Difference between revisions of "Latest Patch"

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=== GROUP TP SHARING ===
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THE MAZE OF THE MINOTAUR
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* The Maze now gives environmental hints when you are going in the right direction. This should make finding important rooms tremendously easier.
  
A bug allowed players in a group who did not damage a monster at all to receive 100% of the mob's TP when it was killed by another group member.
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* The Ancient Armory's vault now also contains between 5 and 12 tattoo scrolls that teach sorcery skills.  
This bug has been fixed, but people seemed to like it. It's now a test feature.
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For any group member kill from which you also gain XP, you will gain bonus TP equal to one third the kill's value.
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* You can now yell in the maze and be heard anywhere in the maze. Part echoes, part confusion, but it helps you communicate.
Minimum 1 point.
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This doesn't subtract from the killer's share.
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This also applies to a monster being attacked by more than one person.
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STAT CHANGE WINDOW
Even if you aren't 'grouped' with a green halo, and even if you did almost none of the damage, you'll get 1/3rd TP minimum from a monster you helped damage.
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* No longer has those silly double extra confirmations.
 +
* Raising and lowering schools and intellect graphs now works properly. If you don't have enough stat points after sliding schools down and back up, it'll take from other stats, starting with Might.
 +
* Knightcraft, Banditry, Sorcery, Witchery, and Alchemy are now included in the schools change area.
  
In fact, 1/3rd is now the minimum across the board.
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* A bunch of bugs and issues were fixed with this.
If ten people group up to kill a boss worth 6000 TP, everyone will get 2000 minimum, even though that sums to way more than 6000.
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We've run a function that finds characters with 'illegal' int / schools and sets them to 1 in all stats.
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They also have a free stat reset, so go stat reset if this happened to you.
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(This isn't a punishment, the stat reset window will verify a new and working character setup with a legal amount of int)
  
If you're an all star and you do more than a third of the damage to a boss yourself, you will still get your share.
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* Stat change still only works with the classic client, but we are looking into adding it to Ogre.
For example, if a boss gives 6,000 TP, and if you do 90% of the damage yourself and ten other people only hit the boss once, you will get 5,400 TP.
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They will all get 2,000.
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There is some potential for shenanigans here, which we'll be watching for balance purposes, but the real constraint is that it would take a ton of time and effort to try to kill some major boss solo but bring in a dozen alts to hit it once without them dying.
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SCHOOLS REPORT
Behavior like that is probably not a real concern at this time.
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* If you say, "What schools am I?", you will be given a report of your schools and remaining levels.
  
In some quest flag cases, like Prism bosses, if you are looking for quest credit (such as the permanent resist bonuses) you will still need to at least damage the boss once in the last 5 minutes.
 
  
=== GROUPING / HEALING ===
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SKILLS / SPELLS STAT INFO
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* If you look at a spell or skill, you can now see the Primary stat it depends upon for softcap and often spellpower or damage.
 +
You can also see a Secondary stat, if applicable.
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Ex: Blast of Fire will say Primary Mysticism and Secondary Intellect, since its softcap and spellpower is Myst, but Intellect also helps for damage.
  
* As a test feature, if you cast minor heal, hospice, or major heal on a player in a builder group, you will join that builder group.
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* Fencing Mastery now has a description when you look at the fencing skill as a master.
  
There's potential for shenanigans here, mainly standing on the sidelines healing while gaining 'free' XP / TP from a builder, but:
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WEAPON CHANGES
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* Hammers now Stun when they crit instead of knocking back. Spirit Hammers, however, for now, still knockback (for balance reasons, but also holy crusader imagery reasons)
 +
* Hammer's mastery, the leap attack, now also applies knockback in addition to hammer's other qualities. This may be a bit strange or strong, we'll see, but it's an attempt to preserve the leap attack's combat flow control.
  
1: You ARE actually doing something if you're healing someone who is fighting.
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TATTOOS
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* If you lost your Sorcery tattoos, reserve or unreserve a spell, they'll come back now.
  
2: This is in line with the Shal'ille subtheme of helping others to help yourself. Heal spells already raise your karma if you heal a higher karma player.
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TRAINING POINTS
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* TP gains over 300 points will always inform you now. For example, if you kill a boss and get 1200 TP, you'll see a message about it.
  
3: With the removal of safespots, 'heal muling' is actually pretty annoying to pull off.
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SURVIVAL
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* Can't start or join any survivals from Desert Afterlife now.
 +
All players who started survivals from the afterlife have retroactively been given 1 death per instance...... just kidding.
  
We'll be watching this.
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TATTOO SCROLLS
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* Whenever tattoo scrolls are in a chest, vault, or player's inventory, their name changes to the skill they hold.
 +
Tattoo scrolls on the ground are still just called 'tattoo scrolls' because you're too far away to see specifics without looking at their descrip.
 +
So, for example, you'll pick up a 'tattoo scroll' from a tomb, but if you go to offer or drop it, or you put it in a chest, it'll be called 'spirit link' or 'empower' or 'entropy' etc.
  
Other changes to heals and grouping:
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HEXES
* Major Heal, for some reason, didn't boost your karma like Hospice and Minor Heal do. It now does so, with a bigger karma impact than Hospice, which itself has a bigger karma impact than Minor Heal. As a reminder, these spells can only help your karma (raise it), never lower it.
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* Just a reminder, for people asking for buffs to hex duration, their BASE duration was upped to a full minute a few patches ago.
  
=== MONSTERS & HEALING ===
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QUESTS
 
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* Passive quests have been fixed up a bit. Still working on them.
* Monsters can now react in various ways to you healing a player. This is because one, it makes sense lore wise, and two, it'll be harder to 'heal mule'.
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* Vecka now gives you a major sky heartstone when you find her in the Eternal Wastes as part of the desert quest line. She won't give you anything unless her father specifically sent you to find her. (aka you need the quest). This reward only happens once per character for now.
 
+
* Players who've already completed that step of the desert quest line will find a major sky heartstone in their inventory.
Some monsters will react more harshly than others. For example, Iwodach nomad mages will hex you with Black Mantle if you are their target and someone heals you. If you're Black Mantled, those heals will suddenly deal you holy damage instead of raising your health...
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=== KNIGHTCRAFT TWEAKS ===
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After seeing a few of these abilities in action, tweaks were needed.
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* Battle Shout had its imp rate greatly increased. It was grossly too difficult for a level 2 spell.
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* Battle Shout's mana cost is now 0. However, it now has a base vigor cost of 10. Vigor reducing skills and faction powers can lower this.
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* Valiant Charge also had its mana cost set to 0. Base vigor cost remains 20.
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* Shield Bash had its mana cost set to 0, but its base vigor cost is now 5.
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* Bravery had its imp rate greatly increased, since it's so strange to work. You must hit a monster that is attacking or chasing someone else.
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* Counterattack had its imp rate greatly increased.
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* Zealous Fervor's triggered heal is now half as large, going from Stam/2 + %/2 to Stam/4 + %/4. Instead of gaining 75ish health, you'll now probably get somewhere around 37. The initial settings were a bit too strong. We'll still be watching this skill for further tweaks.
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=== BLOOD MAGIC, MISC ===
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* A new setting prevents use of Blood Magic for specific spells. Currently, all prism spells are now excluded. Lorewise, their reagent costs are so high, the necessary blood sacrifice would kill you.
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* If you're bleeding, Blood Magic won't cost you health, since you've already got freely flowing blood to burn in place of reagents.
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* Zealous Fervor won't knockback guildmates anymore, only enemies. This will prevent unfortunate deaths in jumping puzzles.
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* Low HP characters won't be booted from guilds. This is a setting that can be turned back on if TOF mules become a problem again someday. For now, you won't lose your guild if you reincarnate and die at a low HP.
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Revision as of 13:55, 17 July 2018

THE MAZE OF THE MINOTAUR

  • The Maze now gives environmental hints when you are going in the right direction. This should make finding important rooms tremendously easier.
  • The Ancient Armory's vault now also contains between 5 and 12 tattoo scrolls that teach sorcery skills.
  • You can now yell in the maze and be heard anywhere in the maze. Part echoes, part confusion, but it helps you communicate.

STAT CHANGE WINDOW

  • No longer has those silly double extra confirmations.
  • Raising and lowering schools and intellect graphs now works properly. If you don't have enough stat points after sliding schools down and back up, it'll take from other stats, starting with Might.
  • Knightcraft, Banditry, Sorcery, Witchery, and Alchemy are now included in the schools change area.
  • A bunch of bugs and issues were fixed with this.

We've run a function that finds characters with 'illegal' int / schools and sets them to 1 in all stats. They also have a free stat reset, so go stat reset if this happened to you. (This isn't a punishment, the stat reset window will verify a new and working character setup with a legal amount of int)

  • Stat change still only works with the classic client, but we are looking into adding it to Ogre.

SCHOOLS REPORT

  • If you say, "What schools am I?", you will be given a report of your schools and remaining levels.


SKILLS / SPELLS STAT INFO

  • If you look at a spell or skill, you can now see the Primary stat it depends upon for softcap and often spellpower or damage.

You can also see a Secondary stat, if applicable. Ex: Blast of Fire will say Primary Mysticism and Secondary Intellect, since its softcap and spellpower is Myst, but Intellect also helps for damage.

  • Fencing Mastery now has a description when you look at the fencing skill as a master.

WEAPON CHANGES

  • Hammers now Stun when they crit instead of knocking back. Spirit Hammers, however, for now, still knockback (for balance reasons, but also holy crusader imagery reasons)
  • Hammer's mastery, the leap attack, now also applies knockback in addition to hammer's other qualities. This may be a bit strange or strong, we'll see, but it's an attempt to preserve the leap attack's combat flow control.

TATTOOS

  • If you lost your Sorcery tattoos, reserve or unreserve a spell, they'll come back now.

TRAINING POINTS

  • TP gains over 300 points will always inform you now. For example, if you kill a boss and get 1200 TP, you'll see a message about it.

SURVIVAL

  • Can't start or join any survivals from Desert Afterlife now.

All players who started survivals from the afterlife have retroactively been given 1 death per instance...... just kidding.

TATTOO SCROLLS

  • Whenever tattoo scrolls are in a chest, vault, or player's inventory, their name changes to the skill they hold.

Tattoo scrolls on the ground are still just called 'tattoo scrolls' because you're too far away to see specifics without looking at their descrip. So, for example, you'll pick up a 'tattoo scroll' from a tomb, but if you go to offer or drop it, or you put it in a chest, it'll be called 'spirit link' or 'empower' or 'entropy' etc.

HEXES

  • Just a reminder, for people asking for buffs to hex duration, their BASE duration was upped to a full minute a few patches ago.

QUESTS

  • Passive quests have been fixed up a bit. Still working on them.
  • Vecka now gives you a major sky heartstone when you find her in the Eternal Wastes as part of the desert quest line. She won't give you anything unless her father specifically sent you to find her. (aka you need the quest). This reward only happens once per character for now.
  • Players who've already completed that step of the desert quest line will find a major sky heartstone in their inventory.