Servers Up, Here Are the Notes
Oh boy! It's here! 1.75 Release Notes from the Camelot Herald:
- Version 1.75 contains an extensive number of features and improvements to Dark Age of Camelot. Here's a brief preview of what's in this version:
RvR Missions - In this version, we've implemented our new RvR mission system. This system is designed to provide a more immersive RvR gaming experience to players of all types. RvR missions provide many rewards for a variety of mission types in the form of solo, group and realm wide missions. Please see the "INTRODUCTION TO RVR MISSIONS" section below for more details.
Tower Razing - We're proud to introduce Tower Razing - a new RvR method for capturing and even completely destroying enemy towers, which allows for enhanced open field combat opportunities. Please see our "TOWER RAZING" section below for more details.
- Master Level Updates - We've made many changes to our master level system, as well as some significant changes to the master level credit system. Please see the two sections "MASTER LEVEL UPDATE" and "MASTER LEVEL CREDIT CHANGES" below for details.
New Title System - We have expanded on the existing titles players may have on their characters based on activities in RvR. Please see the "NEW TITLE SYSTEM" section below for more details.
Run Speed Change - Based on a tremendous amount of feedback, we have enhanced the run speed for out of combat players, allowing them to move faster than was previously possible without the aid of a run speed spell or sprint. Please see the "RUN SPEED CHANGE" section below for all of the details.
INTRODUCTION TO RVR MISSIONS
We polled our customers, talked to our team leads, and read over tons of player feedback. We're very proud to present the results of this research and design to you here in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for their help in providing the vital feedback that led to the development of this new feature.
"RvR Missions" is our name for a unique system allowing players to accept Personal, Group or Realm Missions that can ultimately play a pivotal role in the war raging in New Frontiers. There are many exciting possible missions within the system, suitable for forces of all sizes. One person can make a difference by uncovering a single enemy or scouting out an area. A noble band of brothers can play their part by patrolling their border or protecting a supply caravan from attack. The mission system even includes the full scale defense of the realm in the form of daily goals suggested to all players in the Frontiers.
Come join the battle!
RvR Mission NPCs
Each realm has its own RvR Mission Generals, as well as numerous RvR Mission Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers, while Commanders are located at all of a particular realm's friendly keeps and upgraded (level 3 or higher) towers.
Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain
Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste
Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress
Note: While Realm Generals will give you a choice of many different types of missions, be aware that Realm Commanders will only assign certain random missions and will not give you a choice to change them.
Mission Types
- Personal Missions - These missions are intended for those players who choose to go it solo in the Frontiers. Personal missions primarily lead players to areas of New Frontiers where they can find challenging encounters with enemy NPCs and even other players. Missions of this type are specifically designed to allow a single player a high chance of achievement and a reward. Personal mission types are: scout an area in the enemy lands, find an enemy assassin and slay him, kill a certain number of enemy guards, and kill a certain number of enemy players.
- Group Missions - Designed specifically for groups, these missions concentrate on specific siege targets in the Frontiers - primarily single towers, low level keeps and the newly implemented caravans (more information below on caravans). Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy players.
- Realm Missions - These missions are generated to everyone in a given realm. No action on the part of the player is required in order to receive this type of mission, as this mission type's goal is to encourage all members of a realm to work together for a common cause. Realm Mission types are: capture an enemy keep and all of that keep's towers, open Darkness Falls and open an enemy realm's relic gate.
When RvR Missions Can Be Obtained
- Personal Missions - These may be granted by a General or by a Commander. Once a player has a personal mission, a new Personal mission cannot be obtained for 30 minutes, or until the current Personal mission is complete - whichever occurs first.
- Group Missions - These may be granted by a General or by a Commander. There are no timer restrictions on Group Missions. However, only the group leader can accept or cancel a Group Mission.
- Special note: Group and Personal missions can and will often be available to players at the same time. Because of this, when a player has a Personal Mission calling for the same action as a Group Mission, the Group Mission will take priority and must be completed before the Personal Mission. For example, if the Group Mission calls for the group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the group and the 15 after that will go to the player (or players if more than one group member has the same Personal Mission). This rule only applies when the mission is the same. For example, if the group's mission calls for 25 Albion guards to be killed, while the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both be achieved simultaneously.
- Realm Missions - These are granted to all players in each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be granted to the realm for 60 minutes.
How To View Your Missions
- RvR missions are viewable in the quest journal.
Rewards And Credit
- All three mission types award experience, gold and realm points. Rewards are granted at the time the mission is completed.
- In order to receive credit for Realm Missions, players must be within 1500 units of the objective when it is completed; for Group Missions, players must be grouped and within 4000 units of the objective when it is completed; and in order to receive "helper credit" when assisting someone with a solo mission, the assisting player must be within 4000 units of the player with the solo mission when the mission objective is completed.
New Encounter Types
- Assassins - Enemy NPC assassins will be dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go and find these assassins and kill them. These assassins will only attack players who have these types of missions.
- Caravans - NPC caravans, comprised of a horse, a horse drawn cart and some guards, will roam between friendly beachhead keeps. Enemy groups are encouraged to find and disable these caravans.
TOWER RAZING
We are very excited to introduce Tower Razing into this version as part of the RvR Missions system. Tower Razing is the ability to completely destroy a tower until it is literally a pile of rubble on the ground. This allows for enhanced open field combat opportunities as well as a definitive end to a tower standoff.
Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a "broken" state, at which hookpoints no longer function and all line of sight restrictions previously caused by the tower's structure are removed. With Tower Razing, enemies can continue to attack the tower until it reaches zero health. At zero health, the tower will crumble to the ground, leaving only its foundation intact.
- Razed towers cannot be manually repaired. They auto repair from the razed state to a lesser "broken" state at approximately 5% per half hour until reaching 25% health. At 25%, players may manually repair the tower to a higher state. Once repaired to a state of 35% health, the tower will no longer be considered broken and players may once again utilize siege equipment available to the tower.
- When a tower gets razed, its level is automatically set to 1 - downgrading from whatever higher level it was at if applicable.
- When a tower is razed, any occupants will be subject to falling damage if they are high enough inside the tower when it crumbles to the ground.
- A realm can claim a razed tower, and may even set it to raise to level 10, but will have to wait until the tower is repaired to 75% before it will begin upgrading normally.
- A razed tower area looks like the ruins of a destroyed tower (basically the foundation), but has no line of sight restrictions at all, and no movement restrictions. Functionally, it’s an open field with a tower lord and 3-4 lesser guards.
- The razed tower functions as a normal tower in all other ways and it will still continue to generate guard alerts when guards at the tower are attacked.
- Towers will remain razed, even if they are captured by the enemy, until they auto repair to 25% health.
MASTER LEVEL UPDATE
In response to overwhelming player feedback about the master level system, we have made a change to the way that credit is awarded for all x.10 final encounters. This will make the entire ML system much more forgiving if you miss a step along the way to your x.10 goal in each master level. Thank you for all of your feedback on this issue!
- You will now receive credit for any Master Level x.10 step without first completing all prior steps.
- No matter what order you finish the 10 steps in, when you complete the final step you will receive a message telling you that you have finished all the trials for a particular Master Level.
- To actually reach a new master level, you still must complete all Master Level XP requirements, and complete all 10 trials as part of the new level, then talk to the Arbiter.
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.
MASTER LEVEL CREDIT CHANGES
In our continuing effort to address player concerns with how Master Level credit is awarded, we are making some changes. These changes are intended to help those players who might miss battlegroup credit for a specific ML due to going linkdead or being slightly out of range. We apologize for the complexity of these rules, but once in use, we are sure they will greatly enhance your gameplay.
There are two new commands, available only to BG leaders:
- /bg credit will display credit for Battlegroup Master Level encounters that have been completed within the last 10 minutes. This command can be used by the Battlegroup leader without restriction.
- /bg grantcredit [MasterLevel] [PlayerName] will allow you to grant credit for completed Master Level steps, with the following restrictions:
- You may only grant credit for steps completed within the last 10 minutes.
- You must be within 1000 units of the player you are granting credit to.
- The ML step must be a battlegroup-enabled step.
- You must be within 2000 units of 75% of your battlegroup members (in other words, the majority of your BG must be there with you).
- You may only grant credit to up to half the number of players that received credit for that step correctly .
- You may not grant credit for a step that the player could not possibly receive due to dungeon restrictions (for example, players must be at least ML8 to receive ML9 credit)
- Example usage: /bg grantcredit 1.9 Player-ClusteredServer
NEW TITLE SYSTEM
As stated on March 17th, we have expanded on the existing titles players now receive for realm ranks by incorporating more choices available to players based upon their achievements, both in our new RvR Mission system and in normal RvR activities. Players will be able to pick from a selection of earned titles and choose which they would like to display for others to see.
- Players will earn and increase their titles through various activities in the game. For example, a player can receive a new title based upon how many towers that player has participated in capturing.
- In order for players to alter their titles, we have added a new title button to the player sheet, on the stats attributes panel. (We have also added a "/title" command to toggle the window.) In this window, players may select the title they'd like to have display above the character's head.
- Players may only have one title displayed at a time. However, titles may be changed by the player at any time.
- Currently, titles only appear to realm friendly players.
Here is a list of achievements for which players will be awarded new titles:
- Enemy Players Killed - Based on the number of total enemy players whom the player has participated in killing.
- Towers Taken - Based on the number of enemy towers a player has participated in capturing.
- Keeps Taken - Based on the number of enemy keeps a player has participated in capturing.
- Albion Players Killed - Based on the number of enemies from Albion whom the player has participated in killing.
- Hibernian Players Killed - Based on the number of enemies from Hibernia whom the player has participated in killing.
- Midgard Players Killed - Based on the number of enemies from Midgard whom the player has participated in killing.
- Relics Placed - Based on the number of relics players in a group have participated in capturing. (Note that only players in the group directly responsible for capturing a relic will get credit for this achievement.)
RUN SPEED CHANGE
Since Dark Age of Camelot's launch, we have heard continuous feedback from our community about the movement speed in our game. The concerns over how slow our movement is has continued to grow as we have added more and more areas in which to travel. Because we believe these concerns are valid, we have decided to make a long requested change to the game, enhancing the movement speed of all players who are out of combat. This new run state allows the player to move faster than normal run speed, provided that the player is not in any form of combat. Along with this change, we have slightly increased the speed of all secondary speed buffs (see below for details). Both of these changes are noticeable but will not impinge upon the supremacy of the primary speed buffs available to the Bard, Skald and Minstrel.
- The new run speed works only in PvE. We are still assessing the possibility of this ability also working in RvR.
- The new run speed does not work if the player is in any form of combat. All combat timers must also be expired.
- The new run speed will not stack with any other run speed spell or ability, except for Sprint.
- Pets that are not in combat have also received the new run speed, only when they are following, to allow them to keep up with their owners.
- We have slightly increased the speed bonuses for the following spell lines:
Sorcerer – Amplify Movement
Theurgist – Brisk Wind
Enchanter - Effervescence
Hunter - Speed of Prey
Warden – Guardian’s Encouragement
Healer – Ease of Movement
Ranger - Forest Shadow
Runemaster – Token of Movement
Vampiir - Vampiir's Sprint
NEW THINGS AND BUG FIXES
- Players will no longer be informed when someone else leaves a starter guild.
- We've corrected several alpha issues with Bainshee spell effects. First, the soundwave "cone" attacks should not appear to cut off rendering of objects behind them. Second, the Bainshee's shield effects will now appear as glossy instead of just black lines.
- Rogue type monsters that use the stealth graphics will now more reliably be knocked out of stealth when attacked by player pets.
- The loot bag has been updated with a new model.
- Midgard cloth Epic vests, as well as some cloth vests from Atlantis, were not displaying correctly. This has been fixed.
- Siege equipment can no longer be deployed in Darkness Falls, Passage of Conflict and Summoner's Hall.
- Players will no longer be able to boot players from or set options on boats they aren't actually piloting.
- Players will now need to be within 256 units to board a ram.
- The commands /vforward, /vstop and /vfollow no longer work on non-controlled boats.
- (PvP Server Only) Players will no longer be restricted from joining a new guild for 2 hours after leaving a newbie guild.
Tooltips
We have added tooltips to a number of items in the interface, to better explain their functionality or to provide useful feedback.
- For spells on your quickbar or active effects, you will now see the name of the spell and a duration/disabled timer, if appropriate.
- Based on player feedback, we have modified the tooltips from their original form in the 1.74 patch to make them smaller and less obtrusive.
- To have your custom UI display tooltips, you must supply a FullResizeImage called "tool_tip_background". The Atlantis and Isles skins "tool_tip_background" use the same graphics as the "selection_box" template used in the Quiver window.
- To add tooltips to statistics, resists, and experience bars, inside the control definition you must add an entry for
Tags: DarkAgeofCamelot, News