[Wiki] Patch notes

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Le dernier patch et son/ses hotfixes/ajouts seulement.

Pour voir les précédants patchs : http://www.dawntide.net/


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Patch 3.49

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25/7/2011 - 18h00
Fixed some visual bugs with boats
Fixed some visual bugs with shadows
Visual improvements to in-game lighting
Fixed a problem where the conductivity of an enchanted item ended up far too high. All previously enchanted items have had their conductivity halved.
Added a rudimentary random name generator
More tweaks to boats to allow them to keep passengers on
Fixed some problems with doors
Fixed some visual bugs with equkpment
Dernières modifications :
(Voir) 25/7/2011 18:30:30 : Zaakks (màj 3.49)
(Voir) (Comparer)07/7/2011 00:54:40 : Zaakks (màj 3.48)
(Voir) (Comparer)29/6/2011 21:05:33 : Zaakks (màj 3.47)
Depuis que je me le suis installé, je me connecte de temps a autres.
Je me log, je fait un 360° sur moi même et je regarde si ca passe ou si ca casse.
Puis je vérifie si les mobs laggent toujours autant.

Pour le moment il m'est encore impossible de faire un tour entier sans avoir un freeze de plusieurs dizaines de secondes.

Donc j'attends patiemment mais je n'y joue pas.
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Publié par Akusho
Depuis que je me le suis installé, je me connecte de temps a autres.
Je me log, je fait un 360° sur moi même et je regarde si ca passe ou si ca casse.
Puis je vérifie si les mobs laggent toujours autant.

Pour le moment il m'est encore impossible de faire un tour entier sans avoir un freeze de plusieurs dizaines de secondes.

Donc j'attends patiemment mais je n'y joue pas.
Comme ce qu'il avait déjà été dit, le jeu est en Beta-test, pas en Beta-trial comme la plupart des autres beta's de MMORPG.

Je fais comme toi, je me log de temps en temps pour voir l'avancement, puisque je n'ai jamais vraiment été testeur dans l'âme...
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Publié par Odal Havamal
Comme ce qu'il avait déjà été dit, le jeu est en Beta-test, pas en Beta-trial comme la plupart des autres beta's de MMORPG.

Je fais comme toi, je me log de temps en temps pour voir l'avancement, puisque je n'ai jamais vraiment été testeur dans l'âme...
Au-dela de savoir si la version proposé est une alpha / beta / trial, y a surtout le fait qu'il m'est impossible de le beta tester quant bien même j'en ai tres envie
Puisque c'est injouable de mon coté
Sinon j'aurai aimé me donner cette peine.

Mais je constate de maniere générale que les possesseur d'ATi / radeon etc ont tous l'air d'avoir de serieux soucis de Fps.

Alors j'attends un eventuel patch salvateur qui me permettrai de prendre la beta la ou elle en est actuellement.
http://www.dawntide.net/

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Patch 3.39

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Friday, March 18, 2011 - 08:18

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You will now be unable to move during the cooldown after performing an attack or casting a spell, so to prevent jousting and archery on the run.
Added ore indicator particles to some caves that were missing them.
Fixed numerous animation bugs.
Fixed some problems with faces at char create.
You will now be notified of the territorial status (ie, whether you can settle there and who owns it if not) of a region when entering it.
Botany mode will no longer stay after inspecting a tree.
Improved pathfinding further.
Added line-of-sight checks to spells, NPC aggro and ranged attacks.
Fixed a bug that was causing particles not to display correctly in the client.
Fixed a bug with hotkeys executing multiple actions from one click.
Fixed a client crash related to shadows.
Fixed some bugs with open-sea areas.
Fixed a bug that was causing items not to be automatically placed in your backpack from looting, crafting, etc
You will now draw your weapon if you use an attack while your weapon is stowed.
You will now regenerate hp, mana and endurance at a very slow rate in combat.
Added /shout as an alternative input for /s
Added /tell as an alternative input for /t
Added /faction as an alternative input for /f
Added /group as an alternative input for /g
Game Masters now have the ability to recover stuck boats
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Patch 3.39a

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Tuesday, March 22, 2011 - 13:47

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A small serverside patch went live today:

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Fixed some issues with monster/NPC animation issues

The weight of your Equipment no longer causes a penalty to your Dexterity.

The maximum number of bags that a character may carry is now limited by Strength. All characters can carry a minimum of 2 bags with every 30 points in Strength unlocking an additional bag slot. The maximum number of bags is 5.
http://www.dawntide.net/

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Patch 3.40

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Friday, March 25, 2011 - 10:35

Revised the effects of attributes to be more balanced across the board. For details, see this thread for details.

Replaced the Charisma attribute with Spirit, an attribute that increases your mana pool, magic resistance and ability to overcome enemy magic resistance.

Magic Resistance is now fully functional. Successfully resisting a spell depends on your magic resistance versus the casting skill of the caster, and if resisted, a spell's effect is halved.

New players will now start with a backpack instead of a bag.

Added visual indictators to let players know how much strength they need to unlock additional bag slots.
Quality of containers now influence how much they can hold (quality 1.5 bag holds 1.5x as much as 1.0 bag, etc)

Fixed more animation bugs.

Increased chance of respawn in mining areas.

Moved stone out of caves as it was too scarce. Mountains will be spawned with stone over the course of the day, note that it will take up to 24 hrs for the new stone veins to respawn in serious amounts.

Skill drop is gone. Instead, when you're at the total skill cap (700), for every 0.1 skill you gain in non-basic skills, another 0.1 skill will be lost from another non-basic skill. Locked skills are exempt from being reduced by this, but you cannot raise a non-basic skill if you are at the skill cap and all other non-basic skills are locked.

Improved pathfinding further.
je trouve le jeux moins facile et bizarre par rapport a avant,

il y a plus d'animations pour les sorts,
les mob pop quasiment pas c'est tres vide,
ca loot quasiment rien sur le peu de mobs present.
Je sais pas pour avant mais hormis les mobs humanoïdes qui dropent leurs armes et armures, pour les animaux il faut les depecer sinon on obtient presque rien.

Pour les morts vivant, j'obtient rien non plus.

C'est vrai que par endroits cela fait vide, et le temps de repop des mobs me paraît trop long. sur les îles où le pvp est ouvert, c'est mieux ainsi pour poser les bastions de joueurs mais sur l'île de départ faudrait plus de spot (bien qu'il faille encourager les joueurs a en sortir donc....)
Ce que je trouve bien aussi est que le monde sout pas trop grand, il n'y aura plus beaucoup d'espace vide quand le jeu se remplira.

Les changements sur les stats me paraissent logique mais il y a pas mal de contradicteurs sur le fofo officiel. Cela dit, ce sont les même qui veulent le retour de l'attaque automatique.
Le système de combat est sympa (quand on a compris le principe) je trouve mais plombé par la lenteur de l'animation voir par un enchaînement bizarre. J'ai pas vu si c'est mieux avec ce patch.

Enfin il y a encore du boulot mais c'est dans le bon sens.
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On Monday the 11th of April we will have a full working day of server downtime to introduce a major new patch. Servers will go down at some point during the morning (danish time) and will come up roughly around 5pm GMT.
Grosse mise à jour le 11 avril avec un downtide pour quasiment toute la journée.

Patch note à venir...
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Publié par Sainthys
Impatient de savoir ce qu'il en est. Un down aussi long, ça laisse présager du lourd
Pareil ici

J'espère une amélioration significative pour le son et le déplacement du personnage.
Patch 3.41

Dans les grandes lignes :
- il n'est plus nécessaire d'acheter les parchemins pour apprendre les recettes d'artisanat, elles s'apprennent automatiquement lorsque le joueur a le niveau équivalent.

- Les attaques spéciales (de base) seront déjà dans la hotbar pour les nouveaux joueurs.

- Nouveaux métiers :
* Toolsmith (métier lié à la forge qui permet notamment de créer des clous, des outils...)
* Architecture (sera nécessaire pour construire une maison notamment)
* Shipwrighting (permet de construire les bateaux)

- Nouvelles recettes pour menuisier et charpentier.

- La construction des bâtiments et de certains bateaux nécessitent maintenant plus de compétences et des ressources plus élaborés.

- Basic Skills ont été supprimés. Cooking et Brewing sont maintenant des professions.
Les skills de Speechcraft, Brawling et Survival ont été supprimés.

- Ajout de filtre sur le chat

- Divers corrections de bugs et de murs invisible dans l'eau

- Modification du système territorial.

- Animation lors de la nage (fini de faire le sous-marin ^^)

- Ajout de quai portuaire à certaines villes

- Le bouclier sera mieux positionné sur l'avatar

- Temps de cast des sorts affiché dans le spellbook.

- Réduction des temps de chargement des cellules.

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ou no longer need to buy and scribe most crafting recipes - they will automatically be learned once you have the requisite amount of skill to make them. Some rare recipes will have to be scribed still.
New characters will now start with the basic special attacks bound as hotkeys.
Fixed a crash related to weapon switching.
Added a new skill, Toolsmithing. Toolsmiting now has all the smithing recipes (such as nails, tools and large objects) that do not fall under Weaponsmithing or Armorsmithing.
Added a new skill, Architecture. Architecture is now the skill used to create house deeds.
Added a new skill, Shipwrighting. Shipwrighting is now the skill used to create ship deeds.
Greatly expanded the number of recipes for Masonry and Carpentry, with many new things to craft such as wells and fences.
Advanced buildings and ships will now require more advanced materials, such as Foundation and Support Beams. High skill in Carpentry and Masonry are required to make these.
Basic skills are gone. Cooking and Brewing have been made Profession skills. All characters have been reset to 0 cooking and brewing to prevent characters from going over the skill cap.
Speechcraft, Brawl and Survival have been removed from the game.
When inspecting a container, you will now see the total weight carried in it.
Added tabs to the chat consoles through which you can filter incoming chat. The left-hand console has tabs for Local (everyone in range of /), Global (everyone on server), Group (group chat) and Faction (faction chat). The tab you're in also determines where your chat goes, so if you have faction open anything you say will go into faction chat. Your right-hand console has tabs for Combat (combat messages), Skills (messages relating to skill gain), Private (tells) and Event (anything not covered by one of the other tabs).
Spell cooldown times will now show up in spellbook.
Shields should now be attached to a more appropriate place on your arm.
Reduced loading times when crossing between cells.
Fixed numerous bugs related to open-water areas such as invisible walls and falling through the world.
Reworked the way faction territories work. Control buildings will now control a territory of a dynamic size depending on the size of the building, with the control building as its center. You will be able to see the area you're going to claim while placing a control building. Keeps will control an area equal in size to a pre-patch territory, while Bastions will control a smaller area. Bastions placed before this patch have been given a keep-sized area to prevent any old buildings from ending up outside faction territories. When placing a new territory, it is possible for multiple territories to overlap, if they all belong to the same faction. You cannot place a control building whose territory would overlap with that of another faction.
You will no longer be able to dive underwater while swimming. Instead, you will simply swim along the surface.
Crafting recipes no longer have a global completion time, but rather have their own individual times set, with the quality of your tool affecting the time it takes to craft them. More complex items will take longer to make.
Fixed some bugs with staves and two handed swords not being properly set up as 2handed weapons.
Added larger docks to some cities.
Dommage, rien sur le son.

Et t'a oublié deux choses assez importantes à mon goût.


Reduced loading times when crossing between cells.

Shields should now be attached to a more appropriate place on your arm.
Citation :
Publié par Glider
Dommage, rien sur le son.

Et t'a oublié deux choses assez importantes à mon goût.


Reduced loading times when crossing between cells.
Pour le son, il faut tester même si ça fait un moment que ça dure. il se peut que tout ne soit pas dans le patch note
"Cells" se traduit dans quel sens là?

Un peu déçu, sur le papier, de ce patch... j'en attendais surement trop ^^
Les cells, littéralement ça veut dire les cellules.

Tous les mmos ouvert sont découpés en zones, sauf que comparé à la plupart des mmos, le chargement se fait tout en jouant.

Avant c'était de l'ordre de 4/5 secondes le changement de cell.
Nombreuses corrections de bugs et ajustements.

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Patch 3.43

  • Double skill is now officially over, after being extended for quite a while over planned date.
  • Rebalanced the values of many crafted items to be in line with the value of the materials that go into them.
  • Lowered the crafting times on many basic materials such as planks and bricks.
  • Planks are now made from timber rather than lumber.
  • Locked or maxed skills that have EXP in them will now lose their EXP over time rather than it staying frozen.
  • Fixed a bug with two handed swords not holstering correctly.
  • Global chat will now work correctly.
  • The quality and conductivity in a deed will now be used in determining the quality and conductivity of the object they place.
  • Magic Resistance will now lower the effects of a resisted spell by 75% rather than 50%.
  • Focus and Appearance now scale with their slot the same way Armor does, so a chestplate will provide higher Focus/Appearance than a helmet.
  • Removed the negative appearance factors on armor and weapons.
  • Various performance improvements, especially to boats.
  • You can no longer sell startup items to the market.
  • The market will now consume items from each subgroup separately, so that on the whole, items disappear much faster from the market.
  • Armor, Focus and Appearance will now display properly in the client and should take all hidden factors into account.
  • The armor value displayed on armor will now be modified by your skill in that armor, so a player with 100 light armor will see twice the armor value on light armor as someone with 0.
  • Added a cap to how many items you can sell at once to the market, based on the market's capacity. Most markets will have a cap of 100.
  • Fixed numerous bugs with groups.
  • Fixed the 'ghost weapon' bug on other weapons.
  • Shields will now appear properly on other players.
  • Lowered the cost of ink.
  • Monsters can now drop spells, of circles appropriate to their difficulty.
  • You can now craft earrings with jewelcrafting.
  • Rebalanced Focus values on many items.
  • Added a new tool, Tongs, which is used when smelting ingots. Tongs can be crafted with Toolsmithing.
  • Added a crafting book filter for Lumberjacking.
  • Added a craftable Wizard's hat.
  • Ladders on boats and in player-built buildings should now work correctly.
  • Your unarmed skill now gives a small amount of armor on main slots (Head, Chest, Legs, Arms, Feet) if those slots are not armored (ie, empty or have only clothing). The amount of armor scales with your skill.
  • When mining sand and clay, you now use a shovel rather than a pickaxe.
Version 3.44

  • Crafting skills (specifically, skills that produce items) will now gain EXP and recipe progress slower, to put them in line with other skills.
  • Greatly reduced the amount of materials required to make mortar.
  • Fixed some bugs with global chat.
  • Fixed some bugs with the rate at which the market consumes items.
  • Fixed some bugs with tree stumps.
  • Fixed a problem that was preventing the change to default keys for autowalk, toggle run & rotate keys from working.
  • Readjusted combat damage. Damage will start at roughly the same level for new players, but will rise slower with skill and quality, so that damage numbers do not get completely out of control at high strength/quality levels.
  • Resource gathering buildings now work.
  • Readjusted quality. The 'low point' quality of items is now 1, and goes up from there, with the current best materials having a quality of 2. Items crafted pre-patch might have a lower quality than ones crafted post-patch with the same materials.
  • Fixed a bug in the crafting formula that was causing material properties to not transfer in their entirety to crafted items.
  • Made some improvements to boats' ability to keep passengers. More improvements will follow.
  • Rewrote much of the server infrastructure to speed up the performance of the server and reduce lag.
  • Your focus items now take a little damage every time you cast a spell.
  • Improved pathfinding of NPCs.
  • Fixed some bugs with shadows.
  • Armor penalties are no longer dependent on the general type (light, medium, heavy) but specific type of the armor you are wearing (ringmail, leather, etc). The more protective armor is, the heavier penalties it will give to focus, stealth and ranged attack speed. The heaviest forms of armor will also give a penalty to melee attack speed.
  • Some recipes now use a second material, which contributes part of its material properties towards the total properties of the product.
  • The L-Shaped Townhouse should now work properly.
Version 3.46


  • Fixed some bugs with sounds.
  • Fixed a problem that was preventing some gathering buildings from working right.
  • Fixed numerous visual bugs with movement and effects.
  • Added some new animations for crafting and gathering actions that previously lacked their own animation.
  • Fixed a bug in crafting formulas that was making some recipes far too difficult.
  • When crafting an exceptional item, you now have a small chance (equall to the chance of a normal craft being exceptional) of crafting a peerless item, which has significantly boosted quality and conductivity.
  • Fixed some bugs with boats.
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