Camelot Patch Notes

Straight from the Camelot Herald:
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Dark Age of Camelot

Test Version 1.70u Release Notes

May 28, 2004


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NEW THINGS AND BUG FIXES


- (Pendragon Only) Pets hit by damage adds should no longer print incorrect messages to their owners.

- All medallions of passage now have delve information.



NEW FRONTIERS


- (Bug Fix) The swamps around Dun Bolg, Caer Erasleigh, and Hlidskialf Faste will now slow your movement as you wade through them.

- (Bug Fix) If you are in the Albion, Hibernian, or Midgard Frontier zones, the realmwar map will open to your current Frontier by default. Anywhere else in the world, it will open to show your home realm by default.

- It is no longer possible to salvage enemy siege equipment or siege equipment being controlled by someone else.

- (Bug Fix) The Cleric, Healer, and Druid versions of the healer hookpoint guards will now correctly heal friendly players with the proper spell.

- Guards positioned on keep walls should now adjust their position when the keep is upgraded, maintaining their position on the top of walls.

- A single guard has been added to each dock in the Frontiers. This new guard can see through stealth and will attack any enemy who gets too close.


Player Controlled Boats

- New player controlled boats can now be purchased from the dock merchants at the various docks in the new Frontiers. The boat merchants will attempt to place boat owners on the boats they purchase as soon as the boat is placed in the water. Please note that Trials of Atlantis boats cannot be used in New Frontiers.

Scout Boat - Requires at least one person to launch at minimum speed (395 units) and has a total capacity of 8. The maximum speed is 500 units.
Galleon - Requires at least two people to launch at minimum speed (290 units) and has a total capacity of 16. The maximum speed is 500 units. The galleon has two siege hookpoints.
Warship - Requires at least four people to launch at minimum speed (80 units) and has a total capacity of 32. The maximum speed is 500 units. The warship has four siege hookpoints.

- For each person under the total capacity that is not on the boat, movement speed is decreased approximately 3%. If a boat has less than the minimum requirement, the boat cannot be moved.

- The player controlled boats have hitpoints and can be damaged and sunk.

- Boats can only be built in your home frontier and cannot be picked up once they are placed in the water. Once a boat is placed in the water, the boat object in your inventory is removed.

- The controller of the boat can set the boat to be public or private using the '/vset' command.

- Players hook onto attach points on boats after boarding.

- Players cannot move, cast, attack, or perform any other actions while sitting on a boat. Players can only be attacked using targeted range attacks. AE spells, mezzes, roots, and melee attacks will not affect players on boats.

- Players can move to an attach point near a siege hookpoint on boats. Siege equipment can be built on these hookpoints while the boat is stopped. Siege equipment on these hookpoints can be fired while the boat is moving or stopped.

- To prevent players from jumping off of boats by mistake, a new '/disembark' command has been added. You will need to use this command to get off any boat in New Frontiers. Trials of Atlantis boats will remain unchanged.


RvR Death Penalty System

- There is now a maximum of two of each of the two types of RvR death sicknesses (released and resurrected sickness) which can be on a player at any one time.


Realm Ability Changes and Fixes

- The True Sight realm ability has been removed. Characters with this realm ability will have the ability stripped and the realm skill points refunded upon login.

- Mastery of Stealth now modifies stealth detection as well as stealth movement and is now available to all archer and assassin classes. The following shows the progression for each level of the realm ability (the bonuses are cumulative):

Mastery of Stealth I - Cost 1 - +5 Stealth Move Speed and +75 Stealth Detection
Mastery of Stealth II - Cost 3 - +5 Stealth Move Speed and +100 Stealth Detection (10%/175 unit total for 4 points)
Mastery of Stealth III - Cost 6 - +5 Stealth Move Speed and +125 Stealth Detection (15%/300 unit total for 10 points)
Mastery of Stealth IV - Cost 10 - +5 Stealth Move Speed and +150 Stealth Detection (20%/450 unit total for 20 points)
Mastery of Stealth V - Cost 14 - +5 Stealth Move Speed and +175 Stealth Detection (25%/625 unit total for 34 points)

- Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range (this is the same way this works on live with See Hidden). Shadowblades, Nightshades, and Infiltrators do not gain any benefit from Mastery of Stealth when detecting or being detected by other Nightshades, Infiltrators, and Shadowblades.

- The Warrior unique realm ability, Testudo, now announces to the surrounding area that the player has activated it. Testudo now places an ability icon on the user's effects bar when activated. Please note that this icon is not the same as the realm ability's hotbar icon.

- There is now a 10 second delay between typing /resurrect and self-resurrecting when using the Sputin's Legacy unique realm ability. The message reported when typing /resurrect without Sputin's Legacy active is clearer.

- Using the Savage unique realm ability, Blissful Ignorance, now triggers all available Savagery buffs the player has available automatically.

- Damage over time spells no longer print damage messages, add to monster aggro, or attempt to perform a lifetap if the damage dealt has been removed through the Remedy unique realm ability.

- Heals cast as a result of realm abilities (First Aid, etc) are no longer halved in effectiveness if the target is diseased.

- Realm abilities that are cast as spells now set their re-use timers when the spell is actually cast, not when the ability is used. Realm ability spells that are interrupted via combat or moving during casting should no longer set their re-use timer.

- Styles will now only cast spreadheals if the Warden unique realm ability, Fury of Nature, is active.

- Delving the Mastery of Concentration effect now shows the proper degradation amount of spell effectiveness.


Quests - Albion

- A Prelude to War - The Albion Scout now gives players the correct directions to the elven village.



TRIALS OF ATLANTIS WORLD NOTES


Djinn Stones

- (Pendragon Only) The Djinn Stones will now correctly teleport players to Vindsaul Faste.



COOPERATIVE & PVP SERVER


Capital Cities

- The Medallion Masters inside Camelot, Jordheim, and Tir na Nog will now also provide a 30 minute duration strength buff and hastener speed to aid players inside the city. The strength buff is automatically removed if the player leaves the capital city before the buff expires.