Patch 1 - Cliff's Notes Version
Posted: Sat Oct 30, 2004 6:08 am
Chapter 1: Changing times
Unsettling Events
Suposedly there's more NPC chatter about the storyline that no one really gets. The net effect is probably that mobs are grouping together more, etc.
The coming of Terroy OGara
RP way of saying that GM's are getting Mektaub mounts for post-beta testing and that the trade system is being upgraded somewhat.
New merchant trading system
NPC Vendor's can now broker Player made items across a whole continent.
A few details:
Merchants only sell items of their own specialty, armor only from armor salesmen, etc.
The merchant trading system for Player made goods is basically a pawn brokerage that only accepts brand new goods. You pawn your **** for a measily sum, if they manage to sell it within 7 days for the amount you want then you get that minus what they payed you for pawning it. You can pawn up to 100 items at a time. When browsing you may see 100 items at a time. If your stuff doesn't sell within 7 days and you don't explicitly remove it from the vendor then it's gone. Period.
Increasing danger from wildlife
Group aggro is more likely. Mobs have more hitpoints. The higher-end kitin might have smaller units with them like the current PR patrols do.
A few details:
Con system is now region based. Like colors mean they're from the same region and they're ranked 1-5 as displayed by stars. 1 being easiest for region and 5 the hardest. This is independant of player ability and solely a screwed up way of showing mob level.
Taunt has been tweaked to follow the con system somehow. Experience will be the only tell as to wheither it's actually still a useful skill.
Magic gloves replace baton
The gloves are still equipped into hand slots like the staff was.
A few details:
Most spells now cost less skill points.
"This change gives greater scope for spell specialization and for caster generalization." -> Totally contradictory statement. Basically all healers will be the same, all elementalists, etc. No more specialization past level 50.
The new magic amplifiers require Craft=>Melee=>CloseCombat=>MagicAmplifier crafting skills.
The magic amplifier can be used as a melee weapon inflicting blunt damage on the Fight=>Melee=>CloseCombat=>AdvancedCloseCombat=>HandToHand skill branch.
Sources galore!
New sources I guess. Didn't really say anything. I hope the Tryker's benefitted some.
A few details:
Forage extractions now increase in increments of 10 vs. 10-25-50-100-150.
New stanzas and actions are now available for detecting sources of a given class only (such as 'basic', 'fine' or 'choice'). The previous set of stanzas that locate sources of lower or similar class to the one given also still exist.
Multi-source prospecting does what it says it will more often now.
Material specialization basically just diminishes risks of harmful extracting.
Source preservation should actually do something now.
Locatin-type specializations will help with harmful extracting.
"Prospecting Plan" and "Deposit Tracking" stanzas have been rewritten for clarity.
A new start
All skill points will be refunded. All characters will retain current levels in each skill tree.
A few details:
Action & Stanza Reset
More verbose version of the above.
'small magic pack' in character creation now contains the 'Acid 1' spell vs. the 'Heal 1' spell. This is retroactive.
HP, Stamina, Sap, and Focus have been reset as well.
Task Reset
All active tasks will be considered to be abandoned.
NOTE: I did not make this post for debate, I made it to simplify the official one and cut through the crap. If you would like to debate any of these points, please start a new post referencing this one. Bumps are welcome as I don't have the power to make this a sticky.
~Elf
Unsettling Events
Suposedly there's more NPC chatter about the storyline that no one really gets. The net effect is probably that mobs are grouping together more, etc.
The coming of Terroy OGara
RP way of saying that GM's are getting Mektaub mounts for post-beta testing and that the trade system is being upgraded somewhat.
New merchant trading system
NPC Vendor's can now broker Player made items across a whole continent.
A few details:
Merchants only sell items of their own specialty, armor only from armor salesmen, etc.
The merchant trading system for Player made goods is basically a pawn brokerage that only accepts brand new goods. You pawn your **** for a measily sum, if they manage to sell it within 7 days for the amount you want then you get that minus what they payed you for pawning it. You can pawn up to 100 items at a time. When browsing you may see 100 items at a time. If your stuff doesn't sell within 7 days and you don't explicitly remove it from the vendor then it's gone. Period.
Increasing danger from wildlife
Group aggro is more likely. Mobs have more hitpoints. The higher-end kitin might have smaller units with them like the current PR patrols do.
A few details:
Con system is now region based. Like colors mean they're from the same region and they're ranked 1-5 as displayed by stars. 1 being easiest for region and 5 the hardest. This is independant of player ability and solely a screwed up way of showing mob level.
Taunt has been tweaked to follow the con system somehow. Experience will be the only tell as to wheither it's actually still a useful skill.
Magic gloves replace baton
The gloves are still equipped into hand slots like the staff was.
A few details:
Most spells now cost less skill points.
"This change gives greater scope for spell specialization and for caster generalization." -> Totally contradictory statement. Basically all healers will be the same, all elementalists, etc. No more specialization past level 50.
The new magic amplifiers require Craft=>Melee=>CloseCombat=>MagicAmplifier crafting skills.
The magic amplifier can be used as a melee weapon inflicting blunt damage on the Fight=>Melee=>CloseCombat=>AdvancedCloseCombat=>HandToHand skill branch.
Sources galore!
New sources I guess. Didn't really say anything. I hope the Tryker's benefitted some.
A few details:
Forage extractions now increase in increments of 10 vs. 10-25-50-100-150.
New stanzas and actions are now available for detecting sources of a given class only (such as 'basic', 'fine' or 'choice'). The previous set of stanzas that locate sources of lower or similar class to the one given also still exist.
Multi-source prospecting does what it says it will more often now.
Material specialization basically just diminishes risks of harmful extracting.
Source preservation should actually do something now.
Locatin-type specializations will help with harmful extracting.
"Prospecting Plan" and "Deposit Tracking" stanzas have been rewritten for clarity.
A new start
All skill points will be refunded. All characters will retain current levels in each skill tree.
A few details:
Action & Stanza Reset
More verbose version of the above.
'small magic pack' in character creation now contains the 'Acid 1' spell vs. the 'Heal 1' spell. This is retroactive.
HP, Stamina, Sap, and Focus have been reset as well.
Task Reset
All active tasks will be considered to be abandoned.
NOTE: I did not make this post for debate, I made it to simplify the official one and cut through the crap. If you would like to debate any of these points, please start a new post referencing this one. Bumps are welcome as I don't have the power to make this a sticky.
~Elf