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Live Hot Fix and Dynamic Keep Objectives Event

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This update features the long-awaited dynamic keep objectives and several bug fixes as reported on our bug tracker! We look forward to your feedback on these objectives, and hope you enjoy them! :)

Dynamic Keep Objectives

This system is designed to help spice up keep warfare and to encourage more varied and contested battles at the affected keeps. The objectives provide powerful enhancements and penalties, depending on which realm controls them, that should encourage many new tactics and strategies. These objectives are currently planned to remain active until Thursday, July 25th, 2019. We will be taking in your feedback on them and adjusting accordingly in the meantime. Depending on how they are received they may be extended out to additional keeps in the Frontiers in the future.


  • The keeps of Caer Berkstead, Erasleigh, and Sursbrooke in Albion, Nottmoor, Blendrake, Hlidskialf Faste in Midgard, and Dun Crimthainn, Bolg, and da Behnn in Hibernia have been updated to use the dynamic keep objective system.
  • Each of these keeps will now spawn their dynamic objectives whenever they are put under siege.
    • All dynamic objectives will initially spawn under control of the same realm that holds the keep.
    • Dynamic objectives will remain active for at least 10 minutes after a keep has initially gone under siege and will remain active so long as the keep remains under siege.
    • Under-siege status of a keep can be determined by the /realmwar map showing "flames" on the keep icon.
    • The objectives are spawned far enough away from their respective keep so a single force cannot camp them and the keep simultaneously.
      • For players familiar with the recent Manx on the Move event, the objectives are spawned at the same locations (except at only 3 locations out of the 4 the Manx used).
  • The dynamic keep objectives are as follows:
    • Stone Quarry
      • When the defending realm of the keep controls the objective:
        • Upgrades the level of the keep one level after 60 seconds and then upgrades the level of the keep one level every 10 minutes thereafter.
      • When the attacking realms control the objective:
        • Downgrades the level of the keep one level after 60 seconds and then downgrades the level of the keep one level every 10 minutes thereafter.
    • Siege Workshop
      • When the defending realm of the keep controls the objective:
        • Triples the sturdiness of the outer and inner gates, respectively.
      • When the attacking realms control the objective:
        • Halves the sturdiness of the outer and inner gates, respectively.
        • Removes the ability for siege weapons to be placed on the roof of the center keep.
    • Portal Ceremony
      • When the defending realm of the keep controls the objective:
        • Realm-members can visit the Channeler at this objective to instantly teleport into the center keep.
      • When the attacking realms control the objective:
        • Blocks the defending realm from using the Channeler.
  • A new repeatable quest, Generals' Bounty, is available to level 50s in the frontier.
    • This quest will remain active until Thursday, July 25th, 2019.
    • Players should visit the following NPCs to obtain the quest:
      • General Kogis in Albion's relic town.
      • General Bruki in Midgard's relic town.
      • General Vegda in Hibernia's relic town.

Hot Fix Notes


  • The Mithril Shop has a new item for sale!
    • Visit the Mithril Merchant in each realm's capital city to obtain the Draught of Conquest buff potion.
      • This potion has 30 charges and works identically to the Draught of Supremacy potions except that Supremacy potions can only be used by accounts with an active subscription and Conquest potions can be used by all accounts.
  • The realm abilities Empty Mind and Bedazzling Aura have been changed as follows:
    • They now co-exist and stack with all class-based secondary magic resistance abilities
    • They now co-exist and stack with all long-duration secondary magic resistance item /uses
    • They now overwrite or are overwritten by all short-duration secondary magic resistance item /uses and procs, based on the highest value.
      • Short-duration magic resistance item /uses and procs are defined as those lasting 30 seconds or less in duration and involve the following items' spells:
        • Loyalty Cloaks'"Repel Magic" /use (15s duration)
        • Astral and Hallowed Cloak of Heroes'"Shroud of Protection" /use (20s duration)
        • Freezing/Unyielding/Howling/Shrouded Brutalizer Vests'"Skin of the Brute" proc (7s duration)
  • The following Cleric abilities in their Smiting specialialization should no longer disappear from their spell lists in certain scenarios. Please note that Clerics who currently do not have these abilities showing in their spell list may need to perform a respecialization to get them to reappear.
    • Virtuous, Heavenly, Rapturous, or Radiant Reflection
    • Helping, Healing, Light, Pure, or Holy Hand
    • Ascendance
  • The Assassin ability Overshadow has been changed to no longer fire on targets that are already Overshadowed or are under the Blanket of Camouflage Spymaster's Master Level ability.
  • Dark Ingolf's barrier in Midgard's Dragon Curse Campaign 9.1 encounter should no longer cause caster damage to go into the negative. This should alleviate aggro-control issues.
  • The Champion Level damage add ability, Force of the Abyss is no longer overwritten and always overwrites other damage add abilities. Users wishing to receive a higher value damage add ability must manually shift+right-click remove the Force of Abyss ability now.
  • The recently revamped weapons found in Stonehenge Barrows, Spindelhalla, and Coruscating Mines have had their spell power levels reduced from 42 to 39.
    • The Smoldering Sable Flagellum whip has had its DPS corrected to match the other weapons at 15.6 DPS.
  • The Cape of the Pictish Hero can now be emblemized.


Account Center Maintenance - Security Update

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Update 5:50PM EDT / 10:50PM GMT: The maintenance is complete and the Account Center is once again back online!

We will bring down the Account Center for a security update at 5PM EDT / 10PM GMT today. During the maintenance users will not be able to change subscription, redeem game codes, or transfer characters from archived servers.

We anticipate the Account Center to be down for no longer than 3 hours.

Thank you for your understanding and patience as we deliver this security update.
 

Independence Day Bonuses

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The following RvR Bonuses are active from today until Tuesday, July 9th in celebration of Independence Day in the United States!
 
On Ywain:
50% bonus to RP gain from kills.
50% bonus to BP gain.
100% bonus to normal XP gain in all classic zones and dungeons.
200% bonus to normal XP gain in Darkness Falls.

On Gaheris:
100% bonus to normal XP gain in all classic zones and dungeons.
200% bonus to normal XP gain in Darkness Falls.
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


A safe and happy 4th to all!
 

Friday Grab Bag - 07/05/2019

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Yay Friday! And another Friday means another Grab Bag!

In a previous Grab Bag on June 7th, we answered a question on realm timers with our plan for implementing a realm switch timer, 30 minutes for subbed accounts, and approx. 4  hours for Endless Conquest accounts (triggered only if you earn RP/player kill). Following on from that, we've created a realm timer poll to garner feedback on the change, so please vote and let us know your thoughts! :) 


As always, thanks everyone for your questions, do please keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

On to the questions!

 



Does 25% heal bonus work on the set value heal-over-times or only the percentage based ones?

Neither.

The Heal bonus% stat only affects heals or heal-over-times that print a heal value into the combat log. Health regens and HoTs such as a Mentalist’s Sanative Trance (value-based HoT) or a Shaman’s Restorative Mend (%-based HoT) or a Minstrel’s Song of Rejuvenation (value-based regen) that do not print heal values into the combat log are not affected by the heal bonus% stat. Value-based and percentage-based HoTs and regens always grant the same heal amounts regardless of the user’s heal bonus% stat. These regens are affected by the Mythical: Health Regen stat values of their targets, however.

Currently there are no HoTs that print heal values into the combat log. The old Paladin combat-heal chant was an example of one, but that has since been changed to an instant-heal.


What can I do with Luminescent Exeregum stones if they have 0 charges on them?

There are a couple of options here:

  1. Players with 0/1 charge ‘respec’ stones can visit the Realm Ability re-specialization NPCs in Camelot, Jordheim, or Tir na Nog and hand them the stone when prompted to initiate the ‘respec’ the old-fashioned way. Players must not have a Realm Respec already available for this option to work.
  2. Players can obtain another Exeregum stone that has 1/1 charges (NOTE: Move the 0/1 charge Exeregum stone into your /bank prior to the 1/1 Exeregum stone entering your pack) and then stack the 0/1 stone onto the 1/1 stone. Both stones will now have 1/1 charges and can be used normally. Please be careful when performing this as the same process works in reverse and could easily result in both stones having 0/1 charges instead of the intended 1/1.


These options can be used with 0/1 charge versions of Abrogo, Exerpise, Iterare, and Ceriac respec stones too.


Why are some versions of items available in one realm but not the other, for example the OW 10 Curative Sunburst Studded isn’t available in Mid or Alb but is available in Hib.

Itemization tries to account for the general abilities a class uses as well as the archetypes (healing, melee DPS, melee-hybrid, caster-hybrid, and caster DPS) it fufills. Each item-reward tries to offer the relevant variations that correspond to a given class’ abilities and archetypes. Itemization intentionally does not offer every class every item-variation option, especially on very powerful item-rewards, because itemization is a contributing factor to class balance.

In Midgard, the studded users are Savages, Berserkers, and Hunters while in Albion the only studded user is Scouts. None of these classes are healing-archetypes or have even rudimentary healing as part of their class abilities and so would not get the option for a healing-focused helm. In contrast, Bards in Hibernia wear reinforced armor (equivalent to studded) and are a healing-archetype.  This is why Hibernia is given a Curative Sunburst reinforced option and the other realms are not.

It can sometimes get a bit tricky however, like with the leather Curative Sunburst helm, which is available in all realms. Typically, Albion’s Friar is considered the only leather-based healing-archetype class and so you may wonder why the leather Curative Sunburst is available to Midgard and Hibernia. The answer in this case is that leather-using Maulers have some rudimentary class-based healing abilities in Aura Manipulation. The difference here is that Savages, Berserkers, Hunters, and Scouts simply have no class-based heals available to them and so there is no studded version of the helm.


Does Mastery of Focus affect weapon procs?

Yes, it affects their resist rates.

From the September 14th, 2018 Grab Bag;

“The Mastery of Focus realm ability effectively raises a spell’s level by its listed amount (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.”


Is there any way that an account ignore feature can be added so that we don't have to /ignore each character?

Yes, this is something we’d like to add when we get the opportunity!




Thanks again, all! Don't forget to cast your vote on our poll!

Enjoy the weekend :)

Friday Grab Bag - 07/19/2019

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Welcome to this week's Grab Bag!

As always, thanks everyone for your questions, do please keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the questions :)
 




If you are putting a proc on a player made shield, does it need to be a reactive, or an effect? Reactive says it works when the armor is hit by an enemy but is a shield classified as armor or weapon?

Shields can have a volatile (offensive-based) or reactive (defensive-based) proc applied.

Volatile procs can be triggered when the shield hits an enemy via a shield style and reactive procs can be triggered when the shield blocks an attack.

Please note that reactive shield procs can only fire when blocking against player and not monster-based attacks.


 Does the Ameliorating Melodies realm ability increase in value via bonuses (%healing, mastery of healing, etc.) or is it a flat value?

All health regens that don’t print the actual amount healed into the combat log each tick are not affected by heal% bonus items or mastery of healing.


Armor Factor buffs are affected by buff bonus% while AF debuffs aren’t affected by debuff bonus% items?

It’s probably more of an oversight that AF buffs are affected by buff bonus% than AF debuffs not being affected by debuff bonus! We can see if we want to change that or add the ability for debuff bonus% to affect AF debuffs like other “stat” buffs. Though we’d almost certainly need to lower the existing AF debuff delves in either case. Please let us know your thoughts!


Why is the Hallowed Greatsword is not allowed in bountycraft or is it bugged?

Bountycraft currently only includes the unique stat items that drop in the Mournful King’s lair. The Hallowed Greatsword is a copy of existing items in each realm and only has a different cosmetic look from those items.

Albion: Dragon Knight’s Flame two-handed sword that drops from Golestandt.
Midgard: Dragonfury two-handed sword that drops from Gjalpinulva.
Hibernia: Ghostly Great Falcata two-handed sword that drops from Cuulderach.

We can look into adding in more items to the Hallowed section in Bountycraft in the future but for now the items that are only different cosmetically are left out to help maintain their rarity.


What buffs actually stack with Buggane, guild or battlefield potions ? Do the Battlefield buffs stack with Guild buffs or with Buggane?
The what, when and how do those stack and When do those not stack ?? Everyone seems mixed up on this.

Spell-based realm point, bounty point, experience, and/or coin bonus buffs will NOT stack with the same bonuses on another spell-based buff, but will stack with any different bonuses. Very importantly, in the case that 2 spell-based buffs that have the same bonus are applied only the bonus from the spell that was applied first will affect the character.

This means if a RR8+ character has the Buggane’s Folly buff granting 15% to RPs/BPs/Coin and then /uses the battlefield potion which grants 25% to RP gain, the character will still only have the +15% RP/BP/Coin bonus applied and the 25% RP bonus from battlefield potion will not affect them. If the character were to drop the Buggane’s Folly buff in this example, the battlefield potion’s 25% would then affect them.

However, if a RR2 character has the 25% RP buff from the battlefield potion applied first and then applies Buggane’s Folly +75% RP/BP/Coin buff, the character will now receive the 75% BPs and Coin bonus from Buggane’s Folly but will still only receive the 25% RPs bonus from the battlefield potion. The +75% RP bonus won’t be applied until the battlefield potion’s effect is removed.

“Spell-based” specifically refers to any bonus that is applied from a spell and that shows up in the buff icons at the top of the character’s screen; this includes buffs that are cast by items, monsters, or players. Realm point, Bounty Point, Experience, and Coin bonuses that come from other systems like guilds, item stats, dynamic population, outpost ownership, relic ownership, or from specific zones are separate and do stack with each other and with spell-based bonuses.



That's this week's edition!

Enjoy the weekend all :)
 

Midsummer Celebration

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The Midsummer celebration event is upon us!

Midsummer and the traveling merchants will run from today, July 30th, 2019, until September 3rd, 2019.

Read on for the full event details!

 


Midsummer Event


The 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

 

Official Item Search Tool

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We're pleased to announce the release of our Item Search tool! 
 
This is the first in a long line of tools we'll be releasing in the coming months that use our new website's layout. As each new tool is released we'll be continuing to flesh out the new site's layout and menu. Once the majority of those tools and resources have been released, we'll be converting over the main site to this new layout so we're excited to hear your initial feedback!

The Item Search tool is nearly complete as is but we'll be adding even more bells and whistles to it, like ensuring that all of the item abilities show properly and enabling searches for specific item abilities, as soon as they are ready. In the meantime, please let us know what you think and have fun digging up those items!


 

Friday Grab Bag - 08/02/2019

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Welcome to the Grab Bag!

Our July newsletter, which went out earlier in the week, contained an update regarding Endless Conquest, a new mask pattern, and much more. Make sure you are signed up to get our newsletter direct to your inbox! In the meantime you can view July's newsletter in your browser here :)

As always, thanks everyone for your questions, do please keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

On to the questions :)
 




With the change from alt currencies to bps talked about in newsletter will you be increasing the bp cap?

No. The bounty point cap is there to incentivize players to use their BPs. There are ways for players to spend their BPs crafting equipment, purchasing artifact or master level credit, buying alchemy ingredients, and many others that hold value to other players (can be sold/traded for platinum or other items) or would be valuable to an alternate character on the same account.

Further, the additional ways to earn BPs that are coming with the alternate currency consolidation are being put in place with the existing cap in mind. It will be much easier to earn LOTS of bounty points, but you’ll need to use them to make the most of it!


Please clarify the difference, if any, between Archery Speed/Casting Speed and Archery Damage/Magic Damage as it pertains to all archery classes now. Are they basically the same even though the wording is different or are these two separate values? If a player in Molvik has one item with %5 Casting Speed and another item with 2% Archery Speed, do they hit the Molvik cap of 7%Casting/Archery speed?

When using a bow, Archery Speed = Casting Speed and Archery Damage = Magic Damage.

They stack with each other and are essentially the same thing. In the provided example, having 2% archery speed and 5% casting speed would be the same as having 7% casting speed when using a bow.


What exactly does the buff from Forest Protector, the level 23 Crush weapon style, actually affect? IE. Offensive Heal Proc?

Yes, it would help the heal amounts of the offensive heal procs and any casted heals. Wardens can frequently switch from melee to support roles and maintaining the Forest Protector buff, while sometimes difficult, can have a huge payoff when used in conjunction with casted heals.


I've significantly upgraded my display since my playing days to a triple monitor 7680x1440 display.  I tried playing but this resolution makes it awkward as the camera is too zoomed in and cannot see as much vertically or downwards.  I can't change the perspective no matter what I do.

We’re well aware of how far hardware technology has advanced in recent years and we love updating our rigs too! However, we have to make sure that hardware updates don’t provide players an unfair advantage in RvR.

Anything wider than a 4:3 aspect ratio is adjusted by the game’s engine to maintain the same horizontal-screen visibility to the left and right of the character. Allowing for wider resolutions to continually zoom out to maintain the same vertical-visibiity as lower aspect ratios would let players see much further to either side of the character and would give an unfair advantage in RvR.

For instance, an 800x600 (4:3) resolution game-screen can see just as far to the left and right of a character as a 2560x1440 (16:9) game window can, but the 800x600 actually has better vertical-visibility. At wider resolutions and aspect ratios than 4:3, the only way to maintain that same horizontal-visibility is to zoom in on the character, and at aspect ratios higher than 16:9 the amount of zoom can become too much and so we wouldn’t recommend those resolutions.

Total horizontal-visibility at 7680x1440 is identical to other resolutions but vertical-visibility has to be reduced to maintain that and to prevent any advantage in RvR. The best bet is to reduce the resolution down to a 16:9 aspect ratio or perhaps a slightly higher one that you are still comfortable with.


The /level command appears to no longer function on the Gaheris. Can you confirm is now disabled?

Yes, the /level command and its functionality is entirely disabled.




Enjoy the weekend everyone!
See you in the frontiers! :)

 


Friday Grab Bag - 08/16/2019

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Welcome to this week's Grab Bag!

As always, thanks everyone for your questions, do please keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

We have one quick Hot Fix note related to the Midsummer Event before we get to the questions:

  • The [Midsummer] Spirit of War quest now grants credit as follows:
    • Character must have the Spirit of War's Mark buff active OR
    • Character must be of the realm that currently owns the keep under attack by the Dark Dragon
      • This means that if the Dark Dragon is currently spawned at Dun Crimthainn, the realm that owns Dun Crimthainn will be able to get credit for the quest in any location of the Frontier, even if they do not have the Spirit of War's Mark buff active.
      • This method of credit will last as long as the Spirit of War is still at the keep. 
      • If the keep is neutral, no realms can get quest credit unless they have the Spirit of War's Mark buff active.


Read on for the questions :)
 


Are you following up the item search with a template maker? When can we expect this?

First we’ll be adding in a few more bells and whistles to the item search feature, like the ability to search for spell procs and uses, and then we’ll shift gears over to a template maker. We’ll have it ready as soon as possible!


Does debuff effectiveness impact Reaver abs debuff?

Yep!


How do you get the gold ML10 weapons? The ones on merchants and that drop are silver.

Gold Astral weapons no longer drop. Gold ones are the “old” version of the ML10 weapons that dropped prior to their upgrade many years ago. The only way to obtain one now is via other players who happen to have them!


Does Eous's Crossbow still drop from Eous?

Yes, though it is a fairly rare drop!


Will there be another poll for possible new race/class combos? Or a possibility of adding a few just in general?

New race/class combinations are a distinct possibility after the launch of Endless Conquest. When we’re ready, we’ll absolutely offer a new poll of feasible options.



That's all for this week!

There's still plenty of time to get your Midsummer Wrap! The event lasts until September 3rd.
Enjoy the weekend, all :)


 

Labor Day Bonuses and Live Hot Fix Notes

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We have some RvR bonuses in celebration of Labor Day weekend, a new Mask to unveil, and a list of some issues we've addressed recently, as seen on our Official Bug Tracker!

Labor Day Weekend bonuses will run from now until September 3rd.

Read on for the notes!
 

Mithril Shop


  • Slitted Mask helm patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

Bug Fixes

 
  • Fixed an issue with the [Midsummer] Spirit of War kill credit for Hibernia characters when the Spirit of War is up and Hibernia owns specific keeps.
  • Characters teleporting onto Ellan Vannin's safe areas should no longer get stuck in geometry.
  • Guards in Knoc Meayll should no longer aggro/attack characters above them near Buggane's Obelisk.
  • Skald's Song of Ragnar is once again an instant-cast ability.
  • Sorcerer's Impenetrable Shield should now correctly reduces damage by 40% instead of 50%.
  • Bainshee's Vanquish Sight pulsing nearsight ability now correctly removes on death.
  • Animist's level 41 Forest Menace FnF pet once again casts its disease ability correctly.
  • Dragon Knight's Flame's absorb debuff proc once again has the proper smoke spell effect.
  • The Bow of Silver Talon is now properly flagged as Recurve Bow.
  • Crystal Titans will no longer cast twice in some locations and have had their combat fail-text updated to describe all restrictions on when and where they can be cast.
  • Midgard's Dragon's Curse Campaign 9.2 encounter's Malcolm and Miranda should now wait through their opening cutscene before attacking.

Bonuses


On Ywain:
  • 50% bonus to RPs gained from RvR kills
  • 100% bonus to normal XP gain in all classic zones and dungeons
On Gaheris:
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 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 - 08/30/2019

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Time for another edition of our Grab Bag! Our August newsletter went out yesterday, you can check it out in your browser here and don't forget to sign up to get the newsletter direct to your inbox. :)

If you're in the path of any of the crazy weather around the globe coming this weekend/week, please take care and stay safe!

As always, thanks everyone for your questions, please do keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.


On to the questions :)

In Midgard, I know of 14 possible locations of Doppelgangers.
Are there more spawn points for Doppelgangers AND more importantly, how many are active at one time? (i.e. There are only five (5) than will be active at one time in assorted locations, etc.)

Doppelgangers spawn as follows in each individual zone:

Pennine Mountains, Jamtland Mountains, or Breifine: 2 can spawn at once out of 8 potential locations
Hadrian’s Wall, Odin’s Gate, Emain Macha: 2 can spawn at once out of 10 potential locations
Ellan Vannin: 3 can spawn at once out of 15 potential locations

Their spawn-rates are relatively fast so that there should almost always be at least 1 Doppelganger up in each zone.


Can you explain what is the difference of ABS debuff and af debuff? Is abs debuff > af debuff > melee resist debuff?

An “ABS debuff” is short for “absorption% debuff” and targets an armor’s absorption%. Each armor type has a different absorption% with Cloth having 0%, Leather 10% , Studded/Reinforced 19%, Chain/Scale 27%, and Plate having 34%. Some classes, like list-casters, also have absorption% buffs they can use.

ABS debuffs remove either a flat amount of a character’s current absorption% or are a percentage decrease, depending on the way the delve shows on the debuff.

For instance a delve that says “Reduces the targets absorption (ABS) by 15%” means that the ABS debuff will remove a flat value of 15 from a 34% plate armor absorption, making the armor wearer have 19% (34 – 15 = 19) effective absorption for the debuff’s duration.

Conversely, a delve that states “Reduces the targets absorption (ABS) by -15%” (note the -negative symbol) will reduce a 34% plate armor absorption by 15%, making the armor wearer have ~29% effective absorption (34 * (1 – .15)) = ~29).

Generally, these differences in how ABS debuffs work is balanced by the duration of the debuff, with the weaker percentage decrease ABS debuffs lasting much longer than the flat-value ABS debuffs.

Armor Factor, or AF, debuffs, reduce a targets armor value. These are a bit more straightforward in that there is only 1 type of AF debuff that removes the flat value of the targets’ overall Armor Factor.

The general rule of thumb is that ABS debuffs are going to be more effective vs high-absorption% targets than AF debuffs since high-absorption% classes generally have a lot more AF to spare and because an ABS debuff can’t remove absorption% below 0%. A flat-value 15% ABS debuff is only going to remove 10% ABS from a Leather wearer.

Targets with lower overall AF means that an AF debuff is going to be more effective in increasing damage than ABS debuff would since the target is (more likely) to be losing a greater percentage of their AF than they would ABS.

We’re splitting hairs when it comes to cloth-wearing list-casters who have a relatively high 33% ABS buff but also have low overall AF. Both types of debuffs are going to be very effective against them.

Finally, melee (or magic if using legendary weapons) resist debuffs are generally good against all targets but to truly determine which debuff type is best for a particular case or even most cases will depend quite a bit on the actual delve of the debuffs as well as many other target-dependent factors. There is no right answer for all cases.


Hey guys!

Would it be possible to have stuff like ML10 tokens and mounts from 10p boxes, be stored in house and personal vaults? I know mansion deeds also cant be stored there, but if that is intentionally i dont know.

The ML10 tokens and house deeds are able to go into personal vaults already, just not house vaults, which is more than sufficient considering their value.

Unfortunately, the way mounts are awarded would need to be fundamentally changed to allow them into a personal or house vault. We can look into other ways to alleviate unused mounts clogging up an inventory though!


Does Valk r5 stacks or coexists with siphon we have in a temp? Ex, I have 25% siph, valk uses r5, I'm at 100 or 75% siphon?

The Valkyrie Realm Rank 5 ability, Valhalla’s Blessing, does not stack with any arcane siphon stats from items.


Why can a minstrel not pulse charm a red frost stallion, i used to be able to but now i get the error message, "this mob is too strong for your to charm" or something like that. My question is if a mini can hold a level 59 pet, which is the highest level a mob can appear red, why can i not charm red Frost Stallions. I am not using the perma charm, i am using the correct pulse charm.

Level 50 Minstrels can indeed charm up to a level 59 pet of a valid monster type. However, for a level 50 character, red con monsters actually range from levels 56-60 so it’s entirely possible that the red frost stallion is level 60 and therefore too high a level to be charmed.

FYI: To a level 50 character, grey con monsters are level 35 and lower, green 36-40, blue 41-45, yellow 46-50, orange 51-55, red 56-60, and purple are level 61+.



That's it for this week!
We're getting into an exciting time this coming month, can't wait!  

Our Saturday night giveaway streams have returned, so make sure you tune in to our official Twitch channel from approx. 10:30PM GMT / 5:30PM EST :)

See you there!

Item Search Update

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Thank you to all for the great feedback we've received on the official Item Search tool. The following updates should address most of the requests we've received, with any further updates/fixes to come after the Template Builder tool is released.

Item Search


  • Added 900+ items to the item database.
    • Please note that the item database is currently only for equipment and not for consumable or quest items, though they may be added at a later time.
  • Sub-menus now appear when selecting Weapon, Armor, or Shield categories.
    • Only one of the following weapon types may be filtered at a time:
      • Any
      • One Hand (includes Left/Off Hand)
      • Two Hand
      • Left/Off Hand
      • Ranged
    • Multiple armor types may be filtered at once:
      • Cloth
      • Leather
      • Studded (includes Reinforced)
      • Chain (includes Scale)
      • Plate
    • Multiple shield sizes may be filtered at once:
      • Small
      • Medium
      • Large
  • Users can now also filter weapons by their skill type.
    • To filter by a weapon skill, the weapon category must be selected and applied first, then a separate "Weapon Skill" dropdown will appear underneath the "Category" dropdown and above the "Realm" dropdown.
    • Multiple weapon skills may be filtered at once.
  • Users can now filter and search for item-based abilities.
    • Use the Advanced Filter form to select for Item Bonuses or Item Abilities then choose the relevant Bonus or Ability you wish to filter.
  • Improved the display of item abilities on item-view pages with short ability tags, descriptions, level, and expandable detailed delves.
    • Re-exported ability delves to update to their current values.
  • Users can now filter items by Bonus Level.
  • Removed duplicate magic resistance choices in their filter list.
  • Added a "clear filters" button that will clear all filters with a single click!
    • Clearing filters will NOT reset active search results until the "Apply Filters" button is used.

Friday Grab Bag - 09/13/2019

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It's a Friday the 13th Grab Bag! Nothing spooky or scary in here, though :)

As always, thanks everyone for your questions, please do keep sending them in! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.


Read on for the questions!


I recently used the master level ability cowering bellow on some bonedancer pets. When all 3 failed to be affected, it got me curious about the spells mechanics. Did they all resist? I'm not sure, because it doesn't provide any log feedback. So, can you elaborate on the mechanics of cowering bellow? Are there pets that are immune?  Can the spell be resisted?
If so, with what probability?

Cowering Bellow cannot be resisted.

However, Bonedancer pets are a bit unique when it comes to pet scares. Because the pets /assist each other by default, if the Cowering Bellow effect does not hit ALL of the pets at once, the remaining pets will not be scared and cause the commander pet to re-aggro immediately due to the sub-pet(s) that are still attacking. 

Pet-scaring all of a BD’s pets at once can admittedly be hard to accomplish when they are spread out, but this is an intended benefit of the Bonedancer class.


So according to Excidio's charplanner it says the level 5,13,21,26,33,41,46 bainshee aoe cone roots shouldn't break on damage but ingame they do. Is this just a typo from the website or was it changed and they haven't updated it? They also have the Cone slow which works perfectly and doesn't break on dmg

The CAoE (cone area of effect) roots in the Spectral Guard specialization (Disturbing Voices line of spells) have always and still do break on damage dealt.


With dual wield, do both weapons need to be the same speed?  What happens when one is slower than the other?  Is it good to have one faster than the other and if so which one, main or off-hand?

With Left Axe, does the damage type spec have to be raised as well or will LA alone provide max damage?

All dual-wielded weapons have their mainhand and offhand weapon speeds averaged to determine their “true” weapon speed for total swing speed calculations. So a 4.4s mainhand and a 3.0s offhand will average to a 3.7s weapon speed for calculating the overall swing speed. However, this “haste” effect is ONLY applied to Celtic Dual and Dual Wield swings when both the mainhand and offhand swing. Left Axe gets this effect on all swings since the offhand always swings.

It does not matter which hand has the faster or slower weapon in terms of calculating swing speed as the two weapons’ speeds are simply averaged. However, it’s probably preferable to keep the slower weapon in the mainhand slot because weapon-style damage bonuses only affect the mainhand swing while offhand swings are unstyled; and if using CD/DW styles because their offhand doesn’t always swing.

Specializing in Left Axe directly raises offhand swing damage while specializing in Sword/Axe/Hammer directly raises mainhand swing damage (regardless of the weapon styles used). Left Axe differs from CD/DW in that specializing in CD/DW only raises the chance for the offhand to swing while their mainhand specialization is what raises damage of both their mainhand and offhand swings. On net, both LA and CD/DW should maximize their composite mainhand and offhand specializations to achieve max damage.


Is scripting commands allowed? If so, to what extent?

From a previous Producer’s Letter:

We will no longer be enforcing against multi-keybind software or hardware that allow for multiple actions per keystroke per character. An example would be setting up a 'macro' that allows your "w key" to cast both disease and a heal spell.


Please note that if this software/hardware is used to play unattended (anywhere) or to control multiple characters at once (in RvR zones on a subscribed account, or anywhere on a trial) it’s still a violation. 

Obviously, if this software/hardware is used to abuse some game mechanic or is used against the general spirit of the game (as determined on a case by case basis) it would also still be a violation.


With physical health buffers, how long to they last?  I never see that in the delve.  For instance, with the Midwinter's Frozen Medal of Honor, exactly how does a 250 value with 50% absorption work?  I've always wanted to know this!

The duration of health buffers should show on the delve of the item that procs it or has the /use attached. For instance, Midwinter’s Frozen Medal of Honor's Frozen Protection health buffer shows a duration of 10 minutes on its delve. However, a health buffer will dissipate immediately whenever its buffer value is used up, even if that is prior to the listed duration.

Continuing this example, Frozen Protection's health buffer will absorb 50% of all incoming melee damage until the health buffer value of 250 is reached. As soon as the health buffer has absorbed 250 damage, it will dissipate. So, an attacker would need to deal 500 outgoing damage to their target, hitting the target for 250 damage while the health buffer absorbed the other 250 in order to fully dissipate the health buffer.




Don't forget our Saturday night giveaway streams have returned! Tune in to our official Twitch channel from approx. 10:30PM GMT / 5:30PM EST!
See you there :)


Endless Conquest Update

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The launch of Dark Age of Camelot: Endless Conquest, a way to play permanently without a paid subscription, is just around the corner and we are excited to provide you all with this detailed update!

First, we are making excellent headway in our testing phase of Endless Conquest (EC) as well as the rest of Patch 1.126. Further, because the bulk of EC features will not be testable by player accounts prior to the live launch, we expect a relatively short stay on the Pendragon test-server before bringing Endless Conquest to Ywain and Gaheris (yep, both servers!). As you know, anything can come up during the development process but we're very excited to announce that we are currently on track for a live launch in the latter-half of October!

Next, we have continued to iterate on the various privileges and restrictions involved with EC and are excited to announce our planned list for launch! EC accounts will be able to earn max character level and realm rank, Champion and Master Levels, all end-game gear, and so much more! Please follow the link to our Endless Conquest page and FAQ which includes in-depth information and a handy table of all the privileges and restrictions for both EC and Veteran (subscribed) accounts!

We'll follow this announcement up with a special, EC-centered Grab Bag this Friday, so be sure to submit your questions before then!


 

Friday Grab Bag - 10/04/2019

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Welcome to this week's Grab Bag! This Grab Bag is focused on answering some of the recurring and top questions we've been asked regarding our recent Endless Conquest announcement

Thanks to  everyone for sending in these questions, and remember to please keep sending in your general grab bag questions for our devs! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.


On to the questions!



I'm not sure I fully understand what this is all about. Can you give a quick summary of what Endless Conquest is?

Sure thing!

Currently Dark Age of Camelot is a subscription-only game where accounts must subscribe monthly in order to access the game and its features. Endless Conquest will be a new account type that does not require a subscription to access Dark Age of Camelot and allows EC-enabled accounts to explore the realms, participate in our fabled RvR combat and generally play for free, albeit with some gameplay-restrictions like certain classes, buffs, and more.

With the launch of Endless Conquest, players will have a choice to play on an EC-enabled account (no subscription) or a Veteran (subscribed) account. Veteran accounts will have access to several rewards and events that EC accounts won't and generally have unrestricted access to all gameplay features, classes, and more. Our announcement earlier this week goes through those restrictions and privileges in detail.



Will accounts get any special treatment for being previously subbed for a long period of time and attaining the elder title? I feel like some special perk should be given to those who subbed for a long time before EC.

We absolutely agree! Subscribed accounts will receive a choice of at least 1 Veteran Reward at each of the 11 planned cumulative subscription thresholds. The Veteran Reward can be redeemed once per account and some of them can be traded to other characters (though they won’t be usable by an EC account).

The full details of this system will have to wait until the Patch 1.126 notes but we can promise they’ll be coveted rewards and the longer you’ve subscribed, the more coveted they’ll become!

Additionally, subscriptions will get a bonus quest every month that gives a meaningful reward to every level 50 character on their account.


Will we be able to post on the Official Forums if we have only have an active EC account?

Yes! Users with active game accounts can post on our Official Forums. We currently are not planning on any forum-specific restrictions on EC-enabled accounts, but that could change if necessary.


How will EC work regarding multiple accounts/multiboxing? Can I run a macro-team?

No, Endless Conquest accounts are not permitted to multibox/macro-group in PvE or RvR. Further, one Endless Conquest account is able to be logged in per user at a time.

If that restriction is somehow circumvented, any EC accounts that are being operated with 3rd party multibox/macro-team programs will be actioned on a much shorter leash than for Veteran accounts. This can include the revocation of that account’s eligibility for Endless Conquest or simply termination of the account for even first or second offenses, depending on the severity.

The same can be said for any violations found on EC accounts.


Quick question about EC and Battlegrounds. Will existing characters that already have xp/rp off automatically have them turned on if it is not a subscribed(veteran?) account?

Yes. /xp off and /rp off commands will not be usable and any returning EC account with them already enabled will have them disabled upon login.

Additionally, characters will no longer lose experience on PvE deaths and EC accounts will be prohibited from using the Realm Point Remover NPC. EC accounts will be able to visit the Mithril store and have the option of purchasing temporary buffs that cease XP/RP gain for their duration if they want to stick around a particular battleground a bit longer.


How were the classes that EC players have available to them chosen, and for what reasons? Will the available classes ever rotate or be expanded upon?

With the five chosen classes, EC accounts have access to their realm’s primary, secondary, and tertiary healing, primary buffing and crowd-control, and a maximum realm speed class, along with a ranged and melee DPS class.

As any experienced player knows, those aspects are extremely valuable to have in RvR groups. We want to encourage the ability for EC accounts to be invited to groups and to be able to add to the experience of their fellow players. By choosing classes that would be sought after in RvR, we aim to have EC accounts add value to the existing Veteran accounts who just need that 1 more support or crowd control class.

On the flip side, the chosen classes are not necessarily the greatest or most popular in PvE encounters, which limits their self-sufficiency there, and there are certainly some fun and awesome classes and races that EC accounts miss out on. As such, we’re quite happy with the balance struck. We do not have plans for expanding which ones are offered beyond the five and will not be rotating them with other classes.


There's already been some excitement in region about EC coming live with new people popping in to the chat to possibly check things out. If an account was recently inactive for 180 days does that still count, or does it need to remain inactive until EC starts for this to work?

Unfortunately we have to draw the line somewhere.

Only previously-subscribed, 180 day+ inactive accounts, in good-standing, or newly created accounts will be eligible as Endless Conquest accounts. Any account that is currently subscribed or was subscribed less than 180 days ago (starting from the launch day of EC), will not be eligible for EC. We feel very strongly that EC will be adding to the value of our current and future Veteran accounts but if a user wishes to or circumstances dictate that an account be deactivated, it will only become eligible for EC again after 180 days of inactivity.

Endless Conquest is about giving players an opportunity to try and play Dark Age of Camelot for free as first timers or to return and rediscover their love for their realm and characters, all while still able to contribute towards the end-game in a meaningful way. Without that ability to contribute, we don’t think Endless Conquest would be worth it. We strongly feel that the more players playing DAoC, the better the experience is. Veteran accounts will especially benefit with more people in the game RvRing, PvEing, and socializing, making the value of a subscription increase that much more!


If I subscribe, make a non-EC class like a Bonedancer, then end my subscription at a later date, do I have to wait the 180 days before EC kicks in to play DAoC as a free player? Once the 180 day period ends, can I play my Bonedancer?

Yes, if an account’s subscription lapses, it only activates Endless Conquest after 180 days of inactivity, regardless of the classes on it.

Once the 180 period has passed and it becomes an EC account, the Bonedancer will only be playable if it has 7+ days on their /played stat, is above level 15, and was created *before* the initial launch of EC. Otherwise, the account will only be able to play or create the EC-enabled classes.


From the EC FAQ: Returning EC account characters that have already trained Realm abilities will have those abilities automatically respecced and their realm skill points refunded on first login; any existing Champion abilities will be automatically removed too.

Regarding this... what happens if you upgrade your account to a Veteran account? Do the CL abilities and Realm skill points get restored?

Yes, any account that upgrades from EC to Veteran will have their applicable Champion Ability points restored (if the character has CLs completed) and will be able to spend above the 60 realm skill point threshold. Characters on upgraded accounts will also have any trained realm abilities automatically respecced to ensure they have the full availability of realm skill points.

This is also a good opportunity to clarify that accounts who upgrade from EC to Veteran will need to fully log out their game client before the Veteran (subscribed) status benefits will apply.


When does the realm timer countdown start? From log out or last RP gained? Why 15 minutes and not 30?

The timer starts when realm points are gained from an RvR kill, not logout. We have gone back and forth between 30 and 15 minutes quite a bit and it may be that something in between ends up being the sweet-spot, but we want to start out on the low-end and increase from there if it’s still not long enough; rather than the reverse.


Are there any class or RvR changes planned to go in with EC?

Yes, some! We are mostly focusing on Endless Conquest with patch 1.126 but we have some impactful RvR and some much-requested class changes on the way too. No hints though!

Okay, fine.

For RvR, we’ll be performing some fairly-involved progression changes within the Battlegrounds to help give all players a chance to once again spend some quality RvR time there, as well as taking another look at Frontier daily rewards and RvR bonuses, along with spreading some Bounty Point love to non-RvR areas. Is the ‘Supplies for the Cause’ quest going back to fully repeatable!? /wink. For classes, we still feel a few are over-performing in certain areas and some need a little love too. Oh you wanted to know which ones? Not yet, friend!



Choc full of info! 
That's it for this week, have a good weekend all :)

See you in the frontiers!

18th Year Anniversary Celebration

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Please join us in wishing a very special Happy Birthday to Dark Age of Camelot, today. Eighteen years of adventures, battles, friendships, and fun have meant the world to us and especially our players both past and present. Here's to many more!

In celebration of the anniversary and in appreciation for all of our current players, we have the following bonuses and rewards available!

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 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 7th, 2019.


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 Accountant again.
  • Level 35+ characters on non-trial accounts can /use the Anniversary Gift Box item to receive ONE of the following rewards:
    • 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 characters.
These gift boxes will be available only until November 7th, 2019.


Halloween Event 2019

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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 17th and will conclude on Tuesday, November 7th.


 

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
 
 

Friday Grab Bag - 10/18/2019

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TGITGB! Welcome to this week's Grab Bag! 

Thank you all for sending in your questions, and remember to please keep sending them in for our devs! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.


Continue reading for this week's questions :)



There's an item called Doppelganger Heart Shard that seems to come from the doppel quest, has a /use 10% rp bonus. Curious if this stacks with bugg + like snatchers orions etc

The Doppelganger Heart Shard has a /use that applies a buff just like Buggane or the Battlefield potion. These buffs will not stack with each other. The first buff applied is the only one that will affect your character (until its removed or expires).

However, those bonus buffs do stack with RP bonuses from items like Snatchers or the Guerdon Mythirian (and Myth RP bonuses stack with normal-item RP bonuses too).

Additionally, with Endless Conquest we’ll be introducing some new RP, BP, and XP bonus buffs that will stack with items AND will stack with the existing RP/BP/XP buffs. More on those in the 1.126 notes!


I have been trying to figure out what the levels are for guards reporting small medium and large tree/cup/hammer (and if there is a fourth size). I thought the small size was four or more, but often I'll go to flames and there's more like 5-6 but no indication. Also, very rarely I see crossed swords. Is there an amount of deaths required for this to show up?
Thank you.

Here are the requirements for Cup/Hammer/Tree notifications:
Small: 4-15 enemy realm players
Medium: 16-32 enemy realm players
Large: 33+ enemy realm players

If there are 3 Midgard players and 1 Hibernian near an Albion outpost, there won’t be a Hammer indicator since there aren’t 4+ Midgard players in the area. So it could be that in your example there were 3 of one realm and 2-3 of another. 

When a given realm has the majority of keeps they also get a natural delay on their indicators appearing, to give the attacking realms more time. In those cases, it could be that the indicator is delayed and you arrived before it could show.  Also, make sure to click the ‘update’ button on the /realmwar window to ensure you’re getting the latest indicators!

Realm battle ‘cross swords’ indicators show when the following number of deaths OR rezzes occur in a given area within the past 2.5 minutes:
Small: 24-35 deaths OR rezzes
Medium: 36-47 deaths OR rezzes
Large: 48+ deaths OR rezzes


Sometimes when I log in I will /who NF to find out how many people are around (which generally gives me a good indication of if there is any action as the log in screen gives any underpopulation bonuses so you can compare). However it seems like there are a LOT more people in NF than what comes up with /who. I am wondering if this does not pull characters that are /anon, and if so is there any way to change the /who nf or just /who to show actual numbers (but not names and zones for the /anon people)? There have been times when I thought about not venturing out because it was an off peak time and it did not look like there was that much action, only to find many players out and about (on my realm and others).

You are correct, /who does not count /anon players. We’ll look into changing the total values to account for anonymous characters.


At what point on your character graphical model is Line of Sight spells/abilities checked from.  Is it the feet of your character or the waist or head?  And does character model height (tall, medium, short, Elf vs Lurikeen, Half Ogre vs Inconnu, Troll vs Kobold) have an influence?

Line of sight (LOS) is checked from the casting character’s waist to its target’s waist. So character height affects LOS in both directions!


What’s the latest on Endless Conquest’s release?

We’re still testing away and squashing any bugs we find! Right now, we have a few small issues we’re cleaning up, but no show-stoppers and still look good for a launch to our Pendragon test server soon!



Remember our Halloween Event is now live, so hunt down those pumpkin patches, defeat the Mournful King, and plan your Halloween RvR costumes  

Enjoy the weekend all!

1.126 Pendragon Test-Server Patch Notes

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Patch 1.126 and Endless Conquest are now on our Pendragon Test server! 

Please hop on and test our latest changes and leave us your detailed feedback! Our live launch of patch 1.126 is just around the corner in November and the more testing and feedback we receive the better it will be!

Click the image below to check out the patch notes! 
 


Highlights


  • Dark Age of Camelot Endless Conquest features are now available for testing!
  • Been a long-time subscriber? Check out the new Veteran Rewards!
    • All "EU" accounts have been gifted +4 years of eligibilty!
  • Returning player rewards have been greatly improved!
  • Changes galore to RvR quest rewards, objectives, and Ruined Keeps!
  • Introducing Omni dyes that can be applied to any armor type or weapon!
  • New wares are available in the Mithril Shop!
  • Is the new King's gear better than your own? Maybe!
  • New quests have been added to the newly streamlined New User Journey!
  • Check out the new class changes including updates to AoE mezzes, Stealth mechanics, and the return of PBAoE bombs (and more)!
 

Friday Grab Bag - 11/01/2019 - 1.126 Edition

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This week's Grab Bag is focused on answering questions you've asked regarding the Patch 1.126 and Endless Conquest notes now up on the Pendragon test server!

October's newsletter also went out this week, which you can view here in your browser, and includes a poll on housing - so get readin'! Make sure you get the newsletter as soon as it's out by signing up!

The Endless Conquest FAQ and features table are now available in German (FAQ link / Features Table link) and French (FAQ link / Table Link), with thanks to Shileah and Fugo :)

Thank you all for sending in your questions, and remember to please keep sending them in for our devs! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.


Read on for the many, many, questions and answers :)


Is the monthly buggane’s pot tradeable, if not can it be? Some only play a couple of our toons so we would go through the 20 charges really quickly.

It will not be tradable but we can look at increasing the number of charges!


Does the removal of Shadow Seek from assassins mean they will have  the same stealthed walk speed as archers? 

Yes they will have the same potential for in-stealth movement speed now with the level of Mastery of Stealth trained determining their in-stealth movement speed.

We are also looking into changing Mastery of Stealth into a realm ability for archers in 1.126 too.


I'm not sure exactly what "Stealth detection mechanics and movement speed will return to pre– 1.121 mechanics." means but Mastery of Stealth has the same tooltip/description on Live and Test so I assume the description on Test is inaccurate. 

“Pre-1.121” mechanics simply mean that the potential for composite-stealth speccing returns and that Mastery of Stealth will once again be what provides the +stealth and +in-stealth movement speed benefits to Assassins rather than Shadow Seek. Shadow Seek behaved slightly different than MoS in that it increased run-speed more and had slightly different stealth detection bonuses. The tooltip is accurate for Mastery of Stealth on both Pendragon and Live servers.


Is it possible to add the Stacking RP bonus potions (MTX) for purchase with bounty points, even if they are very expensive?

We will look into adding this option, yes!


Does that mean that the dragon scale merchants will not sell anything after the patch, or will these merchants sell them for BP instead?

No, Dragon Scale merchants will still sell their wares for dragon scales. ALL accounts with alternate currency stockpiled will still have that currency in their packs and can trade them freely while Veteran (subscribed) account players will still be able to convert or spend the alternate currencies at their stores!

The only change being made to dragon scales is that it will no longer drop or be given out as a reward. Additionally, there are already some dragon items that can be obtained from Doppelganger shards (which are bought with bounty points) and we will eventually add the rest of the dragon items to Bountycraft as well!


So Darkness Falls weapons, armor, and accessories will now will cost bounty points instead blood seals?

No, all Darkness Falls stores will remain as is. The emerald/sapphire/diamond/blood seal stores all still require those currencies to buy their items for sale. ALL accounts with alternate currency stockpiled will still have that currency in their packs and can trade them freely while Veteran (subscribed) account players will still be able to convert or spend the alternate currencies at their stores!

It’s also worth noting that all Darkness Falls’ weapons and armor that can be bought with blood seals are already available in Bountycraft.

The only change being made to these seal-currencies is that they will no longer drop or be given out as a reward. Additionally in 1.126, the [Darkness] quests from Mystemas will grant bounty point awards AND wherever the seals currently drop from monsters in Darkness Falls will now be replaced with bounty point drops instead.

From the 1.126 notes:

  • All emerald, sapphire, diamond, and blood seals have been replaced with 1 bounty point, 10 bounty point, 100 bounty point, or 2,000 bounty points, respectively.
    • These bounty point amounts are auto-split like an item reward but upon auto-splitting simply award that character with the specified BP amounts (This means these particular BPs will follow all existing autosplit mechanics).

Is the Battlefield potion going to be available to buy with bounty points with aurulite now gone?

First, aurulite is not gone. ALL accounts with alternate currency stockpiled will still have that currency in their packs and can trade them freely while Veteran (subscribed) account players will still be able to convert or spend the alternate currencies at their stores!

The only change being made to aurulite is that it will no longer drop or be given out as a reward. Additionally, all of the Dragon’s Curse chapter and [Elite] quests will grant bounty point rewards instead of aurulite!

Second, we may allow a Battlefield potion to be sold for Bounty points in the future, but to start it will only be available via the existing aurulite store. Don’t forget that Veteran accounts will also receive a free Bound Buggane potion (which grants a bonus to RPs, BPs, and Coin) every month on every level 50 character after 1.126 launches!


Does that mean that Atlantean glass items all have to be bought with bounty points now?

Not entirely. Artifacts and scrolls are no longer sold via glass stores and can now only be purchased with bounty points at their existing stores.

Master level tokens, legendary weapon crafting components, and the Star of Destiny can still be purchased by Veteran (subscribed) accounts at the Atlantean glass merchant with any remaining Atlantean glass currency.

Again, ALL accounts with alternate currency stockpiled will still have that currency in their packs and can trade them freely while Veteran (subscribed) account players will still be able to convert or spend the alternate currencies at their stores.


Do artifact and Master level encounters now drop bounty points since glass no longer drops from them?

Yes!

From the 1.126 notes:

  • All artifact and Master Level encounters now grant the equivalent BPs to what their glass drops used to be (100, 200, 500, or 1,000 BPs).


Additionally, the TOA Bounty quests (old Atlantean glass quest chain) now grants bounty points too, totalling 116,500 BPs for fully completing the quest-chain plus the 3 new [Weekly] repeatable quests that grant 15,000 BPs each.


Will we still be able to get the Full Master Level Tokens from Doppelganger shards?

Yes! Veteran (subscribed) accounts will still be able to obtain and turn-in Full Master Level Credit Tokens from Doppelganger shards AND can still receive them as rewards from the Silver-bound, Gold-bound, and Platinum-bound chests.


Why is there such a large increase to the cost for ML1-10?

Bounty point gain was dramatically increased in 1.126 coupled with the fact that the existing costs for Master Levels were already too inexpensive and easy to obtain for such important character progression. With the new bounty point gain increases, the new 450,000 bounty point price tag for ML10 is almost able to be obtained on a new character after they complete the TOA-Bounty quest chain, A Dragon’s Curse campaign, and the [Darkness] quests in Darkness Falls (not to mention the normal monster kills there); all things they are likely to be doing any way as they reach or hit level 50! The experience rewards from those quests (and the Otherworlds campaign) will also have them well on their way to reaching Champion Level 15!

With the new King’s armor set updates, new characters are able to enter RvR immediately after that (or before if they so choose) and can also work on earning additional bounty points through RvR and its own bounty point quests like Supplies for the Cause to improve their gear through Bountycraft and finish obtaining any Champion Levels.

Additionally, we are looking into lowering the *atlantean glass-based* Master Level token costs from their current proposed levels to make their prices more affordable for Veteran (subscribed) accounts.


Is house repossession being re-enabled with 1.126 as mentioned in a previous Grab Bag?

House repossession processes will remain disabled with the launch of patch 1.126 and Endless Conquest.

We did mention in the Grab Bag on June 7th 2019 that the process would not be turned on again until the next server downtime but are going to hold off on re-enabling it with this version. We will be re-enabling it at a later date and will provide plenty of notice before we do!

Developer’s Note: This may mean that some users come back to the game and still have their house up, including as an Endless Conquest (free) account, but they will still only be able to access it and its vaults as a Veteran (subscribed) account.


Any plan on expanding classes available to Endless Conquest (free) accounts?

Returning accounts that come back as an Endless Conquest account can play ALL classes/races as long as the character is level 15+, was created prior to the launch of Endless Conquest, and has 7+ days /played (which is true for quite a lot of characters!).

Otherwise, there are no plans to expand beyond the announced 5 classes and 3 races per realm allowed on Endless Conquest accounts.


I've read that buff potions are restricted to Endless Conquest (free) accounts. Will it be also for the swimming speed one?

Only stat-buff potions (Draught of Heroism, Supremacy, and individual stat-buff potions) are restricted from Endless Conquest (free) accounts. Items that provide single stat-buffs via /uses are not restricted while item /uses that provide multiple stat-buffs like the Pendragon’s Ring/Bracer and the Illustrious Bracer are restricted. Other potions like healing, regen, water breath, speed of the hunt, etc. are not restricted.


Are there any plans to pay for individual unlocks (like house) through the Mithril Shop?

The only way to own or access a house will be through a Veteran (subscribed) account.


Will I get the new [Returning Player] Quest rewards if I come back to the game now, before patch 1.126 and EC launch?

Current returning characters will receive the currently active Returning Player quest rewards from patch 1.22A. The new rewards will only be available post-1.126's launch.


Illustrious weapons are now inferior to the free epic weapons (not shields). Any interest in upgrading them to be comparable?

Only the Exemplar accessories’ stats were updated (but still have no /uses). The Exemplar weapons were not updated (they are merely used for calculating the full King gear set’s stats) and their stats are still inferior to the Illustrious weapons. There are no incoming changes to Illustrious weapons.


How is cumulative subscription time tracked for Veteran Rewards?

We run a daily tally of all subscribed accounts. After an account reaches the required days-subscribed threshold to receive a Veteran Reward year, the account is made eligible. If the account is not subscribed or is active but an Endless Conquest (free) account, the daily tally will not include them.


Will accounts be able to choose one additional reward on every date that they get an additional year of active account status? (For example. Let's say a player is a 5 year veteran (maybe 4 months off of 6) account but want's the pendragon's bracer. Would they have to save at least one of their choices and wait for the 4 months, or when the account updated would they be granted an additional reward (and could then chose a level 6 reward).

Yes, each time they unlock a new threshold they will receive an additional choice that they can choose spend on the newly unlocked year’s rewards or any previous year’s!


Will there ever be a feature in account management to tell you how long our account has been open/credited for? It be nice to know account has been active for 15 yrs 7 months example. /title only gives you answer to what you reached not how long till your next achievement.

Yes, this is coming shortly after the launch of Endless Conquest. Each account will display their achieved Veteran Reward year threshold! Additionally, players will be able to see which account has which characters on which server with this update!


With the increase in cost to the Speed of the Hunt gems, won’t battleground players be hurt by this change?

Battleground bounty merchants now sell speed of the hunt gems directly (at much cheaper prices).

From the notes:

  • Battleground Bounty Merchants now sell a Lesser Speed of the Hunt (1 charge) for 10 BPs and Improved Speed of the Hunts (20 charges) for 200 bps.



So is 1.126 going live next week?
 

We'll have another Pendragon version coming early next week that will address a lot of the feedback received. Assuming all goes well with that, we'll be going live shortly thereafter!



Lots to digest there, but tons of info!
Don't forget to check out Pendragon for the changes and send in your feedback :)

Enjoy the weekend, all!

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