Difference between revisions of "Patch 22"
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== Changelog == | == Changelog == | ||
=== '''General''' === | === '''General''' === | ||
− | *Decrease the damage bonus percentage on Bow and | + | *Decrease the damage bonus percentage on Bow and Crossbow Powers |
*Redistribute and Rebalance Armor - Armor sets will be rebalanced and many of the under 100% armor pieces will be upgraded to be 100%. In addition, Warriors, Priests, Druids, and Wizards will now have Class specific armor sets. Dark Knights, Knights, Blade Masters, and Blade Weavers have been given their own armor sets. | *Redistribute and Rebalance Armor - Armor sets will be rebalanced and many of the under 100% armor pieces will be upgraded to be 100%. In addition, Warriors, Priests, Druids, and Wizards will now have Class specific armor sets. Dark Knights, Knights, Blade Masters, and Blade Weavers have been given their own armor sets. | ||
*The Weapon and Armor Fencers were put into Sea Dog's Rest as well as left in the new Freehold city, Khan'Ov Srekel | *The Weapon and Armor Fencers were put into Sea Dog's Rest as well as left in the new Freehold city, Khan'Ov Srekel | ||
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*Moved the Runegate on Maelstrom to the middle of the island for easier access to all of the Mazcrozones. | *Moved the Runegate on Maelstrom to the middle of the island for easier access to all of the Mazcrozones. | ||
*Removed all of the Ruins from the game and pointed errant deaths and friendly city deaths to Sea Dog's Rest. | *Removed all of the Ruins from the game and pointed errant deaths and friendly city deaths to Sea Dog's Rest. | ||
− | |||
*Re-evalutated some of the Fencer Armor in Sea Dog's Rest. | *Re-evalutated some of the Fencer Armor in Sea Dog's Rest. | ||
− | |||
*Adjusted the Sea Dog's Throwing Weapons to be in line with the Projectile Craftsman's Enchantments. | *Adjusted the Sea Dog's Throwing Weapons to be in line with the Projectile Craftsman's Enchantments. | ||
*Re-evaluated the Bulk Factor and Weight for the various Elven Armors. | *Re-evaluated the Bulk Factor and Weight for the various Elven Armors. | ||
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*Rank 8 Maintenance Fees - Will now be drawn. | *Rank 8 Maintenance Fees - Will now be drawn. | ||
*Opened up the Oblivion and Maelstrom islands so players can build cities. | *Opened up the Oblivion and Maelstrom islands so players can build cities. | ||
+ | *Adjusted City Limitations in some Territories. | ||
=== '''Resource System''' === | === '''Resource System''' === | ||
*Added a Magic Mine to the Pandemonium Macrozone. | *Added a Magic Mine to the Pandemonium Macrozone. |
Revision as of 02:53, 26 February 2008
Patch 22, January 2008 Content Patch, was added to test server on January 25th, 2008. This is patch is currently not on the live servers and is subject to change greatly during the testing period.
Contents
Changelog
General
- Decrease the damage bonus percentage on Bow and Crossbow Powers
- Redistribute and Rebalance Armor - Armor sets will be rebalanced and many of the under 100% armor pieces will be upgraded to be 100%. In addition, Warriors, Priests, Druids, and Wizards will now have Class specific armor sets. Dark Knights, Knights, Blade Masters, and Blade Weavers have been given their own armor sets.
- The Weapon and Armor Fencers were put into Sea Dog's Rest as well as left in the new Freehold city, Khan'Ov Srekel
- Projectile Craftsman Vendors can now deal with Throwing Weapons.
- The Bastion Armorsmiths were updated with all of the current armor changes. Some may not appear at all times due to surplus issues. Other adjustments will be forthcoming to remedy this issue.
- Vorgrim Legionnaire, Bellagh Nuathal, Vorgrim Auxiliary, Crimson Circle armor sets have had their enchantments revamped, so that players may find each piece useful.
- A Server Crash has been fixed due to simultaneous realm claims.
- Reduced the effects on the majority of snare's to -30% movement speed at PR-40.
- Moved the Runegate on Maelstrom to the middle of the island for easier access to all of the Mazcrozones.
- Removed all of the Ruins from the game and pointed errant deaths and friendly city deaths to Sea Dog's Rest.
- Re-evalutated some of the Fencer Armor in Sea Dog's Rest.
- Adjusted the Sea Dog's Throwing Weapons to be in line with the Projectile Craftsman's Enchantments.
- Re-evaluated the Bulk Factor and Weight for the various Elven Armors.
- Changed the Hotzone timer to change every 3 hours, instead of 4.
- Adjusted the Huntress Trainer in Phaedras Prize so that she can no longer train skills up to 100%.
- Put the Alchemist back in to Sea Dog's Rest.
- Adjusted the rest of the Snares down to 30% or below.
City/Siege/Guild
- Building of War Placement - Instead of being a circumference around a TOL, BOWs can be placed in a perimeter (square) around it just like a Bane Stone.
- Player AoE on Siege Engines - Will be removed for the time being.
- Flattening the City Zone - Instead of just flattening the city (buildable) grid, the entire city zone will now be flattened.
- Limiting the number of Towers and Gatehouses a city can have
- Decrease the amount of Guard Minions a Guard Captain can have
- Rank 8 Maintenance Fees - Will now be drawn.
- Opened up the Oblivion and Maelstrom islands so players can build cities.
- Adjusted City Limitations in some Territories.
Resource System
- Added a Magic Mine to the Pandemonium Macrozone.
- Fixed the issue causing the Mines to go errant at server restart.
Races
Aelfborn
- The Aelfborn Racial Power 'Wildkin's Chase' has had its duration reduced to 60 seconds from 180 seconds.
Centaur
- Decreased the Creation Cost of Centaurs by 5 Creation Points.
- Returned the 'of the Windlord's' suffix to all Centaur Boots.
Minotaur
- Decreased the Creation Cost of Minotaurs by 5 Creation Points.
Class
Healer
- Modified Caster-based Stealth to cap at PR-20; but casting times have been drastically reduced to be in line with Rogue-based stealth at PR-40; and movement speed caps at -5% at PR-20.
Mage
- Modified Caster-based Stealth to cap at PR-20; but casting times have been drastically reduced to be in line with Rogue-based stealth at PR-40; and movement speed caps at -5% at PR-20.
- Gave Mage-based classes the following power:
Lesser Mage Bolt
"Single Target Magic Damage"
requires Sorcery Skill ( 90 )
requires Mage Bolt Power ( 40 )
- Granted: Level 40
- Power Rank: 0
- Teachers: Mage Trainer (1), Master Assassin (1), Master Warlock (1), Master Wizard (1), Master Bard (1), Master Channeler (1), Master Fury (1), Master Doomsayer (1), Master Necromancer (1)
- Focus Skill: Sorcery
- Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
- Mana Cost: 25 (at power rank 1)
- Casting Time: 0.0 seconds
- Recycle Time: 3.0 seconds
- Generates Hate: Moderate
- Power User Requirements: Player may use this power while moving.
- Mode Required: Either Combat or Non-Combat Mode
- Requires Hit Roll: Yes
- Target and Range: Monsters or Players (120 Units)
- Can affect caster and group members.
- Direct Damage
- Health Damage: 6- 8 points (from power rank 1) points of Health
- Flagged as 'Magic' damage
- Dispel Tags: DeBuff, Effect
Assassin
- Modified Mage Assassin Fade to cap at PR-20; but casting times have been drastically reduced to be in line with Rogue-based Hide at PR-40.
Barbarian
Changed the Barbarian Power "Unstoppable Force" to grant at PR-0.
Scout
- Modified the Scout power Camouflage from a Single-Target Power into a Group Power.
Warrior
Changed the Warrior Power "Unstoppable Force" to grant at PR-0.
Discipline
Battle Magus
- Modified the Recycle Timer on Skirmish Counterspell to 60 seconds.
Bounty Hunter
Adjusted the Bounty Hunter Power Detect Hidden to cost 25 Stamina per use and applied a 60 second recast timer.
Prospector
- Reduced the range on the Prospector Discipline power Claim Mine to 5 units.
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