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1.07 testlive notes - can anyone share?

Hi,

 

Could anyone share these notes? I cannot currently play AOC and I don't have the subscription, meaning I am not able to log in to TL. But nonetheless I am dying to see them:P Is there any good soul out there?

Comments

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188


    Sure! Sorry missed your request in another thread I just read.


    Here they are:


     


    *Update Notes for Update 1.07*

    **These notes do not necessarily reflect the final version that will be deployed on Live**


    In addition to the notes listed below, this update contains many internal "under-the-hood" changes, implemented as support in preparation for the upcoming expansion.


    added Feb 23rd




    PREVIEW OF COMING FEATURES

    * World map upgrade

    * Offline progression

    This new system will award players with additional levels accrued over time that can be allocated to your characters in character creation.

    * Fast travel system

    New Wagoner npcs to offer more speedy travel between notable locations within a playfield, and purchasable consumables to quickly bring you back to a playfield's central hub area.

    * Claim revamped

    The will be a new window accessed via entering /claim, which will show all current/past claimed items.

    * Multiple quests in quest tracker

    You will be able to track individual quests on the map, as well as list the goals for several active quests on screen at the same time.

    * Revamped chat commands

    The chat commands available have now been documented with a better explanation as to what each command does.

    * Online preferences

    Window positions and hotkeys will be stored online, not on your local disk

    * The ability to quit to the character selection screen


     


    GENERAL

    * Auto Target and Auto Facing are now disabled by default.

    * The sentry right inside Tortage will no longer occasionally let slaves inside the city.

    * Subscribing players now get a warning when messaging a trial player not in their friends list .

    * Enabling options in the DX10 section of the video options menu no longer causes the GUI to flicker.

    * Sanctum of the Burning Souls: The message displayed when failing to meet requirements at the Ancient Dark Beast altar will no longer be in English regardless of the client language settings.

    * The Astrologer in Tarantia is no longer naked.


     


    GUILD

    * Players will once again receive notification in the guild announcement channel about members leveling up.


     


    PVP

    * The Field Manual tutorial that is displayed when entering a Capture the Skull minigame will now point to the right entry.


    Sieges

    * Battlekeep owners can use their Siege Merchants again.


     


    RAIDS

    * Iron Tower: Fixed the Guardians' Escaping Soul. He will now howl again before running off.







    Added February 26th


    --------------------------------------------------------------------------------




    GENERAL

    * Amphitheatre of Karuthonia: slightly reduced the Devourer's mana/stamina drains.

    * Tortage - Letter to the King II: The Volcano Eruption cutscene has been adjusted.

    * Eiglophian Mountains: Reduced the damage on the spell Tearing Power cast by Vindictive Spirit.

    * Ymir's Pass: Fixed an issue which caused Atali's brother to keep you rooted indefinitely.

    * JPG screenshots are now bound to F11, PNG screenshots are bound to F12.


     


    CLASSES

    Necromancer

    * The Frozen Hatred spell should now persist after zoning.


     


    GUILD RENOWN

    * Moved guild renown gain messages to the Xp Gain chat channel.

    * You can once again sort columns on the members tab in your Guild Management ui.


     


    PVP

    * Khemi Sparring Arena: The spectator area has been extended to the bottom of the stairs. This should make it easier to observe fights.





    Added March 17th


    --------------------------------------------------------------------------------




    GENERAL

    * The crossbow and bow will now animate and play sound again.

    * The StandUp emote has been removed from the few rare cases where it existed, as this was a superfluous command and the same accessibility can be achieved through the '/stand' chat-line command.


     


    CLASSES

    Ranger

    * Mezz Shot will now grant the correct crowd control immunities.


     


    PVP


    Minigames

    * The experience in minigames has been adjusted. A good amount of experience now comes from completing the minigame objectives, such as capturing a skull and destroying a totem. If a minigame exceeds more than a specific duration the amount of experience rewarded for completing the minigame will also start to diminish.

    * Totem Torrent: The status of the totem is now taken into account when determining the score. This means if one side loses their totem the side which still has their totem will win the minigame. If the minigame times out and both sides still have their totem (or both have lost their totem) kills are taken into account to determine the winner.


     


    RAIDS

    Thoth-Amon's Stronghold

    * Increased all respawn times on Thoth-Amon trash. Some timers have been increased more than others.

    * Favored of Louhi: Phylacteries should no longer aggro players prior to the encounter.

    * Gyas: Execute can no longer be blocked by line of sight.

    * Hathor-Ka: The buff given by Consume (Omen) has had its power increased slightly at lower stacks and drastically at higher stacks.

    * Ixion: Lowered casting time of Wrath, and increased his run speed.

    * Adjusted the frost and fire version of "The Keeper of Artifacts".

    * Arbanus: "Blood Draw" and "Unholy Word" can no longer be avoided by using LOS.

    * Hathor Ka: Harbingers of Death will now hate their initial target a bit more.







    Added March 18th


    --------------------------------------------------------------------------------

     


    PVP

    •PvP Kill XP will now be calculated based on the killers level, not the victims level.


    •PvP Kill XP will no longer be affected by diminishing returns for grouped players that are out of range when the PVP Kill XP gets awarded.


     


    ......................................................................


    For Reference here is specifcally about Shrines of Bori which went on the test server mid Jan.


    Shrines of Bori


    With Shrines of Bori players will experience a guild-based ongoing outdoor conflict with capturable objectives, which takes place in the Border Kingdoms: Cimmerian End.


    A Border Kingdoms playfield was chosen for this feature because unlike other playfields, only one instance of a Border Kingdom will ever exist at a time.


    An additional change has been made so that players who have previously logged out in the Border Kingdoms: Cimmerian End will appear upon login at one of the existing entrance/exit locations of the playfield, chosen at random. This is to prevent players from strategically logging out. This change has also been applied to Aquilonian End and Border to Kush.


    Note that all Border Kingdoms block a player's use of teleport spells (Path of Asura, Path of Comrades, etc).


    Brannoc Village


    Four Shrines to the war god Bori have been placed around Brannoc village. A shrine generally consists of the following elements:


    •A Banner, to be captured and fought over by guilds

    •An Altar, where a guild who has captured the Banner may make offerings to Bori and receive tokens and PvP experience, which conversely may be destroyed by other guilds.

    •A Merchant, who sells useful materials in a limited stock that spawn on a timer of 5 minutes. This means these materials don't spawn for 5 minutes after the Merchant has spawned. The Merchant is considered a Group Mob and is attackable, although he will not aggro unless attacked. If killed, he will respawn after 5 minutes.


    Capturing a Shrine


    A Shrine is captured when a member of a guild who does not currently own that Shrine interacts with the Shrine’s associated Banner for an uninterrupted 5 seconds. The Banner then enters a contested state for at least 60 seconds. A guild can retake their “contested” Shrine if a member of the guild interacts with the Banner for an uninterrupted 5 seconds.


    Thus, the Banners have three possible states:


    1.Neutral – This is the “start” state of the Banners, such as when the playfield comes up. Neutral Banners appear on the map with a unique icon.

    2.Contested – This state occurs when a member of a guild interacts with a Banner attached to a Shrine his guild does not own for an uninterrupted five seconds. Contested Banners appear on the map with a unique icon, and also a playfield-wide message is broadcast. If a member of a guild who owns the Banner (and therefore not part of the contesting guild) interacts with it for an uninterrupted five seconds, it is immediately reverted back to the owning guild.

    3.Captured – If a Banner has been contested for a continuous 60 seconds (this may be modified), it then is owned by the capturing guild. This resets the other elements of the Shrine, such as the Altar and the Merchant.


    Making an Offer


    An Offer is made to the Altar when a member of a guild who owns the Shrine interacts with the Altar for an uninterrupted 5 seconds, and an appropriate resource is in the player's inventory. A Shrine may only be interacted with for this purpose by 1 person at a time, and there is a 5 second global cool-down on any player making an offer. Making the offer removes the resource from the player's inventory.


    As different objects are of intrinsically different value, each resource has been assigned a value which represents how much the resource is worth to the war god. If there are multiple items in a player's inventory which may be offered to the shrine, the items are offered in order from least valuable to most valuable.


    Rare PvP Resources


    We have added a number of rare PvP resources to the nodes which already exist in Border Kingdoms: Cimmerian End. These items are unique (a player can have only one of a specific rare PvP resource at a time), and will drop 100% of the time in PvP death. Harvesting these resources require the existing harvesting feats.


    Rare resources drop from existing PvP resource nodes at the following rates:


    •Tier 3 Rare PvP Resources: drop 5% off Tier 3 PvP nodes (per tap)

    •Tier 2 Rare PvP Resources: drop 10% off Tier 2 PvP nodes (per tap)

    •Tier 1 Rare PvP Resources: drop 15% off Tier 1 PvP nodes (per tap)


    Therefore a player who wishes to make an offer to Bori using a rare PvP resource must first harvest the resource (or otherwise obtain it) and return to the Shrine without suffering a PvP death.


    Since there are several tiers of PvP resources, each rare type has been assigned a number of units based on the how much favor the sacrifice yields with Bori.


    •Tier 3 Rare Metal/Precious Ore PvP Resource = 180 units

    •Tier 2 Rare Metal/Precious Ore PvP Resource = 45 units

    •Tier 1 Rare Metal/Precious Ore PvP Resource = 20 units

    •Tier 3 Rare Stone/Wood PvP Resource = 60 units

    •Tier 2 Rare Stone/Wood PvP Resource = 18 units

    •Tier 1 Rare Stone/Wood PvP Resource = 10 units


    Idol of Bori


    The Idol of Bori is a crafted item, and there are versions of the recipe for each of the five crafting professions. Similar to the rare PvP resources, it is also unique and a player may only have one Idol of Bori at any given time. It also drops 100% of the time on PvP death.


    Recipes for the Idol of Bori are sold on the merchant who spawns after a Shrine is captured. The materials used to make the Idol of Bori are the common PvP resources (which currently exist in the game), as well as a unique limited-stock ingredient that is sold on the Merchant and spawns 5 minutes after the Merchant has spawned. After his ingredient is purchased by any player, the Merchant will restock after 5 minutes assuming he isn't killed which resets that timer.


    Offering the Idol of Bori to the Shrine yields 50 units.


    Making a Sacrifice


    A Sacrifice to Bori is made when the Altar has accumulated enough units. A Sacrifice to Bori is made automatically when the Altar has reached or surpassed this required unit amount.


    After a Sacrifice has been made, all members of the controlling guild who are in the playfield receive the Favor of Bori event. Also, after a Sacrifice to an Altar, the other 3 Altars in the playfield have their Offerings reduced by 50% of the total amount needed to trigger a Sacrifice. This is independent of which guild controls the other shrines. Bori rewards action!


    Favor of Bori


    Upon a Sacrifice, Bori grants a favor to all members of the controlling guild who are in the playfield, up to a limit of 24 players. This includes:


    •Some amount PvP experience

    •Some amount of PvP Tokens

    •Some amount of Glory (PvP Renown)

    •15 minute duration buff called “Favor of Bori,” which stacks up to 5 times.


    In order to encourage and support smaller guilds in the face of a greater number of opponents, the amounts of tokens awarded is inversely proportional to guild members in the playfield. The breakdown is as follows:


    •1-6 guild members in the playfield yields 12 tokens per member

    •7-12 guild members in the playfield yields 6 tokens per member

    •13-18 guild members in the playfield yields 4 tokens per member

    •19-24 guild members in the playfield yields 3 tokens per member


    If there are more than 24 guild members in the playfield at a time, Bori will randomly choose 24 players of the guild in the playfield to grant his favor. However, in this case Bori will only grant 1 token to the chosen 24 players (instead of 3) as Bori is not impressed by overwhelming odds.


    The amount of PvP experience a player obtains from making a Sacrifice is proportional to the number of tokens he receives.


    Destroying an Enemy Altar


    Players may destroy the Altar, should the Shrine be owned by another guild. Note this is different than capturing the Banner, which causes the Shrine to change hands. Destroying an Altar does not cause the Shrine to change hands, but it is still an undesirable event for the guild whose Altar is destroyed.


    To destroy an Altar, a player of a guild who doesn't own the Shrine must interact with the Altar for an uninterrupted 5 seconds. Doing so causes the Altar to lose 10% of it's health. When the Altar reaches 0 health, it is destroyed.


    Similar to making an offering, interacting with the Altar such a way may only be accomplished by 1 player a time, and there is a 5 second global cooldown on interacting with the Shrine in this manner. If the Altar is destroyed, it will lose all of the accumulated offerings. Afterwards, it respawns in 5 minutes with 100% health. Upon a successful Sacrifice, the Shrine will obtain 25% of it's health back if it was damaged, up to 100%.


    If an Altar is destroyed, the attacking guild receives some smaller number of tokens if the number of offerings on the Altar is greater than 75% (aka the Altar is more than 75% full). Altars which are 75% full or greater have a special particle effect visible. Similar to making a sacrifice, the number of tokens obtained in this manner is inversely proportional to the number of guild members in the playfield.


    For destroying an enemy Altar:


    •1-6 guild members in the playfield yields 6 tokens per member

    •7-12 guild members in the playfield yields 3 tokens per member

    •13-18 guild members in the playfield yields 2 tokens per member

    •19-24 guild members in the playfield yields 1 tokens per member

    •If there are more than 24 guild members in the playfield, there are no tokens obtained in this manner


    There is no PvP experience or buff rewarded for destroying an enemy Altar.


    Improving a Shrine


    For each successful Sacrifice made to an Altar by a guild without the Altar being destroyed (or the Shrine changing hands due to capturing the Banner), the power of the Shrine will be increased up to a cap of 5 successful Sacrifices. This means there is a cumulative benefit for holding a Shrine for an extended period of time.


    With each Sacrifice, the amount of units added to the Altar by an object (rare PvP resource or Idol of Bori) will increase by 5%, and also 6 seconds will be added to the amount of time the Banner needs to be in the contested state before being captured by another guild.


    This means, after 5 successful Sacrifices (without losing the Shrine, or the Altar getting destroyed), the number of units granted by a rare PvP resource or Idol of Bori obtained will increased by 25% of the base value, and the contested time on the Banner will be increased from 60 seconds to 90 seconds.


    Losing a Shrine


    A guild loses its Shrine if a different guild captures the Banner. This means it is interacted with for an uninterrupted period of 5 seconds, and then the Shrine remains in a contested state for an additional 60-90 seconds. When a guild loses its Shrine, the Altar and the Merchant will despawn, and all progress and timers on the Shrine will be erased and reset to initial values.


    Owning Multiple Shrines


    It is perfectly possible for a guild to own multiple Shrines. However, because making a Sacrifice reduces the offerings on the other Shrines by 50%, guilds may or may not find holding multiple Shrines as a useful strategy.


    PvP Gear


    Just a quick note about Tier 2 PvP gear. This gear will require a player to have reached the appropriate PvP level, and is priced in PvP Tokens similar to how raid gear is priced in Raid Tokens. The PvP Tokens obtained from performing a Sacrifice of Bori are of only one type. A different type is obtained through mini-games, and are rewarded upon the completion of wanted-poster style quests to win at the various mini-games (one quest per mini-game type). These quests are on several-hour cooldowns.



  • REKOIREKOI Member Posts: 16

    Originally posted by AmazingAvery







    * Fast travel system

    New Wagoner npcs to offer more speedy travel between notable locations within a playfield, and purchasable consumables to quickly bring you back to a playfield's central hub area.




    Oh god whyyyyyy?!


    Travelling is already fast enough, and with that feature its even more rare, or impossible at all to see other people on your travels.

  • QuicksandQuicksand Member UncommonPosts: 683

    Originally posted by REKOI

    Originally posted by AmazingAvery







    * Fast travel system

    New Wagoner npcs to offer more speedy travel between notable locations within a playfield, and purchasable consumables to quickly bring you back to a playfield's central hub area.




    Oh god whyyyyyy?!


    Travelling is already fast enough, and with that feature its even more rare, or impossible at all to see other people on your travels.


     completely agree.

    www.90and9.net
    www.prophecymma.com

  • madnagashmadnagash Member Posts: 33


    Thx so much Avery! This made my day:)


    Now I wanna resub:)

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