Beta release notes

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Beta 1

Citation :
Beta 1 Release Notes (November 3, 2005)
Known Issues

* Map
o Zoom to Avatar won't snap to your arrow on the Big Map.
o Map malfunctions in indoor public areas.
* Character Generation
o Misc Mod column disappears when adding ranks.
o client locks up if abandoning character generation at the class video screen
o During character creation and advancement, scrolling through the spell list with the mousewheel will sometimes randomly select the spells.
* Combat/camera/target: Halflings don't target missiles accurately
* Patching Problems: If the launcher appears to hang while Patching, try opening up My Computer (or anything that opens in a window) and drag the window over the launcher. A window may appear stating that the launcher has patched and needs to be restarted, if it is there, then click the OK button and the launcher will auto-restart.
* Character already in World: rarely when a player tries to log in with an existing character after patching, an message window will pop up stating the character is already in the world. If this occurs, click the OK button on the pop up window and try to reenter the world with the character, you will succeed the second time.
* Stuck Bug: If a player gets stuck, try tumbling around, sometime the player can get unstuck this way.
* Instance resetting: If a Character dies, or fails a quest and tries to go back to it immediately, they may find that the dungeon has not reset. In some cases, this will mean the player cannot continue the quest in the dungeon, if this should happen, the player must leave the dungeon and wait at least five minutes for the Dungeon Instance to reset.
* Swimming: Swimming uses Mouselook while underwater, also the <W>, <A>, <S>, and <D> keys move the character forward, left, backwards, and right respectively while the character is at the surface of the water.
* Mapnotes: Mapnotes do not appear the first time a player enters a ward, once the ward is entered, the player can log out and log back in, and the mapnotes will function normally.
* Death: Sometimes when a character hits the button to release to the City, the character will be resurrected on the spot moments before the avatar actually leaves the dungeon, which can sometimes result in the character dying again, and showing up in the city dead. This issue is particularly noticeable when a character dies in a large group of monsters.
* UI: Adventure panels will occasionally appear on your UI in public areas. They should only appear when you are in an adventure.
* Broken Quests: The following quests have problems. Players are advised to avoid them for now.
o Warder Defense: Defend Haverdasher
o The Missing Ward: Searching for Alisandra
o Daggers quest broken



Content

* Newbie tutorial
o We’ve added a new player tutorial to the game! We encourage everyone to go through the tutorial and give us feedback on the Beta Forums.
+ Note: The tutorial will tell you that you can’t drown, however currently it is possible to drown. We expect to fix this in a future update, but for now be aware that you may not be able to hold your breath forever!
* Sequential Normal/Hard/Elite
o A long time ago, we implemented Normal/Hard/Elite variations into our dungeons. The goal was to multiply our content by increasing the difficulty of our content, and offering increased XP and treasure rewards for completing dungeons on Hard or Elite. The other goal was to increase the “level window” in which a player could experience a piece of content…so even though they may have out-leveled a given dungeon on Normal, the dungeon might still be relevant to them on Hard or Elite.
o When we analyzed the dynamic, we felt like we were fulfilling the second goal, but not the first. There was no real incentive for players to actually replay the dungeon on the various difficulty levels.
o To solve this problem, we implemented the need to unlock the higher difficulty levels. So to play a dungeon on Hard, you have to have finished it on Normal; to play on Elite, you have to have finished Hard. (Of course, just someone in the Party has to have unlocked it for you to play it). Once you finish Elite, you get a big XP bonus for it as the final carrot.
* Story Quest Reward system
o Story quests now you give you the following rewards, depending on how long the Story Quest should take:
+ 20 minutes or less = gold
+ 20-45 minutes = a choice of 1 item out of 4
+ 45-90 minutes = a choice of 1 item out of 7
+ 90+ minutes = a choice of 1 item out of 10
* Dungeon Statistics formatting
o We added a lot of color and headers to the Dungeon Statistics screen to make it more readable and highlight the most important info…let us know if it works for you!
* Dungeon Quest XP reduction
o We’ve reduced the XP from dungeon quests by about 1/3, to account for the increase in XP from the optional objective system.
* Fewer Collectables to trade in for a reward
o In order to reduce inventory clutter a bit, you now only need 3 common items, 2 uncommon items, or 1 rare item to trade in for a reward.
* Dungeon Polish
o Many dungeons have had their XP, treasure, rest camps, traps, etc. tweaked. Don’t forget to give us feedback on the dungeons in the dungeon surveys at beta.turbine.com!
* More Society quest dungeons updates
o Fallowcrest Library, Osgood’s Basement, and Haunted Library have gotten some great additions and revisions…all part of our goal to making sure each piece of content in D&D feels like a satisfying adventure.
* Detection Upgrades
o Detection (spot and search) should work much better now.


City Life

* Spells In Town
o All offensive spells (including Grease and Glitterdust) can no longer be cast in town.
* Mysteries in Kundarak and The Twelve
o We’ve blocked off sections of Kundarak and the Twelve. The reasons for this will remain a mystery for now!
* Ward Gates Updated
o Sigils are on the ward gates. Each gate that leads to a different ward now has sigil on it and on each wall to its side. Along with the DM text announcing where the gate goes, players should now better be able to navigate their city.
* Animating cranes
o Yet another small tweak adding life to the Harbor, you’ll now notice that the cranes are busy helping loading goods brought in from the ships. A busy port town, Stormreach is!
* Harbor is revamped!
o All along our desire with the harbor has been (in true adherence to fantasy tropes) to present a “run-down” grungy beginning – all the better reinforcement of how awesome your character has become when they achieve the prettier heights of the city! Unfortunately, this also led to some complaints from Alpha players that the Harbor was too run down looking. So, we’ve tweaked elements in the harbor to keep its classic harbor feel, but add in more lights, color, and elements to take it to the next level and make it look a little more inviting.
* NPC dress code in effect
o NPCs have a lot more clothing options to choose from now!
* Signs are more noticeable in the harbor
o We had been disappointed in how lonely our signs in front of the taverns and shops were. So we’ve made them larger and much more noticeable!
* Trees particle prettiness
o The Jorasco floating trees are now powered by pretty particles. You can never have too many pretty particles!


Combat and Movement

* Better perching solutions
o Many of our monsters now have some type of missile attack to use when they can’t reach you with a melee attack. We’ll be adding this functionality to even more monsters in the upcoming weeks.
* Ranged combat tweaks
o Now even without Shot on the Run, characters will be rooted for a much shorter time, and you can now initiate movement while auto-attacking.
* Auto-attacking has been sped up slightly
o It’s now a little more in-line with click-to-attack, although still slower.


Community

* Invite and Trade buttons in the focus orb
o In response to usability tests and player feedback, we’ve made the invite and trade buttons in the focus orb much more noticeable (and text labeled) when you have another player selected.
* Party display now includes spell points
o That’s right – you can now see how many spell points characters in your party have!
* A Party tab in the Social UI
o Another change made in response to feedback. Now, when you’re engaged in LFG, or GLP (Group looking for Player), you can see who’s in your Party from that Social UI, under the Party tab.
* Chat Supremacy!
o We made a ton of improvements to chat –
+ Chat tab functionality -- Right-click on the tab to bring up a number of options, including – Create Window, Rename Window, Undock Window (move it around separate from normal chat window), Remove Window (erases it), Route Message (send different types of messages to aforementioned new windows)
+ Drag and drop to dock/undock chat window – you can also drag and drop chat windows to dock and undock them.
+ New Chat text and transparency – it is now much easier to see.
+ More Chat audio feedback –
# When you type in the chat window, you’ll hear a scratching noise.
# When you get a tell, you’ll hear a pleasant “ding”.
# You’ll have an audio slider to control the volume on these UI audio cues (not yet in)
o Host of instance and party bugfixes
+ We’ve overhauled the Party and instancing system, fixing a host of cataclysmic instancing errors.
o /Friends list!
+ That’s right…you can now find your friends! The tab is located in the Social panel…never be friendless again!
o Last names are back!
+ One of the things that players seemed to miss most when we took it out were last names…but now they are back and better than ever!
# Choose your optional last name at Char gen – remember that only first names must be unique on the server.
# First names may not have spaces, but last names can, as well as dashes, apostrophes, and capitalization choices.
# When you send a /tell to someone, use their first name (and you no longer need a comma!)
# Full names are displayed in the focus orb, floaty text, and character sheet.


Character Roles and Customization

* New jumpsuits
o We’ve added in a number of new robe jumpsuits. Players have even more customization choices now.
* Iconic D&D items added!
o We’ve implemented a number of iconic D&D items (e.g. Flametongue, Luck Blade, Mace of Smiting, Frostbrand, Dwarven Thrower…), and we’ll be putting more over the next few weeks. Expect to see these popular items dropping in treasure chests near you soon!
* Invisibility redux!
o One of the bigger issues on the boards has been how overpowered invisibility has been. In response to this, we made the following changes
+ More monsters can see invisible players – many monsters that one would expect to be able to detect invisible players can now do so.
+ Reduces the duration of the spell – invisibility used to last 10 minutes per level. Now it lasts 1 minute plus 6 seconds per level.
* Other Spell Changes
o We reduced stoneskin, protection from energy, and barkskin to 1 minute per level.
o See Invisibility spell added for Bards, Sorcerers, Wizards, and monsters.
* Smite Evil is better
o The old paladin standby has been improved as a direct result of Alpha feedback.
* Sneak Change
o When a monster attacks you, it now breaks sneak mode for players.


Usability

* No more naked avatars
o The problem with your avatar appearing naked for a split second when selecting them to enter the game has been fixed. In addition, they will no longer “slide” in.
* Tooltips now share the same transparency as chat.
o All in the name of being able to see more of the world while you play!


Various Bug Fixes

* The exit from Graveyard to Jorasco now shows the right portal screen.
* A bug that prevented players from achieving level 10 has been fixed.
* Particle Effects added to Heal, Summon Spells, and Touch of Idiocy.
* Fixed a performance issue that caused monsters to remain as an object in the world even after they faded away.
* Various worldbuild, map, and dungeon tweaks.
* Multi-class characters can now only train in up to three classes.
* Updated sound effects for holysmite, break enchantment, camouflage mass, hold person mass, hold monster mass, mass suggestion, and magic missile.
* Updated targeting for break enchantment, camouflage mass, hold person mass, hold monster mass, and mass suggestion.
Beta 3

Citation :
Beta 3 Release Notes (November 17, 2005)
Dungeons & Dragons® Online: Stormreach™ Beta 3 Release Notes

Welcome to Beta 3! That’s right – this update is so big that it blew straight through number 2 and landed squarely on the number 3! (Either that or we wanted to get our external versioning synced up with our internal versioning.)

Without further ado:

Two Big Changes

* Voice Chat – we’ve been working for awhile in building in-game voice chat for all our players to use. More details about Voice Chat -- along with full instructions on how to set it up -- are available here.

* New Character Generation –from a combination of your feedback, usability testing, and our own internal review, we decided to significantly upgrade and re-skin the character generation process. We’re very interested in your feedback about how you like it!

Content

* The Quest Journal has received a major overhaul:
o It's now broken up into sub-regions (Harbor, Wayward Lobster, etc.)
o You can now see who gave you each of your quests.
o No more Failed tab, since we don't really have the concept of permanently failed quests.
o When a story quest is only one chapter, it no longer displays as a chapter.

* Loading screens now have hints! They look better too! We'll be adding more hints over the next several weeks.

* We’ve tweaked the treasure chests and collectables to make them stand out a little more.

* With the barricading of parts of the Twelve and Kundarak, some NPCs have found a new home, most notably:
o Chamberlain Cyrese (Tempest’s Spine) moved from Twelve to Jorasco (where Delera’s Entrance used to be)
o Graveyard Entrance and Deen Wermier in Jorasco moved from its former location to where the entrance for Redwillow Ruins used to be.
o Jandul d’Jorasco and Redwillow Ruins entrance in Jorasco have been moved to a new entrance in Jorasco to the south.
o Jalizco Hellios (Abandoned Keep) moved from the Twelve to House Phiarlan in the north.
o Brother Mirashai (Sorrowdusk Isle) moved from House Kundarak to House Deneith near Evi Joss.

* Trap control boxes will now blow up if you critically fail your Disable Device roll.

* The tutorial now has a blue arrow to show you where to go next.

* Added a number of new optional objectives to various quests.

* Adjusted the amount of XP rewarded for some quests.

City Life

* NPCs now have a more varied apperance, including more skin tones and facial hair for dwarven and human males.

* There's a new Harbor Fountain in Aspirant's Square.

Combat and Movement

* When you take or receive damage, you will now receive a message in the new combat tab in the chat panel. (Please note that the combat tab currently only shows up with a new character; and you have to expand the chat panel to see the combat tab.) You also get messages in this tab when you kill something, when something kills you, and when something or someone heals you.

* Due to popular demand, you now get an AC bonus from your shield as long as it’s equipped (as opposed to only while blocking). Note that blocking still gives you damage reduction and the ability to block special attacks.

* Equipping a tower shield now gives you -2 to your attacks.

* A shield’s magical enhancement bonus now factors into its damage resistance bonus.

* Damage reduction from blocking is now only 50% effective against missile attacks (25% if you’re dual-wielding).

* Two-handed weapons are faster than they used to be.

* Lower level spells now cast faster than higher level spells.

* Sorcerers cast spells much faster than the other classes, eventually capping out at twice as fast as other spell casters.

* You should now be able to select monsters with the Tab key from farther away.

* Initiating movement while having cast on the run no longer aborts spell casting.

* We added turn speed sliders to the Key Mapping page of the Options panel. These sliders control how quickly you turn and look up and down when using the keyboard.

* Weapon trail effects are prettier.

* Jumping should look and feel better. In addition, maximum jump height is now somewhat higher.

* The Improved Shield Bash feat will no longer make you take a step forward when performing a shield bash.

Monsters

* When monsters “teleport home” due to falling into water, they heal to full.

* When a monster discovers a target (i.e., you), it will tell any nearby friends about it.

* Mama glass spiders will now limit the number of offspring they create.

* Iron defenders can now only shoot grease 10 meters.

* Charmed monsters will no longer continue on their patrol path.

* Rust monsters now do more damage to metal items.

* Fixed a problem where some monsters would stand back up and appear frozen in place after dying.

Community Functionality

* Overhauled the Guild system:
o Guild buttons now have buttons instead of slash functions. The commands are Create Guild, Disband Guild, Set Successor, Set MotD (Message of the Day), Add Member, Promote Member, Demote Member, Boot Member, Quit, and Resign.
o Guilds have three ranks – Leader, Officer, and Member. Leaders have access to all guild functions; Officers can use Add Member, Boot Member, and Quit; Members can only Quit.

* Tweaked the LFG system:
o You can filter and sort on the Player Search columns.
o You can now toggle LFG from the Group Search tab.
o Pressing the ‘Tell’ button on the Grouping panel will add a tell string in your chat panel to the character selected.
o Double-clicking on someone in the LFG panel will automatically send them a group invite.

* Added a Biography tab to the character sheet (it’s a side tab, not on top). Type in your life history and the whole world (or at least your fellow Beta players) can see it when they examine you.

* Party member icons in the radar now display through the Fog of War.

* You can now set the default Message type (Party, Say, etc.) for text you type in each chat tab.

User Interface

* Added an XP bar at the very bottom of the main screen which shows how much XP you have, how much until your next rank, and how many ranks until your next level.

* You can now hit backspace (or Ctrl + backspace) to cycle through all interactive objects (levers, doors, NPCs, etc.)

* Name labels now vanish when Action Dialog appears over an NPC’s head. No more having to watch two texts battle it out in a garish and confusing contest of death!

* Make your own meta key! The keymap settings now have an option to define your own meta key (fixed meta keys are Ctrl, Shift, and Alt). This is particularly useful if you’re playing with a gamepad.

* The Options panel now has an option to turn off hint pop-ups entirely. There’s also a reset button for the hints if you want to see them all again.

Treasure and Inventory

* Items you sell to the pawnshops should stick around in the pawnbroker’s inventory for a lot longer. However, pawnshop vendors now have an inventory limit of 100 items; vendors will delete their oldest items in order to keep their inventory within the limit.

* When dragging a stack onto another stack of the same item, the stacks will auto-merge. Keep in mind that you can hold down the Ctrl key and drag to specify a certain amount within a stack.
* Drag-and-drop is now functionally the same as double-clicking in the inventory screen.

* You must now repair an item before selling it.

* Item prices decline the more permanently damaged they are.

* Added starter versions of the Healer’s Kit and Repair Kit.

* Added some new iconic D&D treasures.

* Added many new item mutations (e.g., “of Smiting”), and removed some that no longer make sense in our game.

* Potion spell effects can now have a caster level different from the minimum required level to cast the spell.

* Magic throwing daggers will no longer do 1d10 base damage, and you will no longer auto-reload regular daggers in place of throwing daggers.

* Thundering weapons only do their extra damage on a critical hit, as per the Dungeon Master’s Guide.

* You now receiving a message when certain quest objects, such as keys, automatically drop out of your inventory when you exit an adventure. The dropped objects also now sparkle, making them easy to find in case you want to pick them up again.

* Fixed a problem where conditional bonuses (like +3 vs. undead) were not working correctly. They should now be fine.

Character Roles and Customization

* Warforged now have the ability to select Maker’s Marks during character generation.

* Increased warforged resistances to +4 from +3, and added disease resistance to their list.

* Bards’ inspire competence ability now affects their allies only.

* Trainers now warn you about the dangers of gimping if you try to, for instance, multi-class into a cleric and your wisdom score is 8.

* Monsters are a little better at their spot and listen checks, which makes sneaking a little harder.

* If you get really close to a monster and you are in its sight arc, you will now automatically be visible regardless of your skill in hide and move silently.

* Reduced the base tavern mana regeneration rate to five spell points every six seconds.

* The paladin Remove Disease ability now functions correctly.

* Cure spells now heal slightly higher than average damage, while still staying within the correct range of the spell. The same goes for Inflict spells.

Miscellaneous Fixes and Changes

* You no longer have to worry about losing your Repair tab when talking to a vendor – all fixed now.

* You can no longer move around if you’re held/paralyzed/asleep/stunned/etc.

* Fixed a bug in which you weren’t getting your XP bonus for finishing a quest on Elite.

* Fixed a bug that was causing falling damage to be less than it should be. Be careful!

* Fixed various misspellings and other typos throughout the game.

* Updated a number of game sounds.

* Fixed a number of visual bugs related to object placement.

* Tweaked a number of character animations.

* Fixed a bug where you couldn’t enter sneak mode if you had a dead enemy targeted.

* Cloud spells no longer destroy breakable objects (crates, barrels, etc.).

* Magic Missile can no longer break objects.

* Fixed a bug which prevented players from receiving the one-time XP bonus for completing an adventure on elite difficulty.

* You should no longer become frozen when casting with a wand and moving at the same time.

Known Issues

* Wearing armor with the "of Command" suffix may cause you to be unable to move until you remove the armor.

* Groups looking for players always show "FIG/WIZ 1" for the desired class and level.

* The Recovering the Lost Tome quest does not always update correctly when escaping the library. Try to make sure your entire party is together before leaving.

* There is no control box in the Stealth Training tutorial quest.

* The Cult of the Six story quest can't be completed.

* Adventure panels will occasionally appear on your UI in public areas. They should only appear when you are in an adventure.

* If the launcher appears to hang while Patching, try opening up My Computer (or anything that opens in a window) and drag the window over the launcher. A window may appear stating that the launcher has patched and needs to be restarted, if it is there, then click the OK button and the launcher will auto-restart.

* When a you try to log in with an existing character after patching, a message window may pop up stating that your character is already in the world. If this occurs, click the OK button on the pop-up window and try to re-enter the world with the character.

* If you die or fail a quest and you try to go back to it immediately, you may find that the dungeon has not reset. In some cases, this will mean you cannot continue the quest in the dungeon. If this should happen, you must leave the dungeon and wait at least five minutes for the dungeon to reset.

* Mapnotes do not appear the first time you enter a ward. Logging out and logging back in fixes this problem.

* Sometimes when you die and release to the city, you will be resurrected on the spot moments before your avatar actually leaves the dungeon. This can sometimes result in your dying again, and showing up in the city dead. This issue is particularly noticeable when you die in a large group of monsters.
Beta 3.5

Citation :
Dungeons & Dragons™ Online: Stormreach™ Beta 3.5 Release Notes


Content

* A new outdoor dungeon, Postern Gate Wild, is now accessible from the Harbor. This area has "encounters", much like the waterworks, Tangleroot Gorge, and Sorrowdusk Island (among other areas). You don't need a specific quest to enter it - simply walk on in and tackle encounters as you find them. We're very interested in getting your feedback on this more open-ended style of dungeon.

* Added pawnshop vendors to Fare Trades in the House Deneith ward, Second Gauntlet in the House Kundarak ward, Empty Handed in the House Jorasco ward, and the Erstwhile Emporium in the House Phiarlan ward. The Deneith vendors specialize in weapons, the Kundarak vendors in armor, the Jorasco vendors in miscellaneous clothing, and the Phiarlan vendors in jewelry.

* Non-pawnshop vendors will no longer refuse to buy items because they are too expensive. Pawnshop vendors continue to have limits.

* Fixed a number of typos in NPC dialogues and DM text.

* Fixed the name of Dorian, the fighter trainer in the Ruins of Threnal. His name will no longer "poke through" his tent.

* Completing Harbormaster Zin's quest now correctly lowers prices in the Harbor instead of raising them.

* Lord Gerald Goodblade no longer hands out a club for the Ancient Daggers quest, since all characters start with some type of bludgeoning weapon.

* Fixed numerous issues with and made general enhancements to gameplay, appearance, pathing, and item positioning issues of various dungeons.


Combat

* Overhauled ranged combat so that you are never, ever rooted against your will.

o When you want to shoot, just click attack. You'll fire as soon as you click. If you're moving, you'll shoot while you're moving.

o In order to shoot again, you'll need to reload. You must stop moving and let the reload animation play in order to shoot again.

o The Shot on the Run feat is now more accurately Reload on the Run. If you have this feat, you will play the reload animating while moving.

o The Rapid Shot feat now speeds up your reload animation, as well as a few other animations in the shot sequence.

o The Rapid Reload feat speeds up the reload time for crossbows (and only crossbows) by a fair amount.

* Updated all melee attack animations with better timing, attack box sizing, better feat support, and more.

* Melee combat is, in general, slower now, particularly at lower levels.

* There is a small delay at the end of a melee combo string before you can start the next combo.

* Implemented better stacking and functionality for combat speed effects - they should be more apparent and less bug prone. Slow/haste/etc. effects will be more noticeable.

* You can now sneak attack with two-handed weapons.

* All of the melee combat animations have been touched to ensure consistency in timing and collision detection box size.

* Combat callbacks are now consistent with combat animations (e.g., when you swing your right hand weapon, you'll always use the stats from your right hand).

* Two-handed fighting feats will cause you to trigger “glancing blows” in your attacks more frequently.

* Two-weapon fighting feats will increase the number of attacks you get per swing.


Gameplay

* Encumbrance now applies a slight movement penalty.

* If your max encumbrance is 0 (because, for instance, your strength is currently 0), you can no longer pick anything up.

* Using a wand no longer has a chance of rooting you permanently.

* Activating Uncanny Dodge no longer requires an animation.

* Fixed a bug where you could jump very, very high if you jumped repeatedly during a teleport (or any other time your movement was frozen).

* Fixed a problem where you would end up frozen in a fixed pose when entering a body of water.

* Traps re-apply their effect less frequently than they used to.

* You can no longer block while you're falling, climbing a ladder, or hanging from a ledge. You can no longer tumble while you're on a ladder.

* You now have to finish a tumble before you can attack or block.

* Being hit by a melee or missile attack now interrupts resting, opening chests, and logging out.


Monsters

* Many monsters have new ranged attacks which they will use if they cannot engage a character in melee. Be careful!

* Some monsters are now harder to sneak around.

* Mephits are now correctly flagged with the outsider monster type.

* Fixed a problem with monsters sometimes standing in place for a few seconds.

* Spider claw attacks will no longer cause poison damage - only their bites are poisonous now.

* Stealthed or invisible creatures will no longer display a ring beneath their feet when selected.

* Monsters are less likely to get stuck in narrow passageways, and will react better in doorways.


Spells

* Spellcasting has changed to include new animations with more apparent casting speed indicators. You will notice that some spells cast much faster and some cast somewhat slower.

* Slightly reduced spell point totals for clerics, wizards, and sorcerers.

* Increased the duration of some buff spells.

* Clerics and bards now have access to the blindness spell, as per the Player's Handbook.

* Cure Moderate Wounds no longer shows up as both a second and third level spell for paladins. It is now only a third level spell for them, as per the PHB.

* Added new effects to the Death Ward spell.

* Updated the spell description for Chill Touch to reflect the fact that it does negative, not cold, damage.


Characters

* Pre-rolled characters now have stats, skills, and feats in line with what you could actually create. Really!

* If you go to the advanced character generation screen with a non-human character, you will no longer see an incorrect point buy total.

* When you customize a new character and take skill points from the pre-filled skills, you will now be able to re-add points to those skills.

* Fixed some inconsistencies with starting equipment for new characters.

* You can now view a player’s biography by Examining that player.

* If you add a point of intelligence as part of your level advancement, and that extra point increases your intelligence modifier, the skill points you receive for that level will reflect your new intelligence score.

* Reduced the movement penalty that comes into effect at the end of a barbarian's rage.

* Added spell point boosts and healing amplification as possible action point enhancements for paladins, rangers, and bards.

* Removed some warforged enhancements that were not working correctly.

* The Use Magic Device skill focus feat is now available to all classes, as it should be.

* When you play a bard song, you will now hear a bard song.


Items

* It is now possible to find magic weapons, armor, and miscellaneous items with the ability to cast a given spell a certain number of times per day. These charges are reset by using a rest shrine or spending a couple of minutes in a tavern.

* To activate an item with the ability to cast spells, either make a hot key for it or double click on its inventory spot. All normal targeting rules apply for the spell, so make sure you've selected an appropriate target before you use the item.

* Slightly reduced both the quantity and quality of loot from treasure chests.

* Slightly increased the cost of some item repairs.

* Added Masterwork bolts.

* Added Bane arrows and bolts.

* Shields now display their damage reduction value when examined.

* Warforged docents now have more varied looks.

* Tower shields now come in wooden and steel varieties.

* The minimum level requirement for non-healing potions is now one less than the minimum caster level for the potion's effect. Healing potions always have a level requirement of 1.

* Revised material component costs and some material component names.

* Increased the caster level for wands of fireball and lightning bolt from level 3 to level 5.

* Adjusted the durability value for helmets.

* Removed a number of non-functioning effects from treasure items. Items that previously had these effects may no longer have them.

* Moved the khopesh from martial weapon vendors to exotic weapon vendors.

* Axeblock, hammerblock, spearblock, shocking burst, flaming burst, and icy burst are now suffix abilities (e.g., it's a Long Sword of Flaming Burst instead of a Flaming Burst Longsword).

* Added damage amplification items to the game.

* Added damage amplification potions to the game.

* The effects for murky well water and brown froth now function normally in taverns.

* Added some new iconic items from PnP D&D.


Social

* Fixed a problem that occurred when someone was removed from his (or her) guild when he (or she) was not online.

* Guilds can now have only one leader.

* Guild successors now actually work! If the leader resigns from the guild, the designated successor automatically becomes the guild leader.

* You can now successfully resign from your guild if you are the leader, even if you don't have a successor.

* Guild leaders can no longer set themselves as successors. Fancy that.

* If the designated successor leaves the guild, they are no longer marked as the successor.

* The text messages resulting from a character being promoted or demoted now correctly display their new rank.

* Guilds can no longer be renamed.

* You can no longer demote a guild member of the lowest rank.

* Removed a duplicate notice when you are removed from a guild.

* Fixed a bug that would sometimes cause the guild MotD to display twice.

* There are no longer default guild names. You must specify a guild name when creating a guild.

* Cleaned up guild chat. It should be working much better now.

* Added sortable class, level, and area columns to the guild member list. This information will initially be blank for existing guilds; it will populate as guild members log in.

* Improved the stability of the chat system, particularly when in parties.

* Your LFG flag now automatically turns off when you join a party, and you can not turn it back on as long as you're in a party. If you're not the party leader, your looking-for-party info gets turned off as well.


User Interface

* Added a bindable "Select Nearest Combat Target" key which defaults to the accent (`) key. This will select the closest monster in your field of view.

* NPC conversations will now be echoed to the entire party within dungeons.

* You can now type /sheath to put your weapons away and exit combat mode.

* You can no longer select and deselect spells during character generation or advancement by scrolling your mousewheel over the spell.

* Skills are now sorted first by class/cross-class and then alphabetically the character generation and advancement screens.

* Skills in the advancement window can no longer be dragged.

* Inventory slots now say what they are when you mouse over them.

* After you die, you can no see what your XP penalty is on the XP bar - the penalty is colored in red.

* When you've earned enough XP to level, your XP bar rank will remain at its maximum value until you see a class trainer.

* You can now select the dice displayed during combat from a list in the Options menu. Available colors include Onyx, Ruby, Kobold Brown, and more!

* When percentage dice are now rolled, two ten-sided dice will display to show the result.

* Fixed a problem where it was possible to talk to a vendor, take a few steps back, and open up a shop window which would then never close.

* Made various UI elements a little bit prettier.
Beta 4

Citation :
Beta 4 Release Notes
The Beta 4 release notes can also be found here.
===========================================


Welcome to Beta 4! The focus of this update is on bug fixes, game balance, and polish items. Highlights include:

* We’ve fixed a number of quests that were previously inaccessible or impossible to complete.
* We did a bunch of balance work and bugfixing on the enhancement system.
* We made some tweaks to the way the game hands out XP rewards.
* We added a ton of missing and updated icons to the game.

Happy holidays from everyone at Turbine - enjoy the update!


Content

* Performed a major overhaul on the Caverns of Korromar. Please give this dungeon a try and let us know what you think!
* Made a number of fixes and adjustments to the Heart of Tempest's Spine. This dungeon should now be fully playable.
* The area of Gwylan's Stand that contains most of the Hidden Stash containers is now accessible.
* Bruku now gives the Cult of the Six quest at the appropriate time.
* Fixed some problems with the Ambush at Sea quest. It should now be completable.
* There is now a way to get the Necromancer's Thrall quest from Hargo Kinmare even if you don't have a high bluff skill.
* Fixed a bug that made it difficult to give Corporal Delvascon the crates he requests.
* If you abandon the Gwylan's Stand quest, you will now correctly return to Corelay d'Phiarlan.
* Exploding barrels explode again.
* The tents in the excavation site are no longer breakable.
* Fixed some instancing problems with the Troglodyte Clutch dungeon. It will now behave as expected.
* Fixed some instancing problems with Sorrowdusk Island.
* Magefire Cannon Crates are now correctly labeled; they were previously called Precious Crates.
* The outdoor Threnal Ruins area is now nicely landscaped.
* As always, fixed a number of floating and otherwise misplaced objects throughout the world.
* Vendors with multiple shops now filter their inventory correctly based on your selection – when you look at one of their shops, you won't see items that belong to a different shop.

User Interface

* Dragging an item from your inventory to your paper doll will now auto-equip it.
* The "X" button on the advancement panel now closes the advancement window and cancels advancement as expected.
* Saving and loading custom keymappings should now work correctly.
* Added a whole lot of new icons.
* Completed quests now always sort to the bottom of your quest journal, in order to improve the visibility of underway quests.
* Changed the default color of NPC text in the chat window from horrid purple to a pleasant, soothing green.
* Fixed a focus orb display issue when viewing warforged NPCs.
* Fixed a character generation bug that made it difficult to select wizard spells.
* Hitting the Cancel button on the Guild panel will now actually cancel what you're doing instead of trying to process an empty string.
* Guild successor and leader icons now update correctly.
* Fixed and updated a number of portal screens.
* Fixed and updated a number of maps.

Combat

* Increased the speed of some melee attacks.
* Untargeted melee attacks will now hit the nearest monster in range, even if other non-monster targets (PCs, crates, etc.) are closer.
* Removed or shortened wind-up animations for many combat feats.
* The cleave and great cleave feats no longer have counters on them.
* Sap should now work correctly, and should now have an animation for human males.
* You should now be able to use melee feats unarmed.
* If you have the appropriate exotic weapon feat, repeating crossbows will fire three times before reloading instead of just once.



Gameplay

* It's now much easier to run uphill when in water flows.
* All XP bonuses are now calculated as a percentage of the base XP. This gives equal weight to a bonus regardless of its position in the XP tabulation.
* XP bonuses for destroying all breakables, looting all chests, and finding all secret doors should now work correctly.
* The XP penalty for completing a quest multiple times now bottoms out at -90% instead of -100%.
* Resting in a tavern will now cure harmful removed-on-rest effects (e.g., temporary negative levels) and will recharge items with limited charges per day.
* Bookshelves that conceal secret doors are now be much easier to detect.
* Weapons will now reappear after performing an action that conceals them (using a lever, emoting, etc.)
* Fixed some problems with the way guilds were being stored on the server.
* Fixed a bug where the jump animation was not playing correctly.
* Fixed some problems with the chat server that would cause guild or party chat to become unavailable.
* Improved readability and fixed a number of typos in DM text and NPC dialogues.



Characters

* The barbarian fast movement ability now works correctly.
* Increased the damage reduction benefits on the barbarian Action Boost enhancement.
* The benefits of the Extra Rage enhancement are now properly lost when the enhancement is removed.
* Warforged and barbarian damage reduction benefits and feats now stack properly.
* The warforged adamantine body feat now correctly applies damage reduction 2/adamantine.
* The Dwarven Faith enhancements are now purchasable at the appropriate levels.
* Lowered the base attack bonus requirement on some dwarven enhancements (Giant Dodger and Dwarven Cleverness) to a more reasonable level.
* Added rogue enhancements for faster sneaking.
* Pre-generated clerics now have access to the Summon Monster 1 spell.
* The cleric Divine Cleansing II and III enhancements now correctly give +6 and +8 bonuses, respectively, instead of +4.
* Changed the name of the Improved Empowering cleric enhancement to Improved Empower Healing, as the enhancement only affects the Empowering Heal feat.
* Paladins can select the Extra Smite enhancement at level 1.
* Paladin Lay on Hands enhancements no longer have the Cleave feat as a prerequisite.
* The paladin Rally enhancement now works as advertised.
* Bard music enhancements will now play the correct music and animations.
* Fixed a bug that would cause certain damage amplification enhancements (Improved Combustion, Improved Glaciation, etc.) to not appear when they should.
* Fixed some ability score exploits in character generation.
* Reduced the number of spell points awarded for enhancements that grant extra spell points.
* Enhancements that grant skill bonuses should now consistently reward the correct number of bonus points.



Spells

* Instead of reducing gravity, feather fall now simply caps your maximum falling speed. While the spell is in effect, you will not take falling damage, but you will no longer be able to jump higher than normal - this is consistent with the 3.5 D&D version of the spell. Please note that items that grant feather fall will receive this fix in a future update.
* Cloud spells will now fizzle if cast into water.
* Stinking cloud now splatters your screen with green gunk.



Items

* Added a number of trinket slot items (ioun stones, etc.)
* Weapons wielded in your off-hand no longer add their enhancement bonus to your armor class.
* Wands and scrolls are now flagged as one-handed items, allowing you to equip a weapon or shield in your off-hand. You will still be unable to make any melee attacks when wielding a wand or scroll, however.
* When casting through a wand, particle effects now appear on the wand instead of on your hands.
* Weapons with burst effects now to extra damage when their critical hit damage multiplier is higher than 2x. For instance, a Battle Axe of Flaming Burst has a 3x crit modifier, so it does an extra 2d10 damage on a successful critical hit. This is consistent with D&D 3.5.
* Magic bows now apply their bonuses correctly.
* Shields can now have energy resistance, spell resistance, and fortification effects.
* Added more iconic D&D items to the treasure table.
* Restricted some effects from appearing on inappropriate items (for instance, it is no longer possible to find a vorpal club).
* Fixed a problem where some helmets would not be visible when equipped.
* The treasure system will no longer generate docents with racial restrictions, as docents are inherently restricted to warforged only.
* The damage resistance on light shields has been reduced to 1.
* Keoghtom's Ointment now correctly cures poison and disease, in addition to healing a small amount of hit points.

Monsters

* Improved monsters' ability to track you within melee range - this should make it somewhat harder to circle-strafe around them.
* You can no longer use bluff, intimidate, or diplomacy on monsters who don't understand Common.
* Trolls no longer take increased damage from acid or fire attacks. Instead, they now lose their regeneration ability for some time after being struck by an acid or fire attack.
* Increased the caster level and charisma scores of some kobold sorcerers.
* Wraiths spawned by death at the hands of another wraith now have a power level in line with the original monster.
* Player and monster attacks should no longer go through doors; they can still go through friendly targets though.
* Minotaurs who are killed while charging will no longer cause damage at the end of their charge.

Known Issues

* When you log in, there is a small chance that your ranged combat attacks will not be working - you will see your character perform shooting and reloading animations, but no ammunition will be used, no dice rolls will be made, and no damage will be done. If this happens to you, you may resolve the issue by logging out and logging back in. The issue may also resolve if another player enters your current zone.
* When you switch armors, your avatar's appearance does not always update correctly - you may appear to be wearing the old armor, or a mix of the old and new armors.
* Characters may show up without any of their equipment on the character selection screen.
* Rarely, you may get stuck in an object or fall through the world. If you are unable to get back to where you are, you will have to use the /suicide command and release your spirit to fix the problem.
* If you try and initiate a trade with a player who is already involved in a trade transaction, you will not receive any message stating that the player is busy.
* Some UI elements might be difficult to move, resize, or close because they are blocked by progress bars.
* If you log out while receiving voice chat data, your client may freeze or crash.
Citation :
o We’ve blocked off sections of Kundarak and the Twelve. The reasons for this will remain a mystery for now!
Ils ne voulaient pas que les quêtes haut niveau soient trop connues?
En tous cas quand on voit le boulot effectué en deux patchs et demi bin... chapeau, Turbine, comme d'habitude
Citation :
Publié par Ariendell
Ils ne voulaient pas que les quêtes haut niveau soient trop connues?
En tous cas quand on voit le boulot effectué en deux patchs et demi bin... chapeau, Turbine, comme d'habitude
En fait The Twelve était vide d'NPCs a part des vendeurs de matos +2.
La partie de Kundarak sealed, faudrait que je me renseigne mais les quêtes de Kundarak normal sont totalement bugées.

Apparement ils ont retiré une partie de contenue parce qu'ils n'arrivaient pas à sortir une version potable et jouable, donc ils ont réduit le nombre final pour le débuger plus facilement/efficacement puisque pour Turbine, il leur faut une base clean qui marche au poil pour la release. C'est totalement logique mais ce n'est pas encore le cas.
Lors du stress test 2, j'ai utilisé le "bug du double saut" qui permettait d'atteindre des zones très haute (je ne sais pas s'il a été corrigé, je n'ai pas dû être le seul à leur envoyer un bug report là-dessus), je avec un peu d'astuce j'ai réussi à passer le blocage magique.

En fait, la zone n'était pas terminée et les NPCs pas tous scriptés, donc je comprends qu'ils n'aient pas donné l'accès à cette zone.
Citation :
Publié par Conrad'Son
Lors du stress test 2, j'ai utilisé le "bug du double saut" qui permettait d'atteindre des zones très haute (je ne sais pas s'il a été corrigé, je n'ai pas dû être le seul à leur envoyer un bug report là-dessus), je avec un peu d'astuce j'ai réussi à passer le blocage magique.

En fait, la zone n'était pas terminée et les NPCs pas tous scriptés, donc je comprends qu'ils n'aient pas donné l'accès à cette zone.
Le double saut ne fonctionne plus ce qui fait que The Twelve n'est vraiment plus accessible.
Live jeudi sur les serveurs Beta:

Citation :
DUNGEONS & DRAGONS ONLINE™: Stormreach™ Beta 4.5 Release Notes

Welcome to Beta 4.5!

Now that all of us here on the DDO team are back and well-rested from the holidays, there’s a palpable sense of energy around the office. It seems like something happens each and every day that reminds us that launch is just around the corner: we lift the NDA, we get a status update on the preorder program (it’s going really well – thanks everyone!), we get to see the near-final box design, and so on.

We know the game’s good now, but we want it to be even better. We’ve added a ton of bug fixes to this update – these release notes are our longest yet by a good margin – and we already have lots of people working on the first post-launch update.

Here are some of the highlights for this update:

*We performed a complete XP pass on each and every dungeon in the game. We looked at each dungeon, evaluated its length and difficulty, and adjusted its XP reward accordingly. In some cases, we found that dungeons were easier than they should be; instead of drastically lowering their XP, we decided to bump up their difficulty to make them worth the XP delivered. The net result of all of these changes is that there is much more XP in the game overall than in the last update.

*It’s no longer possible for characters to get stuck in the market tent, and previously stuck characters should be fixed. Hooray! And thank you to everyone who posted and helped us finally track this down and fix it. If for some reason you do see this issue again, please let us know right away.

*We made some further changes to address the recent chat server issues – these should now be a thing of the past. Thank you for your continued patience while we fixed this problem. Again, if you happen to have any further chat problems, please let us know right away.

*General chat is now available in public areas – you will automatically subscribe to an area’s general chat channel when you zone in. To speak in general chat, just type “/general <message>”.

*Some important combat changes for balance purposes: Manyshot now lasts 20 seconds when activated; it has a 2 minute cooldown timer. If you’re wielding a ranged weapon, monsters will also have a +4 bonus to hit you in melee combat. Melee attacks made while moving now suffer a -4 penalty to hit. You can offset this penalty with the Spring Attack feat.

*Boss monsters should be significantly tougher – we want these fights to be challenging and memorable. You’ll find that boss monsters are now highly resistant or even immune to charm, fear, poison, and death spells. We’ve also raised the AC of many boss monsters.

*We made a number of improvements to combat text output. We clarified a number of existing messages, and we now capture many events that we didn’t capture before.

*We fixed a number of dungeons in the House Kundarak ward that didn’t always successfully record the completion of their quest. These dungeons include the Lair of Summoning, the Forgotten Caverns, the Chamber of Insanity, the Ruined Halls, and the Haunted Library. As a result of this fix, you will no longer be able to enter these dungeons without being on their corresponding quest.

* The Redwillow Ruins received some significant changes: surface encounters now give XP, we added optional objectives to the mini-dungeons, and we simplified the dungeon objectives to make the quest flow better overall.

*Cyrese now gives you a proper story quest for Tempest’s Spine – the quest will show up in your quest journal, and you will receive a reward from Cyrese if you talk to her after you finish the quest.

*We fixed several issues with the puzzle in the Search for the Rare Scrolls quest. This puzzle is now consistently solvable.

*We reduced the effectiveness of (nerfed) the Turn Undead ability. The old version was too overpowered.

We look forward to hearing your feedback on this update on the preorder and beta forums. Enjoy!

Sincerely,
The DDO Team



Known Issues

*Items stored in banks may disappear. We are still working on this issue. In the meantime, we recommend that you not store anything in the bank unless you’re willing to possibly lose it.


Content

*Performed a global review of experience rewards, and adjusted many of them. The main focus is to reward more xp for long story arcs, puzzle-heavy dungeons, and particularly dangerous dungeons. This change increases the total amount of experience points available in the game by a significant amount.

*Overall, high level adventurers are now worth more experience. For every challenge rating level past 1, we apply a +10% to the base experience of the adventure.

*Lowered the experience bonus for completing a dungeon for the first time from 50% to 25%.

*Added a 25% experience bonus for completing a dungeon on hard for the first time.

*Removed the "chests looted" experience bonus.

*Experience bonuses for finding secret doors should now be working correctly.

*Fixed a bug with the final treasure chest in Eyegouger's basement.

*Added a missing control panel in Deneith Sewers 2.

*Fixed a problem with the floor puzzle in the Search for the Rare Scrolls quest.

*Fixed a problem where the head librarian in the Old Archives would never open the door for you if you didn't complete his conversation the first time.

*Turned on traps in the Temple Outpost. Be careful!

*Fixed a blocked valve (which controls a secret door) in the Gnashtooth Prison.

*As always, cleaned up the various environments visually and fixed locations where you could get stuck.

*When Cyrese gives you the Tempest's Spine quest, it now shows up in your quest journal.

*Fixed some XP problems with Tempest's Spine.

*You can no longer access the blocked-off hallway in Freshen the Air.

*Increased the difficulty of the Emerald Claw's Laboratory.

*Improved grammar, wording, and content in several NPC dialogues.

*Reduced the weight of the supply crates in Stormcleave Outpost.

*Changed the name of the Northern Ruins in the Abandoned Keep to the Southern Ruins to reflect their actual location.

*Made many general improvements to the Redwillow Ruins quest. Surface encounters now give XP, we added optional objectives to the mini-dungeons, and we simplified the dungeon objectives to make the quest flow better overall.

*Fixed a problem with the end of the Entering the Gate Chamber quest - you should now be able to actually enter the gate chamber.

*Added some new flavor NPCs to various areas of Stormreach.

*Doors in the Haunted Library should now open and close when you expect them to.

*Added an optional objective for the Glass Spider Queen in the Caverns of Korromar.

*The tutorial and newbie quests received extensive polish passes.

*Fixed some problems with completing the Lair of Summoning, Forgotten Caverns, Chamber of Insanity, Ruined Halls, and Haunted Library.

*Added a new vendor, Four-Fingered Thad, to the tutorial. He will sell weapons to you after you finish Euphonia's quest.

*Fixed the map for the Swiped Signet quest.

*Added a map for Postern Gate Wilds.

*Added missing fog of war effect to Delera's Tomb and Sorrowdusk Isle.

*The game should now recognize that you've talked to Greezix in the Caverns of Shaagh quest.

*You can no longer free the Clan Tunnelworm prisoners without opening their cell doors.

*It’s now possible to select and disable the fire trap control box in the Vault of the Restless.

*The Rotting Crypt in Upper Sorrowdusk is now completable.

*The idol pieces in Scoundrel's Run now need to be physically brought back to the pedestal.

*The troglodyte warlock in the Butcher's Path will no longer respawn once you've killed him.

*Increased the difficulty of Redfang's Nesting Ground.

*Increased the difficulty of the Troglodytes' Get and Old Gray Garl.

*Increased the difficulty of Valak's Mausoleum.

*Increased the difficulty of the Hidden Chapel.

*The Catacombs quests received an overall difficulty increase.


Characters

*Converted Manyshot to a click feat that lasts for 20 seconds, with a cooldown time of 2 minutes.

*Fixed some problems with advancement to level 10 - fighters now receive their bonus feat, rangers receive their new favored enemy, and wizards receive their new meta-magic feat.

*Rangers no longer get greater two-weapon fighting at level 10 - they should get it at level 11.

*Spellcasters who raise their primary stat (intelligence for wizards, wisdom for clerics, etc.) will now see the expected increase in spell points.

*When you advance an ability score as part of gaining a level, you can take feats that require the new ability score. For instance, if a fighter advanced to fourth level and used her ability score increase to raise her dexterity score from 14 to 15, she would be able to select two-weapon fighting (which requires 15 or higher dexterity) as her class feat for that level.

*As per D&D 3.5, the duration of a barbarian's rage ability factors in the constitution bonus from the rage itself.

*The Extend Rage and enhancements are now working correctly.

*As per D&D 3.5, the barbarian rage ability now gives a -2 AC penalty instead of a +2 AC bonus.

*The Precise Shot feat was never implemented and is therefore no longer listed in game.

*The Inspire Competence bard ability now has a range of 10 meters.

*Bards will now correctly receive the Inspire Greatness ability at level 9.

*Bards now need line-of-sight with their target in order to use their Fascinate ability.

*Removed some non-functioning warforged enhancements.

*The warforged Construct Thinking II enhancement is now available.

*The warforged Healer's Friend and Inscribed Armor enhancements are now working correctly.

*Human enhancements that improve healing are in and functional.

*The Improved Mental Toughness feat is now available and working correctly.

*Paladin aura enhancements are now in and functional.

*Paladin fear immunity is now working correctly.

*Skills now have a maximum value of 40.

*Untrained, unusable skills will now show up with "n/a" in all columns when viewed in the character sheet or during character generation.

*New clerics now have the opportunity to review their known spells during character generation.

*Multiclass characters will now display their classes from highest level to lowest level, instead of in alphabetical order.

*Death penalties received at first level no longer carry over to second level.


Gameplay

*When you enter a public area, you will now be automatically subscribed to a general chat channel for that area - use "/general" or "/chat general" to speak on the new channel. Please note that dungeon instances do not have general chat available.

*Chests can now only be looted by people who are in the party when the chest is opened. Anyone who joins the party after a chest is opened will not be able to loot anything from it.

*Reduced the duration that cowered undead remained turned from 60 seconds to 20 seconds.

*Reduced the base number of monster hit dice affected by turn undead from 2d6 + modifiers to 1d6 + modifiers.

*Improved teleport loading times! We made several changes to reduce load times for players.

*Fixed a bug where clicking the Cancel button in the Options panel could corrupt your UserPreferences.ini, which would causes errors when logging back into the game.

*Fixed a problem with the way death penalties were being calculated. The net effect is that deaths will now cost slightly more XP.

*You may now logout while you are dead.

*You may now finish or recall from a dungeon while swimming.

*Summoned monsters no longer count towards kill tallies on adventures.

*Dart and vial traps now properly scale with the trap level.

*Traps and secret objects now scale their difficulty based on the level of difficulty (normal, hard, elite) of the dungeon.

*Corrected and polished a number of character and monster animations.

*Turn undead now shows your turning roll (in both the d20 display and in chat), and the damage inflicted (in chat).

*Removed the charge-up animation from the paladin Smite Evil attack.


Combat

*Melee attacks made while moving now have a -4 penalty to hit. Spring attack is now a passive feat that removes this penalty.

*Slightly increased the attack speed for characters with a high base attack bonus by reducing the delay between combo attacks.

*A monster making a melee attack against a player wielding a ranged weapon now gets a bonus to hit - this roughly simulates attacks of opportunity.

*Fixed a rare bug where ranged attacks would stop working until you logged out and logged back in.

*Sneak attacks now display separate damage amounts for your regular damage and your sneak attack damage. The chat window now tracks sneak attacks as well.

*You will now get appropriate text feedback when you hit a monster for 0 damage.

*You can no longer make melee attacks while stunned or when one or more of your stats is at 0.

*You can now cleave and make sneak attacks while unarmed. Really though, you should just wait until we add monks.

*Issues with cleave, great cleave, and whirlwind attack hitting only one target have been fixed.

*Human males should now be able to sneak attack while holding a sword and shield.

*Your text feedback now clarifies glancing blow attacks.

*Fixed a problem where fired missiles would first stay in place for 100ms before starting to move.

*If you try and use a condition effect (like blindness or level drain) on something that's immune (like the undead), you will now get appropriate feedback.

*You no longer suffer two-weapon fighting penalties when a throwing weapon is in your main hand and a melee weapon is in your off-hand.


Items

*Items that grant feather fall now behave as expected.

*Weapons with charges per day of damage amplification are now functional. Spend a charge to get 30 seconds of the appropriate type of damage amplification.

*It’s no longer possible to use Elemental Gems in public areas.

*There are no longer two different kinds of "Scholarly Note" collectables – we renamed one of them "Research Diary".

*Examining a collectible will now tell you who collects it.

*The rewards for rare arcane collectibles are now magical robes.

*House Phiarlan vendors now give the correct discounts to people who have completed Splinterskull.

*High-level pawnshop vendors will no longer create items with a minimum required level of 11 or higher.

*Kundarak pawnshops now buy magical shields.

*Vendors can now repair magical jewelry.

*Vendors no longer sell invisibility potions or wands of invisibility.

*Mass Camouflage scrolls will no longer drop, since they require a level 13 ranger to cast.

*Added a number of new wands to treasure tables and wand vendors.

*Warforged docents now grant new and improved colors.

*Items now display their base value only - to find out their real value, talk to a vendor.

*Added a Lesser Bane effect (+1 to-hit, +1d6 damage) to weapons. Bane weapons are now more rare.

*Added some new types of enchanted ammunition to the game.

*Rogues should no longer receive shields as quest reward choices.

*If you have a full inventory and you are carrying a type of stackable item, you can now pick up more of that item as long as you still have room in the stack.


Monsters

*Most boss monsters are now very resistant to charm, fear, poison, and death spells.

*Reviewed, and in general slightly increased, the AC values of named and unique monsters.

*Monsters that decide to run and hide will now actually use their hide skill if applicable.

*Monsters will no longer automatically detect hostile monsters that are invisible, hiding, or behind an obstacle.

*Monster names no longer appear over dead or invisible monsters.

*Monsters should no longer continue to attack while dying.

*Many general improvements to monster pathing and AI.

*Mephits are now capable of casting spells under certain circumstances.

*Hobgoblins now have ranged attacks.

*Fire elementals now have a fiery aura that burns nearby enemies.

*Some monsters will now chase players up onto crates and other climbable objects.

*To avoid the effects of a troglodyte stench cloud, you must now make a Fortitude saving throw instead of a Will saving throw.

*Many monster spellcasters will now cast a wider variety of spells.

*You can now make physical attacks against the named spider Whisperdoom.


Spells

*Protection from evil will no longer protect you from effects that aren't charms or compulsions.

*Divine reagent vendors in House Kundarak and House Jorasco now sell spell components for level 5 divine spells.

*Soundburst was allowing a save for damage but not the stun effect. It now allows a save for the stun effect but not the damage, as per the D&D rules.

*Removed Fire Shield spells from the spell lists, as these will not be in for launch.

*Incendiary cloud has a new visual effect.

*The Shout spell now allows a save for half damage.

* Break Enchantment will now hit enemies as well as friendly targets.

*Cure Light Wounds (Mass) will now damage any undead creatures caught in the spell's radius.

*The Cloudkill screen splatter should now go away when you leave the cloud.

*Most offensive spells should no longer pass through doors and other objects.

*Capped the duration of cloud spells (cloudkill, etc.) at 30 seconds per caster level. Cloud spells with a shorter duration (like stinking cloud) are unaffected.

*The Virtue spell now adds 10 temporary hit points, plus 2 per every 2 caster levels over 4 (12 at level 6, 14 at level 8, etc.) to a maximum of 20 temporary hit points.

*Sleep spells no longer affect elves. Elves that are hit with sleep spells now give the expected "Immune" message.

*Characters and monsters affected by Otto's Resistible Dance can no longer make melee attacks.

*The Flame Arrow spell is no longer subject to its caster's spell resistance.


Graphics

*New advanced graphics option “Environment Stencil Shadows” enables or disables shadows cast from architecture.

*New advanced graphics option “Player Mesh Combining” allows distant players to render faster, at the cost of additional RAM.

*Added new visual effects to the melee action point boosts.

*Fixed many clipping problems with character models and animations.


Voice

*Voice chat is now fully multithreaded. This allows seamless chatting during loading screens, improves quality, and makes voice chat more responsive.

*The voice capture threshold for voice chat no longer defaults to 1.0.

*There is now a slider that lets you set the network latency buffer time for voice chat.

*You can now independently change the playback and capture devices used for voice chat.

*Microphone audio now echoes back during mic testing for easier adjustment of settings.


Interface

*Improved d20 text output - the purpose and result of the die roll should now be clearer.

*You can now use "/who lfg" to find other players looking for a group.

*Added the following slash commands: /lfg, /anon, /invite, /quit, and /logout.

*Added an "Anonymous" button to the social panel. Players who turn this option on will not appear in player search results.

*The /suicide command has been changed to /death.

*Added many, many more new icons.

*Cleaned up a number of focus orb images, and added some images that were missing.

*Dungeon master text should look better when playing in an 800x600 resolution.

*The trade panel now displays the name of the person you are trading with.

*Made some changes to DM text to make it easier to read.

*The mouse cursor should now appear correctly when trying to purchase enhancements in mouselook mode.

*The spellbook interface should now be a little more intuitive.

*The voice capture threshold for voice chat no longer defaults to 1.0.

*There is now a slider that lets you set the network latency buffer time for voice chat.

*You can now independently change the playback and capture devices used for voice chat.

*The Options panel now allows you to map a key to hide the main UI.

*The experience panel will now tell you if you entered an instance after the adventure was completed.

*The experience panel now does a better job reporting experience for encounter areas without a main quest (Waterworks, Tangleroot Gorge, etc.), where experience can only be gained from overcoming individual encounters.

*Added a new enlarge map icon to the radar.

*The trade panel now scrolls when more than eight items are inside it.

*If you press the LFG button associated with a quest, it will turn on your LFG flag and set your LFG comment to the name of the quest.

*Lists of feats and enhancements will now sort alphabetically.

*The inventory panel now displays your AC and blocking AC.

*The party invite button now grays out if you are in a party and not the party leader.

*The right mouse button (along with the mouse wheel and left mouse button) is no longer bindable. You can still switch the left and right mouse buttons in the options panel.

*Changed the character generation steps in the title bar to match the actual order of character generation.

*You can now navigate most game UIs with a game pad or keyboard keys.

*You can now assign mouse cursor control and keyboard keys to game pad buttons. This includes better support for analog controllers.

*The game will now auto-detect an attached XBox 360 controller and load a default key mapping for it.

Ce que j'aime bien:
*You can now cleave and make sneak attacks while unarmed. Really though, you should just wait until we add monks.
En tous cas y'a des choses très bien dans ce patch note. Espérons notamment qu'ils ont réussi à bien s'en sortir avec l'IA cette fois
Et les monks sont en quelque sorte promis aussi
Citation :
Publié par Vic Mackey
The warforged Healer's Friend and Inscribed Armor enhancements are now working correctly.
Je sens que le premier est intéressant, mais je vois pas du tout à quoi peut servir le 2ème. Peut etre que c'est celui tant attendu qui permettrait au Warforged d'ignorer le 5% d'échec aux sorts profanes!
Beta 5.0

Lien direct: http://www.ddo.com/files/30/38/31/94/726.html

Citation :
30-Jan-2006
DUNGEONS & DRAGONS ONLINE™: Stormreach™ Beta 5 Release Notes

Content
  • Old Sully's Grog has been found to have detrimental effects on kobold physiology. Kobolds found within the cavern beneath Wavecrest Tavern are now physically weaker and their scales are less protective.
  • Replaced the teleporters in the marketplace tent with regular doors. So the marketplace tent bug should really, really be fixed.
  • Fixed a problem in Tempest's Spine where some monsters would be frozen and untargetable if you entered the cave through the locked door.
  • The elves in Tempest's Spine are now drow (dark elves).
  • Talf will now show up at the top of Tempest's Spine, allowing you to continue the quest.
  • The Iron Golem in Tempest's Spine will now keep attacking until you've opened all four pedestals.
  • It's now possible to complete the objective to obtain access to the hidden rune in Tempest's Shrine.
  • The Dryden Family Tomb, Patriarch's Crypt, and Endgame are all correctly set to CR3.
  • If you select "No Thanks" after talking to Henda in the Phoenix Tavern, her chat window should now correctly disappear.
  • Your enemies will now consistently attack Coyle in the Hold for Reinforcements quest.
  • Fixed the drawbridges in the Sunken Sewer.
  • The ogre leader will now spawn correctly in Gladewatch Outpost.
  • Chief Eechik in Clan Gnashtooth no longer wanders around the dungeon. This also fixes a problem that could cause his dialog box to get stuck on your screen.
  • Destroying the four fancy sarcophagi in the Book of Six will no longer cause the door to the room to close and lock.
  • The scorpion swarm on Sorrowdusk Isle will now spawn correctly.
  • Gargoyles in Sorrowdusk Isle will no longer get stuck on their perch.
  • Speaking to the Terrified Prisoner in Venn's Fate should always create the scorpion spawn.
  • Fixed a problem with some monsters (including Witch Doctor Moog) not always spawning in Garrison's Missing Pack.
  • Moved a hard-to-reach fire mephit that was sometimes causing problems in Rescue Expedition.
  • The clay golems in Rescue Expedition will now attack you if you get too close.
  • Significantly improved the behavior of Coyle Lovell and the Deneith Explorers in Escort the Expedition.
  • Brother Mirashai will no longer fail to teleport you to the Eye of Kol Korran if you speak to him after completing Grey Moon Waning but before beginning the Cult of the Six.
  • The monsters in the Halls of Shan-to-kor no longer open the gates for you.
  • Only player characters can trigger the closing gate at the end of the Halls of Shan-to-Kor. The gate will also now open 60 seconds after it closes.
  • Reduced the amount of XP given by the Seal of Shan-to-kor quests.
  • Stained-Tusk in Irestone Inlet won't walk away when you're talking to him anymore. He also won't say that Dinks is dead unless he really is.
  • If you die or leave Irestone Inlet, you will drop any kegs that you are carrying (they can be picked up again).
  • Added an objective to kill 30 monsters and increased the overall encounter difficulty in the Deliver Supplies quest.
  • The kobold ambush in the Kobold Blockade is now an actual ambush.
  • You are now required to solve the floor puzzle in order to complete the Search for the Rare Scrolls quest.
  • Ironclaw in Quickfoot's Hideout can now move out of his starting location.
  • The final scorpions in the Warder's Defense quest now spawn correctly.
  • Reduced the amount of XP given by the Redwillow Ruins.
  • If you close the door to Witch Doctor Neecha's room in Stealthy Reposession, you can now open it again.
  • It should now be possible to memorize spells in the Gold Wing Inn.
  • The Bogwater Tavern now has a door!
  • The Rook's Gambit now has the appropriate sign.
Combat
  • Cleave, great cleave, and whirlwind attack should be better at hitting multiple opponents now.
  • Autoattacking with a repeating crossbow should now work correctly. You'll shoot three bolts per reload cycle.
  • The Improved Critical feat for thrown weapons now works correctly.
  • You can no longer fire missile weapons or cast spells through a door by standing very close to it.
  • You can no longer use melee feats (such as cleave) while wielding a missile weapon in your primary hand.
  • Tumble now has its correct cool-down timer.
  • Two-handed swords will no longer have a weapon trail that lasts forever if you are interrupted mid-swing.
  • Weapon particle effects will no longer display when their associated weapon is invisible (e.g., during emotes).
Items
  • Level 5 arcane and spell inscription components are now available in the House Jorasco and House Kundarak wards.
  • Level 5 divine scrolls are now available in the House Jorasco ward.
  • The Use Magic Device skill now requires a skill check. If you fail this skill check, you will use one of the item's charges with no effect.
  • Missile weapon details now show up again in the inventory screen.
  • Keen weapons now correctly display their threat range.
  • Fixed a display issue with armors that have a higher than normal max Dex bonus (e.g., mithral armors).
  • The Scarab of Protection now correctly absorbs negative levels and death spells again.
  • Warforged docents should vary in appearance based on the warforged body type (regular, mithral, or adamantine).
  • Helmets worn by warforged characters are now visible.
  • Treasure chests are now ethereal - you can no longer stand on top of them or get stuck behind them.
  • Metamagic feats no longer affect wands.
  • Items that give an Int bonus now have the word "Clever" as their prefix.
  • Darkwood armor now correctly decreases the standard skill check penalty instead of increasing it.
  • Items that grant bonuses to skills are now correctly labeled as giving competence bonuses instead of enhancement bonuses.
  • Removed the Ring of Troll's Regeneration from the game.
  • Summoned flame arrows are no longer sellable.
  • Banishing weapons now correctly apply their effect to extraplanar creatures only.
Monsters
  • When you successfully Intimidate a monster, you will remain its primary target for at least six seconds.
  • Diplomacy will now function even if you are not the monster's primary target.
  • Monsters that are destroyed by Turn Undead or disintegrated no longer have a chance of dropping a collectable object.
  • Troglodytes' stench cloud should no longer be able to drastically reduce your frame rate.
  • It's now much harder to use Turn Undead on Gerard Dryden in the Dryden Family Tomb.
  • Some trolls were missing their regeneration ability. It grew back.
  • The boss monster upgrades in the last update were not properly applied to all boss monsters. This has been fixed.
  • You will now see status icons when you are affected by a marut's special attacks.
  • Dreadlord Giddeon will now chase you if you try to run away from him.
  • Improved a lot of monster behaviors, particularly their logic for when to switch from melee attacks to ranged attacks.
  • Increased the reach of golem melee attacks.
  • When you are killed by a wraith, a new wraith should spawn more consistently.
  • Wraith movement is much smoother.
  • Lowered the AC of the Rusty Iron Defender on hard and elite settings.
  • The ranged attacks of charmed monsters will now correctly target other monsters instead of players.
  • Beholders will no longer lose invisibility if they use one of their eyebeams.
Spells
  • Spells and effects that allow periodic saving throws (like dominate monster) have had the time between sucessive saving throw increased.
  • Charm spells now have longer cool-down timers.
  • Added a saving throw to resist blindness caused by glitterdust, as per the Player's Handbook.
  • It is now more visually obvious when a target is nauseated by a stinking cloud.
  • Fixed an intermittent bug causing the screen visual for cloudkill to persist indefinitely.
  • Protection from evil now correctly protects you from charm and compulsion effects.
  • Shocking grasp and chill touch now allow a reflex save for half damage.
Interface
  • The Options panel now saves your key mappings as soon as you press the close button, as opposed to when the client shuts down successfully.
  • Chat windows will now preserve their location between logins. The maximum number of undocked chat windows a player can have is 10.
  • If you have multiple shortcut bars in view at once, you can now switch between them with Ctrl-#. Pressing a number key will activate the corresponding ability on whichever hotbar is currently active.
  • The focus orb can now be minimized.
  • The Enter key is no longer mapped to accept the default dialog option - chatting while dead will no longer release you back to town.
  • The main shortcut bar now has a numeric label indicating which set of shortcuts it currently shows.
  • Unprepared spells will now be greyed out in the shortcut bar.
  • Adding a spell shortcut to an undocked shortcut bar no longer un-prepares the spell.
  • You can now see your own messages in the guild, officer, general, and party chat channels again.
  • You can now continue to use the chat window when an NPC dialog is on the screen.
  • Hitting the ESC key will now cancel the currently active popup menu.
  • If you are in a dungeon, you can no longer remove the associated quest from your quest journal.
  • Typing "/lfg on [comment]" will now add the specified comment next to your name in the LFG tool.
  • The XP bar now correctly displays action point progress when gaining XP past level 10.
  • The default examine icon is now a magnifying glass instead of an eye.
  • Removed some unused chat channel options from the chat menu.
  • When you have negative XP (due to deaths), you will no longer see a string table error in your character sheet's XP field.
  • Elemental damage types no longer appear in the damage reduction UI tooltip.
  • Trades can no longer be completed unless the trading parties are within five meters of each other.
  • The advancement summary now displays the correct number of HP gained, taking into account your Con bonus and any other modifiers (such as the Toughness feat).
  • Added some aliases to chat commands - you can now use /t instead of /tell, /g instead of /gu, and /rt instead of /retell.
  • The Tell button on the Social panel correctly pre-populates the text entry area again.
  • All narrated DM text now appears in yellow text. All non-narrated DM text now appears in white text.
  • If you're in a party, you now show up in the first slot on your Party display.
  • Clearing a key binding will no longer cause it to get reset after a user logs out and in again
  • Fixed a bug which caused the camera to pop around while walking around the world when not in mouse look mode.
  • Fixed a bug which caused all party members to display the voice chat enabled icon even if they had disabled voice chat.
  • Other players will now properly animate when climbing a ladder
Characters
  • Action points for 10th level characters are now awarded at the expected XP amounts.
  • Warforged characters with the Mithral Body feat are now correctly classified as wearing light armor instead of medium armor.
  • Fixed a bug which would sometimes cause cleric and paladin Turn Undead uses to drop to 0.
  • As per the Player's Handbook, you can no longer perform actions that require concentration (search, cast a spell, fight defensively, sneak, etc.) while under the effects of the barbarian rage ability.
  • The Barbarian's Intimidation enhancement is now purchaseable. This will make successfully intimidated opponents become shaken.
  • Edited the descriptions of the barbarian Action Boost enhancements to match game data.
  • Fixed a typo in the bard Inspire Courage ability. It was displaying a +2 damage bonus instead of the correct value of +1 damage.
  • The bard Inspire Bravery enhancements now give the correct bonus amounts as described in the enhancement text.
  • The ranger Evasion ability should now work correctly.
  • Clarified the spell selection text displayed during character generation.
  • The description of the Energy of Music enhancements now shows the correct amount of spell points gained.
  • The Improved Recovery enhancement can now be selected.
  • You can no longer have spell points if you can't cast any spells. This includes paladins and rangers below fourth level as well as non-spellcasters wearing equipment that grants bonus spell points.
  • The default human rogue build no longer has Weapon Focus as a starting feat, since this feat requires a +1 BAB.
Performance
  • Reduced bandwidth usage. Bandwidth in heavy combat situations is reduced by over 30%. This change should reduce lag and keep the game from becoming unplayable for 56k modem users.
  • Improved load times and reduced client hitches. Several engine changes reduce the time needed to load data into memory and reduce or eliminate client side hitches due to resource loading.
  • Further reduced teleport times. The file loading changes and other improvements should result in further reduced teleport times for most players.
  • Network messages are now prioritized by distance. In general movement for other players or monsters should look smoother the closer they are to you.
  • Improved graphics performance when running the game in Very Low detail.
  • Selecting optimal graphics detail should result in settings that are more appropriate for your machine.
  • After 30 minutes of keyboard and mouse inactivity, your client will automatically quit. The game will warn you of the impending logout two minutes before it happens.
  • Fixed a server-side memory leak. This should generally improve server stability.
General
  • Fixed a bug that would sometimes cause dead players to still be dead after releasing and returning home.
  • If one of your ability scores is reduced to 0, you will still be able to move and recall from the dungeon, but you will be able to take no other actions.
  • If your game client fails to connect to the chat server on login, it will now try to connect again every 30 seconds.
  • Items stored in the bank no longer have a chance of disappearing.
  • Fixed a problem where you would sometimes see an adventure panel while in a public area.
  • Fixed a bug where spoken DM text would sometimes stop playing while in windowed mode.
  • Players will once again be able to work off their death penalty when at maximum level!
  • The use of interactives in the environment (doors, chests, levers, etc.) now breaks stealth and invisibility.
  • Fixed a bug which caused some monsters not to count towards the "monsters killed" bonus in the XP panel.
  • Changed the bonus for completing higher level dungeons to +10% per level (up to a maximum of +50%).
  • When an account logs onto a server, it will now force any other characters on the same account (linkdead or not) to log out immediately.
  • If you change resolutions in windowed mode, the newly-sized window will now be automatically centered on your monitor.
  • Footstep noises will no longer play while holding the movement keys when you're blocking, paralyzed, or otherwise unable to move.
  • Drowning works again.
  • Re-enabled taking screenshots with Ctrl-P.
  • Game servers will now give an appropriate error message when full.
Known Issues
  • Changing weapons breaks stealth and invisibility.
  • If you previously had a non-standard key mapped for "Accept Choice" in NPC dialog, you will need to reset the binding.
Pas mal pas mal, donc nous en europe on va passer à la 4.5 c'est ça? Ca serait dommage dans un sens car comment répertorier des bugs qui sont peut-être déjà corrigé..
Citation :
Publié par omegavsnemesis
Pas mal pas mal, donc nous en europe on va passer à la 4.5 c'est ça? Ca serait dommage dans un sens car comment répertorier des bugs qui sont peut-être déjà corrigé..
J'espère qu'on va passer direct à la 5 mais bon, je rève probablement ...
Citation :
Publié par Dacaerin
J'espère qu'on va passer direct à la 5 mais bon, je rève probablement ...
Ne rêve plus, Satine à dit que ça serait une version 4.x. Bravo Codemasters.

Citation :
Publié par Vic Mackey
D'ailleurs, pour le coup, je ne vois vraiment pas l'interet de beta tester une ancienne version du jeu
Tout à fait d'accord, question posée sur le forum officiel français, jamais eu de réponse. Bravo Codemasters.
On est passer en quelle version la aujourd hui ?
Parceque le moteur a prit un coup de fouet niveau optimisation je trouve, les magasins ect je zone instantannement maintenant même pu d'écran de chargement, et je peux monter plus haut en options gfx ( 1280 * 1024 en high et AA *2 la ) sans ralentissements.
Citation :
Publié par Mizuho // Kazami
On est passer en quelle version la aujourd hui ?
Parceque le moteur a prit un coup de fouet niveau optimisation je trouve, les magasins ect je zone instantannement maintenant même pu d'écran de chargement, et je peux monter plus haut en options gfx ( 1280 * 1024 en high et AA *2 la ) sans ralentissements.
Chez moi, c'est le contraire ...
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