[General]
Natherul
- Serverside clear of target range has been increased to match what client can maintain as target.
- Backend work to allow disabling of gameobjects without removing them.
Norkalli
- Ordnance removed from the lakes, should no longer get stuck on these ancient objects from another era
[Abilities]
Natherul
- Debolster lock of spells and abilities now respects +mastery from gear.
Torquemadra
The following abilities are once again effected by cooldown reduction abilities.
- Rune of Battle
- Da Waaagh! Is Coming
- Rending Blade
- Shades of Death
Azarael
- DoTs will no longer incorrectly raise OnHit events when they tick. OnHit events will, correctly, only be raised when they are first applied. This means that DoT ticks will no longer consume stacks of Taunt, Detaunt, Challenge, Guard, break stealth, etc.
Archmage/Shaman
- Lifetaps were previously undefendable because they had no stat assigned for the damage component. This has been rectified.
[Combat Mechanics]
Azarael
- Morale gain has been restored to Age of Reckoning levels. We will be looking at morale abilities as necessary in the wake of the results of this change.
- Reverted a recent change to the AP regeneration mechanics which was intended to have it match live. This was done for flow reasons.
[Dungeons]
Norkalli
- Keeper gear currency now stacks with itself
- Mysterious Nurgling set to invulnerable, non aggressive. Should no longer die and disappear.
[Guilds]
Natherul
- Guild promote and demote now skips ranks that are not enabled.
- Inviting someone to the guild should now add them as rank 0 and not rank 1.
[Scenarios]
Azarael
- Experience gains from scenarios are now multiplied by the scenario's tier to the power of 1.5 rather than just the scenario's tier.
- Career trainers are in the 6v6 scenarios.
- 6v6 scenarios which pop with two premade groups will use different reward handling, which is a modification of peterthepan3's suggestions in his topic.
- 6v6 scenarios which pop with two premade groups will not spawn guards.
- The scenario queue will prioritise creating 6v6 scenarios first.
[Quests]
Lheana
- Quest 'Nowhere to Run': NPCs 'Despondent Noble' and 'Hopeless Brightbow' will no longer have higher HPs than normal
- Quest 'Means of Betrayal': Modified the objectives of the second quest of this quest chain to fit more with instructions
Azarael
- If a quest requires you to talk to a NPC, you may do so only once per objective they are relevant to.
- PvE quests above Tier 2 give 100% more XP, with an additional 100% if they are turned in to an NPC within a zone which is part of the pairing assigned to the race of the character you are playing.
- Mobs which count towards PvE quests will give 100% more XP while you are doing the quest, with an additional 100% if you are in a zone in Tier 2 or higher which is part of the pairing assigned to the race of the character you are playing.
[Tickets]
Lheana
[12036] Added spawns of GO so that the first stage can be finished
[12041] NPCs 'Hopeless Citizen' and 'Despondent Citizen' will no longer have higher HPs, they will thus be easier to kill
[11892] Swordmasters should now be able to see and take advanced and elite influence rewards of High Elf Chapter 10
[11572] NPCs will now spawn from the GOs everytime the player clicks on it during second stage
[Localisation]
A majority of quests, items, npcs and gameobjects in Tier 1 Empire vs Chaos are now available in French, Spanish, German and Italian. (Russian coming soon)
Thanks to the community translators:
French: Arroswar, Baeltest, Hemen20, sylvain, febvre, fderradj, Ghatisgob, Lourattitude, Nircivarth, zageen60, olivier.sorensen, Requiem, thorbolt80, sixpiwan, zaro73. German: janfabrig, Change, cimba, Darosh, d.santa, Dontas, Enoo, Finduil, holdelupp, Idrinth, insa_kruse, ioerror, JanSchneider, sebastian-schwericke, Nordikai, Oculta, Oreas, wowhaubrock, p.medl94, ragafury, razvanluchian85, Schmissgesicht, simon.rakel. Italian: Amidala, gattocate666, DavidRob, emilianodark, HansPaulBrisa, Moranda, Nefarian78, Tesq, Trasnar. Spanish: Babalu, Estigia, info.ivan, anargast, mieles, policiacaro, takhysis. Russian: afa555, Ainu, Cuppkiller, Cyberwolk, deBugErr, badoev, dimondii, Favnir, gyurza, Horusaximand, serisoto1, Jandice, kallian.tribe, Kindred4080, Nabaro, Nvm1nd, hamidullin.ilya, Scrilian, Stenier, winged.desu, Gumpertappolo, VovanKlepakoff, WarXL, dmfrodol, shooshpanovsky.
Server Patch notes 04/08/2018
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Re: Server Patch notes 04/08/2018
Many interesting changes, thanks a lot for reverting AP regen as before. I`m very happy to see True Strike as well. Good job team:)
Slacking (checking out EvE)
- Nastylicious
- Posts: 275
Re: Server Patch notes 04/08/2018
yey finally thoes damn Ordnance is gone keep getting stuck on them while kite "sad panda"
Re: Server Patch notes 04/08/2018
Very good patch and big thanks for correcting the dot ticks to match live again, it was affecting so many classes negatively.
Could you explain the quote please?
I don't understand the part "by the scenario's tier to the power of 1.5 ".
Dying is no option.
Re: Server Patch notes 04/08/2018
Due to a mistake in my vague remembrance of exponent laws, scenario XP gain is actually unchanged. That's what I get for not just using Math.Pow(x, 1.5).
How it should work: T4 scenarios, instead of granting 5000 XP multiplied by the tier (which is 4) for 20000 XP, should grant 5000 XP multiplied by the tier raised to the power of 1.5, which is 40000 XP.
How it should work: T4 scenarios, instead of granting 5000 XP multiplied by the tier (which is 4) for 20000 XP, should grant 5000 XP multiplied by the tier raised to the power of 1.5, which is 40000 XP.
Re: Server Patch notes 04/08/2018
Some real Nice changes.
Trainer in 6v6 sc and no guards +1
Trainer in 6v6 sc and no guards +1
Re: Server Patch notes 04/08/2018
I am not happy about the morale changes, but I think the community is divided about this topic.
Also I am not convinced about the positive impact of trainers in 6vs6 scenarios (at least only career trainer, not renown trainer)
Thanks for your work!
Arbich-BW/Xanthippe-WP/Schnipsel-AM
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Re: Server Patch notes 04/08/2018
Azarael
- DoTs will no longer incorrectly raise OnHit events when they tick. OnHit events will, correctly, only be raised when they are first applied. This means that DoT ticks will no longer consume stacks of Taunt, Detaunt, Challenge, Guard, break stealth, etc.
when Dot hit this trigger AA, possible to fix this or it works as expected ?
- DoTs will no longer incorrectly raise OnHit events when they tick. OnHit events will, correctly, only be raised when they are first applied. This means that DoT ticks will no longer consume stacks of Taunt, Detaunt, Challenge, Guard, break stealth, etc.
when Dot hit this trigger AA, possible to fix this or it works as expected ?
Re: Server Patch notes 04/08/2018
Works as intended. Applying a DoT counts as an attack and will trigger AA.
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