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Update 3.30 Notes
Preliminary Update Notes for Update 3.28
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, and Update 3.28.

GENERAL
* If a team kills an npc, the freshkill count will not be taken from a dead character, since he or she will not get xp for the kill.
* The Pulsing Guard reactive heal proc has been changed to last much longer, and has had the heal per tick changed to make the total amount of healing received the same.
* Stygian, Aquilonian and Cimmerian treasure-chests should now animate when opened.



CLASSES
Soldier (General)
* Goad should once again be working.



NPCS
* All guards are patroling now in the Caravanserai.



PVP NOTORIETY
* Added "Redeemer" tags to NPCs in Shady camps.
* The Totem of Origins should no longer teleport Stygian players right next to a City Guard.
* Fixed Redeemer Capoluchio's dialog so that it now displays the golden ! when he has quests for the player at level 80.
* Added xp rewards to several Redemption quests that did not have it.
* Added waypoint for the Redemption quest NPC to the quest Herbal Aid, in Eiglophian Mountains.



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Update 3.32 Notes
Preliminary Update Notes for Update 3.30
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, Update 3.28, and Update 3.30.

GENERAL
* It is now possible to pick where to resurrect in the resource and building and minigame playfields.
* Fixed several typos in quests.
* Jumping while sprinting will once again keep your sprinting speed.
* The Field Manual will now contain a brief tutorial on "whiffing", as support for recent combat changes (ie the -15% penalty per miss).


CLASSES
Dark Templar
* You should now notice a few more fatalities happening when using a 1H Blunt weapon.


NPCS
* Fixed a typo in the name of the npc Watchman in Old Tarantia.


PVP
* You should notice more consistent dialog options across all Redemption quests.
* Shady Vendors should no longer be unresponsive at times.


QUESTS
* Tarantia Noble District: The Chef - Fixed requirements so you should no longer receive incorrect dialog options from Juan, and so the quests should work as intended.


WORLD DESIGN
* The Shady Camp in Old Tarantia has been given a visual revamp.


Testlive Only :
* The leveling NPCs on TestLive have been merged into one NPC named "Fate". She can help you with the following :
- Level you to 10, 15, 20, 25, 30, 35, 37, 40, 45, 50, 55, 60, 65, 70, 75, or 80. (Down-leveling is not supported, but you are welcome to do it in several steps).
- Increase/Decrease your pvp level to 1,2,3,4 and 5
- Feat reset for the lowest cost (50 copper at the moment)
- Reset your feat untrain counter
- Teleport you to 15 different playfields *including* Ymir's Pass.
- Fill up your cash to 35 gold
- Free access to Basic and Advanced Riding books
- Free access to Normal Mount, Armored Mount and Swift Mount
- Adjustments to murderpoints (add/remove 50 points, add/remove 100 points, reset murder points)
- Binding your Path of Azura to her location

* Please note - Although you can now access Ymirs Pass in this build via the teleport NPC, it is still considered *under development*. You can visit the location, and discuss it in the thread that will be provided under the Update 3 forum, but it is by no means finished in the build that is on Testlive right now. Level range recommended for this area is 55 upwards. Quests are available from approx. 51 upwards.


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Update 3.34 Notes
Preliminary Update Notes for Update 3.34
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, Update 3.28, Update 3.30, and Update 3.32.

GENERAL
* Fixed desynch issues with your character when attacking and using the mouse to move around.


CLASSES
Necromancer
* Reduced the critical hit chance and critical hit bonus damage of Grip of Death to be more in line with other spells.


GUI
* Corrected the pet gui disappearing after zoning.


PVP NOTORIETY
* Redemption Quest - The Venom in the Water: The barrels have been fixed.
* Redemption Quest - Caught in the Net: Waypoint leading to the Spider Queen has been added.
* Guards are shown as hostile towards murderers now (red nametag) and not neutral.
* You and/or your pets will not splash damage neutral npcs anymore.
* Murderers get attacked on sight when spotted by guards.
* Criminals will never get help from a guard (when attacked by players and npcs).
* Innocents will get help from guards when getting attacked (by players and NPCs).


TRADESKILLS
* Greatmane Ale has now been replaced by Rageshine Tonic in recipes.
* Red Magensite now drops from Crude Alchemist Cache.
* Resources have previously been changed to drop +/- 1 tier. This was broken with the cache implementation. Caches have been given a proper implementation that fixes resources.


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Update 3.35 Notes
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, Update 3.28, Update 3.30, Update 3.32, and Update 3.34.


COMBAT
* Changed the penalty for wiffing without a target on a combo. It will now be -5% first miss, -15% second miss (cumulative 20% total damage penalty), and third miss -25% (cumulative 45% total damage penalty).

NPC
* Cistern : Renato should now properly reset when players die.
* Yakhmar now uses his shake ability more often when you've got 11+ characters (players & pets) close to him.


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Update 3.37 Notes
Preliminary Update Notes for Update 3.37
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, Update 3.28, Update 3.30, Update 3.32, Update 3.34, and Update 3.35.

COMBAT
* The percentage health loss needed to break a root early has been reduced to 20% for all root spells. (down from 35%)


CLASSES
Dark Templar
* Dread Shadow will no longer stop attacking when affected with Sadism.
* Dread Shadow no longer have collision.
* Dread Shadow has received a two handed edge weapon.

Demonologist
* Flame Body should always have a visual effect when cast.

Guardian
* Juggernaut feat 'Swift Overreach' now reduces the duration of the debuff applied by the Overreach combo. The reduction is 0.4 seconds and increases by 0.4 seconds per rank up to a 2 second reduction.
* Juggernaut feat 'Brutal Overreach' has had the critical hit chance reduced.
* Juggernaut feat 'Brutal Overreach' should now display by how much it increases critical hit chance.
* Updated description of Swift Overreach to reflect new functionality.
* Reduced the cooldown of Overreach to 4 seconds. (down from 20)
* Reduced the stamina cost of Overreach.
* All ranks of Overreach will now apply a stacking damage debuff. This debuff reduces damage by 5% and stacks up to 5 times.
* The duration of the Overreach debuff has been reduced to 8 seconds.

Herald of Xotli
* Avatar feat 'Butcher' now provides a 4% increase per rank to the Herald's DPS based on the DPS of the wielded weapon. For example a 100 DPS weapon will give you a bonus of 20 DPS with this feat fully trained.


TRADESKILLS
* Weaponsmith recipe Howling Crossbow now teaches the correct item.


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Update 3.41 Notes
Preliminary Update Notes for Update 3.41
Previous update notes for this cycle: Update 3.0, Update 3.19,Update 3.21, Update 3.25, Update 3.27, Update 3.28, Update 3.30, Update 3.32, Update 3.34, and Update 3.35, and Update 3.37.

CLASSES
Guardian
* Overreach should now only apply one debuff on the Guardian per use of the combo regardless of the number of targets hit.


TRADESKILLS
* The result items of tradeskill recipes now display a stack size if they produce more than one item.


QUESTS
* Field of the Dead: The Poisoned Cup - Barrels are once again interactable.


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Update 3.0.46 Notes
Update Notes for Update 3.0.46
Previous update notes for this cycle: Update 3.0, Update 3.0.19,Update 3.0.21, Update 3.0.25, Update 3.0.27, Update 3.0.28, Update 3.0.30, Update 3.0.32, Update 3.0.34, and Update 3.0.35, Update 3.0.37, and Update 3.0.41.

GENERAL
* Adjusted the look of some female faces to be more in line with older models.


PVP
* Culture PvP servers will now have the consequence system in place.
* Free Prey will not be applied to you if you are apprenticed and end up within the playfield's level range.
* You will now start to get Pvp Xp when your apprentice level and the target's apprentice level is higher than level 10.
* If your target is apprenticed to be within con range, you will no longer get murder points from killing him/her.
* PvP XP Diminishing returns now work correctly when facing the same level player.


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Update 3.0.48 Notes
Update Notes for Update 3.0.48
Previous update notes for this cycle: Update 3.0, Update 3.0.19,Update 3.0.21, Update 3.0.25, Update 3.0.27, Update 3.0.28, Update 3.0.30, Update 3.0.32, Update 3.0.34, and Update 3.0.35, Update 3.0.37, Update 3.0.41, and Update 3.0.46.

COMBAT
* Fixed issues with no line of sight in spellcasting.
* The chance of spell casting being interrupted by damage has now been reduced.


PVP
* Wild Lands Redemption quests now give XP/coin rewards on last task only.
* If a lower level player attacks a higher level player, the groupmates of the higher level player can now join in the fight without getting criminal flagged.


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Update 1.03.1 Notes
Update Notes for Update 1.03.1
**These notes do not necessarily reflect the final version that will be deployed on Live**

CLASSES
Priest General
* Vitalizing Jolt and other friendly area spells will now properly hit the caster, in Massive PvP zones.

Ranger
* Armor Ripper III will no longer debuff yourself.



NPC
* Patrolling guards will always resume their patrol if they get distracted while patrolling.



PVP
* Khopshef Province Redemption quests should have more correct dialog.
* Outlaw Smuggler NPCs will now show the cost of teleporting you in their dialog.



TRADESKILLS
* Some of the new crafted shields were requiring the wrong tradeskill to use - this has been fixed. This change does not negatively effect players who have already learned the recipe -- they now may make the item using the proper feat.



YMIR'S PASS
* Many improvements to quests, terrain, NPCs, mobs, and encounters!
* Entrances to Ymir's Pass should now be open.
* Earthquakes will no longer throw you out of conversations.
* NPC: Keaira now has additional dialog offering hints on how to defeat the Devourer.
* NPC: The Smuggler in Ymir's Pass will now let you travel to Field of the Dead, Eiglophian Mountains, and Atzel's Approach.
* NPC: The Spirit of Khan should now aggro players properly.
* Quest: A Call to the Clan - Firewood is now removed after you have used it to build the fire.
* Quest: The Calm Before the Storm now has waypoints.
* Quest: The Darkness in the Swamps - You must now be at least level 54 to get this quest.
* Quest: The Girl With No Fear - This quest is now completeable.
* Quest: Healing Nature's Wounds - Potion of Growth should now be consumed properly.
* Quest: The quest Ragged Diplomacy now has a proper quest description.
* Quest: Skillful Diplomacy - This quest is now completable.
* Quest: Vale of Lost Women - Harem girls now have a waymarker.
* World Design: Fixed several collision and textural issues throughout this zone.
* Corrected several grammatical and text errors in dialog.



WORLD DESIGN
* Fixed a rendering bug that caused the sky to "lag behind" camera movement.


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Update 1.03.11 Notes
Update Notes for Update 1.03.11
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 1.03.1

GENERAL
* An issue causing server lag spikes has been remedied.
* Getting knocked back while talking to an NPC should no longer make one's character unable to move or attack.


NPCS
* Enabled the options for Murderers to travel to Ymir's Pass and Lacheish.
* Added an option to the Outlaw Smuggler in Lacheish, for the player to travel to Conarch Village from Lacheish Plains.
* Chill crawler Mindrazer and Shadowbearers now properly attack players.
* Kyllikki: Kyllikki and her adds should now only attack players inside her room.
* Kyllikki: White Hand Guard, Gurnakhi Honorguard, White Hand Priest, and White Hand Spellguard should now properly reset when they have no hated targets.
* Kyllikki: Killing Champion of the Honorguard should now stop the raid trash in front of him from spawning.
* Kyllikki: Added a forcefield after the "Champion of the Honorguard" encounter.
* Yakhmar: Yakhmar now spawns adds at a fixed interval.
* Yakhmar: Yakhmar now despawns his adds when he is killed.
* Yakhmar: Yakhmar now properly evades when he's pulled out of his territory
* Yakhmar: Redesigned Yakhmar’s Lullaby ability to increase the usability of Herald of Xotli and Demonologists in the encounter.
* Yakhmar: Rebalanced Yakhmar’s Wyrmlings to accommodate the changes done to Lullaby.


QUESTS
* Khopshef: Ruthlessness - The male humans killed for this Redemption quest will no longer drop female heads.


TRADESKILLS
* Recipes for city items that should require guild buildings, now properly do.


YMIR'S PASS
* Son of Ymir's debuffs will now have different icons.


WORLD DESIGN
* All ledges in Kylikki's crypt have been blocked off.
refonte du patch 1.03.1

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Update 1.03.1 Notes
Update Notes for Update 1.03.1
**These notes do not necessarily reflect the final version that will be deployed on Live**

CLASSES
Priest General
* Vitalizing Jolt and other friendly area spells will now properly hit the caster, in Massive PvP zones.

Ranger
* Armor Ripper III will no longer debuff yourself.



NPC
* Patrolling guards will always resume their patrol if they get distracted while patrolling.



PVP
* Khopshef Province Redemption quests should have more correct dialog.
* Outlaw Smuggler NPCs will now show the cost of teleporting you in their dialog.



TRADESKILLS
* Some of the new crafted shields were requiring the wrong tradeskill to use - this has been fixed. This change does not negatively effect players who have already learned the recipe -- they now may make the item using the proper feat.



YMIR'S PASS
* Many improvements to quests, terrain, NPCs, mobs, and encounters!
* Entrances to Ymir's Pass should now be open.
* Earthquakes will no longer throw you out of conversations.
* NPC: Keaira now has additional dialog offering hints on how to defeat the Devourer.
* NPC: The Smuggler in Ymir's Pass will now let you travel to Field of the Dead, Eiglophian Mountains, and Atzel's Approach.
* NPC: The Spirit of Khan should now aggro players properly.
* Quest: A Call to the Clan - Firewood is now removed after you have used it to build the fire.
* Quest: The Calm Before the Storm now has waypoints.
* Quest: The Darkness in the Swamps - You must now be at least level 54 to get this quest.
* Quest: The Girl With No Fear - This quest is now completeable.
* Quest: Healing Nature's Wounds - Potion of Growth should now be consumed properly.
* Quest: The quest Ragged Diplomacy now has a proper quest description.
* Quest: Skillful Diplomacy - This quest is now completable.
* Quest: Vale of Lost Women - Harem girls now have a waymarker.
* World Design: Fixed several collision and textural issues throughout this zone.
* Corrected several grammatical and text errors in dialog.



WORLD DESIGN
* Fixed a rendering bug that caused the sky to "lag behind" camera movement.


GENERAL
* An issue causing server lag spikes has been remedied.
* Getting knocked back while talking to an NPC should no longer make one's character unable to move or attack.


NPCS
* Enabled the options for Murderers to travel to Ymir's Pass and Lacheish.
* Added an option to the Outlaw Smuggler in Lacheish, for the player to travel to Conarch Village from Lacheish Plains.
* Chill crawler Mindrazer and Shadowbearers now properly attack players.
* Kyllikki: Kyllikki and her adds should now only attack players inside her room.
* Kyllikki: White Hand Guard, Gurnakhi Honorguard, White Hand Priest, and White Hand Spellguard should now properly reset when they have no hated targets.
* Kyllikki: Killing Champion of the Honorguard should now stop the raid trash in front of him from spawning.
* Kyllikki: Added a forcefield after the "Champion of the Honorguard" encounter.
* Yakhmar: Yakhmar now spawns adds at a fixed interval.
* Yakhmar: Yakhmar now despawns his adds when he is killed.
* Yakhmar: Yakhmar now properly evades when he's pulled out of his territory
* Yakhmar: Redesigned Yakhmar’s Lullaby ability to increase the usability of Herald of Xotli and Demonologists in the encounter.
* Yakhmar: Rebalanced Yakhmar’s Wyrmlings to accommodate the changes done to Lullaby.


QUESTS
* Khopshef: Ruthlessness - The male humans killed for this Redemption quest will no longer drop female heads.


TRADESKILLS
* Recipes for city items that should require guild buildings, now properly do.


YMIR'S PASS
* Son of Ymir's debuffs will now have different icons.


WORLD DESIGN
* All ledges in Kylikki's crypt have been blocked off.


GENERAL
* Female faces should no longer have squinty eye issues.
* Fixed guards in PvP areas to now agro correctly when players use certain spells.


COMBAT
* Fixed a bug where the instant cast spells would not complete instantly and start the next queued spell right away.


GUI
* PvP invulnerabilities now appear categorized, like other invulnerabilities.


QUESTS
* Khopshef Province: Commander Ramartarsi - Players should now be able to interact with Commander Ramartarsi in the "Serpent's Head Inn" in Khemi.


YMIR'S PASS
* Many many improvements to NPCs, world design, and quests!
* The Amphitheatre of Karutonia : The Abyssal Keeper should now be resistant to all types of CCs.

la preview du 1.04 pour donner une idée de ce qui "devrait" venir prochainement:

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Update 1.04 Notes (Preview)

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Update Notes for Update 1.04
**These notes do not necessarily reflect the final version that will be deployed on Live**

NEW!
* Dx10 in included in this update! Please be aware that not all areas have been completely optimized to work with Dx10, and some areas may still require further development.
* Cradle of Decay - Level 43 group instance, accessed through Field of the Dead
* Xibaluku - Level 80 group instance
* The Slaughterhouse Cellar - Level 80 single player instance
* Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.



GENERAL
* All areas should now support multiple players zoning at once.
* Food and mana/stamina drink can no longer be used while you already have a buff of the same type running. If you want to change your food/drink-buffs you will need to manually cancel them.
* Alt-tab problems should be fixed now.
* An issue causing server lag spikes has been remedied.
* You will no longer briefly see yourself from inside your head when going from first person view into dialog view.
* The emote relaxed_lean will no longer cause the camera to shake slightly.
* Many server performance fixes were done.
* Fixed the female sitting animation.
* Added some new emotes: Adjust, cough, fart, picknose, and sneeze.
* Added cinematic camera movement when you are killed.
* More than 200 male and female social animations have been polished.
* When creating a new character, the random server chosen will match the client language if possible.



COMBAT
* Tab targeting will no longer target dead players, as requested.
* Characters will now make less noise while using Hiding ability.
* Defensive Stance for all Soldier classes have been put on the level as the Guardian starting at a base for 7%. With Improved Defensive Stance you can gain up to 10%.
* Defensive Stance will now also mitigate magical damage.
* Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode.
* The level up animation will no longer play while in combat mode.
* Two handed blunt weapons will no longer sound like blades when being drawn/sheathed.
* The Feared animation should now play correctly when you are feared.
* Players will no longer get stuck in the knockbacked state if they get feared during it.
* A small (1s) cooldown has been added to the Hide ability when it successfully activates. This will prevent a player from entering then immediately exiting Hide state if they were to press the button twice.
* Some pets will now be immune to crowd control effects. This includes: Pitch Pots, Living Firestorm, Living Thunderstorm, Blood Pit, Idol of Set, and Cyclone of Set.
* Fixed an issue where characters could be knocked back under geometry.
* When being knocked off a ledge or similar, the player will now land as if falling, and no longer be able to slide around on his back while getting up.
* You can no longer enter spellweaving when climbing or swimming. If you are hiding or crouching and enter spellweaving, you will leave that state immediately.
* Spells on your shortcut bar will gray out when you cannot cast spells in the state you are in (stunned, feared, charmed ).
* Fixed a bug that caused aborted multihit attacks to not show (client side only) the cooldown of the combo, if the combo would not have hit anything.
* Characters will no longer slide when moving immediately after performing a basic attack using bows, crossbows, and throwing weapons.
* Fixed the line-of-sight bug on tab targeting that made you unable to tab correctly to your next target.
* Dead entities will no longer be auto-targeted when your character faces them.
* Male characters will no longer twist their wrists unnaturally when firing crossbows.



CLASSES
Assassin
* Curse of the Lotus will now snare victims by 50% for the duration of the fear effect.
* Death's Gaze has a new casting animation.


Barbarian
* Updated the description text of the Impale feat to more clearly reflect the function.
* The description text for the feat Finishing Blow should now be more accurate.


Conqueror
* Added new particle effects to the 'Blessed Conquest' ability.
* Updated the description of To the Death to reflect its current functionality.


Dark Templar
* Devourer's Might will now increase the damage of Soul for our Feast I and Leech Life I.
* Epic armors have been adjusted to a darker color to better fit the feel of the class.


Demonologist
* Added new particle effects to the 'Planar Shift' spells.


Herald of Xotli
* The cost of Hell Strikes I has been lowered to 8.3% from 8.8% of your base stamina.
* Reduced the cost of Body and Spirit Wrack II from 16.2% to 15.8% of your base stamina.
* Reduced the cost of Burn to Death from 10.8% to 10.4%.
* All ranks of the Molten Steel Slash combo will now animate and execute slightly faster.
* Added new particle effects to the 'Phoenix Cloak' spells.


Necromancer
* All Necromancer pets should now play a "spawn animation" when they are first summoned.


Priest of Mitra
* Added new particle effects to the 'Hand of Mitra' and 'Soul of Mitra' spells.


Ranger
* Mezz Shots will now play the correct animations for bows and crossbows.


Tempest of Set
* Spell - Thundering Command has been renamed to 'Spell - Thundering Voice.'
* Added new particle effects to the 'Serpent Transmutation' spell.
* Blood Mana's displayed cooldown timer has been corrected, and adjusted to be more easily readable.
* Storm Field's base critical hit chance has been increased for all ranks.
* Epic Tempest of Set Pole Arms now add magical Tap Stamina instead of physical.
* Storm Crown/Throne/Regalia has been changed so that you will no longer inflict damage while you have Shield of the Risen running, so that you don't lose that protection. People in your team will also stop inflicting the pulsing damage if you have Shield of the Risen running. Additionally, people in your team that have Shield of the Risen will not pulse the AOE damage while they have Shield of the Risen running. You should now no longer lose Shield of the Risen while you have Storm Crown active.

GUI
* When you change your settings and the confirmation dialog box is open, you will now no longer be able to make any changes until you press Yes or No.
* Fixed a bug where clicking a link in a chat window would sometimes activate text input for that chat window.
* Only shift+leftclick now works for getting player info in chat. Rightclick still opens menu where player info can be selected.
* All options in video/advanced should have a tooltip (when they are not disabled).
* You can now disable buff icon minimizing! Option is found in Interface Options.
* You should no longer stop running when opening the map (when using the mouse to move). If you have the map open and want to start running, you should not click on the map!
* Remapping hotkeys using ALT and CTRL should work properly again.
* Buffs on other characters should now show the correct time remaining when you target the character after the buff has started counting down.
* Keybindings on the shortcuts now are more readable. Long shortcuts are truncated, and long combinations will be indicated by a "+".
* When you fail to teleport to the same instance as your team, you now get a proper error message.
* Player tooltips will no longer show through other windows (such as the tradepost or bank ui).
* NPC base damage type will now be shown in chat text.
* Resizing in windowed mode will no longer cut off the bottom of the screen.
* Updated and corrected the map for Khopshef.
* Remapping should now work as intended. The order of ALT,SHIFT and CTRL does not matter (e.g. ALT+SHIFT = SHIFT+ALT)
* The buff view will no longer report 1 extra unit when the time displayed is exactly what the time really is. (1:00:00 will no longer report as 2h, while 1:00:01 still does).
* Shift + click to loot is now following the same rules as normal looting.
* Potion effects - Chilled, On Fire, and Charged now have new icons.
* Loot options has a submenu - one tab with personal preferences which will be used when your character creates a team, and another tab which shows the current team's loot options.
* New Loot options : one setting for loot powerlevel (below which loot is auto-distributed), and one personal setting to pass on items below a given powerlevel.



GUILDS
* Guild cities with barracks now receive straw dummies on which to practice their form.
* The guild message of the day will now show in green with a tag in front of it to make it stand out from the regular chat text.
* Even if you spam guild invites, only one window will be open.
* When you receive a guild invitation you will always see who is inviting you, by name.
* Using an NPC to teleport to your guild city will now place you in a more appropriate location.
* You are no longer able to build two of the same building even if they are initiated at the same time.



ITEMS
* Treasure Chests throughout Hyboria have been improved and filled with more stuff!
* The Winterbrew potion now correctly boosts Cold-based spell damage, as opposed to Fire.
* Gold Tooth now stacks in stacks of 100, and the price has been adjusted slightly.
* New valuables have been introduced to replace the white quality equipment that drops from humanoid NPCs.
* Cloak of Champions is now searchable in the Tradepost.
* Darfari items have been distributed to more Darfari npcs.
* It should not be possible to trade non-tradeable items anymore.



MOUNTS
* Quick Dismount will no longer go on cooldown when activated while riding a Mammoth or Rhino, as this ability does not function with these mounts.
* Characters should no longer pop below the ground momentarily when dismounting in combat.
* Weapons should now appear sooner in the hands of mounted characters who perform attacks without first entering combat mode.
* You should not loop the mount/dismount/stagger animation anymore on observer clients (or your own).
* Characters should no longer experience rubber-band issues when being thrown off their horse.
* You cannot be staggered off your horse while mounting/dismounting anymore.
* The death animations for dying while moving forward when mounted should now work properly, and resurrecting other players who have died this way should be easier.
* Players should no longer be able to use their mount's special abilities while stunned.
* Cape animations have been adjusted so they no longer intersect with horses while mounted.
* The speed of draw/sheathe animations while mounted has been increased.
* Fixed male animations for drawing/sheathing crossbows while mounted.
* When entering a zone where your mount is prohibited, your mount buff is removed, along with its effects.



NPC/MOBS
* NPCs that deliver a killing blow with any of their combos should now have a chance to proc a fatality on their victim.
* Mounted NPCs should now play their attack animations correctly.
* Dark Beasts will now recover more quickly from knockbacks.
* All NPCs of the 'Ranger' class will now play a unique combo-animation when executing their combos.
* Three rival mercenary groups have begun camping in the Cimmerian end of the Border Kingdoms.
* Amphitheatre of Karutonia: It is now no longer possible to provoke infinite spawns from the summoning portal.
* Amphitheatre of Karutonia: Fixed the collision around the Frostfather.
* Amphitheatre of Karutonia: Tigers should no longer stick out of their cages.
* Black Ring Citadel: Seruah now has two new spells. Adds should no longer evade when they can't reach their target. Fixed a bug where Ripped From Within triggered when it was not supposed to.
* Black Ring Citadel: Changed the name of Chatha's root spell to "Unnatural Atrophy". It now targets a random soldier within range.
* Black Ring Citadel: Added a particle effect when Chatha changes into demon form.
* Black Ring Citadel: Fixed a bug that wouldn't let Chatha change into demon form.
* Black Ring Citadel: Renamed Chatha's single target knockback in phase 2 to "Savage Toss".
* Black Ring Citadel: Reduced the power of the Strength in Numbers spell.Visualized the source of the buff with a particle effect.
* Black Ring Citadel: Sabazios' adds now do poison damage.
* Border Range: Fixed an issue that caused some Dark Beasts to slide around in a static pose while walking back to their original position.
* Ice Dragon Cave: Chill Crawler Shadowbearers now have casting animations.
* Ghanatan Wardogs no longer drop human heads.
* Kheshatta: Chenzira now offers the same merchandise as the other Master Food and Drink vendors.
* Kyllikki: Kyllikki's minions should now wait a short period after spawning before they attack players.
* Old Tarantia: Lordana has been slightly moved to make her quest indicators more visible.
* Poitain: The Abyssal Lich should now properly follow players during combat.
* Spider Cavern: A Rare Delicacy - The mushrooms are now correctly placed.
* Thunder River: General Lupercus' dialog now matches his voiceover.
* Thunder River: A new merchant has been placed in the Thunder River Palisades.
* Tortage: Underhalls - Askia is now working as intended in epic and normal mode.
* Villa Camillus: Deformed Creation and Twisted Magus will now drop proper loot.
* Wild Lands: Viterion and Avitus, the teleport NPCs, are now moved away from each other.
* Wild Lands: Fixed some issues with mobs roaming inside geometry.
* Wild Lands: The bears have been moved a bit south of the Wild Plains rez point.
* Wild Lands: The Tortured Man has left the Wild Lands.
* Wild Lands: Keyx is now correctly placed.
* Yakhmar: Reduced Yakhmar's Wyrmlings magical and poison damage reduction. Increased the time between spawns of Yakhmar's Wyrmling.
* Yakhmar: Yakhmar now displays a buff when lullaby can trigger

PVP/ MASSIVE PVP
PvP Minigames
* The new minigame signup interface shows the four different minigames players can sign up for. It shows how many players are currently signed up for that particular minigame (players in the same tier as the player, regardless of apprenticeship), as well as allows players to sign up for any of the possible minigames (whichever starts first).
* Annihilate Opposing Team: You will no longer get the capture message if you walk into the north or south quarter before the match starts.
* Annihilate Opposing Team: The healing point in the middle of the playfield will again heal anyone that stands on top of it.
* Annihilate Opposing Team: The health of the resurrection totem was increased.
* Capture the Skull: Renamed the Flag to Skull.
* Capture the Skull: Decreased the amount of skull captures to win from 5 to 3.
* When one of the sides leaves the minigame, this will no longer always result in a tie.
* More than 11 players in a minigame will no longer expand the gui erroneously - the overlay will hide instead.


PvP Notoriety
* Murderer Pathfinders should no longer give you two identical travel options.
* Removed all cooldowns and added some XP to all Redemption quests.
* You or your pets will not splash damage neutral npcs anymore.
* Being killed will not remove the killer from diminishing returns.
* When being attacked in PvP, a player will no longer receive the criminal buff for attacking his opponent's healer, regardless of the level of the healer.
* The criminal buff will no longer be refreshed by attacking a low level opponent and then switching to a higher level target.
* Resource items will now have a chance of dropping in PvP. These will be PvP Resource items (a new mechanic introduced in Update 1.04). More info to follow...
* PvP droppable resources are now marked as such in their mouseover tooltip.


Massive PvP
* Siege participants should no longer unnecessarily get teleported out.
* The Massive PvP tab can now be opened without being in a guild and without being on the Massive PvP playfield.
* The ballista wont play an explosion particle on each player near the impact any more. The impact visual effect has been changed to be more appropriate for a ballista impact. This should improve performance during sieges.
* Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
* The losing guild in a siege battle will no longer be able to immediately build a keep anymore.
* The winner of a siege battle should always be reported correctly.
* While participating in a siege, the defending players will now have a red cloak and the attackers will have a blue cloak, for the duration of the battle.
* The PvP area marker should now always appear on the map, as intended. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
* The Catapult and Trebuchet particle effect was updated so that it does not play a particle effect on every player that gets hit by the explosion.
* If a player leaves a group during Massive PvP they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
* You can no longer interact with NPCs of a Massive PVP City after you lose it to another guild.



QUESTS
* Many grammatical errors and waypoints have been corrected for quests worldwide.
* Several new transition quests for level 40 players have been added. Talk to Peison in Old Tarantia, Mmnemnes in Khemi, Conohmer in Conarch, Gern in Lacheish Plains, Thesilea in Poitain, or Dhumib in Purple Lotus.
* Atzel's Approach: Kidnapping and Torture - The palisades now have a shorter cooldown.
* Castle of King Conan: Fixed looping dialog in the conversation with Pallantides.
* Kheshatta: Tarantian Armorsmith - Quest reward items updated to accommodate every classes' needs.
* Khopshef: Destiny Quest 30, The Phoenix of the South - The goals for the first part of the quest have been clarified. The player will now be required first to gather all the lotus, then to place it on the altar. The cutscene will play only at this stage.
* Khopshef: Redemption Quest, Path of Venom - Scorpions updating the quest are found throughout the play area, removing the necessity of a goal marker radius.
* Khopshef: Redemption Quest, Ruthlessness - The 30 heads are now properly removed when the heads are put on the Stone.
* Khopshef: Redemption Quest - Redeemer Drak will from now on allow Stygians to redeem themselves in Khopshef - if they want to.
* Poitain: Chastising the Spirit Children - Fixed quest so spirit stones will no longer disappear before they should.
* Purple Lotus Swamp: Followers of a Crocodile God - The pendants will no longer disappear before they should.
* Purple Lotus Swamp: Healing the Wounds of the Swamp - Replaced a goal reference to 'Oasis Water' with the correct 'Moss'.
* Thunder River: Keeping the Land Safe - Removed the waypoint, as it covered half the playfield.
* Tortage: Destiny Quest Soldier, Awakening III - Some visuals have been added to the cutscene Arrested by Guards.
* Wild Lands: Hidden Treasures - Trade has been reduced to 15 items, as intended.
* Wild Lands: A Vote's Worth - Quest is no longer shareable.
* Wild Lands: Melis Root flowers will no longer float off the ground.
* Wild Lands: The Demon in the Tree - This quest now works as intended.
* Ymir's Pass: Heart of Atali - Increased the powerlevel of the necklace reward, and increased the variety of neck-item options.
* Ymir's Pass: Gaze of Crom - The progress bar for laying the Rabbit Snare, and the snare itself, will now have the appropriate name. You will now receive a more logical quest reward.
* Ymir's Pass: The Twisted Skein - Renamed the Ancient Dagger quest reward to Preternatural Dagger.
* Ymir's Pass: The Calm Before the Storm - Removed a waymarker that only led to confusion.



TRADEPOST
* Searches now allow - and ' and `



TRADESKILLS
* The minimap will now update a resource node's icon if it is being used by a player.
* The result items of tradeskill recipes now display a stack size if they produce more than one item.
* You should now always see the correct "Tradeskills" category for quests in your quest journal.
* Black Soulstaff, Mottled Cane, and Stygian Deathcoil Vesture recipes items should teach you the correct recipes.
* When removing/unlearning tradeskills, other feats/spells will not be affected anymore.
* Chopping wood should now take the same amount of time as other harvesting skills.
* If you unlearn a tradeskill, the cooldown will always be removed.
* New Woodcutter recipes are now dropping from the following bosses: Vanir Shaman, Diabolist Aino, Metir-Phumon, Occultist Codril-Kau, Crazed Troglodyte Chief, and Atzel General.
* Gemcutting: You should now always have your quest update, without zoning first, after creating a gem. You should also always be able to create gems without zoning first.
* Weaponsmith: Moonsteel Steel Dart goal name is now Moonsteel Throwing Knife.
* Fixed an issue that was causing base, culture and alchemist recipes to drop less than the intended rates."
* Inventory icons for dropped recipes have been upgraded.
* Cleaned up a few minor cases where alchemy mats removed in update 3 were dropping when they shouldn't have.
* Fixed dropped rates of some tradeskill resources that were dropping too frequently.
* Some recipes were not properly requiring the following resources: "Ebony Venom" "Tincture of Bergamot" "Tincture of Mint." The correct recipes now require these materials.
* A new recipe is now dropping in Xibaluku. It allows alchemists to craft a potion that players may use to dissolve socketed gems, destroying the gem but freeing the slot.



WORLD DESIGN
* Many small adjustments to decrease the chance of getting stuck on collision have been done worldwide.
* Fixed a few cases where the player could get snagged on collision mesh edges.
* The water in now back in Wild Lands of Zelata.
* Atzel's Approach: Some climbing areas have been improved.
* Black Ring Citadel: The entrance door should now properly open after wiping at Ahazu-Zagam.
* Khopshef Province: The collision of the temple floor has been fixed. Players should no longer sink into the ground.
* Old Tarantia: Removed excess collision between the PvP vendors.
* Old Tarantia: When a player enter Old Tarantia from the Outflow Tunnels they will end up on a more logical place.
* Thunder River: Placed new discoverable resurrection points.
* Removed an invisible wall in the Inn in the Wild Lands.
source
J'ai pas fais le tri si il y en avait à faire (doublon etc...). Voilà le patch note provisoire du 1.04 avec les 3 donjons:

Citation :
Update Notes for Update 1.04
**These notes do not necessarily reflect the final version that will be deployed on Live**

KNOWN ISSUE FOR DX10 USERS : PLEASE DO NOT CLICK ON THE BUTTON "MY RAID" IN THE F10 VIDEO OPTIONS MENU - YOU WILL CRASH.

NEW!
* Dx10 in included in this update! Please be aware that not all areas have been completely optimized to work with Dx10, and some areas may still require further development.
* Cradle of Decay - Level 43 group instance, accessed through Field of the Dead
* Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.

Update! The Slaughterhouse cellar and Xibaluku are now open for testing, as of the January 16th update!
* The Slaughterhouse Cellar is a level 80 single player instance located in Thunder River just south of the Pallisades area.
* Xibaluku is a level 80 group instance located in Thunder River on the Prison island. There is a quest pre-requisite to enter this area. You can begin this quest by speaking to General Lupercus in Thunder River. (This quest will send you into the Slaughterhouse to obtain items).



GENERAL
* All areas should now support multiple players zoning at once.
* Food and mana/stamina drink can no longer be used while you already have a buff of the same type running. If you want to change your food/drink-buffs you will need to manually cancel them.
* Alt-tab problems should be fixed now.
* An issue causing server lag spikes has been remedied.
* You will no longer briefly see yourself from inside your head when going from first person view into dialog view.
* The emote relaxed_lean will no longer cause the camera to shake slightly.
* Many server performance fixes were done.
* Fixed the female sitting animation.
* Added some new emotes: Adjust, cough, fart, picknose, and sneeze.
* Added cinematic camera movement when you are killed.
* More than 200 male and female social animations have been polished.
* When creating a new character, the random server chosen will match the client language if possible.



COMBAT
* Tab targeting will no longer target dead players, as requested.
* Characters will now make less noise while using Hiding ability.
* Defensive Stance for all Soldier classes have been put on the level as the Guardian starting at a base for 7%. With Improved Defensive Stance you can gain up to 10%.
* Defensive Stance will now also mitigate magical damage.
* Added stealth fatality animations. Now players will have a chance of doing a fatality on human enemies whenever they attack them from the stealth/sneak-hiding mode.
* The level up animation will no longer play while in combat mode.
* Two handed blunt weapons will no longer sound like blades when being drawn/sheathed.
* The Feared animation should now play correctly when you are feared.
* Players will no longer get stuck in the knockbacked state if they get feared during it.
* A small (1s) cooldown has been added to the Hide ability when it successfully activates. This will prevent a player from entering then immediately exiting Hide state if they were to press the button twice.
* Some pets will now be immune to crowd control effects. This includes: Pitch Pots, Living Firestorm, Living Thunderstorm, Blood Pit, Idol of Set, and Cyclone of Set.
* Fixed an issue where characters could be knocked back under geometry.
* When being knocked off a ledge or similar, the player will now land as if falling, and no longer be able to slide around on his back while getting up.
* You can no longer enter spellweaving when climbing or swimming. If you are hiding or crouching and enter spellweaving, you will leave that state immediately.
* Spells on your shortcut bar will gray out when you cannot cast spells in the state you are in (stunned, feared, charmed ).
* Fixed a bug that caused aborted multihit attacks to not show (client side only) the cooldown of the combo, if the combo would not have hit anything.
* Characters will no longer slide when moving immediately after performing a basic attack using bows, crossbows, and throwing weapons.
* Fixed the line-of-sight bug on tab targeting that made you unable to tab correctly to your next target.
* Dead entities will no longer be auto-targeted when your character faces them.
* Male characters will no longer twist their wrists unnaturally when firing crossbows.



CLASSES
Assassin
* Curse of the Lotus will now snare victims by 50% for the duration of the fear effect.
* Death's Gaze has a new casting animation.


Barbarian
* Updated the description text of the Impale feat to more clearly reflect the function.
* The description text for the feat Finishing Blow should now be more accurate.


Conqueror
* Added new particle effects to the 'Blessed Conquest' ability.
* Updated the description of To the Death to reflect its current functionality.


Dark Templar
* Devourer's Might will now increase the damage of Soul for our Feast I and Leech Life I.
* Epic armors have been adjusted to a darker color to better fit the feel of the class.


Demonologist
* Added new particle effects to the 'Planar Shift' spells.


Herald of Xotli
* The cost of Hell Strikes I has been lowered to 8.3% from 8.8% of your base stamina.
* Reduced the cost of Body and Spirit Wrack II from 16.2% to 15.8% of your base stamina.
* Reduced the cost of Burn to Death from 10.8% to 10.4%.
* All ranks of the Molten Steel Slash combo will now animate and execute slightly faster.
* Added new particle effects to the 'Phoenix Cloak' spells.


Necromancer
* All Necromancer pets should now play a "spawn animation" when they are first summoned.


Priest of Mitra
* Added new particle effects to the 'Hand of Mitra' and 'Soul of Mitra' spells.


Ranger
* Mezz Shots will now play the correct animations for bows and crossbows.


Tempest of Set
* Spell - Thundering Command has been renamed to 'Spell - Thundering Voice.'
* Added new particle effects to the 'Serpent Transmutation' spell.
* Blood Mana's displayed cooldown timer has been corrected, and adjusted to be more easily readable.
* Storm Field's base critical hit chance has been increased for all ranks.
* Epic Tempest of Set Pole Arms now add magical Tap Stamina instead of physical.
* Storm Crown/Throne/Regalia has been changed so that you will no longer inflict damage while you have Shield of the Risen running, so that you don't lose that protection. People in your team will also stop inflicting the pulsing damage if you have Shield of the Risen running. Additionally, people in your team that have Shield of the Risen will not pulse the AOE damage while they have Shield of the Risen running. You should now no longer lose Shield of the Risen while you have Storm Crown active.
Citation :
GUI
* When you change your settings and the confirmation dialog box is open, you will now no longer be able to make any changes until you press Yes or No.
* Fixed a bug where clicking a link in a chat window would sometimes activate text input for that chat window.
* Only shift+leftclick now works for getting player info in chat. Rightclick still opens menu where player info can be selected.
* All options in video/advanced should have a tooltip (when they are not disabled).
* You can now disable buff icon minimizing! Option is found in Interface Options.
* You should no longer stop running when opening the map (when using the mouse to move). If you have the map open and want to start running, you should not click on the map!
* Remapping hotkeys using ALT and CTRL should work properly again.
* Buffs on other characters should now show the correct time remaining when you target the character after the buff has started counting down.
* Keybindings on the shortcuts now are more readable. Long shortcuts are truncated, and long combinations will be indicated by a "+".
* When you fail to teleport to the same instance as your team, you now get a proper error message.
* Player tooltips will no longer show through other windows (such as the tradepost or bank ui).
* NPC base damage type will now be shown in chat text.
* Resizing in windowed mode will no longer cut off the bottom of the screen.
* Updated and corrected the map for Khopshef.
* Remapping should now work as intended. The order of ALT,SHIFT and CTRL does not matter (e.g. ALT+SHIFT = SHIFT+ALT)
* The buff view will no longer report 1 extra unit when the time displayed is exactly what the time really is. (1:00:00 will no longer report as 2h, while 1:00:01 still does).
* Shift + click to loot is now following the same rules as normal looting.
* Potion effects - Chilled, On Fire, and Charged now have new icons.
* Loot options has a submenu - one tab with personal preferences which will be used when your character creates a team, and another tab which shows the current team's loot options.
* New Loot options : one setting for loot powerlevel (below which loot is auto-distributed), and one personal setting to pass on items below a given powerlevel.



GUILDS
* Guild cities with barracks now receive straw dummies on which to practice their form.
* The guild message of the day will now show in green with a tag in front of it to make it stand out from the regular chat text.
* Even if you spam guild invites, only one window will be open.
* When you receive a guild invitation you will always see who is inviting you, by name.
* Using an NPC to teleport to your guild city will now place you in a more appropriate location.
* You are no longer able to build two of the same building even if they are initiated at the same time.



ITEMS
* Treasure Chests throughout Hyboria have been improved and filled with more stuff!
* The Winterbrew potion now correctly boosts Cold-based spell damage, as opposed to Fire.
* Gold Tooth now stacks in stacks of 100, and the price has been adjusted slightly.
* New valuables have been introduced to replace the white quality equipment that drops from humanoid NPCs.
* Cloak of Champions is now searchable in the Tradepost.
* Darfari items have been distributed to more Darfari npcs.
* It should not be possible to trade non-tradeable items anymore.



MOUNTS
* Quick Dismount will no longer go on cooldown when activated while riding a Mammoth or Rhino, as this ability does not function with these mounts.
* Characters should no longer pop below the ground momentarily when dismounting in combat.
* Weapons should now appear sooner in the hands of mounted characters who perform attacks without first entering combat mode.
* You should not loop the mount/dismount/stagger animation anymore on observer clients (or your own).
* Characters should no longer experience rubber-band issues when being thrown off their horse.
* You cannot be staggered off your horse while mounting/dismounting anymore.
* The death animations for dying while moving forward when mounted should now work properly, and resurrecting other players who have died this way should be easier.
* Players should no longer be able to use their mount's special abilities while stunned.
* Cape animations have been adjusted so they no longer intersect with horses while mounted.
* The speed of draw/sheathe animations while mounted has been increased.
* Fixed male animations for drawing/sheathing crossbows while mounted.
* When entering a zone where your mount is prohibited, your mount buff is removed, along with its effects.



NPC/MOBS
* NPCs that deliver a killing blow with any of their combos should now have a chance to proc a fatality on their victim.
* Mounted NPCs should now play their attack animations correctly.
* Dark Beasts will now recover more quickly from knockbacks.
* All NPCs of the 'Ranger' class will now play a unique combo-animation when executing their combos.
* Three rival mercenary groups have begun camping in the Cimmerian end of the Border Kingdoms.
* Amphitheatre of Karutonia: It is now no longer possible to provoke infinite spawns from the summoning portal.
* Amphitheatre of Karutonia: Fixed the collision around the Frostfather.
* Amphitheatre of Karutonia: Tigers should no longer stick out of their cages.
* Black Ring Citadel: Seruah now has two new spells. Adds should no longer evade when they can't reach their target. Fixed a bug where Ripped From Within triggered when it was not supposed to.
* Black Ring Citadel: Changed the name of Chatha's root spell to "Unnatural Atrophy". It now targets a random soldier within range.
* Black Ring Citadel: Added a particle effect when Chatha changes into demon form.
* Black Ring Citadel: Fixed a bug that wouldn't let Chatha change into demon form.
* Black Ring Citadel: Renamed Chatha's single target knockback in phase 2 to "Savage Toss".
* Black Ring Citadel: Reduced the power of the Strength in Numbers spell.Visualized the source of the buff with a particle effect.
* Black Ring Citadel: Sabazios' adds now do poison damage.
* Border Range: Fixed an issue that caused some Dark Beasts to slide around in a static pose while walking back to their original position.
* Ice Dragon Cave: Chill Crawler Shadowbearers now have casting animations.
* Ghanatan Wardogs no longer drop human heads.
* Kheshatta: Chenzira now offers the same merchandise as the other Master Food and Drink vendors.
* Kyllikki: Kyllikki's minions should now wait a short period after spawning before they attack players.
* Old Tarantia: Lordana has been slightly moved to make her quest indicators more visible.
* Poitain: The Abyssal Lich should now properly follow players during combat.
* Spider Cavern: A Rare Delicacy - The mushrooms are now correctly placed.
* Thunder River: General Lupercus' dialog now matches his voiceover.
* Thunder River: A new merchant has been placed in the Thunder River Palisades.
* Tortage: Underhalls - Askia is now working as intended in epic and normal mode.
* Villa Camillus: Deformed Creation and Twisted Magus will now drop proper loot.
* Wild Lands: Viterion and Avitus, the teleport NPCs, are now moved away from each other.
* Wild Lands: Fixed some issues with mobs roaming inside geometry.
* Wild Lands: The bears have been moved a bit south of the Wild Plains rez point.
* Wild Lands: The Tortured Man has left the Wild Lands.
* Wild Lands: Keyx is now correctly placed.
* Yakhmar: Reduced Yakhmar's Wyrmlings magical and poison damage reduction. Increased the time between spawns of Yakhmar's Wyrmling.
* Yakhmar: Yakhmar now displays a buff when lullaby can trigger.
Citation :
PVP/ MASSIVE PVP
PvP Minigames
* The new minigame signup interface shows the four different minigames players can sign up for. It shows how many players are currently signed up for that particular minigame (players in the same tier as the player, regardless of apprenticeship), as well as allows players to sign up for any of the possible minigames (whichever starts first).
* Annihilate Opposing Team: You will no longer get the capture message if you walk into the north or south quarter before the match starts.
* Annihilate Opposing Team: The healing point in the middle of the playfield will again heal anyone that stands on top of it.
* Annihilate Opposing Team: The health of the resurrection totem was increased.
* Capture the Skull: Renamed the Flag to Skull.
* Capture the Skull: Decreased the amount of skull captures to win from 5 to 3.
* When one of the sides leaves the minigame, this will no longer always result in a tie.
* More than 11 players in a minigame will no longer expand the gui erroneously - the overlay will hide instead.


PvP Notoriety
* Murderer Pathfinders should no longer give you two identical travel options.
* Removed all cooldowns and added some XP to all Redemption quests.
* You or your pets will not splash damage neutral npcs anymore.
* Being killed will not remove the killer from diminishing returns.
* When being attacked in PvP, a player will no longer receive the criminal buff for attacking his opponent's healer, regardless of the level of the healer.
* The criminal buff will no longer be refreshed by attacking a low level opponent and then switching to a higher level target.
* Resource items will now have a chance of dropping in PvP. These will be PvP Resource items (a new mechanic introduced in Update 1.04). More info to follow...
* PvP droppable resources are now marked as such in their mouseover tooltip.


Massive PvP
* Siege participants should no longer unnecessarily get teleported out.
* The Massive PvP tab can now be opened without being in a guild and without being on the Massive PvP playfield.
* The ballista wont play an explosion particle on each player near the impact any more. The impact visual effect has been changed to be more appropriate for a ballista impact. This should improve performance during sieges.
* Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
* The losing guild in a siege battle will no longer be able to immediately build a keep anymore.
* The winner of a siege battle should always be reported correctly.
* While participating in a siege, the defending players will now have a red cloak and the attackers will have a blue cloak, for the duration of the battle.
* The PvP area marker should now always appear on the map, as intended. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
* The Catapult and Trebuchet particle effect was updated so that it does not play a particle effect on every player that gets hit by the explosion.
* If a player leaves a group during Massive PvP they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
* You can no longer interact with NPCs of a Massive PVP City after you lose it to another guild.



QUESTS
* Many grammatical errors and waypoints have been corrected for quests worldwide.
* Several new transition quests for level 40 players have been added. Talk to Peison in Old Tarantia, Mmnemnes in Khemi, Conohmer in Conarch, Gern in Lacheish Plains, Thesilea in Poitain, or Dhumib in Purple Lotus.
* Atzel's Approach: Kidnapping and Torture - The palisades now have a shorter cooldown.
* Castle of King Conan: Fixed looping dialog in the conversation with Pallantides.
* Kheshatta: Tarantian Armorsmith - Quest reward items updated to accommodate every classes' needs.
* Khopshef: Destiny Quest 30, The Phoenix of the South - The goals for the first part of the quest have been clarified. The player will now be required first to gather all the lotus, then to place it on the altar. The cutscene will play only at this stage.
* Khopshef: Redemption Quest, Path of Venom - Scorpions updating the quest are found throughout the play area, removing the necessity of a goal marker radius.
* Khopshef: Redemption Quest, Ruthlessness - The 30 heads are now properly removed when the heads are put on the Stone.
* Khopshef: Redemption Quest - Redeemer Drak will from now on allow Stygians to redeem themselves in Khopshef - if they want to.
* Poitain: Chastising the Spirit Children - Fixed quest so spirit stones will no longer disappear before they should.
* Purple Lotus Swamp: Followers of a Crocodile God - The pendants will no longer disappear before they should.
* Purple Lotus Swamp: Healing the Wounds of the Swamp - Replaced a goal reference to 'Oasis Water' with the correct 'Moss'.
* Thunder River: Keeping the Land Safe - Removed the waypoint, as it covered half the playfield.
* Tortage: Destiny Quest Soldier, Awakening III - Some visuals have been added to the cutscene Arrested by Guards.
* Wild Lands: Hidden Treasures - Trade has been reduced to 15 items, as intended.
* Wild Lands: A Vote's Worth - Quest is no longer shareable.
* Wild Lands: Melis Root flowers will no longer float off the ground.
* Wild Lands: The Demon in the Tree - This quest now works as intended.
* Ymir's Pass: Heart of Atali - Increased the powerlevel of the necklace reward, and increased the variety of neck-item options.
* Ymir's Pass: Gaze of Crom - The progress bar for laying the Rabbit Snare, and the snare itself, will now have the appropriate name. You will now receive a more logical quest reward.
* Ymir's Pass: The Twisted Skein - Renamed the Ancient Dagger quest reward to Preternatural Dagger.
* Ymir's Pass: The Calm Before the Storm - Removed a waymarker that only led to confusion.



TRADEPOST
* Searches now allow - and ' and `



TRADESKILLS
* The minimap will now update a resource node's icon if it is being used by a player.
* The result items of tradeskill recipes now display a stack size if they produce more than one item.
* You should now always see the correct "Tradeskills" category for quests in your quest journal.
* Black Soulstaff, Mottled Cane, and Stygian Deathcoil Vesture recipes items should teach you the correct recipes.
* When removing/unlearning tradeskills, other feats/spells will not be affected anymore.
* Chopping wood should now take the same amount of time as other harvesting skills.
* If you unlearn a tradeskill, the cooldown will always be removed.
* New Woodcutter recipes are now dropping from the following bosses: Vanir Shaman, Diabolist Aino, Metir-Phumon, Occultist Codril-Kau, Crazed Troglodyte Chief, and Atzel General.
* Gemcutting: You should now always have your quest update, without zoning first, after creating a gem. You should also always be able to create gems without zoning first.
* Weaponsmith: Moonsteel Steel Dart goal name is now Moonsteel Throwing Knife.
* Fixed an issue that was causing base, culture and alchemist recipes to drop less than the intended rates."
* Inventory icons for dropped recipes have been upgraded.
* Cleaned up a few minor cases where alchemy mats removed in update 3 were dropping when they shouldn't have.
* Fixed dropped rates of some tradeskill resources that were dropping too frequently.
* Some recipes were not properly requiring the following resources: "Ebony Venom" "Tincture of Bergamot" "Tincture of Mint." The correct recipes now require these materials.
* A new recipe is now dropping in Xibaluku. It allows alchemists to craft a potion that players may use to dissolve socketed gems, destroying the gem but freeing the slot.



WORLD DESIGN
* Many small adjustments to decrease the chance of getting stuck on collision have been done worldwide.
* Fixed a few cases where the player could get snagged on collision mesh edges.
* The water in now back in Wild Lands of Zelata.
* Atzel's Approach: Some climbing areas have been improved.
* Black Ring Citadel: The entrance door should now properly open after wiping at Ahazu-Zagam.
* Khopshef Province: The collision of the temple floor has been fixed. Players should no longer sink into the ground.
* Old Tarantia: Removed excess collision between the PvP vendors.
* Old Tarantia: When a player enter Old Tarantia from the Outflow Tunnels they will end up on a more logical place.
* Thunder River: Placed new discoverable resurrection points.
* Removed an invisible wall in the Inn in the Wild Lands.
Citation :
Player Cities
The order of the Player City buildings has been adjusted. This should make it easier for players to get the trade skill buildings while the overall difficulty of getting a full tier 3 city should remain the same. We have also introduced an element of player choice, where players can choose which of the tradeskill buildings to build first.

(This change was supported by code changes in the Dec 9th downtime, but the change itself is estimated to be included in Update 1.04).
Citation :
TESTLIVE
* Fate (the leveling/boosting NPC located outside of Tortage) will also now hand out appropriate potions for your level to aid you in your testing.



COMBAT
* Spellcasters should no longer slide if moving after the casting bar for a spell has completed, but before the animation is over.
* Fixed a bug that sometimes caused your characters to slide on their feet for a short while after casting certain spells.
* Correct damage is now shown when attacking destructibles.
* You should notice fewer "weird" fatality situations where you decap someone with a hammer or impale them on a axe!
* Quick-dismount for rogues will now dismount characters away from nearby obstacles, instead of always dismounting on the right-hand side.



GUI
* Offline Lists will be shown when activated even after reopening the friend/guild window.
* Some minor Changes to Text/Color of the friend/guild window.
* Added tutorial for Resource Gathering in PvP areas.



NPC
* Serpent's Head Inn: Female courtesans should no longer warp around. That ability is reserved for Starships!



QUESTS
* Thunder River: The Beast Stirs - The Ancient Gateway in Thunder River now has a correctly set waypoint.



PVP
PvP minigames
* When declining to join a minigame after minigame has started, you are no longer flagged as coward.
* You now actually have 30 secs to decline/accept to join a minigame when it has started.


Massive PVP
* Border Kingdoms, Cimmerian End now has some additional resurrection points.
* It is no longer possible to heal siege weapons.
Citation :
NEW!
The Entrance to the Cradle of Decay is available! You can find it in the Field of the Dead, southeast of the Crossroads rez point, next to the npc named Xanton.


GENERAL
* Corrected a few issues to improve performance.


MOUNTS
* Mammoth Riding Training can now be bought from any Stable Master.


NPCS
* Black Ring Citadel - Enemies in Black Ring Citadel should now patrol as intended.
* Tarantia Sewers : The Main System - The Sewer King is now immune to crowd control.
* The exotic valuables dropping from scorpion bosses in the Scorpion Cave are now appropriately flagged as green to allow for a group-wide Greed roll on these items.
* New loot has been assigned to all animals, replacing the previous loot.


PVP
* Players can now get the other two redemption quests from Flanna in Field of the Dead, after leaving the dialog.


Massive PvP
* The siege timer should now display normally.
* Fixed a bug where a player who entered the area after the battle began would not see a score update.


TRADESKILLS
* Reevaluated drop rates of all Tradeskill Resources.
Citation :
GENERAL
* Fixed several causes of crashes.
* Dx10 : Client should no longer crash when Weapon Trails are rendered (when player attacks/combat).
* The Totem of Origins should be working now.
* Magic Damage should be applied now correctly to destructable objects.
* Dx10 : The slider for Memory system has been disabled in Dx10.
* Character Creation now supports non-English characters.
* Corrected some invisible body parts.
* Ambient Occlusion is defaulted to "disabled".



COMBAT
Soldiers
* Updated the description of Defensive Stance and the Improved Defensive Stance feat to reflect their new function.



MASSIVE PVP
* PvP resources no longer regenerate during a siege.



PVP MINIGAMES
* Totem Torrent - Various gameplay changes have been made to improve the flow and speed of this minigame. The optional resurrection points have been removed. The capture areas have been moved into the north and south buildings (to the location of the old resurrection points). If you capture one of these new areas, your totem will be much more durable.
Citation :
NEW !
* The Slaughterhouse cellar and Xibaluku are now open for testing, as of the January 16th update!
- The Slaughterhouse Cellar is a level 80 single player instance located in Thunder River just south of the Pallisades area.
- Xibaluku is a level 80 group instance located in Thunder River on the Prison island. There is a quest pre-requisite to enter this area. You can begin this quest by speaking to General Lupercus in Thunder River. (This quest will send you into the Slaughterhouse to obtain items).



GENERAL
* The Cradle of Decay is no longer a social dungeon.
* Fixed some animation hiccups related to knockbacks on certain Necromancer and Demonologist pets.
* Fixed many causes of crashes.
* Many exploit fixes were included in this build.
* Several server-side changes were implemented in this build.



DX10
* Many improvements to the Dx10 client are included in this update.
* Fixed some ground seams visible in Dx10.
* Fixed some causes of crashing on login.
* Fixed an issue where hair could appear to have a transparency around it.
* Stealthed characters will no longer show shadows.
* Corrected shadow view distance.
* High-detail textures will now load faster.
* Corrected an issue where some gui elements would appear offset or misplaced.
* Character creation will no longer be as dark as it was previously.
* Corrected many issues involving the sun.



GUI
* Floating tooltip windows now expand if the title is longer than the content requires.
* The client should now again have your correct max health, and accurately show the percentage between current health and full health.
* There is now a Master Looter option in the loot options menu.
* Loot Threshold option is only enabled if Need/Greed dropdown is enabled and the Need/Greed option is turned on.
* F10 should now correctly open the menu again without a client freeze occurring.



GUILD
* Target dummies in cities can now be hit with all spells.
* The size of the Target Dummies was increased by 25%.



MASSIVE PVP
* The locations of the attacker resurrection points have been slightly adjusted. Keep in mind they are still not right next to the actual siege camps.
* Improved siege weapons graphics.
* You will no longer lose the resurrection point of your keep when attacking another battle keep in the same playfield.



PVP MINIGAMES
* Capture the Skull:The resurrection points have been moved to the bottom of the bases to make it easier to capture the flag.



MOUNTS
* Rhinos have gained some weight and will no longer tip-toe along the ground while sprinting The camera will no longer sway forth and back with the character while mounted. Turning while walking forward will now display the correct animations on the character when mounted on a rhino.



NPCS
* NPCs will once again create ripples when walking through water.
* Reduced the spawn rate of the adds in the Chatha encounter.



QUESTS
* Black Ring Citadel: Minions of the living stone - Can now be updated without killing the bosses twice.
* Black Ring Citadel: The Cursed Treasure of Constantius - Quest will now update correctly.
* Ymir's Pass: The Calm Before the Storm - Skudd can no longer follow you into Field of the Dead.



WORLD DESIGN
* Amphitheatre of Karutonia - adjusted the collision of all the cages involved in the fight against the Abyssal Keeper.
j'ai pas le courage de tout copier ici le patch note de la 1.05 qui est juste mise sur le serveur test oO

1-les gemmes

Citation :
Gem Revamp

Introduction

The next major game update sees a total overhaul of the gem system with a new, more flexible system for augmenting your equipment with gems.


Addressing the Issues

The first task we set ourselves when looking at the gem system was to identify why the original gem system had not lived up to player’s expectations and why it had ended up being difficult to balance correctly.

Firstly, there were too many gems (both uncut, and cut – which did not stack), and this greatly stressed player inventory. The random element of gem cutting did not allow players to make the gems they wanted. Gem stacking lines were unclear as was which uncut gems could ultimately yield which cut gems, and where these gems could be socketed. The latter issue was further exacerbated by the large number of gems in existence.

In addition, the crafted items themselves have also been improved and enhanced to be more flexible and better balanced. The initial three gem slots on crafted items meant a player had a total of 42 gems socketed on equipped gear at any given time. For balance reasons, this necessitated very low fractional values on any individual gem. Since crafted gear had no inherent mods (just 3 gem slots), so we concluded that the system itself was probably too fragile in that changes to the Gemcutter profession had full impact on two other professions. This is something we want to avoid in the future to minimize the occurrence of what players might perceive as ‘drastic’ changes as happened after launch.

The City and Culture crafted items released in Patch 3 were designed with knowledge of the goals of this Revamp, while the Progression crafted items (from recipes taught by the trainer) will require greater changes.

The Gem Revamp will address the issues above, and also provide a solid foundation for allowing the Gemcutting profession to grow in future updates.


So what’s been done?

Now we get to the details. This article hopefully covers the changes relatively comprehensively so that you get a good overview of the changes and what they mean for tradeskills and using gems. So let’s start by taking a look at the gems themselves and how they are changed.


Gem Colors

With the Gem Revamp, the number of Gem Colors has been reduced from 8 to 6. Additionally, we have removed the concept of Flawless uncut gems. All uncut gems introduced with the Gem Revamp will be of the same quality level, and will remain world-drops. Higher quality levels of uncut gems will be reserved for future updates to denote new uncut gem drop types. Some examples might be: dungeon, raid, bosses, PvP, etc.

Thus, the total number of uncut gems in Conan has been reduced from 96 to 36.


Alchemical Transformation and Gem Families

Every gem has been given a Gem Family. There are 6 Gem Families, with one gem of a different color assigned to each tier. Every gem within a tier has a unique color and unique family at that tier.

Transformation Recipes will be introduced with the Gem Revamp that will enable alchemists to transform uncut gems across colors and tiers. For example, a higher level uncut gem may be transformed to multiple lower level uncut gems within its Gem Family. This is to allow higher level players a method to obtain uncut gems at lower tiers (should they choose) without having to farm humanoids at that lower tier.

Gem families have no bearing on the actual cutting or socketing of gems, and solely exist for the purpose of converting different uncut gems within a group.

Why Alchemists? One over-arching goal of tradeskill improvements has been to provide synergies between any two crafting professions a player may choose. This is so any combination of crafting professions a player pursues has some added convenience when taken together. With this in mind, we felt that alchemists were the best profession for the transformation recipes. Keep in mind that any alchemist will be able to obtain these recipes, but there's just more convenience if the player also happens to be a gem cutter. Since each gem family contains 6 different colors, Alchemical Transformation will help to stabilize the uncut gem market if there's a greater demand for some colors over others.


Pre-Patch Uncut and Flawless Gems

When a player logs in after the Gem Revamp hits the live servers, the total number of uncut gems in his/her inventory will be greater than or equal to the number (plus flawless) prior to the Gem Revamp.

An uncut gem of tier X will remain an uncut gem of tier X. The color will be different if that color was removed. The name will also likely change to accommodate its new gem family, as we wanted the gem transformations to make some sort of fictional sense within the Conan universe. Flawless uncut gems will be converted at a favorable ratio, so one pre-revamp Flawless gem will yield more than one post-revamp uncut gem of the appropriate tier and color. We decided on a ratio of 1 flawless gem yielding 3 uncut gems.

Cut Gems
The following concepts have been removed from cut gems: stacking lines, gem size, and the random element. The number of cut gems has been reduced from around 1380 to under 100 (It's currently 70, but this may change slightly). Additionally, cut gems will now stack.


Socket Colors

Socket colors are how we enforce “soft” stacking rules in the Gem Revamp. Every gem socket has a color, which matches one of the 6 gem colors. A gem of color X may only be added to a socket of color X. The color of a socket and gem is clearly indicated in the tool-tip. Any crafted item type may have gem sockets of any color. But players should never see a crafted item with multiple sockets of the same color, and this creates a conceptual “soft” stacking line.

For the cut gems, each color loosely follows a theme, and related mods tend to be in the same color. So for some material types/weapon types, sockets of certain colors tend to make more sense than others, and this is represented in the distribution of socket colors to those types.

The goal is to create meaningful choices for players within each color line. Examples of some meaningful choices are: DPS v damage mitigation, burst DPS v sustained DPS, generic damage v specific damage, magic damage mitigation v physical damage mitigation, hit rate v critical rate, & etc.

Many of these choices exist within the same color line, but some choices may be more relevant to certain specs and certain classes than others. Generally speaking, for hybrid classes or specs, since more mods are useful this also means more of the choices have meaning. However, great care has been taken to ensure that for all major specs of a given class at least one meaningful choice existed in the color lines favored by the material type/weapon type used by that class.

Most classes should find useful gems in most colors lines, but each class has at least two colors that are absolutely relevant, and provide a range of options. Some classes/specs have more. Therefore players should always have a viable choice for what to socket, and this opens up a new degree of customization possible with the gem system.


Scaling Mechanic

In order to avoid unnecessary duplication of gem effects, a scaling mechanic was invented. This allows us to have a single gem scale its value depending on the tier of the gear it's being socketed into.

As an example, the strength gem is the Tier 5 cut black gem. This is the only strength gem. When socketed into Tier 5 gear, its value is fixed at 10 strength. When the same cut gem is socketed into Tier 10 gear, its value is fixed at 20 strength. Thus, the cut gem scales with the gear.

Gems only scale up. A Tier 6 gem may be socketed into Tier 6 up to Tier 10 gear, but never into Tier 5 gear. The tool-tip of a cut gem displays its value at all valid tiers. In the maximum case (a Tier 5 gem) the tool-tip has entries for 6 tiers. At Tier 10, there is one entry in the tool-tip.

The “sexiness” of gems within a color line generally increases with the Tier. In many cases this translates to how specific the mod is, especially when many mods contribute to the same underlying stat. For example, specific weapon damage types are offered at higher tiers than generic weapon damage types. Which, in turn, are offered at higher tiers than base attributes that ultimately trickle down into physical DPS. In a general sense, what's increasing with tier is the ability to min/max (and to many players, this is what a “sexy item” often means).

An important point to note is that Tier 5 gems will still be useful at Tier 10. For Tier 5 gear, there is one option for a given color socket – that color's gem at Tier 5. At Tier 10, all tiers within that color provide gems of varying utility to the player. The usefulness of the Tier 5 gem is greatly diluted, but sometimes players will want to forgo all the fancy options and just socket the more generic gem, depending on what they are trying to achieve with their crafted gear.

This ties into Alchemical Transformation, as higher level players deliberately seeking the lower level gem need not farm lower level mobs to obtain its uncut version.


Other Mechanics

Some gems will be marked in the tool-tip as “Armor Only” or “Weapon Only.” Such gems will generally be seen at Tier 9 and Tier 10. Reactive and Active procs are a good example of gems that require this sort of mechanic for us to allow them in game.


Cut Gem Power Tiers

Gem recipes learned from the trainer will yield gems of power-tier green (not to be confused with the gem color green). A handful of recipes will drop from encounters. These will yield gems of power-tier blue. The blue gems are not necessarily better than green gems in terms of pure numeric values, but they will provide more choices, especially in cases where we want to offer mods outside of their normal color association. These gems exist to increase the usefulness of crafted gear to more classes and builds that can equip the item, when that item has a color slot which otherwise doesn't offer a clear choice given the spec of the character.


Changes with Existing Gear

With the revamp, existing socketed gems should be left mostly as they are. This should be true even if the gem would otherwise be invalid given the socket color (as all existing gear will be given colored sockets). However, the new gems are definitively better, so players will naturally cycle out the old gems using the gem solvent introduced with Patch 4.

In cases with progression items, which formerly had 3 gem slots, we have reduced the gem slots to 1 and given the armor normal innate mods. Players wanting to socket one of the new gems will have to delete the 3 existing gems down to 0. However, the new gems are balanced around a greatly reduced number of slots, and this is reflected in their power. For any cases that crop up where 3 old gems are better than 1 new gem, you may find the old gems reduced a little in power so they do not surpass the power of the new gems.

Base items will continue to have no gem slots, and thus are unaffected by the gem revamp. City & Crafted Culture/Regional items will retain the same number of gem slots. In general, all crafted items will greatly benefit from the re-itemization project which is being released along-side the revamp.


Leftover Cut Gems

Players will be compensated for leftover cut gems from before the revamp, as they would obviously not be able to socket these gems given all the changes to the system. These gems will be converted over to their uncut versions, with power-tier blue cut gems converted in the same 1-to-3 ratio as the flawless uncut gems.

Gemcutter Progression Quest
The gemcutter progression quests will need to be updated to reflect the new gems. Many gem recipes will be removed from the game, and what's left will be modified to fit the revamp. Players with a gem cutting quest in an incomplete state when the Revamp goes Live will have to re-acquire the quest. We will try to make this as painless as possible for players in the middle of a gemcutter profession tier, but that simply won't be achievable for all scenarios given the scope of the revamp.
2-Modif "général":

Citation :
System Changes

General Itemization Changes
In general, items will now have more of an increased effect on core combat statistics than before. Hit points, stamina, mana, damage, and other mechanics will be more heavily influenced by your gear – and the scale of the numbers has increased. You will no longer see items that give a fractional percentage. With the new rating system described below, you should only see whole numbers on these statistics as well as your attributes.

We have opened up for more statistics to be available to more inventory slots. Where strength, for example, previously only was available to six slots, it will now be available on all your equipment slots. This has given us the opportunity to make a much greater variation in equipment.

The DPS stat on weapons will now have a more significant impact than before and will vary more with the power level of the item. As pure casters do not need this stat, spell damage statistics found on gear has been made high enough to match the weapon DPS stat.

As such, all the gear in Hyboria has changed one way or the other. With the removal of several stats from items, such as invulnerability ratings, defense rating and the physical bonus damage statistics (piercing, crushing, slashing, poison), we have converted the items to be more meaningful to the player with our new and enhanced set of item statistics. Inevitably, some items will have slightly changed personality – going from a class agnostic setup to a more class specific setup.

Out of combat regeneration statistics have also been removed from items, but these are replaced by new trickle-down effects from attributes.


Attribute Trickle-downs
Below is the complete list of how different attributes trickle into other statistics.

1 Strength
* Increases Combat rating when using melee weapons (except daggers) by 3
* Increases Armor by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases Stamina by 2
* Increases OOC health regeneration by 0.15

1 Intelligence
* Increases Spell damage by 0.6 for spells with Intelligence attribute (mage spells)
* Increases Mana points by 3
* Increases Natural Mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC Mana regeneration by 0.38
* Increases Protection from Electrical/Fire/Cold magic by 0.5

1 Constitution
* Increases Health points by a number depending on class
- Soldiers get 8
- Ranger, HoX and Assassin get 6
- Other classes get 5
* Increases Stamina points by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases OOC health regeneration by 0.15

1 Dexterity
* Increases Evade rating by 0.5
* Increases Stamina points by 2
* Increases Combat rating with ranged weapons and daggers by 3
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15

1 Wisdom
* Increases Spell damage by 0.6 for spells with Wisdom attribute (priest spells)
* Increases Mana points by 3
* Increases Natural mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC mana regeneration by 0.38
* Increases Protection from Holy/Unholy magic by 0.5


Armor and Protection Mitigation
There is a new mitigation system for both physical and magical attacks. Your items (and some spells) will now give you armor, which will mitigate damage from all physical damage types (slashing, piercing, crushing, and poison damage). You can also get items and buffs that give you protection, which will mitigate damage from all spiritual and elemental damage types (holy, unholy, fire, cold, electrical).

There are some abilities and spells that still give you invulnerability amounts, but that will no longer exist on any items (all items have been converted to use armor or protections). The effect from any invulnerability bonus (for example Defensive Stance) is applied after the damage mitigation from armor or protection is applied.

In PvP, there is a special case for your mitigation value. The defender uses their level to determine their mitigation, rather than the attacker’s level. This means that if you are exceptionally geared but attacked by a player of higher level, you keep your own mitigation and don’t suffer a penalty.


Hit Table
Conan has moved to a single roll system to determine the outcome of an attack. Previously, when making an attack, you had separate rolls to determine whether you missed, whether the target evaded, and finally whether you performed a critical hit. Your hit rating is used to overcome the miss and evade chance outcomes.

Spell attacks suffered from the same problem, with individual rolls for innate resistance, immunity, and critical hits. There is now just a single roll for spell attacks as well. Your hit rating is used to overcome the immunity outcome. Innate resistance (which some classes get through feats or spells, such as the Barbarian’s Insanity feat) is not overcome with hit rating.

Glancing Hits and Overwhelming Hits
Two new combat outcomes have been added for physical attacks. A glancing hit means you hit the target, but inflict reduced damage. You can overcome the glancing hit chance with high enough hit rating. Overwhelming hits occur only when you are being attacked by four or more non-minion monsters at the same time, and will cause increased damage. The more monsters that are attacking you at once, the higher the chance of suffering overwhelming hits.


Rating Stats
You will now see a number of new stats appear in the game, in the form of ratings. Some of these increase stats that you have seen before as percentages, while others are for all-new stats. Some of these ratings, like Immunity, will be introduced with this update, but heavier itemization around it will happen in later updates.

Rating stats will scale with level, meaning that if you do not improve your equipment the effect of the stat will go down as you level.

Converted ratings:
* Combat Rating – giving you increased damage with melee and ranged attacks
* Evade Rating – giving you the chance to evade melee and ranged attacks
* Immunity Rating – giving you the chance to fully resist magical attacks
* Hate Increase Rating – giving you increased threat generation
* Hate Decrease Rating – giving you reduced threat generation
* Fatality Rating – giving you increased chance to perform fatalities
* Offhand Rating – giving you increased chance to do offhand attacks

New ratings:
* Hit Rating – giving you increased chance to hit a target
* Critical Rating – giving you the chance to critically hit.
* Critical hits will now give you 50% extra damage
* Critical Damage Rating – increasing the damage of your critical hits


PvP Stats
Several stats will also have a PvP specific version that will exist on PvP gear. The effects of these stats will include the normal stat. For example, if you have 20 in evade rating and 20 in PvP evade rating, your effective PvP evade chance will be calculated from having a 40 evade rating.

PvP Stats:
* PvP Evade Rating – giving you the chance to evade melee and ranged attacks
* PvP Hit Rating – giving you increased chance to hit a target
* PvP Immunity Rating – giving you the chance to fully resist magical attacks
* PvP Armor – increasing your mitigation versus physical damage
* PvP Protection – increasing your mitigation versus magical damage


Pets Getting Gear Bonuses
The power of pets will now scale with your gear. Damage increases based on your highest magical damage bonus. Pets will fully inherit their owner’s hit rating and will inherit half of their owner’s critical rating. In addition, they gain one quarter of their owner’s protections. This will allow the reanimation necromancers, in particular, to scale correctly with their gear, although this affects all summoned pets and is not specific to the necromancer.


Heroic System Changes
We are removing the system with using heroic rating proficiencies on equipment. We are introducing a system with a similar effect, but we are instead checking against more natural statistics. The new system will only apply to raids.

For a tank being hit by a raid monster, there is a threshold value for armor being checked. If the tank meets or exceeds this value no damage adjustments are done except the normal ones. If the tank does not meet the armor threshold value the damage dealt to him is increased based on the amount of deficiency. This penalty comes in addition to the reduced amount of mitigation caused by having less armor. The value checked does not include contributions from temporary buffs, only from feats and items.

Such checks are also in place for combat rating, spell damage and protection. There is also a special case in which meeting your armor threshold also makes you automatically meet your combat rating threshold, but of course it still does not actually increase your combat rating. The actual threshold values will vary between classes.
3-les classes:

Citation :
Class changes

This article is intended to lift the veil on the core class changes that will go Live with the next major game update. As always, these changes are subject to change throughout the test server development cycle, but hopefully this article will give you an overview of some of the changes, tweaks, and additions to each of the different classes. Please bear in mind that these changes come in relation to the new core system changes, so please be sure to read the Core Systems Changes article first <<insert link here>>.

Please note, this article does not list all of the changes to each class (those can be read in the preliminary update notes). Many of the feats and abilities have been altered to use the new core systems.

So, all that having been said, let’s take a peek to see how your favorite class will be changed!


Soldiers

The headline change here is that all soldiers in Hyboria will be able to use plate armor! This means that in the future as new content comes in, heavy armor will have DPS oriented statistics and plate armor will have more defensive statistics, offering soldiers a choice as to their preferred armor set-ups.

* New ability: Irritate. Irritate is a low cooldown ability which temporarily adds threat to your current target.


Guardian
* Cry of Havoc – A new low cooldown AoE threat ability to pick up groups of mobs and salvage your team from annihilation. It also deals damage to the affected monsters.
* Combat Mastery – A new purely beneficial Stratagem which increases the Guardian’s damage.
* Relentless – A passive buff to increase your resistance to stun and fear effects.


Conqueror
As the leaders of the battlefields, Conquerors will also be given more effects to strengthen their allies in combat:

* Berserk Inspiration – Normal attacks will stack up your Furious Inspiration.
* Ruthless Assault – When the conqueror performs a critical strike, subsequent attacks will have a higher chance to crit.
* Retaliation – A new medium cooldown AoE threat ability to pick up groups of mobs and bring order to chaos. This ability also places a short duration damage shield on the Conqueror.


Dark Templar
The defensive capabilities of Dark Templars will be improved with new threat abilities and buffs that increase the health of the Dark Templar, while increasing his damage. The majority of the Dark Templar’s base covenants have also increased in power:

* Seal of Chaos – A new medium cooldown AoE threat ability which also gives the Dark Templar a short duration increase to healing received.
* Dark Hand – A new instant cast lifetap spell.
* Soul Barrier – Feat changed from spell to ability. You no longer have to keep recasting this buff to have it running.



Priests
Casting times on all health buffs have been reduced to 1.5 seconds.

Priest of Mitra
Priests of Mitra are getting abilities to debuff spell protection abilities and will get increased healing power:

* Divine Halo – A new feat which makes your holy nukes build up Divine Blessings on yourself. When this reaches 5, you gain the Divine Halo effect, which will periodically heal the lowest health friendly target close to you. Each heal performed will remove one Divine Blessing from the stack. When the stack reaches zero, the pulsing heal will stop.
* Avert thine Eyes and Imperil will now give significant holy and unholy invulnerability debuffs on the target. Avert thine Eyes will still increase the miss chance on the target.


Tempest of Set
The Tempests of Set’s spells have been adjusted to better balance the rate and relative amount of their damage output. It has been shifted to force players to have to better time their spells and choose when to use certain spells. In line with these changes, several of their spells have received a faster casting time.

* Lightning Strike is going from a 3 second cast to a 2.5 second cast.
* Call Lighting has been changed to a 1.5 second cast targeted AoE spell. The Thunderhead buff is maintained, and – in addition – any cyclones nearby will receive a buff to their damage.
* Damnation and Glorification of Set have been made instant cast and will grant powerful buffs to magical protection. They are put on a shared cooldown to make them tactical spells that the Tempest will actively use in combat.


Bear Shaman
As a melee and healer hybrid, Bear Shamans will receive increased survivability versus both physical and magical damage. Some of the more important changes are:

* Their Feral totems offensive effect has been strengthened while the defensive effect from the totem has been removed.
* A new totem - Miasma - replaces the Vemon totem, increasing stamina regeneration and placing a DoT on several targets around the target. The DoT stacks up to three times and will also drain stamina.
* Improved Grizzled Hide will be replaced by Improved Scarred Hide, which will give you a chance to get extra armor if you are victim of a critical hit. The chance increases with each number of feat points allocated, and maxes out at 100% with three feat points.
* Spirit of the Bear will now also provide a team health buff.



Rogues
Rogue-like abilities have been strengthened and longevity in combat has been increased.

* The old Concealment feat has been merged into Swift Shadows, which now both increases speed while in stealth and increases your hiding skill.
* Lethalty – A new feat replacing Concealment, which increases base weapon damage. More ranks will improve the effect.
* Excellent Balance will grant stamina when knocked back in addition to the existing effect. Quick Recovery will now provide an increase to stamina regeneration. These feats have also swapped places in the feat tree.


Assassin
The assassin will have more debuffs available to lower a target's physical damage mitigation, effectively increasing damage dealt by the Assassin and his companions through-out the fight.

* Lunge has been improved to be a 10 second buff increasing the damage of all the Assassins attacks.
* Grim Corruption will lower the target’s physical mitigation. The type of damage with reduced mitigation will depend on the Assassins stances.
* Seeds of Corruption will now give attacks a chance to build a stack of debuffs on the target. When Grim Corruption is used, damage is inflicted on the target and the stack of seeds is removed.


Barbarian
The barbarian has further evolved as a master of chaotic fighting through receiving a new powerful AoE combo. They will also get a new charge ability at their disposal.

* Blitz – New charge ability with medium cooldown replacing the Hand Weapon Expert feat. Barbarians can spend feat points to increase the amount of damage dealt when charging.
* Devastation – Feat which replaces Great Weapons Master. Every time the barbarian attacks without getting a critical hit there is a chance to increase the critical hit chance. More feat points spent will increase the chance of this happening.
* Savage Rage has been turned into a passive buff which increases damage after performing a critical hit.
* Whirlwind – New area combo which hits all the enemies around the barbarian.


Ranger
The ranger has received some new tactical abilities to add to their toolset.

* Terror Totem – New ability that gives the ranger a totem to place which will fear minions and the weakest Necromancer pets.
* Splintering Puncture’s damage has been significantly increased, at the expense of the radius, which has been reduced. The duration of the debuff has been increased and will be consumed when the target is hit by Bleeding Puncture.



Mages
The most significant change here is that pets will now scale in power with the caster, inheriting a portion of their damage, critical hit, and magical protection bonuses.

The Archmage feat will change to increase amount of mana gained from mana potions. Additional feat points in this feat will increase the effect. School specific buffs have been removed and mages are no longer restricted to one school.


Herald of Xotli
Visually, players of the Herald are in for a treat as Avatar of Xotli has a new and even more frightful look!

* Arcane Abatement has been made instant, and grants a powerful buff to cold damage protection. This is a short duration tactical buff intended for active use in combat.
* Lingering Hell - The debuff has been removed from this feat, and it now increases the duration of the Hellstep AoE. Touch of Hell will now decrease the cooldown on Hellstep.
* Fiery Enervation has been merged into Inferno Curse. It applies debuffs to magical protection and damage.


Demonologist
* Chaotic Blast is now a ground targeted AoE spell. It applies an invulnerability debuff and does fire damage by default. If you have Cursed by the Heavens running, the damage will be electrical.
* Mystic Suppression has been made an instant cast powerful unholy protection buff with a short duration, making it tactical buff to use in combat.
* Shock and Shockstrike will build up Empowered Shock Lance stacks on the caster, increasing the critical hit chance and lowering the casting time of Shock Lance.
* Shock Lance – New spell replacing the old Demonic Wrack feat. Shock Lance will consume Empowered Shock Lance stacks and deal column damage. For each Shock Lance cast, the mana cost of the next will be increased.


Necromancer
The bigger change for the necromancer is how their pets will improve in strength as the Necromancer improves their stats, but we’ve also modified several of their abilities due to the changes to invulnerability ratings in this update.

* Spell rotation has changed, Flesh to Worms is now a long-duration DoT, and the cooldown has been removed from Ice Strike.
* Chill has changed to consume Pestilential Blast to inflict damage.
* Wither Soul has been converted to Withered Soul which gives you an instant cast Ice Strike when you get a critical hit.
Pestilential Blast has had its duration increased to 15 seconds.
il y a également tout une autre série mais ça ne servirais pas à grand chose à part prendre de la place.
Preview de la 1.05.3, spé nerfs de certaines classes suite à la 1.05 :
Citation :
GENERAL
* L'utilisation des voies d'Asura déclenche désormais le cooldown sur les voies des compagnons, comme c'était prévu.
* Tarantia La Vieille : Lisi Rat-friend a ouvert une petite échoppe dans Tarantia où elle vend des petites choses qu'elle a collecté à toute personne désireuse de posséder un animal de compagnie. On y trouve tout: de la petite souris des champs à l'énorme rat des villes bien gras.
* Création de personnage: Lorsqu'on change le sexe ou la nation, une classe est désormais sélectionnée au hasard (parmi les classes possibles pour cette culture).
* Passe d'Ymir: Il était impossible de grimper sur certaines échelles présentes sur des tours. C'est désormais corrigé.
* Correction d'un bug qui empêchait les quetes suivantes d'êtres complétées correctement: The Calm Before the Storm (Ymir), To Send a Message (Eiglo), and Enslaved and Abused (Fleuve du To).
* Fiare tourner la souris pour faire pivoter votre personnage alors qu'il est rooté ne fera pivoter que la caméra.
* La fonction de faire face à la cible automatiquement est désactivée lorsqu'on est rooté.



COMBAT
* La cible doit être en face de vous à la fin du lancement d'un sort si ce sort nécessite un cible.
* Modification des transitions entre les attaques directionnelles pour les armes à 2 mains contondantes et tranchantes.
* Augmentation des dégats de toutes les combos à DoT. Ces combos partagent désormais le même cooldown: Conqueror: Bloodbath - Assassin: Slow Death Strike - Ranger: Flesh Ripper and Bleeding Puncture - Barbarian: Jagged Cut - Bear Shaman: Internal Bleed - Herald of Xotli: Burn to Death
* Réduction légère des dégats des pets de démo et nécro.
* Les personnages ne devraient plus pouvoir pivoter sur eux mêmes pendant un tissage de sorts. ( ca c'est cool et normal, il serrait bon aussi de nous détisser quand on est fear )
* Votre cible principale prendra désormais toujours 100% des des dégats de vos attaques en mêlée lorsue vous touchez plusieurs cibles. Auparavant, cette valeur était de 75%. Cela s'applique au PvE comme au PVP.



CLASSES
ASSASSIN
* Durée accrue des effets de Toxic Venom & Dread Venom (Slow Death Strike combo).
* Réduction à 10s du cooldown de Slow Death Strikes.
* Augmentation du rythme de proc de Lotus Weapons à 100% et augmentation de l'effet de DoT.
* Ajout d'un tick initial sur chaque ajout de Lotus Weapons.
* Augmentation du bonus de chance de coup de l'arme secondaire offet par Assassination.
* Les seulis de santé d'Assassination & Swift Ending modifiés à 75/65/55/45/35% à la place de 50/40/30/20/10%.
* Les points investis dans Flurry of Blows augmentent désormais la durée de 0.5s par point au delà du premier.
* Suppression du délai de cast de Curse of the Lotus. ce skill devrait se lancer instantanément.


BARBARE
* Durée accrue pour le DoT de Jagged Cut (6 secondes).
* Réduction du cooldown de Jagged Cut à 10 secondes.


Chaman Ours
* Durée du DoT de Internal Bleed portée à 6 secondes.


CONQUERANT
* Durée du DoT de Bloodbath portée à 6 secondes.


DEMONOLOGUE
* Réduction des dégats de base de tous les sorts.
* Shock Lance consomme désormais 4 stacks d'Empowered Shock Lance (au lieu de 2).


GUARDIEN
* Overreach n'entraine plus de réduction du DPS.
* Brutal Overreach changé en 'Brutal Blows' qui augmente la chance de coup critique de Dulling Blow, en plus de sa fonction actuelle.
* Swift Overreach changé en 'Prowess' qui donne un bonus de DPS à Overreach & Dulling Blow au lieu de réduire la durée de pénalité d'Overreach.


HERAULT DE XOTLI
*Durée du DoT de Burn to Death portée à 6 secondes.


NECROMANCER
* Correction d'un bug qui appliquait le bonusde Despoil the Soul auux pets.
* Réduction des dégats de base de tous les sorts.
* L'effet de drain des pets Blighted Ones a été rééquilibré pour être plus en ligne avec les autres skills qui drainent du mana.


PRETRE DE MITRA
* Immortal Spirit changé en 'Immortal Wrath.' Nouveau sort qui réduit le temps de cast et le cout en mana de Smite & Mitra's Searing Eye. Rebuke et Cleansing Fire deviennent instantannés et coutent aussi moins de mana. Cet effet dure 15s et a un cooldown de 2 minutes.
* Changements multiples dans l'arbre de compétences Vengence pour augmenter Mitra's Searing Eye et lui donner plus d'importance dans les enchainements de dps du prêtre spé vengenc.:
* DPS de Mitra's Searing Eye accru, & portée accrue à 20m
* Empowered Hand of Mitra donne désormais en plus un bonus de 2/5m à la portée de Mitra's Searing Eye
* Holy Accession réduit désormais le cout en mana de Mitra's Searing Eye
* Le sort Immortal Wrath and Spell - Manifestation of Mitra augmente désormais aussi passivement le dps de Mitra's Searing Eye
* Les rangs 2 et 3 de Sacred Fire donnent 1s de plus chaque au DoT
* La portée du cone de Cleansing Fire a été augmenté de 6 à 12m
* Quand vous avez le feat Arch-Guardian et que vous lancez Mitra's Searing Eye sur une cible affectée par le DoT de Sacred Fire, vous avez 33/66/100% (selon le nombre de points dans Sacred Fire) de chances de déclencher l'effet Sacred Guardian. Cela rend votre prochain Smite instantanné et gratuit en mana, mais moins puissant en dps et sans possiblité de faire un critique.


FLEAU DE SET
* Réduction des dégats de base de tous les sorts.
* Les dégats de Resonance peuvent désormais être délenchés par Vital Shock, Lightning Sparks (une fois par incantation) et Cyclones of Set.
Question
Serveur test mode d'emploi ?
Bonjour à vous, (un p'tit bonjour de temps en temps )

J'aimerais connaître quelle est exactement la procédure à suivre pour joindre le serveur test.

J'ai copié mon personnage principal sur le serveur test (effectif 30 min après le transfert), celui-ci devrait apparaître quelque part affiché au lvl 1 avant de rentrer dans le serveur.

Comment trouver ce personnage car celui ne semble pas apparaître dans la liste de personnage ?

Merci de votre aide

Edit : Mince... Je viens de voir à l'instant qu'une section concernant le serveur test existe déjà à un autre endroit, serait-il possible de déplacer ce message, s'il vous plaît ? Merci.
Citation :
Publié par Maëg
J'aimerais connaître quelle est exactement la procédure à suivre pour joindre le serveur test.
Ben pourtant c'est assez simple, tout est indiqué sur : http://forums-eu.ageofconan.com/showthread.php?t=61781

En gros, tu utilise le Duplicator pour créer un nouveau répertoire "AoC-Test", à ne pas mélanger avec l'ancien, bien entendu.
Une fois que c'est fais, tu lance le patcher, pour avoir la dernière version d'AoC "TL".

Pendant ce temps, tu peux demander la duplication de ton perso Live, vers TestLive. Ca prends officiellement 30minutes (pour l'avoir fait une bonne 20aine de fois, c'est plutôt de l'ordre de 5/10mins mais je suis ptêtre très chanceux).
Pendant la duplication, comme indiqué, tu ne te logues pas, tu ne lances rien, tu attends.

Une fois que ton client AoC "Test" est à jour et que ton perso est censé être dupliqué, tu te logues, comme tu le ferais sur le serveur classique. Il arrive parfois que ton perso fraîchement copié apparaisse comme un "Commoner Level 1" dans la liste, mais une fois logué, tout devrait se remettre au carré.
Citation :
Publié par Neamas
As tu dupliqué le jeux?

non, en fait j'ai vu cette section qu'après avoir écrit ce message.

Je pensais bêtement pouvoir aller sur le serveur test sans avoir à réinstaller 30 à 40 giga supplémentaires, mon disque dur étant de plus en plus restreint . Navré de ma sottise et merci pour vos réponses (Neamas et SCP)

Edit : à propos de duplicator, l'installation et la mise à jour d'AOC étant relativement longue, y aurait-il moyen d'utiliser un tel procédé pour réinstaller ou copier AOC sur un nouveau disque dur ? (par exemple SSD en prévision d'améliorer les performances).
Non je ne crois pas qu'il existe ce genre d'outils pour le jeux en lui même, mais un simple copié-collé des fichiers reste toujours possible.

Certes l'installation du jeux est longue mais ne dure jamais plus d'une nuit
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