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WiP - 3.0.3 Patch Notes - 1/14 - 1:20pm

Discussion in 'The Kingdom of Kaliron' started by Vexen.X, Dec 4, 2009.

  1. Vexen.X

    Vexen.X

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    Content
    • A new Tol'Calm Front Gate camp has been added. It includes generic shops for potions, clouds, wards, etc and a teleporter waypoint. Completing the quest: Beyond Our Gates, which you can now take after Narith is dead will allow you to use this new waypoint. 8 New quests so far have been added to this new camp.
    • The Jaharra Barrens is now open for exploration but has been taken over by the Centaur Clans who seem to have it out to destroy all Humans that enter the desert. Also spotted are Scorpions and Coyotes.
    • The city of Grom'Gol is now open with changes and expansion. Behind the city is a new valley, The Valley of Trials along with a temple and attached caves that is now part of the main story quest line.

    • Centaur Vagabond - The warrior of the clans, melee unit. Has the ability to Toss his axe at a player doing initial damage and leaving a bleed over time effect.
    • Centaur Ranger - The hunter of the clans, ranged unit. Has the ability to throw a bola trap ensnaring the target for initial damage and damage over time. Also has the ability to use Spread Shot, which fires 1 arrow at every player close by the Centaur Ranger
    • Centaur Stormchaser - The caster of the clans, ranged unit. Has the ability to cast chain lightning that will bounce 3 times. (No damage reduction between the bounces)

    • Along with the ranks of the centaur in the clans comes the dreaded Centaur Lords. There are 4 lords that you will face. Nature Caster, Wind Caster, Ranger, Warrior. Each lord has a high amount of HP and high basic attack damage, paired up with 2 or 3 unique abilities for each lord which makes them tricky.

    • There is now a quest chain you have to complete to unlock the Orc City of Grom'Gol instead of just walking up to the city like you could in 2.xx. Completing the main story quests (Including the Valley of Trials) will unlock use of the teleporter in that city.


    • Naga Protector - The warrior of the naga, melee unit. Has Shockwave that is a frontal cone damage/stun ability and Warstomp which is a 360 AoE damage/stun.
    • Naga Ravager - The strong fighter of the naga, melee unit. Has Impale which is a direct damage attack that will stun and apply a bleed effect. It also has a casted cleave that will do damage in a frontal arc area.
    • Naga Wraithguard - The caster of the naga, ranged unit. Has a 15% direct heal and can cast Water Wave, which is a frontal wave of water damage.

    • There are also 3 new mini bosses to fight inside the Temple of Sanctity. As usual with the super mini bosses, they have very unique abilities and should pose quite a challenge. These is no end of the patch Boss like there was with Narith. The sand golem is the 1 new major boss in this patch.



    Bosses
    • The Sand Golem mini boss concept has been turned into an actual boss. He is guarding the entrance to Grom'Gol and must be defeated before you can enter the city, but to spawn him, you need to complete some tasks and solve a little mystery.



    Items
    • There is a new item type: Enchanted. It is a step up from Magical and a step down from Epic. All Bosses will drop Enchanted items from normal modes.
    • Epic items will now only be found from VX mode bosses
    • New Elixirs:
      • Elixir of Resilience: Reduces all ability damage taken by 12%
      • Elixir of Haste: Increases attack speed by 25% and move speed by 7%
      • Elixir of Fortification: Increases max HP by 12% and dodge by 4%
      • Elixir of Wisdom: Increases max MP by 24% and spell power by 5%
      • Elixir of Spirit: restores 1.25% of your max mana every 3s



    Stat Changes
    • Constitution: Now gives +3 HP and +0.20 Power per point (up from +2 HP and 0.15 Power)
    • Reflexes:
      • Now gives 0.060 dodge per point (up from 0.050)
      • Now gives 0.275 attack power per point (agility heroes only) (up from 0.175)
      • Now gives 0.032 attack crit power per point (up from 0.023)
    • Intelligence
      • Now gives 0.675 Spell Power per point (up from 0.550)
      • Now gives 0.115 Spell Crit Bonus (up from 0)
      • No longer gives Spell Crit Chance
    • Wisdom
      • Now gives 0.525 Spell Power per point (up from 0)
      • Mana per point is unchained (still +1 per point)
    • Energy
      • Now gives 0.525 Spell Power per point (down from 0.625)
      • Now gives 0.050 Spell Crit Chance per point (down from 0.055)
      • Mana per point is unchained (still +1 per point)


    Generic Bug fixes
    • Wisps in the Vormur Gardens now function as intended and are the proper colors
    • Narith - corrected a bug with the Lightning Phase (Normal Mode). If you end the Lightning Phase while the Timer for Stormcloud is counting, the timer will not be paused and Stormcloud / Endless Lightning cycle will continue for the rest of the fight. If Stormcloud has just gone off and you end the phase before Endless Lightning goes off, it will function properly.



    Generic Monster Related
    • Redid and optomized several things with the aggro system and aggro bars to cut back on the overall processing load.
    • Properly destroy and clean up all units that do not need to be recycled (boss adds, catacombs packs, etc)
    • Catacombs now spawns in 3 groups instead of all at once. This reduces the number of units the aggro system needs to keep track of and also fixes a few exploits with doors and them not being LoS blockers
      (Note: People that experienced bad FPS in the catacombs should now see a HUGE improvement from the above 3 optimizations)
    • Monster that go into reset mode will no longer have pathing to prevent bottlenecking and some exploits.



    Generic Hero Related
    • All improved abilities now update the tooltips for the abilities to display their bonus effects
    • Healing Spells are now capable of crits. HoT's are still not.
    • Added a new function that will fix the issue with damage absorption abilities (including Dodge), which was: if the amount of damage taken + current life was greater than max life, you would still take damage.


    New Hero - Barbarian
    • The Barbarian is a physical DPS dealer that relies on sheer brute force to cut down his enemies. The Barbarian also brings several party buffs to the table besides his DPS abilities.
    • His abilities are:
      • Cleave - Causes 75% of his auto attack damage to be split in a frontal radius around him (works with right click autocast). Costs 5 mana, 2s cooldown
      • Deep Slice - based off attack power, strikes a single target for physical damage. Costs 10 mana, 6s cooldown. Improved effect adds a physical damage bleed based on Deep Slices damage.
      • Warcry - buffs the players around the Barbarian adding damage. Costs 5 mana, 35s cooldown. Improved effect also increases the passive HP regen rates of the players
      • Berserker Rage - the Barbarian goes into a frenzy causing every white attack to increase his base damage. This bonus damage stacks up to 8 times. After the 8th stack all the built up rage will unleash on the target hit for a strike based off attack power. Costs 10 mana, lasts 22s
      • Battle Lust - buffs the players around the Barbarian causing them to regain health with each attack. Costs 15 mana, 50s cooldown. Improved effect also increases Attack & Spell Critical Strike Chance
      • Bladestorm - The Barbarian goes into a spinning frenzy reducing his movement speed by 40%, disables his abilities and attacks and deals damage to all near by enemies with each spin. Costs 20 mana, 30s cooldown. Improved effects apply a debuff to every mob hit that causes them to take additional damage from all sources for 8s.



    Arcanist
    • Kinetic Shield removed from the game. New Ability: Arcanic Blast
      • Single target, direct nuke, 8s coodown, costs 20 mana. Base damage is 27, coefficient is 115%. An improved version will cause any unit with the Arcanic Missile debuff to explode upon impact doing 40% of the Blast's damage as a 375 radius AoE. Empowered versions increase damage of the blast by 10/20%

    Cleric
    • Heavenly Rain redone: No longer requires channeling, once casted the cleric is free to move around, it ticks every 1s from the clerics current position (not where casted). Base duration is now 8s with + 0.04s per level. Base heal is 10, coefficient is 15% per tick

    C. Knight
    • Mindblade reworked so the bonus damages from talents add correctly. Also added a constant 35% AoE damage to the Improved Mindblade talent.
    • Hasten is now an AoE buff instead of a single target buff. Threat mods for the CK with hasten active on him still apply the same way they did. (A CK with hasten will generate all the extra threat mods, no hasten buff active will be considered a DPS class and take the minus threat mods)
    • Adjusted the CK's base block percent value to be 25% (was 15% before the talents). The Shield Blocking talent will now make the CK's block percent value 5% more than the warriors.
    • Armor Break's base value is now 6 (up from 2.75), armor per level is now 0.45 (up from 0.25)
    • Soul Shatter removed from the game. The new C. Knight ability will be Chaotic Grip.
      • Forces the target to fly through the air at the CK moving the CK to the top of the threat list. Improved version will cause damage to the target. This ability will have a 20s cooldown. Does not effect threat if you are already the #1 target. The damage the ability deals will still add threat in this situation. This ability will still work on, but not pull any Mini bosses or Bosses

    Hydromancer
    • Water Bolt is now a 2s cooldown (upped from 1.5s)
    • Overall she gained about 5% to all of her damage coefficients and +2 to all base damage
    • Purify base heal is now 24 (up from 17) and the coefficient is now 55% (up from 45%)
    • Ice Barrier base HP is now 120 (up from 90) and the HP per level is now 17 (up from 14)
    • Corrected some issues with Ice Barrier applications with the Improved talent
    • Corrected some issues with Watery Grave not procing the AoE properly when a unit died while it was active.
    • Improved Ice Nova roots can no longer proc on Mini bosses or bosses

    Ranger
    • Ensare Trap can no longer root Mini bosses or bosses in place

    Phantom Stalker
    • Bladefury now increases attack speed by 45% (up from 35%)
    • When RS is used, the PS now will restore 3% per debuff (9% in total) of her mana pool
    • Overall her damage output should now be sightly higher if your rotation with RS is performed properly. Coefficients were increased on the base abilities slightly and the scaling factor from RS was increased. Tooltips and talent info has been properly updated.

    Warrior
    • Improved Shield Slam talent now also increases Shield Slam threat by 20%
    • Improved Intimidating Shout now also increases Intimidating Shout threat by 35%
     
    Last edited: Jan 14, 2010
  2. RaiN.

    RaiN.

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  3. Vexen.X

    Vexen.X

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    updated the main post with stats, and the concepts at the bottom
     
  4. Super-Sheep

    Super-Sheep

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    Nice that you will get rid of the Kinetic Shield. It didnt stack with Paladin's damage reduction/hot spell..
     
  5. RaiN.

    RaiN.

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    Might want to update this :)
     
  6. Vexen.X

    Vexen.X

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    done, updated
     
  7. Dr Super Good

    Dr Super Good

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    I had some thought about a feature that after you fail a boss like 3-4 times in a row (as in cause of reset is whipeout of most of party and not leaving the area), it reduces in difficulty at the cost of no drops, gold and exp or even rewards from killing it and only at the easiest playable difficulty. I admit currently the map is too small for such a feature to be that good, but eventually when it is a lot bigger, it would be good to allow people who really get stuck to progress. Even if this feature means that you just pass the quest and allow story progression (quest gives nothing), some people may find it helpful.

    I am aware all bosses are defeatable if everyone is compitent or people are at higher levels than the boss. I remember a game were everyone was level 8-9 and they could not even kill broodmother (suspite me being a 15 cleric) on the easiest difficulty even though there was a tank, and 2 DPS characters.

    Logically proper people will be unaffected by this as they should never wipe out on the bosses, or for that fact even be playing on easiest difficulty.
     
  8. Vexen.X

    Vexen.X

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    I have considered some option like this

    Adding a Voting system that would nerf the damage output of all the bosses, which would be really easy since all outgoing damage is passed through 1 universal function.

    Of course with a penalty attached to it, like you said. It is still something I may consider
     
  9. Vexen.X

    Vexen.X

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    updated Arcanist and CK changes
     
  10. Vexen.X

    Vexen.X

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    updated the post to reflect a lot of new things
     
  11. night...fade

    night...fade

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    When will be the druid and the barbarian???????????????????? º`_´º
     
    Last edited: Dec 17, 2009
  12. Void

    Void

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    VX mode is way too annoying (and this means you won't get epics for the levels they are made for because at that level the boss will most likely rape you badly)
     
  13. tulee

    tulee

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    This is good, it separates the pubs from the pros
     
  14. Void

    Void

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    Yeah but i would rather have hardmodes instead of beeing unable to die even once - legendary hardmodes realy are hard enough (my main point in disliking VX mode is that you may not die which realy takes away a lot of the fun)
     
  15. Vexen.X

    Vexen.X

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    You are confusing VX mode bosses with Heartcore game mode
     
  16. Void

    Void

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    damn you are right - ok i like the change then (btw is narith getting fixed? the fact that the lightning phase is bugged is pretty annoying (if you finish it while he has the storm up he will never stop casting his lighting stuff thus pretty much raping you in the next phase))
     
  17. Vexen.X

    Vexen.X

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    It's corrected for the next patch
     
  18. Rui

    Rui

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    I'm glad to see the Barrens will be opening (I actually miss them!). Are there no new heroes for this 3.0.3? Got my answer from "Progress report on next version"
    By the way, will codes from 3.0.2 be functional in 3.0.3?

    EDIT: The thread where I found the answer to the first question does not explicitly state whether 3.0.2 codes will be functional.
     
  19. RaiN.

    RaiN.

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    There won't be any code wipe for any future version, unless something buggy with the code system shows up.
    Which means, no code wipes unless it is stated so in a post by Vexsin.
     
  20. Dr Super Good

    Dr Super Good

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    Or unless some major engine overhaul has to occur. Afterall if more functionality must be added to the codes, existing codes can not be kept (unless you add a system to allow old loads).