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#1
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edit: apologies if this is already well-known or if these patch notes are already in someone`s possession and most of the changes were implemented.
edited again to make it clearer when the patch notes begin and end. I haven`t read through all of this, but I found this just now when researching something else. I figured it was interesting because Sky JUST opened on the server so we know that the changes in this patch should take effect soon too: http://www.therelentless.com/boards/...d.php?t=129874 Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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Last edited by Lazortag; 08-26-2010 at 03:36 PM..
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#2
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Nice find!
Much of this is already implemented here but there are a couple points in there that should be addressed. | ||
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#3
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"NPCs will now treat the "Cancel Magic" series of spells as hostile. Previously, NPCs did not mind if players dispelled all of their buffs before attacking. Now they will."
Hahahaha. | ||
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#4
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- Some changes have been made to the exit of Nagafen's Lair into the Lavastorm Mountains. This will hopefully reduce if not solve the bug that causes people to fall into lava when exiting Nagafen's Lair. Please let us know how this goes.
In place - Due to feedback received from the customers concerning the density of fog during rainstorms, visibility has been increased. In place - All drops of steel weapons have been replaced with higher quality fine-steel weapons of the same type. This change was made to reduce the amount of new currency coming into the world at the mid-to-upper levels. The fine-steel weapons are in all cases superior to the steel weapons that were dropping, they just sell to vendors for less money. For the most part, in place as accurate as classic was - Casting times have been implemented on several activatable items. This was done to correct issues that could arise from people chain-casting these items. In place - The safe-point (the point which you return if you fall below the world) in Kithicor has been moved near the entrance to Rivervale, a safer part of the zone. In place - Corrected a bug that caused AC to be improperly displayed for higher level characters. Your AC should now reflect all of your items. In place Additional Bug Fixes: - Corrected a bug in the client that could cause a crash if you were spammed with emotes by someone on your /ignore list. ? - Corrected a bug that allowed ships to move faster when disarmed Disarm isn't working, and the big boats aren't targettable. Not affecting rowboats - Corrected a bug that caused the Aqualung to lose its charges if dropped on the ground. In place, double checked - Fire Giants in Nagafen's Lair should now recover properly when stuck in lava. Consider yourself warned. In place - The Instill Doubt skill has been disabled on the PvP servers. Irrelevant *Spell Changes* - Shadow Vortex is now a "drain" spell. In place - Siphon Strength will now stack with strength buffs and debuffs In place - Panic the Dead cast and recast delays have been reduced. In addition, the spell is less resistable. In place - Angstlich's Appalling Screech had its radius increased slightly. In place - All Wizard AoE damage and stun spells have had their radius slightly increased In place - Yonder will now interact better with levitate. In place - Form of the Great Wolf had its speed component increased. In place - Terrorize Animal had its casting time reduced and is less resistable. In place - New magician's spells have been added. Check your spell vendors. Already in place, I think - Reoccurring Amnesia has been made more effective. In place. On the character used to test, reoccuring succeeded 80% of the time, memory blur only 50% Incidentally, I isolated a bug with all of the memory blur spells that explains why they aren't working - NPCs will now treat the "Cancel Magic" series of spells as hostile. Previously, NPCs did not mind if players dispelled all of their buffs before attacking. Now they will. In place - The Fear and Charm series of spells now properly notify the caster when they break. No, seriously, we're certain this time. In place as of last patch, courtesy of Haynar - Harmtouch now does more damage beginning at level 41. Nope. Following the damage=level*10+1 formula all the way to 50 *Levitation Changed* Due to the implementation of casting times on activatable items, the code that disallowed refreshing of the Levitation spell while it was active is no longer necessary and has been backed out. The Levitate spell may now be refreshed while the spell is in use. In place *Quests and Items* - The Armor of Ro should be more obtainable. We will continue to evaluate and adjust the rarity of other class-specific armor components to make the pieces obtainable in a reasonable amount of time. Only report I recall about Ro armor drops was Mistmoore Granite dropping from too many mobs - We have changed the reward of a newbie quest in the Qeynos area from a level 49 scroll to a level 1 scroll. The issuance of a level 49 scroll was a typo in the quest data, allowing new characters to amass an abnormally large amount of currency. In place - The stats on the reward for the Rogue Redemption quest have been increased to make it better than the favorite dropped-weapon for the level range. In place - Ravenscale boots will now drop as frequently as other Ravenscale items. Needs more checking - The Mask of Deception may now be equipped by the appropriate races. In place *Fletching Update* All arrows created with the new Silver-Tipped Arrowhead (formerly the Bladed Arrowhead) are now magical in nature, and may be used versus magical creatures. All existing items in your possession will automatically morph into the new magical items. Additionally, each successful attempt to create magical arrows will yield 10 arrows instead of the previous 5. As such, the vendor buy-back value has been decreased accordingly. In place *Paw* The difficulty of Paw has been decreased. We found that many of the gnolls in the new Paw had too many hitpoints, making the dungeon more difficult than it should have been for the desired level target. Please let us know how this change affects the viability of the dungeon. Haven't seen any complaints, seems tuned appropriately *The Plane of Fear* The item-drop percentages in the Plane of Fear have been increased. This change was supposed to have occurred in the last patch, however the data was not exported. It has been tested and equipment drops are now occurring at a much higher rate. In place *The Plane of Hate* The item-drop percentages on roaming and fast-spawning NPCs in the Plane of Hate have been decreased. Previously, these NPCs used the same drop-percentages as the slow-spawning NPCs, causing overall drop percentages to be extremely high. In place Also, the inhabitants of the Plane of Hate no longer fall for illusions, and tend to "Hate" everyone. In place, tested all illusions *Monk Enhancement* A monk's speed in hand-to-hand combat will now improve with level, beginning in the high 20s. This will result in higher level monks doing substantially more damage in a given time-frame. Though this change does increase the power of the average monk, it should be stressed that the monk is now even more in need of true upset creatures off them. We want to stress that the "taunt factor" of a monks fist has NOT been increased, though it may appear so due to your increased damage. In place *Paladin/Shadowknight Enhancement* Blah blah Knights > Rangers blah blah skill caps In place *Rogue Enhancement* Whenever a rogue is invisible, whether by spell, potion, or skill, they are now also invisible to undead. This change was made to add a definite class-advantage to the rogue, allowing them to do something that no other class could do. It is the first step in a multi-step process to improve the rogue class. In place for hide/sneak, but not for invisibility spells/potions *Wizard Enhancement* Level 35 or above wizards will find that their spells (Magic, Cold, or Fire) much less likely tobe resisted. This effect stacks with the Staff of Temperate Flux and enchanter, shaman, and magician resistance debuffs. This change was made to increase the effectiveness of wizards at about the level that all spell-casting classes start seeing their resistance rates go up. Wizards specialize in direct magical damage. It makes sense that they should be better at causing that damage than the other classes. Don't think there's a class modifier in place for this, but could be wrong. *Bard Enhancement* Bards will now receive the Meditate skill at 10th level. This skill will be granted automatically the first time a bard zones after reaching 10th level, and cannot be trained further. It will have the effect of decreasing the amount of time that it takes a Bard to memorize their songs. Previously, it would take 50th level bards upwards of 2 minutes to memorize a song. Now it is much faster. In place, all memorization here is actually faster than classic, on top of the bard enhancement *Druid Enhancement* The skill cap on a Druid's tracking skill has been increased. This change was implemented based upon general public opinion that the former cap was far too low for the skill to be even marginally viable. In place *Feign Death and Pets* Blah blah charm breaks, blah blah summoned pets stay Not breaking charm *Manastone Changed* The players have raised many concerns about the power of the Manastone, which no longer drops. They cite that people without a Manastone are not as welcome in expeditions to the outer planes and other areas as people with them. Since dropping additional Manastones via quest or removing them from the existing populace is not desirable, we've decided to make it so that the Manastone will no longer function in the alternate planes. Furthermore, it will not function in any of the zones included with the Kunark Expansion. In place | ||
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Last edited by Uthgaard; 08-26-2010 at 09:26 PM..
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#5
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Wow, that was very thorough.
I'm curious about this though: Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||||
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#6
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I don't really know, never got into SKs, all I know is what the patch notes said.
What I am saying, is that Harm Touch is gaining a flat 10 points of damage every level until 50, and not doing more damage beginning at level 41 like that says it should now. | ||
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#8
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I think the general agreement on Graffe's was that the wizard bonus was bunk, but I don't know many wizards who were really playing multiple nukers full-time anyway so we probably didn't really know. Resists do seem way higher on here than I remember from live, so either the general formula is wrong or maybe there really was a wizard bonus...
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