Une version illustré des changements...
Ryzom.com (Actualisé)
Pourquoi le .com est t'il toujours actualiser avant le .fr et le .de ?
On se le demande...
Les temps changent, il était temps ! *sourit*
[Patch 1] Impressions, tests et autres : fusion des posts !
Re: Patch 1, 03 Novembre
Karouko di Famoso Champion Karavan EncyclopAtys
Que les apparences soient belles car on ne juge que par elles...
- Mecredi 30 Novembre -
Que les apparences soient belles car on ne juge que par elles...
- Mecredi 30 Novembre -
Re: Votre avis general "preview" sur le patch 1?
Aujourd'hui je viens de tester mon permier kitin "balaise" (pour moi) sur l'ATS
En tant que guerrière niveau 65 avec arme 2 mains qualité 70, je me suis faite laminée par un Kipee Coriace
Je lui faisais perdre dans les 350 pv par coup et lui m'en faisait perdre 290 (contre qq dizaines sur le serveur actuel) ^^ Et je me suis faite tuée alors qu'il lui restait entre 10-20% de ses pvs...
Je pense que c'est une très bonne idée car, perso, les Kipees Coriaces ne faisaient pas perdre bcp plus de dommages que des Kipees Modérés voire communs...
En tant que guerrière niveau 65 avec arme 2 mains qualité 70, je me suis faite laminée par un Kipee Coriace
Je lui faisais perdre dans les 350 pv par coup et lui m'en faisait perdre 290 (contre qq dizaines sur le serveur actuel) ^^ Et je me suis faite tuée alors qu'il lui restait entre 10-20% de ses pvs...
Je pense que c'est une très bonne idée car, perso, les Kipees Coriaces ne faisaient pas perdre bcp plus de dommages que des Kipees Modérés voire communs...
Xiombarg, Akenak et Fonctionnaire Impérial, Érudit de la Confrérie du Grand Dragon
Ryzom Core manager - CeB developper
Ryzom Core manager - CeB developper
Re: Patch 1, 03 Novembre
racine20 wrote:Avis aux agents de Nevrax ..... si mon perso perds ses levels ..... je me casse direct
merci
Au revoir?
"La Vie est un cadeau"
Psychée Aquilon Alanowë, la Zoraï Blanche, Fille de Liandra d'Alanowë
Membre des Libres Frontaliers
Sites persos:
www.psychee.org
Artbook Psychee
Artbook Ryzom comic project
Psychée Aquilon Alanowë, la Zoraï Blanche, Fille de Liandra d'Alanowë
Membre des Libres Frontaliers
Sites persos:
www.psychee.org
Artbook Psychee
Artbook Ryzom comic project
Re: Votre avis general "preview" sur le patch 1?
Ca va devenir sport, ouchkervala wrote:Aujourd'hui je viens de tester mon permier kitin "balaise" (pour moi) sur l'ATS
En tant que guerrière niveau 65 avec arme 2 mains qualité 70, je me suis faite laminée par un Kipee Coriace
Je lui faisais perdre dans les 350 pv par coup et lui m'en faisait perdre 290 (contre qq dizaines sur le serveur actuel) ^^ Et je me suis faite tuée alors qu'il lui restait entre 10-20% de ses pvs...
Je pense que c'est une très bonne idée car, perso, les Kipees Coriaces ne faisaient pas perdre bcp plus de dommages que des Kipees Modérés voire communs...
"La Vie est un cadeau"
Psychée Aquilon Alanowë, la Zoraï Blanche, Fille de Liandra d'Alanowë
Membre des Libres Frontaliers
Sites persos:
www.psychee.org
Artbook Psychee
Artbook Ryzom comic project
Psychée Aquilon Alanowë, la Zoraï Blanche, Fille de Liandra d'Alanowë
Membre des Libres Frontaliers
Sites persos:
www.psychee.org
Artbook Psychee
Artbook Ryzom comic project
Re: Votre avis general "preview" sur le patch 1?
Oui cela vas devenir tres sport meme .. perso je dois passer 3 spots de torbaks 2 de zerks 1 de kipestas 1 de cuts et faire 500 metres en pleine zone agro ou grouillent des masses de mobs pour forer des mp qui servent a faire des armes valable et si maintenant le forage devien plus dur et qu en plus on me rajoute sur la route des mobs encore plus fort et bien je crois que les mps vont se faire rare et que certains vont attendre longtemp leurs armes pour tuer ces super mobs.
Nerfer le forage pour nerfer les crafteurs pour nerfer les guerriers Bravo!
Moi j ai mis 1 pour le patch de nerf je vois meme pas une seule quete d'implémentée.
J espere que au moin les bugs de stakage sur les mectoubs ,de cristaux qui obligent toujours de crafter un item avant des pouvoir les prendre, les bugs des objets qui disparaissent pendant les échanges ceux des de colisions dans l eau et pres de certains mobs celui de la barre de vie stam etc quand on meure et j en passe, la liste n est pas exaustive seront résolu .
Enfin comme je dis pour moi c est un patch nerf rendre la vie bien plus dure afin d empecher les gens d évoluer le temp qu ils instalent voir meme qu ils préparent des quetes.
De plus permetre la cooperation et l encourager c est bien mais empecher les gens de jouer solo si ils en ont envie je ne trouve pas ca fun du tout.
Le vrais rp c est comme dans la vie un jour vous avez envie de voir du monde et le lendemain vous voulez qu on vous fiche la paix voila c est mon avis perso et il n engage que moi .
Malgré que je respecte le travail des persones travaillant a nevrax j aime pas ce patch .
Nerfer le forage pour nerfer les crafteurs pour nerfer les guerriers Bravo!
Moi j ai mis 1 pour le patch de nerf je vois meme pas une seule quete d'implémentée.
J espere que au moin les bugs de stakage sur les mectoubs ,de cristaux qui obligent toujours de crafter un item avant des pouvoir les prendre, les bugs des objets qui disparaissent pendant les échanges ceux des de colisions dans l eau et pres de certains mobs celui de la barre de vie stam etc quand on meure et j en passe, la liste n est pas exaustive seront résolu .
Enfin comme je dis pour moi c est un patch nerf rendre la vie bien plus dure afin d empecher les gens d évoluer le temp qu ils instalent voir meme qu ils préparent des quetes.
De plus permetre la cooperation et l encourager c est bien mais empecher les gens de jouer solo si ils en ont envie je ne trouve pas ca fun du tout.
Le vrais rp c est comme dans la vie un jour vous avez envie de voir du monde et le lendemain vous voulez qu on vous fiche la paix voila c est mon avis perso et il n engage que moi .
Malgré que je respecte le travail des persones travaillant a nevrax j aime pas ce patch .
Re: Votre avis general "preview" sur le patch 1?
je suis tout a fait d'accord avec toi j'aime faire du solo et parfois du groupe mais très dur de trouver un groupe gérable et intéressant alors augmenté la difficulté autant mettre ceux qui vont acheter le jeu niv 100 sinon ils en auront marre au bout de cinq min moi je ne suis que 85 mais déjà les combats sont énervant la plupart du temps car certains même si il frappe pas fort me font perdre bcp de temps et on sait a certains endroit pas faire deux metres sans avoir un combat pfff sans compter que tu fais bien attention ou tu vas tu traverses et hop manque de bol ils apparaissent en groupe par magie autour de toi ça aussi c'est rageant surtout que niveau agressivité ils sont tous vert donc très gentil a quand les doudouces aux torbak?
Re: Votre avis general "preview" sur le patch 1?
Le "RP" n'est PAS un mot magique qui permet de tout faire / dire. Ta dernière phrase ne veut rien dire pour moi telle qu'elle est écrite (même si je comprends l'idée). Le RP, c'est le jeu des joueurs. Ce serait bien de le limiter à ça !
le "rp" est une notion subjective, chacun peut en faire son interpretation propre. pour moi le rp comprends le jeu des personnages mais egalement la gestion et la coherence de tout ce qui les entoure.
je dis que c'est incoherent. une recrudescence de la goo dans l'athmosphere qui triple la puissance des monstres, je ne trouve pas ca specialement coherent, apres, chacun son avis. en tous cas, si comme tu le penses, tout cela s'inscrit dans une logique de long terme, je trouve ca tout simplement "gros".Mais pour pouvoir dire que c'est incohérent (alors que je suppose que tu as lu la note de patch), il faudrait que tu connaisse exactement le monde, ce qui est fait et ce qui est prévu.
Rien ne dit que ce n'étais pas prévu depuis longtemps, et qu'il n'y a pas une raison que l'on découvrira plus tard ...
ce n'est pas d'etre en groupe qui m'empeche de faire du role, le probleme, c'est qu'on ne peut pas trouver des compagnons de chasse rp en permanence, et le besoin de se mettre en groupe sera permanent avec ce patch.Je suis vraiment navré pour toi si justement, être en groupe empêche de faire du rôle ... C'est pourtant pour moi un des moments privilégiés pour cela (même si cela arrive toujours de faire du "hors-jeu"). Ta vision du CC Team est d'ailleurs bien réductive ...
ma vision du cc team est certes reductive, mais pas si eloignée de la verité dans la plupart des cas.
-------------voila pour les reponses--------------
ce que je proposerais si j'avais mon mot a dire (et j'espere l'avoir), c'est que la multiplication de la difficulté ne soit pas appliquées aux regions ou debarquent les refugiés. de cette facon, le besoin de faire des groupes pour evoluer, ou pour voyager, ne se ferais sentir qu'a partir d'un certain niveau, et les debutants pourraient decider eux meme de leur facon de progresser en debut de partie. avoir chassé pendant 1 mois pour me retrouver cloisonné aux alentours des villes, je dois dire que ca me fais un peu defequer...
je comptais sur les add ons pour donner de nouveaux challenge, pas sur un patch (un gingo renfrogné ne represente pas vraiment le genre de challenge que j'attends dans ce jeu).
Re: Votre avis general "preview" sur le patch 1?
Je ne comprend pas les gens qui veulent soloter dans Ryzom. En effet, c'est un mmorpg et dedant y'a Multi players. Si vous voulez jouer seuls, achetez vous un final fantasy ou un jeu du genre, sinon, profiter de l'expérience de jouer avec des personnes réélles. De plus, pour ceux qui ne trouvent pas d'équipes qui leurs plait, ils n'ont qu'à rejoindre une guilde ou en créer une qui a des régles qui leur conviennent. De plus, c'est bien pendant que l'on jou en groupe que l'on peut jouer avec son role play parce que a part tchatcher avec le kipee que vous étes en train de tuer, je ne vois pas quel role play on peux faire en passant sa vie seul. De plus, pour les foreurs, il est vrai qu'il sera plu difficile d'ateindre les zones de forage, mais au moins, vous ne serez plus les seuls a ne pas grouper. Vous serez logé a la même enseigne que les autres, c'est a dire, groupe pour XP.
Et une derniére chose pour Darak, si gagner des level est trop long pour toi au niveau 85, je préfére pas voir ta réactions lorsque tu sera au niveau 249 pour arriver au niveau 250.
Et une derniére chose pour Darak, si gagner des level est trop long pour toi au niveau 85, je préfére pas voir ta réactions lorsque tu sera au niveau 249 pour arriver au niveau 250.
Kalahann
La release note complète du patch 1 ( en anglais )
Trouvé sur le forum US :
Chapter One, Patch One
SPECIAL NOTE
. All stanzas, actions and characters stats have been reset. However, we have given back all the skill points to your characters. This is due to a major balancing in the actions / stanzas costs.
BUG FIXES
[ M i s c e l l a n e o u s ]
. Some raw materials have new icons.
. Some fixes in character creation overview.
. Adjustment in the word wrapping and use of lines when you are writing long sentences.
. Improvement to the targeted name layout system.
. In your mission interface, the title of the mission should not overflow the window anymore.
. Balancing on faction requirements for certain tasks.
. Removed the too far message when you start an extraction and your character starts to move towards it.
. Blinded mobs will behave differently now.
. Balanced the link actions such as: stun, which was not really stunning the mob, as a result mobs should not dodge anymore when stunned.
. When using a zone effect or a double effects action spell, a wearing effect happen once on item / armor / focus. However, if you fight with 2 weapons it will have a wearing effect your armor twice (once per weapon)
. Sap crystal casts didnt play animation.
. Mobs were running far too fast when using an alternative path in a fight, that is when they were blocked the first time when going to enemy.
. Various fixes in player apartment / guild inventory:
. Display of max bulk from player apartment.
. Fix on bulk update when swapping partial stacks (only 1 item was taken into account).
. Fix on display of max bulk from guild inventory.
. Fix on guild inventory bulk.
. Inventory window now shut down when quitting guild house or player apartment.
. Fix on max bulk for player apartment.
. Only some Raw Materials can be sold by NPCs now and not all of them.
. You can now crystalize a spell even if you target yourself.
. Fixed the bug when 2 players had the same missions and were in the same group, only the group leader was validation his mission steps.
. When you open a mission window with an NPC, you can no longer use the hand on your handbar.
. You can now free dead mektoub packers.
. Fixed the command for mektoub packers to follow his owner.
WHAT'S NEW
[ G e n e r a l ]
. You can now use the tab key at the login screen to swap between login
and password !
. Magic amplifiers are now gauntlets, no more batons.
. Added some filters when trading with merchants for easier trades.
. Hitting escape will now close most of the in-game windows.
. Mission contextual cursor has priority on trade windows.
. Added some text descriptions when trading.
. The merchant system is now live. It enables you to sell any sellable items, goods as long as they are not worn (they need to be 'new' in order to be sellable by the merchant) . You need to go see a merchant, the merchant will then take your item for a minimum price and you can then define your own selling price. Your selling price is the price displayed for other players. If your item is bought by another player, you will then get your selling price minus dappers given to you by the NPC. An item can remain on sale only 7 days.
[ G a m e p l a y c h a n g e s & i m p r o v m e n t ]
. Wear has been reviewed after taking into consideration fast weapons users. As a result, it is now proportional to the damage factor of the weapon and/or the ammunition. So, if your weapon has a damage factor twice bigger, it will wear twice as much per hit (but its damage rate is two times bigger at equivalent speed).
. Quitting the game or teleporting are now considered as gameplay actions and thus can be interrupted when moving or being hit. If you leave the game in a non normal way, your character will stay a bit in game and could be hit or killed.
. Adjustment of guild inventory capacity.
. Lots of balancing on spells and resists.
. Multiple spots bricks dont find a random amount of resources anymore between 1 and the figure on the brick, but exactly the figure as stated on the brick.
. Updates of extraction bricks are no more in 50, but on 10. They do cost less now.
. A specialized extraction per material gave a quality higher then that of the stanzas quality. From now on, the extraction specialization per material increases the speed of rise of the quality, reduces the risk from most aggressive brick, while specialization by ecosystem decreases the risk of bricks of quantity and quality the most aggressive. For care plans, the specialization increases depending on the efficiency of the preservation and stability.
. Improvment to the consider system for a better overview of your oponent strength.
[ F o r a g i n g ]
Here is a non exhaustive liste of changes regarding foraging in Chapter 1: 'Changing times' .
***Added
Prospection
- Added new stanzas in order to refine your search of sources to a specific raw material quality. eg: "Find Up To Choice Materials" can now be upgraded with "Find Only Choice Materials"
Foraging
- You can now reduce the explosion damages. In order to do that, you need to activate, before the source explodes the stanzas "Reduce Explosion Damage".
***Changed
Prospection
- Messages about specialized prospection failures are now more specific: hints about wrong saison, wrong time of the day, wrong meteo (instead of the generic "at the moment")
- The delay before not exploited sources vanishe is not function of the player's level anymore but function of the number of sources prospected at once ("Multiple spots" stanza)
- The "Multiple spots" stanza does not reveal a random number of sources between 1 and the indicated number anymore, but the very indicated figure on the stanza.
- Ecosystem oriented prospection activated with a "normal" prospection (without Deposit Tracking), won't boost the number of available sources anymore but the harvested quantity (Rate stanza is then boosted).
- "Prospecting Plan" and "Deposit Tracking" descriptions have been revamped in order to make their subtilities clearer for a better gameplay experience. Reading them is highly recommanded to any harvesters.
Foraging
- Extraction quality stanzas are now upgraded 10 by 10 at the trainer (you will then find 25 aggressives and 25 gentles). The higher the quality, the more important the difference of danger between gentle and aggressive is.
- Extraction time is now function of the quality extraction stanza. The prospection stanza "source time" is now a time bonus. When you just have that time left (the time based on the quality is gone) the time bar becomes red.
- During foraging, quality can now grows faster or slower.
1°) The better the quality is expected, the slower the quality grows .
2°) When the quality expected is 10 below the player's level : higher the difference between the expected quality and the player's level, slower the quality grows. Ex: I have a 200 lvl in Desert speciality and it's my first time in the forest (50 is then my lvl in Forest speciality) I can forage for a quality of 200 with a very slowly growing quality or forage for a quality of 50 growing faster. It is more crucial then ever to take care of the source if a high quality is expected. Furthermore, if you decide to use another stanza regarding the quality during foraging, the quality will change after a while. Note : in order to maximise the use of the available time, you would better carely prepare your actions, keep in mind that your focus does not lasts forever ! Ex: instead of trying to have both high quality and quantity, focus more on one of them.
- Bars shown on top of a source are now all full at start, and show the remaining proportion. For instance the quantity bar half empty shows that the available quantity has been half extracted; you can however still see the exact amount of extracted quantity the same way as before. The remaining time bar gets empty faster if the initial amount of available time is lower.
- The risks bars (life and stability) do not stop anymore when the player end foraging : they still get slowly lower.
- The max distance between the source and the harvester has been decreased. It's now more difficult to get far from a toxic cloud.
- The source mode, which is a hint about the more simulated dangers, is not changed by a new action anymore but by events such as explosion / toxic clouds or if you reach the source max quality. Furthermore, the difficulty is based on the first harvester on the source, so a beginner player being helped by a higher level healer won't see the danger bars lower as quickly as if the harvester was the healer, as it was before.
- Heal stanzas are more efficient than before.
- The raw material specialised extraction won't boost the quality over the quality extraction stanza value anymore, but boosts the growth of the quality (but the quality remains maximised by the extraction stanza's one), decreases the risks implied by the more aggressive speed stanzas (the most powerful). On the other hand the ecosystem specializations decrease the risks implied by the most aggressive (powerfull) quantity and quality stanzas. Regarding the healing actions, specialisations respectively increase preservation and stability.
- Armor penalty is now part of the system regarding focus consumption. The armor is now taken into acount when calculing raw materials sources explosions damages.
- Foraging XP now takes into account the extracted raw material quality.
***bugfix
- Sources can't pop up on statical obstacles (trees), in the middle of the water, nor inside or on buildings.
- Some dependance between stanzas have been fixed.
- The quantity of damages caused by a supreme material source has been modified.
- Sources healers' XP has been revamped (it's now a portion of the foraging XP, and rely on the number of explosion and toxic coulds).
Patch 21
This patch includes a large number of small bug fixes, a handful of user interface improvements, an upgrade to the merchant system and the addition of a new in-game music player. The latter allows music of any sort to be played during the game. It will be extended at a later date for improved integration into the game world.
Merchant system fixes and upgrades:
--------------------------------------
. Added more and better filters for the merchant system.
. Added the possibility to view all of the items that you have put up for sale, including the ones for sale on different continents.
. Added a 'refresh' button in the merchant system.
. Merged the 2 frst tabs in the merchant interface into a single one, creating a single list of items for sale from the merchant for somplicity.
. Added a system for 'releasing' items from the merchants' 'for sale' list.
Foraging
---------
. CHANGED: The danger bars for forage sources now drop at a steadier rate.
. CHANGED: The XP gain for players performing only suring up/ stabilization actions on forage sources is now related to the effectiveness of the players in preventing explosions and other such problems.
. BUGFIX: It is now possible to sell used items to NPC merchants though it is still not possible to add used items into the for sale pool.
. BUGFIXES: Miscelaneous fixes in the trading systems.
Running away from mobs
--------------------------
. The Speed Power is now available from all tainers and not just the fight trainer.
Mobs will now tend to give up on players who they have been pursuing at a more reasonable distance than before.
Fighting
--------
. A new text over the player's head to indicate that there has been an event (such as dodge, parry, critical hit) that they can react to if they have appropriate 'opening' actions.
. There have been bug fixes AI behaviour relating to attacking players at different heights from the mobs and bug fixes in mob obstacle avoidance.
. The ballance of players' and mobs' chances to dodging and parrying eachothers' attacks has been improved.
. A bug relating to the consider icon in the target window has been fixed. It is now shown properly.
Miscelaneous interface improvements
--------------------------------------
. The compass is now updated better when targetting moving NPCs.
. In the action book interface there's now an option to allow one to unfold more than one section of the skill tree at a time.
. The sorting system for items in the inventory has been improved.
. Added a better item description that reflects the statistics of the item including the class of the item (basic, fine, etc) and the primary trait of the item (speed, durability, etc).
Mektoub bug fixes
-------------------
. Mektoubs should no longer vanish until 6 days after they have been killed, even if the player logs out and back in.
. It was not possible to liberate all Mektoubs that were out of range.
Others
-------
. Added a native music player to the game.
. Miscelaneous text problems resolved in english, french and german
Chapter One, Patch One
SPECIAL NOTE
. All stanzas, actions and characters stats have been reset. However, we have given back all the skill points to your characters. This is due to a major balancing in the actions / stanzas costs.
BUG FIXES
[ M i s c e l l a n e o u s ]
. Some raw materials have new icons.
. Some fixes in character creation overview.
. Adjustment in the word wrapping and use of lines when you are writing long sentences.
. Improvement to the targeted name layout system.
. In your mission interface, the title of the mission should not overflow the window anymore.
. Balancing on faction requirements for certain tasks.
. Removed the too far message when you start an extraction and your character starts to move towards it.
. Blinded mobs will behave differently now.
. Balanced the link actions such as: stun, which was not really stunning the mob, as a result mobs should not dodge anymore when stunned.
. When using a zone effect or a double effects action spell, a wearing effect happen once on item / armor / focus. However, if you fight with 2 weapons it will have a wearing effect your armor twice (once per weapon)
. Sap crystal casts didnt play animation.
. Mobs were running far too fast when using an alternative path in a fight, that is when they were blocked the first time when going to enemy.
. Various fixes in player apartment / guild inventory:
. Display of max bulk from player apartment.
. Fix on bulk update when swapping partial stacks (only 1 item was taken into account).
. Fix on display of max bulk from guild inventory.
. Fix on guild inventory bulk.
. Inventory window now shut down when quitting guild house or player apartment.
. Fix on max bulk for player apartment.
. Only some Raw Materials can be sold by NPCs now and not all of them.
. You can now crystalize a spell even if you target yourself.
. Fixed the bug when 2 players had the same missions and were in the same group, only the group leader was validation his mission steps.
. When you open a mission window with an NPC, you can no longer use the hand on your handbar.
. You can now free dead mektoub packers.
. Fixed the command for mektoub packers to follow his owner.
WHAT'S NEW
[ G e n e r a l ]
. You can now use the tab key at the login screen to swap between login
and password !
. Magic amplifiers are now gauntlets, no more batons.
. Added some filters when trading with merchants for easier trades.
. Hitting escape will now close most of the in-game windows.
. Mission contextual cursor has priority on trade windows.
. Added some text descriptions when trading.
. The merchant system is now live. It enables you to sell any sellable items, goods as long as they are not worn (they need to be 'new' in order to be sellable by the merchant) . You need to go see a merchant, the merchant will then take your item for a minimum price and you can then define your own selling price. Your selling price is the price displayed for other players. If your item is bought by another player, you will then get your selling price minus dappers given to you by the NPC. An item can remain on sale only 7 days.
[ G a m e p l a y c h a n g e s & i m p r o v m e n t ]
. Wear has been reviewed after taking into consideration fast weapons users. As a result, it is now proportional to the damage factor of the weapon and/or the ammunition. So, if your weapon has a damage factor twice bigger, it will wear twice as much per hit (but its damage rate is two times bigger at equivalent speed).
. Quitting the game or teleporting are now considered as gameplay actions and thus can be interrupted when moving or being hit. If you leave the game in a non normal way, your character will stay a bit in game and could be hit or killed.
. Adjustment of guild inventory capacity.
. Lots of balancing on spells and resists.
. Multiple spots bricks dont find a random amount of resources anymore between 1 and the figure on the brick, but exactly the figure as stated on the brick.
. Updates of extraction bricks are no more in 50, but on 10. They do cost less now.
. A specialized extraction per material gave a quality higher then that of the stanzas quality. From now on, the extraction specialization per material increases the speed of rise of the quality, reduces the risk from most aggressive brick, while specialization by ecosystem decreases the risk of bricks of quantity and quality the most aggressive. For care plans, the specialization increases depending on the efficiency of the preservation and stability.
. Improvment to the consider system for a better overview of your oponent strength.
[ F o r a g i n g ]
Here is a non exhaustive liste of changes regarding foraging in Chapter 1: 'Changing times' .
***Added
Prospection
- Added new stanzas in order to refine your search of sources to a specific raw material quality. eg: "Find Up To Choice Materials" can now be upgraded with "Find Only Choice Materials"
Foraging
- You can now reduce the explosion damages. In order to do that, you need to activate, before the source explodes the stanzas "Reduce Explosion Damage".
***Changed
Prospection
- Messages about specialized prospection failures are now more specific: hints about wrong saison, wrong time of the day, wrong meteo (instead of the generic "at the moment")
- The delay before not exploited sources vanishe is not function of the player's level anymore but function of the number of sources prospected at once ("Multiple spots" stanza)
- The "Multiple spots" stanza does not reveal a random number of sources between 1 and the indicated number anymore, but the very indicated figure on the stanza.
- Ecosystem oriented prospection activated with a "normal" prospection (without Deposit Tracking), won't boost the number of available sources anymore but the harvested quantity (Rate stanza is then boosted).
- "Prospecting Plan" and "Deposit Tracking" descriptions have been revamped in order to make their subtilities clearer for a better gameplay experience. Reading them is highly recommanded to any harvesters.
Foraging
- Extraction quality stanzas are now upgraded 10 by 10 at the trainer (you will then find 25 aggressives and 25 gentles). The higher the quality, the more important the difference of danger between gentle and aggressive is.
- Extraction time is now function of the quality extraction stanza. The prospection stanza "source time" is now a time bonus. When you just have that time left (the time based on the quality is gone) the time bar becomes red.
- During foraging, quality can now grows faster or slower.
1°) The better the quality is expected, the slower the quality grows .
2°) When the quality expected is 10 below the player's level : higher the difference between the expected quality and the player's level, slower the quality grows. Ex: I have a 200 lvl in Desert speciality and it's my first time in the forest (50 is then my lvl in Forest speciality) I can forage for a quality of 200 with a very slowly growing quality or forage for a quality of 50 growing faster. It is more crucial then ever to take care of the source if a high quality is expected. Furthermore, if you decide to use another stanza regarding the quality during foraging, the quality will change after a while. Note : in order to maximise the use of the available time, you would better carely prepare your actions, keep in mind that your focus does not lasts forever ! Ex: instead of trying to have both high quality and quantity, focus more on one of them.
- Bars shown on top of a source are now all full at start, and show the remaining proportion. For instance the quantity bar half empty shows that the available quantity has been half extracted; you can however still see the exact amount of extracted quantity the same way as before. The remaining time bar gets empty faster if the initial amount of available time is lower.
- The risks bars (life and stability) do not stop anymore when the player end foraging : they still get slowly lower.
- The max distance between the source and the harvester has been decreased. It's now more difficult to get far from a toxic cloud.
- The source mode, which is a hint about the more simulated dangers, is not changed by a new action anymore but by events such as explosion / toxic clouds or if you reach the source max quality. Furthermore, the difficulty is based on the first harvester on the source, so a beginner player being helped by a higher level healer won't see the danger bars lower as quickly as if the harvester was the healer, as it was before.
- Heal stanzas are more efficient than before.
- The raw material specialised extraction won't boost the quality over the quality extraction stanza value anymore, but boosts the growth of the quality (but the quality remains maximised by the extraction stanza's one), decreases the risks implied by the more aggressive speed stanzas (the most powerful). On the other hand the ecosystem specializations decrease the risks implied by the most aggressive (powerfull) quantity and quality stanzas. Regarding the healing actions, specialisations respectively increase preservation and stability.
- Armor penalty is now part of the system regarding focus consumption. The armor is now taken into acount when calculing raw materials sources explosions damages.
- Foraging XP now takes into account the extracted raw material quality.
***bugfix
- Sources can't pop up on statical obstacles (trees), in the middle of the water, nor inside or on buildings.
- Some dependance between stanzas have been fixed.
- The quantity of damages caused by a supreme material source has been modified.
- Sources healers' XP has been revamped (it's now a portion of the foraging XP, and rely on the number of explosion and toxic coulds).
Patch 21
This patch includes a large number of small bug fixes, a handful of user interface improvements, an upgrade to the merchant system and the addition of a new in-game music player. The latter allows music of any sort to be played during the game. It will be extended at a later date for improved integration into the game world.
Merchant system fixes and upgrades:
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. Added more and better filters for the merchant system.
. Added the possibility to view all of the items that you have put up for sale, including the ones for sale on different continents.
. Added a 'refresh' button in the merchant system.
. Merged the 2 frst tabs in the merchant interface into a single one, creating a single list of items for sale from the merchant for somplicity.
. Added a system for 'releasing' items from the merchants' 'for sale' list.
Foraging
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. CHANGED: The danger bars for forage sources now drop at a steadier rate.
. CHANGED: The XP gain for players performing only suring up/ stabilization actions on forage sources is now related to the effectiveness of the players in preventing explosions and other such problems.
. BUGFIX: It is now possible to sell used items to NPC merchants though it is still not possible to add used items into the for sale pool.
. BUGFIXES: Miscelaneous fixes in the trading systems.
Running away from mobs
--------------------------
. The Speed Power is now available from all tainers and not just the fight trainer.
Mobs will now tend to give up on players who they have been pursuing at a more reasonable distance than before.
Fighting
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. A new text over the player's head to indicate that there has been an event (such as dodge, parry, critical hit) that they can react to if they have appropriate 'opening' actions.
. There have been bug fixes AI behaviour relating to attacking players at different heights from the mobs and bug fixes in mob obstacle avoidance.
. The ballance of players' and mobs' chances to dodging and parrying eachothers' attacks has been improved.
. A bug relating to the consider icon in the target window has been fixed. It is now shown properly.
Miscelaneous interface improvements
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. The compass is now updated better when targetting moving NPCs.
. In the action book interface there's now an option to allow one to unfold more than one section of the skill tree at a time.
. The sorting system for items in the inventory has been improved.
. Added a better item description that reflects the statistics of the item including the class of the item (basic, fine, etc) and the primary trait of the item (speed, durability, etc).
Mektoub bug fixes
-------------------
. Mektoubs should no longer vanish until 6 days after they have been killed, even if the player logs out and back in.
. It was not possible to liberate all Mektoubs that were out of range.
Others
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. Added a native music player to the game.
. Miscelaneous text problems resolved in english, french and german
Sur le patch 1, LA question
bon voila, vous allez dire "c koi ce reloud qui viens encore poser des questions avec autant d'interets, qu'un steak aux yeux d'une poule", ne le cachez pas j'en suis sur mais bon je pose quand meme on ne se refait pas...
voila lors du patch 1 g cru comprendre que tout le monde allez avoir a redistribuer c points d'xp, c une aberration ce truc
sur kel base on va partir??? je m'explique a l'an 0 de ma vie atysienne gt guerrier/healer/crafteur
g economise 50 pts en magie pour prendre harvest que g amené lvl 30 (environ)...
en gros si on reprends du lvl 0 je me fais carrote de mes 300 pts gagné en harvest, si je reprends plus "tard" qui va choisir d'ou on m'enleve 50 pts pour me donner la capa de harvest, si c pour me les prendre de combat je suis pas d'accord du tout
y'a un truc qui va pas du tout ds leur refonte
si quelqu'un a plus d'infos je suis prenuer, mais j'enverrai le meme poste sur le forum officiel de toute facon, que vous soyez pas les seuls a subir mes terreurs nocturnes
et pis ca va ete le Bor.. devant les instructeurs un truc de FOU!!!!
voila lors du patch 1 g cru comprendre que tout le monde allez avoir a redistribuer c points d'xp, c une aberration ce truc
sur kel base on va partir??? je m'explique a l'an 0 de ma vie atysienne gt guerrier/healer/crafteur
g economise 50 pts en magie pour prendre harvest que g amené lvl 30 (environ)...
en gros si on reprends du lvl 0 je me fais carrote de mes 300 pts gagné en harvest, si je reprends plus "tard" qui va choisir d'ou on m'enleve 50 pts pour me donner la capa de harvest, si c pour me les prendre de combat je suis pas d'accord du tout
y'a un truc qui va pas du tout ds leur refonte
si quelqu'un a plus d'infos je suis prenuer, mais j'enverrai le meme poste sur le forum officiel de toute facon, que vous soyez pas les seuls a subir mes terreurs nocturnes
et pis ca va ete le Bor.. devant les instructeurs un truc de FOU!!!!
GROOOOVVVVYYYYYY