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Patch 1.05 Notes [Test Server] ~ Biggest Patch Ever + Explanation!

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Comments

  • KrewelKrewel Member Posts: 390

    Those hidden tunnels are a nice feature. In WoW you have teleports which would of course be ludicrous in AoC, so I thought they'd never come up with something that makes the defenders walk to and fro without actually opening the front doors. Very nice indeed.

    And finally raid bosses will have a normal health pool wich will not require 30 mins to take them down. It seems that players' raid testing has paid off.

  • SevenwindSevenwind Member UncommonPosts: 2,188
    Originally posted by AmazingAvery


     Tortage

    * New item rewards added to several quests on Tortage, including: Dry Times, Path of the Pirate, The Legendary Turach, Empty Reserves, Of Rotting Flesh, The Evil that Men Do, Tailored Tasks and Letter to the King.

     



     

    Do you know what type of new items were added? 

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    Promote what you love instead of bashing what you hate.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Sevenwind

    Originally posted by AmazingAvery


     Tortage

    * New item rewards added to several quests on Tortage, including: Dry Times, Path of the Pirate, The Legendary Turach, Empty Reserves, Of Rotting Flesh, The Evil that Men Do, Tailored Tasks and Letter to the King.

     



     

    Do you know what type of new items were added? 



     

    Not yet, but I intend on playing through this week coming to find out. I like the fact they still hone the starting area's. With 1.05 being different a lot in the way a class would play before, I think currently players will try out new classes too. New people to the game get a better experience. Those higher level that Tortage drops that were vendor trash seem to have gone too.



  • JackdogJackdog Member UncommonPosts: 6,321

    gfor those holding their breath I hope you have a large lung capacity

    forums.ageofconan.com/showthread.php

    not that I find fault withthem taking their time, this is pretty much their last hurrah at salvaging the game. If they mess up they are screwed and they know it. As much as I would like to see he changes I think they are doing the right thing with making sure the patch is a good one before releasing it.

    I miss DAoC

  • SevenwindSevenwind Member UncommonPosts: 2,188
    Originally posted by Jackdog


    gfor those holding their breath I hope you have a large lung capacity
    forums.ageofconan.com/showthread.php
    not that I find fault withthem taking their time, this is pretty much their last hurrah at salvaging the game. If they mess up they are screwed and they know it. As much as I would like to see he changes I think they are doing the right thing with making sure the patch is a good one before releasing it.

    I was going to post a reply as Sil replied to the first post or tweet .... Silirrion@openedge1 nothing cryptic intended, and the update is pretty close now, just said it had taken longer due to the complexity this time"

    Someone already posted it in the thread. My guess 2-3 weeks.

     EDIT: It sure hates that @ symbol... yeesh, sorry.

    .. .... .- - . - .-. --- .-.. .-.. ... .-- .... --- .-. . .--. --- .-. - .-.-.-

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    Promote what you love instead of bashing what you hate.

  • Punkins1234Punkins1234 Member Posts: 17

    AmazingAvery keep posting the 1.05 notes. 

     

    Im following it and waiting for assassin revamp.. if rogue/assassin class get fixed I will reactive my account. 

  • JackdogJackdog Member UncommonPosts: 6,321
    Originally posted by Sevenwind

    Originally posted by Jackdog


    gfor those holding their breath I hope you have a large lung capacity
    forums.ageofconan.com/showthread.php
    not that I find fault withthem taking their time, this is pretty much their last hurrah at salvaging the game. If they mess up they are screwed and they know it. As much as I would like to see he changes I think they are doing the right thing with making sure the patch is a good one before releasing it.

    I was going to post a reply as Sil replied to the first post or tweet .... Silirrion@openedge1 nothing cryptic intended, and the update is pretty close now, just said it had taken longer due to the complexity this time"

    Someone already posted it in the thread. My guess 2-3 weeks.

     EDIT: It sure hates that @ symbol... yeesh, sorry.



     

    I kind of feel for them, release too early and things are not finished they get slammed and it most likly be one of the lsat nails in their subscriptioon coffin, take their time and polish it before release and more and more people lose interest each day. It's a lose / lose situation.

    I miss DAoC

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Little update patch to the patch today:

    Added June 16th

    --------------------------------------------------------------------------------

    GENERAL

    * Obsolete spells and abilities should no longer be in your spellbook or on your hotbar upon loggin in.

    * When your charge is interrupted (by a root or knockback for example) you won't deal damage anymore.

    * Lance of Mitra and other Spells that proc will now proc on huge targets as well correctly (Healing from Lance of Mitra now works with Vistrix)

    ITEMS

    * The Assassin Raid daggers should now have their original visual back.

    RAIDS

    Chatha

    * Bottom feeders now properly reset when kited to the top floor.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    June 19th Patch update:

    GENERAL

    * A visual issue with female animation for the Guardian-combo Skewer has been fixed

    * The speed of UR attacks for 2H Blunt/Edged weapons should now be slightly faster, to be more in line with the other directional attacks for those weapons

    * A number of monster combos that were inflicting magical damage types have been converted to inflicting physical damage types so they are mitigated against armor instead of protection.

    * Guard health is significantly decreased

    * Monsters of level higher than 80 do less damage and take more damage, this is especially apparent for level 83 monsters.

    * Some of the mobs in Atzel's Fortress have had their levels lowered.

    * Several of the bosses in Xibauku have been rebalanced.

    * Players should no longer get stuck in spellweaving if they cancel it while casting a spell or having additional spells queued up

    * Some potions were not stacking to the proper number. These potions should now stack to 100 for regular potions, and 5 for blue potions.

    * Player pets will now get occasional critical hits

    * You should not be stuck in knockback when beeing knockbacked from a building.

    * The client is updated correctly on knockback now. Players should not be stuck or see other players/npcs stuck in knockback anymore.

    * Charge abilities will go on cooldown as soon as you start the charge regardless of whether you actually reached the target (for example because you were rooted or knocked back when charging).

    * Also when charging, you'll only deal damage if you actually reached the target.

    * The Decaying Corpse boss in Thunder River is now a full time caster, and his minions has been reduced in health and damage some.

    CLASSES

    DARK TEMPLAR

    * The cooldown of Blood and Shadow hex has been increased to 7 seconds so that it is no longer to stack the Hexed buff on 2 targets simultaneously. The damage and healing effects have been increased appropriately based on the new cooldown.

    CONQUEROR

    * The effect of Guardmans Feint as been lowered to 1/2/3/4/5% (Down from 2/4/6/8/10%)



    GUARDIAN

    * Juggernaut has been tweaked. The spell damage bonus has been removed and the weapon contribution bonus has been increased to 70%.

    * Enduring Defense Maneuver will now give the Guardian Armor instead of Generic Invunrability Rating. The amount of armor gained will be scaled based on the player level.

    DEMONOLOGIST

    * Reduced the Incinerate damage bonus of the Lingering Flames feat to 30/60/90/120/150% (down from 45/90/135/180/225%)

    * Reduced the base damage of Fires of Gehenna.

    * Significantly increased the spell damage coefficient of Fires of Gehenna (Rank 1).

    * Reduced the base damage of Shockstrike.

    * Reduced the bonus damage granted to your pet with Pact of Earth Walking to 100% (down from 166%)

    * Reduced the critical damage bonus of Pact of Dread to 10/20/30/40/50% per respective feat point (was 20/40/60/80/100%)



    NECROMANCER

    * Significantly reduced the damage of the Corruptor's Corrupting Touch proc.

    * Removed the Aura of Corruption proc from the Corruptor minion when Grim Corruptor is feated.

    * Slightly reduced the proc rate of the Corruptor minion's Corruption Touch proc.

    * Reduced the critical chance bonus granted by the Brutal Death feat to 1/2/3/4/5% (down from 2/4/6/8/10%)

    * Chill will now only detonate your own Pestilential Blast.

    * Detonating Pestilential Blast will now only remove your Pestilential Blast from the target.



    HERALD OF XOTLI



    * The bonus combat rating gained from Avatar of Xotli has been lowered. The active damage proc gained from Avatar of Xotli has been removed.

    * Demonic Link has been changed to only provide bonus magic damage, it no longer provides a combat rating bonus.

    PRIEST OF MITRA

    * Holy Cleansing has been changed to have a 0.5sec cast time, and a 2.5 minute cooldown. The mana cost has been slightly increased.

    PVP

    * The PvP-shield Skirmisher's Sanctum now has PvP-armor and PvP-protection

    MASSIVE PVP

    * The defenders have constructed additional hidden tunnels in each battlekeep that allow them to get out of their inner courtyard.

    ITEMS

    * 'Black Dragon Cloak' now has a new unique visual look.

    RAID

    * Many raid mobs have had their difficulty adjusted. Overall things should be somewhat easier than in previous builds.

    * Yaremka's Eat Soul now does slightly more damage per tick.

    * Vixtrix's Profanity debuff now lasts 30 seconds, down from 40.

    __________________

    Ken "Malakin" Eland

    Assistant Quality Assurance Manager

     


    I hear the raid changes are most welcomed, with the mob adjustments, haven't seen the Black Dragon Cloak yet will see if can get a picture for it. I think the above green highlights are definately welcomed especially the first one.



  • KrewelKrewel Member Posts: 390

    "MASSIVE PVP

    * The defenders have constructed additional hidden tunnels in each battlekeep that allow them to get out of their inner courtyard."

     

    This should be implemented ASAP, do you realize that for one year defenders have had to open up the front doors wide open or hurt themselves by jumping from walls just to be able to move about their own battlekeep? This is a very nice feature which I terribly missed and which finally balances sieges substantially. The only problem is it comes way too late for an impatient guy like me (yes, I can't wait one year for basic stuff like this to be implemented, sue me). Though I do wonder how these hidden tunnels look and how they work. Any videos?

  • UnfinishedUnfinished Member Posts: 881

    Watching the slow trickle of minor tweaks added to this patch every couple of weeks makes it appear that the 120+ staff FC claimed to  still be working on AoC have been scaled back significantly.  Seems like FC went with the AO strategy again, shrink the team and slow down the dev cycle,use the sub money and the majority of the staff to dev the next product in the pipe.

    It's pretty discouraging to watch this happen again. It's gonna be ugly when they do launch their next MMO and all but abandon this title like they did their last. The only difference is AO had two expansions and 4-5 years before it was neglected, it's not looking like AoC will be so 'lucky'.

  • SevenwindSevenwind Member UncommonPosts: 2,188
    Originally posted by AmazingAvery


    June 19th Patch update:
    GENERAL
    * The Decaying Corpse boss in Thunder River is now a full time caster, and his minions has been reduced in health and damage some.


     



     

    Do you know if this boss is still Epic? I think everyone dies to this guy the first time because the quest is misleading. The quest doesn't show it needing to be a group encounter. This guy is pretty hard and you need a healer it seems currently. On top of all that the quest isn't really all that great. I just wanted revenge!

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    --------------------------------------------------------
    Promote what you love instead of bashing what you hate.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Unfinished


    Watching the slow trickle of minor tweaks added to this patch every couple of weeks makes it appear that the 120+ staff FC claimed to  still be working on AoC have been scaled back significantly.  Seems like FC went with the AO strategy again, shrink the team and slow down the dev cycle,use the sub money and the majority of the staff to dev the next product in the pipe.
    It's pretty discouraging to watch this happen again. It's gonna be ugly when they do launch their next MMO and all but abandon this title like they did their last. The only difference is AO had two expansions and 4-5 years before it was neglected, it's not looking like AoC will be so 'lucky'.



     

    Beg your pardon but I would hardly call 7 patches in 2 weeks or so slow. They are significant changes.

    Please keep on topic and you are already discouraged from 11 months ago and your here because.... so I don't see really the bearance of the in assuming the same thing is what you call " happening again" different team altogether on the whole. From the quest designer to others whom never worked on AO.

    Difference is there has always been more ppl working on AoC at anyone time than their other games. Patch 1.05 has seen more updates to it than any other. I suggest you goto the test server forums and be more informed.



  • UnfinishedUnfinished Member Posts: 881
    Originally posted by AmazingAvery



    Beg your pardon but I would hardly call 7 patches in 2 weeks or so slow. They are significant changes.
    Please keep on topic and you are already discouraged from 11 months ago and your here because.... so I don't see really the bearance of the in assuming the same thing is what you call " happening again" different team altogether on the whole. From the quest designer to others whom never worked on AO.
    Difference is there has always been more ppl working on AoC at anyone time than their other games. Patch 1.05 has seen more updates to it than any other. I suggest you goto the test server forums and be more informed.

     

    I read the last 7, it's 'tweaks'

    The  'new' PF mentioned  is not new, posters on the official forums commented on being able to circumvent the 'invisible walls' around that PF since launch and walk the empty zone.

    Working as directed by the exact same company.

    I am pretty sure you have absolutely no way of knowing that other than taking their word for it. FunCom has fostered a reputation where their 'word' is spurious at best.

     

    AoC's development cycle has slowed down dramatically, and it's not for lack of things that need fixes / revamps. 1.05's content hardly reflects the man-hours of the claimed 120+ people x 3+ months, there just isn't enuff there.

    Have fun waiting on a dev cycle that puts out product every 3-4-5 months. At that rate it will take them a few years to fill all the big holes the game still has.

  • FC-FamineFC-Famine Funcom Community ManagerMember UncommonPosts: 278
    Originally posted by Unfinished

    Originally posted by AmazingAvery



    Beg your pardon but I would hardly call 7 patches in 2 weeks or so slow. They are significant changes.
    Please keep on topic and you are already discouraged from 11 months ago and your here because.... so I don't see really the bearance of the in assuming the same thing is what you call " happening again" different team altogether on the whole. From the quest designer to others whom never worked on AO.
    Difference is there has always been more ppl working on AoC at anyone time than their other games. Patch 1.05 has seen more updates to it than any other. I suggest you goto the test server forums and be more informed.

     

    I read the last 7, it's 'tweaks'

    The  'new' PF mentioned  is not new, posters on the official forums commented on being able to circumvent the 'invisible walls' around that PF since launch and walk the empty zone.

    Working as directed by the exact same company.

    I am pretty sure you have absolutely no way of knowing that other than taking their word for it. FunCom has fostered a reputation where their 'word' is spurious at best.

     

    AoC's development cycle has slowed down dramatically, and it's not for lack of things that need fixes / revamps. 1.05's content hardly reflects the man-hours of the claimed 120+ people x 3+ months, there just isn't enuff there.

    Have fun waiting on a dev cycle that puts out product every 3-4-5 months. At that rate it will take them a few years to fill all the big holes the game still has.

     

    I would have to disagree here. The update contains massive changes to some of the existing content and a lot of the systems surrounding it like items, classes, PvP, and etc. I think Avery has already quoted a number of the preliminary changes that reflect those systems and content being changed or even added to the game. Granted, I guess that goes on to how you view system changes and upgrading existing content. The update itself is updating the RPG system which means almost every item, some abilities, and buffs are effected. Thus balance plays a heavy roll in this update on so many ends.

     

    Glen ''Famine'' Swan
    Senior Assistant Community Manager - Funcom

  • UnfinishedUnfinished Member Posts: 881
    Originally posted by FC-Famine



    I would have to disagree here. The update contains massive changes to some of the existing content and a lot of the systems surrounding it like items, classes, PvP, and etc. I think Avery has already quoted a number of the preliminary changes that reflect those systems and content being changed or even added to the game. Granted, I guess that goes on to how you view system changes and upgrading existing content. The update itself is updating the RPG system which means almost every item, some abilities, and buffs are effected. Thus balance plays a heavy roll in this update on so many ends.

     

     

    I have not refuted that 1.05 is a large game changing patch, see post #163 to join into this branch of the thread that you are only responding to the tail end of.

    Your comments are welcome.

  • KrewelKrewel Member Posts: 390

    Does anyone have a video or pictures of these tunnels that the defenders can use?

  • FC-FamineFC-Famine Funcom Community ManagerMember UncommonPosts: 278
    Originally posted by Unfinished

    Originally posted by FC-Famine



    I would have to disagree here. The update contains massive changes to some of the existing content and a lot of the systems surrounding it like items, classes, PvP, and etc. I think Avery has already quoted a number of the preliminary changes that reflect those systems and content being changed or even added to the game. Granted, I guess that goes on to how you view system changes and upgrading existing content. The update itself is updating the RPG system which means almost every item, some abilities, and buffs are effected. Thus balance plays a heavy roll in this update on so many ends.

     

     

    I have not refuted that 1.05 is a large game changing patch, see post #163 to join into this branch of the thread that you are only responding to the tail end of.

    Your comments are welcome.

     

    I'll clarify more on that specific post then. The point is that it's a massive update and yes their will be tweaks to it every week or so on testlive. The time and amount of tweaks added to that update on testlive does not reflect any of those claims. Just like what makes it to testlive does not reflect all the teams work for that week. For example, the entire team could work on hundreds of changes and only push 20 of them to testlive while keeping the rest internal. They do this for completed and incomplete changes too. It's up to them on when they want to push it to testlive and when not to push it to testlive for that specific week.

    The point of testlive is to get a sneak peek at what's on the block as well test it before it hits live.

    Glen ''Famine'' Swan
    Senior Assistant Community Manager - Funcom

  • JackdogJackdog Member UncommonPosts: 6,321

    I have no doubts it will have massive changes, what I am curios about is whether it will also have massive bugs and imbalances. being a non subscriber at the moment I am more than happy to play LoTRO/ Eve till they get thier ducks in a row for release. I will drop 15 bucks after it is released to the live servers for a look see, on the condition it is not released as a "test version"  on the live, like they did with the DX10 .

    I miss DAoC

  • docminusdocminus Member Posts: 717

    yep, jackdog, I agree. I would come back if there were a free 2 or 4 week return, but I am not gonna drop a monthly fee for something I might regret. have done that too often before with other games.

     

    imageimage

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Jackdog


     I will drop 15 bucks after it is released to the live servers for a look see.



     

    Give it a little bit after release to live servers. There will probably be some kinks that will need a slight touching up if not I'll eat my hat. It will also take a few weeks to see some more of the class specific changes, raid changes, content additions and so on.

    All I am saying is when the patch is released and because it is so big ( like 1gb more + ) there is bound to be some working issues and just to keep it in mind.

    Although from what I've seen things are coming along nicely.

     

    -----

    To Krewel I will search out those tunnels for you, haven't been on today, ( I cut a massive tree down in the back yard today and broke the chainsaw :) )

     



  • SkeeterxiSkeeterxi Member Posts: 265

    There's quite a lot of patch notes here I really don't feel like sifting through so sorry if its been noted here already but I'm just gonna ask, have there been any changes to the player search and lfg functions? This has been like my number one complaint since I've played,  I hate having to basically keep global chat on to basically LFG or LFM and I don't group up nearly as much as I would because of this (Maybe its just me, am I missing something?). And does this patch have any noticeable performance increases? I give props to Funcom because they have vastly improved performance, but I still get hit with memory leaks and grey maps after playing for a bit.

     

  • Punkins1234Punkins1234 Member Posts: 17
    Originally posted by docminus


    yep, jackdog, I agree. I would come back if there were a free 2 or 4 week return, but I am not gonna drop a monthly fee for something I might regret. have done that too often before with other games.
     

    Funcon will never do it..

    so wait for feedback to see if 1.05 will be rly good or another failure..

     

  • SevenwindSevenwind Member UncommonPosts: 2,188

    This may have been answered I don't know, apologies if it has.

    Will 1.05 have a new DX10 client build? The current one HATES me. Old T it just sits there popping buildings in and out. Thought I would try it tonight because of the new ATI drivers. No such luck, it hates my computer.

    .. .... .- - . - .-. --- .-.. .-.. ... .-- .... --- .-. . .--. --- .-. - .-.-.-

    --------------------------------------------------------
    Promote what you love instead of bashing what you hate.

  • UnfinishedUnfinished Member Posts: 881
    Originally posted by FC-Famine



     Just like what makes it to testlive does not reflect all the teams work for that week. For example, the entire team could work on hundreds of changes and only push 20 of them to testlive while keeping the rest internal. They do this for completed and incomplete changes too. It's up to them on when they want to push it to testlive and when not to push it to testlive for that specific week.
    The point of testlive is to get a sneak peek at what's on the block as well test it before it hits live.

     

    errf in my bussiness if only 1/5 of what we produced were delivered to the end user, we would not be able to keep the lights on.

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