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Latest patches have revamped game entirely! Check this out...

Sid_ViciousSid_Vicious Member RarePosts: 2,177

Darkfall New Dawn has been a fun experience. Sure wish more people would come try it out. Its a game great and probably your last chance to play it EVER. Surely it will die someday and this may be the last year or two we have to play it...

NEW PATCH just came out that has made many major changes.

With this new version of Darkfall a person can easily catch up to others using offline meditation skill game if you are only a casual player that can be on 10-20 hours a week. People playing every day do not get much ahead if at all. The offline skill gain is almost just as fast as grinding in the game. Its only about 10 dollars to play it so what have you to lose? PVP can always be found although not around the level of a new player at moment if running solo and clanless... and roaming PVP doesn't happen much so you can easily grind without being killed or bothered.

The main difference is that there are only 5 titles to choose from now. Crafting requires using a title for each skill as well... so nobody has the same build anymore. I have not seen a single duplicate build as far as I know, everyone has a unique build. All problems of the past have been fixed for the most part.

Check out the most recent patch notes.

This is probably the funnest MMORPG I have ever played. It is not too late to jump in and try it!

https://forums.darkfallnewdawn.com/index.php/topic,7478.0.html

New roadmap (constantly updated!):

http://https//darkfallnewdawn.com/roadmap-ongoing/

NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA

Comments

  • Sid_ViciousSid_Vicious Member RarePosts: 2,177
    LATEST - Update 1.1: Infliction Magic, Raw Magic and healing rework

    In this patch, we release another part of our magic schools rework, with the completion of Infliction Magic and Raw Magic, alongside a good portion of spellchanting's rework.
    The main focus was to get healing changes and these two schools in a coherent shape. We still have witchcraft, spellchanting buffs and a few schools/signature spells to buff/balance.
    All spells should now be in their final schools, and follow up patches will complete the remaining changes and tweak what needs to be tweaked balance wise.

    Infliction Magic:
    Infliction Magic is a school with surprising inertia.
    An opponent may find himself already dead, even if they do not know it yet.
    This is due to the combination of damage over time and regeneration canceling spells available to the school.
    Use the debuff and keep poisoning them in rotations, and nothing will stop the damage once it starts piling up.

    - All infliction damage have been reviewed.
    - Venom moved at lvl 1, has no cooldown anymore, kept its vitality debuff but shorter in duration.
    - Rend moved at lvl 50, cooldown changed to be the same as a regular r50. Kept its piercing debuff and gained an infliction debuff.
    - Undeath moved at lvl 60, linked to mana efficiency and had its duration tweaked to be similar to other debuffs.
    - Exhaust moved at lvl 75, linked to quicken spells and had its duration tweaked to be similar to other debuffs.
    - Needles moved at lvl 90, Damage and cast time changed to be in line with regular r90 spells, and has joined the r90 shared cooldown.
    - Flesh curse has had its duration brought in line with regular magical protection debuffs.
    - Frailty's effects are still dubious in results. This spell may be removed or changed drastically in the future.

    Raw Magic:
    Raw Magic is a school focused around close range reliability.
    Its spells travel slowly but bypass armor and some offer minor knock ups with low encumbrance impact. Useful against physical playstyles.
    It gains some utility against other mages through a magic protection toggle buff and burden, shutting down the opposition.
    It is a straight forward school to use, with consistent albeit slightly lower damage. Just keep hitting them until they stop moving.

    - All Arcane damage have been reviewed.
    - Eldritch Sphere moved at lvl 1, lost its knock up and some damage but is slightly faster to cast and has retained its AoE.
    - Blast moved at lvl 50, has had its knockback reduced, gained a r50 cooldown, lost its debuff but retained its damage over time component.
    - Shrapnel at lvl 90, cast time sped up, damage increased, knock up lowered and placed in the r90 cooldown group.
    - Magic Shield: Transformed to a toggle buff providing all 6 magic protection and impact. Provides around 75% of other toggle shields for 7 times the mana cost per second.
    - Magic ward: Transformed to provide another player with all 6 magical protection and impact similar to a single school toggle buff.
    - Missile Fury is already useful in its current form but it will be drastically changed in the future to a magical stationary machine gun. Pick the school knowingly.

    Spellchanting changes:
    We centralized nearly all heal-other spells within the spellchanting school in order to give each one of them its own situational use.
    We also transformed mana blast into a healing blast and buffed healing chant. We still need to alter the hymns to have heals conditional on having the title.
    We also still need to make healing chant possible to cast while moving. This will come alongside Earthquake's rework.

    - Heal other and Sacrifice no longer have a cooldown.
    - Their casting speed and healing have been slightly reduced to maintain a similar peak healing per second as pre-patch.
    - Heal other mana cost has been reduced.
    - Sacrifice health cost has been increased.
    - Lay on Hands is now an instant heal, has a 6s cooldown and places both sacrifice and heal other on a 6s cooldown. Takes 1 mandrake to cast.
    - Heal other and Lay on hands audio and graphical effects have been tuned to not be annoying, especially on smaller races.
    - Mana blast has been renamed to Healing blast. Damage changed to healing. AoE drop off has been reduced. It still places r90s on cooldown.
    - Healing blast can be casted at your feet to heal the player, but will provide less healing than on other characters.
    - Healing chant has had its mana cost reduced and its healing per tick increased. It is still stationary.

    Other Magic changes:
    - Changed fireball and magma storm's knockups to something much closer to the historic ones, but not as strong as back then.
    - Not in this patch but as an advance warning: fireball knock up will be conditional on titles.
    - Stormblast should now have a satisfying displacement effect.
    - Magma storm is no longer sharing a cooldown with r90 spells. Does lower damage.
    - Inferno no longer has a knockup.
    - Meteor Strike no longer shares a cooldown with r90 spells.
    - Unburden has been placed in the cantrips school.
    - Heal Mount, Beacon and Telekinesis no longer take reagents.
    - Launch now provides the same explosion as shrapnel used to and takes 1 nacre.
    - Veteran Mage now unlocks at 40 intelligence.
    - Mana conservation now unlocks at 55 intelligence.
    - Reagent Conservation now only requires 75 intelligence.
    - Transfer and heal self effects have been reverted to the old ones.

    Village capture tweaks:
    - The goal of these changes is to encourage breaking the capture chains of other clans.
    - The area around villages should no longer be permanently lawless.
    - VCP timers now last 25h and start from the moment they became vulnerable instead of from the moment they were captured.
    - Rewards are no longer scaled by the amount of players present, only by the ongoing modifier.
    - Rewards for villages are flat and no longer take into account the amount of housing slots.
    - The ongoing modifier now maxes out at 144% instead of 240%.
    - Physical rewards for individuals are given instantly in the backpack of the players still alive within the village's rogue area.
    - Overall gold rewards are capped to 15 players, beyond that, the pool is shared between the present victors.
    - Gold and Meditation rewards have been reduced and are now closer to what an average daily dungeon quest would give.
    - The clan portion of the rewards has remained unchanged.

    Other changes:
    - All skills that should be owned/unlocked will now be given automatically on reconnection. This means racial passives after a race change or spells that have been added/moved after a character's creation.
    - Abandoning a city while at war is no longer possible. However, just like now, a city can still go neutral if meditation isn't paid.
    - The grounded state has been implemented, preventing characters from being displaced by skills, and is used in NPC cities when interacting with banks, market places and crafting stations.

    NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA

  • Sid_ViciousSid_Vicious Member RarePosts: 2,177
    These changes are the results of our polishing phase.
    We unfortunately only had one week instead of the three we had hoped for, but we'll continue in that direction for the time being.
    This being a day one patch, we chose to focus on non-sensitive changes that may not cause too many issues.

    New Player Experience:
    - We now have a quest tracker, which should help new and veteran players navigate the game's content.
    - When interacting with an NPC, it will open the quest tab immediately.
    - We reworked the tutorial to be a lot less verbose, in favor of contextual help buttons. Players will get faster into the action.
    - Slightly changed default bindings. More work needed.
    - The title window opens when a new character switches to interface mode for the first time.
    - Monsters can no longer become enraged.

    Crafting changes:
    - Crafting recipes and xp gains have been reviewed.
    - Quality of an enchantment increases the XP gained. (XP x Quality)
    - Reduced the cost to craft lower tier armors.
    - Removed crafting fails.
    - Non-mastery recipes 50 levels bellow the character skill level no longer give xp for the following crafts:
        - Alchemy (staffs)
        - Armorsmithing
        - Bowyer
        - Cooking
        - Herbalism
        - Tailoring
        - Weaponsmithing
    - There are no market places fees on weapons, staffs, armors and bows of rank 20 and bellow.

    Alignment and anti-griefing:
    - Mount ownership:
        - When a player spawns, dismounts or detach the leash of a mount, he becomes the temporary owner for 2 minutes.
        - Only the temporary owner of the mount can mount or despawn the mount.
        - A player can only have one temporarily owned mount at a time, the previous ownership is lost when a new one is acquired.
        - Hitting a mount owned by someone else now properly calculates alignment/rogue statuses.
    - New player protection:
        - No longer prevents spawning or riding a mount.
        - Does not allow to use the mount's attacks (no knockback).
        - Allows to enter the newbie dungeon.
        - Prevents environmental damages.
    - Funhulks have been removed from the game.
    - Wildlife no longer spawn in NPC cities.

    Removed more non-crafted gear:
    - Removed enchanted gear from all monster loot tables.
    - Fixed deepblades still dropping.
    - Removed gear from chests/treasure maps.
    - Added new rare resources to chests/treasure maps.
    - Checked that weapon racks/armor racks/treasure chests were fine.

    Vendor inventory changes:
    - Removed race changes item.
    - Removed armors from vendors.
    - Removed food and potions from vendors.
    - Removed weapons other than r0 from NPC city vendors
    - Added reagent, arrows and r0 of each kind to clan general stores.
    - Left r10 to purchase from some clan vendors.
    - change reagents cost to 6g each.
    - change arrows cost to 6g each.
    - Increase reagent drops from monsters.

    Quest changes:
    - Nerfed hourly hunt quests.
    - Allowed Silverley troll hunt quest to be picked by all races.
    - Lowered armors in quest rewards to r0-r10.

    Loot table changes
    - Removed giant bones from:
        - Hill giants
        - Ogres
        - Khamset
    - Removed thick leather from fire giants.
    - Removed elemental hoarfrost from windgraives.
    - Removed Nifl frost from what skins for snow hide.
    - Normalized leenspar golem drops to other golems level.
    - Buffed Selentine golem drops.
    - Thick leather odds now progress with monster tiers.
    - Added cloth to spiders and ghosts throughout the world.
    - Reduced leenspar key drops.
    - Reduced raw resources coming from monsters:
        - stone
        - iron ore
        - timber
        - wood
        - gems

    Polishing, bugfixes and tweaks:
    - Runestones can no longer be bound and can no longer be used to teleport.
    - Removed sithra's active abilities.
    - Removed double spawns for server stability.
    - DXp is no longer gained when doing 0 damage to a monster.
    - Access to the global gold account is now restricted to Major and up.
    - Added a confirmation prompt when clicking the "Abandon holding" button.
    - When explicitly abandoning a holding, the local personal/clan banks are not transfered to retrieval vaults .
    - Retrieval vaults can only be retrieved in one go, not item by item.
    - Logging, woodcutting, smelting and Mining are now combined in a single title: Laborer.
    - Fixed armor master now works properly with arrow protection.
    - Skinning title now reduces skinning by 2s and increases probabilities by 20%.
    - Updated harvesting tooltips to the tool-free system.
    - The backpack can now be reduced to the same size as before.
    - Should now be able to use power hour and revive with tools.
    - Splitting a stack onto a bag should now properly transfer it.
    - Selecting items in an inventory should now displayed the selected weight.
    - The weight text field of inventories is colored according to weight and blinks when maximum weight is reached.

    NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA

  • Sid_ViciousSid_Vicious Member RarePosts: 2,177
    This patch focuses on anti-griefing mechanics and correcting critical bugs that have been reported in the past couple weeks.

    - Monster Loot reservation system:
        - When a monster dies, its loot is split between all engaged players.
        - Reserved items become available to all after 2 minutes.
        - Members of a party/clan can loot items reserved to other members of their party/clan.
    - All dungeons have had their exit and entrances altered in one or all :
        - Former exits now lead to the entrance room.
        - Entrance rooms now all have a portal that leads outside.
        - Exits lead to the same location as the overworld portal.
    - The way items attributes are stored server-side has been changed to be more resilient.
    - Fixed many world building issues that have been reported.
    - Critical strikes in PvP have been repaired.
    - Monsters can no longer be depleted of stamina through timed-parry.
    - Sidestep cannot be used while overburdened.
    - Reviewed the costs of low level leather armors.
    - Arrows are now crafted by 100 for 1 iron ingot and 5 wood.
    - Arrows and staffs are now taxed in market places.
    - Most alternate use actions cannot be interrupted by jumping behind the character.
    - Removed skills that weren't doing anything but could still be unlocked:
        - teleport anchor.
        - maintenance.
        - trueforge armor and weapon.
        - gravity
    - You should now be able to target other players from the back of Shulgan Drake.
    - Jumping on a mount now costs 10 stamina. Jump sprinting to increase speed at the cost of stamina is now accepted.
    - Mage subskills now have proper meditation speeds.

    NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA

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