Module 8, Notes de version

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DDO Release Notes: Module 8

Welcome to the Release Notes for the Risia server of Dungeons & Dragons Online!
These Release Notes are subject to additions and changes upon the release of Module 8 on the Live game worlds.
These Risia Release Notes were posted Monday, October 13th 2008.
Of Special Note:
  • Beta DirectX 10 support has been added to the game! To celebrate, we're having a DX10 screenshot contest that begins on Risia, and continues on into the release of Module 8! For more information, click here!
  • Our first rendition of Hirelings invade Stormreach!
    • Several Hireling vendors have been placed around Stormreach and beyond
    • There are hirelings available from levels one through sixteen
    • Read more about how to work with hirelings by clicking here!
  • A brand new character generation system has been implemented in the game! Players can now select from a collection of pre-designed character paths or fully customize their character's abilities.
  • Players begin their journey to Stormreach in a new tutorial experience on the Isle of Korthos.
  • Stormreach Harbor is under renovation! Many things have been moved around. Read more about Harbor Renovations by clicking here.
  • The Coin Lords have invested in building more defenses and watch posts around the entrance to the Subterrane
  • Two new public areas are available by visiting Aurben, who can be found in the company of Cydonie of Argonnessen, in the Marketplace
    • Siber Atoll
    • Reaver's Refuge
  • Collectors will now remove collectibles from both your inventory, and directly from your collectibles bag.
UI Improvements
  • The level advancement screen now correctly displays:
    • Your new base attack bonus
    • The number of new spell points you've earned
    • Your new Ki points
    • Increases to saves
  • Previously, save DCs in tooltips for spells would intermittently be incorrect (especially immediately after equipping an item). This should no longer happen.
  • You are now able to lock an item in your inventory immediately after receiving it.
  • The graphics settings change confirmation box appears in the center of the screen on very large computer monitors now.
  • Corrected tool tips on the Friends List UI.
  • The icons for items won in an auction should more reliably show up on the in-game mail received.
Spells

New Spells
  • Zeal
    • Paladin 4
    • Duration: 24 seconds plus 6 per caster level.
    • "Grants the caster a 10 percent sacred bonus to attack speed for a short duration."
  • Lionheart
    • Paladin 1
    • Duration: 24 seconds plus 6 per caster level.
    • “Imbues a single ally with great bravery, making them immune to fear. This will also dispel any fear effects currently on the target.”
    • Material Components required.
  • Stalwart Pact
    • Cleric 5, Paladin 4
    • "Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saving throws, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points."
    • Material Components required.
  • Death Pact
    • Cleric, 8
    • "The spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your constitution is decreased by two, and cannot be restored until you rest."
    • Material Component: Large Diamond.
  • Protection from Elements
    • Cleric 5, Sorcerer 5, Wizard 5
    • Duration: Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each element has been absorbed.
    • “Casts a spell that gives a protection from elements of all five basic elements.”
  • Protection from Elements, Mass
    • Cleric 7, Sorcerer 7, Wizard 7
    • Duration: Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each element has been absorbed.
    • “Casts a spell that gives a protection from elements of all five basic elements.”
General Spell Changes
  • Spells with durations now show the duration in the spell description.
  • The visual effects for the displacement spell now last the duration of the spell.
Skills, Feats, & Abilities

General Ability Changes
  • When two paladins with different levels of the 'Aura of Good' enhancement are standing in the same area, the 'Immune' message will no longer display.
General Feat Changes
  • Sap is no longer disrupted by weapons that cause extra damage.
  • Fighter Improved Critical and Weapon Focus feats will appear in the feat list without having to expand the feat list trees.
Enhancements

New Enhancements
  • Dwarf Toughness has been replaced with the Racial Toughness line
    • Racial Toughness I
      • Prereqs: Toughness, Level 3. (Available to any race.)
      • Benefit: Grants +10 hit points.
    • Racial Toughness II
      • Prereqs: Toughness, Racial Toughness I, Level 6. (Any race.)
      • Benefit: Grants +10 additional hit points, for a total of +20.
    • Racial Toughness III
      • Prereqs: Toughness, Racial Toughness II, Dwarven Constitution I, Warforged Constitution I, Human Adaptability: Constitution or Human Greater Adaptability: Constitution, Level 9. (Human, Dwarf, or Warforged only.)
      • Benefit: Grants +10 additional hit points, for a total of +30.
    • Racial Toughness IV
      • Prereqs: Toughness, Racial Toughness III, Dwarven Constitution II or Warforged Constitution II, Level 12. (Dwarf or Warforged only.)
      • Benefit: Grants +10 additional hit points, for a total of +40.
  • Adamantine Companion
    • Cost: 2 Action Points
    • Prereqs: Mithral Companion, level 12 character, 58 action points spent.
    • Benefit: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
  • Divine Might I:
    • Cost: 1 Action Point
    • Prereq: Cleric or Paladin Level 5, 15 Action Points Spent, 14 Base Charisma
    • Benefit: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Divine Might II:
    • Cost: 2 Action Points
    • Prereq: Cleric or Paladin Level 10, 34 Action Points Spent, 16 Base Charisma
    • Benefit: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Divine Might III:
    • Cost: 3 Action Points
    • Prereq: Cleric or Paladin Level 15, 53 Action Points Spent, 18 Base Charisma
    • Benefit: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Divine Might IV: (Not yet available)
    • Cost: 4 Action Points
    • Prereq: Cleric or Paladin Level 20, 72 Action Points Spent, 20 Base Charisma
    • Benefit: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Fighter <Weapon> Specialization I
    • Cost: 1 Action Point
    • Prereqs: Level 8 Fighter, 27 Action Points Spent, Weapon Focus: <Weapon Type>, Weapon Specialization: <Weapon Type>
    • Benefit: You gain an additional +1 bonus to damage rolls when using <Weapon>.
    • Similar enhancements exist for all specific weapon types.
      • Example: Fighter Bastard Sword Specialization I
      • Prereqs: Level 8 Fighter, 27 Action Points Spent, Weapon Focus: Slashing Weapons, Weapon Specialization: Slashing Weapons
      • Benefit: You gain an additional +1 bonus to damage rolls when using a Bastard Sword.
  • Fighter <Weapon> Specialization II
    • Cost: 2 Action Points
    • Prereqs: Level 16 Fighter, 58 Action Points Spent, Greater Weapon Focus: <Weapon Type>, Greater Weapon Specialization: <Weapon Type>
    • Benefit: You gain an additional +1 bonus to damage rolls when using <Weapon>, for a total bonus of +2.
    • Similar enhancements exist for all specific weapon types.
      • Example: Fighter Bastard Sword Specialization II
      • Cost: 2 Action Points
      • Prereqs: Level 16 Fighter, 58 Action Points Spent, Greater Weapon Focus: Slashing Weapons, Greater Weapon Specialization: Slashing Weapons, Fighter Bastard Sword Specialization I
      • Benefit: You gain an additional +1 bonus to damage rolls when using a Bastard Sword, for a total bonus of +2.
General Changes
  • The Steel and higher metal type Companions are sturdier, more alert to hiding enemies, and now bypass damage reduction as if they were magical.
  • Mithral and Adamantine Companions are now treated as being made of the appropriate metal types: mithral and adamantine.
  • The Tempest Ranger enhancement has been modified and its description clarified: Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% bonus to dual wield attack speed.
  • Corrected the description of the enhancement 'Elven Arcanum' to indicate that you must be an elven wizard in order to take it.
  • The description on the Arcane Archer Enhancement has been corrected to properly indicate that a Base Attack Bonus of +6 is required.
  • Metamagics no longer affect Monk finishers.
Items
  • The Symbol of Death Scroll is now has a chance to drop as part of random treasure tables.
  • The description on the 'Necklace of Contemplation' has been changed so that it is no longer referred to as a woolen scarf.
  • Previously, some daggers would not play elemental particles (the snowflakes for frost effects, for example). They should now work.
  • Bane handwraps have been introduced to the treasure tables
  • Ooze summoning treasure effects have had their description changed to match more accurately the behavior of the ooze that they summon.
  • Energy Absorption effects on Green Steel weapons have been corrected to absorb the appropriate amount of damage for each level of the item.
  • The Lorrik's Champion and Glacial Assault set item bonuses have been changed. They now provide Improved Devotion VIII and Improved Glaciation VIII respectively.
  • The Healer's Bounty effect on the shield Levik's Defender now works correctly.
  • Based on player feedback, the appearance for the Breastplate of Destruction has changed.
Crafting
  • The Twelve have received reports of the discovery of strange new eldritch devices existing in the caverns beneath the Siber Atoll. The Twelve recommends adventurers investigate these rumors further.
Monsters
  • Earth Elementals (including summoned ones) should no longer go inert if a creature they have earthgrabbed dies.
  • The Save DC and damage of Earthgrab now scales by monster level - both are lower for Medium Earth Elementals, but Damasze's grip is significantly more powerful. There is now a range limit on Earthgrab, and only one status icon will appear while grabbed.
  • Mitanu is no longer referred to as 'the Mitanu'.
  • Beholder eyebeams are now visible.
  • The bees of Xy'zzy will now go away when resting or the timer ends.
Quests

New Quests Available For Preview

The following quests are available for preview on Risia as of Monday, October 13th 2008. The available quests for preview may be subject to additions and changes:
  • Korthos Beach: Niveau 1 à 3 (Nouvelle aire)
  • The Grotto: 1 Solo/Party
  • Misery's Peak: 3 Solo/Party
  • The Collaborator: 1 Solo/Party
  • Sacrifices: 1 Solo
  • Heyton's Rest: 1 Solo/Party
  • Redemption: 2 Solo/Party
  • The Storehouse's Secret: 1 Solo/Party
  • Necromancer's Doom: 2 Solo/Party
  • Sahuagin Road: 2 Solo/Party
  • Korthos Hall: 1 Solo/Party
New Adventure Areas Available For Preview

The following Adventure Areas are available for preview on Risia as of Monday, October 13th 2008. The available quests for preview may be subject to additions and changes:
  • Korthos Island
General Quest Changes
  • Ruins of Gianthold
    • Captain Two Stone's chest in the Gianthold can now be opened.
  • The Pit
    • Fixed a fringe case that caused one of the bridges leading to one of the furnace rooms not to drop.
  • Western Thernal Ruins
    • Chief Engineer Derward in the Western Threnal Ruins no longer thinks he's a human.
  • Necropolis Quests
    • The following Necropolis quests will appear in the Necropolis section of the Quest Journal. If you have one of these quests in progress, or completed, it will not update to the correct part of the Quest Journal until you reset the quest:
      • Tomb of the Shadow Guard
      • Tomb of the Shadow Knight
      • Tomb of the Shadow King
      • Tomb of the Shadow Lord
  • Sorrowdusk Isle
    • Vermilo will now come down from his perch.
  • Ghola Fan
    • It is now possible to get to the entrance to the Ghola Fan quest without purchasing a key at Mul Tongs camp.
    • Ghola Fan no longer mistakes monks for rangers.
  • Tangleroot Gorge
    • Fog of war on the map in Tangleroot Gorge has been made more opaque.
  • Sorrowdusk Isle
    • Fog of war has been added to the Sorrowdusk Isle adventure area map.
  • Prove Your Worth
    • Penzants now makes a more appropriate exit after players complete his pirate challenge.
    • Meeble will now speak with you again if you do not make a choice the first time his dialog is opened.
  • Legend of Two Toed Tobias
    • An issue with the spawn rates of rats have been resolved
    • Skeletons that are killed in The Legend of Two-Toed Tobias will no longer disappear in the blink of an eye.
  • Twilight Forge
    • Previously, if you killed the Warforged Titan with cold, disintegrate, holy, or lawful damage, the forcefield in front of the chest would not drop. This should no longer happen.
  • Let Sleeping Dust Lie
    • Keys will have much more difficult time falling through a particular hole in the ground.
  • Three Barrel Cove
    • The rare spawn Dybesh Relix now has a chest.
  • Redwillow's Ruins
    • The quest will now advance correctly no matter the order you turn in the items to Redwillow.
  • Chains of Flame
    • A fire elemental is no longer blocked
  • The Subterrane
    • The rare encounter with Garamon in the Subterrane may prove much more profitable than before. A number of interesting treasures have been reported.
  • Rainbow in the Dark
    • The inhabitants of the Den of Obscurity forgot to pay their electric bill and now visitors must have the Radiant Arc equipped to be able to see.
Shopping
  • Items that have taken enough damage to lower their value can now be sold at lower quality item brokers.
  • Kazhan Raynes now directs you to his uncle's store in the Rusty Nail.
  • Belline Toulia now ends her conversations properly when discussing the repair of all dragon scale armors.
Other Changes
  • Several stuck spots in and around Stormreach have been corrected, including:
    • The House Jorasco, Phiarlan, and Kundarak wards
    • Three Barrel Cove
    • Reaver's Fate
    • Maraud the Mines
    • Mistress Orphne's Haven
    • Sharpwood's Warehouse
    • Gwylan's Stand
    • Stormcleave
    • Searing Heights
    • Prison of the Planes
    • Phoenix Tavern
    • Sands of Menechtarun
    • Waterworks
    • Forgotten Caverns
  • Corrected a line of DM text in the Black Mausoleum and Vale of Twilight
  • Brother Jerrian no longer takes donations in the name of the Silver Flame.
  • Removed a line break in the text of the Gary Gygax memorial.
  • Corrected grammatical errors in Madstone Crater, Black Loch, the Subterrane, Three Barrel Cove, and Enhancements.
  • An interior decorator paid a short visit to the Black Loch to move some of the decor around
  • Corrected the map note for Mistress Orphne's Haven in House Kundarak
  • The Abandoned Keep in the Threnal area has been updated to look more like a dig site.
  • Adjusted some ground textures in the House Jorasco ward.
si tu as l'occasion de faire un petit topo sur les quêtes Adiana, je pense que tout le monde sera intéressé.
du genre niveau, emplacement,...
  • Korthos Beach
  • The Grotto
  • Misery's Peak
  • The Collaborator
  • Sacrifices
  • Heyton's Rest
  • Redemption
  • The Storehouse's Secret
  • Necromancer's Doom
  • Sahuagin Road
  • Korthos Hall
J'aime assez ce qu'ils ont fait avec l'évolution de robustesse.
Cela faisait un moment que ça réclamait sur le sujet, là c'est fait, et sans nivellement par le bas.

Citation :
Crafting

  • The Twelve have received reports of the discovery of strange new eldritch devices existing in the caverns beneath the Siber Atoll. The Twelve recommends adventurers investigate these rumors further.
Besoin d'en savoir plus là. Quelque part ça fait peur.
Citation :
Publié par Dularexor
Je réclame mais bon, on aura droit à une traduc?
Je m'occupe de la traduction en wallon et en néerlandais


Citation :
Fighter <Weapon> Specialization II

* Cost: 2 Action Points
* Prereqs: Level 16 Fighter, 58 Action Points Spent, Greater Weapon Focus: <Weapon Type>, Greater Weapon Specialization: <Weapon Type>
* Benefit: You gain an additional +1 bonus to damage rolls when using <Weapon>, for a total bonus of +2.
* Similar enhancements exist for all specific weapon types.
o Example: Fighter Bastard Sword Specialization II
o Cost: 2 Action Points
o Prereqs: Level 16 Fighter, 58 Action Points Spent, Greater Weapon Focus: Slashing Weapons, Greater Weapon Specialization: Slashing Weapons, Fighter Bastard Sword Specialization I
o Benefit: You gain an additional +1 bonus to damage rolls when using a Bastard Sword, for a total bonus of +2.
Je note ça
Citation :
Publié par noctaris
est ce que l'évolution " Divine Might " pourra influer sur la puissance des renvois de mort vivant! c'est a dire sur le nombre total des dv renvoyer par renvois?
Je ne crois pas, au vu de la description c'est juste un bonus de dommage sacré et non un bonus d'efficacité du renvoi, par contre l'activer utilise un renvoi.

11 quêtes pour ce nouveau module, espérons qu'elles seront de haut niveau car sinon on est pas rendu.

Alastor m'est avis que, et d'après ce que j'ai compris ici, ça serait l'autel qui permettrait de fabriquer des armures "dragontouched".

Je croise les doigts pour qu'il nous arrive au plus tôt et surtout pas trop buggué ^^
Je crois que c'est 4 donjons hlv d'après les articles précédents et le reste des petites instances servant de didacticiel pour la new player experience. En espérant me tromper et qu'il y ai plus de quêtes haut niveau ^^.

Une bonne nouvelle par contre, ils corrigent les fautes de syntaxe/grammaire/orthographe dans la version anglaise, peut être l'essai sera t'il transformé dans la version Fr . C'est tellement agréable de lire une narration ou une description d'objet sans fautes d'orthographe... Sinon vi sympa aussi les nouvelles evos raciales de robustesse, fini la suprématie des nains pour les pvs !
Citation :
Publié par dyvim_star
si tu as l'occasion de faire un petit topo sur les quêtes Adiana, je pense que tout le monde sera intéressé.
du genre niveau, emplacement,...
  • Korthos Beach
  • The Grotto
  • Misery's Peak
  • The Collaborator
  • Sacrifices
  • Heyton's Rest
  • Redemption
  • The Storehouse's Secret
  • Necromancer's Doom
  • Sahuagin Road
  • Korthos Hall
Voir plus haut (j'ai rajouté les niveaux). Ce sont principalement les nouvelles quêtes de la zone des débutants (très bien faite je dois dire). Les quêtes de haut niveau se passent toutes dans un nouvel endroit du Gianthold et sont la continuité des aventures du Stormreaver qui vont nous mener tout droit vers le fameux dragon dont on entend parler dans le Gianthold Thor mais qu'on ne vois pas (chambre secrête). Il s'agit de 4 nouvelles quêtes de haut niveau (17 et 18) qui nous conduirons au nouveau double raid (et sa nouvelle zone) du module 9.

Cliquez ce bouton ou survolez le contenu pour afficher le spoiler
Le terrible Dracolich
Citation :
Publié par Hakkai
Je recommencerais peut être mon moine un peu foiré juste pour pouvoir tester les nouvelles zones pour débutants et voir ce que ça donne .
Les nouvelles zones sont aussi accessibles aux anciens personnages bien entendu (en fait elles remplacent la quête d'Euphonia, de la taverne d'intro et des quêtes de Goodblade).
Citation :
Publié par Adiana
Les nouvelles zones sont aussi accessibles aux anciens personnages bien entendu (en fait elles remplacent la quête d'Euphonia, de la taverne d'intro et des quêtes de Goodblade).
J'imagine, mais s'y rendre avec un personnage niveau 10+ dans une zone 1~3, gâche un peu la joie de la découverte .

- Oh une bataille de taverne, *Mur de feu* <<QUEST COMPLETED>>
Citation :
Publié par Zengaluh
Alastor m'est avis que, et d'après ce que j'ai compris ici, ça serait l'autel qui permettrait de fabriquer des armures "dragontouched".
Ah oui en effet, j'avais oublié ça.
Par contre je suppose qu'aucune autre info n'est dispo (genre où il faut farmer, si c'est une amélioration des armures que l'on possède ou un nouvelle objet comme ceux en greensteel).

Citation :
Publié par Adiana
Les quêtes de haut niveau se passent toutes dans un nouvel endroit du Gianthold et sont la continuité des aventures du Stormreaver qui vont nous mener tout droit vers le fameux dragon dont on entend parler dans le Gianthold Thor mais qu'on ne vois pas (chambre secrête). Il s'agit de 4 nouvelles quêtes de haut niveau (17 et 18) qui nous conduirons au nouveau double raid (et sa nouvelle zone) du module 9.

Cliquez ce bouton ou survolez le contenu pour afficher le spoiler
Le terrible Dracolich
Je suis pas sur de comprendre...le spoiler est bien prévu pour le module 8, non?
Citation :
Publié par Alastor
Je suis pas sur de comprendre...le spoiler est bien prévu pour le module 8, non?
Oui c'est bien le cas mais on ne peut y accèder sur Risia pour l'instant.
Citation :
Publié par Adiana
Voir plus haut (j'ai rajouté les niveaux). Ce sont principalement les nouvelles quêtes de la zone des débutants (très bien faite je dois dire). Les quêtes de haut niveau se passent toutes dans un nouvel endroit du Gianthold et sont la continuité des aventures du Stormreaver qui vont nous mener tout droit vers le fameux dragon dont on entend parler dans le Gianthold Thor mais qu'on ne vois pas (chambre secrête). Il s'agit de 4 nouvelles quêtes de haut niveau (17 et 18) qui nous conduirons au nouveau double raid (et sa nouvelle zone) du module 9.

Cliquez ce bouton ou survolez le contenu pour afficher le spoiler
Le terrible Dracolich
Merci bien...
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