Difference between revisions of "Patch 1.20"

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*The network and database code has been revamped for much better stability, fewer disconnections, and improved sync.
 
*The network and database code has been revamped for much better stability, fewer disconnections, and improved sync.
 
*[[Poison System#Pellegorn|Pellegorn]] now ticks every 5 seconds again (it was bugged to 10)
 
*[[Poison System#Pellegorn|Pellegorn]] now ticks every 5 seconds again (it was bugged to 10)
*Wereform ([[Werebear]], [[Wererat]], [[Werewolf]], [[Ranger#Wolfskin|Wolfskin]] cast time now reflects their casting animation (4 seconds) as originally intended.
+
*Wereforms ([[Werebear]], [[Wererat]], [[Werewolf]], [[Ranger#Wolfskin|Wolfskin]]) cast time now reflects their casting animation (4 seconds) as originally intended.
 
*Armor Penetration now functions correctly and has been slightly increased to reduce anomalies with the mechanic. ''This effect also adds 15% attack rating''.
 
*Armor Penetration now functions correctly and has been slightly increased to reduce anomalies with the mechanic. ''This effect also adds 15% attack rating''.
 
*"''Of Marksmanship''" (extra range for [[bow]]s and [[crossbow]]s) suffixes now functions correctly again
 
*"''Of Marksmanship''" (extra range for [[bow]]s and [[crossbow]]s) suffixes now functions correctly again
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*Bugs with Mine and Bane windows of opportunity have been addressed.
 
*Bugs with Mine and Bane windows of opportunity have been addressed.
 
*A crash associated with the Irekei Citadel building has been fixed.
 
*A crash associated with the Irekei Citadel building has been fixed.
*Members of IC may no longer manage assets for which they are not friended other than the [[ToL]], barracks, walls, and spires.
+
*Members of IC may no longer manage assets for which they are not friended other than the [[Tree of Life]], barracks, walls, and spires.
 
*If you use sprint in a wereform, your old run buff will come back after sprint ends
 
*If you use sprint in a wereform, your old run buff will come back after sprint ends
 
{{header|General Changes}}
 
{{header|General Changes}}
*Experience granted from players has been increased greatly. You're now rewarded more if you can kill a higher level player!
 
 
*Maximum gold amount allowed in [[warehouse]] has been increased
 
*Maximum gold amount allowed in [[warehouse]] has been increased
*Each player's first PvP Kill of the day will now grant vastly more PvP [[Experience point|experience]] than a normal kill.
 
*PVP experience can now be earned at any level from level 20 onward.
 
*PvE experience has been reduced for higher level (60+) characters.
 
 
*Implemented the '''Glory System'''.
 
*Implemented the '''Glory System'''.
* This system rewards players with experience for impressive feats in PvP combat. These include:
+
** This system rewards players with experience for impressive feats in PvP combat. These include:
**Being the very first person to kill someone
+
**Rewarded more appropriately if you manage to kill a higher-level player
**Killing swathes of enemies without death
+
**Rewarded for being the very first person to kill someone on a given day
**Killing particularly challenging players
+
**Rewarded for killing swathes of enemies without death (kill streak)
*The Running skill no longer grants double benefits per skill point.
+
**Rewarded for killing particularly challenging players (players with kill streaks)
 +
**Each player's first PvP Kill of the day will now grant vastly more PvP [[Experience point|experience]] than a normal kill.
 +
**PVP experience can now be earned at any level from level 20 onward.
 +
**PvE experience has been reduced for higher level (60+) characters.
 +
*The Running skill (Scout, Thief) no longer grants double benefits per skill point.
 
*All root powers now cap at power rank 20. Roots now scale in cast time from PR-1 to 20.
 
*All root powers now cap at power rank 20. Roots now scale in cast time from PR-1 to 20.
 
*All player characters have had their base movement speed increased, but movement speed enchantments have been tweaked (see below).
 
*All player characters have had their base movement speed increased, but movement speed enchantments have been tweaked (see below).
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**Guards do not cost maintenance, and they cannot be ranked - they automatically use the rank of the Barracks they are in. Guards take 5,000 gold from the Warehouse each time they die, and the 5,000 gold appears on their corpse which can be looted.
 
**Guards do not cost maintenance, and they cannot be ranked - they automatically use the rank of the Barracks they are in. Guards take 5,000 gold from the Warehouse each time they die, and the 5,000 gold appears on their corpse which can be looted.
 
**Guard Dogs have been re-added and may be placed in Huts. They are a rare drop and there is a cap of 4 per city.
 
**Guard Dogs have been re-added and may be placed in Huts. They are a rare drop and there is a cap of 4 per city.
{{header|Resource System}}
+
{{header|Resource System & Crafting}}
 
*Successfully defending a mine now grants experience to all members of the defending nation within the area around the mine. (There is a cap on the number of players rewarded)
 
*Successfully defending a mine now grants experience to all members of the defending nation within the area around the mine. (There is a cap on the number of players rewarded)
 
*Successful taking a mine now grants experience to all members of the claiming nation within the area around the mine. (There is a cap on the number of players rewarded)
 
*Successful taking a mine now grants experience to all members of the claiming nation within the area around the mine. (There is a cap on the number of players rewarded)
 
*You may now only set the window of opportunity for claimed mines that reside in territory in which you own a city (henceforth called a "home territory"). Mines not in a home territory will default to the zone's window. Maelstrom and Oblivion mines are not affected by this, and will continue to work as they have in the past.
 
*You may now only set the window of opportunity for claimed mines that reside in territory in which you own a city (henceforth called a "home territory"). Mines not in a home territory will default to the zone's window. Maelstrom and Oblivion mines are not affected by this, and will continue to work as they have in the past.
 
*After a Mine's Guard Tower has been bashed down, claiming a mine now causes a guard tower to spawn. This tower starts with low health, but increases slowly during mine's window of opportunity. Therefore, players who arrive earliest will have the largest advantage. Water buckets can not heal mines now, however.
 
*After a Mine's Guard Tower has been bashed down, claiming a mine now causes a guard tower to spawn. This tower starts with low health, but increases slowly during mine's window of opportunity. Therefore, players who arrive earliest will have the largest advantage. Water buckets can not heal mines now, however.
 +
*Enchantment suffixes which add Health, Stamina and Mana have been considerably improved.
 +
*Throwing weapons have been put back onto their melee smiths, allowing the Morloch and Dispatch affixes.
 +
*The "Deadly" prefix is now 35% armor penetration after adjustments to the mechanic.
 +
*High-end equipment enchantments will now appear more often. However, rolling of all gear may take substantially more time depending on the rank of your forge.
 +
*The base cost to roll any item has been increased by 5,000 gold.
 +
*Mithril has been re-purposed: If a city's warehouse contains any unlocked mithril, the next item roll will be instant and use one piece of mithril per item. Mithril can be found only in the expansion zones of Maelstrom and Oblivion.
 +
*The "of the Windlords" and "of the Zephyr" boot enchantment suffixes have been removed from the game. You may now only roll the +5% enchantment "of the Wind" (base movement speed has been increased by 10% for all players to compensate!)
 
{{header|City & Siege}}
 
{{header|City & Siege}}
 
*Successfully defending your city will now grant Experience to characters from the defending nation on the city grid as the bane falls.
 
*Successfully defending your city will now grant Experience to characters from the defending nation on the city grid as the bane falls.
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*Rogues stamina cost for attacking in flight has been increased.
 
*Rogues stamina cost for attacking in flight has been increased.
 
*[[Assassin]]'s Shadowmantle duration reduced to 30 seconds. However, % Heals now heal through Shadowmantle.  
 
*[[Assassin]]'s Shadowmantle duration reduced to 30 seconds. However, % Heals now heal through Shadowmantle.  
*[[Pries]]t's Tend to the Wounded cast time has been increased by .5 sec.
+
*[[Priest]]'s Tend to the Wounded cast time has been increased by .5 sec.
 
*Blessed Healing ([[Healer]]) cast time reduced to 0.2 seconds, but the spell now caps at rank 20 and has an 8-second recycle timer.
 
*Blessed Healing ([[Healer]]) cast time reduced to 0.2 seconds, but the spell now caps at rank 20 and has an 8-second recycle timer.
 
*Fighter-based classes whom do not receive toughness or athletics now gain slightly more stamina and more health per level.
 
*Fighter-based classes whom do not receive toughness or athletics now gain slightly more stamina and more health per level.
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*Bloodlust (Drannok) now caps at 10% damage, but stacks with other physical damage effects.
 
*Bloodlust (Drannok) now caps at 10% damage, but stacks with other physical damage effects.
 
*You can now use potions in all Wereforms.
 
*You can now use potions in all Wereforms.
{{header|Item Crafting}}
 
*Enchantment suffixes which add Health, Stamina and Mana have been considerably improved.
 
*Throwing weapons have been put back onto their melee smiths, allowing the Morloch and Dispatch affixes.
 
*The "Deadly" prefix is now 35% armor penetration after adjustments to the mechanic.
 
*High-end equipment enchantments will now appear more often. However, rolling of all gear may take substantially more time depending on the rank of your forge.
 
*The base cost to roll any item has been increased by 5,000 gold.
 
*Mithril has been re-purposed: If a city's warehouse contains any unlocked mithril, the next item roll will be instant and use one piece of mithril per item. Mithril can be found only in the expansion zones of Maelstrom and Oblivion.
 
*The "of the Windlords" and "of the Zephyr" boot enchantment suffixes have been removed from the game. You may now only roll the +5% enchantment "of the Wind".
 
**Base movement speed has been increased by 10% for all players to compensate.
 
 
{{Patch
 
{{Patch
 
|prever=Patch 24.3
 
|prever=Patch 24.3
 
|nextver=Patch 1.5
 
|nextver=Patch 1.5
 
}}
 
}}

Latest revision as of 21:51, 29 January 2018

Reforged in Flame title card

The Reforged in Flame patch (patch 1.20) was added to the Shadowbane Emulator on September 19th, 2014.

Stability and Bug Fixes
  • The network and database code has been revamped for much better stability, fewer disconnections, and improved sync.
  • Pellegorn now ticks every 5 seconds again (it was bugged to 10)
  • Wereforms (Werebear, Wererat, Werewolf, Wolfskin) cast time now reflects their casting animation (4 seconds) as originally intended.
  • Armor Penetration now functions correctly and has been slightly increased to reduce anomalies with the mechanic. This effect also adds 15% attack rating.
  • "Of Marksmanship" (extra range for bows and crossbows) suffixes now functions correctly again
  • Passive Defense bonus enchantments have been fixed (previously they did nothing).
  • An issue with NPC's not being removed after buildings being destroyed has been fixed.
  • A zone-related disconnect has been fixed
  • A bug related to protection slots on destroyed buildings has been fixed.
  • Nation chat will no longer be available to nations awaiting confirmation as a sub-guild.
  • Water buckets can no longer heal players.
  • Ascending flight tiers will no longer provoke melee attacks unless you are in their range.
  • Effects bar item sync has been resolved.
  • Building reserve gold has been added again.
  • Issues related to mines not opening during server resets have been fixed.
  • Fixed several bugs regarding siege equipment:
    • Trebuchet owners will now lose their claim if the move too far from them.
    • Multiple trebuchet ownership bugs have been fixed.
    • Trebuchets will no longer spawn on top of one another.
    • Trebuchet range has been corrected.
    • Bugs with rods of command and the Command Siege Engine power have been resolved.
  • Vok-Maalra (Thrall) now only drains HP once per tick.
  • Runemasters now provide the appropriate number of protection slots.
  • NPC hirelings will now spawn in their intended locations.
  • Bugs associated with item rolling times have been resolved.
  • Bugs associated will spell cast times have been addressed.
  • Mana Regeneration sync has been improved, especially for Templars.
  • Vault storage bugs associated with both items and gold have been addressed.
  • Bugs with Mine and Bane windows of opportunity have been addressed.
  • A crash associated with the Irekei Citadel building has been fixed.
  • Members of IC may no longer manage assets for which they are not friended other than the Tree of Life, barracks, walls, and spires.
  • If you use sprint in a wereform, your old run buff will come back after sprint ends
General Changes
  • Maximum gold amount allowed in warehouse has been increased
  • Implemented the Glory System.
    • This system rewards players with experience for impressive feats in PvP combat. These include:
    • Rewarded more appropriately if you manage to kill a higher-level player
    • Rewarded for being the very first person to kill someone on a given day
    • Rewarded for killing swathes of enemies without death (kill streak)
    • Rewarded for killing particularly challenging players (players with kill streaks)
    • Each player's first PvP Kill of the day will now grant vastly more PvP experience than a normal kill.
    • PVP experience can now be earned at any level from level 20 onward.
    • PvE experience has been reduced for higher level (60+) characters.
  • The Running skill (Scout, Thief) no longer grants double benefits per skill point.
  • All root powers now cap at power rank 20. Roots now scale in cast time from PR-1 to 20.
  • All player characters have had their base movement speed increased, but movement speed enchantments have been tweaked (see below).
  • Sacrifice & Transfer Cast times have been normalized (lower efficiency ones have lower cast time) and a bug with the powers has been fixed.
  • The passive defense disparity for level difference between players has been removed.
  • Movement now ends the effects of healing, mana, and stamina potions. Cast times for potions have been lowered to compensate.
  • All weapon-based bleed effects now last 20 seconds and tick every 4 seconds.
  • Weapon-based debuffs to attack rating, defense, and movement speed have been reduced to a maximum duration of 10 seconds (at rank 40). There some exceptions such as Blade Master and Blade Weaver weapon powers.
  • Grounding Shot's "Grounded" effect (Bow/Crossbow) now lasts 15 seconds.
  • Gold piles can no longer be deleted.
  • Discipline, Statistic, Blood, and Mastery Runes can only be deleted by players standing in safe zones.
  • Discipline droppers have returned to their classic respawn rate of 4 hours.
  • Discipline droppers are now now announced both 10 minutes before and at the moment of their appearance.
  • Significant changes have been made to Glass Weapons and Elite Armor:
    • Glass Weapons have returned as very rare hotzone drops.
    • Elite Armor drop rates have been doubled (from 10% to 20%).
    • These items can no longer be repaired, but take damage only once every three hours per player.
    • These items take less damage than other weapons and armor.
  • Some Adventure Zones' microzones have been increased in power. Most notably: Tainted Swamp, Vale of Nar Addad, and Grimscairne.
  • The macrozones found on Maelstrom and Oblivion have had their aesthetics and content polished. These zones cater to active, high-level players looking to finish their characters. With the increased difficulty comes increased experience and gold.
  • Using a Scroll of Recall (and similar spells) will now takes 5 seconds longer.
  • Attempting to move, cast a spell, or use a skill will interrupt the recall effect.
  • Item identification is now an instant effect.
  • The Guard Captain has been redesigned:
    • Guards captains are now random drops from mobs and can no longer be purchased from vendors.
    • Guards do not cost maintenance, and they cannot be ranked - they automatically use the rank of the Barracks they are in. Guards take 5,000 gold from the Warehouse each time they die, and the 5,000 gold appears on their corpse which can be looted.
    • Guard Dogs have been re-added and may be placed in Huts. They are a rare drop and there is a cap of 4 per city.
Resource System & Crafting
  • Successfully defending a mine now grants experience to all members of the defending nation within the area around the mine. (There is a cap on the number of players rewarded)
  • Successful taking a mine now grants experience to all members of the claiming nation within the area around the mine. (There is a cap on the number of players rewarded)
  • You may now only set the window of opportunity for claimed mines that reside in territory in which you own a city (henceforth called a "home territory"). Mines not in a home territory will default to the zone's window. Maelstrom and Oblivion mines are not affected by this, and will continue to work as they have in the past.
  • After a Mine's Guard Tower has been bashed down, claiming a mine now causes a guard tower to spawn. This tower starts with low health, but increases slowly during mine's window of opportunity. Therefore, players who arrive earliest will have the largest advantage. Water buckets can not heal mines now, however.
  • Enchantment suffixes which add Health, Stamina and Mana have been considerably improved.
  • Throwing weapons have been put back onto their melee smiths, allowing the Morloch and Dispatch affixes.
  • The "Deadly" prefix is now 35% armor penetration after adjustments to the mechanic.
  • High-end equipment enchantments will now appear more often. However, rolling of all gear may take substantially more time depending on the rank of your forge.
  • The base cost to roll any item has been increased by 5,000 gold.
  • Mithril has been re-purposed: If a city's warehouse contains any unlocked mithril, the next item roll will be instant and use one piece of mithril per item. Mithril can be found only in the expansion zones of Maelstrom and Oblivion.
  • The "of the Windlords" and "of the Zephyr" boot enchantment suffixes have been removed from the game. You may now only roll the +5% enchantment "of the Wind" (base movement speed has been increased by 10% for all players to compensate!)
City & Siege
  • Successfully defending your city will now grant Experience to characters from the defending nation on the city grid as the bane falls.
  • Successfully capturing a city will grant Experience to characters from the attacking nation on the city grid as the tree falls.
  • Open Trees are now fully functional again. Build your own Trainer City or Merchant Town!
  • The Shrine system is now functional again. You may find offerings fighting general monsters or fighting lore-specific monsters. Uniquely named monsters/enemies will now have a high chance of dropping an offering.
  • Training Costs are now functional again.
  • The Friend/KoS list has continued support.
  • Maintenance costs are now functioning again.
  • Basic Guards System has been implemented. Patrol logic has not been implemented yet. Guard Contracts can not be re-deeded, only dismissed. Contracts expire after 10 days.
  • NPC Contracts now lose only 1 Rank instead of all of them after re-deeding.
  • Massive animation overhauls - appropriate weapons now have their appropriate animations. Further, some un-used animations have been added to various weapons. Everything should look more awesome!
Loreplay and "Lore on ARAC"
  • Implemented the Lore on ARAC system:
    • Upon character creation you will see two servers: Vorringia LORE and Vorringia.
    • Choosing the LORE server will NOT put your character onto a different server. It will flag your character permanently as a LORE character, and force the LORE rules on you (Vindication/Saedron)
    • You will then only be able to join or create Lore guilds. Only Lore characters can join Lore guilds.
    • If you belong to a Lore Guild that owns a city, you will receive a bonus to their "boon" effects from Shrines. *This bonus is very small, and will not make up for the downsides of Lore, nor will it change the outcome of an engagement.
    • You can never turn an ARAC character into a LORE character or vice-versa.
Racial Changes
  • Humans are now granted an additional 20 ability points.
  • Dwarves are now automatically granted the Juggernaut rune at no cost, reducing Move Speed by 10% and increasing physical resistance to compensate.
  • Minotaurs have had their chance to Parry reduced by 50%.
  • Centaur base movement has been lowered by 5%.
  • Shades no longer receive the Death Shroud effect upon death. Being killed by a Shade character now applies "Shroud of Ardan" which cannot be removed by Succor or Sanctify the Fallen and lasts 4 minutes.
  • Elves now have +20% to base magic and holy resistances. Elves also receive +20% additional effect from healing.
  • All Irekei characters now have their Movement Speed increased by 10% and their Poison Resist increased by 20%.
  • Nephilim can no longer fly while transformed into a human, but this form now provides increased movement speed and dexterity.
  • Nephilim in their natural form now receive a bonus to health and mana regeneration
  • Vampires are now granted 45 free trains in the Bloodcraft skill.
Class Changes
  • Crippling Blow and Coughing Gas (Thief) now cap out at power rank 20. This imposes a 30 second Recast to Crippling Blow (it's now -21% Defense, -35 Dexterity and Strength)
  • The cast time for Sneak (Rogue) has been increased to a minimum of 2.5 seconds at rank 40.
  • Wizard's Translocation cast time has been increased from 0.3 to 1.0 seconds.
  • All "Blind" effects now dispel and block the use of Detect Hidden.
  • Rogues stamina cost for attacking in flight has been increased.
  • Assassin's Shadowmantle duration reduced to 30 seconds. However, % Heals now heal through Shadowmantle.
  • Priest's Tend to the Wounded cast time has been increased by .5 sec.
  • Blessed Healing (Healer) cast time reduced to 0.2 seconds, but the spell now caps at rank 20 and has an 8-second recycle timer.
  • Fighter-based classes whom do not receive toughness or athletics now gain slightly more stamina and more health per level.
  • Fury's Call the Blizzard now has maximum targets of 10 (Unmitigated).
  • Fury's Call Storm now has maximum targets of 10 (Unmitigated).
  • Sentinel's Divine Word of Binding now has maximum targets of 60 (Unmitigated).
  • Warlock's Needs of the One now has maximum targets of 60 (Unmitigated).
Discipline Changes
  • Sanctify the Fallen (Sanctifier) now has increased range and a lower recast timer at max trains.
  • The cast time for Treat Wounds (Gladiator) has been increased by 0.5 seconds and is now interrupted by incoming damage.
  • All disciplines which grant focus skills now receive 45 free trains in those focus skills. This affects Blademaster, Blade Weaver, Blood Prophet, Shroudborne, and Sundancer.
  • Reduced the cast time of Vok-Maalra (Thrall) and Strength of the Many (Savant) to 3 seconds.
  • Drannok fortitude now has a 6% total health threshold at max trains.
  • Bloodlust (Drannok) now caps at 10% damage, but stacks with other physical damage effects.
  • You can now use potions in all Wereforms.

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