1.71 Goes Live

As posted by Sanya on the Herald:
    This tidbit is important, so I've pulled it out for you: "With our revised relic system (your own relics are behind the relic gate, but enemy relics reside in less protected keeps just outside the relic gate), we will be moving relics as part of this patch. Any of your own realm’s relics that your homeland controls will still be in the relic temple. Any enemy relics that your realm controls will be moved to the keeps nearest the relic gate, with no more than one relic per keep. "Remember that after today, an enemy relic may be placed in ANY homeland keep that your realm controls." Read on for the full notes!
    =================================== Dark Age of Camelot Version 1.71 Release Notes August 24, 2004 =================================== This version encapsulates many new changes and features geared towards addressing issues with the game's leveling system, population balance and Realm vs. Realm combat, and the grouping system. The following items are just some of the many changes you will find detailed in this patch. You will find specifics on these items under the NEW THINGS AND BUG FIXES section, later in this patch note. The Enhanced Leveling System Now that Camelot is nearly three years old, the bulk of our players are above level 35. Because of this it is becoming more challenging for casual gamers and low-level players to find groups, which can result in long leveling times and frustration. As such, we have implemented changes to the leveling system that will help all players level faster, no matter what server they play on. These changes are intended to be especially helpful to casual gamers and low-level players, allowing them to gain levels faster and more steadily. Now, when players attain a level on their character through normal leveling methods during a seven day period, the character will gain a free level's worth of experience and coin appropriate to each level, up to level 47 (You can find a Q&A with sample scenarios located at http://www.camelotherald.com/more/1651.shtml ). On underpopulated realms, the time required to gain a level may be decreased to as little as two days. New Bonuses Along with the enhanced leveling system, we have also made some changes to help all players level faster, no matter what server they play on. We have significantly increased the camp bonus so you will be given far more experience than before for fighting monsters that aren't being camped by other players. The camp bonus still deteriorates over time; however, it does so at a slower rate than it did previously. To assist the players in low population realms, or realms facing difficult odds, we are providing additional bonuses for PvE and RvR combat. The designated realms will now receive experience, realm point, bounty point, and coin bonuses when killing enemy realm players. These realms will also receive a higher camp bonus when killing monsters in PvE combat. For more information, you can visit http://www.camelotherald.com/populationbalance.php to see the list of realms that have been designated for these new bonuses. The server selection screen has also been updated to display which realms are designated for the new bonuses. Pressing the ? button on the server selection screen with a server selected will give you more information for the server/realm you have selected. Please note, that, for version 1.71, Gaheris and Mordred are set to the normal population bonus settings for all realms and characters on these servers. Relic Changes Now that the dust has settled a bit on New Frontiers, it is apparent that it is too easy for a dominant Realm to take all Relics and hold on to them. Because of this, we are making changes to ensure that it remains relatively difficult to take enemy Relics, but is much easier to get yours back if they do get taken. Captured enemy relics now must be placed in a keep controlled by your realm in your realm's frontier. Your realm's relics are still placed in your realm's relic towers. With our revised relic system (your own relics are behind the relic gate, but enemy relics reside in less protected keeps just outside the relic gate), we will be moving relics as part of this patch. Any of your own realm’s relics that your homeland controls will still be in the relic temple. Any enemy relics that your realm controls will be moved to the keeps nearest the relic gate, with no more than one relic per keep. Remember that after today, an enemy relic may be placed in ANY homeland keep that your realm controls. General RvR Changes and Balance We have made changes to alleviate the situation where a realm with few or no keeps cannot stage a comeback versus the realm that has all or most of the keeps and Relics. The more "control" one Realm has on the RvR battlefield, the harder it will be for them to hold on to keeps and Relics. Now, the more keeps a realm has, the longer the upgrade time will be for that keep to reach level 10 and the longer the delay will be for the flames to appear on the realmwar map for that realm's keeps and towers. Additionally, we have adjusted the teleportation system in the New Frontiers. You can now only teleport into the 4 coastal keeps in the enemy frontiers (if your realm controls them). Finally, we have adjusted maintenance costs, guard levels, and siege damage according to the amount of territory controlled. Master Level Encounter Changes Trials of Atlantis Master Levels are considered by many players just as much a part of leveling a character as standard experience, and because of this, we are looking at ways to make that process faster and less cumbersome. For this version, we have made changes to some of the most frustrating of Master Level encounters to make them easier and less time-consuming. We have added another means of completing the encounters for Trial 3 without having to leave the dungeon, added djinn stones for transportation out of the final encounter rooms for each trial, and we have also adjusted the monster difficulty of several other encounters. Artifact Experience Changes In order to ease some of the frustrations in finding monsters of the appropriate level and difficulty, all artifacts will now use one of six leveling requirements. Artifacts will be assigned to one of the following regions: mainland outdoors, mainland dungeons (including Darkness Falls), Shrouded Isles outdoors, Shrouded Isles dungeons, Trials of Atlantis outdoors, or Trials of Atlantis dungeons. In addition, all artifacts can now earn experience from player versus player kills and from killing monsters in the Frontier zones (including Passage of Conflict and Summoner's Hall). Artifacts will also be easier to level now, with the new higher camp bonuses in this patch. Ingame Map System With this version, the new ingame map system makes its debut. Players will be able to use these maps to help them navigate throughout their realm and frontier zones. The ingame map system shows region and zone maps for your current location, major points of interest, horse stable merchants, horse routes, terrain, and a description for the zone or region you are in. You can also track your location on the map. NEW THINGS AND BUG FIXES - We have made some changes that will decrease the chance of network latency occurring in all areas of the game, especially in the ToA zones. - Solo players who are not in PvE combat can now join groups which are in PvE combat. - Camp bonuses have been greatly increased in value. They will take longer to reach their new high value and longer to deplete. An extremely overhunted camp will now take longer to return to a high camp bonus than it previously did. This will not impact the minimum amount of experience players will gain from a camp, but if the camp is continuously overhunted it may take longer to return to the higher camp bonuses. - Fixed a bug that allowed players to get RP credit for enemy-players that were damaged a significant amount of time prior to their death. This caused a significant dilution of realm points in many cases, especially in keep/tower sieges and other large battles. This change will now give more RPs to the players that actively participate at the time an enemy is killed. - (Bug Fix) The percent chance for monsters aggressing animist turrets and to have that aggression transferred to the animist's controlled pet has been slightly increased. - The /hidegraves command, as well as the /effects self|group|none|all command, will now save when you exit and re-enter the game. These settings are not stored on a per-character basis; they are the same for all your characters. - Added a new command, '/chatlog name', to allow players to open a chat log to a different filename than 'chat.log'. The extention '.log' is automatically appended to whatever name you choose, so typing '/chatlog pendtest' would create a file called 'pendtest.log' in your Camelot directory. You can close the chatlog by pressing your bound Chat Loggin key or by typing '/chatlog' again. - The buttons for /clock and /map have been added to the command window. - We have addressed several issues that could cause players to go linkdead or have unusually high amounts of network lag around the following Trials of Atlantis encounters: Tartaros Gift, Dreamsphere, Kirkleis (ML 1.6), and Flames (ML 6.5 Solo Step). - The level 20 Nightshade class title has been corrected to Darkblade. - You are no longer able to put no trade items in the bank or vault by pulling an item from your vault and dropping it on the no trade item somewhere on your character. - It is no longer possible to summon a pet into a wall. Stats Command Changes - The /stats command will now also show the following statistics for your character's current game session: HP healed, Resurrections performed, and "I Remain Standing...". Please note that the "I Remain Standing..." score, like all other statistics viewed with /stats, is based on the character's current game session; it is *not* the overall score tracked on the Camelot Herald. - We have added the subcommands /stats rp, killrp, kills, deathblows, irs, heal, and resurrect. Each subcommand shows a top 20 list of players with the current highest of the given stat. - We have added the /statsanon command to make your stats invisible to other players (but not yourself) and prevent you from appearing on top 20 lists (viewed with /stat rp, killrp, kills, deathblows, irs, heal, or resurrect). - Your stats viewed with /stats will now reset if two hours pass without a stat being recorded for a character. All stats are game session only, meaning they are reset when the character is logged out. - /quit now output's your game session stats (/stats values) if any were acquired. The Enhanced Leveling System Now that Camelot is nearly three years old, the bulk of our players are above level 35. Because of this it is becoming more challenging for casual gamers and low-level players to find groups, which can result in long leveling times and frustration. As such, we have implemented changes to the leveling system that will help all players level faster, no matter what server they play on. These changes are intended to be especially helpful to casual gamers and low-level players, allowing them to gain levels faster and more steadily. - All characters will now be granted enough experience for a free level every seven days, if the character has attained a level by regular play in that time. In other words, if you play your character and gain at least one level in a seven day period, your character will be given enough experience for the next level free. - Underpopulated realms characters will receive the free level experience more often, up to a minimum of every two days, if the character has attained a level by regular play in that time. - Players gaining experience from the Enhanced Leveling System will now also be awarded an amount of gold dependent upon the level the player has progressed to. - When your character has gained a level by regular play, and qualifies for the free experience, a pop-up will appear, informing you that you can now gain a free level's worth of experience at your trainer. - Please note that using the free experience at the time it is granted will be the most beneficial to your character, if you save the free experience until a later level (for example: you receive a free level at level 10, but wait until level 15 to use it), it will not be enough experience to grant you an entire level at that point. - Characters will not lose their skill respec if they use the free experience at their trainer when the character is at levels 5, 20, and 40. Instead, the respec will disappear when the character has leveled again (for example: If your character is level 40, and your free experience takes you to 41, your free respec remains on your character until used or until level 42). - After a character reaches level 47, that character may no longer make use of The Enhanced Leveling System. New Bonuses To assist the players in low population realms, or realms facing difficult odds, we are providing additional bonuses for PvE and RvR combat. - Evenly distributed and underpopulated realms will now receive bonus experience, realm points, bounty points, and coin for fighting enemy players in the Frontiers. Underpopulated realms will receive greater bonuses than realms whose populations are more evenly distributed on a given server. - All realms will also receive additional camp bonuses, meaning more experience per monster kill. Underpopulated realms will receive a greater camp bonus than realms whose populations are more evenly distributed on a given server. - The experience earned from the additional camp bonus and bonus experience from player kills also applies towards earning artifact experience. - Please note, that, for version 1.71, Gaheris and Mordred are set to the normal population bonus settings for all realms and characters on these servers. Ingame Map System With this version, the new ingame map system makes its debut. Players will be able to use these maps to help them navigate throughout their realm and frontier zones. - To view the map window, type /map or click on the Map button in the command window. - The map window can show region and zone maps for those zones in the current region you are in (for example: if your character is in an SI zone, you will be able to see the SI region map and all SI zone maps). The maps are selectable through a drop down menu at the top of the map interface window. - All maps have an indicator that shows your current location. - Zone maps show major points of interest, horse stable merchants, horse routes, and terrain (mountains, lakes, etc). - Each map has a zone description which can be turned on and off. - You can also choose to "track" your location on the map by clicking the "Follow" button. When this is toggled, your map will change automatically when your location moves to another map (for example, when riding a horse from one zone to another). - New Frontiers ocean zones are included in the ingame map system. - Dungeon and City maps will not be available with the ingame map system. - The map window remembers showing state, description button state, and follow mode state through zoning and logging. CLASS CHANGES AND FIXES General Changes - Because players generally have to decide on whether or not to use a damage shield spell before they enter combat, due to the fear of breaking crowd control spells (like root), most elect not to use it at all. In order to give players more flexibility in using damage shield spells, the following damage shield spell lines have been made non-interruptible when cast: Fungal Covering (Shaman), Briar Sprout (Druid), and Asgard's Lesser Damage (Healer). This change will allow players to cast the damage shield at any point during combat (for example: using the spell after root spells on enemy targets have expired). - Many classes rely on damage add spells as a fundamental aspect of their offensive capabilities, putting them at a heightened risk when a damage add spell expires or drops in the middle of battle. In order to allow more flexibility when casting these spells, the following damage add spell lines have been made non-interruptible when cast: Nails of the Wild (Druid), Piercing Strike (Ranger), Augmented Blow (Healer), Force of Nature (Shaman), Thunder's Bash (Thane), Hammer of Faith (Cleric), and Refiner's Strength (Cleric). This change will allow this spell to be cast when the character is under attack. - Due to the fast paced nature of combat, spread heals were added to the game to make primary healers more effective in many situations, with an emphasis on RvR. Spread heals turned out to be so effective that there is rarely a reason for a primary healer to cast a single target heal. In order to reward primary healers who are judicious in selecting the right heal spell for the situation, as well as to provide a small boost to secondary healing specs, we have reduced the power costs of the following single target heal lines by 33%: Major Restoration (Cleric/Friar), Major Resurgence (Druid/Warden/Bard), Major Somatic Renewal (Mentalist), Major Reconstitution (Healer/Shaman). Champion - We have improved the Champion's Vigor line to bring the spell line up to par with the buff spells from buffing classes. 5 Vigor of the Champion - +17 str/con 10 Strength of the Champion - +22 str/con 16 Fortification of the Champion - +31 str/con 23 Focus of the Champion - +39 str/con 32 Power of the Champion - +51 str/con 40 Force of the Champion - +63 str/con 50 Might of the Champion - +75 str/con NEW FRONTIERS NOTES - We have added several high level monster camps throughout the Frontiers zones so players can more easily find monsters to charm. - (PvP Server) Players can no longer aim a ram at a door for a keep or tower that their guild controls. General RvR Changes and Balance We have made changes to alleviate the situation where one Realm can dominate in RvR by taking all or most of the keeps and Relics. The more "control" one Realm has on the RvR battlefield, the harder it will be for them to hold on to keeps and Relics. - You can now only teleport into the 4 coastal keeps (if controlled by your realm) in the enemy frontiers. You can no longer teleport into the inner three keeps (even if controlled by your realm) in enemy frontiers. - For realms that own 5 or less keeps, the flames on the realmwar map will only appear when the tower/keep door or walls have been slightly damaged. When a realm owns more than 5 keeps, the flames will trigger on the realmwar map at a lower health. The trigger delay increases for each keep (past 5) that the realm owns. If a realm owns all of the keeps, they will not see any flames on the realmwar map for any of their keeps or towers. - The time to upgrade a keep to level 10 is now based on how many keeps the realm owns. The total time increases 6.25 hours per keep owned by that realm (for example: the base time for owning 7 keeps is 40.5 hours). The time to upgrade to level 10 if the realm owns one keep is 3 hours. The time to upgrade to level 10 if the realm owns all 21 keeps is 128 hours. Defensive Realm Bonuses The following bonuses apply to realms that control less than one third of the keeps in the frontiers, in an effort to scale the refresh times, costs, and damage taken down if a Realm is being significantly beaten. - Tower and keep hookpoint reuse timers now vary from 1 minute to 5 minutes for realms that own 0-7 keeps. - Tower and keep hookpoint items now vary in cost for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 1 gold. The normal cost is applied when the realm owns 7 keeps. - NPC guards (and hookpoint guards) now have an additional amount of levels for realms that own 0-7 keeps. The maximum amount of additional levels (for realms that own no keeps) is 15. The minimum amount of additional levels (for realms that own 7 keeps) is 0. - Keep/Tower maintenance costs now vary for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 0. The normal maintenance cost is applied when the realm owns 7 keeps. - Siege damage now varies for realms that own 0-7 keeps. Siege for realms that own no keeps do twice as much damage. Siege for realms that own 7 or more keeps does normal damage. Relic Changes Now that the dust has settled a bit on New Frontiers, it is apparent that it is too easy for a dominant Realm to take all Relics and hold on to them. Because of this, we are making changes to ensure that it remains relatively difficult to take enemy Relics, but is much easier to get yours back if they do get taken. - You no longer need your own realm's relics before you can capture an enemy one. However, a bonus is only gained from a relic if the realm owns their own of that type. - When capturing an enemy relic, you will now need to place them in a keep you own in your realm's home territory. The relic must be placed on the third floor of the lord tower inside the keep. - For recapturing your realm's own relics, you will still need to place them in your realm's appropriate relic tower. - There is a one relic per keep limit. - Once a relic is in a keep, the keep needs to be captured before the relic can be moved. Once the keep is captured, anyone can pick up the relic. - Once a relic leaves the temple or a keep, it has 2 hours to reach a new holding place. If it doesn't, it will be placed in an available keep in the realm that had previously held it or returned to its home temple if no such keep exists. - The following defensive realm bonuses are not applied to a keep that is holding a relic: hookpoint reuse timers, hookpoint item cost, additional guard level, and maintenance cost. - The realmwar map will now display what relic a keep is holding (if any) when the keep is selected on the map. Realm Ability Changes and Fixes - (Bug Fix) Soul Quench has been changed to do spirit damage. It was previously incorrectly set to essence damage. - (Bug Fix) The stun component of Desperate Bowman was incorrectly set to allow it to be purged. This has been fixed. Players will no longer be able to purge the stun from this realm ability. - Thornweed Field has been changed so that it cannot be stacked on a player by more than one caster. This was done to prevent situations where multiple Thornweed fields could be used at one time to do much more damage then intended. Siege Changes - The line of sight check required when firing a ram has been removed. Item Notes - Barbed Mace of Conflict and Crescent Sword of Conflict (Hibernia) now have the correct damage and speed values. - All the named loot dropped in the Passages of Conflict (all 3 realms) have had their imbue values and bonuses increased to a more appropriate level. This affects existing items so be sure to check any you have in your inventory or vault. MASTER LEVEL AND ARTIFACT ADJUSTMENTS Trials of Atlantis Master Levels are considered by many players just as much a part of leveling a character as standard experience, and because of this, we are looking at ways to make that process faster and less cumbersome. For this version, we have made changes to some of the most frustrating of Master Level encounters to make them easier and less time-consuming. Oceanus Encounters - Trial 1.8 - The levels of the hammerhead and azure sharks have been decreased. - Trial 1.8 - The broadcast messages indicating which shark has the ruby can now be seen at a greater range. - Trial 1.8 - The spell effect indicating which shark has the ruby has been changed to a more noticeable effect. - The djinn stone outside of the Cetus encounter area in Mesothalassa has been moved. The djinn stone is now closer to the cave entrance leading to the Cetus' Pit. - There is now a djinn stone inside the Cetus' Pit. Stygia Encounters - There is now a djinn stone in Martikhora's encounter room inside the Great Pyramid. - A Glyph Incised Chest has been found among the rocks outside of the Fortress of Storms. There is a rumor that the chest belongs to Seti the Pharaoh and that only his keys can open it. Volcanus Encounters - Trial 6.10 - The levels and defensive abilities of the elite taur defenders have been decreased. - Trial 6.10 - We have decreased the number of elite taur defenders that spawn at the bridges in Ashen Isles. This change will allow players greater ease in defending the bridges for this encounter. - There is now a djinn stone inside the Chimera's Lair in Ashen Isles. Sobekite Eternal - Trial 2.7 - The sobekite guards in front of the Cellar Gate, leading to Djedkare's chambers, have been removed. This change will allow easier access to this area for solo players who wish to attempt Djedkare's solo encounter. - Trial 2.8 - The sobekite guards in front of the South Hall Gate, leading to Amenemhat's encounter room, have been removed. This change will allow easier access to this area for solo players who wish to attempt this encounter. - Trial 2.8 - The water crocodiles in the pool in Amenemhat's encounter room have had their roam radius reduced. This change will allow easier access to the stairs leading up to the Amenemhat's platform. - There is now a djinn stone inside Runihura's temple. Temple of Twilight - Trial 3.1 - The level and amount of Moirai's summoned cobras have been decreased. - Trial 3.2 - Moughart and his guards will no longer vary in level when spawned. - Trial 3.2 - Players now have two choices for obtaining a cure in "A Cure for Kepa". Players may either kill Moughart or seek out the Triton Brigand inside the Temple of Twilight. - Trial 3.4 - The level of Deidamia's entranced cobras has been decreased. Additionally, Deidamia's chance to summon the cobras has been decreased slightly. - Trial 3.5 - Antioos's cobra will no longer vary in level when spawned. - Trial 3.5 - Players may now kill molded statues inside the Temple of Twilight for a chance to receive the triton shaman necklace that is needed for the quest, "Tasks for Antioos". - Trial 3.7 - Shraogh will no longer vary in level when spawned. - The levels of the statue sentinels and molded statues have been decreased. The defensive abilities of these monsters have also been decreased. - Two groups of statue sentinels and molded statues have been added along the right wall of the cave area leading to Laodameia's encounter room. - There is now a djinn stone inside Medusa's chambers in the Temple of Twilight. Necropolis - Trial 5.2 - The Echo of Duamutef now has a limit to the number of times it can split into scarabs. Additionally, each time the Echo of Duamutef splits, it will lose a portion of its health. - There is now a djinn stone inside Ammut's encounter room in Necropolis. Deep Volcanus - There is now a djinn stone in Typhon's encounter room. Aerus Encounters - There is now a djinn stone on Talos' floating island in Arbor Glen. City of Aerus - There is now a djinn stone in the Phoenix's encounter area. NPC Speech Changes To increase the level of communication between grouped and battlegrouped players, we have added the ability for other players to see what a NPC is saying to another player for certain master level encounters. The NPC's speech will appear to other players in the lower chat window in white. - Grouped players will now be able to see an echo of the NPC speech that is directed towards another player in the group for the following master level encounters: Trial 1.1, Trial 1.2, Trial 2.5, Trial 7.3, Trial 7.4, Trial 7.5, and Trial 7.6. - Battlegrouped players will now be able to see an echo of the NPC speech that is directed towards another player in the battlegroup for the following master level encounters: Trial 2.6, Trial 2.7, Trial 2.9, Trial 3.2, Trial 3.5, Trial 6.3, Trial 8.10, and Trial 9.2. Artifact Adjustments - In order to ease some of the frustrations in finding monsters of the appropriate level and difficulty, all artifacts will now use one of six leveling requirements. Artifacts will be assigned to one of the following regions: mainland outdoors, mainland dungeons (including Darkness Falls), Shrouded Isles outdoors, Shrouded Isles dungeons, Trials of Atlantis outdoors, or Trials of Atlantis dungeons. In addition, all artifacts can now earn experience from player versus player kills and from killing monsters in the Frontier zones (including Passage of Conflict and Summoner's Hall). - Artifacts which previously earned experience only from player kills will no longer level at an accelerated rate. This change was made because these artifacts have been changed to use one of the six new leveling requirements, allowing players more options to earn experience for these artifacts. The artifacts affected are: the Band of Stars, Battler, the Ceremonial Bracers, the Crown of Zahur, the Fool's Bow, Scepter of the Meritorious, Snatcher, and Tartaros Gift. - The following artifacts can only be picked up by players who participate in defeating their associated encounters: Cloudsong, Gem of Lost Memories, Orion’s Belt and Ring of Unyielding Will - Necromancers may no longer use the Wand of Lightning summoned by the Stone of Atlantis artifact while in shadeform, however, they can now use the Rod of Magic while in shadeform. - The amount of experience required to level the Ring of Dances, Alvarus' Leggings, and a Healer's Embrace has been reduced to correspond to the changes in leveling requirements. This change is retroactive. CAMELOT CLASSIC WORLD NOTES Albion Quests - Trevian, located in the Outland Wharf in Avalon Marsh, is in need of assistance in finding his best friend who was kidnapped. Trevian has a unique reward to give to players who can find and return his best friend to safety. - Two rival courtiers, Lord Mathias and Lady Kristianna, are competing to present King Constantine with a worthy gift. In order to do so, they'll need the help of an intrepid adventurer willing to assist them in collecting the ingredients and thwarting the rival. If you are at least level 20, you can begin this quest by visiting Lady Kristianna at Adribard's Retreat, or Lord Mathius at Castle Sauvage. - Fortune of Few - Master Graent will once again accept crafted war mattocks in addition to the store bought ones. Midgard Quests - Reyer, located in Gna Faste, is in need of assistance in finding his best friend who was kidnapped. Reyer has a unique reward to give to players who can find and return his best friend to safety. - Crelam at Galplen needs the aid of some brave souls to thwart a dangerous plot taking shape in Myrkwood forest. If you are at least level 19, bring some friends to Galplen and help Crelam put a stop to a deadly alliance that could change the balance of power in Myrkwood. Hibernia Quests - Naois, located outside the Tir na Nog North Gate, is in need of assistance in finding her best friend who was kidnapped. Naois has a unique reward to give to players who can find and return her best friend to safety. Midgard - General - The Jordheim merchants have had their stores expanded. All tiers of crafting materials have also been added to bring the city's stores in line with the stores in Camelot and Tir na Nog. Monsters - Darkness Falls - Inquisitor Eciraum no longer makes forays into the areas designed for lower level players. Item Notes - The duplicate Body Resistance bonus on the Crude Silk Sleeves (Hibernia) has been changed to Matter Resistance. - The mining pick dropped by some siabra miners now salvages for ore instead of iron. - The Twinkling Tiara (Albion) is now correctly flagged as chain armor instead of scale. - The bonus on the Siabran Recurve Bow (Hibernia) has been increased to the appropriate 10% for future instances of this item being rewarded. SHROUDED ISLES WORLD NOTES Albion Quests - Torctgyd Brookshire will no longer attempt to give out the Trials of Atlantis quest, Marauding Bandits. - Reports - Necromancers may now use the three reports (the Woman in Black report, Undead report, and Calikana report) in shade form. TRIALS OF ATLANTIS WORLD NOTES Stygia Monsters - Some minor dust janns were doing significantly less damage than their brethren, nor were they as aggressive as intended. Both of these issues have been fixed. Aerus Monsters - The cyclops skotos will no longer be as difficult for players to kill. Aerus Encounters - Gift of Love - The aggro radius on Danos' Guards has been increased to match his. This will eliminate Danos being pulled without aggroing his guards. Item Notes - The Sun Great Sword (Midgard) is now using the correct elemental icon. - The Sand-edged Spear (Midgard) and the Sand-edged Stout Bow (Midgard) can now be dropped on the ground and placed in vaults. - Players will now be able to combine Wall Glyphs 2 and 3 with Wall Glyphs 1 and 3 to complete the Complete Book of Glyphs for the Traitor's Dagger artifact. COOPERATIVE SERVER New Frontiers Monsters - (Bug Fix) Fensalir Faste will now correctly spawn an encounter to defeat.

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