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Skills
* Skill gain has increased significantly in all melee skills
* Skill progression in archery has been increased significantly
* You are now required to hit a valid target to gain skill in archery
* Skilling up in magic has been increased significantly
* Skill progression in spells requires the caster to hit a valid target
* Number of successful hits required to reach surging mode again with spells has been extremely reduced
* Knockback, Seize and Whirlwind have been modified and skill gain has increased
Gameplay / Fixes
* Small adjustments made to melee reach depending on character race
* Corrected spells that would skill up rigor without dealing damage
* Corrected a problem some players had while buying skills and starter weapons from vendors
* Corrected an issue in auto optimization
* Fogginess of environments has been reduced
* Various client side issues have been corrected
* Clan Mines/Quarries/Groves/etc now start out at 25% capacity and their regrowth rate has been increased
* Clan Guard Tower damage had been slightly increased
Monsters
* Monster loot for Demon and Fire Giant has been updated
* A.I. tactics have been enhanced and improved
User Interface
* Improved worldmap and minimap marker information (You can use the options window to change this)
* Zoom added to World Map
* Improved crafting window
* Improved tooltips for crafting window
* New tooltip for spells display reagent requirements
* Display of active weapon under hotbar updated, improved and fixed
* New chat messages displaying who buffed or debuffed you
* Vendor icons on minimap now display the vendor name
* Player Journal and Clan pages now accessible trough external browsers. Go to http://web001.eu1.darkfallonline.com/darkfall and log in with your username and password
* Trading window confirmation now displays the name of the person wanting to trade with you
* Various skill descriptions have been improved
* Various item descriptions have been improved
* Various problems with Journal and Clan windows have been resolved
Weapons
Melee Range has increased:
* Axes
* Clubs
* Greataxes
* Greatclubs
* Knives
New Polearms have been added to the game:
* Guisarme
* Spetum
* Imperial halberd
* Polehammer
* Glaive
* Partisan
* Dragon tail
* Skewer
Visual Updates
We have made visual updates to:
* Giant Dragon Skeletons
* Blacksmith market stands
* Kobold huts and props.
* Harbor bases
* Human keep bases
* Human skeleton props
* Minotaur Statues
* Some player controlled ships
* Miscellaneous props
New Quests
ORDER OF THE AXE - DWARVEN FACTION
* A New Enemy
* A link to the Leaders
* Fire Standard Leaders
* Helping Out
* The Legendary Blacksmith
FIVE BEARDS TRADING COMPANY - DWARVEN FACTION
* Masters of the Dark Taint
* A Trading Post in Trouble
* Protecting the Trading Post
* Evigvanger is Safe
* The Miners of Otredale
THE RADIANT CIRCLE - ALFAR FACTION
* Rare Sightings
* Forgotten Creatures
* These New Neighbors
* Castle Obad
* Materials for Enchantments
* The Fallen Necromancers
* Shulgan the Cautious
* A Matter of Security
* The Cursed Ones
THE HARN MANDEAN - ALFAR FACTION
* West of Nagast
* Weak Minds
ALFAR CAPITAL
* Tialanta the Fighter
* Five Humans Less
* Hunting Mirdain is Fun
* True Predators
* Big, Slow, Ugly and Stupid
OTHER ALFAR QUESTS
* As Strange as they Come
* Two Eyes
* Hanthar's Gift
* Dangerous Gnolls
Crafting
* Crafting ingredients have been reduced for
* Tribal Pike
* Cultist Polearm
* Crafting skill gain has been increased
* Requirements for getting trueforge armor and trueforge weapon skills have been modified.
* Improved crafting window
* Improved tooltips for crafting window
World Building
There have been area and world building updates to:
* Carpendale
* Winterworth
* Wetstone
* Thangruk
* Waterbourne
* New NPCs have been added in Obad
Magic
* 'Leech' spells no longer work on mounts
* Mana cost for powerful spells has been reduced
* Potential maximum damage for spells has been increased
* Holy/Unholy damage will now drain stamina
* Bone can now be bought from the arcanist
Spell Balancing
AIR MAGIC
* Arrow shield: Effect has been significantly increased
* Arrow ward: Reach has been increased
* Come hither: Reach has been significantly increased
* Exploding charge: Damage output has been increased
* Guiding wind: Effect has been significantly increased
* Lightning bolt: Reach has been significantly increased
* Lightning ward: Effect increased, reach increased
* Lightning weakness: Effect increased
* Lightning shield: Effect increased
* Thunderstorm: Reach and duration increased
EARTH MAGIC:
* Acid Rain: Reach significantly increased. Duration increased
* Acid Shield: Effect significantly increased
* Acid ward: Effect significantly increased
* Disintegrate: Damage increased. Impact area increased
* Gravity: Reach increased. Cooldown reduced
* Impale: Damage increased
* Ironskin: Effect increased. Reach increased
* Pungent mist: Reach increased
* Stamina leech: Reach increased
* Stoneskin: Effect significantly increased
* Tarnish : Effect significantly increased
FIRE MAGIC:
* Dragonbreath: Reach increased
* Fire Shield: Effect significantly increased
* Fire ward: Effect significantly increased. Reach increased
* Haste: Effect significantly increased. Reach increased
* Inferno: Damage increased
* Smoke signal: Reach increased
* Volcano: Reach increased. Duration increased. Damage increased
* Wall of fire: Reach increased
* Weakening blaze: Effect significantly increased
GREATER MAGIC:
* Beacon: Reach increased
* Heal other : Reach increased
* Infliction shield: Effect significantly increased
* Infliction ward: Effect significantly increased
* Insight: Effect significantly increased
* Rend: Casting time reduced. Cooldown time reduced. Damage increased. Area of effect increased.
* Telekinesis: Reach increased
* Venom: Cooldown time reduced
LESSER MAGIC:
* Health to mana: Effect significantly increased
* Heal mount: Reach increased
* Launch: Reach increased
* Lay on hands: Reach increased
* Magic ward: Reach increased
* Mana drain: Effect significantly increased
NECROMANCY
* Bludgeoning weakness : Effect significantly increased
* Desecration : Effect significantly increased
* Death fog : Reach increased
* Infernal shield : Effect significantly increased
* Infernal ward : Effect significantly increased. Reach increased
* Mental weakness : Effect significantly increased.
* Piercing weakness : Effect significantly increased
* Slashing weakness : Effect significantly increased
* Undeath : Effect significantly increased. Mana cost reduced
* Unholy caress : Reach increased
* Unholy flames : Effect increased. Mana cost slightly increased.
* Vampiric touch : Reach increased
SPELL CHANTING
* Bless other : Effect significantly increased
* Blessing : Effect significantly increased. Reach increased
* Hymn of Intellect : Reach increased. Effect increased
* Hymn of Might : Reach increased. Effect increased
* Hymn of Skill : Reach increased. Effect increased
* Hymn of Swiftness : Reach increased. Effect increased
* Hymn of Vigor : Reach increased. Effect increased
WATER MAGIC:
* Blizzard : Cooldown slightly increased
* Cold shield : Effect increased
* Cold ward : Effect increased. Reach increased
* Frostbite : Reach increased
* Ice storm : Reach increased
* Icicle : Slight damage decrease
* Shards : Slight damage decrease
* Toxic rain : Reach increase. Duration slightly decreased
* Water breathing : Reach increased
* Weakening chill : Effect significantly increased
WITCHCRAFT:
* Disease : Effect increased
* Insect swarm : Reach increased
* Ominous drain : Effect increased
* Palsy : Effect increased
* Pestilence : Effect increased
* Sluggish : Effect increased
* Stupidity : Effect increased
* Tongue Rot : Cooldown increased
Comments
They look really good. Nice to see they finally put in the real ingame map.
Some of the other fixes by reducing the skill up grind is good as well, although you now require targets to get a skill-up, but that just makes sense anyways.
You know I was losing hope in this game, until not. This patch was crucial, and they nailed it for the most part. Now all they got to do, is add in a few pve, some rpg/socialize spots, and maybe housing or something of that nature, and I can say this game might not be dead when MO Comes out. Every patch they do is a step to the right direction, sure they didnt have a great launch, but they help killed macroing and help newbs in this patch. Their launch was horrible in fact, but they are indie and they needed money plain and simple, these patches are all for the better IMO. Nice job AV.
This was just added to the patch notes...
Addition to Magic: Requirements for buying spells have been adjusted.
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MMORPG.com Spotlight Blog Writer
Co-Leader of Inquisition
Youtube Channel
nice patch! Looking foward trying out all the new changes in magic and I'm really excited over the new world map additions.
My dream patch are boats that can function as a hamlet with bindstones vendors, and everything. someone out there hear me?!? I want live at sea.
agreed, I know a few guilds that quit just due to the grind and lack of content and macroing, well now they help killed macroing, because you have to hit stuff, and the skill gained increase, so not the world might not be so empty, and they added quests to help fil the world as well, now all they have to do, is maybe add in some more pve and fix some current problems with them and balance it, and maybe more quests, and maybe more tools, to make this into the sandbox its meant to be. GOOD JOB AV,
I know a whole crap load of people whos going to be resubbing, just because the grind and the fight against macroers have improved for the legit players, this patch is great it will add content to the map much more, All they need now is more content and balance here and there and maybe some more options for audio,video etc to help performance and you got yourself a great game!
Easily one of the best patches. The grind was unbereable damn, hopefully it will be significantly faster to skilll up now, and you have to get out there and DO SOMETHING to gain it.
Crafting is also quicker, good on that too.
Game is heading in the right direction.
Is the the patch that Tasos talked about last week? Where he said "We have a major update coming".
The fact that you need a valid target to skill up is good. How ever reading the rest all I see is the game going WOWified for a lack of a better discription.
Clan towers now do slightly more damage. Creating more safe spots.
All archery and spell damage is increased while mana use is decreased.
Increasing the range of single handed weapons. Why, to match the range range of 2 handed?
While this may be needed for balancing so they say, I just see it going to easy mode.
Adding more pve quests, while I agree that may be needed, according to the players that post here very few people do them. So other parts of the game should have been looked at more, like having the ability to place cities/hamlets where the clan wants instead of predetermined areas. Or adding in mobs in a lot of he dungeons that are empty or adding creatures to the world to make it look alive.
I just don't see this as a major update that Tasos claims.
they keep making some of the EXACT changes I want.
seriously only thursday evening I posted on officials once again that they should make magic level faster but only on targets.
My blog:
Answered ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
lol the alfar whinge about being alfar and the mahirim whinge about being mahirim, its like guys come on. you chose to be that big or small deal with it or make a new char.
My blog:
We need atleast 5 more threads on this topic.
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
I love you mrbloodworth FYI.
I love you mrbloodworth FYI.
lol.
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
the change in clan towers is good imho...
before, and still it has been way too easy for group of people to destroy 4000gp city with 100gp hammers.
They are trying to make town sieges last longer than 10 minutes as they do now
Clan towers hit for almost nothing... i think rank2 clan towers are like 5hp damage.
Single handed weapons were pretty useless except for on mounts and to parry, so it's a good change (haven't tested it yet though). I seriously doubt it matches 2h though.
I don't see how this makes it "easy mode"
Clan towers hit for almost nothing... i think rank2 clan towers are like 5hp damage.
Single handed weapons were pretty useless except for on mounts and to parry, so it's a good change (haven't tested it yet though). I seriously doubt it matches 2h though.
I don't see how this makes it "easy mode"
It doesn't smack your balls every time you hit jump, like it advertised.
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
They didn't make it easier to skill up.
They made it so you can't macro.
I was suggesting repeatedly two months ago that they just make it so you have HIT something with arrows and magic.
The increase in skill rates is to compensate for the fact that you don't get skill gains when you don't hit a target.
This doesn't make it easier, and for a lot it will make it SLOWER.
You have to HIT a viable target.
Before this patch it's easier to level because you DON'T have to HIT anything. You only needed to shoot.
This will make it HARDER for new players to gain skills; even if they do get higher gains because they HAVE TO HIT in order to get the gain in the first place.
THERE IS NO REASON TO PRAISE THIS PATCH.
Being an indie company is NO EXCUSE when you tell consumers the game is finished.
Once again they added art assets, and instituted drastic changes to the core mechanics.
THIS IS A BETA PATCH!
The mob AI, the same AI that Tasos said a year ago was so advanced that the servers couldn't tell the dif. between players and mobs, WASN'T FINISHED. Adjusting the AI is another way of saying they implimented MORE CODE.
They are WRITING QUEST LINES AS THEY GO.
Everything, right down to the staged release, is exactly how a beta is run. WHY ARE PEOPLE PRAISING THEM FOR DOING WHAT SHOULD HAVE ALREADY BEEN DONE!
Its a shame they didn't fix this when people including me were repeatedly complaining about it at the start of beta, now if only they'd fix their crappy combat system because thats the reason their ranges were screwed up horribly in the first place.
Quoting people doesn't make you clever, in fact, it makes you all the more stupid for not bothering to read the quotes you post in the first place.
The #1 hater of dfo, they needed money so they realeased. The skill are easier to level up, they help new players, they help kill macroing, they balance races more, People have to hit stuff now, so more hunting npcs and pvping, then just shooting in air, it will add more to the immersion of having a populated world, Also they added more quests for content, and monster in last patch, they are adding adjusting and improving over all,
Find another game you fail at and post on there forums about how the game makes you play like trash.
The #1 hater of dfo, they needed money so they realeased. The skill are easier to level up, they help new players, they help kill macroing, they balance races more, People have to hit stuff now, so more hunting npcs and pvping, then just shooting in air, it will add more to the immersion of having a populated world, Also they added more quests for content, and monster in last patch, they are adding adjusting and improving over all,
Find another game you fail at and post on there forums about how the game makes you play like trash.
None of that has anything to do with the point I made about the patch.
I have participate in betas.
I know the dif. between a post release patch and a pre release patch.
I know that art assets should be finished, quests should already be written, AI already coded, and core mechanics fully implimented.
This patch is the complete opposite of what should be expected from a released game.
If you insist on arguing my points, actually argue them. Don't sling insults.
I'll gladly take the no 1 hater title. I'll wear it with pride.
Especially when a company takes money for game time and then doesn't provide the full game time. Something AV did that I have never experienced with another MMO.
They have taken my money and not provided me the game or service that money paid for. I'm not a hater, I'm a pissed off consumer. Learn the dif.
PS: I have yet to get a responce from that sham of a company on why my account was inactive after the 28 days of 30 I paid for.
The #1 hater of dfo, they needed money so they realeased. The skill are easier to level up, they help new players, they help kill macroing, they balance races more, People have to hit stuff now, so more hunting npcs and pvping, then just shooting in air, it will add more to the immersion of having a populated world, Also they added more quests for content, and monster in last patch, they are adding adjusting and improving over all,
Find another game you fail at and post on there forums about how the game makes you play like trash.
None of that has anything to do with the point I made about the patch.
I have participate in betas.
I know the dif. between a post release patch and a pre release patch.
I know that art assets should be finished, quests should already be written, AI already coded, and core mechanics fully implimented.
This patch is the complete opposite of what should be expected from a released game.
If you insist on arguing my points, actually argue them. Don't sling insults.
I'll gladly take the no 1 hater title. I'll wear it with pride.
Especially when a company takes money for game time and then doesn't provide the full game time. Something AV did that I have never experienced with another MMO.
They have taken my money and not provided me the game or service that money paid for. I'm not a hater, I'm a pissed off consumer. Learn the dif.
PS: I have yet to get a responce from that sham of a company on why my account was inactive after the 28 days of 30 I paid for.
Every month is February for Aventurine...didn't you know?
Honestly,
No I didn't.
I thought every day was April 1st for them.
another great patch.
Cant really say if the patch is good yet but one negative effect it had which happened immediatley after the patch, is that there are now about 200 people going after each Goblin in the starter areas just so they can get a hit withArchery or Mana Missile, making it even slower to get anywhere than before , I am still enjoying the game but it really really needs more Mobs !
I have to concede , I did log out with frustration tonight tho
I'm still patching, so I haven't had a chance to check it out, but I do have some concerns:
It's no secret that many actual players, not just critics, consider Darkfall to be a paid beta. After playing for two weeks, I agree that the game seems very much like a beta. The types of changes implemented in this patch (and previous) should have been addressed pre-release. Forcing players to hit viable targets is something I, and other critics, commented on months ago. Of course, in order for this to work, there have to be enough targets to hit without having to compete with other players. Grouping doesn't resolve the issue, because you only skill up based on your actions, not your group's actions. If there are many players competing for the same 3 or 4 goblins at a spawn, does this really resolve the grind issues? No. Does this give players incentive to go hunting for mobs? Maybe, but how many mobs can a player with low skills take down? In my exploring, I've found a few (goblins, kobolds, zombies, undead dwarves--not foremen--, and one I can't remember how to spell), but the spawns were few and far between and players will still need to compete for them. So, ultimately, there will probably need to be more spawn points and probably some fauna that can be hunted and skinned.
~Ripper