Page 1 of 1

Patch notes (Expansion!)

Posted: 05 Dec 2009 09:58
by Kingfish
http://www.darkfallonline.com/expansion/1209.html

"Conquer the Seas" Expansion - December 2009

"Conquer the Seas" is Darkfall’s second major free expansion, the largest one ever. In this expansion the seas come alive with epic objectives, floating villages with player owned housing , the siege mechanics completely overhauled, characters with more specialization, racial differentiation, monsters completely reworked, player owned vendors together with hundreds of new features introduced, and thousands of improvements, and fixes implemented. This expansion represents a massive undertaking by the Darkfall developers and months of player feedback leading to the best Darkfall ever, and this is just the beginning.

Sea Fortresses

These are the epic new sea objectives we’ve introduced in this expansion and we’ll continue building on them.

•Two Huge fortresses located in the North and the South Seas
•You need to use ships to conquer them.
•You must be a member of a clan
•You have to get the last shot in for a successful take-over.
•Sea fortresses offer great opportunities for epic loot.
•When a fortress is conquered, it belongs to the conquering clan for three days.
•All over Agon, Clan Stations will display your clan’s name for the ultimate bragging rights.
•Clan Stations can be used to apply to the clan displayed on them (in accordance with the clan’s policy for accepting new members).
•The countdown timer for when the fortresses become vulnerable is displayed on the world map for everyone to see.
•It’s impossible to climb on the fortress, intruders are repelled.
•Sea Fortress cannons are the most powerful weapons currently in the game.
•Also see the spotlight article on Sea Fortresses
•Sea Fortresses are an important part of Darkfall’s Dynamic Lore System.

Ships

•There is a new powerful ship added in this expansion: The Schooner. Cannons on this ship are placed in the front and back.
•Ship speeds have been increased and rebalanced.
•Raft speed remains the same.
•Ship and player collision has been corrected so that players cannot stick to the side of a ship while it’s moving.
•All ships now can push the raft which cannot block ship movement anymore.
•Ships are now less costly to create.
•Also see the spotlight article on ships
Sea Villages

•A variety of sea villages have been added to Agon for players to discover and control.

Swimming Balancing

•Swimming will now drain stamina
Siege System

•If a Siege is supposed to start less than 3 hours before daily server maintenance, it will get postponed.
•Siege hammers will now only damage clan city stones, hamlet stones, village control points and siege stones. They will not damage walls.
•Walls are now slightly easier to destroy.
•A new challenge can be iniatiated against a clan that had just been defending in one, without any waiting period.
•When a challenge begins, a 22 hour countdown period starts. The
attackers must place their siegestones within the first hour of this
period, or the challenge will be lost.
•After the 22 hour countdown period, a 3 hour siege period starts. The
attackers are vulnerable the entire time. The defenders go vulnerable
when less than 50% of their city walls remain standing, and at least one
hour of the siege period has passed.
Siege Stones
•A new type of bind-stone has been introduced to the game. It’s called a Siege Stone.
•There are 3 kinds of Siege Stones available: small, medium and large. They can be bought at the same place you buy a Clan Shard.
◦Small: Half the health of a Clan Stone. 10 clan members can bind to it.
◦Medium: Same health as a Clan Stone. 20 clan members can bind to it.
◦Large: Twice the health of a Clan Stone. 30 clan members can bind to it.
Conquering a city or hamlet that is not owned by anyone:
•You need to be a member of a Clan.
•You need to hold the rank of General or higher.
•You need a Clan Shard in your backpack.
•Go within the city limits and double click the clan shard.
•If you’re successful, the clan shard will be removed from your backpack and your clan is now the new owner of the city.

Initiating a Siege where attackers DON’T own any cities
•You need to be a member of a Clan.•Your clan needs to be at war with the clan you’re attacking.•You need to hold the rank of General or higher.•You need a Clan Shard in your backpack.
•The owners of the other city cannot already be engaged in a siege.
•You need enough funds in your Clan Vault to cover the wager, 20k minimum, or more depending on the size of the city you are challenging.
•Within city limits you double click the clan shard.
•When a challenge begins, a 22 hour countdown period starts. You must place at least one siege stone within the first hour of this period, or the challenge will be lost.
•The city you are challenging is NOT allowed to build anything from this point and until the siege ends but they can repair.
• You can place up to 3 Siege Stones of any type.
•You need to be a Colonel or higher to place a siege stone.
•The siege stone must be placed as close as 100m and no further than 750m from the city limits.
•This stage will end when the attackers have placed the maximum number of siege stones or when the hour is up.
•After the 22 hour countdown period, a 3 hour siege period starts. You are vulnerable the entire time. The defenders go vulnerable when less than 50% of their city walls remain standing, and at least one hour of the siege period has passed.
• If the defenders manage to destroy the siege stone(s) before the challenge is over, they will win the challenge and receive the wager.
•If the siege stone(s) or the Clan Stone aren’t destroyed within the allotted time, challenge will end in a draw.
•If you manage to destroy the challenged city's Clan Stone, you will win.
•After the attack is over, siege stones will automatically self-destruct and all people bound to them will be kicked to the closest clan stone if available, or to closest chaos or greater stones, based on alignment.
•All Sieges can be broken off as a draw by both parties accepting a peace treaty.


Initiating a Siege where attackers own one or more cities.
•You need to be a member of a Clan.
•Your clan has to be at war with the clan you are attacking.
•You need to hold the rank of General or higher.•You need a Clan Shard in your backpack.•The owners of the other city cannot already be engaged in a siege.
•Go within the city limits and double click the clan shard.
•When a challenge begins, a 22 hour countdown period starts.
•The city you are challenging is NOT allowed to build anything from this point and until the siege ends, and you are NOT allowed to build anything in your cities, but you may both repair.
•You now have 1 Hour to place OPTIONAL Siege Stones.
•You can place up to 3 Siege Stones of any type.
•You need to be a Colonel or higher to place a siege stone.
•If any of them are destroyed it will not affect the outcome directly.
•After the 22 hour countdown period, a 3 hour siege period starts. You are vulnerable the entire time. The defenders go vulnerable when less than 50% of their city walls remain standing, and at least one hour of the siege period has passed.
•The challenged city will be vulnerable for 2 hours.
•If you manage to destroy the challenged city’s clan stone you win.
•If the defenders capture enough city points or all of your assets, they win.
•If the defenders have not captured enough city points and the Clan Stone is not destroyed, the challenge will end in a draw.
•After the attack is over, siege stones will automatically self-destruct and all people bound to them will be kicked to the closest clan stone if available, or to closest chaos or greater stones based on alignment.
•All Sieges can be broken off as a draw by both parties accepting a peace treaty.
Player Housing

•There’s a new impressive housing structure added, the Player Keep.
•Extensions for Large Villas have been added, so you can now have up to 4 more people living in the house for a grand total of 6.
•Extensions for the Keep have been added, you can have up to 9 more people living in the house bringing the total up to 11.
•Local bank extensions are added to player houses so that you can store items in the local bank. If you lose the house (by not paying taxes) or transfer the house, the items in the local bank will be available to the new house owner.
•The grace period for not paying taxes on your house has been extended to 13 days. If you haven't paid your taxes for 13 days, the house will become free for anyone to claim.
•If you have not paid taxes for your house and the tax payment runs out during the server downtime, you have a guaranteed grace period of 6 hours to pay taxes after the servers return.
•If you lose the house (after 13 days of not paying tax) the items on the player vendor will go to the next owner.
•Remember: anyone can pay your taxes for you.
•Slot machine items added:
◦There are currently 2 types of slot machines added to the world of Agon. The first costs 10 gold to gamble and the second costs 100 gold to gamble.
◦Gold will first be subtracted from your bank (using Agon Fast Transfer) and if you have none there it will try to get gold from your backpack.
◦There are 2 global jackpots available (one for each slot machine) that are persistent. As players gamble, the jackpot will increase.
◦All winnings are transferred to your backpack. When someone hits the jackpot, there will be a server wide notification.
•Player Vendor extension added to houses.
◦Owners: You can upload your wares to the player vendor and have him sell them for you. He will shout out to nearby players that he has items to sell.
◦You can customize pricing for everything you upload.
◦Customers: You can buy things from the vendor using gold in your backpack or using Agon Fast Transfer and have it subtracted directly from the bank. There will be a fee associated with this service.

Re: Patch notes (Expansion!)

Posted: 05 Dec 2009 09:58
by Kingfish
Melee Special Attacks

We’ve added special attacks which allow a critical hit for 30% extra damage after 4 successful hits on the same target. The 5th critical hit doesn’t need to be on the same target.

Melee Skill Extensions


Melee skills have 2 groups of extensions that they can add and you can only have one extension from each group active at a time.
First group:

Side-Step

•Effect: Allows a quick sidestep. Use by double tapping the movement key in the direction you want to go in
•Limitation: Max mana reduced by 5%. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Double-Jump

•Effect: Allows double-jump. Activate by pressing jump again in the air
•Limitation: Max Mana reduced by 5 %.( Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Second Group:

Guardsman

•Effect: Reduces stamina drain on parrying by 75%.
•Limitation: Max Mana reduced by 10%. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Also requires a Parry skill of 50.
Unfazed

•Effect: Reduces stamina drain when taking damage by 50%.
•Limitation: Max Mana reduced by 10%. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Indestructible

•Effect: Increases all magic protections by 5.0. Increases max Health by 10 points.
•Limitation: Max Mana reduced by 5%. Blocks elemental magic, arcane magic, and necromancy. (Permanent penalty for as long as you have the extension active. Stacks with all other extension penalties)
Destroyer

•Effect: Increases melee damage against targets wielding a staff by 40%.
•Limitation: Max Mana reduced by 5%, Blocks elemental magic, arcane magic, and necromancy. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Archery Skill Extensions:


Mage Hunter
•Effect: Increases all magic protections by 3.0. Increases max health by 10 points.
•Limitation: Max Mana reduced by 5%. Blocks elemental magic, arcane magic, and necromancy. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Also Requires an Archery skill level of at least 50.
Mage Killer
•Effect: Increases archery damage against targets wielding a staff by 20%.
•Limitation: Max Mana reduced by 5%. Blocks elemental magic, arcane magic, and necromancy. (Permanent penalty as long as you have the extension active. Stacks with all other extension penalties)
Also requires an Archery skill level of at least 90.
Jump Shot
•Effect: Allows archery while jumping.
•Limitation: Max Mana reduced by 10%.
Aquatic Shot
•Effect: Allows archery under water.
•Limitation: Max Mana reduced by 5%.
Master Scout
•Effect: Increases max ID range by 15 units.
Mana Shield
•Effect: Every 10% of incoming damage points are traded against 15% points of mana as long as you have mana
New Racial Skills:

Alfar:
•Alfar Cunning – Increase to max Mana by 0-10
•Alfar Resilience - Acid Protection bonus 0.5-3.0
Dwarves:
•Dwarven Durability - Increases max Health by 0-5
•Dwarven Perseverance - Melee skill, less stamina loss, protection against
•debuffs
•Dwarven Steelmaster - Increases durability when crafting armor by up to 10%
Mirdain:
•Elfsight - Increases maximum ID range
•Mirdain Insight - Increases max Mana by 0-10
Human:
•Human Ingenuity - Up to 50% longer Nourishment duration
•Human Willpower - Increases max Mana by 0-10
Mahirim:
•Mahirim Endurance - Increases max Health by 0-5
•Mahirim Huntspeed - Faster run speed
Orks:
•Orkish brutality - up to +3 damage bonus for orks with high ranked greataxes
•Orkish Toughness - Increases max Health by 0-5
New Skills

•Disabling Blow - melee skill disables parry on target for a short duration. This includes a visual indication that the player is not able to perform a block/parry.
•Disabling Shot - archery attack disables parry on target for a short duration. This includes a visual indication that the player is not able to perform a block/parry.
•Industry - reduces crafting time by up to one third.
•Rage - Instantly increases all magical resistances by 1 - 3 points for 40-50 seconds. Self heals for 10-30 hitpoints. Costs 100 mana to use. You need a melee weapon unsheathed to use it. If you equip any non-melee weapon, the bonus will be removed.
•Spotter - Increases maximum ID range when ID'ing players using the crosshairs.
•BloodCraft
◦When bloodcrafted, armors will give you a health bonus and a mana penalty.
◦When wearing a bloodcrafted armor, visual effects allow everyone to see that you’re wearing one.
•Shadecraft
◦When shadecrafted, armors will give you a mana bonus and a health penalty.
◦When wearing a shadecrafted armor, visual effects allow everyone to see that you’re wearing one.
Monsters:

The Kraken:
A new huge sea monster that eats ships for breakfast has been added to the world.


Wildlife:
•Random moving wildlife creatures for you to hunt down and skin have been added.
•There’s a small chance of them dropping epic loot.
ALL MONSTERS
•All monsters have undergone complete rebalancing in the largest AI tactics update in Darkfall’s history.
•Monsters will also draw on the new skills added like disabling blow etc.
•Also see the Developer Spotlight on AI

Free-Spawn Objects

•A plethora of new free-spawn objects are being dynamically added to the world of Agon.
•Travel around and you might see such things as broken chests, lobster cages etc.
•Some of these can be found everywhere, while some can only be found around the coastline of Agon or near water.
•Press use on them and reap their reward.

Trade Routes

•There are 2 societies involved in assigning trade-routes. 'The House of Galder' and 'The Ruby Conclave'.
•These societies will offer you a job as a trade route runner.
•Trade route locations are displayed on the world map with a countdown timer for when they become available. (This can happen at random intervals during the day).
•They will be a global announcement when they open up and when they shut down. They will shut down either because they timed out, or they are out of goods for the time being and need time to restock their inventories.
•To use them go to their representative and press the use button. Once you accept the Trade Route Run, you will get a backpack on you that is visible to everyone.
•You can access the representatives again to get more goods. You can do this several times, until you can't carry more, or until the trade route is out of goods.
•When you have accepted the Trade Route Run, you can no longer teleport (you can however use mounts/ships etc.).
•The faster you deliver the goods to the end station, the larger your reward will be.
•You’ll always get more gold than you spend if you successfully deliver the goods. There’s also a chance that you might get an extra reward upon delivery.
•Every trade route run completed for each one of the societies is recorded and you can look them up in you journal.
•Factions will take notice of the number of successfully completed trade route runs you’ve achieved and this will be incorporated in the trade requirements in the future.
•If someone kills you while you’re on your trade route run (remember you’re wearing a visible backpack), your grave will contain 80% of the gold you paid for the trade route run.
•If you log out during a trade route run you’ll be reimbursed for 50% of the gold you paid to do the trade route run.

Item Counter / Ammo Bar

•An item counter bar has been added to the GUI.
•You can drag and drop resources there and it will show you how much you have left of this resource in your backpack.
•There is a visual indicator when you’re running low on a specific resource.
•You can configure how many slots you want to have in your bar in the GUI options.
Elixirs: New elixirs can be found in chaos chests, on monsters etc.

•Ambrosia, +1 strength
•Elixir of Life, +1 vitality
•Herbal Tea, +1 quickness
•Vintage Wine, +1 wisdom
•Weird Concoction, +1 intelligence
•Wyrm Oil, +1 dexterity
Potions:


•Clean Slate, restores health and stamina
•Clear Mind, restores mana
•First Aid, restores health
•Panacea, restores health, stamina and mana
•Rejuvenation, restores stamina
•Remedy, restores health and mana
•Suppress Weakness, restores mana and stamina
•Herbalism potions have had their effects increased.
Barbers

•Some of the merchants in the capital are now skilled in the arts of piercing, shaving, and hair coloring.
•Travel to your racial capital and change your character’s appearance for a fee.Campfire

•You can now deploy a fully operational cooking station practically anywhere. Use this to cook out in the wilderness.
•This a one- time deployment that lasts for 30 minutes.

Clan Guard Towers

•Clan guard towers have been upgraded and will give out slightly more damage with a small chance of inflicting critical damage.
• You may now build lesser guard towers in clan hamlets.
•Fixed some guard tower bugs.
•Clan city building placement has been improved across Agon.
Village Control Points

•Village Control Point vulnerability timers will now show up on the world map.
Cannons

•All cannons in Agon have seen significant firepower increases. This includes cannons on ships, warhulks, stationary cannons and clan city cannons.
•Many cannons have also seen improvements in reload time.
•Cannons now require one unit of black powder per shot.
•Black Powder can be crafted or looted from monsters.
Warhulks

•Warhulk speed has been increased
•Warhulk steering has been improved
•Warhulks now have third person perspective as default view.
•All warhulks are now less expensive to make.
In-Game Browser for Journal and Clans

•We have changed to in-game browser to Chrome based framework.
•Mouse wheel scrolling now functioning as intended.
•In-game clan boards have been improved.
•Several issues have been addressed.
Tomb Stones:

•New model for player tombstones
•New model for monster tombstones
•New model for wildlife tombstones
•New model for dragon tombstones

World Map

•World map and minimap have received visual updates.
Gore

•Blood splatter effects have received a visual update.
Player Character Animations:

•New random idle animations for all player characters have been added.
Spell Effects:

•Earth magic spell effects have been upgraded. Other magic schools to follow.
Spells and cool-downs:

We’ve added global cool-down timers to most high level spells. The timers are grouped across magic schools. Global cool-down timers are half of the original cool-down. The groups are the following:

Group 1:
•Acid rain
•Death fog
•Flames of vengeance
•Ice storm
•Mana blast
•Thunderstorm
•Toxic rain
•Volcano
•Wall of fire
Group 2:
•Blizzard
•Disintegrate
•Exploding charge
•Inferno
•Unholy flames
•Virtuous wrath
•Meteor strike

Quests

•Quest Journal has been completely revamped
•A Quest Diary has been implemented for all quests
•All quest info now goes to its own chat tab.
•There are many new and exciting quests added:
NEW HUMAN QUESTS:

•Hunting for Sandbrook
•For Sandbrook's Archers
•Catherine's Archery Test
•A forgotten bag
•Hunting for Monkfield
•Equipping Monkfield's Archers
•Stonegar's Archery Challenge
•The unlucky merchant
•Hunting for Heart of Eanna
•Heart of Eanna's Future Protectors
•Kai on Archery
•The late report
NEW ALFAR QUESTS:

•Hunting for Akathos
•Archers for Akathos
•Gaelshek's Archery Test
•The forgotten bag
•Hunting for Bel Melek
•Equipping Onghral's Archers
•Zulgal's Archery Challenge
•An unlucky merchant
•Hunting for Deep Yishku
•Deep Yishku's Future Protectors
•Raenthar on Archery
•The merchant's report
•The new occupants of mount Qurjah
•The foolish apprentice
•A treasure in Zahnal
•Interesting News
•That annoying human
•Little Box of Magic
•Lyrissa's Information
•Destroying the Demon Tombstone
NEW MIRDAIN QUESTS:

•Hunting for Loriedan
•Archers for Beladin's Rest
•Delian's Archery Test
•The merchant's bag
•Hunting for Adaithel
•Training Archers in King's Holdfast
•Meadhin's Archery Challenge
•Change in Plans
•Hunting for Mir Bellith
•Leafhelm's Future Protectors
•Eolindir on Archery
•The trade report
•Find the Brownies
•The venom fueled Sarlid
•The paranoid Arthain
•Destroying the Orb
•The missing Arrowhead Agent
•Searching for a tombstone
•Nairath the Expert
•A forgotten book
•The forgotten book
•A dark letter
•The information dealer
•Doing somebody else's dirty work
•Darker information
•Disabling the Demon Tombstone
NEW MAHIRIM QUESTS:

•Hunting for Inner Ormhold
•Archers for Leenglow
•Yman's Archery Test
•The forgetful merchant
•Hunting for Sarthain
Training Archers in Silverspear
•Uryar's Archery Challenge
•Denari-yin the Merchant
•Hunting for Whiteclaw
•Hunter's Moon's Future Protectors
•Lymyan on Archery
•The trading report
•Sister Lyrissa
•A List with Names
•A New Power
•Behind the Cult
•Enough with the Cult
•Mardem-kai's report to Tivasta
•Final Materials for Samalon-tai
•Delivery for Samalon-tai
•The Missing Scholar
•Searching for a Ring
•People of the Ice
NEW DWARVEN QUESTS:

•Hunting for Gulgrumir
•For Hammerdelve's Archers
•Eikvangr's Archery Test
•Helga the Merchant
•Hunting for Heimdal
•Equipping Eirhelm's Archers
•Vargstein's Archery Challenge
•Ornulf the Merchant
•Hunting for Idawoll
•Protectors of Valfather's Egde
•Ulfrik on Archery
•The forgotten report
NEW ORK QUESTS:

•Hunting for Nerzok
•Equipment for the New
•Biggor's Archery Test
•Small but important
•Hunting for Fire Run
•Equipping Metal Heart's Archers
•Killoroth's Archery Challenge
•Delivery for Kulgarash
•Hunting for Lesser Faukul
•Defenders for Chopping Necks
•Angorok on Archery
•Akzar the Merchant
Alfar Area World Building:

There have been major world-building improvements in the following Alfar areas

•Moradar Edge
•Yannedar
•Obad
•Daemesh
•Gul Jarnath
•Mar Shral
•Hithe
•Drydale
•Stonehame
•Issanhal
•Rhagaus
•Sulsar
Fixes / Corrections

•City walls now display 3 visual stages of destruction.
•Screenshot command fixed. Default is Alt-S. Takes a bitmap of the screen and stores it in Users/YourAccount/Pictures/Darkfall
•Ganking a player has been updated, so you can't move before the gank is completed anymore.
•Bag labeling: You can now label your bags/sacks/containers. Slow click on the bag to enable it.
•Fixed a bug where mounts would not take lava/acid/damage if you rode into a lava/acid lake or ended up in players taking endless lava damage.
•Jumping in water while casting isn’t possible anymore unless you have bought the appropiate extension for the spell that is being cast.
•Clan Shard price has been increased to 20k
•Fixed a crash bug where players accessing their bank would lag and eventually crash.
•When attaching/equipping a tool now, shields will automatically be unequipped.
•AOE spells:
◦In order for AOE spells to damage a player, the player needs to be in line of sight from the spell’s impact.
◦AOE spells will no longer go through walls and objects.
•You can no longer instantaneously change clothing/robes/armor. Depending on what you equip/unequip there’s a delay which doesn’t allow you to change quickly during battle.
•While equipping/unequipping armor/clothes, you won’t be able to attack.
•Several sound issues have been fixed (where you could not hear yourself or other people gather for example)
•Many sounds have been updated and improved.
•Characters: The crouching 'hit box' has been modified for all races.
•Existing Skills/Spells:
◦Meteor Strike is now a 2 second DOT spell.
◦Vampiric Touch is now a health penalty effect instead of unholy damage.
◦Shrapnel has an increased cool-down timer .
◦Earthquake now has an increased area of effect.
◦ Witches brew: Area of effect size increased from 0.5m to a maximum of 6m. Cool-down has also increased
◦Impale is now a direct damage spell.
◦Blizzard missile speed increased.
•Battlespikes are now much cheaper to craft.
•Some high end mage staffs are now more expensive to craft.
•Shields have had their elemental protections increased by up to 150%.
•Certain shields now protect more against a specific damage type; fire, cold, acid or lightning.
•Increased Encumbrance for all heavy armor by 15%.
•Significantly increased the following protections for Chain, Banded, Scale, Plate, Full Plate, Infernal, and Dragon armors:
◦Fire
◦Cold
◦Acid
◦Lightning
◦Holy
◦Unholy
•Knives have seen their damage, range and chance of critical hit increased.
•Polearms now swing slightly slower.
•A crafting difficulty bug for Einherjar has been fixed.
•Thousands of bug fixes and improvements across the board.
•Fixed a bug where whirlwind would momentarily block a player’s movement (if it was executed from standstill).
•Encumbrance penalties for Infernal and Dragon armor have been increased by 10% and 20%
•Modified armor penalties for archery. Approximately -1 damage per 10 Encumbrance in excess of 50. Armored archery may reduce this penalty by about one third.