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Patch: Tomorrow Is Patch Day!

Posted: Wed Mar 01, 2006 7:30 pm
by soulsnatcher
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.

Re: Patch: Tomorrow Is Patch Day!

Posted: Wed Mar 01, 2006 7:38 pm
by Marjo
Here's the list of the 6 Outposts whose raw material will be changed. The guilds currently owning a level 50, 100 or 150 Outpost are directly concerned by this information.
I've hidden the names to avoid some spoiler. Hightlight with the mouse the lines below to know which Outposts will change.

- 50: Psykopla Knoll Trading Post
- 50: Greenvale Trade Post
- 100: Windyway Workshop
- 100: West Blackburn Border Post
- 150: Hightowers Farm
- 150: Demon's Crossroads Diplomatic Outpost

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 3:04 am
by kuroari
WOoT! My kami pic returns to life tomorrow! so glad i didnt destroy it!

all-in-all sound like some pretty good updates.. nice to know little things like this are bieng thought of

(also hoping to start off the posts on a GOOD note >.>)

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 3:58 am
by sprite
soulsnatcher wrote:o As a compensation, all the currently used or worn out tools will be repaired, to be back to their brand new state.
Ah good, just in time to clear my dp by digging :D

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 4:54 am
by kazaam31
Here's the list of the 6 Outposts whose raw material will be changed. The guilds currently owning a level 50, 100 or 150 Outpost are directly concerned by this information.
I've hidden the names to avoid some spoiler. Hightlight with the mouse the lines below to know which Outposts will change.
hm didnt u say that the lvl 200 Op´s getting changed too ? Well the patch note says that 4 lvl 200 Op´s will get a change so im ok :)

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 2:39 pm
by philu
soulsnatcher wrote: * 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.
Sounds like an attempt to stop spawn killing too to me. If you can't spawn in the same region, you can't be spawn killed so easily. :)

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 3:12 pm
by sluggo0
soulsnatcher wrote: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).
* 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.
I'll be testing this extensively. :) .

When I reported the bug (which I now realise isnt a bug.. hehe), I would lose the respawn whenever the following was true:
1) I was wearing my faction PVP tag AND
2) I was killed for any reason:
i) mobs
ii) duel (not PVP faction duel, just duel llike we had pre-patch), or
iii) Faction PVP

I lost my respawns.

This is telling me that only condition iii) was correct, and it makes sense now, expect a progress report if that's still not the case :) .

Thanks guys, I was thinking I was going nuts and was unlucky, turns out the people I asked weren't listening to the question clearly enough to detemrine that I wasn't the only toon experiencing this..

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 3:17 pm
by sluggo0
soulsnatcher wrote:
* 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.
The language of this point is unclear so that I can't follow what is being said.

Is this saying we lose our native resists in other lands? If so, then what does this have to do with equipping jewels, since native implies 'without jewels'. Or is it that the resist was supposed to be while in our native land, and after equipping a bug was triggered?

Help! :D

Re: Patch: Tomorrow Is Patch Day!

Posted: Thu Mar 02, 2006 3:30 pm
by kurita
kuroari wrote:WOoT! My kami pic returns to life tomorrow! so glad i didnt destroy it!


ooh noooooo, i did destroy it O_o, how do i get my Pick back!!!

well else the changes sound good all in all

Re: Patch: Tomorrow Is Patch Day!

Posted: Sat Mar 04, 2006 10:11 am
by petej
soulsnatcher wrote: * 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.

-unless you had them stored in your Appartment or Guildhall

Missed the small print ;)

All in all a very buggy patch that only does part of what was promised