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Topic: Patch notes: Patch 3.12a - Timed blocking (Read 27691 times) previous topic - next topic

Patch notes: Patch 3.12a - Timed blocking
LATEST - Patch 3.12

Timed blocking:
- Starting to parry will interrupt your current attack
- When you start to parry, there is a 0.5s window where you will do a "timed" block/parry with maximum damage mitigation.
- Starting to parry costs 4 stamina and keeps the character parrying for 0.3s.
- After the perfect parry window, there is a 0.5s period where damage mitigation progressively lowers down to regular parrying values.
- Perfect blocking a melee attack with a shield will cost stamina to the attacker proportionally to the damage mitigated.
- Damage mitigation values are as follows:
   - One handed and shield: 80% timed, 50% regular.
   - Two handed weapons: 65% timed, 35% regular.
   - One handed alone: 50% timed, 25% regular.
- Disabling blow and disabling shot:
   - Can only be done on a character that is parrying or has been parrying in the last 200ms.
   - Lasts 2 to 4 seconds and has a cooldown of around 8 to 10 seconds depending on weapon attack speed.

Character progression:
- All skills, sub skills and non-linked abilities are now part of the meditation system.
- The meditation timescale has been reworked to be linear to encourage active gameplay over disconnecting at low to medium level.
- Meditation cost per hour increases based on skill level, to reward participating in openworld activities as the player becomes more advanced.
- Wisdom can no longer be meditated, and wisdom no longer impacts max mana.
- Harvesting skills will provide attributes other than wisdom at half the rate.
- Archery will now level endurance.
- Archery's leveling speed has been reduced by 20%.
- Melee weapon leveling speed has been increased to match Archery's leveling speed, with tweaks to take attack speed and damage into account.
- This should increase the leveling speed of strength, vitality and quickness.

Distances based harvesting evolution:
Fishing, chaos chests and treasure maps are now part of the distance base mechanic.
The calculation of the distance has been reworked to be a more accurate heatmap of how "civilized" a location is.
A location surrounded with many banks and guard towers will be lower, while a location close to only a single wilderness bank will be better, even if closer to the bank.
The center area of the map is now considered a wasteland that isn't appealing for harvesting.

New map marker icons:
A new icon system has been implemented for each type of point of interest on the map. Some markers can now be "qualified" with a main marker and a smaller addition on top of it.
Additionally, performances should be improved with map markers activated.

Balancing:
- Spells have had their damage frontloaded. The most noticeable aspect is that there are no longer 25 levels increments and no surging system anymore. Secondary effects will come in the next patch.
- In that process, we have changed the scaling of level, gear and staves to be felt more. This increases slightly the average magic damage, especially on bolt which used to scale very little.

- The mana burn effect of hasten spells has been divided by two.
- Physical debuff duration has been slightly increased.
- Increased casting speed of all buff others by 60%. This should make them much easier to use in the flow of battle.
- Toggle buffs are now instant and have their mana cost reduced to 3 mana.
- Exhaust, undeath and burden now have the same duration as spellchanting hymns.
- Monsters can now be debuffed just as much as players.

- Rays power discrepancy has been reduced. Unholy caress hasn't changed but the other rays were brought in line with it.
- Impale does piercing damage and meteor strike does bludgeoning damage now.
- Bolts now cost only one reagent, the reagent of the school.
- Rays now cost one reagent when instant, two when charged up.

- Beacon and smoke signal now have a cooldown of 10 seconds, a cast time equivalent to a bolt and a reach increase from 40m to 70m.
- Reflect spell has been changed to be used reactively: base stats are 500ms cast time, 10 second cooldown and lasts 2 to 3s.
- Blast damage over time component has been reduced and has had its mana cost increased.

Miscellaneous:
- Performances changes have been made which should improve FPS stability for some configurations.
- Stackable loot set at 100% probability will now always drop a stack.
- You can now interract from the comfort of your mount with the following objects:
   - Banks
   - Players
   - Corpses
   - Dynamic chests
   - Strongboxes
   - NPCs
- Battlehorns get in the way at some angles.
- You can hold on an auto cast spell to charge up a ray. You can also cast an instant ray bellow 30 mana.
- Deleting multiple items will not reset your deletion confirmation window.
- Forced mount graves should no longer have collisions.
- Players climbing on a mount have their personal velocity reset.
- Mounts should have less tendencies to go in submarine mode.
- Telekinesis does small arcane damage.
- Infliction ward no longer has an aoe.
- Rays should no longer be the best way to level a magic school.

Patch 3.12a:
- Removed the first person hands when switching views. This will also remove the glitchy animation of switching from first to third person.
- Harvesting probabilities have been adjusted. You should now see rarer drops more often.
- Meditation's cost per hour curve has been smoothed out to be lower at low level. Meditating now goes from 64mp/h to 2125mp/h, increasing exponentially.
- Knives can now be meditated. Note that Sithra mastery isn't meditable on purpose.
- Releasing modifier key before the other key should no longer prevent the release of a spell.
- Queuing an auto cast spell while holding a spell should no longer release the first spell.
- Reflect spell has been tweaked to be reactive only:
    - It is no longer perfect. 1 Magic penalty now reduces the amount of damage reflected by 2% up to 100.
    - Cooldown set to 20s.
    - Base Cast time set to 250ms.
    - Base duration set to 0.5s to 1s.
    - Mana cost increased by 1/3rd.
- Removed displacement effect from light battlespikes.
- Enabled multi-selection in both trading inventories.
  • Last Edit: May 05, 2017, 05:47:07 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes
Reply #1
Patch 1.0:
Alignment and anti grind:
    - Set leveling speed at x10.
    - Added meditation rewards to all quests, so that they give a minimum of 400mp.
    - Quest rewards proportional to duration as a blue player and alignment, up to 220%.
    - Remove passive resistance skills.
    - Existing global cooldowns changed to become shared cooldowns.
    - Disabled old-titles and old-title quests.
    - Removed redundant skills and make their effects baseline:
        - Acrobatics
        - Crouch walk
        - Diving
        - Jump
        - Rest
        - Riding
        - Run
        - Sprint
        - Survivalist
        - Swimming
        - Spotter
    - Removed redundant skills, with reworked attributes/statistic curves:
        - Clever
        - Fleet
        - Ingenious
        - Muscular
        - Nimble
        - Pack Mule
        - Perseverance
        - Sturdy
        - Tireless
        - Toughness
        - Esoteric
    - Unlock regeneration skills for new characters:
        - Endurance
        - Fitness
        - Focus
    - Diminishing returns on Health, Stamina and Mana.
    - Adapted attribute buffs/debuffs to diminishing returns.

Interface:
    - Improved default bindings.
    - Improved default interface layout.
    - Introduction of the Weapons bar.
    - Introduction of the new resizable vital stats window.
    - Auto-sprint.
    - One button press 1 handed + shield.
    - Default abilities for weapons bar slots and default weapons for hotbar slots.
    - Trying to use a melee ability with a different type of weapon will switch to the appropriate ability if known by the character.
    - Hotbar auto switch, auto cast and auto revert to previous weapon combination.
    - Give default weapons and hotbar default bind to all characters at creation.
    - Give a skiner in a new character's back pack and place it on default weapons bar layout.
    - Rebound lean left and lean right to alt+mouse click.
    - Save gui persistence more often to avoid losing it in a crash.
    - Selecting an equipped item when already equipped no longer unequips it

Virtual World:
    - Removed clan teleportation chambers from the game.
    - Removed bindstone_recall and house_recall from the game.
    - Buff racial skills impacting health and mana to give 20 points instead of 5 points.

Movement:
    - Buffed strafing speed to be equivalent to mahirim huntspeed lvl 60. lvl 120 for Mahirims themselves.
    - Fall damage when at 1hp now carry over to stamina. Once reaching 1 to both hp and stamina, character is Knocked down.
    - Jumping when moving at high velocity will cost more stamina.
    - Prevent consuming stamina when pressing jump while already in the air.
    - Made archery jump shooting and water shooting baseline.
    - Made magic jump shot baseline.

Misc:
    - Deactivate PostProcessing effect in Video options by default.
    - Lobby launches game automatically in full screen and largest resolution.
    - Disable small text location on screen by default.
    - Activated show FPS option by default.
    - Click OK closes option windows
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #2
Patch 1.1:
    - The client persistence files now have a backup file in the same directory. Should reduce the corruption and need to delete it.
    - We should have fixed the jump bug that kept people stuck to the ground.
    - Updated the Journal interface to not allow gold to purchase meditation points and to remove traces of the old attribute perks.
    - Added some starting r10 gear in the backpack of new players to have them spread faster.
    - Minor tweaks and fixes.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #3
Patch 1.2:
    - Fixed an issue related to hotbars in combat that was causing stuttering and crashes.
    - Added "c" as a default key binding for the weapons bar toggle.
    - Additional work on making the persistence files corrupt less often.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #4
Patch 1.3:
General changes:
    - Monsters spawning without weapons should have been fixed.
    - Many of the spawns that have been reported as exploitable have been disabled. Keep reporting them.
    - Increased the rates of progression for attributes when actively playing by x8
    - Except wisdom which is only x2.
    - Transfer spells requirements have been lowered:
        - Stamina to Health at lvl 10.
        - Mana to Stamina at lvl 20.
        - Health to Mana at lvl 30.
    - Stamina cost of jumping reworked to grow over speed linearly rather than exponentially.
    - Stamina cost of jumping is now based on percentage of max stamina to not disadvantage new players.

Quality of life:
    - The current weapon is unsheathed when pressing the trigger key.
    - Improved main menu and inclusion of weapons bar and ammo counter bar toggle buttons.
    - The weapons bar may now be toggled even in gui mode.
    - Set default shaders version to PS2_0.
    - Auto optimization is now disabled by default.
    - Mouse smoothing is deactivated by default.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.4
Reply #5
Patch 1.4:
Gameplay:
- Attributes now have diminishing returns.
- Impale damage type has been changed to acid damage.
- Insect swarm is no longer part of the instant ray group.
- Added quests in starter zones for new player to get a mount.
- You can now equip yourself and use consumables while resting.

Interface:
- Reagents and spell extensions are now shown on the hotbar and weaponsbar tooltips.
- Clan and journal windows should now properly fit their content.
- Increased the maximum size and zoom of the world map.
- Graves are no longer open at random but next to the backpack window.
- You can now set the weapons bar to be scrolled through without looping from the last slot to the first.

Bug fixes:
- Getting stuck while casting should be fixed, or at least be less frequent.
- Archer monsters should now always spawn with a weapon.
- Sea fortresses have been disabled until they can be contested by more players.
  • Last Edit: July 11, 2016, 11:42:19 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.5
Reply #6
Patch 1.5:
- Tutorial images have been updated to no longer give the wrong bindings.
- Players should now be able to use right click to switch from interface to action mode.
- Daily quests now have a 22h cooldown instead of a 24h cooldown.
- The default size of the Vital stats is increased by 40% to be larger until someone notices it is resizable.
- When reverting to a default ability, the hotbar is no longer changed.
- Melee powers are now compatible with the weapons bar. (Rage)
- Bound items that are no longer in inventory are now shown with a blood shaded red in the hotbar and weaponsbar to make binds more visible.
- The tooltips now displays the name and description of items that are no longer in the inventory.
- Fixed a bug where the hotbar was switched when scrolling over absent items.
- Fixed a bug where absent items were considered incompatible with dropped items and removed from the weapons bar and hotbar.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.0
Reply #7
Patch 2.0:
Features:
- First step of performances increase.
- Added diminishing returns to combat skills and combat passive skills. (magic schools, weapons skills, intensifies, masteries, mana efficiency, archmage, etc)
- No more surging for archery and melee.
- Monsters will always spawn a grave now.

Bugfixes:
- Fixed Kraken and other monsters damage curves.
- Fixed a server crash linked to adding new buildings in a holding.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.1
Reply #8
Patch 2.1:
Step two of performance upgrades:
In an MMO like Darkfall, what costs a lot to the client isn't only processing but also blocking operations.

For example:
- Loading assets from the disk.
- Allocating memory.
- Handling network packets.

Unlike other resource intensive operations, the issue with blocking ones is that the cpu waits on completion and is not used at its full capacity.
What we will be pushing in this patch are deep framework changes that should not only improve performances, but are the foundation of future enhancement.

- Parallelization of loading assets contained in the archives:
We are testing this framework change by loading some mandatory assets parallelly during loading screens before using it for loading everything.
As a consequence, it will slightly reduce the loading screen duration when launching the game, and in the future, it will allow a significantly faster loading screen, a reduced load lag, and a smoother experience (less FPS drops).
This is more of a stability test, to see how it behaves on the variety of hardware players are using.

- Allocating core common objects only once:
In average, these common objects were the source of 300 memory allocation every 170ms. We will now allocate them only once and then re-use them when needed.
As a consequence it should make siege and large scale pvp smoother: you should have a bit more average fps.

Anti Griefing and alignment:
- Party and clan members cannot kill/gank without losing alignment. (forgiving a kill will prevent alignment loss)
- Changed the chat font to make capital i distinct from lower case L.
- Party, trade, and clan invitation now share a cool down to reduce spam.
- All Fighter and Mage NPCs now behave like capital city NPCs. This includes starter cities and chaos cities.

Bug fixes:
- Persistent files should now corrupt less often.
- Stamina drain on jump is now adapted to character progression level rather than balanced around maxed out characters.
- Double jump now only takes horizontal velocity into account when calculating its stamina drain.
- Fixed a bug where quest rewards did not start regenerating over time for some characters.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.2
Reply #9
Patch 2.2:
Step 3 of performance upgrades:
Since our patch earlier this week worked out well, we have extended the use of our framework changes to an increased amount of resources.
We expect increased average FPSes, around +10% on i5 and i7 and a slightly reduced loadlag.

Changed skills prerequisites:

Mana Conservation: 50 intelligence.
It was one of the most tedious grind in the game, and this way it should take a decent amount of time, but through general use of magic.

Necromancy et Arcane: Greater Magic lvl 50.
The idea here is that trough titles, schools should become a character's identity sooner. Spellchanting and Whitchcraft will have their own titles too and be fleshed out more.
This way we can make a more interesting s

To help raise their school more organically, some skills have been lowered:
- Sacrifice: Spellchanting level 1.
- Witches Brew: Witchcraft level 1.
- Heal Other: Greater magic level 1.

Basic movement spells have also been made easier to obtain:
- Begone: Greater magic level 15.
- Launch has ben made baseline for all new characters.
- Telekinesis: greater magic level 1.

To motivate continuing greater magic after unlocking advanced schools and reinforce its use as a all purpose mage utility school:
- Venom: Greater magic level 50.
- Confusion: Greater magic level 60.
- Hasten Spell: Greater magic level 80.

Smoothed out the non magic abilities unlocks to make leveling more interesting:
- Seize -> 60
- Whirlwind -> 50
- Knockback -> 40
- Disabling Blow -> 30
- Power Attack -> 20
- Disabling shot -> 50

The reading and digging skills have been made baseline for all characters
Skills and spells that have been made baseline are at 1g without requirements for those that had existing characters. Nothing is free in this world.

Alignment changes:
- Attacking a horse or warhulk riden by a blue racial ally in the last 30 seconds will make you go rogue. (first step before more mounts related changes)
- Forgiveness requests should now always be asked even in case of instant death or after a loading screen.
- If a request times out, because of a crash for example, forgiveness is the default value. (presumption of innocence)

Bugfixes:
- 404: Arcanist inventory not found has been fixed.
- Two human arcanists had blackbolts for sale, they were the only one with it. They no longer do.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.3
Reply #10
Patch 2.3:
- Step 4 of performances upgrades. This should be the largest one yet.
- Fix multiple historical memory leaks. The Darkfall client is stabler than ever.
- Archives optimizations.
- Reduced the weight of reagents.
- Fixed some monsters that were spawning without weapons.
- Bowyer mastery will now raise trueforge weapons.
- Tier 2 clan mages now sell hasten spell as part of Greater magic.
  • Last Edit: August 10, 2016, 05:01:19 am by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.4
Reply #11
Patch 2.4:
Removal of fizzles:
- Characters can no longer fail spells at random.
- Individual spells will use their previous fizzle odds to increase cast time and reduce magnitude to produce the same loss of DPS, without the random aspect.
- Players with 0 encumbrance are handled as if they had no odds of fizzles in the old system.
- When under the effect of the tongue rot spell, a spell can soft-fizzle at random, in which case it will cost twice the amount of mana/stamina and will have half the magnitude of a normal cast.
- Transfers will keep a flat cost when they soft fizzle.
- Adept is unchanged, and will act similar to unburden, but it is scheduled to be changed further down the line.

Please note: the system is under tuned to not break destroyers, but we made the entire system modular so we can tweak it easily.
We're expecting a lot of feedback from the players to let us find the proper encumbrance impact to avoid heavy armored mages becoming the norm.

Removal of all global diplomatic announcement at the exception of:
- When a holding gets captured or changes hands, the announcement is still global to allow for bragging rights.
- Village related global messages.

Bugfixes and tweaks:
- Siegestones can now be placed at a maximum distance of 1000m, increased from 750m.
- Monster loot table fixes.
- Idawoll blacksmith now has the proper inventory.
  • Last Edit: August 15, 2016, 04:38:13 am by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.5
Reply #12
Patch 2.5:
- Final step of the Patch 2 performances updates.

First step of the engagement system:
- You can no longer gain any xp unless engaged in PvE:
- You get engaged by:
- damaging or debufing a monster.
- being damaged or being debuffed by a monster.
- buffing or healing a player that is engaged.

Quality of life:
- Removed launch's reagent cost and added it to the default hotbar for new characters.
- Added chat options to change the global font and its size.
- Auto forgive kills and ganks for clans and party.

Linked Spells
- When reaching the unlock level for a magic school subskill, it is automatically learned.
- Spells that do not have any organic ways of leveling in PvE will now be linked to the school skill level, or the subskill that was unlocked right before it.
- If you already had the spell elveled, it will keep its level until the skill it is linked to catches up.
- Existing skill manuals will still provide levels to the individual spells, but they won't level more until the skill they are linked to catches up.
- Spells give extra XP to the subskill they are linked to, in order to have a direct impact on their own progression.
- For the levels to update, you need to cast a spell of that school in PvE at least once.

List of linked spells:
Spoiler (click to show/hide)
  • Last Edit: August 23, 2016, 01:20:46 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.6
Reply #13
Patch 2.6:
- Fixed one of the most impacting memory leak remaining (should help players alt-tabbing often and for general client stability)
- Quests now give meditation up to the cap when rather than not giving anything at all.
- Fixed water logging when on the edge of a body of water. If you know other ways, please report them.
- Fixed the checkboxes appearing on generic confirmation windows such as admin messages.
- Chat font options are now persisted properly between reconnects.
- Solved intensify skills not being given automatically in some cases.
- Change stormblast link from quicken spell air magic to mana efficiency air magic.
- Linked acid ward with durable spells earth magic and lightning ward with durable spell air magic.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 3.0
Reply #14
Patch 3.0:
Graphical item selection framework step 1:
- You can now select items in your inventories the same way you would select files on your operating system.
- Clicking and dragging the mouse in an inventory now starts a selection box.
- Ctrl+left click in an inventory toggles items from the selection.
- Ctrl+Double Left Click in an inventory selects all identical items.
- Selected items are highlighted.
- The amount of selected items is indicated in text at the bottom right of inventories.
- You may drag and drop selection or individual items on bags.

Some limitations:
- To not overload the server and monitor the toll it takes on it with a live population, selection are limited to 100 items for now.
- We have not included graves yet, as we want to implement a timer system for them.
- Keep in mind that historically, and unlike crafting or vendor output, you cannot manually move a non stackable object in a container where there are already 2000 objects of the same type.
- Deleting large amount of items in short succession was causing issues, so we had to disable this feature at the last minute. Selling to vendors does work properly and is the preferred alternative.
- Once we are sure the system works well, all these limitations will be progressively raised, then lifted, and we will add more features to it.

Exploiting:
- As of patch 2.6, we have secretly added a server side detection system. For those of you that were stalked/caught or that reported a spawn and were asked to continue, know that the system detected you.
- This has also helped build a list of monsters that get confused too easily, even if not exploitable. This gives us a priority list of monsters to rework in the future.
- We'll test the system openly, and if it proves accurate now that you know to try and break it, we'll re-enable the spawns we disabled in the past.

Village control point rework step 1:
- Every clanned player damaging a control point will have a meditation reward based on:
   - Being in the losing clan: 1000
   - Being in the winning clan: 3000
   - Being last hitter: 3500
- The area surrounding a village will become lawless starting 30 minutes before a control point is vulnerable and stopping 30 minutes after capture.
- For this we created a dynamic area sensor that can be placed and toggled at will. This is its first use, and once proof tested, will be used for other features. (Sieges, watchtowers, etc)

New meditation sources:
- Chaos chests.
- Keys chest.
- Treasure maps.

Progression tweaks:
- The xp linked spells forward to their parent when it is a subskill has been doubled to connect more accurately using a spell to its individual progression.
- All advanced schools of magic now provide a very small xp gain for lesser magic and greater magic. Greater magic provides some gains for lesser magic too.
- The following spells now have xp gains appropriate for their cooldowns:
   - Eye rot.
   - Instant Rays.
   - R90s.
   - Field AoEs.

Misc:
- Lowered the clan size limits for sieges to 5 members for a hamlet and 10 members for a city.
- The weight of stone has been divided by 2.
- Runestones can now be crafted for 4 portal shards and 500 gold at level 1 alchemy.
- The Selentine golem int the south of Cairn should now spawn properly.
The Darkfall: New Dawn Dev Team.