Patch: Tomorrow Is Patch Day!
Posted: Wed Mar 01, 2006 7:30 pm
Tomorrow Thursday (the 2nd) we will apply a patch to correct several bugs. As a result, the live servers will be closed from 11am to 3pm (GMT+1, Paris time).
The main elements that will be modified are the tools, Outposts rewards, respawn points, mektoubs and resists.
---
* The tools
o They won't be usable anymore once worn out. All the tools
are concerned by the change: usual ones, Episode 2 rewards
and Outpost ones. However, while you couldn't use them
anymore, you could still be able to hold them, for the show.
o As a compensation, all the currently used or worn out tools
will be repaired, to be back to their brand new state.
* Outposts
o 4 level 200 Outposts will be modified: they will gather
another raw material. You can find the names of these
Outposts in the forum.
o Moreover, the global balance of the Outposts is revamped. 6
Outposts (from level 50 to level 150) will drill another raw
material consequently.
* Respawn points in faction PvP
o Capital city respawn points will always stay active (once
you validated them).
o If you are engaged in FvF battle and die, respawn points
located in the region you are will be deactivated. If anyone
heals you, or if you respawn in another region, the respawn
points you lost will re-appear. Losing a respawn point is
just a temporary constraint linked to FvF, preventing
players from reaching too easily the battlefield after a death.
This rule was designed to avoid Spires from being too easily
destructible. If the Spire attackers die, they would have to
respawn in another region and then come back.
* Mektoubs
o Mektoubs will be exchangeable again. Note that their
inventory needs to be empty in order to be able to trade them.
* Resists
o If you equip your jewels in an apartement or guild hall
located in your native country, and then teleport to a
different ecosystem, you currently keep your native resist
bonuses. It won't be possible anymore: if you teleport to
another ecosystem, you will lose those specific bonuses.
* Fauna
o The path of some mobs that were regularly crossing a
teleport area in the Fount (Tryker land), will be modified
so that they don't cross it anymore. Note that if they've
been running after some unlucky homin, they may still cross
that area to go back to their original place.
The main elements that will be modified are the tools, Outposts rewards, respawn points, mektoubs and resists.
---
* The tools
o They won't be usable anymore once worn out. All the tools
are concerned by the change: usual ones, Episode 2 rewards
and Outpost ones. However, while you couldn't use them
anymore, you could still be able to hold them, for the show.
o As a compensation, all the currently used or worn out tools
will be repaired, to be back to their brand new state.
* Outposts
o 4 level 200 Outposts will be modified: they will gather
another raw material. You can find the names of these
Outposts in the forum.
o Moreover, the global balance of the Outposts is revamped. 6
Outposts (from level 50 to level 150) will drill another raw
material consequently.
* Respawn points in faction PvP
o Capital city respawn points will always stay active (once
you validated them).
o If you are engaged in FvF battle and die, respawn points
located in the region you are will be deactivated. If anyone
heals you, or if you respawn in another region, the respawn
points you lost will re-appear. Losing a respawn point is
just a temporary constraint linked to FvF, preventing
players from reaching too easily the battlefield after a death.
This rule was designed to avoid Spires from being too easily
destructible. If the Spire attackers die, they would have to
respawn in another region and then come back.
* Mektoubs
o Mektoubs will be exchangeable again. Note that their
inventory needs to be empty in order to be able to trade them.
* Resists
o If you equip your jewels in an apartement or guild hall
located in your native country, and then teleport to a
different ecosystem, you currently keep your native resist
bonuses. It won't be possible anymore: if you teleport to
another ecosystem, you will lose those specific bonuses.
* Fauna
o The path of some mobs that were regularly crossing a
teleport area in the Fount (Tryker land), will be modified
so that they don't cross it anymore. Note that if they've
been running after some unlucky homin, they may still cross
that area to go back to their original place.