Forum - Change Log: August 2013

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Author Topic: Change Log: August 2013  (Read 1969 times)

Tobias

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« on: August 05, 2013, 03:49:41 pm »
Here we go again!

General Changes

- A third boss has been added to the Temple of Trials!
- The auction bidding system was a pain and has been reworked.
- - When you bid on an item, bid the maximum amount that you are willing to spend. The system will then automatically bid for you (up to the maximum you just entered) - just high enough that you win the auction.
- - Auctions where you are the current high bidder are now highlighted.
- Health bars are now automatically created when you join a group (you can type /option healthbox to toggle this setting).
- During /tag video playback, error messages are now muted (/option noerrors)
- The health restored by Healing Springs Lv.2 has been increased slightly.
- Poison Dust used only a 1/5th of the magic power it was supposed to use (since it was spread over the five ticks it does, however each tick didn't cause direct damage but rather applied a debuff). This has been increased to 100%.
- Added basic support for dynamic platforms.
- Status effect resistance has been reworked.
- - Elemental resistance now also affects status effects and spells that inflict statuses.
- - For example, Flash Freeze is classified as a water spell, so water resistance will reduce the time you are frozen when you are afflicted by it.
- - Spells that do not have a duration but rather cause a certain effect (such as disrupting a spell) have a chance to fail if the target is resistant against it.
- - To help boosting elemental resistance you need, elemental resistance enchantments have been added. These drop (rarely) from various monsters and bosses.
- - The amount of resistance required for a 1% reduction was too high, and has been decreased.
- Quests that are completed at a much higher level than recommended now give reduced gold rewards (in addition to reduced / no experience).
- - These quests are highlighted with "(Low Level)" in your quest log, and the NPCs that are offering them.
- Priests can now discover their dark side, and learn dark element spells.
- - Switching into dark mode disables light element spells (and vice versa). Support for that has been added (obviously).
- - Dark element priests can learn Terrify, giving them a short, near-instant crowd-control spell with a 15 second cooldown.
- - Drain Health can be used to recover health (at the cost of someone else's), whereas Evil Land is used for area damage. Both spells have been adjusted to deal level-appropriate amounts of damage.
- The game client now primarily tries to use TLS. If that fails, it automatically falls back to a non-TLS connection.
- Nyranthix now drops a hunter hat. With that, hunters can find upgrades to all their equipment in the monastery.
- The game client now displays a link to the battle log after a boss resets or is downed.
- - In addition, the battle log is updated with up-to-date information of a battle much more quickly.
- Added support for external authentication (such as the one used by Newgrounds).
- Monsters that posses players should be a little more aware of Warrior and Hunter resources, using Battle Cry / Adrenaline Rush / Arrow Barrage for resource recovery.
Bug Fixes

- The purple effect from Shadow Grasp is now removed properly. (Reported by Analyse)
- Several windows (loot pool, loot master, auto-queue ready check) made the game field lose focus when closed, requiring the player to click inside it before being able to move again with their keyboard. This should no longer be the case.
- Casting while laying down (relevant while clicking on a spider at Ragefang/Goldsnare) showed the character stand up, even though it didn't. This was fixed, and the character now does stand up now. (Reported by Pike)
- When reconnecting to a battleground, the health bars of the various teams should now be restored properly. (Reported by Analyse)
- Characters that sit on a mount when it despawns now properly stand up.
- During /tag video playback, loot pool windows now close automatically when the player rolled on the item.
- Character-based buffs (such as revitalize) no longer randomly appear at a character's last known location they entered stealth from.
- Arrows now hit the centre of their target, not their feet.
- Several issues with dynamic platforms and instancing have been fixed. Thanks go to everyone who helped testing!
- After recovering a session, the costume slots were not available. This has been fixed.
- In addition, if a map was in a different state when a session was recovered, the original state was shown. This has also been fixed. (Reported by Freddi)
- Some bosses did not drop additional loot if fought with 5 players. (Reported by Pike)
- The game client did not correctly honour the movement penalty incurred when flinching, causing characters to "snap" back. This has been fixed.
- More an internal change - but reloading the monster database no longer resets monster cooldowns. Yay!
- Reviving players on a dynamic platform caused all sorts of problems, especially when that platform no longer exists. This should be handled more gracefully now.
- Several issues with custom maps that have a looooong name have been fixed.
« Last Edit: August 24, 2013, 03:55:03 pm by Tobias »