[24.05.2017] Test Server Patch Notes (Hector Update) (Added June 1 Changes)

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  • [24.05.2017] Test Server Patch Notes (Hector Update) (Added June 1 Changes)

    Hector Update

    Do note that this a first version of the Hector update. There will be bugs and localization (translations) are still partly missing. To report a bug, please use #bug in game.

    New Features and Major Changes

    The Black Market

    The Black Market is now open in Caerleon!

    Your new rotund friend is waiting for you west of the main square

    Buys gear, sells it on to shady characters:
    • The merchant will put up buy orders for equipment he wants
    • You can also make sell orders and wait for his prices to match
    • Items bought by the merchant mysteriously find their way into the hands of mobs in the world, which will then occasionally drop them as loot
    • Quality and enchantment level will remain intact throughout the process
    Pricing auto-balances itself:

    Every time a mob wants to drop an item, it checks the black market storage for that item, and if there aren't any in storage, it increments the buy order for that item by an amount based on item value, so prices for items will rise until they're high enough to be worth selling to. Also, a certain percentage of items are mysteriously lost along the way, so there's an inbuilt destructive element in the cycle to keep the economy flowing nicely

    Outlands changes

    Harbors and Black Cities are gone

    Harbor clusters are now normal clusters

    The three cities in the black zone - Fort Thursair, Farewich, and Sheerbrough - have been removed

    Islands in the three cities, and all market orders in both cities and harbors, will be moved to Caerleon. Any items left in banks in these cities or in harbors will be lost, as will any buildings left standing.

    The Realmgate

    The Caerleon Realmgate has now opened!

    This glowing gateway in Caerleon (in the middle of the Royal Continent) will allow you to travel to one of numerous realmgates in the Outlands

    Outlands gates all connect exclusively to the Caerleon gate

    You can't use a realmgate on a different continent (Anglia, Cumbria and Mercia) for 60 minutes after travelling

    You can't travel to a different realmgate on the same continent for ten minutes after travelling

    Outlands resources

    Outlands regions in Anglia and Cumbria now spawn the same number of resources as the equivalent region in Mercia

    The better outlands regions now have increased chances of having enchanted resources (Cumbria having twice the normal chance of enchantment, and Mercia having four times)

    Tier 7 resources now have more spawn locations, but spawn with 23 units

    Tier 8 resources now spawn differently (see Territory changes below), and spawn with 27 units

    Red zones now have substantially better loot chances than safe zones, and outlands now have substantially better loot chances than red zones

    Expedition access

    Expedition Masters can now be found in the Outlands, in settlements dotted across Anglia, Cumbria and Mercia.

    Territory changes

    Improved watchtowers:
    • Watchtower territories are now the sole source of T8 resources
    • All resources in watchtower territories now respawn at the beginning of their prime time
    • The resources are guarded by NPC guards, but can be raided by other players
    Declaring fights:
    • All GvG fights now need to be declared 22h 20h in advance
    Mob camps and dungeons

    Many new medium-sized mob camps have been added, which replace around half of existing solo dungeon entrances

    New large mob camps have been added, and their regions reworked to make them more visually significant

    All the old large camps have been retired

    New, huge dungeons can be found beneath large camps, some of which have multiple layers; these replace (and substantially improve upon) all existing non-raid group dungeons

    Hellgates

    See here for more information!

    New layout
    • Hellgate areas have been rebuilt from scratch
    • The map now forms a pentagram, allowing groups to rotate around them as they see fit - this should be much better from a PvP perspective
    • You can enter at any one of five points
    Mob revisions
    • Mobs are now set up to be much easier to disengage from
    • Consistent DPS reduced to make it less crippling to be ambushed while fighting them
    Minibosses
    • There are now five minibosses
    • You need to kill all five to trigger the main boss
    • Helping to kill a miniboss gives a short 5% buff to damage and resistances
    Exit timer : You can't leave any hell until you've been there for at least four minutes (or until you die)

    Infernal Hellgate:

    This is the new name for the Hellgate found in red and black zones, which still exists, but with all the changes outlined above

    Ignited Hellgate:
    • Ignited Hellgate is a new Hellgate, found in yellow zones
    • When you lose all your health inside this gate, you're knocked down and ejected from hell
    • The hostile counter is enabled
    • Item power is soft-capped to keep them competitive
    • Fame and loot are scaled appropriately for its reduced danger level
    Ashen Hellgate:
    • Ashen Hellgate is a new Hellgate, found in green zones
    • Similar to the Ignited Hell, with the following changes:
      • It's limited to two players only
      • The boss is replaced with a lootable chest
      • Mobs are appropriately balanced for the player numbers
      • Fame and loot again scaled for danger level


    New Mounts

    Undead, Keepers and Morganas now all have two faction mounts: a regular one, and an epic one which has activated ability. Note that the Undead Bonehorse already exists and is therefore not listed here.

    New Tier 8 Undead epic mount: Spectral Bonehorse

    One of the new epic faction mounts, the Spectral Bonehorse is a prestige mount with an active ability, allowing you to briefly turn invisible

    To craft, needs a regular Bonehorse and a special item that drops from the weekly Undead raid boss

    New Tier 5 Keeper mount: Swiftclaw

    The Swiftclaw occupies a similar role to the Direwolf, but losing a bit of speed in exchange for more protection

    Swiftclaw Cubs will drop from Keeper bosses

    New Tier 8 Keeper epic mount: Rageclaw

    Another of the new epic faction mounts, the Rageclaw is a prestige mount with an active ability, allowing you to sprint even faster for a short period

    To craft, needs a Swiftclaw and a special item that drops from the weekly Keeper raid boss

    New Tier 5 Morgana mount: Warhorse

    The Warhorse is an improved version of the Armored Horse

    To craft, needs an Armored Horse and a special saddle that drops from Morgana bosses

    New Tier 8 Morgana epic mount: Nightmare

    The third of the new epic faction mounts, the Nightmare is a prestige mount with an active ability, allowing you to leave a trail of burning fire behind you for a short time, damaging any enemies who touch it

    To craft, needs a Warhorse and a special item that drops from the weekly Morgana raid boss

    New Tier 8 mount: Transport Mammoth

    Transport Mammoths are the ultimate Guild-level transport: it carries huge amounts of cargo, and while it's slow enough that it probably needs a sizeable escort through dangerous territory, it's also tough enough to withstand some punishment while you fight the enemy off

    Mammoth calves are a rare drop from mammoths

    New Tier 4 mount: Giant Stag

    The Giant Stag is a fun alternative to the regular Horse, with some small stats differentiation

    Fawns drop rarely from Giant Stags

    Similar to a Direwolf

    New Tier 2 mount: Mule

    Given as a reward for completing the tutorial

    The perfect starter mount!

    New tutorial
    • Once you get into the first town, you will find friendly Royal agents around to help you find your feet
    • Finish all their tasks, and they'll reward you with the new Mule mount and a Novice's Cape
    Journeyman's weapons
    • All base weapon types now exist at Journeyman (T3) level
    • Added in this release: hammer, crossbow, quarterstaff, dagger, cursed staff, frost staff
    • This also eliminates the remaining weirdness with the Adept nodes for those weapons
    Potion Rework
    • All potion have been revisited and reworked.
    • Potion Cooldown has been reduced to two minutes, and in some cases even lower.
    Healing Potions:
    • Heals a portion of the max heals over the course of 15s (Duration is the same on every tier)
    Energy Potions:
    • Instantly restores a percentage of the max energy
    Resistance Potions:
    • Increases Resistances and Crowd Control Resistance for 6s.
    Revive Flasks are now Gigantify Potions:
    • Increases Max Health and Max Load for 15s
    Chilling Flasks are now Sticky Potions:
    • Can be thrown at a ground target, to create an area which slows and reduces damage of enemies.
    Recovery Potions are now Poison Potions:
    • Can be thrown at enemies to poison them, dealing true damage over time and reducing armor.
    Cleansing Potions are now Invisibility Potions:
    • The caster turns invisible after consumption.
    Improvements
    • Health bars have been given a visual makeover.
    • An energy bar is also now shown beneath health bars.
    • Load screens are now approx. 700% more sumptuous.
    • The Destiny Board UI has been brought up to date, and is now much easier to read.
    • The Destiny Board tracker widget is substantially improved:
      • You can change its size!
      • You can show percentages!
      • You can untrack individual nodes!
      • You can switch to an "icons only" view!
    • World map has been smoothed and polished.
    • The territory UI has been overhauled, as has the UI for scheduling attacks.
    • The GvG UI has been overhauled too (and you can now kick players from GvG again).
    • Multiplayer expeditions will now tell you what role other players signed up for (so you can kick your "healer" who's using dual daggers).
    • You can now adjust the quality of footsteps in the options menu.
    • Hovering over resources in the world now displays a tooltip telling you what type of resource it is (can be disabled).
    • The cluster map now has a compass border again!
    • The Keeper leadership - including the Earthmother - once again walks the world, and can be found in Inis Mon.
    • Inis Mon replaces the old Caerfyddin area.
    • Added a proper "buildings" button to the HUD.
    • The travel planner UI has been improved.
    • The portrait selection UI has been improved (as you can tell, the UI team has been busy).
    • Silver drops should now consistently appear 0.5s after a mob dies (previously they were being blocked by death animations).
    • Armors have had a visual rework, improving quality and making them more readable.
    • Using a ground-target spell no longer interferes with auto-attacking.
    • When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.
    • You can now use arrow keys to scroll between regions when searching in the world map.
    • Login screen now gives you feedback that it's doing something when you log in.
    • Added missing armor and weapon sounds.
    • Added missing sounds for various buffs and debuffs.
    • Added missing sounds for various mobs.
    • Added reward jingles for Destiny Board notifications.
    • Added sounds for certain player actions (eg buy, sell, repair).
    • Added sounds when selecting major buildings.
    Combat Balance Changes

    The balance changes on this server are not final and may change before the update hits the live game!

    Arcane Staffs:
    • New ability: Energy Bolt on Q Slot
    • New ability: Energy Beam on W Slot
    • Magic Sphere:
      Ability reworked: It can now be cast on allies or self, increasing magic resist for allies in the area. Enemies in the area will lose energy and are also revealed from invisibility.
    • Arcane Orb:
      Cooldown: 20s -> 15s
    • Motivating Cleanse:
      Cooldown: 10s -> 15s
    • Passive: Magic Force:
      Abilities needed to activate: 6 -> 5
    Bows:
    • Demon Arrow:
      Hit Delay: 0s -> 0.2s
      Reduced projectile speed
    • Passive: Slow Poison:
      Slow Strength vs Mobs: 25% -> 40%
    Daggers:
    • Disembowel:
      Additionally breaks shields buffs of targeted enemies
    Fire Staffs:
    • Pyroblast:
      Cast Range: 9m -> 12m
    Hammers:
    • New ability: Power Geyser on W Slot
    • Slowing Charge:
      Can now be cast on enemies and allies
      Now also slows all enemies during the dash animation
      Cast Range: 9m -> 12m
      Slow Strength: 42% -> 50%
      Energy Cost reduced by 41%
      Slow Radius: 5m -> 4m
    • Ground Breaker:
      Energy Cost reduced by 16%
    • Earth Shatter:
      Energy Cost reduced by 17%
    • Knockout:
      Energy Cost reduced by 14%
    • Bash Knee:
      Energy Cost reduced by 40%
    Holy Staffs:
    • Life Touch Staff:
      Is now a one-handed weapon
    • Holy Touch:
      Can now be applied to the caster
    • Passive: Magic Force:
      Abilities needed to activate: 6 -> 5
    Maces:
    • Battle Howl:
      Silence Duration reduced by 17%
    Nature Staffs:
    • Cleanse Heal:
      Cooldown: 10s -> 15s
    Quarterstaffs:
    • New ability: Seperator on E Slot of the Quarterstaff
    • Forceful Swing is now available on W slot of all Quarterstaff-line items
    • Hurricane:
      Removed the self-slow
    • Concussive Blow:
      Energy Cost reduced by 40%
    • Cartwheel:
      Energy Cost reduced by 29%
    Spears:
    • Charged Blade is now called Inner Focus:
      Reworked the ability: It is now a 2s self channel where each tick increases damage, cc duration and move speed.
    • Cripple:
      If the enemy had a move speed buff active on hit, the caster will now get an additional move speed increase
    • Lunging Strike:
      Energy Cost reduced by 33%
    • Spirit Spear:
      Energy Cost reduced by 25%
    Swords:
    • Spinning Blades:
      This ability is now a ground target jump attack, which deals AoE damage on landing
    • Mighty Swing:
      Damage Reduced by: 11%
    Armors:
    • Speed Caster:
      Energy Cost Reduction Buff: 20% -> 40%
    • Bloodlust:
      Duration: 10s -> 8s
      Heal increased by 33%
    • Fury:
      Max Stacks: 5 -> 10
    • Energy Drain:
      Now also restores energy of each ally in effect range
    Helmets:
    • Iceblock:
      Cooldown: 40s -> 60s
    • Perpetual Energy:
      Duration: 6s -> 8s
    • Retaliate:
      Increases the resistances of the caster now, instead of reducing it.
      Reflected Damage: 105% -> 100%
      Damage Type: Physical -> Magical
    Shoes:
    • Shield Charge:
      Radius: 5m -> 4m
      Duration: 4s -> 3s
    • Wanderlust:
      Duration: 14s -> 16s
    • Invisibility:
      Move Speed Increase per second: 10% -> 20%
      Max Move Speed Stacks: 10 -> 5
    • Rush:
      Now also increases Crowd Control Duration
    Offhands:
    • All Shields:
      Resistances reduced by 20%
    • Torch:
      Now also increases Cooldown Reduction (50% of the reduction strength of the horn)
      Attack Speed Bonus reduced by 25%
    Mounts:
    • Ox:
      Base Move Speed increase: 10% -> 20%
    Changes
    • Essences are no longer needed for refining!
    • Essences are now only dropped by special mobs at altar locations.
    • You can no longer harvest resources while participating in GvG fights.
    • Focus numbers are now all 10x larger: you get 10x more per day, and as a baseline everything costs 10x more than it used to. (Focus stockpiles should also be multiplied by 10x.)
    • On top of the above change, focus costs now vary by item, depending on their tier and how many resources they use.
    • The chat font is now bigger.
    • Options to auto-deny duel requests and Guild invites are now found in the Social setting rather than the HUD settings.
    • Beginner's items have been buffed to be somewhat stronger.
    • T2, T3 and T4 hide mobs are now slightly faster to skin (reduced by 50%/25%/10%) to somewhat balance out the time penalty involved in killing the mob.
    • Corrected build requirements for Legendary player houses.
    • Reduced the item power soft cap in the Yellow zone from 900 to 800 item power, and in the Green zone from 900 to 700. The scaling factor is also somewhat stronger than it used to be.
    • Laborer balance overhaul:
      • "Fame to progress" recalculated - it should now take ~50 journals to get a laborer to T8. (Note that, to get the laborer to a useful level of happiness, you need the appropriate tier of house and furniture too, which will take somewhat longer to afford for most players. Also note that there is never a disadvantage to levelling up your laborer!)
      • Journal rewards recalculated to match current balance: they should now give ~20% of the value of what they need to fill. Generally this means Fame targets go up and rewards go down, compared to the previous balance.
      • Mercenary journals have had their Fame targets reduced, and their silver rewards rebalanced.
      • Work time is now 22h.
      • Trophy journals now take ~3x as long as an equivalent non-trophy journal.
    • Fame rewards for Brittle Skeletons, Frail Skeletons and Ghouls have been reduced by 30-70%.
    • Destiny Board specializations for combat, crafting and farming have had their Fame targets doubled.
    • Destiny Board specializations for gathering and refining have their Fame requirements per mastery level increased by between 1.01x and 2x (scaling linearly from ML0 to ML100).
    • All Destiny Board crafting nodes in the farm tree have their Fame requirements per mastery level doubled (multiplies with the above, where applicable).
    • Destiny Board adventurer nodes have had their Fame requirements rebalanced.
    • Destiny Board trainee fighter node now unlocks automatically when you reach the center node.
    • Destiny Board journeyman weapon nodes no longer have two stages, and the spell they formerly unlocked is now unlocked from the start.
    • Spell unlocks on the Destiny Board have been repositioned so they unlock earlier.
    • Region names have been reviewed and, where necessary, streamlined to aid readability and pronounceability. (For example, many Hs were removed from mountain region names, because Celtic is not most players' first language.)
    • Material costs of armored horses and oxen increased by 50%.
    • Mobs will only aggress players by proximity if they're not in combat: once they start fighting, they will only aggress players who do something aggressive until they die or reset.
    • "Aggressive things" (for the purposes of mob aggression) now includes all aggressive spells on mobs and all beneficial spells on mobs' targets.
    • Giving a shield to a mob's target will now cause aggression proportional to the shield's strength, bringing it in line with healing.
    • Critter/hide mob skeletons will now stick around for twice the mob's average respawn time, decreasing "skeleton piles" and making it easier to see where higher-tier mobs spawn.
    • Veteran and Elite Morgana Knights have had their mechanics adjusted to be more interesting.
    • Added some additional Guild logos.
    • Lowered territory yield buff to 50%, to compensate for the increased amount of resources now found in watchtower territories.
    Fixes
    • Fixed an issue where disconnecting and reconnecting while queued for an expedition did not re-enable the queueing UI.
    • Fixed an issue where keybindings for developer macros were showing up in the options menu.
    • Fixed an issue where Elder's Legendary House could not be constructed.
    • Fixed an issue where some artifacts were not getting crafting bonuses from the Destiny Board.
    • Fixed the expedition minimap marker being far too big.
    • Fixed an issue with faction capes being incorrectly listed in crafting nodes on the Destiny Board (because you can't craft them).
    • Fixed an issue where you could get "free repairs" by enchanting a damaged item: enchanting an item now requires it to be undamaged.
    • Fixed an issue where you couldn't cancel alliance invitations.
    • Fixed an issue with quantity sliders getting stuck after using the "-" button.
    • Fixed an issue with people falling off bridges.
    • Fixed an issue where market warnings were confusing "above average" and "below average".
    • Fixed an issue where territory guards were respawning too fast: they now take around twenty minutes to return
    • Fixed an issue with game clock and chat timestamps being out of sync.
    • Fixed some issues with the quantity slider in the crafting UI.
    • Fixed player footsteps sounds for all weapons types.
    • Fixed a number of issues with mob spell audio.
    • Fixed some issues with audio effects on projectiles.
    • Fixed mount footstep sounds and mount interaction sounds.
    • Fixed sound volumes in many places.
    • Fixed an edge case where blue players could manipulate unrestricted PvP zones to attack other blue players when they shouldn't be able to.
  • Known Issues/Bugs:

    These issues are known already, which means you do not need to report them. If you find a bug that is not on this list, report is using #bug in game (bigger/complicated bugs can also be reported in this topic)

    • Inis Mon (Keeper Homebase) is currently not an unrestricted PvP zone.
    • Localization (translations) is missing in DE/PL/RU/FR/PT/ES. This will be added by the time Hector goes on live.
    • Supporting flagged players with a bad reputation in killing another flagged player causes reputation loss.
    • Laborers don't play their animations
    • Display bug: Item Power seemingly does not get scaled properly in safe and yellow zones.
    • The intro-video has a pink hue on Mac.
    • Linux users might not have audio.
    • Linux: Using alt gr in the input field puts out 33 or 44 in addition to what you are typing
    • Market places in starter towns are sometimes missing the Royal Horse Tokens from the tutorial.
    • Learning Points are currently not working properly and might cause disconnects - please do not use them for now.


    Patches:

    Updates 31st May and 1st June

    Spoiler anzeigen


    Fixes
    • Fixed infinite whirlwind
    • Lots of art/level/animation fixes
    • Made T1 mobs easier to click on
    • Fixed missing icons for portal binding buffs
    • Fixed an issue with items not being counted for tutorials if they go straight to equip slots
    • Fixed an issue with pressing alt in text fields on Linux
    • Fixed some enchanting issues
    • Fixed issue with items in containers temporarily disappearing
    • Fixed offspring drop rates on T7/T8 hide mobs
    • Essences actually not needed for refining now for real this time
    Changes
    • Removed suicides from kill/death history
    • Removed owner's gathering yield bonus in watchtower territories, to balance out the fact that they now have T8 resources, and to make raiding them more attractive This change will be reverted.
    • Spiked Demons now have a slowing attack
    • Reduced resistance reduction effect on higher tier poison potions
    • Substantially adjusted journal setup; note crafting journals now only count items of their tier
    • Made minibosses in Ashen Hellgate (solo hellgate) easier to kill
    • Disabled gear scaling in cities
    • Rolled back "exclusive fullscreen" change due to cursor positioning issues; will reattempt at a later date
    • Caerleon Realmgate UI now remembers where you're bound to and selects that exit by default
    Balance changes

    Energy Beam ability on Arcane Staffs
    • Enemy energy lost per tick: 10.50 -> 7.88
    • Minimum Max Energy left on enemy: 10% -> 15%
    Speed Shot ability on Bows
    • Cooldown: 10s -> 15s
    Slowing Charge ability on Hammers
    • Is now ground-targeted
    Snare Charge ability on Maces
    • Range: 9m -> 11m
    • Reduced Jump Speed




    Balance Adjustments 30th May

    Spoiler anzeigen

    General

    Slows no longer trigger diminishing returns

    Magic Sphere ability on Arcane Staffs
    • Energy Drain per tick: 0.7 -> 2.8
    Grasp of the Undead ability on Hammers
    • Range: 20m -> 26m
    Passives on Leather armors items
    • Combined Attack Speed: 15% -> 24%
    Position Swap ability on Shoes
    • Cooldown: 40s -> 20s


  • When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.
    Its the opposite i feel atm on test server.

    Using poison arrow/speed shot causes my movement to stop. (this is when im holding rmb to move around)
    Larger guilds run the same scheme, recruit the masses to support the inner core of golden children. Burning out players to fuel their forum pvp. We Don't, We Won't. Huntsman Recruiting
  • Axolotl schrieb:

    Using a ground-target spell no longer interferes with auto-attacking.
    Finally!

    Axolotl schrieb:

    Energy Cost reduced by 25%
    Good!

    Axolotl schrieb:

    Essences are no longer needed for refining!
    About time!

    Axolotl schrieb:

    All base weapon types now exist at Journeyman (T3) level
    About time! (beta 1)

    Most of the rest sounds good, too. Now remove the weapon family crafting, alts, set 1 personal island per account, maybe look into crafter capacity and bring back throwing weapons :saint:
  • Seperator: Single target point to click. Knockbacks all other targets in the area while rooting ur clicked target. Range roughly 6 m. Knockback distance varies.

    Geyser: Ground target, after a short delay a water curtain rises and knocks enemies up/away. Rather lackluster atm

    Claws take away all shield buffs in the game. Divine staff e. Sprint shield. Arcane q and Enigmatic staff e. They dont take away spawn/protection bubble.

    Did that help?

    @skillazor