [/gc who alliance] will now show you everyone in the alliance, not just
players in your guild.
- Keep Lords and Guards will no longer warp to the roofs of keeps when fighting
enemies.
- You can no longer use charged items directly out of your inventory.
- You can no longer "pull" players via resurrection behind boundary walls or
other illegal locations.
- Pets will no longer attack mesmerized enemies if the pet is in defensive mode.
If he is set to aggressive, he will still attack mezzed enemies.
- Hibernian and Midgard "in-game" guilds now grant their members level titles -
up until now, only Albion guilds had this feature. Please note that you may have
to level your character once to see your title.
- Midgard Warriors now are granted the Intercept ability at level 12. Any
Warrior currently over level 11 will be converted and given the skill.
REALM ABILITY SYSTEM
The time has come to take the wraps off our new Realm Ability system. The
purpose of this system is to give higher-level players new abilities that they
can attain by engaging in RvR combat. A secondary benefit is to give classes
more abilities that can help them during RvR battles - for example, one of the
Realm Abilities open to melee classes is to gain an increased resistance to
stun/mez spells.
Please remember that there are Realm Ranks and Realm Levels. There are 100 Realm
levels, which are divided into 10 Realm Ranks. For the Realm Ability system,
each player will receive one Realm Skill Point for each Realm Level attained -
giving the player a maximum of about 100 points to spend on these new abilities.
In order to "spend" Realm Ability Points on a skill, you'll go to your standard
class trainer. The Realm Abilities available to your class will be listed there.
Please note that you do not have to have a high number of Realm Levels to be
able to take advantage of these new abilities - in almost all cases, a character
that has just a few realm levels can purchase at least a couple of new
abilities.
There are two types of realm abilities: Passive and Active. Passive realm
abilities are always on, and can affect your character in small ways, generally
3% per level (high levels of passive realm abilities grant substantial bonuses,
however). Active abilities have re-use timers between 5 and 30 minutes, and are
either instant effects or duration effects lasting between 30 and 60 seconds.
Each class has a list of abilities tailored to them, and each class has an
ability unique to them.
Some realm abilities have multiple levels, and each level will add more bonus.
For example, the Augmented Strength realm ability awards 6 Strength points per
level of the ability purchased, and there are five levels. So, in our example, a
Level 3 Augmented Strength would give +18 Strength to a character.
The costs for each level of ability, as well as the advanced abilities increase
with the level you are trying to attain. Also, please note that some Realm
Abilities have pre-requisites that must be purchased before you can buy them.
Pre-requisite skills may have to be purchased to a given level before an
advanced skill can be trained.
For a complete list of Realm Abilities broken down by class, go to http://www.camelotherald.com/realmabilities.html.
AUDIO NOTES
This version of Camelot has the first version of our new ambient sound system.
You'll notice while running around that you won't hear so much dead silence.
This version is just the first step in the changes, though - so all you'll hear
are non-interactive sounds such as birds, animals, wind, etc. All zones have had
this sound upgrade, which includes both new day and night sounds. Please note
that these new sounds are only in outdoor terrain zones. Cities and dungeons
will be worked on next.
COMBAT STYLE CHANGES
These are the first of the Strike Team Combat Style changes, based on player,
Team Lead, and in-house testing feedback. This are NOT the only changes that we
will be making to combat styles; they are merely the first of the changes.
- You will now be able to cancel a combat style after you activate it but before
you swing by hitting the same style button again (i.e. hitting it once activates
the style, hitting it again cancels it).
- You can now be able to specify a "backup" style. This means you can activate,
for example, an "evade" style, and as a backup, a no opening style. This means
if your target attacks you again before you get your next style off and you
DON'T evade, the game will use your backup style (the no opening one) instead.
You choose the "backup" style by hitting the key for your primary, and then they
key for the backup. Please note that once you specify a primary and a backup
style, you cannot cancel them.
- Please note that for both canceling and setting up a backup style that you
don't have to keep repeatedly mashing the buttons to get a combat style off,
even in low frame rate conditions. The game will buffer your command and send
it, even if you are not getting good performance from your client.
We are aware that hitting Shift-# key to switch toolbars does not work this
- All Left Axe styles which grow in damage as you train further in left axe have
the amount they grow doubled. This is to balance out the fact that left axe
damage is cut in half (because two weapons hit every round).
- Tracking Spear now uses Parry as an opening.
- Wyvern's Bite now uses Dragonspider as its opening.
- Evernight is now rear positional.
- Valkyrie's Shield is now based on you blocking.
- The opening for Defender's Rage now is whenever a combat style is used
successfully on you.
- "Double Recovery" as been changed to "Onslaught" and now is side positional.
- Odin's Wrath now chains off Razor Edge.
- Brilliant Blade now chains off Revenging Blade.
- Prismatic Blade now chains off Dancing Blade.
- Bludgeon has had its fatigue cost cut in half; its taunt is now 50% more
effective, and it has a medium bonus to hit.
- Decaying Rage's detaunt amount has been tripled.
- Side Slicer is now correctly side positional.
SAFE FALL FIX
Those rogue-types who specialized up to level 50 in Stealth were not being
awarded Safe Fall 5. This has been fixed, and all existing rogues with 50
stealth will now be given that skill. Additionally, future Rogues who level up
to 50 in stealth will receive the skill properly.
LEVEL 50 ARMOR GRAPHICS UPDATE
We've added in the graphics for the level 50 armors.
ITEM DISPLAY NOTES
- On your character sheet, there are two values: WeapDam and ArmorFact. WeapDam
is representative of your weapon's damage per second. ArmorFact is the aggregate
armor factor of each piece of armor weighted by the percent chance to hit the
area where the armor is worn. Previously, ArmorFact took the quality of the
piece into account - unfortunately WeapDam did not. It's now fixed such that the
WeapDam printed on the character sheet takes the quality of the weapon and
multiplies it into the DPS to get the effective dps of the weapon. Note that for
most players, this factor will be reduced when they log into this new version
(since it now multiplies by quality). THE EFFECTIVENESS OF YOUR WEAPONS HAS NOT
BEEN REDUCED JUST BECAUSE THIS NUMBER IS LOWER. You can get information
(shift-I) on the weapon to see that the base numbers have not changed - just the
WeapDam value (which is a conglomeration of all the numbers) has.
- More information has been added to the Shift-I Info window for weapons. You
now see:
Base DPS
Clamped DPS
Quality
Condition
Effective Damage
Where the Effective Damage is the Clamped DPS multiplied by the Quality and
Condition factors.
(3) More information has been added to the Shift-I Info window for armor. You
now see:
Base Factor
Clamped Factor
Absorption
Quality
Condition
Effective Factor
Where the Effective Factor is the Clamped Factor multiplied by the Quality and
Condition factors and divided by the absorption.
SPELL SYSTEM NOTES
- We've gone through all the bug reports from the last spell graphics update,
and have made many fixes. Some spells had no effects at all, some were
displaying incorrect graphics, etc.
- A new group heal spell line has been added to the Mending base spell list:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added new group heal spell line to Healer Mending spec track:
15 Favor of Battle
26 Boon of Battle
36 Dispensation of Battle
46 Tribute of Battle
- Added new area-effect root line to the Shaman Cave spec:
22 Vine Field
31 Weed Field
39 Creeper Field
49 Tendril Field
- Added point blank area-effect disease shout to Shaman Cave spec:
27 Mold Cloud
37 Mold Burst
47 Mold Explosion
- Resistances now affect the duration of debuffs, which include mez/root/snare/stun.
Positive amounts in your bonus page will reduce the duration of debuffs *of that
damage type* by the listed percent. Negative amounts will increase the duration
of debuffs except for mesmerize, stun and root/snare. This means that mez/root/snare/stun
duration will never be longer than they were previous to this update - but if
you are resistant to a particular one, its duration will be shorter. These
bonuses are cumulative with realm ability magical resistance.
WORLD NOTES
Trade Skills: all craft trainers will now give additional information to players
just prior to joining a crafting guild. Information details what the player will
be creating and how well the player can craft within the other crafting skills.
Realm Portals: All portal stores will now indicate the names of battleground you
will travel to during your later levels.
Tradeskills:
- The additional tradeskill areas in the three home cities should now host a
merchant for each of the crafting skills.
- Craft Trainers will no longer tell you "Welcome to our order!" when you have
yet to join. Trainers will also correctly inform you if the craft is not
available to your class.
Hibernia World:
Dungeon: Muire Tomb: One survivor of a grave-robbing expedition in Muire Tomb
returned to Ardee, where he succumbed to madness. Before he became incoherent,
he reported that his expedition had broken through the tomb walls in several
locations, revealing new passageways which delve deeper into the ancient crypt
than any records ever indicated. The skeletal remains of the Muire family dating
back to even before Connaire have been found to be even more dangerous than the
last known head of this powerful elven family.
Lough Gur: The gurite waylayer hiding just a bit too well in the trees should
now be targettable.
Midgard Monsters:
- The entrancing dirge should no longer be able to chain-cast a mesmerization
spell while in melee combat.
- The wayward fenrir scout in Raumarik has located his home camp to pull allies
from.
Albion Monsters:
The Salisbury Giant should no longer be able to attack adventurers from a
distance while the player is "out of range" for spell casting.
Hibernia Monsters
Cliffs of Moher: The Koalinth Sentinels guarding Koalinth Caverns taken new
sentry posts away from the exit of the dungeon.
Midgard Quests:
New Quest: Thorgil, the farmer driven from his home outside Audliten, is still
having problems with the tomtes. Thorgil is looking for those that helped him
with the first problem to visit him again. Thorgil could use their help with the
plot the tomtes have cooked up for Thorgil and Audliten.
We have added two repeatable quests, similar to the Soul Gem and Fell Tooth
Albion-based quests. These Midgard quests begin in Uppland, and there is a limit
to the maximum number of times you can complete them.
New Quest: Gudlor of Huginfell is worried about a dangerous book that is in his
possession. Those that have helped Gudlor before should seek him out for he
needs assistance.
Hibernia Quests:
New Quest: Mannix, in Mag Mell, swears he knows where adventurers can obtain
some useful, enchanted items, for a small risk.
New Quest: Gormghlaith, in Howth, is looking for people to collect water beetle
carapaces for her home-made concoctions, but there seems to be more to her
simple request for help than meets the eye.
Hibernia Quests: We have added two repeatable quests, similar to the Soul Gem
and Fell Tooth Albion-based quests. These Hibernian quests begin in or near Mt.
Collory, and there is a limit to the maximum number of times you can complete
them.
Albion Quests:
In our next patch, we will be adding a very high limit to the maximum number of
times you can complete the following quests: Save the Spirits and Fell Creatures
Bounty. If you want to guarantee that you can turn in any items you might have
been saving for these quests, you should turn them in before the next patch.
Albion Quests: Remember, in our next patch, we will be adding a limit to the
maximum number of times you can complete the following quests: "Soul Gem" and
"Fell Tooth Bounty." If you want to guarantee that you can turn in any items you
might have been saving for these quests, you should turn them in before the next
patch.
Realm v. Realm Notes
- Frontier Keeps: It should be easier to target NPC archers at all frontier
keeps, and particularly the hibernian frontier keeps.
- The guild banners on Caer Hurybury and Blendrake Faste should now be working
correctly. (Note: This fix was also made to live servers on 5/2/02)
- The realm guards should be not quite so vigilant about shouting out at their
enemies as they attack.
OBJECT NOTES
- Stiletto of the Soulshade (Albion) now properly uses thrust instead of slash.
- The chewed staff had its incorrect resistence buff fixed.
- The Spirit Bone Pin may now be worn.
- The double Body resist entries for the Worn Jewel Dusted Robe are now a single
entry.
- The double Body resist entry for the Truesilver Flute has been fixed.
- Supple Willow branches should stack properly.
- Changed the +emp bonus on the Dancing Silk tunic (Midgard) to +pie
- The Smoldering Ember staff (Albion) is now friar only.
- The Gnawed Staff (Albion) should be displaying a proper resist.
- The Brigadine Gloves of Vigilant Defense ( Scout quest armor) now correctly
buff the longbow skill.
- Baln's Sulfuric Slicer (Midgard version) correctly buffs sword instead of
slash.
- The Enraged Wolf Pelt Cloak should be emblemizable.
- Avernal Maligned Staff of Mind, Accursed Demon Hammer, Accursed Demon Crusher,
Accursed Demon Staff of Light, Accursed Demon Staff of Enchantment, and Accursed
Demon Recurve Bow (Hibernia DF items) were all adjusted to be the appropriate
level.
- The new monsters for Muire Tomb are itemized, complete with new magical
goodies to round out the existing equipment set in the zone.
- Several common loot objects are now stackable that previously weren't. This
includes necklaces, collars, chains, bracelets, bracers, armbands, bottles,
different kinds of dust, essences, pins, and a few other assorted small items.
- Salvage values based on the value of the object have been set on existing
dropped armor and weapons.
- Removed "phantom proc" from the Worn Dark Guardian Sword.
- The stat bonuses on the Granny's Shawl were tuned to be more level
appropriate.
- Salvage values based on the value of the object has been set on existing
quest armor and weapons.
- The Cloak of Night can now take emblems.
- The Emerald-beaded strand now has the correct icon.
CRAFTING SYSTEM NOTES
- Crafted items now have a minimum quality of 94 percent. There is now an even
chance that any crafted item will have a quality of 94-99 percent, with a very
small chance of 100 percent.
- When you go up in level in a crafting skill, the print line will now tell you
what your new level is.
- Added in the ability for armorcrafters and tailors to make the "level 6"
version of their various types of armor. This enables them, at the material 10
level, make armor that is 51st level (versus the 50th level of dropped items and
quest items). This will enable tradeskillers to make the current highest
possible base AF armors for their realms.
- Timers for all of the recipes have been changed. This has a slight increase to
the timers at the high end, but is about the same, if not lower, for the level
10 materials. You will notice a distinct drop in the timer for materials 6-9. We
changed the base equation that we used for the timers so everything was more
uniform. Weaponcrafters should notice a significant decrease in the *overall*
time it takes to craft a weapon. They still take the most time to make a single
item, but it isn't as artificially high as it was before.
- To coincide with the addition of salvage values for almost every single item
that is dropped or quested (see note at end), we also equalized the salvage
values for crafted items as well. They were set too high before, and in some
cases would allow a crafter to salvage enough material back to make a positive
amount of coin. Salvage was always intended to allow you to get materials back
from items from the world, not allow you to powerskill up without any additional
coin from your own items.
***Note: Any weapon, armor, etc, that drops/is quested should be salvagable now.
Most of the other drops, as well, should give you some type of salvage, but it
is possible that the object wasn't set up properly for that. As we have time,
we'll be going back through to try to change that.***
Crafting Items Coming Soon
- Fletchers will get the ability to create the "level 6" versions of
Bows/Staves/etc.
- Crafters of 1000+ skill will be able to ignore the item quality cap that is
currently in place (i.e. if you are skill 1050 then anything you make,
regardless if it is red, orange, etc will have the full chance of being a 94-100
quality item).