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Friday Grab Bag - 07/20/2018

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Time for another Grab Bag (yay!).

Midsummer's Celebration is also just around the corner, coming next week!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback should be sent in through our feedback form.

Read on for the questions!




My toons have only modest amounts of BP. But my guild has over 41million. How can I use some of these to buy the new BP items? Will the Guild BPs be capped after the latest update?

Guild bounty points are directly derived from the characters in the guild that have earned BPs while being members. In other words, while your character earned 10,000 bounty points, your guild’s bounty points also went up by 10,000. As such, we won’t be allowing guild BPs to be used to purchase any of the BP items or loot; nor will we be capping or lowering them after the 1.125 patch.

Guild BPs were previously used to maintain ownership of claimed keeps in the Frontiers but have not been required to that end for many years now. Right now guild BPs can only be used to buy guards and siege weapons at their claimed keep or tower. Similarly to guild merit points, guild BPs are a currency we would like to make more useful down the road!


What is the Soft and hard cap for melee DPS, not including Critical Hits. I realize every class for Melee are a little different but generally speaking how much Strength, w/styles with high damage etc would one require to achieve their optimal soft/hard damage caps. Seems like everyone has their own numbers for damage caps, i like to hear it straight from the source if you would. Thank you

The simple answer is the more strength stat you have (or strength/dexterity for the Str/Dex-based weapon skills) the closer to the melee cap your character will hit.

The style used, the character’s weapon specialization of the style being used, the character’s swing speed, and mythical melee DPS, style damage% and melee damage% stats all determine and affect what a class and character’s melee cap is. In other words, those variables actually raise or lower the character’s melee hit cap (as well as the melee damage on a given swing).

For instance, the slower your character’s swing speed (which is affected by haste/celerity buffs and the melee haste% and the quickness stats), the higher their melee cap on a given hit. Albeit, their overall melee damage-per-second (DPS) will decrease with a slower swing speed.

Strength, conversely, does not raise or lower the melee cap at all but instead determines how close to that melee cap your character will hit on a given swing.

For the vast majority of melee classes you will want as close to 400 strength as is possible, or if it’s a Str/Dex weapon skill, as close to 400 strength and 400 dexterity as possible since the average of the two stats is used for those weapons. There are diminishing returns over the 400 threshold but in some cases it can still be worthwhile to get even more strength; especially if there are no other stats/resists that are low in your character’s gear template.


Would it be possible to hand in more then 1 afrit at a time to trogo zontanos mageia? And could the /mbuy 100 cap ever be increased?

Not without significant changes to our item-stacking code unfortunately.

We can look at increasing the /mbuy cap in our next round of client updates.


I love crafting. Alchemy mostly. Twice a day every day I’m replacing bought potions on my consignment merchant, demand is high. Problem is my mouse is gonna wear out due to repetitive clicks to set some prices.
For example, pot x is set at 480g. That’s 50 mouse clicks (at the 10g per click) to 500g then 2 down to 480.  I know there’s also a way to set prices by text macro but that’s worse trying to figure out the slot no. Could the pricing process be simplified?

There are some new keyboard shortcuts (added in Patch 1.124) that will help your weary finger from all that clicking:

  • The “value chooser” windows that pop up when needing to adjust currency amounts for trades, item stack amounts, or pricing now have the following keyboard shortcuts:
    • Shift+Left-click will increment the values by 10, as it always has.
    • Ctrl+Left-click will now increment the values by 100.
    • Shift+Ctrl+Left-click will now increment the values by 1,000.
    • Continuing to hold down the Left-click while engaging any of these shortcuts for more than ½ second will cause the value to continuously change without needing to re-click.

My question is about why infiltrator chest is the only item that has different toa stat caps from the stats its provide. Its 30str/10dex cap. Atm the infiltrator complete set provides 15dex/0str cap which is unbalanced compared to Nightshade (I only mention ns because both those sneaks can benefit from str/dex)

This does look like an oversight and the Infiltrator’s Darkwalker Vest should have strength cap instead of dexterity cap. We’ll put in a fix for this with the upcoming 1.125 patch in order to give players who may have setup their gear template to use the dexterity cap time to prepare any changes. Thanks for the report!


That's it for this week! Have a great weekend :)

Midsummer, Traveling Merchants, and Hot Fix Notes

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Midsummer Event update: The Spirit of War's Mark buff now applies to all players in the same zone that the Spirit of War is in, instead of just in a radius immediately around the keep. This also extends credit out to the entire zone for the [Midsummer] Spirit of War kill-quest. Happy hunting!


The Midsummer celebration is upon us with a brand new event! Midsummer and the traveling merchants will run from today, July 26th, 2018, through August 23rd, 2018.

Read on for the full notes, including some Hot Fixes which are now live!

Midsummer Event


A brand new Midsummer Event is now live!

Find and speak with the following NPCs to participate:
  • Guy in Albion's strength relic town (Catterick Hamlet)
  • Garmr in Midgard's strength relic town (Godrborg)
  • Salle in Hibernia's strength relic town (Criar Treflan)

The event is made up of 2 stages:

  • During Stage 1 of the event, level 50 characters will be offerred the [Midsummer] Dragon Eggs quest from Guy, Garmr, or Salle.
    • Each completion of this quest grants 1,000 realm points!
  • The first realm to complete 150 of the [Midsummer] Dragon Eggs quests wins the first stage!
    • When one realm wins, the other 2 realms' progress is not lost and they can pick up where they left off after stage 2 is complete and the event has reset.
    • After a realm wins, no realms will be able to turn in the [Midsummer] Dragon Eggs quest again until the next stage is completed and the event has reset.
    • Players can speak with Guy, Garmr, or Salle in their relic towns to check the event's current [status].
When a realm completes Stage 1, Stage 2 begins.

  • During Stage 2 of the event, level 50 characters will be offerred the [Midsummer] Spirit of War quest from Guy, Garmr, or Salle. A Dark Dragon will spawn and CAPTURE one of the following enemy realm keeps:
    • Albion is victorious: Nottmoor Faste, Blendrake Faste, Hlidskialf Faste, Dun Crimthainn, Dun Bolg, or Dun da Behnn
    • Midgard is victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Dun Crimthainn, Dun Bolg, or Dun da Behnn
    • Hibernia victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Nottmoor Faste, Blendrake Faste, or Hlidskialf Faste
    • The captured keep is chosen randomly.
      • However, a keep can only be captured if the winning realm does not already own it.
  • Dark Dragons repeatedly destroy the outer walls of any keep they are flying over.
    • For the duration of this event, keep walls on all keeps will not provide realm points when repaired. Keep doors still provide realm points when repaired.
  • Once a keep has been captured by the Dark Dragon, any realm can take it and defend it.
    • Once a realm has taken the keep, the keep behaves as normal and the Dark Dragon will not ever re-capture it; however the outer keep walls will still be repeatedly destroyed as long as the Dark Dragon is alive.
  • The Spirit of War will spawn to battle the Dark Dragon at the keep.
    • Players that fight within the same zone that the Spirit of War is currently in will receive the "Spirit of War's Mark" - a 75% realm point buff that lasts 30 seconds and refreshes instantly so long as you remain in the same zone.
      • This buff does not stack with or overwrite Buggane's Folly or Lone Wolf buffs; however if either of those buffs are currently active they will need to be dropped for the Spirit of War's Mark buff to affect the character.
  • Once a Dark Dragon has spawned and captured a keep, the [Midsummer] Spirit of War quest will become available from Guy, Garmr, and Salle.
    • This quest asks players to earn 25 enemy realm kills while they have the Spirit of War's Mark buff active.
      • Players can also receive the quest by heading to the keep that the Spirit of War is flying above (8,000 units). 
    • To receive quest kill credit, players will need to fight in the same zone that the Spirit of War is currently in.
    • Complete this quest to earn the Midsummer's Triumphant Wrap!
  • After the Dark Dragon and Spirit of the War have battled over a keep for 45 minutes, the Spirit of War will summon Dragon Ballista siege weapons that can be used to kill the Dark Dragon.
    • These Dragon Ballista will do negligible damage to everything except the Dark Dragon - but beware, the Dark Dragon doesn't like their attention!
    • Killing the Dark Dragon will cause the inner keep to be destroyed and it's door to be opened!
    • Once the Dark Dragon is killed, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
  • If, after roughly 3 and a half hours, the Dark Dragon has not been killed, it will retreat from the battlefield.
    • Once the Dark Dragon has retreated, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
    • If the Dark Dragon retreats, the inner keep and its door are not destroyed.
  • Once the Spirit of War leaves a keep, the event resets and the [Midsummer] Dragon Eggs quest can be obtained and completed again.
Let the siege battles begin!

Traveling Merchants


  • The Traveling Merchants make their return and hawk their wares in the following locations:
    • Albion: just outside Castle Sauvage
    • Midgard: just outside Svasud Faste
    • Hibernia: just outside Drium Ligen

Hot Fix Notes


  • The [Daily] Battle of Buggane's Obelisk quest now grants credit within the entire zone that the obelisk currently resides.
    • As such, the chance for the obelisk to spawn in Ellan Vannin has been lowered slightly. It still has the highest chance but the other locations should happen a bit more frequently now.
  • The Buggane's Obelisk no longer spawns in Emain Macha at the Hibernia maze, instead spawning in Breifine at Cavana's Drift location on the map.
  • The [Daily] A Solo Road has had its requirements changed as follows:
    • Players can now earn 1 solo kill on Ellan Vannin or at any Ruined/Maze area.
    • Players must still earn 5 solo kills anywhere in the Frontiers.
  • Curse Campaign Glove reward /use timers should now behave correctly.

Friday Grab Bag - 08/03/2018

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Welcome to this week's Grab Bag!

Just a reminder to not miss or forget our giveaway streams live on Twitch on Saturday nights at approximately 10:30PM GMT / 5:30PM EST! Join me as I stream the frontiers (lengthy delay, don't worry) for some chat, fun, and giveaways including a 1 month game time, 425 Mithril pack, and a chance to spin the Wheel of Loot where you could win game timecodes, Mithril, dragon-egg pet, or some of the new BP items added recently! 

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback should be sent in through our feedback form.

Read on for the questions!




In the Friday Grab Bag from 7/20/2018 you mention changes in patch 1.124 for setting prices on a consignment merchant. However, I tested these changes today and the only thing I can do is hold SHIFT + click the number increment spin control and have values increment by 10's. Increment by 100's and 1000's as described are not working. Is there something that I am missing?

Our mistake.

The Incrementing with CTRL+Left-click and CTRL+SHIFT+Left-click for now only works on the “default” value chooser window (the one you see when selecting money from your paperdoll, on the trade window, or when editing stacks of items). We have the consignment merchant money selector window on our list for this update too, but it’s a bit more involved and so isn’t part of 1.125.

Apologies for the confusion!


Should the “Bonus to Heal Effectiveness” increase the healing of the Animist:

- “Grove Druid” FnF turrets? Test shows no change.
- “Shroom of Life” Lvl 50 instant self-heal pet? Not tested.
- “Rejuvenating Spirit” controlled pet healing spell casted by animist?
(It seems to work with this spell)
- “Spirit of Replenishing” pet regen spell? Regen spell doesn’t do much at all regardless.

What about “Life tap” spells in general?

The Grove Druid and the Shroom of Life fire and forget pets are not affected by a character’s heal bonus stat simply because they are duration-based pets that can select their own targets once spawned and are not a directed at a specific target from the Animist. It’s a nuanced difference because the Rejuvenating Spirit line of heals are also a duration-based pet but they are specifically directed towards a target by the Animist and so are affected by the Animist’s healing effectiveness stat.

Regen spells are not affected by the Animist’s healing effectiveness stat since health regeneration spells are separate from healing spells. The stat that would coincide with a regen spell would be the mythical health regeneration stat; which would stack with a health regen buff (if a pet could have the stat). The Healing effectiveness stat would only affect heal-over-times or “regen” spells that actually print out a healing value to the target each tick, and not ones that simply increase the rate of base health regeneration.

Lastly, lifetaps are not considered “healing” spells. They heal a straight percentage value based on the damage dealt. They are not affected by the healing effectiveness stat at all.


Does the 15% abs debuff from pict/Ancient Longsword stack with the Hallowed Sword 10% abs debuff?  Both icons appear in a test duel, not sure if it is stacking or co-existing, if they do stack does this give a 25% abs debuff?

No, they co-exist but the ABS% debuff that was applied *first* taking precedence, regardless of the delve value. The same can be said when there is an absorption debuff that has a delve of “-X%” instead of “X%”. The debuff that is applied first is the one that is used for damage calculations.

The lone exception to this are the special ABS% debuffs for assassin Critical Strike styles that can stack with each other and the normal ABS% debuffs too.


Does the CL 5% abs buff stack with casters self abs buff?

Yes.


Is there any way you can create a new potion in Alchemy - Cauldron of Supremacy/Celerity etc. which has higher charges with the corresponding ingredient increase?

This is something planned with the 1.125 patch, stay tuned for details!


Until next time.....see you in the frontiers! :)

Friday Grab Bag - 08/17/2018

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Time for another Friday Grab Bag!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Continue reading below for the questions!



I've heard that the Minstrel pulse charm (and the ability for the Minstrel to hold higher con pets) is determined by Instrument + Realm Rank; years ago I heard that charisma also played a role. What's the determining factor?

For both the Minstrel and Mentalist pulse charms, the resistances to the charm pulses after their initial cast are only affected by the level of the character and their composite Instrument or Light specialization values. Having a maximum composite specialization level allows for fewer resistances and allows Minstrels and Mentalists the ability to charm higher level mobs. Charsima and Intelligence have no effect on the pulse charms’ resistance rates.

As an additional note, the Mastery of Focus realm ability also does not affect the resistance rates on the subsequent pulses of the charms but does affect the initial cast on the mob that starts the charm song.


There has been some controversy regarding Hand to Hand and Fist Wraps - do they benefit from the same penetration bonus as CD/DW/LA (vs Block and Evade)?

Yes, both Hand to Hand and Fist Wraps have the same penetration bonus as Celtic Dual, Dual Wield, and Left Axe as they are also considered “dual-wielding” specializations. Block and evade chances are reduced by 25% vs dual-wielders.

In testing this, the Savage and Mauler will still likely show more blocks and evades over the same number of tested styles than one of the Light Tanks would but this is because of their comparatively lower weaponskill and not due to a difference in their penetration bonus.


Can you explain how Mauler's cast damage works? There is not a whole lot of knowledge regarding the class, so some people say that stats affect the magic damage of the mauler and others say that stats do not affect it, it seems as though there is not general knowledge when it comes to Caster Maulers.

There is no “casting-stat” for Mauler Aura Manipulation casts. This is why the delves on their abilities are generally much higher than other classes.

Damage variance is affected by the Aura Manipulation specialization value, just like how all other casting specializations work. TOA stats like spell damage%, resist pierce%, etc and realm abilities like Mastery of Magery also still affect its damage potential, just like how they work in all other cases. The only difference for Aura Manipulation damage-spells is that normal stats like strength, acuity, etc do not affect their damage.


Hello!  I've noticed a discrepancy in the stated power cost and the actual power cost percent power cost spells.

Specifically the Uninterruptable Primer on Warlocks and Pet spells on Theurgists.

On Warlock, specifically looking at the level 12 Solid Cast, the delve lists the power usages as 32% when casting the level 46 Witchcraft spec group heal.
However, when I cast this with my warlock without the Cursed set equipped (with 122 Piety and 15% power pool in template), I notice it used 36% of my total power when using the level 46 Witchcraft spec group heal.

However, when using lower level spells, such as the level 11 Cursing spec nearsight and the level 10 Spell of Slowness (frog) spell, the power cost is only 14% when using the Cursed set.

If I use the entire cursed set, the new delve is 27%, however, the actual power cost is now 30% (with 122 piety and 15% power pool in template).  How is this power cost actually calculated?

To compare it to another class that uses % power based cost, I'll use my Theurgist. My Theurgist has 116 Intelligence and 15% power pool in the template.  The pet spells I am using (Call Mighty Air Sprite and Call Potent Earth Elemental) have a listed power cost of 12%, however, only cost me 5% power when using them.

It appears the Warlock and Theurgist percent power cost are calculated differently.  It also appears that within the Warlock itself, costs are calculated differently based on spell level (even though there are no power costs listed on the secondary spells themselves).

Thanks for any clarification on these costs!

Thanks

After running some tests it seems like you may have a sword/shield equipped instead of a staff with a focus bonus stat. Going s/s on your Warlock does have its benefits but without the focus bonus, the power cost is going to be much higher than it would be with a staff equipped. For instance, with a sword/shield equipped, the spells were costing 36% and 30% as reported; but with a focus staff the level 46 group heal only takes 25% power when using Solid Cast and only 22% power when using Solid Cast+ from the Curse set.


Midsummer's Wrap's 10% self abs overwrites cl 5% abs, any chance we can change this?

The Champion Level ability, Damage Ward, a self-ABS% buff is now changed to not be overwritten by other ABS% of the same type. This will affect very few other ABS% abilities like Battler and Midsummer’s.



Have a great weekend all! :)

Labor Day Weekend Bonuses

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The following RvR bonuses are now live for Labor Day weekend! Bonuses will run from now through Tuesday, September 4th.

Bonuses
 
On Ywain:
  • 25% bonus to RP gain in all NF zones (including the Labyrinth)
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 50% bonus to normal BP in all NF zones
On Gaheris:
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 50% bonus to normal BP gain in the capital cities
  • 50% bonus to normal RP gain in the capital cities
In each Capital City:
  • 40% Bonus to Crafting Speed
  • 20% Bonus to Crafting Skill Gain
In all Housing Zones:
  • 20% Bonus to Crafting Speed
  • 10% Bonus to Crafting Skill Gain

Friday Grab Bag - 08/31/2018

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It's Grab Bag time!

Our August newsletter goes out later today, so keep an eye on your inboxes! We have some more sneak peeks you won't want to miss :) If you haven't signed up yet, you can do so by entering your email address here!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Continue reading below for the questions!



Does mastery of focus affect witchcraft dots? I seem to have an unusually high resist rate on the first 3 dots in the Doom chain. It seems that mastery of focus 3 would be enough according to its description but it doesn't seem to do anything for my resist rates.

Yes, Mastery of Focus would raise the spell level of DoTs for resist purposes. Remember though that level 50 spells still have a 10% chance to be resisted.


Is it possible to add another feasible method of obtaining Orb/Cache of Reforming Energies? Perhaps via bps or the currency exchange merchant?

Right now, one of the best ways to obtain reforming energies is by defeating doppelgangers in the frontiers and earning doppelganger shards, which have a chance to drop reforming energies.

With 1.125, we’ll be removing the doppelganger shards as drops (to help alleviate inventory issues when in RvR) and instead allowing the shards to be purchased directly for bounty points. This should effectively increase the overall supply and availability of doppelganger shards and therefore the supply of reforming energies too.


Hi, I was wondering when are you activating Catacombs again? All of the Dragon Curse chapters have been released already. Some of us miss hunting there (zones, dungeons etc).

Catacombs regions are still under construction and are currently planned for release after Endless Conquest is out. While these areas do and did have lots of great content, much or all of it ran parallel to many other encounters and content in the rest of the world, which contributed to splitting up the game’s population too much.

Catacombs’ re-release will be focused on high-level single-player to group-size encounters that reward *cosmetic* options for existing loot. That said, we have heard your feedback regarding access to the Darkspire instance and will be providing access to the instance only, with patch 1.125!


I have a level 50 Bainshee. Is there any way in the future you can fix it where the volume on the Banshees be turned down some? The screaming is so annoying and loud. Several of us hate to turn down the game volume for just for one character. Thank you.

Noted! We’ll take a look/listen and adjust accordingly.


Can you please confirm that "alacritous" weapons proc in RvR zones.  I tested them recently, and they seemed to fire are a reasonable rate on the test dummies, but I never saw them go off in a couple of days of RvR, and assumed the proc only worked in PvE.  Others have told me they do work in RvR, but have an abnormally low proc rate.  Perhaps you could confirm this as well?  Thanks.

Yes, these weapons do proc in RvR. Their proc rates are set to fairly standard values as well, so it may have just been an unlucky streak.



That's it for this week!
Have a good one, and enjoy the bonuses :)


Friday Grab Bag - 09/14/2018

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Welcome to the Grab Bag!

There's some horrendous weather across the globe this week, so please stay safe and love to all!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Continue reading below for the questions!



Does Mastery of Magery affect style proc damage or weapon proc damage?

And does Mastery of Focus help with the resisting of style procs? Speaking of Reaver/Thane/VW

Yes to both!

The Mastery of Magery realm ability increases spell damage dealt and so does affect style proc spell damage.

The Mastery of Focus realm ability effectively raises the level by its listed amount for all spells cast (including style procs). Style procs have their resistances calculated based on the level of the style, so a level 39 style has a level 39 spell’s resist rate vs level X targets. The Mastery of Focus realm ability can raise that style’s spell level, depending on the amount of MoF trained, up to a maximum of a level 50 spell.

All spells have a base chance of 10% to be resisted, so a level 50 style proc will still get resisted at around that 10% rate, on average. However, a level 12 style proc with no Mastery of Focus will see around a 30-35% resist rate vs a level 50 target and a level 34 style proc without MoF would have a 15-20% resist rate, on average.


Previously, to be aggro to as few mobs as possible as a healer, I was able to kill Curmudgeons and gain faction with Gurites, Siogs and Siabras. Lately I've been able to gain Gurite and Siog faction easily yet no Siabra faction.  Has positive Siabra faction been removed with OW?

The ghostly Siabra of the Otherworlds campaign have a different faction than the normal, living Siabra found in the Hibernia homeland. While it’s still very much possible to befriend the Siabra of Hibernia, it is not possible to do so with the Siabra of the Otherworlds.


Can you shed some light on what effect, if any, +archery skill has past level 50?  I have heard that it does nothing, but other people seem to think it helps in some way, but they aren't sure how exactly.

Yes, increasing your +archery skill beyond level 50 will increase your archery damage, albeit very slightly. At a certain Realm Rank or amount of +skill over 50, due to diminishing returns, you will cease to see a damage increase which may be why some players reasonably think it does nothing.

An archer with 50+11 (61 composite) archery specialization will likely not see any damage increase for any subsequent +archery skill from realm rank or items. However, an archer with 35+16 (51 composite) archery specialization will see a slight increase with additional +archery skills from realm rank or items.


The level 1 Mauler Staff style "Wild Swing" is supposed to make the mauler's attacks ignore bladeturn. However, after testing it in realm duels and against enemy players, the effect does not function although the buff applies. Is my understanding of how this is supposed to work correct is or is the tooltip mislabeled?

Thanks for this report, this effect should be functioning correctly on live now!


Many threads have been created in response to the npc/player disappearing bug. What is being done to address this issue?

We've identified the cause of this and plan to have it addressed in patch 1.125. In the meantime, make sure to relog or zone out of the New Frontiers region every few hours or so to prevent this issue




Enjoy the weekend everyone, and stay safe out there! :)


Friday Grab Bag - 09/28/2018

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Time for another Grab Bag!

Dark Age of Camelot turns 17 next month (yay party)! Celebrate throughout the month with us with bonuses, giveaways, and events. Keep an eye on the Herald and our official Discord channel for updates! Our newsletter goes out later today, so make sure you are signed up to get all the updates on what's coming in Patch 1.125, events, community news, and more!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the Grab Bag!



My question is regarding Clud.
Before the Curse campaign, this mob used to drop items such as Lightning/Thunder and jewelry. Does it still drop them, or is there a different monster that does?

The original Clud loot table has been replaced with a newer one that provides a chance at rare Alchemy drops and other, more up to date loot. Please see the following question & answer for more details on our plans regarding these items coveted for their aesthetic!


Hi, I've been searching for a helmet that drops in the realm of Albion for years, I have seen it, but nobody has felt it necessary to divulge the name or the whereabouts of where and what drops it. Here is a link to a picture of the model http://camelot.allakhazam.com/item.html?citem=6383 , it is a chain helmet, but it looks like a plate full helmet sort of. Can you shed any light on this, much appreciated!

Unfortunately the Foul Helm is no longer dropped. With the revamping of the classic-world dungeons a few years back, most all of their pre-existing loot was overwritten by newer gear with better stats.

With the advent of the Mithril ‘Pattern’ system, obviously many of you would like to get your hands on these obscure and fun pieces of equipment again!  Fortunately, we have some plans for this that we’ve hinted at in previous Grab Bags involving the revamping of the Catacombs areas and providing an opportunity there to get some coveted gear!


Why do weapons on healing classes lose durability now?  I can understand that an archer uses a bow to shoot and a caster uses a staff to cast, but a healing class neither uses nor needs his weapon to cast.  And now after over 15 years not losing durability it had to change.  Why?

In 1.124 durability repair was introduced in conjunction with a fairly major overhaul to how repairs were calculated and how much they cost. The calculations for repair were changed because there were some long-standing bugs that got addressed involving repair costs and the rate of condition-loss. In making these fixes and cost-changes it made sense to look at the repair system as a whole and see about addressing the un-level playing field that existed in regards to weapon-repairs.

Melee, casters, archers, and instrument classes were having to repair their weapons while support classes almost never did. Support classes cast on enemies and allies just as much as casters did or instrument classes played their songs or melee hit their targets and support weapons are extremely important to their casting stats (the bulk of support weapons are carrying a large portion of the major TOA casting-related bonuses in a support class’ full equipment). Additionally, many casters use a sword and shield to cast now, in lieu of a staff, so arguing that casters need a staff to cast and so they make sense while support doesn’t no longer holds much water.  Considering all of those factors in conjunction with the major changes already coming to the repair system in 1.124, it made sense to put everyone on the same playing field in terms of condition-loss.

That said, we do realize that the overall rate of condition loss (and thereby durability loss) is a bit high at the moment and will be addressing it in the upcoming 1.125 patch, so stay tuned!


In regards to the 10% spell range spell minstrels have. If this spell is active with a scout in group and said scout uses their track ability, is the scout's range of detection given the 10% bonus or not?

No, spell range% bonuses and the Track’s stealth detection range are two entirely separate things.

A spell is really comprised of two separate things: the cause and the effect. The initial spell cast is the cause and the spell’s effect is the… effect. The spell range% bonus *only* affects that initial spell cast portion and not a spell’s landed effects.

Specifically in the case of archers’ Track, it would be considered the landed effect of the spell and the spell cast itself has no physical range. Instead, it’s a buff with 0 range that is applied to the archer that then grants them a stealth detection bonus.

However, it is possible to increase the effectiveness of Track by other means! Because track is trained in the stealth skill line, what does increase its effectiveness is the archer’s stealth specialization in the stealth skill and their +stealth skill stat.


Which is more accurate when calculating swing speed? Daoc Char Planner or Excidio? Daoc Character Planner says that for a Paladin I need 183 quickness 10% melee speed, 37% celerity, and 20 haste to cap a 6.0 weapon while Excidio says I need 225 quickness.

We aren’t going to spell out the melee swing speed formula precisely here but it’s always a good bet to go with the more recently updated website or tool for these sorts of matters. We’d also encourage you to ask or confer with your fellow players for what they think is the best approximation!




That's it for this week. Stay tuned during the month of October for further updates :)

<3


17th Anniversary RvR Bonuses

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Dark Age of Camelot's 17th Anniversary is upon us!

Please enjoy the following bonuses for the next month as a token of our appreciation and in celebration of all the glory and friendships made over the years! 
 
Bonuses
 
On Ywain:
  • 50% bonus to RP gain in all NF zones (including the Labyrinth)
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 50% bonus to normal BP in all NF zones
On Gaheris:
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 100% bonus to normal BP gain in the capital cities
  • 100% bonus to normal RP gain in the capital cities
In each Capital City:
  • 40% Bonus to Crafting Speed
  • 20% Bonus to Crafting Skill Gain
In all Housing Zones:
  • 20% Bonus to Crafting Speed
  • 10% Bonus to Crafting Skill Gain

These bonuses will expire on November 6th, 2018.

Pendragon Patch 1.125

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Patch 1.125 is now up on the Pendragon test server!

Friends and frenemies,

The wait is over. Our fingers may be numb and tired, our eyes dry and drooping, but patch 1.125 is here and the day seems brighter already.

The crisp Spring and humid Summer weather has come and gone but nothing beats a perfect Autumn day for the launch of a major version (even to our test server) - especially one that coincides with Dark Age of Camelot's 17th anniversary month.

Patch 1.125 is chock full of updates and fixes that we're confident you'll enjoy. Bountycrafting is here with the ability to earn end-game gear exclusively through RvR.

Better yet, despite the previous Producer's letter warning of difficulties with the Race, Gender, and Name changes, we're ecstatic to announce that all 3 are in 1.125 and the mechanism for them is streamlined and part of the character customization interface. We know you're going to love how it works! Several much-requested bug fixes and client/server performance measures have been implemented as well.

But before you dive into the full notes, we'd like to humbly request your help.

Yes, you.

We need your help to ensure that this patch launches as smoothly as possible. The Race, Gender, and Name change feature is something we want you all to use A LOT and it involves fundamental changes to characters - the more eyes looking at it and trying to break it the better! Any major bugs found will be handsomely rewarded!

Additionally, the Bountycraft system has a TON of items available to be crafted and woe be us if, despite our testing and re-testing, one of the recipes has the wrong ingredient listed or crafts a different item than intended. Users that have experienced crashes at specific locations in cities or dungeons and users that occassionally see other characters and monsters disappear should visit Pendragon and see if those issues are all cleared up!

Finally, there are many, many RvR-related changes that will affect how siege warfare is waged in the frontier and battlegrounds. We'll be hosting some events while 1.125 is on Pendragon and we encourage you all to come out and enjoy the fun!


Without further ado, check out the rest of the patch's highlights below or better yet read the notes in their entirety by clicking the image-link! 

Onward,

John Thornhill
Producer



Important Note:
  • We highly suggest separating out your normal game directory from your Pendragon game directory *before* patching and testing on Pendragon.
    • If you do not do this, you *will* experience issues when patching back to live.
      • To force the live client to fix these issues, you will need to delete the mft.myp in your game's directory and run the patcher again.
For those interested in testing on Pendragon, follow the character copy process here!
 
 

Highlights


  • Race, Gender, AND Name change services are now available for purchase at the Mithril shop!
  • Your votes have been tallied and 2 new race/class combinations are available in each realm!
  • Earn your end-game gear exclusively through Realm vs Realm with the new Bountycrafting system!
  • Keep difficulty, ram and siege tower adjustments plus new gatehouse doors spice up siege warfare!
  • Check out the new dynamic keep-objectives in the Molvik battleground!
  • New streamlined RvR quests and rewards await!
  • Client improvements and fixes galore!
  • Stay on top of the new class adjustments and read the notes!
 

Halloween Event 2018

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October is not just our favorite month because of the Anniversary month and its crisp Autumn weather; it's also because it's time for haunted cities, candy and costumes, pumpkin patches in the Frontiers, and the return of the Mournful King instance!

Festivities begin today, October 18th and will conclude on Monday, November 5th.


 

A Hallowed Lost quest

  • Level 50 players should visit the ghostly queen, Lenore, in each realm's capital city to receive the quest 'A Hallowed Lost' so long as they haven't already completed it.
    • Visit the pumpkin patches in the frontier to find the buttertoe candy pieces Lenore needs.
      • Only the pumpkin patches in Ellan Vannin, Pennine Mountains, Jamtland Mountains, and Breifine drop the five buttertoe candy pieces she needs.
        • You'll want to get this year's Ghostly Harvest quest to help guide you to the pumpkin patches!
        • Defeat the hallowed ghost, mummy, night bat, walking dead, or gooey slime at the pumpkin patches to get the candy pieces.
          • Buttertoe candy pieces no longer drop unless the player has the 'A Hallowed Lost' quest and hasn't completed it yet.
        • Different patches have different candy pieces available.
      • Earn a new friend for your efforts!
      • Please note that this quest is only able to be completed once per character, including characters that completed it in previous years.
Pumpkin Patch rewards

  • Defeat the hallowed ghost, mummy, night bat, walking dead, or gooey slime at the pumpkin patches for a rare chance to get Trick or Treat or Keep-Chest potions!
    • These rewards drop without needing to be on any quest!
    • Trick or Treat potions can be used on your realm-mates to give them randomized costumes!
      • These potions will be usable in RvR for the three days surrounding and including Halloween!
Mournful King Event

  • The instance dungeon, the Castle of the Mournful King, awaits those willing to brave its powerful ruler's fury!
    • Level 50 players should speak with Lenore to teleport to the instance.
    • This instance is meant to be extremely challenging and is therefore entirely optional and not required to complete the new quest.
    • Rewards include:
      • Re-skinned hallowed weapons and armor
      • Nevermore's Broken Bone
      • Hallowed Effusion of Comprehension potion
      • Otherworldly helms
      • Doppelganger and other rare mythirians
      • Supremacy, celerity, omni-healing, or omni-regen potions
      • A Scroll of Recall
  • The Castle of the Mournful King instance now uses the Loot Chest system:
    • The Mournful King and Nevermore monsters no longer drop rewards directly other than the king's remains.
    • The Mournful King now spawns the Mournful King's Loot Chest in the center of the Hallowed Ruins when defeated.
      • This chest will despawn after 20 seconds, so be sure to grab your loot quickly!
    • Characters can interact with the chest and receive 1 guaranteed reward per day but can still participate in the instance as many times as desired.
      • There is a greater than 50% chance to receive a re-skinned hallowed armor or weapon each day!
  • Lenore can be found in the following locations within the capital cities:
    • Camelot: The Church of Albion
    • Jordheim: The Temple of the Aesir
    • Tir na Nog: Alainn Cuir's courtyard
 

A Ghostly Harvest quest

  • The Ghostly Harvest Quest offers players level 45 and up a dangerous adventure in the frontiers. Speak with John Tobin on the Cotswold Bridge, Foa Muldisson outside the Jordheim North Gates, or Nera by the road in Mag Mell to begin the quest. (Note: Players who completed this quest last year will now be offered it again.)
  • Treat sellers have been spotted selling sugary confections inside Meath, Erikstaad, and Caerwent.
  • The consignment merchants would like to show you their Halloween spirit! Pick up the merchant and place it back down on your house porch and he will change into a Halloween outfit for you!
  • Be aware adventurers! Ghosts haunt the streets of your capital cities as the pumpkin moon rises! Ghosts have also been spotted in Mag Mell, Aegirhamn, and Campacorentin Station.
  • The horses you once rode have joined the spirit realm. (This affects stable and merchant horses only - not player controlled horses.)
  • Something strange has happened to all of the puppies.
  • The pumpkins have been carved into jack o' lanterns!
  • A trio of crazy old women have been spotted selling costume potions inside Camelot, Jordheim, and Tir na Nog.
    • The costume potions last 15 minutes each and come in a variety of flavors.
    • The costume potions work best if you remove your helm and armor.
    • You cannot digest another costume potion if you are transformed into any of the monster forms.
    • The costume potions' magics are short-lived and the potions will be useless after the festivities end so don't horde them.
    • Some of the costume potions allow you to take the form of the enemy, so don't be scared if you see some in your capital city or housing zones, it's just your realm mates playing dress up!
    • The costumes and potions only work while you are in the capital cities or housing zones. You cannot use them outside of these zones and if you leave the zone while in costume, you will lose the effect.
    • As always, the days before, during, and after Halloween these potions can be used in RvR (With exception to pixies and ghosts potions, which are not usable in the frontiers ever)
  • NOTE: Players will need to logout and re-run the patcher in order to see the pumpkin moon, loot bags, and pumpkin patches
 
 

17th Anniversary Reward

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In celebration of Dark Age of Camelot's 17th Anniversary and in appreciate for those accounts currently subscribed, any level 50 character on a currently subscribed account can now visit one of the Royal Accountant NPCs to receive a 17th Anniversary Gift Box!

  • Players can find the <Royal Accountant> NPCs in their capital cities, relic town, or on Ellan Vannin:
    • Albion: Traurig in Camelot, Catterick Hamlet, or Alb's EV safe port location
    • Midgard: Oropyehho in Jordheim, Godrborg, or Mid's EV safe port location
    • Hibernia: Droevig in Tir na Nog, Crair Treflan, or Hib's EV safe port location
  • To get the reward, simply right-click interact with the Royal Accountant and they will give you the gift box!
    • Each level 50 character can receive ONE gift box, no seconds!
    • Be sure you have space in your inventory before speaking with the NPCs or /using the gift box as the rewards will end up on the ground otherwise!
    • If you are not successful in receiving a gift box when you should be eligible, please try dropping some pending quests or visiting the Quest Remover NPC in the capital cities before speaking with the Royal Accountants again.
  • Level 35+ characters on non-trial accounts can /use the 17th Anniversary Gift Box item to receive ONE of the following rewards:
    • 17th Anniversary Bounty Scroll: 15,000 bounty points (tradable)
    • Battlefield Potion: 25% realm point bonus (tradable)
    • Draught of Celerity (tradable)
    • Draught of Supremacy (tradable)
    • A Blank Chest, Sleeve, Leg, Boots, or Glove mithril pattern (not tradable)
    • The gift boxes themselves can be traded but still can only be used by level 50, non-trial account characters.
  • These gift boxes will be available only until November 6th, 2018.

Patch 1.125 Test Events

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Feedback and testing on Patch 1.125 has been amazing thus far and we're confident we're headed in the right direction. We have some adjustments and updates to 1.125 coming to Pendragon this week that we think you'll be very happy with!

We'd also like to ask for your help participating in a couple of organized and targeted play-tests on Pendragon in the coming days and weeks!

  • On Wednesday, October 24th, starting at 3PM EST / 9PM CET we invite you to come help us test the new keep-siege dynamics, race/gender/name change system, bountycraft, and anything else we have time for! We will especially need groups on all realms to attack/defend keeps of various levels.
  • On Sunday, November 4th, starting at  2PM EST / 8 PM CET we'd like you to join us in Molvik and put the battleground's new dynamic keep changes to the test! We'll need a mix of each realm to siege and defend the center keep and its new objectives.
  • In thanks, we will have many giveaways for Mithril throughout each play-test event!

Please keep your eyes peeled here or on the forums for any other events that get announced!








 

Pendragon Patch 1.125A

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Patch 1.125A is now up on the Pendragon test server!

Click the image below to check out the full patch notes and please keep the feedback coming to help us continue improving this 1.125 update.

Important Note:
  • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.
    • ​This means duplicating the entire "Labyrinth" folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
    • If you do not do this, you *will* experience issues when patching from Pendragon back to live.
      • To force the live client to fix these issues, you will need to delete the mft.myp in your game's directory and then run the camelot.exe patcher again.
For those interested in testing on Pendragon, follow the character copy process here!
 
 

Highlights


  • Character height can now be modified when changing your Race or Gender at the Mithril shop!
  • The spellcraft tradeskill window now includes each gem's bonus type and amount!
  • The Bountycrafting items are now tradable and always craft at 100% quality!
  • Only the 200+ value heal procs are reduced now!
  • Many more changes based on your feedback!
 

Friday Grab Bag - 10/26/2018

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Welcome to the Grab Bag!

Productive testing and feedback on all counts coming in over Patch 1.125, please keep it coming! November 4th at 2PM EST / 8PM CET is our next testing event in Molvik, so pencil it in your diaries!

Also don't forget to make sure you are signed up to our monthly newsletter which is due soon :)

As always, thanks everyone for your questions! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the Grab Bag!



I would really like to know, if the freezing bm vest stacks, coexists or overwrites the dragon glove charge, though. I can understand the zerker chest not stacking with the gloves, as it's 25%, but the bm proc is a dmg add, and it's only 15%.

The Freezing Blade Vest procs a 15% damage add buff, identical to Triple Wield’s damage add but at a lower value. The Cursed Dragon Gloves provide a straight damage% increase buff. Since they are entirely separate buffs, they both stack.

However, Freezing Blade Vest’s damage add buff would be overwritten by the Blademaster’s Triple Wield ability.



I have a question on the Track ability.  I have looked and have not been able to see what the exact values of the track ability are.  I know it says 15% on lvl 20 track, 25% for lvl 30, 35% for lvl 40, and 45% for lvl 50, but what do those values actually mean.  Is that % the amount it increases your stealth detection from MoS/stealth spec?  So since MoS 9 gives a 625 range stealth detection are you getting an additional 281.25 units with the lvl 50 track?  .45 x 625= 281.25 for a total of 906.25?  Or is it another value?

The delves on the Track ability are based on base stealth detection (without Mastery of Stealth) and are a percentage increase from those base values. The 1.121 patch notes help give an idea of what that means in conjunction with Mastery of Stealth and the in-game detection radius with Track.

From the 1.121 patch notes:

  • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect other Archers at around 725 in-game units.
    • Archers using the level 50 Track ability will detect other Archers at around 1000 in-game units.
  • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect Assassins with 50 stealth specialization between 675 and 750 in-game units.
    • These values are influenced by the detected Assassins +stealth skill over level 50:
      • A 50+24 stealth specced assassin will be detected at 675 units by MOS9 archers with 50 composite stealth spec.
      • A 50+11 stealth specced assassin will be detected at 713 units by MOS9 archers with 50 composite stealth spec.
      • A 50+0 stealth specced assassin will be detected at 750 units by MOS9 archers with 50 composite stealth spec.
  • Archers using the level 50 Archery Track ability will detect Assassins between 950 and 1175 in-game units.
    • These values are influenced by the detected Assassins +stealth skill over level 50:
      • A 50+24 stealth specced assassin will be detected at 950 units by MOS9 archers with 50 composite stealth spec.
      • A 50+11 stealth specced assassin will be detected at 1063 units by MOS9 archers with 50 composite stealth spec.
      • A 50+0 stealth specced assassin will be detected at 1175 units by MOS9 archers with 50 composite stealth spec.


Is it intended for the style Pin to make the snared sound effect even if the target is immune to snare and thus not snared? I use the sound effects to determine if the target is peeled or not, and the pin style will always make the sound effect. This become especially annoying when the target is charged and therefore cannot be snared. It makes me think I've peeled the target when in fact I haven't.

Speaking on Pin, is it supposed to be 40% slow or 70% slow? Is it supposed to be breakable or not? Should it ignore immunity?

Pin does ignore snare/root immunity and is not breakable on damage. It’s snare value is intended to be 70% but as stated in the 1.125 Pendragon notes, there is currently a bug with most melee snare styles not applying their correct amount. On Live servers right now Pin snares for 60%. It will snare for it’s proper amount after the 1.125 patch has gone to the Live servers.

For the sound issue, since Pin ignores immunity it will apply and play its sound in most circumstances.

However, if Pin is applied to a target that *already* has Charge or Speed of Sound active, no snare sound is played and we’ve verified this to still be the case. The only sound heard is the sound of the style landing, not the snare component.

What may be happening is that the Pin snare is landed and then a realm ability like Speed of Sound is given to the target just afterwards – in that case the snare component sound would play since it was applied prior to Speed of Sound even though it may happen so fast that it looks like the Speed of Sound speed component was applied right away. The Charge realm ability specifically cannot be activated if a crowd control (including roots or snares) is already applied to the character.

Lastly, Crescendo spells can be applied to actively rooted or snared targets since they are a direct movement speed buff that effectively counteracts the snare or roots’ movement speed debuff. However, the snare component of Pin greatly outweighs the run speed bonus of any crescendo buff.


I originally had bought the scroll in the kings room to achieve the Earthen horse mount on one of my toons on Mid. After numerous attempts of roaming around the designated area for the mob to kill to get the step done to achieve the mount I have been unable to find. I have searched over the entire land day and night for hours. After many unsuccessful attempts I bought another mount. I have asked in discord and seems other have had sand Issue. Any help would be appreciated.

The monster, Mokerkialfi, can spawn in 1 of 4 possible locations in Skona Ravine. 3 of the locations are on the east side of the zone and the 4th is on the west side. We’ve also verified that Mokerkialfi is spawning correctly on the Live servers. Good luck!


Moving forward, can you/will you plan to release patches more frequently, even if they are smaller in size and address player concerns? I think a large part of the player base would prefer smaller more frequent updates even if they are something trivial such as small bug fixes that have been in the game for years.

Patch 1.125 is meant to be the last major update prior to Endless Conquest. Endless Conquest will be a major update, involving an option to play Dark Age of Camelot *for FREE*, that we want to get absolutely right. As such, it will be a long-term development cycle taking us well into 2019.

That said, between 1.125’s launch and the release of the Endless Conquest update we would like to get back to smaller, more frequent updates in the form of Hot Fixes while the main portion of our development resources are devoted towards Endless Conquest.

And we do have a lot on the docket over the next year for those Hot Fixes!

Post-1.125 Hot Fix plans:

  • Curse Campaign difficulty adjustments
  • New Fall-Harvest Event
  • Expanding out the Dynamic Keep Siege objectives, assuming they are well-received in Molvik!
  • Recurring holiday and RvR events
  • Ongoing bug fixes and class changes, as necessary
  • Monthly Mithril Store updates
  • And more!


For those that don’t know, let’s explain the difference between a “Hot Fix” and a “Patch” update. Patches involve taking the server down to deliver updates that touch some fundamental aspects of gameplay and are normally much larger in scope than a “Hot Fix”. Hot Fixes can be very large and comprehensive themselves but are specifically updates that can be deployed while the game-server is still running. Many types of bugs can be fixed via “Hot Fixes” but major bugs that involve changes to fundamental game systems generally require a patch and therefore server downtime. This is why we are trying extremely hard to fix as many long-standing bugs as possible with Patch 1.125 as we likely will not have another planned server down-time between its launch and the launch of Endless Conquest.

Once Endless Conquest is launched we do plan to return to more frequent patches again. Speaking of which, stay tuned for some detailed Endless Conquest plans in the coming weeks and months!



Enjoy the weekend all :)

<3


1.125B Pendragon Patch Notes

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Patch 1.125B is now up on the Pendragon test server!

Click the image below to check out the latest patch notes and please join us this Sunday at 2 PM EST / 7 PM GMT for our Molvik playtest on Pendragon! We're nearing the home stretch for Patch 1.125 and look forward to your continued feedback

Important Note:
  • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.
    • ​This means duplicating the entire "Labyrinth" folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
    • If you do not do this, you *will* experience issues when patching from Pendragon back to live.
      • To force the live client to fix these issues, you will need to delete the mft.myp in your game's directory and then run the camelot.exe patcher again.
For those interested in testing on Pendragon, follow the character copy process here!
 
 

Highlights


  • The Ruined Areas in the Frontier have been significantly expanded and improved!
  • Players can now swim underwater in Shrouded Isles and the Housing regions!
  • Many more fixes and changes from the original Pendragon 1.125 notes based on your feedback!
 

Live Server Maintenance (AWS)

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Update 9:00 AM EST / 2:00 PM GMT: All servers are once again online!

The Ywain, Gaheris, Pendragon and all archived servers will be coming down tomorrow, November 5th (8:00 AM EST / 1:00 PM GMT) to perform routine server maintenance.

This downtime should completed in under 3 hours. Intermittent downtime may be noticed with the Account Center and the Herald websites but any issues reaching those sites should clear up within a few minutes.

We appreciate your patience and understanding as we perform this short downtime.

 

1.125C Pendragon Patch Notes

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Patch 1.125C is now up on the Pendragon test server!

Click the image below to check out the latest patch notes! We're nearing the home stretch for Patch 1.125 and look forward to your continued feedback

Important Note:
  • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.
    • ​This means duplicating the entire "Labyrinth" folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
    • If you do not do this, you *will* experience issues when patching from Pendragon back to live.
      • To force the live client to fix these issues, you will need to delete the mft.myp in your game's directory and then run the camelot.exe patcher again.
For those interested in testing on Pendragon, follow the character copy process here!
 
 

Highlights


  • Buggane’s Obelisk is now found on Ellan Vannin permanently!
  • Check out the Molvik Dynamic Keep Objective improvements based directly on last week’s playtest feedback!
  • Several class adjustments based on your feedback!
 

Friday Grab Bag - 11/09/2018 - 1.125 Edition

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With Patch 1.125C hitting Pendragon earlier today, we decided to address some of the most popular queries that have arisen regarding changes in Patch 1.125 :) 

As always, thanks everyone for your questions and feedback with 1.125! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the Grab Bag: 1.125 Edition!



Why did the Jade simulacrum get the ability to [taunt] but not the Spiritmaster’s spirit warrior and Enchanter’s underhill compatriot pets?

This is because the Jade Simulacrum uses an any-time style that debuffs its targets’ damage, preventing it from having an any-time taunt style. The spirit warrior and underhill compatriot have any-time taunt styles already.


What was the reasoning of reducing the damage of the spec. lifetaps on Spiritmaster and Cabalist?

Lifetaps at 199 delve were putting out a bit more DPS than intended, more than 219 delve standard direct damage spells due to the way lifetap damage is calculated and their faster cast speed. Combined with these classes’ utility we felt that their DPS needed to be reduced back to its old values.


Why Climb Wall for Savage over Skald? While its appreciated that savages get climb walls, would putting it at 49 spec instead of 50 have been better?

We felt that Skalds are already performing at a very high level across multiple playstyles and already bring a lot of different abilities to a fight.

While it is true that Savages are also a generally strong class, they are much more specialized in DPS and don’t have as much utility on the large-scale. It also allows us an opportunity to differentiate the roles of Savage and Berserker a bit. Depending on the results of this change, there may be more changes made to the Savage class in the future (but likely not 1.125) that further this differentiation.

Additionally, by adding climb-walls at level 50 specialization, it prevents Savages from going their “optimal” specialization of 44 H2H with 49 Savagery. Instead, they must sacrifice their weapon specialization a bit in order to train climb-walls.


In the last Grab Bag you said you had Curse adjustments in the works, can you expand on that and will we see the changes in 1.125?

We’re planning on doing an overall pass on the Curse Campaign’s difficulty that should lower the amount of players needed to complete it. While this likely won’t be in the 1.125 patch we do plan to have it in before the end of the year!


When can we expect to see 1.125 go live?

Soon! *wink*




Enjoy the weekend, all!
See you on the battlefield :)

Live Server Downtime for Patch 1.125

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The Ywain and Gaheris servers will be coming down tomorrow, November 13th (5:45 AM EST / 10:45 AM GMT) to deploy Patch 1.125!

Developer's Note:
  • All bounty points will be capped at 500,000 bounty points on each character when the servers come back up tomorrow so please consider this your last warning and chance to spend any extra bounty points!
    • Additionally, the bounty merchants will no longer sell their trophies or tokens once the patch is live.

Check out the full patch notes by clicking on the image below!
 

Highlights


  • Race, Gender, and Name change services are now available for purchase at the Mithril shop!
  • Your votes have been tallied and 2 new race/class combinations are now available in each realm!
  • Earn end-game gear exclusively through RvR with the new Bountycrafting system!
  • Keep difficulty, ram and siege tower adjustments plus new gatehouse doors spice up siege warfare!
  • Check out the new dynamic objective system in the Molvik battleground!
  • New streamlined RvR quests and rewards await!
  • Buggane’s Obelisk is now found on Ellan Vannin permanently!
  • The Ruined Areas in the Frontier have been significantly expanded and improved!
  • Client improvements and crash fixes galore!
  • Stay on top of the new class adjustments and read the notes!
 
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