Test version 1.53

Here is the Test Version of DAoC 1.53a from the Camelot Herald. There is a plethora of new stuff coming in this version, so instead of trying to give a synopsis, here it is in it's entirety! Enjoy...
1.53 is going to be more fun than cheese dip. Here's the first wave:
====================================== Dark Age of Camelot Test Version 1.53a September 5, 2002 ======================================
Welcome to the first installment of Dark Age of Camelot version 1.53. This version has some long-awaited melee-class RvR updates, as well as a new dungeon, lots of world updates, and the debut of the even-longer-awaited Spellcrafting/Alchemy tradeskill system, which allows player craftsmen to make magically imbued items. MESSAGE FROM THE PRESIDENT Folks, Just a none-too-brief note regarding the future of Camelot (full text of this message can be found on the Camelot Herald at www.camelotherald.com). Over the next four months we are working to implement the following things for DAoC. In no particular order, here is our Best of Fall Plan. 1) Encouraging players of a wider level range to group. We are thus making some adjustments so that players of more disparate levels are able to group together without anyone taking too much of an experience point hit. 2)Speeding up the leveling time between levels 41 and 50. As above, we have seen that these levels take longer to go through than we believe is optimal. Thus, we are greatly reducing the time it will take to complete them. 3)Doubling of available character slots. We have worked out the technical issues involved with this, and thus, we are going from four to eight! 4)Spellcrafting/Alchemy going LIVE. We will continue to work carefully on these two crafting skills as their potential to change the balance of the game is quite large. They will start testing on Pendragon later this week. 5)Housing is still being developed and we are committed to adding this to the game as part of subscriber content – so it will not require the expansion pack. Like Spellcrafting we are taking our time with housing to make sure that it is done right the first time. 6)Self-evolving encounter areas with changing locations. What we are working on is a way to add intelligent monster groups to the game that will actually evolve on their own over time and based on player interaction. 7)Continued improvements to the interface. We are looking at ways to improve the interface for all our users and not just those who buy the expansion. 8)Improved melee classes. More love coming your way now – check out this week's Pendragon version. 9)Improvements to the RvR areas. We are looking into ways to give you more reasons to take and hold keeps. We will present them to you over the next few months. 10)A major new server type will be added to the game. As always, we listen to our users and based on popular demand we will be adding a "Cooperative" server to our game. 11)A special bonus for any player who has a character that attains 50th level. Players who achieve this level will be able to create new characters at a higher starting level. We haven’t decided exactly at what level we are going to start at but it will be at least 20th. 12)More information about Shrouded Isles. We intend to begin weekly Shrouded Isles Sneak Peaks on our SI website. As required by lawyers everywhere, the usual disclaimer that this letter is a guide as to what we hope to have in during this period and not as a guarantee of any kind. And also as usual, this list does not encompass the only things we are working on. As always we thank the community for its continued support and patronage of DAoC and we will continue to work to improve and add to DAoC. We have lots more content/features/abilities on the way. Mark NEW THINGS AND BUG FIXES - Found and fixed a bug (hopefully THE bug) that was causing players to not evade, parry and block in RvR at the same rate that they were parrying/blocking/evading against monsters. All characters who evade, block, and/or parry should now see themselves parrying/blocking/evading much more often in RvR. - We've substantially updated the in-game (F1) help system. MELEE CLASS UPDATE In order to make everyday life in RvR more fun and compelling for primary melee characters, we've made some updates to the Realm Ability system. These changes and updates are focused on the RvR capabilities of these classes, hence the use of the Realm Ability system to implement the changes. The intent of the changes is to make primary melee classes (i.e. those melee classes that do not have spells) able to close with their enemies better, and to be able to have the chance of preventing their enemies from escaping once they have closed with them. The following changes to realm abilities for Armsmen, Mercenaries, Heroes, Blademasters, Warriors and Berserkers have been made: - Reduced cost of the Realm Ability Ignore Pain to 8 points. - Reduced cost of the Realm Ability Determination to 1/2/3/6/10 points. - Reduced cost of the Realm Ability Purge for these classes to 2 points. - Added new passive Realm Ability "Prevent Flight" When active, if the tank's selected target turns and runs, the tank has a 35% chance of hitting and proccing a 50% snare for 10 seconds. Cost: 14 points. - Added a new realm ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes. Cost: 5 points. All of these primary melee tanks will be able to respec their Realm abilities to take advantage of these changes. Please note that this addresses only pure melee classes - we are next looking at some of the hybrid tank classes, especially the Paladin. There is a possibility that Paladins will end up with some of these same changes, but we're going to evaluate their chants first. REALM ABILITY SYSTEM UPDATE Here's the first round of updates and tweaks to the Realm Ability system. Please note that we will continue to make changes throughout 1.53. At some point we'll add in the respec option so players can respec to take advantage of the changes. - Added Wild Power to Cabalist realm ability list. - Armor of Faith is now properly set to be 1 level for 10 points, which provides +150 AF for 60 seconds. - Added Ethereal Bond to Minstrels. - Changed Nightshades to gain power from Intelligence boosting items and Augmented Acuity. - Changed description of First Aid to the following: "Self heal that heals a set amount of hit points per level gained in the ability. This value increases with the character's level. At level 50, it heals approximately 300 hitpoints per level. It cannot be used in combat." SPELLCRAFT AND ALCHEMY Spellcraft and Alchemy make their debut in Dark Age of Camelot with this patch, which are the two crafting skills that allow player crafters to imbue weapons and armor with magical properties. This is an extensive system that has many options and associated skills. For full documentation of the Spellcraft and Alchemy, go to the Camelot Herald at www.camelotherald.com/documentation/spellcraft/. You'll find all the information you need to get started there. We have also made a Spellcrafting calculator, which you can find at: www.camelotherald.com/documentation/spellcraft.html. With this calculator, you'll be able to run the numbers to be sure you know exactly what to purchase when you go to a Spellcrafter. DISCLAIMER: This calculator is currently a work in progress, so it may not work properly, as our trained web gnomes continue to hack at it. We'll also be putting up pages with all of the raw numbers for Spellcraft (that the calculator uses) as well as what all of the Alchemy items do within the next few days. Check out the Herald for that notice soon. General Overview of Spellcraft/Alchemy Spellcraft and Alchemy work exactly like the other tradeskills as far as their recipes, and the objects they create go. Once you have the object, you "combine" them, via the trade window to an object. For example, Player A takes their Sword they want to have strength added to it to a Spellcrafter. They place it in a trade window with the Spellcrafter. The Spellcrafter places a strength Gem in the sword's gem socket and clicks the "combine" button. Satisfied (both players will get text information on the combine, how many points it took, etc), Player A places some money in the trade window and hits Trade. The Spellcrafter then hits trade, the combine happens. Viola! Player A has a sword with a strength bonus, and the Spellcrafter has the satisfaction of making another magic item... oh, and the money, too... The "forge" object for Spellcraft and Alchemy is the nice, new, Alchemy table that you will see placed in various parts of the home cities. You will find the merchants needed for these two crafts close by. The tools that you will need for various recipes are the Spellcraft Kit, Alchemy Kit, and Mortar and Pestle. The kits are always needed for their specific trade, the Mortar and Pestle is needed for making any of the poisons. You may need to scroll sideways in the Spellcraft/Alchemy Merchants to find the items that you need. Names of Guild Masters: Albion Spellcraft Guild Master: Clayton Gage Alchemy Guild Master: Adelaide Dinsmore Midgard Spellcraft Guild Master: Hradi Thorleif Alchemy Guild Master: Armod Dag Hibernia Spellcraft Guild Master: Shannen Alchemy Guild Master: Aslander The following Spellcraft/Alchemy items have yet to be fully implemeted: - Procs/Reverse procs and charges are not yet implemented, however you can make the proccing or charged item; it just won't proc/take charges until a future 1.53 patch. - Any recipes that show in the Alchemy list as requiring a skill of zero are ones that require a dropped component. They haven't been placed at their final skill value yet. We'll add those dropped in a future 1.53 patch. - The ability to wipe a current tradeskill profession to choose a new one is not yet implemented. - Some other misc. items that should be in before 1.53 goes live (splitting stacks, self trading, some additional trading commands, etc.). Look for these in a future 1.53 update. - We've had to shelve particle effects created by Spellcraft/Alchemy for the time being while we work out some technical issues with the system. WORLD NOTES New Dungeons - Adventurers in all three realms are complaining of increased sightings of undead in their frontiers. There has been word that a new group has risen to power whose only interest is the complete and total domination of the three realms. By using their powerful magic, they have managed to carve a maze of dungeons beneath the frontier allowing them to enter and leave each realm's frontier at will. They have also amassed an army of undead big enough to wage a three-front war. - We have found an entrance to Marfach Caverns in the Hibernian frontier of Breifine. - In the Jamtland Mountains of the Midgard frontier, we have located the entrance to Gruva av Dod. - The entrance to the Hall of the Corrupt has been located in the Pennine Mountains of Albion. General Notes Midgard: Huginfell no longer has two /broadcast regions - the number has been reduced to one. Hibernia: City - TirNaNog - Cullin's Inn in Tir Na Nog has been named - The Green Rose Pub area has been increased to catch all of the patrons. Many of the merchants and NPC's in Tir Na Nog now have a richer backstory. Hibernia: Bindstones - The bindable areas in Tir Na mBeo and Ardagh have received bindstones. Hibernia: When taking a horse from Innis or Connla to Culraid the horse will no longer run through a tree. Hibernia: A smith, a poison merchant a healer and a arrow merchant have set up shop outside Culraid. Hibernia: Harpers now have lutes instead of drums. Quests: General - Additional story-based kill tasks have been introduced in all three realms, targetting players level 41 and higher. - Fixed many mispellings and incorrect directions in the quest journal. Thanks for reporting these! Albion Quests - Legend of the Lake: We have made some changes to the 15th level portion of this quest in an attempt to bring it up to the level of other quests within the realm. The main change is the addition of two sub-quests to complement the existing "Barbaric Tales" and "Wizard Lost". Players who encounter this step of the quest will be given the option to perform two of the possible four sub-quests. Please note that these changes will not affect players that have already performed this section of the quest. - The material type on Bernor's Numinous Robes has been upgraded to be in line with the rest of the epic armors. Wizards may notice their current robes appear to have lost a few levels. To exchange your current robe for the new one, please see Gardowen Egesa in Camelot. This exchange can only be made one time. - A merchant by the name of Grindan Halig at Caer Ulfwych, is looking for a brave soul to descend into the Catacombs of Cardova and search for something. - Willing Sacrifice - The Church has become deeply concerned about the presence of the followers of the Cult of Mithra in their midst, and how they might influence faithful Church members. Brother Codeth from the Church has been assigned to find adventurers willing to rid the realm of this evil. Midgard Quests - Asdis in Upplands is no longer charmable. - It has been rumored that Gothi of the Juton possesses the power to reveal the object of one's dreams. You would be wise to seek him out and discover what power lies in your future. - Tomte of Doom - Yandu, a well-known adventurer and explorer has new information about the Tomte Lair that she might be willing to share. - Spiritmaster Trainers will now give out the level 7 quest as intended. Hibernia Quests: - Straw's in Town - There should no longer be problems with players being unable to hit the elusive spraggon, Straw. - Kinney of Connla has shown great concern over a mysterious man that frequents the town. It is said she seeks adventurers to assist her in this matter. - Rest In Peace - The curse of the Muire family is almost complete. Gogarty Muire is the last surviving Muire and though he clings to the final shreds of sanity, it's only a matter of time before he too succumbs to madness and death. - Lost Townsfolk of Bran Llyr - Clodagh and Enan will now respond correctly and transport players on the quest. - Merle the Old will no longer strike back at unfortunate Hibernians that accidentally attack him. - Search for the Missing Smith - The reward for this quest, Otherworldly Ring, has been improved to make it an appropriate level reward for this quest. If you already have this item it will automatically upgrade. Realm v. Realm: Battlegrounds - The Battleground keep lords now have similar abilities to the regular frontier lords. - The central keep guards in Dun Murdaigean, Thidranki Faste and Caer Caledon should no longer chase players to their portal keeps. Realm v. Realm: Frontier Keeps - The Keep Lords have acquired new abilities and longer range bows to counter some of the more exploitive tactics used against them. - Kirawyr is once again serving Albion in Nottmoor Faste. - Several NPC archers at Bledmeer Faste, Dun Da Behn, Arvakr Faste, and Dun Ailinne have been moved to make them easier to target from outside the keeps. - The crafting material and siege material merchants will now spawn more quickly at the merchant keeps. - Hasteners will now buff all friendly player and npcs in range of the player activating the Hastener. This includes pets. Dungeons: Hibernia - Koalinth Caverns - The rare, existing, monsters of Koalinth Caverns have been capitalized appropriately. - Treibh Caillte - Several rocky golems who insisted on facing the wall while fighting have been adjusted. The thralls have received new orders to attack and kill all on sight, and are consistently attacking all they see. - Additionally, the constant traffic from Culraid to Treibh Caillte has forced the roaming monsters along this route to seek new homes. - Muire Tomb - some of the murkmen hiding inside of the columns have been adjusted. The weak spiders who had wandered down to Frang's room have retreated to the entrance halls after Frang began baking spider crunchies on a daily basis. - The untargettable Muire Hero in Connaire's room has been moved out of the wall. - Spraggon Den - the untargettable spraggon cutter in the entrance room has been moved out of the wall. Dungeons: Albion - Tomb of Mithra - Acolyte Nascita has grown in strength and power. - Tepok's mine - The cave fishers, fisher hatchlings, and cave bear cubs all have grown fat, lazy and non-aggressive after years of feasting on hapless wounded players. - Catacombs of Cardova - New, faster, less damaging spears have been issued to the infantry. Sorcerors scouting the dungeon happily report that some moor boogeys appear to have wandered inside and set up a nest. Dungeons: Midgard - Cursed Tomb - The aggressive monsters at the entrance to Cursed Tomb have found new homes - scouts returning from the dungeon report that fewer wanderers appear to inhabit the dungeon. - Spindelhalla - the untargettable cave trow trollkarls in the Pit area have moved into the interior of the room. Monsters: Albion - Tales abound that the Green Knight has returned to Forest Sauvage. Should you encounter this knight, caution would be best. He cannot be happy with all that has happened during his absence. Monsters: Midgard - The soul sinkers in Myrkwood Forest will no longer chain cast their DOT. - The Briton Woodcutters who had invaded Odin's Gate seem to have left as quickly as they came. - A hoard of glacier fairies has descended upon the Glacier Giant within Odin’s Gate. These pests have done nothing but infuriate him. Expect the giant to be ever more unpleasant than before. Monsters: Hibernia - Cliffs of Moher - Coimirceoir once again resides with the Vehement Guardians. Their numbers have been reduced slightly. - Grovewoods are no longer quite so adept at self-heals and have an increased chance to drop their quest related item. - Ire wolves no longer drop badger parts and have an increased chance to drop their quest related item. - The wraith Evern within Breifine has discovered the key to a powerful ritual! She now has the ability to summon fairies to do her bidding. Those who anger her must be ready for a prolonged battle. Item Notes - The Kraggon Cloak (Albion) now buffs cold and body resist, instead of body resist twice. - The "elementalist" requirement on the Ebony Staff (Albion) has been changed to "cabalist.” - The "studded warhound collar" should now have an icon. - The "carrion drake talon" is no longer stackable, as it is meant to be a weapon. - The spelling of "forgotten silk cloth" was corrected. - The Softened Bark Frock (Albion) should now be dyable. - The Plate of Eternal Midnight (Albion) now buffs spirit and body resist, instead of body resist twice. - Several more common loot drops in Spindelhalla are now stackable. - The Gauntlets of Celerity (Albion) should have the correct icon in a player’s inventory. - The Resplendent Ring (Albion) now has an energy resist instead of two body resists. - Players should now be able to sell player-crafted lutes to NPC merchants. - The Vaporous Crown (Midgard) now buffs piety rather than intelligence. - The Mischievous Bracer (Hibernia) now buffs cold and spirit resist instead of spirit twice. - The Bone Necklace (Albion) should have the appropriate icon. - The Huntman’s Cloak (Midgard) can now hold an emblem. - The Putrefied Robes (Albion) can now be dyed with leather dye and should have the appropriate leather robe look. - The Jeweled Rigid Leggings (Hibernia) now buffs body, energy, and spirit resist. - The frontier zones are itemized with common loot. - Many of the new monsters introduced in Treibh Caillte in 1.52 have new item drops. - The following Albion instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments): Ellyll Drum, Fine Asterite Drum, Drum of Fading Valor, Accursed Avernal Drum, Avernal Malison Drum, Ellyll Flute, Fine Asterite Flute, Flute of Dementia, Accursed Avernal Flute, Avernal Malison Flute, Polished Granite Flute, Ellyll Lute, Fine Asterite Lute, Lute of Haunting Melody, Accursed Avernal Lute, Avernal Malison Lute, Polished Granite Lute. - The following Hibernian instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments): Bodb's Wailing Drum, Glimmerstrike Drum, Accursed Demon Drum, Infernal Malison Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart, Bodb's Wailing Flute, Topaz Studded Shell Flute, Warshade Flute, Accursed Demon Flute, Infernal Malison Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Bodb's Wailing Lute, Cursed Lute, Deathwatcher Lute, Accursed Demon Lute, Infernal Malison Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul. - The Silvered Staff (Hibernia) should salvage for the correct material. - More of the common loot drops in Coruscating Mines, Cursed Tomb, and the Vendo Caverns should now be stackable. - Players should now be able to salvage cloth items. - Player-crafted trinkets are now stackable up to 10. - The Accursed Avernal Staff of Fire (Albion) is now appropriately class-restricted. - The range on the Runic Throwing Axes and Tomte Throwing Axes (Midgard) has been increased to current throwing axe standards. These axes, along with the Infernal throwing Axes, have also had berserker added to the class restrictions. - Arrows, bolts, poisons and thrown weapons can now stack to 100. - Arrows, bolts, and thrown weapons are lighter. - The base stack size for poisons is now 20 instead of 10. The cost per stack remained the same, this results in an overall reduction in poison cost. PvP-Server Specific Notes - Material types 9 and 10 for all realms are now available at all 3 merchant keeps. - The crafting material and siege material merchants will now spawn more quickly at the merchant keeps. - Many of the PvP server quests are now available to players of all three realms - particularly the bounty and one time drop quests.

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