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Welogas Modérateur HZ / DDO

Inscrit le: Jan 08, 2004 Messages: 5836
Localisation: Burgundy
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| Sujet du message: Beta 5.0 aux US |
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Nous passons aujourd'hui à la 4.5 en Europe .... mais bon c'est déjà ça
D'autre part Nicklaus a vu passer des cd avec la version fr et de dessus
| Citation: | 30-Jan-2006
DUNGEONS & DRAGONS ONLINE™: Stormreach™ Beta 5 Release Notes
Content
Old Sully's Grog has been found to have detrimental effects on kobold physiology. Kobolds found within the cavern beneath Wavecrest Tavern are now physically weaker and their scales are less protective.
Replaced the teleporters in the marketplace tent with regular doors. So the marketplace tent bug should really, really be fixed.
Fixed a problem in Tempest's Spine where some monsters would be frozen and untargetable if you entered the cave through the locked door.
The elves in Tempest's Spine are now drow (dark elves).
Talf will now show up at the top of Tempest's Spine, allowing you to continue the quest.
The Iron Golem in Tempest's Spine will now keep attacking until you've opened all four pedestals.
It's now possible to complete the objective to obtain access to the hidden rune in Tempest's Shrine.
The Dryden Family Tomb, Patriarch's Crypt, and Endgame are all correctly set to CR3.
If you select "No Thanks" after talking to Henda in the Phoenix Tavern, her chat window should now correctly disappear.
Your enemies will now consistently attack Coyle in the Hold for Reinforcements quest.
Fixed the drawbridges in the Sunken Sewer.
The ogre leader will now spawn correctly in Gladewatch Outpost.
Chief Eechik in Clan Gnashtooth no longer wanders around the dungeon. This also fixes a problem that could cause his dialog box to get stuck on your screen.
Destroying the four fancy sarcophagi in the Book of Six will no longer cause the door to the room to close and lock.
The scorpion swarm on Sorrowdusk Isle will now spawn correctly.
Gargoyles in Sorrowdusk Isle will no longer get stuck on their perch.
Speaking to the Terrified Prisoner in Venn's Fate should always create the scorpion spawn.
Fixed a problem with some monsters (including Witch Doctor Moog) not always spawning in Garrison's Missing Pack.
Moved a hard-to-reach fire mephit that was sometimes causing problems in Rescue Expedition.
The clay golems in Rescue Expedition will now attack you if you get too close.
Significantly improved the behavior of Coyle Lovell and the Deneith Explorers in Escort the Expedition.
Brother Mirashai will no longer fail to teleport you to the Eye of Kol Korran if you speak to him after completing Grey Moon Waning but before beginning the Cult of the Six.
The monsters in the Halls of Shan-to-kor no longer open the gates for you.
Only player characters can trigger the closing gate at the end of the Halls of Shan-to-Kor. The gate will also now open 60 seconds after it closes.
Reduced the amount of XP given by the Seal of Shan-to-kor quests.
Stained-Tusk in Irestone Inlet won't walk away when you're talking to him anymore. He also won't say that Dinks is dead unless he really is.
If you die or leave Irestone Inlet, you will drop any kegs that you are carrying (they can be picked up again).
Added an objective to kill 30 monsters and increased the overall encounter difficulty in the Deliver Supplies quest.
The kobold ambush in the Kobold Blockade is now an actual ambush.
You are now required to solve the floor puzzle in order to complete the Search for the Rare Scrolls quest.
Ironclaw in Quickfoot's Hideout can now move out of his starting location.
The final scorpions in the Warder's Defense quest now spawn correctly.
Reduced the amount of XP given by the Redwillow Ruins.
If you close the door to Witch Doctor Neecha's room in Stealthy Reposession, you can now open it again.
It should now be possible to memorize spells in the Gold Wing Inn.
The Bogwater Tavern now has a door!
The Rook's Gambit now has the appropriate sign.
Combat
Cleave, great cleave, and whirlwind attack should be better at hitting multiple opponents now.
Autoattacking with a repeating crossbow should now work correctly. You'll shoot three bolts per reload cycle.
The Improved Critical feat for thrown weapons now works correctly.
You can no longer fire missile weapons or cast spells through a door by standing very close to it.
You can no longer use melee feats (such as cleave) while wielding a missile weapon in your primary hand.
Two-handed swords will no longer have a weapon trail that lasts forever if you are interrupted mid-swing.
Weapon particle effects will no longer display when their associated weapon is invisible (e.g., during emotes).
Items
Level 5 arcane and spell inscription components are now available in the House Jorasco and House Kundarak wards.
Level 5 divine scrolls are now available in the House Jorasco ward.
The Use Magic Device skill now requires a skill check. If you fail this skill check, you will use one of the item's charges with no effect.
Missile weapon details now show up again in the inventory screen.
Keen weapons now correctly display their threat range.
Fixed a display issue with armors that have a higher than normal max Dex bonus (e.g., mithral armors).
The Scarab of Protection now correctly absorbs negative levels and death spells again.
Warforged docents should vary in appearance based on the warforged body type (regular, mithral, or adamantine).
Helmets worn by warforged characters are now visible.
Treasure chests are now ethereal - you can no longer stand on top of them or get stuck behind them.
Metamagic feats no longer affect wands.
Items that give an Int bonus now have the word "Clever" as their prefix.
Darkwood armor now correctly decreases the standard skill check penalty instead of increasing it.
Items that grant bonuses to skills are now correctly labeled as giving competence bonuses instead of enhancement bonuses.
Removed the Ring of Troll's Regeneration from the game.
Summoned flame arrows are no longer sellable.
Banishing weapons now correctly apply their effect to extraplanar creatures only.
Monsters
When you successfully Intimidate a monster, you will remain its primary target for at least six seconds.
Diplomacy will now function even if you are not the monster's primary target.
Monsters that are destroyed by Turn Undead or disintegrated no longer have a chance of dropping a collectable object.
Troglodytes' stench cloud should no longer be able to drastically reduce your frame rate.
It's now much harder to use Turn Undead on Gerard Dryden in the Dryden Family Tomb.
Some trolls were missing their regeneration ability. It grew back.
The boss monster upgrades in the last update were not properly applied to all boss monsters. This has been fixed.
You will now see status icons when you are affected by a marut's special attacks.
Dreadlord Giddeon will now chase you if you try to run away from him.
Improved a lot of monster behaviors, particularly their logic for when to switch from melee attacks to ranged attacks.
Increased the reach of golem melee attacks.
When you are killed by a wraith, a new wraith should spawn more consistently.
Wraith movement is much smoother.
Lowered the AC of the Rusty Iron Defender on hard and elite settings.
The ranged attacks of charmed monsters will now correctly target other monsters instead of players.
Beholders will now lose invisibility if they use one of their eyebeams.
Spells
Spells and effects that allow periodic saving throws (like dominate monster) have had the time between sucessive saving throw increased.
Charm spells now have longer cool-down timers.
Added a saving throw to resist blindness caused by glitterdust, as per the Player's Handbook.
It is now more visually obvious when a target is nauseated by a stinking cloud.
Fixed an intermittent bug causing the screen visual for cloudkill to persist indefinitely.
Protection from evil now correctly protects you from charm and compulsion effects.
Shocking grasp and chill touch now allow a reflex save for half damage.
The sorcerer version of the Tumble spell now has its correct two-second cooldown.
Interface
The Options panel now saves your key mappings as soon as you press the close button, as opposed to when the client shuts down successfully.
Chat windows will now preserve their location between logins. The maximum number of undocked chat windows a player can have is 10.
If you have multiple shortcut bars in view at once, you can now switch between them with Ctrl-#. Pressing a number key will activate the corresponding ability on whichever hotbar is currently active.
The focus orb can now be minimized.
The Enter key is no longer mapped to accept the default dialog option - chatting while dead will no longer release you back to town.
The main shortcut bar now has a numeric label indicating which set of shortcuts it currently shows.
Unprepared spells will now be greyed out in the shortcut bar.
Adding a spell shortcut to an undocked shortcut bar no longer un-prepares the spell.
You can now see your own messages in the guild, officer, general, and party chat channels again.
You can now continue to use the chat window when an NPC dialog is on the screen.
Hitting the ESC key will now cancel the currently active popup menu.
If you are in a dungeon, you can no longer remove the associated quest from your quest journal.
Typing "/lfg on [comment]" will now add the specified comment next to your name in the LFG tool.
The XP bar now correctly displays action point progress when gaining XP past level 10.
The default examine icon is now a magnifying glass instead of an eye.
Removed some unused chat channel options from the chat menu.
When you have negative XP (due to deaths), you will no longer see a string table error in your character sheet's XP field.
Elemental damage types no longer appear in the damage reduction UI tooltip.
Trades can no longer be completed unless the trading parties are within five meters of each other.
The advancement summary now displays the correct number of HP gained, taking into account your Con bonus and any other modifiers (such as the Toughness feat).
Added some aliases to chat commands - you can now use /t instead of /tell, /g instead of /gu, and /rt instead of /retell.
The Tell button on the Social panel correctly pre-populates the text entry area again.
All narrated DM text now appears in yellow text. All non-narrated DM text now appears in white text.
If you're in a party, you now show up in the first slot on your Party display.
Clearing a key binding will no longer cause it to get reset after a user logs out and in again
Fixed a bug which caused the camera to pop around while walking around the world when not in mouse look mode.
Fixed a bug which caused all party members to display the voice chat enabled icon even if they had disabled voice chat.
Other players will now properly animate when climbing a ladder
Characters
Action points for 10th level characters are now awarded at the expected XP amounts.
Warforged characters with the Mithral Body feat are now correctly classified as wearing light armor instead of medium armor.
Fixed a bug which would sometimes cause cleric and paladin Turn Undead uses to drop to 0.
As per the Player's Handbook, you can no longer perform actions that require concentration (search, cast a spell, fight defensively, sneak, etc.) while under the effects of the barbarian rage ability.
The Barbarian's Intimidation enhancement is now purchaseable. This will make successfully intimidated opponents become shaken.
Edited the descriptions of the barbarian Action Boost enhancements to match game data.
Fixed a typo in the bard Inspire Courage ability. It was displaying a +2 damage bonus instead of the correct value of +1 damage.
The bard Inspire Bravery enhancements now give the correct bonus amounts as described in the enhancement text.
The ranger Evasion ability should now work correctly.
Clarified the spell selection text displayed during character generation.
The description of the Energy of Music enhancements now shows the correct amount of spell points gained.
The Improved Recovery enhancement can now be selected.
You can no longer have spell points if you can't cast any spells. This includes paladins and rangers below fourth level as well as non-spellcasters wearing equipment that grants bonus spell points.
The default human rogue build no longer has Weapon Focus as a starting feat, since this feat requires a +1 BAB.
Performance
Reduced bandwidth usage. Bandwidth in heavy combat situations is reduced by over 30%. This change should reduce lag and keep the game from becoming unplayable for 56k modem users.
Improved load times and reduced client hitches. Several engine changes reduce the time needed to load data into memory and reduce or eliminate client side hitches due to resource loading.
Further reduced teleport times. The file loading changes and other improvements should result in further reduced teleport times for most players.
Network messages are now prioritized by distance. In general movement for other players or monsters should look smoother the closer they are to you.
Improved graphics performance when running the game in Very Low detail.
Selecting optimal graphics detail should result in settings that are more appropriate for your machine.
After 30 minutes of keyboard and mouse inactivity, your client will automatically quit. The game will warn you of the impending logout two minutes before it happens.
Fixed a server-side memory leak. This should generally improve server stability.
General
Fixed a bug that would sometimes cause dead players to still be dead after releasing and returning home.
If one of your ability scores is reduced to 0, you will still be able to move and recall from the dungeon, but you will be able to take no other actions.
If your game client fails to connect to the chat server on login, it will now try to connect again every 30 seconds.
Items stored in the bank no longer have a chance of disappearing.
Fixed a problem where you would sometimes see an adventure panel while in a public area.
Fixed a bug where spoken DM text would sometimes stop playing while in windowed mode.
Players will once again be able to work off their death penalty when at maximum level!
The use of interactives in the environment (doors, chests, levers, etc.) now breaks stealth and invisibility.
Fixed a bug which caused some monsters not to count towards the "monsters killed" bonus in the XP panel.
Changed the bonus for completing higher level dungeons to +10% per level (up to a maximum of +50%).
When an account logs onto a server, it will now force any other characters on the same account (linkdead or not) to log out immediately.
If you change resolutions in windowed mode, the newly-sized window will now be automatically centered on your monitor.
Footstep noises will no longer play while holding the movement keys when you're blocking, paralyzed, or otherwise unable to move.
Drowning works again.
Re-enabled taking screenshots with Ctrl-P.
Game servers will now give an appropriate error message when full.
Known Issues
Changing weapons breaks stealth and invisibility.
If you previously had a non-standard key mapped for "Accept Choice" in NPC dialog, you will need to reset the binding.
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Dès que j'ai une minute (c'est pas gagné je traduis ) _________________ Welosulfure[29,20] Riluos, Soufre
Welostone [29,18] Tedoos, Marbre
Welokrypton [29,19] Thraylios, Cristal
Welowine [28,19] Lieyios, Raisin |
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Posté le:
Mer Fév 01, 2006 12:14 pm |
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Gahyak Administrateur

Inscrit le: Jan 07, 2004 Messages: 4668
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| Sujet du message: |
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on aura p-e moins de bug, en tout cas plus celui du chat, j'espère  _________________ [DDO] - Serveur Devourer
La Compagnie des Lames Perdues
(Gahyak / Ruse / Bravoure / Vacarme / Morsure / Blessure / Griffure )
~~~~~~~~~~~~~~
"La Culture c'est comme la confiture : moins on en a, plus on l'étale..." |
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Posté le:
Mer Fév 01, 2006 2:53 pm |
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Welogas Modérateur HZ / DDO

Inscrit le: Jan 08, 2004 Messages: 5836
Localisation: Burgundy
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| Sujet du message: |
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en tout cas pour ce qui nous concerne c'est un mega gros patch  _________________ Welosulfure[29,20] Riluos, Soufre
Welostone [29,18] Tedoos, Marbre
Welokrypton [29,19] Thraylios, Cristal
Welowine [28,19] Lieyios, Raisin |
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Posté le:
Mer Fév 01, 2006 8:57 pm |
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Welogas Modérateur HZ / DDO

Inscrit le: Jan 08, 2004 Messages: 5836
Localisation: Burgundy
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| Sujet du message: |
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voici le patch 4.5
| Citation: |
DUNGEONS & DRAGONS ONLINE™: Stormreach™ Beta 4.5 Release Notes
Welcome to Beta 4.5!
Now that all of us here on the DDO team are back and well-rested from the holidays, there’s a palpable sense of energy around the office. It seems like something happens each and every day that reminds us that launch is just around the corner: we lift the NDA, we get a status update on the preorder program (it’s going really well – thanks everyone!), we get to see the near-final box design, and so on.
We know the game’s good now, but we want it to be even better. We’ve added a ton of bug fixes to this update – these release notes are our longest yet by a good margin – and we already have lots of people working on the first post-launch update.
Here are some of the highlights for this update:
We performed a complete XP pass on each and every dungeon in the game. We looked at each dungeon, evaluated its length and difficulty, and adjusted its XP reward accordingly. In some cases, we found that dungeons were easier than they should be; instead of drastically lowering their XP, we decided to bump up their difficulty to make them worth the XP delivered. The net result of all of these changes is that there is much more XP in the game overall than in the last update.
It’s no longer possible for characters to get stuck in the market tent, and previously stuck characters should be fixed. Hooray! And thank you to everyone who posted and helped us finally track this down and fix it. If for some reason you do see this issue again, please let us know right away.
We made some further changes to address the recent chat server issues – these should now be a thing of the past. Thank you for your continued patience while we fixed this problem. Again, if you happen to have any further chat problems, please let us know right away.
General chat is now available in public areas – you will automatically subscribe to an area’s general chat channel when you zone in. To speak in general chat, just type “/general <message>”.
Some important combat changes for balance purposes: Manyshot now lasts 20 seconds when activated; it has a 2 minute cooldown timer. If you’re wielding a ranged weapon, monsters will also have a +4 bonus to hit you in melee combat. Melee attacks made while moving now suffer a -4 penalty to hit. You can offset this penalty with the Spring Attack feat.
Boss monsters should be significantly tougher – we want these fights to be challenging and memorable. You’ll find that boss monsters are now highly resistant or even immune to charm, fear, poison, and death spells. We’ve also raised the AC of many boss monsters.
We made a number of improvements to combat text output. We clarified a number of existing messages, and we now capture many events that we didn’t capture before.
We fixed a number of dungeons in the House Kundarak ward that didn’t always successfully record the completion of their quest. These dungeons include the Lair of Summoning, the Forgotten Caverns, the Chamber of Insanity, the Ruined Halls, and the Haunted Library. As a result of this fix, you will no longer be able to enter these dungeons without being on their corresponding quest.
The Redwillow Ruins received some significant changes: surface encounters now give XP, we added optional objectives to the mini-dungeons, and we simplified the dungeon objectives to make the quest flow better overall.
Cyrese now gives you a proper story quest for Tempest’s Spine – the quest will show up in your quest journal, and you will receive a reward from Cyrese if you talk to her after you finish the quest.
We fixed several issues with the puzzle in the Search for the Rare Scrolls quest. This puzzle is now consistently solvable.
We reduced the effectiveness of (nerfed) the Turn Undead ability. The old version was too overpowered.
We look forward to hearing your feedback on this update on the preorder and beta forums. Enjoy!
Sincerely,
The DDO Team
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Known Issues
Items stored in banks may disappear. We are still working on this issue. In the meantime, we recommend that you not store anything in the bank unless you’re willing to possibly lose it.
Content
Performed a global review of experience rewards, and adjusted many of them. The main focus is to reward more xp for long story arcs, puzzle-heavy dungeons, and particularly dangerous dungeons. This change increases the total amount of experience points available in the game by a significant amount.
Overall, high level adventurers are now worth more experience. For every challenge rating level past 1, we apply a +10% to the base experience of the adventure.
Lowered the experience bonus for completing a dungeon for the first time from 50% to 25%.
Added a 25% experience bonus for completing a dungeon on hard for the first time.
Removed the "chests looted" experience bonus.
Experience bonuses for finding secret doors should now be working correctly.
Fixed a bug with the final treasure chest in Eyegouger's basement.
Added a missing control panel in Deneith Sewers 2.
Fixed a problem with the floor puzzle in the Search for the Rare Scrolls quest.
Fixed a problem where the head librarian in the Old Archives would never open the door for you if you didn't complete his conversation the first time.
Turned on traps in the Temple Outpost. Be careful!
Fixed a blocked valve (which controls a secret door) in the Gnashtooth Prison.
As always, cleaned up the various environments visually and fixed locations where you could get stuck.
When Cyrese gives you the Tempest's Spine quest, it now shows up in your quest journal.
Fixed some XP problems with Tempest's Spine.
You can no longer access the blocked-off hallway in Freshen the Air.
Increased the difficulty of the Emerald Claw's Laboratory.
Improved grammar, wording, and content in several NPC dialogues.
Reduced the weight of the supply crates in Stormcleave Outpost.
Changed the name of the Northern Ruins in the Abandoned Keep to the Southern Ruins to reflect their actual location.
Made many general improvements to the Redwillow Ruins quest. Surface encounters now give XP, we added optional objectives to the mini-dungeons, and we simplified the dungeon objectives to make the quest flow better overall.
Fixed a problem with the end of the Entering the Gate Chamber quest - you should now be able to actually enter the gate chamber.
Added some new flavor NPCs to various areas of Stormreach.
Doors in the Haunted Library should now open and close when you expect them to.
Added an optional objective for the Glass Spider Queen in the Caverns of Korromar.
The tutorial and newbie quests received extensive polish passes.
Fixed some problems with completing the Lair of Summoning, Forgotten Caverns, Chamber of Insanity, Ruined Halls, and Haunted Library.
Added a new vendor, Four-Fingered Thad, to the tutorial. He will sell weapons to you after you finish Euphonia's quest.
Fixed the map for the Swiped Signet quest.
Added a map for Postern Gate Wilds.
Added missing fog of war effect to Delera's Tomb and Sorrowdusk Isle.
The game should now recognize that you've talked to Greezix in the Caverns of Shaagh quest.
You can no longer free the Clan Tunnelworm prisoners without opening their cell doors.
It’s now possible to select and disable the fire trap control box in the Vault of the Restless.
The Rotting Crypt in Upper Sorrowdusk is now completable.
The idol pieces in Scoundrel's Run now need to be physically brought back to the pedestal.
The troglodyte warlock in the Butcher's Path will no longer respawn once you've killed him.
Increased the difficulty of Redfang's Nesting Ground.
Increased the difficulty of the Troglodytes' Get and Old Gray Garl.
Increased the difficulty of Valak's Mausoleum.
Increased the difficulty of the Hidden Chapel.
The Catacombs quests received an overall difficulty increase.
Characters
Converted Manyshot to a click feat that lasts for 20 seconds, with a cooldown time of 2 minutes.
Fixed some problems with advancement to level 10 - fighters now receive their bonus feat, rangers receive their new favored enemy, and wizards receive their new meta-magic feat.
Rangers no longer get greater two-weapon fighting at level 10 - they should get it at level 11.
Spellcasters who raise their primary stat (intelligence for wizards, wisdom for clerics, etc.) will now see the expected increase in spell points.
When you advance an ability score as part of gaining a level, you can take feats that require the new ability score. For instance, if a fighter advanced to fourth level and used her ability score increase to raise her dexterity score from 14 to 15, she would be able to select two-weapon fighting (which requires 15 or higher dexterity) as her class feat for that level.
As per D&D 3.5, the duration of a barbarian's rage ability factors in the constitution bonus from the rage itself.
The Extend Rage and enhancements are now working correctly.
As per D&D 3.5, the barbarian rage ability now gives a -2 AC penalty instead of a +2 AC bonus.
The Precise Shot feat was never implemented and is therefore no longer listed in game.
The Inspire Competence bard ability now has a range of 10 meters.
Bards will now correctly receive the Inspire Greatness ability at level 9.
Bards now need line-of-sight with their target in order to use their Fascinate ability.
Removed some non-functioning warforged enhancements.
The warforged Construct Thinking II enhancement is now available.
The warforged Healer's Friend and Inscribed Armor enhancements are now working correctly.
Human enhancements that improve healing are in and functional.
The Improved Mental Toughness feat is now available and working correctly.
Paladin aura enhancements are now in and functional.
Paladin fear immunity is now working correctly.
Skills now have a maximum value of 40.
Untrained, unusable skills will now show up with "n/a" in all columns when viewed in the character sheet or during character generation.
New clerics now have the opportunity to review their known spells during character generation.
Multiclass characters will now display their classes from highest level to lowest level, instead of in alphabetical order.
Death penalties received at first level no longer carry over to second level.
Gameplay
When you enter a public area, you will now be automatically subscribed to a general chat channel for that area - use "/general" or "/chat general" to speak on the new channel. Please note that dungeon instances do not have general chat available.
Chests can now only be looted by people who are in the party when the chest is opened. Anyone who joins the party after a chest is opened will not be able to loot anything from it.
Reduced the duration that cowered undead remained turned from 60 seconds to 20 seconds.
Reduced the base number of monster hit dice affected by turn undead from 2d6 + modifiers to 1d6 + modifiers.
Improved teleport loading times! We made several changes to reduce load times for players.
Fixed a bug where clicking the Cancel button in the Options panel could corrupt your UserPreferences.ini, which would causes errors when logging back into the game.
Fixed a problem with the way death penalties were being calculated. The net effect is that deaths will now cost slightly more XP.
You may now logout while you are dead.
You may now finish or recall from a dungeon while swimming.
Summoned monsters no longer count towards kill tallies on adventures.
Dart and vial traps now properly scale with the trap level.
Traps and secret objects now scale their difficulty based on the level of difficulty (normal, hard, elite) of the dungeon.
Corrected and polished a number of character and monster animations.
Turn undead now shows your turning roll (in both the d20 display and in chat), and the damage inflicted (in chat).
Removed the charge-up animation from the paladin Smite Evil attack.
Combat
Melee attacks made while moving now have a -4 penalty to hit. Spring attack is now a passive feat that removes this penalty.
Slightly increased the attack speed for characters with a high base attack bonus by reducing the delay between combo attacks.
A monster making a melee attack against a player wielding a ranged weapon now gets a bonus to hit - this roughly simulates attacks of opportunity.
Fixed a rare bug where ranged attacks would stop working until you logged out and logged back in.
Sneak attacks now display separate damage amounts for your regular damage and your sneak attack damage. The chat window now tracks sneak attacks as well.
You will now get appropriate text feedback when you hit a monster for 0 damage.
You can no longer make melee attacks while stunned or when one or more of your stats is at 0.
You can now cleave and make sneak attacks while unarmed. Really though, you should just wait until we add monks.
Issues with cleave, great cleave, and whirlwind attack hitting only one target have been fixed.
Human males should now be able to sneak attack while holding a sword and shield.
Your text feedback now clarifies glancing blow attacks.
Fixed a problem where fired missiles would first stay in place for 100ms before starting to move.
If you try and use a condition effect (like blindness or level drain) on something that's immune (like the undead), you will now get appropriate feedback.
You no longer suffer two-weapon fighting penalties when a throwing weapon is in your main hand and a melee weapon is in your off-hand.
Items
Items that grant feather fall now behave as expected.
Weapons with charges per day of damage amplification are now functional. Spend a charge to get 30 seconds of the appropriate type of damage amplification.
It’s no longer possible to use Elemental Gems in public areas.
There are no longer two different kinds of "Scholarly Note" collectables – we renamed one of them "Research Diary".
Examining a collectible will now tell you who collects it.
The rewards for rare arcane collectibles are now magical robes.
House Phiarlan vendors now give the correct discounts to people who have completed Splinterskull.
High-level pawnshop vendors will no longer create items with a minimum required level of 11 or higher.
Kundarak pawnshops now buy magical shields.
Vendors can now repair magical jewelry.
Vendors no longer sell invisibility potions or wands of invisibility.
Mass Camouflage scrolls will no longer drop, since they require a level 13 ranger to cast.
Added a number of new wands to treasure tables and wand vendors.
Warforged docents now grant new and improved colors.
Items now display their base value only - to find out their real value, talk to a vendor.
Added a Lesser Bane effect (+1 to-hit, +1d6 damage) to weapons. Bane weapons are now more rare.
Added some new types of enchanted ammunition to the game.
Rogues should no longer receive shields as quest reward choices.
If you have a full inventory and you are carrying a type of stackable item, you can now pick up more of that item as long as you still have room in the stack.
Monsters
Most boss monsters are now very resistant to charm, fear, poison, and death spells.
Reviewed, and in general slightly increased, the AC values of named and unique monsters.
Monsters that decide to run and hide will now actually use their hide skill if applicable.
Monsters will no longer automatically detect hostile monsters that are invisible, hiding, or behind an obstacle.
Monster names no longer appear over dead or invisible monsters.
Monsters should no longer continue to attack while dying.
Many general improvements to monster pathing and AI.
Mephits are now capable of casting spells under certain circumstances.
Hobgoblins now have ranged attacks.
Fire elementals now have a fiery aura that burns nearby enemies.
Some monsters will now chase players up onto crates and other climbable objects.
To avoid the effects of a troglodyte stench cloud, you must now make a Fortitude saving throw instead of a Will saving throw.
Many monster spellcasters will now cast a wider variety of spells.
You can now make physical attacks against the named spider Whisperdoom.
Spells
Protection from evil will no longer protect you from effects that aren't charms or compulsions.
Divine reagent vendors in House Kundarak and House Jorasco now sell spell components for level 5 divine spells.
Soundburst was allowing a save for damage but not the stun effect. It now allows a save for the stun effect but not the damage, as per the D&D rules.
Removed Fire Shield spells from the spell lists, as these will not be in for launch.
Incendiary cloud has a new visual effect.
The Shout spell now allows a save for half damage.
Break Enchantment will now hit enemies as well as friendly targets.
Cure Light Wounds (Mass) will now damage any undead creatures caught in the spell's radius.
The Cloudkill screen splatter should now go away when you leave the cloud.
Most offensive spells should no longer pass through doors and other objects.
Capped the duration of cloud spells (cloudkill, etc.) at 30 seconds per caster level. Cloud spells with a shorter duration (like stinking cloud) are unaffected.
The Virtue spell now adds 10 temporary hit points, plus 2 per every 2 caster levels over 4 (12 at level 6, 14 at level 8, etc.) to a maximum of 20 temporary hit points.
Sleep spells no longer affect elves. Elves that are hit with sleep spells now give the expected "Immune" message.
Characters and monsters affected by Otto's Resistible Dance can no longer make melee attacks.
The Flame Arrow spell is no longer subject to its caster's spell resistance.
Graphics
New advanced graphics option “Environment Stencil Shadows” enables or disables shadows cast from architecture.
New advanced graphics option “Player Mesh Combining” allows distant players to render faster, at the cost of additional RAM.
Added new visual effects to the melee action point boosts.
Fixed many clipping problems with character models and animations.
Voice
Voice chat is now fully multithreaded. This allows seamless chatting during loading screens, improves quality, and makes voice chat more responsive.
The voice capture threshold for voice chat no longer defaults to 1.0.
There is now a slider that lets you set the network latency buffer time for voice chat.
You can now independently change the playback and capture devices used for voice chat.
Microphone audio now echoes back during mic testing for easier adjustment of settings.
Interface
Improved d20 text output - the purpose and result of the die roll should now be clearer.
You can now use "/who lfg" to find other players looking for a group.
Added the following slash commands: /lfg, /anon, /invite, /quit, and /logout.
Added an "Anonymous" button to the social panel. Players who turn this option on will not appear in player search results.
The /suicide command has been changed to /death.
Added many, many more new icons.
Cleaned up a number of focus orb images, and added some images that were missing.
Dungeon master text should look better when playing in an 800x600 resolution.
The trade panel now displays the name of the person you are trading with.
Made some changes to DM text to make it easier to read.
The mouse cursor should now appear correctly when trying to purchase enhancements in mouselook mode.
The spellbook interface should now be a little more intuitive.
The voice capture threshold for voice chat no longer defaults to 1.0.
There is now a slider that lets you set the network latency buffer time for voice chat.
You can now independently change the playback and capture devices used for voice chat.
The Options panel now allows you to map a key to hide the main UI.
The experience panel will now tell you if you entered an instance after the adventure was completed.
The experience panel now does a better job reporting experience for encounter areas without a main quest (Waterworks, Tangleroot Gorge, etc.), where experience can only be gained from overcoming individual encounters.
Added a new enlarge map icon to the radar.
The trade panel now scrolls when more than eight items are inside it.
If you press the LFG button associated with a quest, it will turn on your LFG flag and set your LFG comment to the name of the quest.
Lists of feats and enhancements will now sort alphabetically.
The inventory panel now displays your AC and blocking AC.
The party invite button now grays out if you are in a party and not the party leader.
The right mouse button (along with the mouse wheel and left mouse button) is no longer bindable. You can still switch the left and right mouse buttons in the options panel.
Changed the character generation steps in the title bar to match the actual order of character generation.
You can now navigate most game UIs with a game pad or keyboard keys.
You can now assign mouse cursor control and keyboard keys to game pad buttons. This includes better support for analog controllers.
The game will now auto-detect an attached XBox 360 controller and load a default key mapping for it.
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_________________ Welosulfure[29,20] Riluos, Soufre
Welostone [29,18] Tedoos, Marbre
Welokrypton [29,19] Thraylios, Cristal
Welowine [28,19] Lieyios, Raisin |
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Posté le:
Mer Fév 01, 2006 9:20 pm |
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Welogas Modérateur HZ / DDO

Inscrit le: Jan 08, 2004 Messages: 5836
Localisation: Burgundy
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le chan party est règlé  _________________ Welosulfure[29,20] Riluos, Soufre
Welostone [29,18] Tedoos, Marbre
Welokrypton [29,19] Thraylios, Cristal
Welowine [28,19] Lieyios, Raisin |
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Posté le:
Mer Fév 01, 2006 9:52 pm |
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