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Patchnotes 126 (21 février 2009)


Fixes and updates in this patch include:
  • A bug where the clan vault would not open for some people has been fixed
  • Skill gain when invulnerability (respawn) shield is up has been disabled
  • Timers for how often you can change armor has been tweaked
  • Any item you delete from your backpack will stay in limbo for at least 5 minutes, and can be looted from your body. This is to prevent people from deleting items from their backpack just as they are about to die.
  • Mount health has been increased by 35%
  • Mounted combat damage has been increased by up to 250%
  • You can now properly identify a character riding a mount
  • Emotes can no longer be spammed
  • Small loading screen bugfix
  • When a player ends up in gank mode (incapacitated on the ground) his weapon will automatically be sheathed. If he gets revived, he will have a short period of invulnerability (of course broken if he unsheathes or tries to use something)
  • Chat system fixes
  • Players in the same clan will now have a visual marker to identify each other. This can be toggled by /clan_toggle_display
  • Players in the same party will now have a visual marker to identify each other. This can be toggled by /party_toggle_display
  • Skinning and some other skills can now be canceled by clicking a cancel button
  • Alignment Rogue handling has been tweaked:
    • If you have positive alignment and attack another player with positive alignment, you will go rogue for 10 seconds
    • Every subsequent attack towards a good player while on the 10 second rogue mode will make you go rogue for at least 2 minutes
  • Clan Stones and Clan Hamlets can no longer be damaged by arrows, melee or magic
  • Clan Blacksmith will now sell the armor they are supposed to sell
  • Melee stamina drain has been modified to better correlate with attack speed of different weapons
  • Melee skills have been tweaked to gain skill level faster
  • Crafting skills have been tweaked to gain skill level faster
  • More skills have been enabled and tweaked:
    • Diving : Increases lung capacity
    • Maintenance : Reduces your equipments durability loss in combat
    • Veteran Archer: Reduces your stamina cost for archery
    • Spirited Archer: Decreases load time for archery
    • Veteran Mage: Reduces your stamina cost for all spells
    • Survivalist: Increases duration for nourishments
    • Muscular: Increases your max strength
    • Clever: Increases your max intelligence
    • Sturdy: Increases your max vitality
    • Nimble: Increases your max dexterity
    • Fleet: Increases your max quickness
    • Ingenious: Increases your max wisdom
    • Trueforge Armor: Increases durability of your crafted armor by up to 50%
    • Trueforge Weapon: Increases durability of your crafted weapon by up to 50%
  • Ranks for high-ranked weapons have been updated
  • Monster loot has been tweaked for these monsters:
    • Hill Giant Clobberer
    • Hill Giant Slugger
    • Lava Golem
    • Menhir Aelder
    • Menhir Stoneguard
    • Minotaur Brute
    • Minotaur Shaman
    • Greater Mummy
    • Elder Nalaed
    • Oathliege
    • Obsidian Golem
    • Raven Veteran
    • Sandstone Golem
    • Seidbound
    • Selentine Golem
    • Serpentine
    • Shadow Knight
    • Iklit
    • Nightscarab
    • Infernal
  • Some monsters have gained new skills and spells:
    • Minotaur Brute
    • Minotaur Shaman
    • Greater Mummy
    • Elder Nalaed
    • Oathliege
    • Raven Standard Veteran
    • Sandstone Golem
    • Selentine Golem
    • Shadow Knight
  • Blightmaul (Great Club) has been tweaked
  • Legbreaker (Great Club) has been tweaked
  • Silverbranch (Bow) has been tweaked
  • Hill Giant/Cairn Giant Club (Kre'as) has been added
  • New skill and weapon added: Siege Hammer
  • Misc. rare client side crashes fixed
  • A.I. tweaks
  • Updates to the world
Conquest


The rules for conquest have been finalized.

Here is the real deal straight from the horse's mouth:

Definitions



All Cities and Hamlets have CityPoints associated with them.
This is calculated by the potential of the City or Hamlet; e.g. a City with a potential Wonder will have a high CityPoint score while a small Hamlet will have a small CityPoint score.

A City or Hamlet is either owned by a Clan or it is Neutral.
All Cities and Hamlets start out as Neutral.

A Clan can be in only one Conquest Challenge at a time.

A Clan owned city is conquered when the Clan Stone or Clan Hamlet is destroyed.

You get CityPoints by destroying Clan Stones.

Claiming a Neutral City


In order to claim a neutral city you need to:
  1. Be in a Clan
  2. Have the rank of General or higher
  3. Be within the city/hamlet limits (You will get a message that you are crossing the city boundary)
  4. Not be in a Conquest Challenge with another clan
  5. Have a Clan Shard in your backpack (These can be bought from various vendors)
  6. Double click the Clan Shard in your back pack
  7. Congratulations your Clan is now the new owner
Note: A Clan can claim only 1 Neutral City every 24 hours.

Conquering a Clan owned City/Hamlet when your Clan also owns Cities/Hamlets



In order to start a challenge against a Clan owned City/Hamlet, these preconditions has to hold true:
  1. You must be in a Clan
  2. You must formally declare WAR against the city owners (Or they must have done so against you)
  3. You must have the rank of General or higher
  4. You must be within the city/hamlets limits
  5. You must have a Clan Shard in your backpack
  6. The Clan you are about to challenge must not be in another Conquest Challenge
  7. Your Clan must not be in a Conquest Challenge
  8. Double click the Clan Shard in your back pack
  9. Congratulations you have now initiated a Conquest Challenge
A City vs City conquest consist of 2 Stages:

Stage1:



Stage 1 lasts 4 hours.

The City that was issued a challenge against is invulnerable for these 4 hours.


All cities and hamlets belonging to the attackers will be vulnerable in this period.
Anyone (including Mercenary clans, allies etc.) can help the defenders by attacking the attacker's Clan Cities/Hamlet Stones.
If a Clan City/Hamlet Stone of one of the attackers Cities is destroyed during this time, ownership is transferred to the defenders.

A Conquest Challenge can end during this period if:
  1. The total sum of CityPoints lost by the attackers exceed the CityPoints of the Defender's Challenged City. Defenders WIN.
  2. The attackers have lost their last City/Hamlet. Defenders WIN.
  3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW.
If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence.

Stage2:



Stage 2 lasts 2 hours.

During this stage the challenged City/Hamlet will become vulnerable.

All the Attacker's Cities/Hamlets will remain vulnerable.

A Conquest Challenge will end during this period if:
  1. The total sum of CityPoints lost by the attackers exceed the CityPoints of the Defender's Challenged City. Defenders WIN.
  2. The attackers have lost their last City/Hamlet. Defenders WIN.
  3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW.
  4. The attackers destroy the Defender's City Clan Stone. Attackers WIN.
If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means it's a draw.

Conquering a Clan owned City/Hamlet when your Clan does NOT own any Cities/Hamlets



When you do NOT own any Clan Cities/Hamlets you have to put up a “wager” in Gold for the Clan who owns the city. The exact amount has to do with the number of CityPoints of the City/Hamlet you are about to challenge.
You will get the “wager” back only if you WIN the Conquest Challenge.
If you do NOT win the challenge this amount of Gold will be transferred to the Clan that owns the City when the Challenge is over. This also happens in a DRAW.

In order to initiate a challenge against a Clan owned City/Hamlet while your Clan does NOT own any Cities/Hamlets, these preconditions have to hold true:
  1. You have to be in a Clan
  2. WAR must be formally declared between the two parties.
  3. You must hold the rank of General or higher
  4. You must be within the city/hamlets limits
  5. You must have a Clan Shard in your backpack
  6. The Clan you are about to challenge must not be involved in another Conquest Challenge
  7. Your Clan must not be in a Conquest Challenge
  8. Your Clan must have enough Gold in the Clan Vault to Challenge the City/Hamlet
  9. Double click the Clan Shard in your back pack
  10. Congratulations you have now initiated a Conquest Challenge
  11. The person who initiated the Challenge is now the Challenger
The Challenger becomes a target for the Defending Clan.
His location will show up on all the Defender's members world and mini maps.
The Challenger is incapable to teleport, and if he logs out for whatever reason the Challenge is lost.

A No City vs City Conquest Challenge consists of 2 stages:

Stage 1



Stage 1 lasts 4 hours.

The Challenged City is invulnerable in these 4 hours.

A Conquest Challenge can end during this period if:
  1. The Defenders KILL the Challenger. Defenders WIN.
  2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw.
If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence.

Stage2:



Stage 2 lasts for 2 hours.

During this stage the challenged City/Hamlet becomes vulnerable.

A Conquest Challenge will end during this period if:
  1. The Defenders KILL the Challenger. Defenders WIN.
  2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw.
  3. The attackers destroy the Clan Stone of the Defender's City. Attackers WIN.
If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means a draw.

NOTE: The Gold deposited by the Attackers will always go to the defenders unless the Attackers win.


Destroying a Clan Stone



A Clan Stone can be destroyed using this equipment:
  • Siege Hammers (2 Handed Weapon)
  • Different types of Battle Spikes (thrown weapons)
  • Dynamically deployable Cannons
  • Warhulk Weapons
  • Ship cannons
When a City has changed ownership:
  • If a bank is present, it's automatically destroyed, and the new owner will have to haul new building modules across the land to build it. These modules are heavy and if you overload, you can not use runestones or other means of teleportation.
  • All members of the previous Clan currently bound to the City will be booted out
  • The record of this Challenge will live forever.
Other information regarding cities
  • You can only destroy one building per day. The only things exempt from this rule are:
    1. Walls
    2. Palisades
    3. Decorations
    4. Clan City Cannons
  • You can disable buildings at all times.
  • Disabling a building that has a local bonus (Gives attribute bonuses to all Clan Members when they are within the city limits) associated with it, will cause the Clan Members to lose the bonuses
  • Disabling a Wonder will cause the global bonus to be removed
  • Disabling Houses and Barracks will decrease the number of people able to bind at the city.
  • All buildings can be repaired using repair shards and a repair hammer
  • Different Cities have different abilities:
  • There are 9 unique Wonders located in 9 different cities. These give Global bonuses to all members of the Clan that own it.
  • Warhulks can be crafted only in certain cities.
  • Coastal cities and hamlets may have harbors you can build Ships at.
  • Mines producing a variety of resources can be found in various cities.
  • Every city is laid out and strategically positioned for warfare .
[Beta] Suivi des patchnotes
A l'instant : Nouveau patch de 391MB:

Citation :
https://jolstatic.fr/forums/jol3/images/icons/icon1.gif Build 119 Notes
New Patch



A new patch has been released.

Fixes and updates in this patch includes:
  • The bug that would freeze the GUI have been fixed
  • Bug where text on the HUD would be clipped (like player names) after a resolution change has been fixed
  • The bug where the chat box would get focus after pressing a hotkey for a window (e.g. the map) has been fixed
  • Fix for a bug where you would get extra speed if you swam along the bottom
  • Swim skill will now skill up again.
  • Some bugged quests have been fixed
  • Bug where you would lose footstep sounds after a respawn has been fixed
  • Timed quests will now display their countdown timer
  • Small graphics update to crafting window
  • Sync issues have been worked through and fixed. The problem of players jumping around on your screen should be severely reduced. We need your help to verify this.
  • More fixes has been done to the Clan and Journal window. If you still can't see them, please send us a bugreport with logs. (Also give it some time, since we are running in debug mode).
  • Holes and inconsistencies in the world have been fixed
  • Monster spawn rate has been increased and number of monsters in spawns has been increased.
  • A.I. has been tweaked
  • Changes to the chat system:
    • /tell has been enabled as an alias for /msg
    • /clan has been enabled as an alias for /say_clan
    • /officers has been enabled as an alias for /say_clan_officers
    • /party has been enabled as an alias for /say_party
    • Global chat has been disabled for players
    • /race has been enabled. This will send a chat message to all members of your race
    • /alliance has been enabled. This will send a chat message to all members of your racial alliance. (e.g. a human using it will send a message to Humans, Dwarves and Mirdains. An Ork using it will send a message to Orks and Mahirims. )
    • /calliance has been enabled. This will send a chat message to all Clans where both your clan and the other clan has declared each other as Allies.
  • Changes to damage, consummation of reagents and more has occured in these spells:
  • Blast in Lesser Magic has been tweaked
  • Eldritch Sphere in Lesser Magic has been tweaked
  • Heal Self in Lesser Magic has been tweaked
  • Health to Mana in Lesser Magic has been tweaked
  • Lay On Hands in Lesser Magic has been tweaked
  • Mana Missile in Lesser Magic has been tweaked
  • Mana to Stamina in Lesser Magic has been tweaked
  • Stamina to Health in Lesser Magic has been tweaked
  • Flesh Curse in Greater Magic has been tweaked
  • Frailty in Greater Magic has been tweaked
  • Heal Other in Greater Magic has been tweaked
  • Infliction Shield in Greater Magic has been tweaked
  • Infliction Ward in Greater Magic has been tweaked
  • Missile Fury in Greater Magic has been tweaked
  • Rend in Greater Magic has been tweaked
  • Shrapnel in Greater Magic has been tweaked
  • Venom in Greater Magic has been tweaked
  • Firebolt in Fire Magic has been tweaked
  • Dragon Breath in Fire Magic has been tweaked
  • Fireball in Fire Magic has been tweaked
  • Inferno in Fire Magic has been tweaked
  • Ball Lightning in Air Magic has been tweaked
  • Acid Arrow in Earth Magic has been tweaked
  • Icicle in Water Magic has been tweaked
  • Disease in Witchcraft Magic has been tweaked
  • Exhaust in Witchcraft Magic has been tweaked
  • Insect Swarm in Witchcraft Magic has been tweaked
  • Palsy in Witchcraft Magic has been tweaked
  • Pestilence in Witchcraft Magic has been tweaked
  • Sluggish in Witchcraft Magic has been tweaked
  • Stupidity in Witchcraft Magic has been tweaked
  • Some magic schools has had their charging effect tweaked.
  • Updates to the world (Worldbuilding)
  • Several fixes to rare client crashes.
  • We turned off more heavy logging and verification on the client side. Do, however, bear in mind that we are still running servers + clients in debug mode.
Dès que je repasse IG je vous dit (ce soir 22H00.... ), étant spellcaster... ceci dit, il y a quelques trucs énormes déjà dès le début de la patchnote, notamment

The bug that would freeze the GUI have been fixed

The bug where the chat box would get focus after pressing a hotkey for a window (e.g. the map) has been fixed

Fix for a bug where you would get extra speed if you swam along the bottom

Changes to the chat system


....
  • Changes to the chat system:
    • /tell has been enabled as an alias for /msg
    • /clan has been enabled as an alias for /say_clan
    • /officers has been enabled as an alias for /say_clan_officers
    • /party has been enabled as an alias for /say_party
    • Global chat has been disabled for players
    • /race has been enabled. This will send a chat message to all members of your race
    • /alliance has been enabled. This will send a chat message to all members of your racial alliance. (e.g. a human using it will send a message to Humans, Dwarves and Mirdains. An Ork using it will send a message to Orks and Mahirims. )
    • /calliance has been enabled. This will send a chat message to all Clans where both your clan and the other clan has declared each other as Allies.
Je me demande si ces nouveaux chats seront la à la release ou si c'est juste pour la beta.
Citation :
Publié par Jojo_la_puree
C'est moi où on s'attaque à la magie dans ce patch?!

Dès que vous pouvez les testeurs, faites nous votre analyse sur les changements effectués! Est-ce que ça sent bon?!
Mais on ne pourra tester qu'avec des bâtons de rang zéro.
Ca restera pourris, mais un peu moins tout de même.

On verra cela ce soir sur du <Mael> bien tendre.
en direct du 119 et du fofo bêta (Obidiah-LOD) :

In the few minutes we had before the server went down we saw a few changes. Damage with Archery is completely different. Where yesterday we were shooting fully armored people in the back for 25-30 its now 6-12. Hits on the front against an armored person are like 4-8.

When we tested on a naked person it had the same damage as yesterday. So it appears they fixed a bug where Archery wasnt being counted against armor, or made armor better.

We found the same to be true with melee hits, to armored vs naked people.

The result is a hidden fix for Naked Pk'ing! Armor makes a HUGE difference now it seems. Anyone else see any major changes not listed in the patch notes? I tried Heal Self and it seems exactly the same.
Citation :
Publié par Nightnerd
en direct du 119 et du fofo bêta (Obidiah-LOD) :

In the few minutes we had before the server went down we saw a few changes. Damage with Archery is completely different. Where yesterday we were shooting fully armored people in the back for 25-30 its now 6-12. Hits on the front against an armored person are like 4-8.

When we tested on a naked person it had the same damage as yesterday. So it appears they fixed a bug where Archery wasnt being counted against armor, or made armor better.

We found the same to be true with melee hits, to armored vs naked people.

The result is a hidden fix for Naked Pk'ing! Armor makes a HUGE difference now it seems. Anyone else see any major changes not listed in the patch notes? I tried Heal Self and it seems exactly the same.
kewl je vais pouvoir ressortir mon armure de cuir clouté
Bon, c'est à prendre avec des pincettes, mais Obi n'est pas une tanche, et à moins qu'il y ait un bug (comme "celui" des MM à 24-26 de dmg), ça semble somme toute normale. Ne reste plus qu'à gérer les déplacements, les pénalités de DEX & so on...
Citation :
Publié par Nightnerd
en direct du 119 et du fofo bêta (Obidiah-LOD) :

In the few minutes we had before the server went down we saw a few changes. Damage with Archery is completely different. Where yesterday we were shooting fully armored people in the back for 25-30 its now 6-12. Hits on the front against an armored person are like 4-8.

When we tested on a naked person it had the same damage as yesterday. So it appears they fixed a bug where Archery wasnt being counted against armor, or made armor better.

We found the same to be true with melee hits, to armored vs naked people.

The result is a hidden fix for Naked Pk'ing! Armor makes a HUGE difference now it seems. Anyone else see any major changes not listed in the patch notes? I tried Heal Self and it seems exactly the same.

Tain, enfin le premier balance des armor, je l'attendais celui-là, j'espère qu'il y en aura d'autre...

A part ça, 24h de down, need to play
Citation :
Publié par Nightnerd
en direct du 119 et du fofo bêta (Obidiah-LOD) :

In the few minutes we had before the server went down we saw a few changes. Damage with Archery is completely different. Where yesterday we were shooting fully armored people in the back for 25-30 its now 6-12. Hits on the front against an armored person are like 4-8.

When we tested on a naked person it had the same damage as yesterday. So it appears they fixed a bug where Archery wasnt being counted against armor, or made armor better.

We found the same to be true with melee hits, to armored vs naked people.

The result is a hidden fix for Naked Pk'ing! Armor makes a HUGE difference now it seems. Anyone else see any major changes not listed in the patch notes? I tried Heal Self and it seems exactly the same.
Ah ouais je me disais bien que mon polearm faisait moins mal qu'avant.
Oui, mais je te renvoie ce matin au message posté par Dark' ::

Server Uptime III We will open the servers now.
We are doing some timing measurements on the live servers, so you might experience a few hickups.

When we have collected enough data, we will take the servers down to analyze the outcome. (This is to prepare for the release builds of the servers).

Also please note this:
Currently there is a bug on the server, that makes all your protection count twice.
This means that armor etc. will have a greater protection than what is intended.




Snif...
Citation :
Publié par Nightnerd
Oui, mais je te renvoie ce matin au message posté par Dark' ::

Server Uptime III We will open the servers now.
We are doing some timing measurements on the live servers, so you might experience a few hickups.

When we have collected enough data, we will take the servers down to analyze the outcome. (This is to prepare for the release builds of the servers).

Also please note this:
Currently there is a bug on the server, that makes all your protection count twice.
This means that armor etc. will have a greater protection than what is intended.




Snif...
Bah pourquoi Snif ? il dit pas qu'il vont réouvrir les serveurs?
Snif parce que tout le monde commençait à espérer que porter une armure lourde correspondrait à une réduction lourde des dégâts de type physique (les Mana Missile n'étant pas affecté, pour le moment hu hu hu) et parallèlement, des handicaps sévères à la pratique de la magie.

Là, on a l'impression que non, en fait, que ce n'était pas ce que les dévs souhaitaient faire...
Citation :
Publié par Jojo_la_puree
Peut être que ce bug va permettre aux dev de récupérer assez de feedback pour qu'ils optent pour un système où les armures sont en effet plus efficaces.
Tu as entièrement raison et les pages de discussion qui ont suivi le montre, avec des discussions aussi sur les vitesses de déplacement et la nage (marre de voir ces jeux avec des mecs en plate qui nagent comme des goujons)
https://jolstatic.fr/forums/jol3/images/icons/icon1.gif Build 120 Notes
New Patch



A new patch has been released.

Fixes and updates in this patch includes:
  • Double protection from armor has been fixed
  • Bug with max power level on spells have been fixed *1)
  • Bug with not being able to open clan vault has been fixed; IF you should experience this bug again try to move closer to the bank and open it again. If that doesn't help, save your logs and send us a bugreport.
  • Sync issues have been addressed for the remaining few. IF you should experience sync issues (other reporting yourself teleporting around their screen), please exit the game and send us a bug report.
  • Updates to sounds and how they are handled. (Note that our final sound mix have not yet been placed on the live servers and that is why the volume difference between sounds are not correct).
  • Players being invisible have been resolved.
  • Players appearing purple have been resolved.
  • Bug where harvesting from empty clan city quarries stopped the players from being able to harvest anymore has been fixed.
  • The bug where the roster would not show the correct online status of clan members has been fixed
  • Clan Farms have been updated to give out correct resources and correct amount
  • Clan Groves have been updated to give out correct resources and correct amount
  • Clan Quarries have been updated to give out correct resources and correct amount
  • Clan mines (all versions of them) have been updated to give out correct resources and correct amount
  • Higher level cooking recipes have been tweaked to have a slightly better chance of success
  • All magic staffs have had their stats enabled:
    • Some staffs will have better performance on a specific magic school
    • Some staffs will reduce overall casting time
    • Some staffs will increase overall casting time, but yield greater results
  • Some monster loot have been tweaked
  • A.I. have been tweaked
  • Some updates to the world (World building)



*1) Notes on the power levels of spells:
When a spell reaches 100 in skill level, you will have 1 shot that yields a tremendous amount of damage/healing/etc.
When you fire this 1 shot, it drops down again and you can skill it back up to the power shot. You can save up these power shots to use them all against your worst enemies if you like.

Notes on magic staffs and crafting:
ALL the best staffs will only be craftable by players. You will not be able to buy it from vendors. Right now we have enabled some of them on vendors, but this is for testing purposes only. They will be removed shortly.
The same goes for almost all the gear in Darkfall.
Héhéhé, ça sent bon pour la magie encore une fois! 2 patchs de suite qu'ils s'y collent! Avec les nouveaux staffs, ça va être vraiment jouable!
Comme la dernière fois, on attend vos retours amis testeurs

Sinon, dommage que les doubles protections ne soient pas restées, ça semblait une bonne chose selon vous. Qu'ont dit les dev là dessus suite aux réactions sur le forum officiel?
Bon, cette nuit (ce matin, je ne sais pas) à 1H30 du mat' :

- bug des banks de guilde toujours UP
- bug de monture (chez moi) : elle n'apparaît plus.
- on a testé des staffs 40 : pas de up de dégâts avec un mana missile de base mais temps de casting rallongé... A suivre (peut-être actif que sur la Greater Magic)

Je vais refaire un tour sur les fofos officiels pour voir tout ça.
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