Camelot Patch Notes
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Dark Age of Camelot
Test Version 1.70d Release Notes
April 22, 2004
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NEW THINGS AND BUG FIXES
- The /release command will now give a warning when the player misspells or does not fully type out "house" for /release house.
NEW FRONTIERS NOTES
- Towers now only require four people to claim.
- Siege equipment and guards placed on hookpoints will be correctly removed if the hookpoint is no longer available when the keep is downgraded, or moved when the keep is upgraded.
- We are in the process of enabling and adjusting the broadcast channels within the relic temples, keeps, and associated towers. Please be aware of this when using broadcast within those regions.
- You will now see siege ammunition flying through the air when launched from siege equipment.
- We have enabled a new set of ambient battle sounds that play when you are in RvR combat of sufficient size.
Ram Operation
- With the changes to siege engines in New Frontiers, players can now use other players as helpers to attack with a ram.
- In order to taking control of a ram or help man a ram, right-click on the ram. If there is a ram controller and room for helpers, then the player will automatically be attached onto the ram as a helper.
- Once the player is attached to the ram, the player is unable to move until they release the ram using the Release button.
- As more players are added to the ram, the DPS of the ram goes up steadily, reaching a maximum DPS when the maximum number of operators is reached.
- Gates and doors can only be attacked by one ram at a time.
Siege Changes
- In order to take control of a piece of siege equipment, players must right-click on it.
- When a player targets by left clicking, it will also set the siege target to that location.
- The basic damage without player ammunition for the catapult, trebuchet, ballista, and palintone has been adjusted.
Tradeskill Changes
- Removed the Ballista Bolt recipe from Siegecraft.
- The Hibernia Siegecraft recipes should now call for the appropriate ferrite ingredients.
FOUNDATIONS NOTES
- All housing merchants have had the equipment they wear randomized to give the merchants a variety of outfits. Picking up the merchants (both consignment and internal house merchants) and placing them back down on their hookpoints (or porch) will cause the NPC to randomly choose an outfit from the equipment it has been given. Please note: Hasteners, Intoners, Pipers, and Bankers have not had their equipment modified.