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Thread: 1.3.1 Nots (leak)

  1. #1
    Join Date
    Jun 2009
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    Default 1.3.1 Nots (leak)

    Highlights
    • The day of invasion is at hand! Capital city invasions are more exciting than ever, with a simplified and accessible new flow of invasion states, interface improvements, Public Quest upgrades, and more! See below for full details on these changes.
    • All Keeps have been expanded! There are now two ramps up to the Lord room for attackers and defenders alike to watch and utilize for flank attacks on their enemies.
    • Our scouts will now mark your map with new icons displaying more precise statuses of Keeps and Battlefield Objectives. One glance at the map will be all you need to get an understanding of how the war is progressing across the entire region. See below for details on this useful new enhancement.
    • Player-crafted Summoning Stones allow groups to rapidly assemble for battle even when the party members are spread out over long distances. See below for additional details on this valuable new tool in your arsenal.
    • We have made further improvements to overall performance and stability, highlighted by substantial performance improvements in the game’s animation system.
    • And much, much more including a healthy dose of career bug fixes, item and crafting improvements, and even more UI updates.



    Capital City Invasion Changes
    • We have collapsed the invaded city states down to three states labeled Contested, Captured, and Rebuilding. City defenders are now able to access and spawn in all city states, allowing them to continue the fight even after the enemy has captured the city! Below are the details on these three states:
      • Contested - During the contested phase, both Realms are fighting for control of the city. The city is open to players of Rank 30+. The contested city Scenario becomes open to players below Rank 30. Control is gained through capture of the Battlefield Objectives, killing your enemies, and through winning the city Scenario. The city Public Quest is there to direct players toward these goals.
      • Captured - The attackers have captured the city! The Warlord Public Quests open, and the ruler of the city becomes vulnerable. Attackers no longer need to defeat the warlords to unlock the king encounter. Both Realms are still allowed in the city during this phase. The city PQ continues to run, with an added bonus to the defenders. Each time the defenders win the city PQ, 30 minutes is removed from the timer for this state!
      • Rebuilding - The city is returning to a peaceful state.
    • The time left in the current invaded city state (Contested or Captured) will now display on the map next to the city and on the city tooltip that is displayed while inside city.
    • The warlord encounters are now instanced. This allows multiple groups the opportunity to participate in the encounter, even if the warlord has already been defeated by another group. Additionally, we've rebalanced the encounters for 24 players.
    • A zone control detail bar has been added to the cities. The functionality mirror's that of the zone control detail bar in other zones.
    Contested City Public Quest Improvements




    The Public Quest mechanics in the contested versions of both capital cities have been changed to create a more RvR-focused experience. Other than guards and Public Quest bosses, all aggressive NPCs have been removed as they are no longer required to win the PQ. Ambient and quest monsters are still intact, but they will be neutral to all players. The PQ also no longer requires the starting or extinguishing of fires, so all burnable objects not related to other quests have been removed.






    The number of Battlefield Objectives has increased to three per city:
    • Altdorf Battlefield Objectives: Bright Wizard College, Central Altdorf, and Temple of Sigmar(The Docks BO has been removed.)
    • The Inevitable City: The Apex, The Monolith Focus, and Temple of the Damned.
    The Public Quest consists of the following two stages:





    Stage 1
    • Order Victory Points - 0/1000
    • Destruction Victory Points - 0/1000
    • Players earn points by capturing and holding BOs and killing other players. NPC kills no longer award Victory Points. Player kills will earn one Victory Point. Battlefield Objectives generate ten points per capture and then one point every three seconds while owned. If a Battlefield Objective is completely abandoned (no players in the area), the BO will revert to a neutral state after 60 seconds and stop generating points. The first Realm to earn 1,000 Victory Points advances the PQ to Stage 2 and forces the opposing Realm’s general (the PQ boss) to spawn.
    Stage 2
    • Order Victory Points - 0/1000
    • Destruction Victory Points - 0/1000
    - OR -
    • Kill General Leighton - 0/1 (if Destruction wins Stage 1)
    • Kill Adell the Corruptor - 0/1 (if Order wins Stage 1)
    • The winner of Stage 1 may now try to win the PQ by either killing the enemy PQ boss or earn another 1,000 points via player kills and controlled BOs. Alternately, the loser of Stage 1 can try to earn 1,000 points first, which causes Stage 2 to flip to their winning conditions. Winning Stage 2 will earn a chest drop in the safety of the winning Realm’s spawn area.
    User Interface Improvements




    Social Window Changes

    We’ve implemented a new Friends List version of the Social Window. When players access the Social Window, they will now be greeted initially by a minimal friends list that allows them to see, at a glance, which of their friends are online or offline. Information about each friend will be available by hovering over them on the list. Players can choose the ‘Search and More’ option on the minimal view to access the full features of the Social Window. If players prefer, the minimal view can be disabled by selecting the appropriate option in the options tab of the main Social Window.
    Also, players will now be suggested as friends based on your interactions with them in the world. These suggested friends will appear on your friends list in either the new ‘Friends List’ minimal view or the normal Social Window view. Suggested friends will be sorted by the amount of interaction you have had with the player, and friends that are not added will be dropped over time if you haven’t interacted with them recently. Players can filter their friends list to not include suggested friends if desired.
    Add-on Management

    The Add-on Management Window for the user interface has been improved to offer more information, better layout, and extra features to identify and troubleshoot the add-on experience. The new manager will allow the Mods list to be filtered by category. Among the new details visible for each add-on is the ability to display recommended careers. The Mods list will now display detailed information about each add-on’s current load status; applicable states are: Not Loaded, Loaded, Loaded (!), and Failed. Loaded (!) will indicate that the add-on has been loaded, but with errors. If the status is ‘Failed’, additional information on what caused the failure (missing dependencies, etc.) will appear in the add-on details.

    Summoning Stones


    Players can now use crafted items to summon a single player within their group, or all of their group-mates (Rank restrictions apply). For the single-player summon, if the summoned player declines or the acceptance timer runs out, the stone will be refunded to the caster. Components can be purchased by Talisman Makers from Morena von Hoffe in Altdorf, and Alerian the Flayer in The Inevitable City.
    Note: In some cases where players decline a summon or the acceptance timer runs out, the Single Summon Stone item may take up to five minutes to be refunded to the player.

    Land of the Dead



    • Corrected an issue preventing players with dungeon lockouts greater than the defending players’ lockouts from invading the instance. Players can now invade any instance regardless of their current lockouts.
    • Players of both Realms can now always enter instances inside the Land of the Dead, regardless of current Realm dungeon control; however, players of the Realm without control will still not be able to invade instances.
    • The “Poisoned” effect that occurs when entering the River Mortis will continue to damage players that resurrect into the river.
    General Changes & Bug Fixes






    • Significant performance improvements have been made to the game’s animation system.
    • Fixed an issue where a player's pet could overshoot its target if the player was in motion.
    • Adjusted the behavior of monsters and player mounts that hug the ground to act better when rotating or hanging over steep ledges.
    • Fixed an issue that caused group members to sometimes be returned to the character select screen when they entered a dungeon.
    • Fixed an issue that was allowing players to climb steep surfaces that they were not intended to be able to climb.
    • Fixed an issue that caused some grass objects to not properly align with the ground.
    • When a player is returned to their Flight Master because the location they were travelling to was unavailable, they will now be refunded the cost of the flight.
    • Players can no longer attempt to use a Flight Master to travel to a part of the world that is currently unavailable for travel.
    • Monsters that are walking in formation will now maintain their formation and speed more consistently.
    • Fixed an issue that caused monsters to run through buildings and other obstacles when attempting to put distance between themselves and the target they were attacking.
    • Fixed an issue that could cause a planted guild Standard to appear multiple times.
    • Revised the rules for creating a dungeon when lockout timers are involved, and added messaging when entering a dungeon to clarify to the player entering the dungeon of that dungeon’s lockout status. Now, when a group member enters a dungeon, the dungeon will be created based on the group leader's lockout status unless a group member's lock out status is incompatible with the group leader’s. In such a case, the group member will be denied entry into the dungeon until they leave the group or the group leader has compatible progress.
    • Fixed an issue where players could potentially get themselves locked out of their own dungeon.
    • Fixed an issue that would prevent players from invading a dungeon if both the invaders and defenders had saved progress in the dungeon.
    Combat & Careers








    General
    • If a player heals an ally for more health than that ally had missing, the healing player will now see in their chat log the amount of health that was over-healed.
    • Corrected a bug that was preventing channeled attacks from being affected by setback.
    Guild Tactics
    • Thornshield: This guild Tactic will now work properly whether the guild Standard is carried or planted.
    Archetype Abilities

    Explosive Shots: The damage done by this Morale ability will no longer be affected by stats.





    http://img.war-europe.com/syndic_img...ches/AM_EN.jpg Bug Fixes
    • Balance Essence: This ability’s tooltip now mentions that the ability heals for 150% of the damage dealt.
    • Fury of Asuryan: This ability’s tooltip has been updated to accurately reflect how this ability interacts with High Magic.
    • Transfer Force: This ability will now heal for the correct amount regardless of High Magic level, and will no longer heal NPC targets.
    http://img.war-europe.com/syndic_img...ches/BG_EN.jpg Bug Fixes
    • Banish Weakness: This ability will now restore the correct amount of Action Points.
    • Feeding on Weakness: This ability’s debuff icon will no longer display as damaging.
    • Hastened Doom: Fixed a bug that caused this Tactic to trigger an attack speed increase buff.
    • Monstrous Rending: Fixed an issue with this ability’s scrolling text message.
    http://img.war-europe.com/syndic_img...ches/BO_EN.jpg Bug fixes
    • Waaaaagh!: This ability’s damage will now correctly take advantage of the resist debuff on subsequent hits.
    http://img.war-europe.com/syndic_img...ches/BW_EN.jpg Bug fixes
    • Flames of Rhuin: This ability will now deal the correct amount of damage when the Tactic “Fueled from Within” is slotted.
    • Flashfire: Fixed a bug that allowed this Tactic to trigger more than once every three seconds.
    http://img.war-europe.com/syndic_img...ches/CP_EN.jpg Bug fixes
    • Drop Da Basha: This ability will now properly reduce block and parry chances on the target.
    • Tired Already?: This ability will now increase cooldowns by the proper amount.
    http://img.war-europe.com/syndic_img...ches/CH_EN.jpg Bug fixes
    • Auras: Fixed a bug that prevented some Chosen auras from reapplying bonuses to group-mates.
    • Dreadful Agony: Fixed a bug in which this ability would toggle off randomly.
    • Impenetrable Armor: The ability’s range will now display correctly.
    • Shatter Faith: The ability’s range will now display correctly. Additionally, corrected an error in this ability’s tooltip.
    • Warping Embrace: The ability’s range will now display correctly.
    http://img.war-europe.com/syndic_img...hes/DOK_EN.jpg Bug fixes
    • Consume Essence: This ability will now always heal the defensive target.
    • Murderous Intent: The bonus for this ability will now display correctly on the player’s paper-doll.
    • Universal Confusion: Fixed a bug that caused this Morale ability to not fire if the caster was silenced.
    http://img.war-europe.com/syndic_img...ches/EN_EN.jpg Bug fixes
    • Armored Plating: This ability will no longer stack with itself.
    http://img.war-europe.com/syndic_img...ches/IB_EN.jpg Bug fixes
    • Gromril’s Plating: This ability will no longer stack with itself.
    • Inspiring Attack: This ability will once again buff both the casting player and that player’s Oathfriend.
    http://img.war-europe.com/syndic_img...s/KotBS_EN.jpg Bug fixes
    • All Out Assault: Fixed a bug in which this ability would toggle off randomly.
    • Destroy Confidence: This ability will now trigger each time the player removes a buff from an enemy.
    • Sunfury: Fixed a bug that prevented this Tactic from upgrading the damage on Shield of the Sun.
    http://img.war-europe.com/syndic_img...hes/MAG_EN.jpg Bug fixes
    • All Mastery Tactics are now correctly displayed as Mastery Tactics.
    • Bolt of Change: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.
    • Daemonic Infestation: This ability will now correctly add the "Unstoppable" effect to targets.
    • Daemonic Pact: This ability will now correctly upgrade based on the player’s Daemonology Mastery level and not the player’s Rank.
    • Daemonic Scream: Fixed an issue that prevented this ability from hitting ranged targets.
    • Lasting Aegis: This Tactic no longer references an ability that is not in the game.
    http://img.war-europe.com/syndic_img...hes/MAR_EN.jpg Bug fixes
    • Concussive Jolt: This ability will now fire every time that it is activated.
    • Cutting Claw: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.
    • Death Grip: This ability will now correctly grant immunity.
    • Guillotine: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.
    • Mutating Release: Both snare and root immunity will correctly last ten seconds again.
    • Pulverize: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.
    • Thunderous Blow: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.
    • Wave of Mutilation: This ability will no longer display an "invalid target" message if no targets are in range.
    http://img.war-europe.com/syndic_img...ches/RP_EN.jpg Bug fixes
    • All Oath Runes will now be correctly labeled as a Blessing.
    • Grimnir’s Fury: Other resurrection abilities will no longer overwrite this resurrection.
    • Rune of Ending: This ability will now heal correctly.
    http://img.war-europe.com/syndic_img...ches/SW_EN.jpg Bug fixes
    • Bullseye: Fixed a bug in which some abilities would not trigger the effects of this Tactic.
    • Leading Shots: Fixed a bug in which some abilities would not trigger the effects of this Tactic.
    • Takedown: Snare can now be removed by abilities that remove snare. Additionally, this ability will now do damage when the target is immune to snares.
    http://img.war-europe.com/syndic_img...hes/SHA_EN.jpg Bug fixes
    • Bleed Fer Me: This ability will now heal for the correct amount regardless of Waaagh! level, and will no longer heal NPC targets.
    • Fists of Gork: This Morale ability has the correct radius now and the tooltip now also clearly states that it is a targeted area-of-effect ability.

  2. #2

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    Played for about 45min on each of the PTS city raids and let me tell you, everyone can't wait for this patch to come out! The city siege is now 100% pure PvP (until you get to the Warlord or King), but the first stage you don't even have to kill the lord anymore to get an invader roll! The first side to win 2 stages in a row (first to 1000 points, 1 pt per kill, 1 pt per 3 seconds on each of 3 BOs), gets invader stuff!

    So basically the side that has the most cooridnation/skill will dominate their instance, which I have no problem with.

    I definitely learned oodles from testing, so feel free to pick my brain if you would like.

    Oh yah, city VPs now break down like this:
    Objectives (holding BOs in every instance) 65%
    Skirmish (kills across all instances) 30%
    T3 Scenarios 5%
    Chowskin
    Herald, Chaos Undivided




    "hows the door look?"
    "Big, flat, in our way."
    ~1:Region

    "ORDERS RUN! CITY ARE OURS!"
    ~Moortak the Wise

  3. #3
    Join Date
    Sep 2008
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    Canuckistan
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    Any feedback on the animation system improvements? Above all else in WAR (Cause the rest of the game is actually pretty fun) my biggest pet peeve is unresponsive gameplay in large fights, like forts or when a zone is being heavily zerged.

  4. #4
    Join Date
    May 2006
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    2,624

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    Quote Originally Posted by Chowskin View Post
    Oh yah, city VPs now break down like this:
    Objectives (holding BOs in every instance) 65%
    Skirmish (kills across all instances) 30%
    T3 Scenarios 5%
    What, exactly, does this mean? Do we have to win some scenarios to win the city? Or is this just a supplemental way to get points? What is this 100% of?

  5. #5
    Join Date
    May 2009
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    I think the 100% works similar to the VPs for RvR Zone Flips. Holding objectives and smashing stunties gets you the most points, you can get points from pve and scenarios, but they aren't always necessary.

  6. #6
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    You don't need to get every possible source of VPs checked off to flip a zone. You just have multiple ways to amass the number of VPs that you need. So for example, you don't need to have all the BOs if you have enough PQ and scenario points. Or, if you have enough BOs and skirmish points, you don't need PQ points. Generally when people talk about VPs for zones as a percentage, they mean percent of what you need to flip the zone.

    I can't tell from the numbers that Chowskin posted whether, for example, we need to do T3 scenarios or not.

  7. #7

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    T3 scenarios count for 5% (or VPs total) toward the typical 97 VPs needed to lock a zone.

    It seems they brought the city lock in line with the zone lock. In other words, the longer you hold BOs in all instances, the more VPs you earn toward locking the city. Skirmish VPs will count the same in t4 zones and cities as well.

    ANY combination of points, so long as it adds up to 97 out of 100, will lock the city down.
    Chowskin
    Herald, Chaos Undivided




    "hows the door look?"
    "Big, flat, in our way."
    ~1:Region

    "ORDERS RUN! CITY ARE OURS!"
    ~Moortak the Wise

  8. #8
    Join Date
    May 2006
    Posts
    2,624

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    I don't think that is right. You are making an analogy to something that doesn't actually work that way (zone flips), combined with some incorrect folklore (97/100).

    First off, where does the number 97 come from? It comes from one of the first add-ons that calculated progress toward zone flips. I recall reading a post from the creator to the effect that, since Mythic's system was in arbitrary units, he tried to scale it to 100. But he got it wrong, and in fact 97 was what turned out to be the flip value. Ever since, we've been using the terminology "victory points" and those who still use the old add-on score it out of 97, while others with the newer add-on are scoring out of 100. Leading to no end of confusion! All of which has nothing to do with cities.

    Second, as I understand zone flips, both sides can get points. Scaling them in the popular way that the add-ons do, the sum of the points can be over 100. In fact, if both sides were going full bore, with lots of people dying, lots of scenarios popping, lots of PQs being run on both sides, and all objectives held for maximum time, then the two sides could jointly total 150 points (not sure if that is with the older or newer addon, and it doesn't really matter since we never reach the theoretical total points anyway). And certainly, if one side kills a lot of people (skirmish) AND wins a bunch of scenarios AND does some PQs AND takes all the objectives, then they can get over 100 "points" (as measured by either add-on), since the only meaningful way to convert "points" to "percentages" is considering what you need to flip, not the maximum that you can get.

    Now, we know what it means to win in a city instance. Get 1000 point, in ways that we have a reasonably clear definition for. But that doesn't really translate into the 65/30/5 "percentages" being quoted here. And if cities are like zones, then there are more points available than are needed to flip the city. Which is good, because otherwise the attacker would basically have to be winning all the scenarios AND all the instances. Even needing 97 out of a theoretical 100 would be impossible if both sides were actually even, no matter how much better one side plays than the other.

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