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Ludicrouse
Thursday, 11th December 2008, 03:49
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With 1.1a, we have been working hard and listening to player feedback to make the great game of WAR even better. We’re proud to introduce to the game several exciting changes that have been long awaited!

Tomorrow, 12/11/08 Patch 1.1a will be released! All North American servers will be brought down at 7:00AM EST with Oceanic servers to follow at 9:00AM EST. We anticipate all servers to be online by 1:00PM EST.


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One of the most recently requested items by our community has been incentives for open RvR, and now we’re proud to announce the first big step toward adding these incentives: Influence in open RvR areas!

By defeating enemy players in open RvR and helping to defend and capture Keeps and Battlefield Objectives, players can now earn Influence. Each Tier of each pairing has its own influence pool and rewards, for a total of 12 pools for each Realm. This Influence can be used at the newly-added Rally Masters in the appropriate Warcamps to earn gear and other RVR reward items, so get out there and gank the enemy!


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With 1.1, we are launching a new initiative to expand the scope of our Public Quest experience. Now, solo players and small groups can also participate in these unique and exciting encounters that are one of WAR's most innovative features.

* We have reviewed each Chapter in Tier 1, including all three racial pairings, and have altered one Public Quest in each Chapter (with the notable exception of Chapter One) to be suitable for 1-3 players. We have reduced the numbers on monster kill and gather counters, lowered the difficulty of the second- and third-stage enemies and bosses, and scaled down the rewards of these PQs correspondingly.

* The Public Quest interface which appears on the right side of the screen when a player enters a Public Quest area will now display which Public Quests are easier to complete.

* We will continue adjusting one Public Quest per Chapter through the remaining three Tiers in the weeks and months to come, so be sure to check the Warhammer Herald for updates on our progress!


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One of the most requested features from our players finally makes its debut: Chat Hyper Linking! Simply Shift Left-Click on an item, an ability in the ability window, a quest in the quest tracker, or even another player to place a hyperlink into the chat input window. Other players can click on the link to open a window displaying the item, ability, quest, or player information. Players can have as many unique windows open as they wish. Let the online item stat comparisons begin!


* Because of the addition of this new feature, splitting a stack, which used to require a Shift Left-Click action, now uses Shift Right-Click.

* Right-Clicking a player name in the chat window now brings up a context menu with options to ignore, add as friend, invite to group, inspect, target, etc: Pretty much every reasonable interaction you’ve ever wanted to have with a player speaking in a chat channel.

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With this patch, we have worked hard to carry out a balance pass on all of the game's armor sets, and have adjusted the value and distribution of the stat bonuses on all set pieces. Here are some of the changes that we feel will improve the utility of these sets:

* Armor sets will now feature fewer stat bonuses per piece, but the stat bonus values on each piece will increase. Additionally, many sets will have individual pieces with decreased equip levels, meaning those pieces can be worn at an earlier rank than they previously could.

* Three armor sets (the Redeye set in Mount Gunbad, the Devastator set in tier 3 RvR and the Keeper set in the Sacellum and the Altdorf Sewers) have gained an additional piece

* The Sentinel Belt, the Conqueror Boots, the Invader Boots, and the Warlord Boots have been flagged as “Bind on Equip,” and most sets have seen an increase in their item power, particularly the endgame sets.

* As part of these changes, we have made some adjustments to the armor ward system. As before, players who are fighting a high-level boss monster will benefit from increased protection and will do more damage if they are wearing pieces of the appropriate set of high-level armor. The more pieces a player wears, the better their protection and damage dealt. Specifically, players wearing no pieces of the appropriate armor will be reduced to 40% of their normal damage output against the boss monster. This amount will increase by 15% for each set piece of appropriate armor worn.

* We have introduced a new Gold rarity color specifically for item sets to help them stand out in Public Quest loot bags, on merchants, and in player inventories.

* The above changes will work retroactively for all current armor set pieces in the game. No action is needed on the players' part to enact these changes.


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In order to help groups feel more cohesive and assist in cooperation among group members, we have added this helpful new functionality. Here’s how it works:

* The leader of a group may designate a group member as the "main assist" player for that group. This status can only be changed by the group leader, and by the player who has been designated as the main assist player.

* By default, the leader of a group is set to be that group's main assist player when the group is first created.

* When a group contains a main assist player, a main assist button will be visible on the interface of each player in the group.

* When a player clicks on this button, that player's target will immediately change to match the current target of the main assist player.

* Assignment of the main assist designation can be done through the party context menu, or with the slash command /mainassist <PlayerName> or /makemainassist <PlayerName>.

* In scenarios, the main assist status is not given to anyone at party creation, but is instead up for claim to any player in the scenario group. When someone has claimed main assist, only that player can reassign it to someone else in the group.


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Introducing something the team is really excited to bring into the game: Player
statues. These statues are located in the War Quarter in Altdorf and in the Undercroft in Inevitable City, and have been enabled to display the top ten Renown Point earners of the previous week and the weekly top Renown Point earner of each realm for that server. If you are the best of the best for your realm, you will now have a representative statue (based on career and gender) with your name on it, making you an idol to millions (at least until someone dethrones you). More information will be posted in the Dev Diary this Friday on the Herald!

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Lots and lots of fixes, changes and new additions have been made to our user interface and API functionality. New additions have been made to the chat system and graphic options, including incorporating community-requested features, a channel flashing on activity, the ability to turn the chat bubbles on/off, a gamma slider and so much more.

Ludicrouse
Thursday, 11th December 2008, 03:50
Full patch notes here! (http://herald.warhammeronline.com/patchnotes/index.php?id=2008_1-1-0#1:Patch%201.1a:%2012/11/2008)

PariaH
Thursday, 11th December 2008, 07:09
just hope we get the patch before the weekend.

Khammar
Thursday, 11th December 2008, 10:27
I'd imagine we'll get it Friday morning.

Ludicrouse
Thursday, 11th December 2008, 19:44
Updated second post with link to full patch notes :)

Khammar
Thursday, 11th December 2008, 21:33
I'd imagine we'll get it Friday morning.

Confirmed Friday morning.

PariaH
Friday, 12th December 2008, 09:40
re - boe belts


Armor set belts not retroactively unbound?
{i}* Starting in 1.1 the following set items have been made bind-on-equip: Sentinel Belt, Conqueror Boots, Invader Boots, and Warlord Boots.{/i}

I have verified that any items that are already bound to your character cannot be unbound (made bind on equip), so this is not a retroactive change in that respect. We noted "Starting in 1.1" to indicate that this change would begin with the 1.1 patch. The note that states, "Changes to these items will automatically take effect on existing items in the game" is a general note for the entire armor set improvements section. We added the "Starting with 1.1" to the live 1.1a Patch Notes to indicate when that specific change would take place. Apologies for any confusion.

Khammar
Friday, 12th December 2008, 11:58
Autodismount broken?

in AutoDismount.lua @ line 18:

for i,k in ipairs(GetBuffs(GameData.BuffTargetType.SELF)) do

to

for i,k in pairs(GetBuffs(GameData.BuffTargetType.SELF)) do

(remove the i in ipairs)

Thanks to WHA forums for this one, I can continue to axe/root people from my horse!

PariaH
Tuesday, 16th December 2008, 22:31
mini 1.1b changes


Greetings!

1.1.0b is almost here, and while the notes may not be very long there are some great fixes that make a lot of significant improvements to the game. We've got some additional fixes in the wings so stay tuned for more as we continue to work on enhancing content and improving stability!

1.1.0b will be going live Tuesday, 12/16. All North American servers will be brought down at 7AM EST with Oceanic servers to follow at 9AM EST. We expect all servers to be back up and running by 1PM EST.

As always stay tuned to the Herald for the latest news and updates and continue reading for the 1.1.0b Patch Notes...WAAAGH!!!

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We’ve added additional messaging to the Inventory Overflow system introduced in the 1.1a patch. This was done to aid players in understanding what the Inventory Overflow in fact does and how to utilize this new feature.


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Fixed an issue that was causing the Nordenwatch scenario to crash intermittently.



Fixed an issue that would cause the wrong realm name to appear in the center-screen Keep or Battle Objective capture message.



Renown, experience, and Influence rewards have been added for attacking and defending Fortresses.



Renown gains: This patch includes a significant fix to the amount of Renown gained in both open Realm vs. Realm combat and Scenarios. The intent of this change is for players to gain Renown based on the differential between a player’s Rank and Renown Rank. The examples given below are based on solo Realm vs. Realm confrontations without any sort of bonuses and with both players being of the same Renown Rank (differences between RRs also affect RPs awarded):




If a Rank 40/Renown Rank 1 solo kills a Rank 31/Renown Rank 1, the Rank 40 will receive 206 Renown as a reward.





If a Rank 40/Renown Rank 1 solo kills a Rank 18/Renown Rank 1, the Rank 40 will receive 70 Renown as a reward.


Notice that this is a larger reward than the Rank 40 would receive with the previous system (51 and 5 respectively).


To discourage exploitation of this system, if a player is killed repeatedly in a short amount of time they are worth less Renown each time due to the existing diminishing returns system. Also, please keep in mind that the difference between players’ Renown Ranks will also affect the amount of RP rewarded.



Nordenwatch: Reenabled access to this Tier 1 Empire vs. Chaos Scenario. Fixed an issue with this Scenario that affected server stability.

PariaH
Wednesday, 17th December 2008, 05:43
US site so add a day

Greetings!

1.1.0c will be here tomorrow, and with it we bring you some short but sweet notes that include a number of important fixes that our players have been requesting. We're dedicated to bringing you even more enhancements to in-game content and overall game performance to ensure that your holidays in WAR are some of the best times yet! And don't forget about the Keg End (http://herald.warhammeronline.com/liveevents/2008KegEnd.php) event, starting tomorrow!

1.1.0c will be going live Wednesday, 12/17. All North American servers will be brought down at 7:00 AM EST with Oceanic servers to follow at 9:00 AM EST. We expect all servers to be back up and running by 1:00 PM EST.

As always stay tuned to the Herald for the latest news and updates and continue reading for the 1.1.0c Patch Notes...WAAAGH!!!

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Enemy players will no longer become invisible to players who use a stealth ability. This includes the abilities “Incognito” and “Shadow Prowler.”

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On Your Guard!: This ability will now damage a target a maximum of once every two seconds. This applies to instances of multiple Knights casting this aura in the same party.


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Made some improvements to server performance during large-scale open RvR battles.
Improvements have been made to reduce the texture blurring that some players have been experiencing. We will continue to work to resolve this issue completely.


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Improved the framerate loss that sometimes occurred when deploying a guild standard. We will continue to work to resolve this issue completely.


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Fixed an issue that caused buff and debuff icons to persist on a player's screen even after the effect(s) had worn off.
Players who run the game at a graphical resolution of 1600x1200 will now once again be able to create new auctions at the auction house.

Tapja
Wednesday, 17th December 2008, 06:29
Enemy players will no longer become invisible to players who use a stealth ability. This includes the abilities “Incognito” and “Shadow Prowler.”



Finally.

PariaH
Friday, 19th December 2008, 01:13
1.1.d as before add a day,

Greetings!

Tomorrow morning we will be bringing you Patch 1.10d, which contains two fixes that will improve your open RvR performance and progress. We want to thank you all for your patience as we work to make your holidays in WAR a season to remember! If you haven't already, be sure to check out the Happy Holidays (http://herald.warhammeronline.com/warherald/AdminNewsArticle.war?id=538) message from Mythic's VP/GM, Mark Jacobs and the Keg End (http://herald.warhammeronline.com/liveevents/2008KegEnd.php) festivities info!

1.1.0d will be going live Friday, 12/19. All North American servers will be brought down at 7:00 AM EST with Oceanic servers to follow at 9:00 AM EST. We expect all servers to be back up and running by 1:00 PM EST.

As always stay tuned to the Herald for the latest news and updates and continue reading for the 1.1.0d Patch Notes...WAAAGH!!!


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Guild Standards will now affect up to a maximum of 36 players at a time. Previously this number was not capped, causing deployed Guild Standards to potentially have an adverse effect on game performance in large-scale open RvR battles.
Fixed an issue which caused Scenarios that contribute to the Tier 4 High Elf vs. Dark Elf campaign to not properly contribute toward zone control.

Gunhead
Friday, 19th December 2008, 07:12
Tomorrow morning we will be bringing you Patch 1.10d, which contains two fixes that will improve your open RvR performance and progress.

Coo, maybe that'll help me enjoy oRvR a bit more. Ofc now i just need to find the time to play... :(