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Live Patch Notes - Update 2: Necromancy and signature spells
LATEST - Game Update 2.1: Necromancy and signature spells

The theme of this patch is finishing up on the mechanical changes for magic.
Our general goal with magic is to have schools that play differently, as bundles of spells.

For example, Arcane Magic is predominantly a bolt school, and as such, we buffed Sacred Missile to be the best bolt in the game damage wise.
Tied with it will now be Acid Arrow, with earth being more of a brute force school, with little side effects to its damage spells.
Necromancy ended up not needing a damage nerf, as the lack of stamina damage is quite noticeable in practice, and we increased its leech to 10%.
We'll see how these values play out in player hands, but we've separated PvE and PvP percentages do reflect the differences in accuracy.

Healing chant and Earthquake should mainly be used during group fights.
We expect earthquake to be tricky to use but with a high pay off as a disrupting tool. It does more damage than field aoes, has a similar area, but requires the caster to be in the thick of it.
Healing chant should be a good push under fire, or top off a group tool, but it won't be as effective as cross healing in smaller scale.

Wall of Force has mostly been bug fixed, with its area of effect and visuals now matching more accurately. Others have been fixed in the same way, but this should be the most noticeable.
And finally, come hither now provides a short impact damage protection, which makes it more of a support spell and no longer the best nuke in the game.

Necromancy:
- When a player has the Necromancy title, Necromancy damage spells will leech 10% of their damage on players, 5% on monsters.
- Unholy damage no longer does stamina or mana damage.
- Eye rot damage type changed to unholy.

Signature spells:
- Earthquake now allows to move while channeling, has an increased cost but does less damage to the caster.
- Healing Chant now allows to move while channeling. Self healing is reduced compared to outgoing healing.
- Come Hither now adds impact protection to the target.
- Wall of Force's effect and visuals coincide better.

Other changes:
- Holy damage type no longer does stamina damage, does 40% mana damage.
- Damage increase for the following spells:
    - Sacred Missile
    - Acid Arrow
    - Corrosive blast
    - Disintegrate
- House doors have a 1h cooldown after destruction.

What's next:
After this patch, what's remaining on the combat changes checklist are missile fury and the review of polearms, maces and greatclubs.
Work on equalizing the magic and physical grind is nearly completed, and should come with a higher impact on utility potency from having the title.
Progress on holdings buffs has been paused to help complete this patch's framework changes, but will resume after missile fury is completed.
Progress on bindstone quests is moving at a steady pace. We are now in the interface phase. Still quite a bit to do.
  • Last Edit: June 14, 2018, 06:58:50 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Release Patch
Reply #1
Release Patch

These changes are the results of our polishing phase.
We unfortunately only had one week instead of the three we had hoped for, but we'll continue in that direction for the time being.
This being a day one patch, we chose to focus on non-sensitive changes that may not cause too many issues.

New Player Experience:
- We now have a quest tracker, which should help new and veteran players navigate the game's content.
- When interacting with an NPC, it will open the quest tab immediately.
- We reworked the tutorial to be a lot less verbose, in favor of contextual help buttons. Players will get faster into the action.
- Slightly changed default bindings. More work needed.
- The title window opens when a new character switches to interface mode for the first time.
- Monsters can no longer become enraged.

Crafting changes:
- Crafting recipes and xp gains have been reviewed.
- Quality of an enchantment increases the XP gained. (XP x Quality)
- Reduced the cost to craft lower tier armors.
- Removed crafting fails.
- Non-mastery recipes 50 levels bellow the character skill level no longer give xp for the following crafts:
    - Alchemy (staffs)
    - Armorsmithing
    - Bowyer
    - Cooking
    - Herbalism
    - Tailoring
    - Weaponsmithing
- There are no market places fees on weapons, staffs, armors and bows of rank 20 and bellow.

Alignment and anti-griefing:
- Mount ownership:
    - When a player spawns, dismounts or detach the leash of a mount, he becomes the temporary owner for 2 minutes.
    - Only the temporary owner of the mount can mount or despawn the mount.
    - A player can only have one temporarily owned mount at a time, the previous ownership is lost when a new one is acquired.
    - Hitting a mount owned by someone else now properly calculates alignment/rogue statuses.
- New player protection:
    - No longer prevents spawning or riding a mount.
    - Does not allow to use the mount's attacks (no knockback).
    - Allows to enter the newbie dungeon.
    - Prevents environmental damages.
- Funhulks have been removed from the game.
- Wildlife no longer spawn in NPC cities.

Removed more non-crafted gear:
- Removed enchanted gear from all monster loot tables.
- Fixed deepblades still dropping.
- Removed gear from chests/treasure maps.
- Added new rare resources to chests/treasure maps.
- Checked that weapon racks/armor racks/treasure chests were fine.

Vendor inventory changes:
- Removed race changes item.
- Removed armors from vendors.
- Removed food and potions from vendors.
- Removed weapons other than r0 from NPC city vendors
- Added reagent, arrows and r0 of each kind to clan general stores.
- Left r10 to purchase from some clan vendors.
- change reagents cost to 6g each.
- change arrows cost to 6g each.
- Increase reagent drops from monsters.

Quest changes:
- Nerfed hourly hunt quests.
- Allowed Silverley troll hunt quest to be picked by all races.
- Lowered armors in quest rewards to r0-r10.

Loot table changes
- Removed giant bones from:
    - Hill giants
    - Ogres
    - Khamset
- Removed thick leather from fire giants.
- Removed elemental hoarfrost from windgraives.
- Removed Nifl frost from what skins for snow hide.
- Normalized leenspar golem drops to other golems level.
- Buffed Selentine golem drops.
- Thick leather odds now progress with monster tiers.
- Added cloth to spiders and ghosts throughout the world.
- Reduced leenspar key drops.
- Reduced raw resources coming from monsters:
    - stone
    - iron ore
    - timber
    - wood
    - gems

Polishing, bugfixes and tweaks:
- Runestones can no longer be bound and can no longer be used to teleport.
- Removed sithra's active abilities.
- Removed double spawns for server stability.
- DXp is no longer gained when doing 0 damage to a monster.
- Access to the global gold account is now restricted to Major and up.
- Added a confirmation prompt when clicking the "Abandon holding" button.
- When explicitly abandoning a holding, the local personal/clan banks are not transfered to retrieval vaults .
- Retrieval vaults can only be retrieved in one go, not item by item.
- Logging, woodcutting, smelting and Mining are now combined in a single title: Laborer.
- Fixed armor master now works properly with arrow protection.
- Skinning title now reduces skinning by 2s and increases probabilities by 20%.
- Updated harvesting tooltips to the tool-free system.
- The backpack can now be reduced to the same size as before.
- Should now be able to use power hour and revive with tools.
- Splitting a stack onto a bag should now properly transfer it.
- Selecting items in an inventory should now displayed the selected weight.
- The weight text field of inventories is colored according to weight and blinks when maximum weight is reached.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Release follow up patch
Reply #2
Release follow up patch:
This patch focuses on anti-griefing mechanics and correcting critical bugs that have been reported in the past couple weeks.

- Monster Loot reservation system:
    - When a monster dies, its loot is split between all engaged players.
    - Reserved items become available to all after 2 minutes.
    - Members of a party/clan can loot items reserved to other members of their party/clan.
- All dungeons have had their exit and entrances altered in one or all :
    - Former exits now lead to the entrance room.
    - Entrance rooms now all have a portal that leads outside.
    - Exits lead to the same location as the overworld portal.
- The way items attributes are stored server-side has been changed to be more resilient.
- Fixed many world building issues that have been reported.
- Critical strikes in PvP have been repaired.
- Monsters can no longer be depleted of stamina through timed-parry.
- Sidestep cannot be used while overburdened.
- Reviewed the costs of low level leather armors.
- Arrows are now crafted by 100 for 1 iron ingot and 5 wood.
- Arrows and staffs are now taxed in market places.
- Most alternate use actions cannot be interrupted by jumping behind the character.
- Removed skills that weren't doing anything but could still be unlocked:
    - teleport anchor.
    - maintenance.
    - trueforge armor and weapon.
    - gravity
- You should now be able to target other players from the back of Shulgan Drake.
- Jumping on a mount now costs 10 stamina. Jump sprinting to increase speed at the cost of stamina is now accepted.
- Mage subskills now have proper meditation speeds.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Game Update 1.0
Reply #3
Game Update 1.0: The first of many

Cantrips and Regeneration:
- Basic healing spell and utilities have been split in their own schools and made baseline.
- Regeneration skills:
    - Heal self
    - Stamina to Health
    - Mana to Stamina
    - Health to Mana
- Cantrips:
    - Mana Missile
    - Heal Mount
    - Hasten Spells
    - Launch
    - Beacon
    - Begone
    - Confusion
    - Telekinesis
    - Light, when unlocked
- At the exception of Mana Missile and light, these skills are max level by default and shown without a level.

Respawn system tweaks:
    - The anti death-hopping protection has been made less over-zealous. Available spawn points will remain the same for 20 minutes, unless you die 2km away from your last respawn location.
    - In case of server crash, you will no longer be teleported to a very old safe location. You will be teleported to the latest of the following:
        - Last respawn selection
        - Dungeon overworld entrance
        - Logged out position

Looting tweaks:
    - Stackable Items are merged per Party or Clan, allowing every member to loot the whole stack.
    - Cases of looting being impossible have been fixed.

Blue blocking reduction:
    - A blank hit, having no effects, is allowed when a blue players hits another blue player.
    - Blank hits will be available every 30s, and give more leeway before going rogue by accident.
    - It will not apply when the target is rogue/red/enemy or a party/clan/alliance member.

Marketplaces tweaks:
    - Listings last 30 days and transaction fees are on sale with a fixed 10% rate.
    - Drag and dropping items of the same kind allows to setup multiple identical listings for one slot each.

Miscellaneous changes:
- Server now restarts faster. Maintenance or crash recovery should no longer take two hours.
- All hamlets can now build an Oven, Smithy, Workshop, Laboratory and Smelter.
- Baradron, kraken and fire dragon have new scaling criterias.
- Protected mounts can be mounted by Party and Clan members.


BugFixes:
- Quest tracker showing quests in multiple factions has been fixed.
- Quest cancel should now work properly.
- Case of spell casting on mount has been fixed.
- Herb gathering and digging animations should stop properly
- Many worldbuilding fixes:
   - Bindstone at Qiqatak has been moved.
   - Fixed some terrain holes making players fall into the void.
   - Sanguine bank is accessible without jumping now.
   - Some flying object fixed (tree, rock, houses, ...)
- Opening a personal bank at a holding bank should now be possible if the clan set the bank policy to "Access To All".
- No more r20 weapon on Wildtribe Pathfinder.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 1.1: Infliction Magic, Raw Magic and healing rework
Reply #4
Update 1.1: Infliction Magic, Raw Magic and healing rework

In this patch, we release another part of our magic schools rework, with the completion of Infliction Magic and Raw Magic, alongside a good portion of spellchanting's rework.
The main focus was to get healing changes and these two schools in a coherent shape. We still have witchcraft, spellchanting buffs and a few schools/signature spells to buff/balance.
All spells should now be in their final schools, and follow up patches will complete the remaining changes and tweak what needs to be tweaked balance wise.

Infliction Magic:
Infliction Magic is a school with surprising inertia.
An opponent may find himself already dead, even if they do not know it yet.
This is due to the combination of damage over time and regeneration canceling spells available to the school.
Use the debuff and keep poisoning them in rotations, and nothing will stop the damage once it starts piling up.

- All infliction damage have been reviewed.
- Venom moved at lvl 1, has no cooldown anymore, kept its vitality debuff but shorter in duration.
- Rend moved at lvl 50, cooldown changed to be the same as a regular r50. Kept its piercing debuff and gained an infliction debuff.
- Undeath moved at lvl 60, linked to mana efficiency and had its duration tweaked to be similar to other debuffs.
- Exhaust moved at lvl 75, linked to quicken spells and had its duration tweaked to be similar to other debuffs.
- Needles moved at lvl 90, Damage and cast time changed to be in line with regular r90 spells, and has joined the r90 shared cooldown.
- Flesh curse has had its duration brought in line with regular magical protection debuffs.
- Frailty's effects are still dubious in results. This spell may be removed or changed drastically in the future.

Raw Magic:
Raw Magic is a school focused around close range reliability.
Its spells travel slowly but bypass armor and some offer minor knock ups with low encumbrance impact. Useful against physical playstyles.
It gains some utility against other mages through a magic protection toggle buff and burden, shutting down the opposition.
It is a straight forward school to use, with consistent albeit slightly lower damage. Just keep hitting them until they stop moving.

- All Arcane damage have been reviewed.
- Eldritch Sphere moved at lvl 1, lost its knock up and some damage but is slightly faster to cast and has retained its AoE.
- Blast moved at lvl 50, has had its knockback reduced, gained a r50 cooldown, lost its debuff but retained its damage over time component.
- Shrapnel at lvl 90, cast time sped up, damage increased, knock up lowered and placed in the r90 cooldown group.
- Magic Shield: Transformed to a toggle buff providing all 6 magic protection and impact. Provides around 75% of other toggle shields for 7 times the mana cost per second.
- Magic ward: Transformed to provide another player with all 6 magical protection and impact similar to a single school toggle buff.
- Missile Fury is already useful in its current form but it will be drastically changed in the future to a magical stationary machine gun. Pick the school knowingly.

Spellchanting changes:
We centralized nearly all heal-other spells within the spellchanting school in order to give each one of them its own situational use.
We also transformed mana blast into a healing blast and buffed healing chant. We still need to alter the hymns to have heals conditional on having the title.
We also still need to make healing chant possible to cast while moving. This will come alongside Earthquake's rework.

- Heal other and Sacrifice no longer have a cooldown.
- Their casting speed and healing have been slightly reduced to maintain a similar peak healing per second as pre-patch.
- Heal other mana cost has been reduced.
- Sacrifice health cost has been increased.
- Lay on Hands is now an instant heal, has a 6s cooldown and places both sacrifice and heal other on a 6s cooldown. Takes 1 mandrake to cast.
- Heal other and Lay on hands audio and graphical effects have been tuned to not be annoying, especially on smaller races.
- Mana blast has been renamed to Healing blast. Damage changed to healing. AoE drop off has been reduced. It still places r90s on cooldown.
- Healing blast can be casted at your feet to heal the player, but will provide less healing than on other characters.
- Healing chant has had its mana cost reduced and its healing per tick increased. It is still stationary.

Other Magic changes:
- Changed fireball and magma storm's knockups to something much closer to the historic ones, but not as strong as back then.
- Not in this patch but as an advance warning: fireball knock up will be conditional on titles.
- Stormblast should now have a satisfying displacement effect.
- Magma storm is no longer sharing a cooldown with r90 spells. Does lower damage.
- Inferno no longer has a knockup.
- Meteor Strike no longer shares a cooldown with r90 spells.
- Unburden has been placed in the cantrips school.
- Heal Mount, Beacon and Telekinesis no longer take reagents.
- Launch now provides the same explosion as shrapnel used to and takes 1 nacre.
- Veteran Mage now unlocks at 40 intelligence.
- Mana conservation now unlocks at 55 intelligence.
- Reagent Conservation now only requires 75 intelligence.
- Transfer and heal self effects have been reverted to the old ones.

Village capture tweaks:
- The goal of these changes is to encourage breaking the capture chains of other clans.
- The area around villages should no longer be permanently lawless.
- VCP timers now last 25h and start from the moment they became vulnerable instead of from the moment they were captured.
- Rewards are no longer scaled by the amount of players present, only by the ongoing modifier.
- Rewards for villages are flat and no longer take into account the amount of housing slots.
- The ongoing modifier now maxes out at 144% instead of 240%.
- Physical rewards for individuals are given instantly in the backpack of the players still alive within the village's rogue area.
- Overall gold rewards are capped to 15 players, beyond that, the pool is shared between the present victors.
- Gold and Meditation rewards have been reduced and are now closer to what an average daily dungeon quest would give.
- The clan portion of the rewards has remained unchanged.

Other changes:
- All skills that should be owned/unlocked will now be given automatically on reconnection. This means racial passives after a race change or spells that have been added/moved after a character's creation.
- Abandoning a city while at war is no longer possible. However, just like now, a city can still go neutral if meditation isn't paid.
- The grounded state has been implemented, preventing characters from being displaced by skills, and is used in NPC cities when interacting with banks, market places and crafting stations.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 1.2: Marketplaces Remote View
Reply #5
Update 1.2: Marketplaces Remote View

Today's patch sees the release of a major evolution of our marketplaces: remote view.
When consulting a marketplace, you will now be able to see the content of any marketplace you have access to and purchase remotely.
You still need to go fetch the item, but the purpose of this change is to secure purchases, easily prepare remote stockpiles and perhaps even "pre-order" items before a trip.
It is a good preparation for buy orders and transportation contracts, which will come down the line.
It should also help players see prices for items they have in abundance and motivate trade.

Marketplaces changes:
- There is now a new drop down list of all accessible marketplaces.
- The list is sorted by distance from the current marketplace.
- The list is located just above the button for categories.
- You can select multiple marketplaces at the same time to view an aggregated list of items.
- Base on-sale taxes have been reduced to 5%.
- Buyers can remotely purchase items for an additional 5% of the purchase price. They still have to go pick them up.
- Sellers can remotely withdraw the gold of successful sales to their global gold account. The 10% global account fee is applied as usual, on top of the 5% sale fee.
- Sellers will now see their own sales in the general list of available items.
- Pagination display errors and other minor bugs have been fixed.


Other changes:
- The quest tracker will now show the progression of objectives.
- Linked spells with issues should now be linked properly.
- Weight of bags should now always be accurate.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 1.3: Safe sieging and cheaper wars
Reply #6
Update 1.3: Safe sieging and cheaper wars
This week's patch focuses on encouraging sieging and not making it punishing for blue players.

Safe sieging:
The bulk of the work has been done around providing a "contested area" during sieges:
- In a large area around a holding, attackers, defenders and their allies are all free to kill each other.
- In areas around siege stones and bindstones, all characters not officially involved with the conquest challenge are free to kill for attackers/defenders and their allies.
- When a character is under NPC zap tower protection, normal alignment rules apply.

This is a rather major overhaul of alignment. We already spent dozens of hours testing edge cases, please pay attention and report any issues you notice.
Note that looting for free-killed blue characters is not yet possible without alignment hits. This is a coming change.

War declaration costs:
Now that sieges should no longer destroy the alignment of participants, we can safely lower the war declaration costs.
The new formula is: 80 000 + 20 000 x number_of_wars + target_clan_size x 1500
In cases where the target is ARAC or has red members, that amount is divided by 10.

This new calculation is trying to do less things at the same time and should no longer encourage "gaming" the system.
This is at the expense of having the new system be less protective of smaller clans, but it should go well with the coming ARAC/red consequences.
This should prevent one man clan harassment and encourage attacking racial enemies and other traitors.

In general, declaring war on a clan that is blue should cost an average of half the previous cost, with declaring war on a ARAC/red clan costing 20 times less.

PSA: ARAC consequences are coming next patch.
This could be as early as next Friday, or early the week after. We're aiming for a higher patch frequency.
Other changes to the siege system will come then, alongside Witchcraft, more Spellchanting changes and additional balance changes.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 1.4: Witchcraft and ARAC consequences
Reply #7
Update 1.4: Witchcraft and ARAC consequences

We are now releasing the changes to witchcraft, and with this patch, the last unusable magic school is now available.
We still have individual tweaks to make, both to signature spells and general mechanics, but all titles should now have a usable school with them.
The schools considered weaker will still be reviewed, same for the weapon types.

Witchcraft:
Witchcraft has gained minor damage of the malediction damage type on all its attribute debuffs.
When the title is active, it gets an additional secondary stat damage based on the attribute being debuffed..
This results with a school that goes from a minor support and debuff school to a rotation based single target damage school.
Keep applying your signature debuff, mix in with the most useful spell based on your target, and you'll end up doing gradually more damage to their stats while reducing their effectiveness.
This turns out to be a good school either as a secondary in a multi-school or hybrid setup, or as a complex and accuracy demanding main school.

- All attribute debuffs and spell curse have been increased in travel speed to 60m/s. (historic icicle speed)
- Attribute debuffs and spell curse now do damage of the malediction type.
- Sluggish no longer has a cooldown, acting as the school's bolt and a way to level it with or without titles.
- Spell curse is now linked to the school, it gains damage and has its duration changed to a base of 12s, 24s when maxed, 48s with Q5 duration enchant.
- All spells are linked either to the school or to one of its subskill. General use of the school improves all its spells.
- When the title is active on a character, all attribute debuffs gain a secondary effect:
    - Sluggish gains stamina damage.
    - Stupidity gains mana damage.
    - Palsy gains stamina damage.
    - Disease gains a second health hit.
    - Pestilence gains a second health hit.
    - Ominous Drain gains mana and stamina damage.
- All damage hits are buffed by spell curse.
- Ominous Drain has become part of the R90 cooldown group. It has an aoe and a high velocity.
- Witches brew no longer has aoe drop off for its heal. Self heal divided by 3.


Other magic changes:
- Reduced the dropoff over distance for AOE projectiles. Max damage distance doesn't change.
- Increased velocity of protection debuffs to 70m/s (equivalent to cursed bolt)
- Increased the duration of protection debuffs by +50%:
    - Before: base 8s - 16s when maxed out - 32s with Q5 Duration enchant.
    - After: base 12s - 24s when maxed out - 48s with Q5 Duration enchant.
    - This should reduce the needed accuracy from around 40% to around 20%, lower when using an enchant or rays.
- Negative effects, such as debuffs, should no longer be negated, unless using the spell immunity toggle buff or its enchanting equivalent.

- Infliction Magic:
    - Undeath has been doubled in duration and magnitude.
    - Undeath and exhaust are no longer fully canceled by food.
    - Flesh curse: reduced cast time, increased velocity to 70m/s, increased base duration to 12s.
   
- Water Magic:
    - Slow and Delayed shot: Reduced cast time, increased base duration to 16s, increased velocity to 70m/s, magnitude multiplied by 1.5.
    - Icicle's velocity has been increased from 60m/s to 70m/s.
   
- Raw Magic:
    - Eldritch sphere, Blast and Shrapnel all gain more or less 2 damage, depending on level and gear.

- Spellchanting buffs gain secondary health and stat healing when the title is active:
    - Hymn of swiftness: health and stamina.
    - Hymn of Skills: health and stamina.
    - Hymn of Might: double health.
    - Hymn of Vigor: double health.
    - Hymn of Intellect: health and mana.
   
PvE improvements:
In an effort to improve the gameplay experience of solo and small group players, we've implemented auto-salvaging and scaling changes.
We have also re-activated all spawns that we have deactivated for additional meditation sources in Alfar land, and some interesting points of interest.

- Auto-salvaging:
    - All monsters will now have a small chance to loot a part of the recipe of their weapons. This is based on what weapons they use or what they used to drop.
    - The output of this feature should remain bellow the output of harvesters properly using the distance-based harvesting feature.
    - These resources do NOT scale per monster. They have only one weapon per monster to be salvaged.
    - These additional resources should be visible on the map when searching for them.
   
- Scaling changes:
    - A majority of spawns have had their base size increased by 50% and their respawn time reduced by 25%.
    - Size scaling per additional player has been decreased in proportion, resulting in a form of frontloading of size scaling.
    - Goblins, trolls, boss monsters and rare ore golems have not been impacted by this change.
    - Demon, devil and minotor king respawn 2.25 times faster.
    - Kraken scaling has been reduced.
   
- All disabled spawns have been reactivated.
- Note that in all these changes, we've been conservative. We are looking for feedback regarding fine tuning the various spawns.

ARAC consequences:
The aim is to start representing the rules of the world in player interactions and to consolidate racial war content.
This is mostly a foundational change, as most of its value will come as more bonuses for being in a clan will be added.
As usual, we recommend being red or ARAC only as a choice of playstyle. It is meant to be a challenge mode, with further changes in that direction.

- Any clan with a red character or members from different enemy factions will be considered ARAC.
- All members in an ARAC clan will be considered permanently rogue, regardless of alignment.
- Recruitment policies will be updated based on current clan population. ARAC status will then be based on these policies.
- When a clan changes policies, all characters will be warned and will have 1 hour of in-game time to leave the clan before becoming rogue.
- When a character goes red in a blue only clan, it will be automatically kicked from the clan after 1h.
- In order to let players adapt to the change, the perma-rogue status will not impact alliances or the track record of players for now.

Siege rules changes:
These changes have been made in the perspective of clarifying the system, to make alt clan sieging less interesting and to give better chances to reclaim losses.

- Phase one will now last 25h, making siege stones going vulnerable 24h after the siege has been dropped.
- Phase 2 lasts 2h, making a siege last a total of 3 hours.
- Having a holding divides the siege wager by 3 for the attacker.
- Counter-sieging is free for the defenders, aside from late-joiner or soft-vulnerability fees.
- Clan members needed to declare a siege have now been increased to 10 for a hamlet and 20 for a city.
- Grace periods on defense have been removed and grace period on capture has been reduced from 60h down to 20h.


Misc. changes:
- Deleting items from the bank should no longer be possible, to allow some recovery from mistakes.
- Stamina leech should be linked to Earth Magic Mana Efficiency.

Coming up next:
In the next coming patches, we'll continue our efforts to make solo play, most notably with skinning and how it interacts with scaling.
We'll also continue improving the lives of mages by reviewing the grind, gear and stat costs discrepancies with the physical playstyle.
In a more medium term, we'll continue working on the racial wars, alignment and reasons to fight.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 1.5: Skinning and scaling overhaul
Reply #8
Update 1.5: Skinning and scaling overhaul

Skinning and scaling overhaul:
- Wherever possible, skinning fails have been removed by reducing quantity and increasing probability. This is the same output as before, without RNG.
- When that wasn't the case, we increased probability as much as possible to increase skinning consistency.
- All sizes of groups are now equal in terms of random luck. Probabilities do not increase with scaling, only quantity does.
- The scaling curve has been frontloaded even more than before. This should be a big buff to solo and small groups, and a slight buff to larger groups.
- For clarity, percentages on the map now show the minimum odds, not the maximum.
- Skinning skill, wisdom and skinning title still improve probabilities.
- Skinning now takes 1.5s with level 100 title and 3s for everyone else. Down from 3s and 5s.

Respawn system changes:
- The "natural" radius to be offered a bindstone has now been increased from 2km to 3km.
- The system stills expands the radius until offering at least one bindstone with a bank.
- Houses are now offered within a radius of 10.5km for owners and guests.
- A single bindstone can be chosen to be offered within a radius of 10.5km.

These distances have been chosen based on how far a character can travel in 20 minutes in a way that active traveling remains more time efficient.
This also coincides with the width of a subcontinent or a racial land, which are generally around 10.5km.
For indication, a starter character without food or transfers can auto sprint and cover up to 4.2km in 20 minutes. With food, it is up to 7.2km.
With food and a bluetail, a character can cover up to 10.4km, more with a normal mount and manually managing sprinting for maximum uptime.
If you need to be somewhere fast, you are better off doing it manually.

Note that these values may be tweaked when more raiding mechanics are implemented and they become more of an issue.

Vendor Inventory expansion:
- Blue and chaos NPC's now have a more varied selection of items for sale:
    - Weapons and bows up to r30.
    - Rank 0 Shields.
    - Medium staffs up to Traitor's glory.
    - Armors up until scale, leather and fine robes.
    - Racial mounts and rafts.
    - Lizard on a stick and minor potions.
- Prices have been selected to be higher than the market value, to leave room for players to undercut them easily.
- Chaos city vendors have increased prices of +50%, similar to dungeon vendors.

VCP rewards increase:
- Meditation reward increased to:
    - From 500 to 1000 meditation for participation.
    - From 2000 to 3000 based on percentage of capture.
    - From 2000 to 3000 for victors.
- Physical loot:
    - All resources needed for high end robes, leather, bone and metal armors are now possible to drop for victors.
    - Skinning materials used in robes and staffs can now drop too.

Other changes:
- Chaos chest frequency and base meditation reward increased.
- Selentine chest meditation and gold reward increased.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 2: The Champion System
Reply #9
Game Update 2: The Champion system

Champion system:

This is the meat of this game update, and something we expect will make PvE more exciting for all.
Champion monsters are stronger versions of regular monsters that have a chance of appearing on any spawns.
The core idea is that the more efficient you are at clearing monster spawns, the more frequently they will appear.

Champion monsters will drop:
- A ramped up version of their monster type loot table.
- A higher chance to drop keys and treasure maps.
- A chance to drop progression consumables for attributes, magic schools, weapons and combat titles.
- A small amount of meditation on kill, split between characters engaged with the spawn.
- All probabilities increase with monster tier, up to a guaranteed combat title book.

Very low level monsters, boss level monsters and rare ore golems cannot become champions.
Note that spawns in dungeons tend to have faster respawn rates. At some point in their progression, players will become limited by overworld respawn rate.
This should encourage players to move on to more challenging monsters and/or spawns for increased rewards once their character or player knowledge progresses enough.
We expect competent veteran players to be able to generate 4 to 5 champions per hour on medium to medium-high monsters.

Go out, experiment, improve and enjoy the fruits of your efforts.
Beware, some of them can be quite the challenge.

Title books and other progression consumables:

To serve the champion system, we tweaked existing progression consumables and implemented title consumables:
- Attribute potions: still give +1, but can be used up to 100.
- Skill Books: Start giving +5 with diminishing return down to +1. Can be used up to lvl 100.
- Combat title book: Gives +5 to a random active combat title that is bellow lvl 50. Can be used up to lvl 50.

For now, these can only be found reliably within the Champion system, but we may use them as rewards for other activities.

Other changes:
- Holdings banks can be accessed in withdraw only for any player who lost access due to circumstances other than a siege. The bank needs to be built.
- The global gold account can be used to purchase items from NPC vendors.
- Mount inventories for racial mounts and battlehorn have been increased by 50%.
- A bug prevented part of lootables from scaling. We fixed it and reduced base loot to maintain previous average output in these cases.
- Various other minor loot table tweaks have gone through. We still have more data and feedback to process from the skinning changes.
- The rare ore golems below leenspar have had their hit points increased.

Next patch should conclude our current PvE focus.
It will be about the bindstone quests, some progression tweaks and we'll resume work on balancing changes, starting with necromancy. We needed all hands on deck to finalize these features.
Expect some meta/conquest related changes to be completed afterwards.
The Darkfall: New Dawn Dev Team.

Re: Live Patch Notes - Update 2: Necromancy and signature spells
Reply #10
Game Update 2.1: Necromancy and signature spells

The theme of this patch is finishing up on the mechanical changes for magic.
Our general goal with magic is to have schools that play differently, as bundles of spells.

For example, Arcane Magic is predominantly a bolt school, and as such, we buffed Sacred Missile to be the best bolt in the game damage wise.
Tied with it will now be Acid Arrow, with earth being more of a brute force school, with little side effects to its damage spells.
Necromancy ended up not needing a damage nerf, as the lack of stamina damage is quite noticeable in practice, and we increased its leech to 10%.
We'll see how these values play out in player hands, but we've separated PvE and PvP percentages do reflect the differences in accuracy.

Healing chant and Earthquake should mainly be used during group fights.
We expect earthquake to be tricky to use but with a high pay off as a disrupting tool. It does more damage than field aoes, has a similar area, but requires the caster to be in the thick of it.
Healing chant should be a good push under fire, or top off a group tool, but it won't be as effective as cross healing in smaller scale.

Wall of Force has mostly been bug fixed, with its area of effect and visuals now matching more accurately. Others have been fixed in the same way, but this should be the most noticeable.
And finally, come hither now provides a short impact damage protection, which makes it more of a support spell and no longer the best nuke in the game.

Necromancy:
- When a player has the Necromancy title, Necromancy damage spells will leech 10% of their damage on players, 5% on monsters.
- Unholy damage no longer does stamina or mana damage.
- Eye rot damage type changed to unholy.

Signature spells:
- Earthquake now allows to move while channeling, has an increased cost but does less damage to the caster.
- Healing Chant now allows to move while channeling. Self healing is reduced compared to outgoing healing.
- Come Hither now adds impact protection to the target.
- Wall of Force's effect and visuals coincide better.

Other changes:
- Holy damage type no longer does stamina damage, does 40% mana damage.
- Damage increase for the following spells:
    - Sacred Missile
    - Acid Arrow
    - Corrosive blast
    - Disintegrate
- House doors have a 1h cooldown after destruction.

What's next:
After this patch, what's remaining on the combat changes checklist are missile fury and the review of polearms, maces and greatclubs.
Work on equalizing the magic and physical grind is nearly completed, and should come with a higher impact on utility potency from having the title.
Progress on holdings buffs has been paused to help complete this patch's framework changes, but will resume after missile fury is completed.
Progress on bindstone quests is moving at a steady pace. We are now in the interface phase. Still quite a bit to do.
  • Last Edit: June 14, 2018, 06:58:34 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.