AOC: 6/26/08 Patch notes Official and Unofficial
Here are the real ones
Player CharacterArchetype
• The bonus magical damage granted from Mystical Attunement has been doubled for Mages.
• Spells that were incorrectly receiving bonuses from increased magical damage will no longer scale with increased magical damage. This adjustment will only affect such spells that were not meant to have scaling with the increased magical damage bonus. This resolves issues with enhancement spells like "Pact with Set" where the health loss was too high for the trade off for the bonus to damage.Barbarians
• An issue where Barbarians lose strength between the levels of 42 and 45 has been resolved. Please note that this is only between those specific levels.Demonologist
• Infernal Knowledge and Diabolic Insight will no longer appear as hostile spells and will still persist after death.Necromancer
• The bonus gained from magical damage has been increased on all damage-over-time (DoT) spells.
• Despoil the Soul duration has been substantially increased and is no longer removed on death.
• Frost Blast's area-of-effect (AoE) has been changed to be a 90 degree cone in front of the caster.
• Shatter now additionally works on targets affected by Frost Blast and Ice Shackle.
• Dark Knowledge and Vile Insight will no longer appear as hostile spells and will still persist after death.
• Mark of the Devourer duration has been reduced to 60 seconds.Ranger
• Raid-level bows and crossbows for Rangers have been corrected to add ranged DPS instead of melee DPS.Combat
• Active blocking has been revamped to bring it back in line with the original design. Active blocking will now correctly display a buff in the debuff GUI to indicate the effect. You will now have an initial stamina cost upon activation and shielding bonus rather than evade chance. Attacks and heals performed while in “Active Blocking” will also have a reduced effect.
• Certain group buffs should no longer keep you in combat when your pets are also in the group.
• Melee pets will now do splash damage.Items
• Bags that were not able to be equipped can now be equipped again.-
• The two-handed edged weapon Earthwrack has now received its visual appearance back.
• Exaltate's Girdle, Exaltate's Armbands, and Hellbreaker Hammer will now appear correctly.
• Javelins have been revamped based on player feedback. The length of all current javelins will now be of decent length. All javelins have also received some adjustments to the throwing and holding animations, as well adjusted so all characters correctly hold the javelin by the shaft.
• Polearms have been revamped based on player feedback. All polearms have been standardized to a new larger size.NPC
• Solo monsters, minibosses and bosses have been adjusted to be more of a challenge than what they had been previously for level 70 and up. The adjustments will not affect grouped and raid monsters in any way as this will only affect solo monsters. The change will ensure that the game is both entertaining and challenging at higher levels.
• All players in a raid dungeon are now hated by the boss while the boss is under attack.
• There should no longer be multiple versions of Aquilus in the Armsmans Tavern.
• Champion of the Honorguard will now use his axe throw ability less frequently.
• The adds for Vistrix and Yakhmars have had their AI revamped.Massive PvP
• Battlekeep owners should now be able to apply to attack other battlekeeps without any problems.Mounts
• You should now once again be able cast spells while mounted. There will be some limitations on which spells and which type of spells you're able to cast.Playfield
• Raid playfields should now properly reset correctly.The Black Castle
• This Kopshef Province dungeon has been completely redone. We encourage you to pay it a visit. Overcome the challenging new encounters along side with your companions and reap the rewards. This group instance is aimed for characters in the 30 - 35 level range.Quest
• Kidnapping and Torture: You can no longer interact with the palisades while the NPC is burning. This should help make it clearer when the quest can be completed.
• Ante Up - Giants Approaching: When the timer expires you should be able to interact with the Rock to restart the event.
• Master of Gargoyles: Cha will now thank you for completing the quest.
• Bowls of Set: The quest should now properly display the goal names.
• The Honoured Dead of Cimmeria: This quest has been removed and revamped into 4 smaller quests with new rewards. The new quests are "The Honoured Dead I," "The Honoured Dead II," "The Honoured Dead III," and "The Honoured Dead IV."Tradeskills
• Opening Alchemy Tradeskill book should no longer crash the client.
• All vendor-supplied tradeskill resources have had their max stack size set to 20, with the exception of city-building components from vendors which have the max stack size of 100
• Mages and Priest mobs will now drop an Alchemists Cache randomly, which contains random resources for the level-range where it was found. This will make it possible to obtain the resources that have not been dropping for alchemy.
• All crafted shields will now have gem slots.General
• You may now limit particles to show on (All / Raid Members / Team Members / Self).
• Particle effects and banners for PvP building have been optimized.
• The client should now disconnect from the chat server after camping.
• Cimmerian and male Stygian dancers beware - dancing near the edges of tall cliffs may be fatal to your health.
• Characters will no longer slide when jumping and then moving as you're landing.
And for the Undocumented changes.
General
* Mining nodes will now make a sound while harvesting.Trader
* Silks,Gems,Jewelry, all such items are now searchable and showing up at the traders. Rejoice.Playfields
* Kyllikki's Crypt: Mobs in this instance have been buffed. You can only CC Small guards now. Spellguards,Priests,etc are now immune to CCClasses
Assassin
* Assasin's From the Darkness combo (Corruption lvl 70 feat) nerfed. Animation after charge has been changed, damage on next attack normalized to regular white hit.Barbarian:
* The Level 40 talent in the Barbarian Tree "Cyclone of Razors" has been changed from 5-points for 28% Damage to 5-points for 10% Damage.Necromancers:
* Necromancers can no longer attack with their pet whilst in the safety of the shadows. (No hiding!)
* Mark of the Devourer now do damage instantly, instead of a 3 second wait before the first tickHerald of Xotli:
* The spell "Hellfire Breath" now has a new animation.Rangers
* Characters effected by the Ranger's "Trap" ability, now have a blue glow around them.Possible Bugs/Issues:
* Casting while Mounted. In the latest patch, certain spells were made castable if your character was mounted on a stationary horse. This works fine. If you move after you begin the cast, however, it does not get interuppted. This allows casters to permanently kite meleers from the back of their horse.
* Server instability. There seems to be a lot of disconnects happening post-patch, some reporting as often as every 10 minutes being disconnected.(Funcom has now confirmed the huge server instabilities and are already working on the problem.)
lancejt wrote:
I like my pebbles fruity


Again, this patch just makes me want to say .... Ugh.
Chumpy wrote:
Malor wrote:
Fix scaling epics that's all i want. And that thing for assassins.
The brain you stole, Fritz. Think of it. The brain of a dead man waiting to live again in a body I made with my own hands!
http://isisless.deviantart.com/
XBOX LIVE: AtomicVideoHead
I'm just worried that they're consider the whole stealth/party combat thing a working as intended feature. I've yet to see any of them talk about it.
Gamer Tag: Rantyr
I am going to have to update this a lot more undoc'd changes are comming in.
lancejt wrote:
They don't talk about the epic scaling thing either. That CANT be working as intended....can it?
dun dun DUN!
The brain you stole, Fritz. Think of it. The brain of a dead man waiting to live again in a body I made with my own hands!
http://isisless.deviantart.com/
XBOX LIVE: AtomicVideoHead
Looks like they just made active blocking useless for priest classes. Takes a huge amount of stam to start it (75%+) and reduces your healing/dmg by 50%.
I love the subtle adjustments they keep making...
XBL: MikeMac75
Sorry alchemists, you're still SOL until Monday:
Mages and Priest mobs will now drop an Alchemists Cache randomly, which contains random resources for the level-range where it was found. This will make it possible to obtain the resources that have not been dropping for alchemy. - Item was causing problems, deactivated until next update
XBL: MikeMac75
Yeah 1100 stamina to start active block.
lancejt wrote:
I don't have a big problem with this one. Being able to cast while taking absolutely no damage is a bit absurd. Not to mention you're drawing on an otherwise useless stamina pool.
You couldn't cast when active blocking and it doesn't eliminate damage.
Since you could pulse active blocking and time it a bit with enemy swings, you could use less stamina then if you held X continuously. I suspect that's what they were trying to fix, but as usual it's tweaking with a sledge hammer time. It would have made a hell of a lot more sense for it to be X% stamina per hit blocked. So if you're trying to tank 10 guys at a time your stam pool drops like a rock, but you might buy enough mitigation to live. Pulsing gimmick wouldn't work anymore either.
XBL: MikeMac75
They have really got to stop using words like "double" and "half" when describing changes to damage outputs or inputs.
(@)
Hmm, will be interested to try these changes out tonight. For regular grouping, I'd almost rather have a guaranteed half-dmg active block that still allows me to cast stuns instead of a maintained button than prevents all casting. (Assuming the new AB system works at all...)
Will be very intrigued to see if increasing the 70+ mobs hit points will put a stop to the enormous farm fests that go on 24/7 at the deathmaster camps in khesh. Those mobs are 76-79ish in level but die so fast. Got tired last night of running through those camps and seeing the ground blanked with loot bags while a group is effortlessly destroying every mob in sight.
They need to work on assassins being more viable in PvP, not nerfing them. Man, disappointing esp considering that it's taking longer than expected to patch.
“The average man has a secret desire to be a swaggering, drunken, fighting, raping swashbuckler.”
-Robert E. Howard in a letter circa Decmber 1932
Outside of the Stealth issues. From my side of the monitor Assassins are very pvp viable.
Watching Tkyl the past 3 nights while grouped with us in Aztels he was tearing sh*t up.
No one is pvp viable 1v1 really at 80. And no one should be.
That "nerf" was not as bad as initially reported it just made it work as it read.
The servers are down for US because the EU servers are up and down like bear at... well just like bear.
At this point I would encourage them to scrap this patch until Monday and restore the servers back to the way they were yesterday.
lancejt wrote:
Well, good, because in the lower levels I barely get by some sh*t by the skin of my teeth unless I'm fighting someone/thing significantly lower level than I am.
I don't really get what you mean, but I think I do. With that said, I shouldn't be decimated by someone of my same level in PvP for most of the game. This may balance back out later, but seriously, I can't stand up 1v1 in PvP unless they're at least two levels lower than me, and even then I'm pretty screwed unless I have the advantage (read also: stealth attacking).
Yeah, assassins should be MASTERS of hiding in shadows and they just don't play like that.
ASIDE: The sneaking business is total BS in this game anyways. I can be in heavy foliage in a shadow of a tree and it makes not a scrap of difference. I'm better hidden in plain sight against a wall than actually "hiding" or sneaking in shadows. This is a real shame because of how dynamic things are. I'm guessing that the devs just went though and mass marked which areas where going to make your hiding-gem-thing (found at the bottom of mini-map) glow white identifying you as not hidden. It would have been perfect if it actually detected if you were in shadows.
“The average man has a secret desire to be a swaggering, drunken, fighting, raping swashbuckler.”
-Robert E. Howard in a letter circa Decmber 1932
Yeah, maybe it's wrong to think that and a matter of perception, but it just seems like a haphazard way to change game mechanics and furthers the overall feel that they are just shooting in the dark with no ultimate plan.
AoC- Indozola (Guardian), Bauchelain (Bear Shaman), Aphesian (Demonologist)