patch 15.5...

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Preliminary build notes for 15.5.0
Game Mechanics
You will now be able to relax a bit more while in water, not constantly trying to get forward.

We've added a split chat window. More info in the final build notes.

Using /stuck in a backyard will now move you to a valid location, not into the void.

Parrying and riposting is now enabled again, and many creatures are now able to parry and riposte. You are in turn able to parry and riposte against many creatures provided you're wielding a weapon that is able to parry. Bare handed fighting, using Martial Arts skill, allows for parries both for and against.

Trades that would cause one of the involved characters to end up with a billion credits or more will now be aborted.

The nanobot recharge bar no longer disappears if you try execute a new nano program while the nanobots are recharging.

Actions requiring another effect to already run on the target or user will now explain this if the required effect is not running.

Nano Programs
Element of Ice now executes correctly.

Null Space Disruptor now starts the effect immediately, not with a 20 seconds delay.

Tap Notum Vein: Inferno now takes the Fixer to one of the gardens in Inferno, not Penumbra.

Slip of Mind can now be uploaded.

Fixed a stacking problem with Blast of Avoidance.

Improved Cut Red Tape now checks whether the target is using Grid Armor, not the defence modifier.

Corrected the specialization requirements on Mongo's Gargantua and Mongo's Mighty Colossus.

Updated the description on some Shadowlands bind and recall programs.

Corrected the health boost effect on Titan Physique.

Izgimmer's Celestial Fury now deals Cold damage and Izgimmer's Corrosive Tear now deals Poison damage, as their descriptions say.

Summoning pets that confuse and cloud the mind of your enemies will no longer be subject to fumbles.

Martial Artist programs that increase damage and change damage type will no longer be overwritten by other programs that increase damage, except better Martial Artist programs of course.

Non-Player Characters (NPCs) and monsters
Spoiled Brat has decided to stay in one place. She is also impossible to get rid of, a trick she has learned from her dad who's an insurance salesman.

The female representatives of IPS will no longer be referred to as males during conversation.

Many creatures in the Shadowlands now look different, adding more visual diversity.

All "bosses" in Shadowlands have had their conviction strengthened and will stand and fight instead of fleeing, regardless of the opposition.

ICC Representatives and Peacekeepers are now a little less aggressive.

Rancid is no longer aligned with the Redeemed.

Chimeran Canines have discovered there's an abundance of prey now, and won't bother chasing fleeing snack for miles. They're also not too keen on charging anything in their vicinity anymore.

Quest
Hypnagogic Urga-Lum Thrak and Sipius Aban Lux-Wei now recognize the ancient device even if it's been activated.

Empath Min-Ji Liu's pattern has been added as loot on Unredeemed in Scheol.

World
New dungeon. More about that in the final build notes.

All mission areas should now have inhabitants.

The impression that Old Athen was growing into Wartorn Valley was just a mirage. People claiming to have seen the city's buildings outside the city walls need to stay out of the heat, says an anonymous Funcom employee.

The locations of all statues leading to the sanctuaries are now visible on the world map.

The portal from Elysium to Jobe has had its level requirement removed.

A volcano in Inferno has sunk a bit into the ground.

The walls of the Adonis Temple Maze have become substantial.

Fixed a position in the Brink in Scheol where you did not get teleported to Rubi-Ka.

A ghostly mountain in Linger Echo was made solid.

Pets
Pets who are hunting will now ignore Jobe citizens and NPCs connected to the Jobe Research training missions.

Anybody engaged in combat with a pet's master is now a viable target for the pet.

Items
Elysium now contains some extra rewards.

Stacks of items may no longer contain more than 50000 items.

Parry Sticks can now actually be used to parry.

Dreary Spirit of Feet Defense now has the correct icon.

The Metawater Repellant Spiritech Suit now has proper looks when worn by Nanomage and Solitus females.

A bug causing weapons with only Ranged Energy as attack skill to not count as ranged weapons has been corrected.

We have removed the NoDrop flag on the Embryos and Visions required for making the First Tier armours.

Virgo's Practical Spirit Helper can now be equipped in all the correct slots.

Fixed a visual bug with Shades of Lucubration.

We have removed the NoDrop flag on the following tattoo sets: Ectoplasm, Entophagous and Sombreous.

Some Yuttoses have started selling a much sought after resource that is used for upgrading weapons.

We have put a level requirement on the Nippy John Stiletto.

Added a line of warning on Turn Spirits

The Caterwaul Rifle has been made Agent only. It will not be unequipped from other characters, but you won't be able to equip it anymore.

Fixed bug that caused some token boards to be deleted when upgraded.

The glyphs used for making profession specific armour have gotten the Unique flag removed. The flag led to too much trouble to be worth it.

Corrected a few items that affected the Skill Lock Modifier. They increased the skill lock time instead of decreasing it.

Trade Skills
Added another use for the Breaking and Entering skill.

Perks and Shadowbreeds
The perk attacks from the Pistol Mastery perk line now scale properly according to your skill with pistols.

The Devour perk attack now scales properly with your Strength.

Several perks actions that missed a description have been given one.

The action icon for the clan Solitus Shadowbreed is finally in.

Reap Life now properly recognizes Bloodletting and will be more effective if run on a target already affected by Bloodletting.

Malicious Prohibition now properly reduces the target's ability to heal others. The description on the effect has been updated to reflect the actual effect.

Notum Overflow now correctly makes the target more susceptible to direct nano damage.

A bug with combining the perk attacks Triangulate Target and Called Shot has been fixed.

Sabotage Quark Field now works correctly.

Fixed a problem where weaker absorb shields would overwrite the Bio Cocoon perk special.

The description of the Insurance Agent perk effect now describes the effect of the perk.

Detonate Stoneworks now runs correctly when used on targets affected by Stoneworks.

The Tranquilizer perk attack now deals damage even if you have Assassin perk level 10.

The skill lock on the Deconstruction action is now set correctly.

The description of the Escape action has been corrected.

Fixed the NCU cost on the Harmonize Body and Mind.

The Outdoorsman perk line description has been updated. The line was not meant to add a proc effect.

Corrected a small error on the damage boost from the 8th rank of the Disharmony perk line.

Dazzle with Lights no longer debuffs your team members.

Technical
Corrected a bunch of typographical errors.

Anarchy Online now handles switching from full screen mode to viewing the desktop a lot better.

To optimize the use of server CPU we've done some changes to how the servers handle NPCs that nobody can see. This should have no effect on your gaming experience except speeding up the game servers a bit.
Ben moi je suis curieux de voir le nouveau donjon et le nouveau chat ^^
Et puis je trouve que les flags nodrop et unique qui disparaissent c'est une bonne chose.
Quant à la caterwaul, lol ca va changer le pvp, c clair ! dommage cependant qu'elle ne soit pas déséquipée automatiquement ;-)
*enfin* ..
la tier1 va etre faisable d'un coup.. et pas avoir a se peter le jonc
en permanence avec des %^&*( d'items uniq et nodrop.

des nouveautes bien interessantes ma foi..

tijup..
ouaip, je trouve qu'il y a vraiment plein de bonnes choses =)
je viens de voir sur aodb qu'il y a aussi 3 nouvelles armures dont deux sont faisables par tradeskill facilement :

Omni-tek steel ribbed
Prowler armor
Apocalypse leather

l'apocalypse et la omni steel-ribbed se font de la maniere suivante :
on hacke un morceau de l'armure de base correspondante avec un lock-pick, puis on combine avec un clanaliser (leather) ou un omnifier (steel-rib) !
c'est simple et ca n'utilise que des parts gratuits, pour des armures qui sont sympatoches ! la omni steel-ribbed a l'air d'avoir un bon look, et le modif de 140 en mele init et vraiment excellent pour ceux qui utilisent cette skill !
est-ce que quelqu'un a la moindre info sur le nouveau donje ?
ou il est, qui sont les gros vilains cachés dedans, est-ce qu'il y a une restrictionde lvl... ?
Pour l'instant pas trop d'infos sur le donjon à ce que j'ai lu. Par contre il parait (d'apres certains testeurs), que Parry/Riposte permet de contrer énormément les mobs en melee, ce qui permet de soloter pas mal à low level. Cependant il semblerait que les mobs (les rouges en particulier) parrient beaucoup les classes en melee. Déjà que beaucoup d'enfos se plaignent d'etre nerfés point de vu damage (a part peut etre avec le maul), ca ne risque pas de trop arranger les choses, mais gageons que les tests sur le serveur prévu à cet effet auront pour effet un meilleur réglage de ce paramètre.

A suivre
Citation :
gageons que les tests sur le serveur prévu à cet effet auront pour effet un meilleur réglage de ce paramètre.
hmmmm lol, si les tests servaient a qqc ca se saurait ;p
enfin quelque part ca me fait plaisir, je me disais souvent que j'aurais du passer aux gelids... reste à espérer que les mobs ne pourront pas parrer les pistols, on est jamais sur de rien ^^
Ca y'a pas trop de risques... C'est pas matrix non plus

Par contre les melee ralent beaucoup car désormais les mobs feront apparemment 2 checks avant de savoir si ils sont touchés par un melee (AR vs Def, puis AR vs Parry), alors que les ranged n'auront toujours que le premier. Donc on crie déjà au nerf massif. Wait & See comme aurait dit l'autre.

En dehors des game mechanics, je trouve que Parry trouve bien sa place dans les combats en melee, parcequ'il y a moyen de parer des armes de contact, pas des armes a feu. Par contre la contrepartie juste pourrait etre que les armes de contacts fassent bien plus de dommages que les ranged, comme ca ca equilibrerait.
Encore une fois tous les mobs ne pourront pas parry, mais on peut s'attendre à ce qu'une grosse majorité des mobs SL le fassent, et que des mobs comme les mercs s'y mettent aussi.
Je me demande vraiment comment ils vont gerer le truc. Ca serait marrant qu'ils gerent le parry pour que le mob ne puisse pas parry (ou plus difficilement) quand attaqué de dos, et donc a forciori par quelqu'un qui ne tanke pas. Mais bon ca tendrait a continuer le chemin que prennent les Enfos vers les warriors EQ (genre sac a viande).
Par contre ca pourrait etre encore mieux pour tanker d'avoir parry/riposte, ca reduirait encore le nombre de coups (Peut etre meme que les enfos tankeraient comme des soljas après )
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