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# 10.10.2017 - 17:59:48 Leider keine Berechtigung       zitieren


Greetings Adventurers! We’re planning on taking down the servers for maintenance around 1:00AM PST on Tuesday, 10/10 to prepare for the Gobboween Update. Please make sure to log off before the update hits to reduce the risk of data loss.

It’s Gobboween on Archos!



Gobboween has arrived on Archos! It’s a festive (and frightening) time of year when creatures all over the planet begin to act strangely as a result of Gaia’s influence - some even transform into terrifying new forms! Get ready to discover new creatures and unlock new Schemas for Gobboween-exclusive armor, weapons, and more!

Patch Notes

New Content
Gobboween has begun! For the entire month of October, you’ll be able to find enchanted jack-o-lanterns spread throughout Talos, Estel, and Ironfast. I wonder what you might find if you were to crack a few open…?

Alpha Wolves: Some extremely aggressive wolves have been spotted roaming in packs around Archos. They’re dangerous enough during the day, but you definitely don’t want to be around them when night falls.



Elite Dark Reapers: These powerful enemies show up rarely after high-level meteorite crashes. Their teleportation magic and ranged attacks make them particularly dangerous foes. It’s recommended to gather a group of well-equipped Adventurers before attempting to take one down.

Pumpkins and Pumpkin Seeds: Pumpkins are a popular treat during Gobboween - gather some seeds to plant a patch of your own! Once they’re fully-grown, you can use them to make some delicious treats or Gobboween-exclusive Schemas.



Goblin Candy: Goblins have been producing a variety of strange, enchanted candy - if you manage to get some for yourself, eat them at your own risk!

New Schema - Jack-O-Lantern Helmet: This strange headpiece can only be collected from the Elite Goblins that roam Archos during Gobboween. Despite its appearance, it’s actually a fairly sturdy piece of armor. Wearing it might also help reveal some hidden information about some of Gobboween’s new items!

New Schema - Fusil: This light ranged weapon can now be crafted at a Workbench and used to fire specially-designed bullets for taking down enemies at a distance.

New Schemas - Gobboween Decorations: Get in the Gobboween spirit by decorating your home with some spooky glowing jack-o-lanterns and more!

New Schemas - Transformation Runes: A variety of new Transformation Runes have been added to the Shape-Shifting Knowledge Node. There’s also a Gobboween-exclusive new Transformation Rune that can only be found by taking down a specific new creature.

New Weapon - Sunder Scythe: This powerful scythe can only be found after defeating an Elite Dark Reaper. Its magical enchantments give it the ability to destroy an opponent’s armor in just a few strikes.

New Structure - Magicka Base: When powered with Magic Essence, this structure provides a smaller shield than a House Seal, but with the added benefit of preventing any non-allied creature or player from passing through it. A single House can support up to 3 Magicka Bases at once.



New Structure - Guardian Tree: This tiny sapling might not look like much, but if you plant it near a House Seal and take care of it, it might repay the favor some day.

General Updates:
Wooden Structures: Textures have been slightly improved.

Fertilizer: Fertilized plants now display a timer showing when your crops will run out of fertilizer.

Steam Achievements: Now properly configured - get out there and start earning some achievements!

Icon Makeover: A number of items have had their icons updated.

Balance Changes:

Dark Reapers: Added a ranged attack.

Small Spell Tower - Corrosive Ray: Increased base damage from 60>75, increased attack speed interval to 0.4 seconds, and increased armor reduction debuff value from 2 to 3.

Bug Fixes / Optimizations:
Fixed a bug where tamed creatures would be stuck crafting an item at 99% permanently after a server restart.

Fixed a bug where some structures would never load in after loading into the game.

Fixed a bug where it was impossible to earn Dwarven Manor Knowledge experience.

Optimized rainfall effects to reduce the amount of lag caused across the server.

Fixed a bug where it was possible to place a Goblin Ballista underwater.

Fixed a bug where Elemental / Imp attacks would occasionally cause player attacks to be canceled.

Creatures can no longer be polymorphed while reviving in the Summoning Pool.

Optimized creature pathfinding AI.

Removed vegetation that was rarely being utilized to help improve game performance and load times.

Fixed a bug where players would get launched to extreme heights when polymorphing a Gryphon while standing on top of it.

Fixed a bug where a large number of trees around the world were randomly removed, or had no collision.

Fixed a bug where creatures revived with a Soul Stone would be level 1 with minimum stats.

Fixed a bug with aggressive creature spawns - they should be less common around cities now. We’ll be keeping an eye on feedback with spawn frequencies and continuing to make adjustments as necessary.

Optimized a number of models used for terrain - this may have an unintended detrimental effect on some player structures depending on their location, but any damage should be very minor.

Fixed an exploit related to the Forging system.

Implemented a number of minor localization fixes.

Various minor bug fixes.

Known Issues:

Some creatures may have somewhat larger aggro ranges than normal.

Panther spawns around certain areas may still be a little aggressive - we’re keeping an eye on this issue.

Goblin Candy - Goblin Transformation currently has a bug where your character will die instantly if Hunger drops below 50%. We plan to have this resolved in a hotfix shortly after the update.


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# 13.10.2017 - 17:32:36 Leider keine Berechtigung       zitieren


Dark and Light 10/13 Update - Patch Notes
13. OKTOBER - HORSEJOKE
Greetings Adventurers! We're going to be launching a small patch for Dark and Light aimed at fixing a few bugs with the Gobboween content introduced in the last patch, as well as implementing a few quality of life changes we've been working on for a little while.

We're planning on shutting the servers off for maintenance around 1:00AM PST, Friday, 10/13, so be sure to log off before the update hits to reduce the risk of data loss.

Patch Notes


General Updates:
New Schema - Telescope: Added to Survival Knowledge.

Crafting QoL Changes: We’ve added a few Schemas to different inventories and increased the number of Stone Arrows crafted at once to improve crafting efficiency.

Empty Bottles: Can now be crafted at a Magic Workbench, crafting it there will reduce crafting time from 5 seconds > 3 seconds.
Ice Chunks: Can now be crafted at a Magic Workbench or in a tamed Ice Elemental, crafting it in either will reduce crafting time from 5 seconds > 3 seconds. Greatly extended decay time for Ice Chunks when stored in an Ice Elemental, they should last about a week in real time.
Stone Arrows: Crafting reagent requirements increased by 5x. Stone Arrows are now crafted in bundles of 5. Magic arrows are still crafted one at a time.



Forging Improvements: Forging is a complex system and the rewards don’t really match the effort at the moment. We’ve improved Forging speed and the value of each affix gained through successfully Forging a piece of equipment.
Forging affix value increased by 200%.
Forging speed increased by 100%.
Leyline energy consumed from each forging instance reduced from 60 to 30.



Ice Cave QoL Changes: The Ice Caves were designed for groups of Adventurers to tackle together, but the rewards are designed for solo players. We’ve increased the number of items dropped from Bytorg and Cave Yetis, as well as increased the speed of crafting in Bytorg’s Toolbox to give more people a chance to craft their new armor or weapon.
Cave Yeti: Items dropped on death increased from 1 > 2.
Bytorg: Items dropped on death increased from 5 > 20.
Bytorg’s Toolbox: Crafting speed greatly increased.
Bug Fixes:
Fixed a bug where tamed creatures near the Ice Cave, Giant Trees, and Talos Underground Waterway would randomly disappear.
Fixed a bug where Bahamut RMB attack would cause it to move backwards.
Fixed a bug where Ice Dragons and Fire Dragons were stuck and unable to respawn.
Fixed bugged terrain near the volcano that was causing resource nodes to float and be uncollectible.
Fixed a bug where harvesting bones from creatures wouldn’t provide Shape-Shifter Knowledge experience.
Fixed a bug where the Pumpkin Pie Schema wouldn’t appear in the Cooking Pot.
Fixed a bug where Transformation Runes couldn’t be crafted after unlocking their Schemas.
Fixed a bug where the Fusil and Silver Bullet Schemas were craftable without needing to be unlocked.
Fixed a bug where it was possible to clip into the Dwarven Manor Arced Wall.
Fixed a bug where characters would float when jumping next to certain Window structures.
Fixed a bug where Wooden Steps wouldn’t snap to Straw Ceilings.
Fixed a bug where cooking pots wouldn’t display a special effect when activated.
Fixed a bug where Pumpkins couldn’t be placed in a Fireplace.
Fixed a bug where Panthers and Wolves would float when standing on a sloped surface.
Fixed a bug where herbivorous creatures weren’t able to destroy corpses.
Fixed a bug where the Pumpkin Pie Schema didn’t require any Pumpkins to craft (how does this happen?).


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# 17.10.2017 - 18:19:36 Leider keine Berechtigung       zitieren


Dark and Light 10/17 Update - Patch Notes
Dark and Light - Horsejoke
Greetings Adventurers! We're planning on rolling out a small patch at 1:00AM on Tuesday, 10/17. This patch contains numerous bug fixes, as well as big changes to the structure decay system, and a few minor balance adjustments for the Ice Cave and controllable workbenches.

As always, be sure to log off before the update hits to reduce the risk of data loss (and random werewolf attacks)!



Patch Notes

General Updates:

Decay Timer Changes: We’ve received a lot of feedback from players on structure decay timers since the system was implemented. We originally implemented structure decay to combat instances of structure-related exploits and abuse, as well as reduce the overall map load on servers with a lot of large, unutilized structures. We’re updating the decay timers to allow for more leniency for players with higher-tier structures, and we’ve implemented a new system to help prevent structure abuse. The times listed below show how long a structure must go unvisited by its owner before automatically decaying. All times listed are in real time.
Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

To prevent structure-related abuse such as pillaring and trapping other players, all structures will be manually demolishable by any player by interacting with if it hasn’t been visited by its owner for 72 hours straight.
Controlled Workbench Changes: We’re lowering the amount of time that a faction maintains control over neutral workbenches. All times listed are in real-time.
Cyclops Workbench: Now reverts to a neutral state 6 hours after being captured.
Bytorg’s Toolbox: Now reverts to a neutral state 1 hour after being captured.
Additionally, all controlled workbenches will now display a tooltip showing the amount of time left before reverting to a neutral state.

Transformation Runes: Added a tooltip showing how to revert the transformation manually.
Balance Changes:

Ice Cave: We’re adjusting the health and damage for a few creatures in the Ice Cave, as well as reducing the crafting time for Skullcracker in Bytorg’s Toolbox.
Ice Goblin: Base health reduced from 540 > 360, base attack damage has been reduced.
Bytorg: Melee attack damage reduced, ranged attack damage increased slightly.
Skullcracker: Crafting time reduced from 900 seconds > 300 seconds.
Advanced Extraction Spell Adjustments: The Advanced Extraction spell isn’t very efficient compared to other methods of gathering, so we’ve increased its gathering rate and durability, and reduced the amount of mana required to maintain the spell.
Durability: Increased from 12 > 30.
Mana Consumption: Reduced from 6/sec > 2.5/sec.
Increased the gathering rate for Wood, Stone, Copper, Iron, Mithril, Darkstone, and Lightstone by 100%.
Bug Fixes:
Fixed a bug where the recipe for a Soul of Light wouldn’t appear inside of neutral Soul Nodes.
Fixed a bug where some tamed creatures couldn’t gather normally with their LMB attacks (this fix does not affect Mythical creatures like the Colossus, Mythical creatures are unable to gather resources for balance purposes).
Fixed a bug where some Dark Altars couldn’t be activated.
Fixed a bug where Empty Bottles could not be filled at Irrigation Taps.
Fixed a bug where Ice Chunk decay time wouldn’t increase when stored inside of a tamed Ice Imp.
Fixed a bug where Small Spell Tower damage was calculated incorrectly when factoring in elemental resistances on creatures.
Removed antiquated Magic Workbenches in Estel.
Fixed the item icon for Dwarf Manor Curved Ceilings.
Fixed a bug where Wooden Windows couldn’t be opened.
Fixed a bug where it was impossible to unlock the Magicka Base Schema.
Fixed a bug where it was sometimes impossible to use Werewolf and Bear Transformation Runes.
Fixed a bug with the idle animations of Werewolves, they shouldn’t be as stiff now.
Fixed a bug where some corpses couldn’t be gathered from.
Fixed a bug where the SFX for ranged Wraith attacks would play from too great of a distance away from the attack origin.
Fixed a bug where it was sometimes impossible to gather from your character’s body after reviving.
Fixed a bug with the crafting location for the Fusil and Silver Bullets.
Known Issues:
Some creatures stored in a Summoning Stone may be revived with incorrect stats. This is a complex issue that the team has been working on for a while, we’ll continue investigating the problem to have it resolved in a future patch.
Dark Altars can be activated properly now, but it may be impossible to craft Mystical Feed in them. We plan on having this fixed in a hotfix later this week.
We've heard reports that the timers on fertilized farming plots may be inaccurate. We're currently testing this issue and will make changes to the system if necessary.


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# 20.10.2017 - 17:05:23 Leider keine Berechtigung       zitieren


Dark and Light 10/20 Update - Patch Notes
Dark and Light - Horsejoke
Greetings Adventurers! We’re planning on rolling out a new update at 1:00AM PST on Friday, 10/20 adding a few new items as well as taking care of a few bug fixes. As always, be sure to log out before the update hits to reduce the risk of data loss!

Patch Notes

General Updates


New Structure - Soul Mire: This cursed tree captures the soul of any Adventurer unlucky enough to perish within its range. Soul Mires require a nearby House Seal and Magic Essence to function - any Adventurer that dies while in an active Soul Mire’s area of effect will have their soul trapped for a period of time, increasing their respawn time to prevent overwhelming raids against the House that called upon its power.

New Structure - Devil Bringer: A powerful dark magic trap that roots just about any living creature that happens to wander too close to it. Devil Bringers must be placed within a certain range of House Seals and each one can only activate once. They have a very small area of effect and only last for a limited amount of time once placed, but few have fell victim to this powerful trap and lived to tell the tale.

Both the Soul Mire and Devil Bringer Schemas can be unlocked in the Dark Magic Knowledge node.
Balance Changes

We want to give each creature their own unique role to play once they’re tamed, so we’ve made some adjustments to the gathering rates for Colossal Flathorns and Albino Deer to give them an advantage in gathering certain items.



Colossal Flathorns: Now have a much higher chance of collecting large amounts of Wood when gathering from trees. Additionally, when placed in a Colossal Flathorn’s inventory, Wood only takes up 20% of its normal weight, making Colossal Flathorns excellent beasts of burden for all of your lumber transportation needs.

Albino Deer: Now have a much higher chance of collecting large amounts of Magic Shards when gathering from Grass and Wheat.


Swamp-based Resource Nodes: In a previous update, we reduced the amount of resource nodes that could spawn in the Swamp region to improve server stability. We’ve made some adjustments on the backend to prevent the same problems from reoccurring, so we’ve re-added the resource nodes that were previously removed from this area.

Silver Bullets: Increased damage dealt to all “Dark” creatures (Dark Fallen, Reapers, Dark Elementals) by 500%. We plan on adding this same bonus to Holy Arrows in an update in the near future.

House Knowledge: Reduced the amount of Node experience required to unlock each rank.

Advanced Grinder Schema: Moved from Survival Rank 7 to Survival Rank 5.
Bug Fixes:
Fixed a bug where it wasn’t possible to craft Mystical Feed in a Dark Altar.
Optimized vegetation in the Crescent Plains to improve performance.
Fixed a bug where a number of tamed creatures couldn’t collect resources
when using their LMB attack.

Fixed a bug where Unicorns / Pegasi were able to infinitely restore HP.
Fixed a bug where Gryphons’ hunger would deplete faster than intended.
Fixed a bug where no footstep SFX would play for Werewolves when walking or running.
Fixed a bug where some areas underwater didn’t deplete oxygen levels.
Fixed a bug where some resource nodes would float above the ground.
Fixed a bug where the Elite Reaper attack SFX would play too far from the attack origin.
Additional minor bug fixes.


Einmal dachte ich, ich hätte unrecht. Aber ich hatte mich ausnahmsweise getäuscht.
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# 26.10.2017 - 16:57:22 Leider keine Berechtigung       zitieren


DIesmal nix wichtiges für uns dabei:

Dark and Light Development Update - Chaos Servers and Decay Changes
25. OKTOBER - HORSEJOKE
Greetings Adventurers! We're going to be launching a few big updates to Dark and Light in the near future, including some hot new content. For now, here's a preview of a brand new server type, Chaos servers, and a few changes to the current structure decay system.



Changes to Decay Timers:

PvP Servers:

Based on feedback we've seen from the community, we’re going to be removing the feature we added where any player could demolish a structure that hadn’t been visited by its owner in 3 days. We had originally added this feature to prevent structure-related abuse like pillaring and trapping, but there is a concern that the feature itself will be used to destroy non-abusive structures. We’ll keep an eye on how things progress after removing the feature and make additional changes if necessary.

We’ve also increased the time required for Iron and Manor-tier structures to decay:

Metal - 7 > 15 Days
Manor - 14 > 30 Days

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

Chaos Servers:



Around the end of October, we’re planning on releasing a brand new server type, Chaos servers. These servers are going to be focused entirely on the PvP experience, and we’ll be using the data and feedback we collect from players on Chaos servers to help inform PvP balancing and content development plans. One official Chaos server will be available in each of the US, EU, and AS regions initially.

Our first Chaos server will be open for a long period of time - players can freely join at any time, there’s no need for a special access code or separate download.

There are a few differences between regular PvP servers and the Chaos server type:
Chaos experience rates are set to 2x.
Item drops will tend to be higher-quality than what you’ll find on a regular server.
Average wild creature level will be higher than normal, and creatures can level to 30 levels higher than the current cap.
Structure health is set to 5% of the current values on official PvP servers (health values of placed equipment such as Workbenches, House Seals, Chests, etc. are unaffected).
War declaration time has been changed to 2 hours, after which the war will persist for 24 hours.
Note: Right now these servers are being introduced for testing purposes, there’s no need to download any additional files or sign up to participate. We’re going to be using the data we collect from these servers to help inform our development as we continue through Early Access. As a result, we may occasionally (once a month or so) wipe the Chaos servers to help with testing.

Follow-up and Chaos Server Rewards:

For participating on the Chaos server, we’ll be analyzing data on House wars and general House performance. After every Chaos server cycle (frequency TBD), Houses that perform extremely well will have their members rewarded with special items that they can use on any server, not just the Chaos server. Look forward to more info as we get closer to the release of this exciting new server type!


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# 31.10.2017 - 17:26:21 Leider keine Berechtigung       zitieren


Greetings Adventurers! We’re planning on rolling out a small patch at 1:00AM PST on Tuesday, 10/31. As always, be sure to log out before the update hits to reduce the risk of data loss!



Patch Notes

General Updates

Dragons: Archos’s Dragons are finally getting their breath attacks back! Not only that, we also have a special cosmetic change incoming for all Infernus Dragons for the duration of the Gobboween event.
Infernus Dragon and Frost Dragon: RMB attack changed to Fire and Ice Breath, respectively.
Infernus Dragons: Replaced with Undead Dragons, RMB Fire Breath attack changed to Spectral Blue Flame Breath (temporary cosmetic change).

Wolves: For the duration of Gobboween, all Wolves will now transform into Werewolves from 22:00 - 4:00.
PvE Decay Changes: We’ve gotten a lot of feedback about the mechanic where structures will be manually demolishable after not being visited in 3 days by its owner, so we’re making some changes to that system.
All Structures (PvE Only): Structures are now only manually demolishable by other players after reaching its full decay timer. Those timers are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

Various Creatures: Made some adjustments to creature SFX.
Minor visual changes for targeted unit health / mana bars.
Balance Changes:
Holy Arrows: Now deal 5x damage to “Dark” creatures (Dark Fallen, Wraiths, Dark Elementals, etc.).
Bug Fixes:
Fixed a bug where it would be possible to run on the ground underwater and not use oxygen.
Fixed a bug where it was no longer possible to roll by inputting a direction + crouch, even with the option enabled.
Fixed a bug where Soul Mire wasn’t craftable in a Magic Workbench.
Fixed a bug with the crafting requirements for the Giant Elven Manor Gate Frame.
Fixed a bug where no SFX would play when a female character fired a Fusil.
Fixed a bug where several Transformation Rune icons were incorrect.
Fixed a bug where it was possible to place a Magicka Base inside of a city.
Fixed a bug where no footstep SFX would play when holding a Skullcracker.
Fixed a bug with the crafting requirements for an Inclined Stone Pipe.
Fixed a bug where killing Dark creatures would sometimes not result in earning Dark Magic Knowledge experience.
Fixed a bug where some shrubbery would break free from its earthly tethers, and float in the sky.
Fixed a bug where some walls weren’t placeable on foundations or other walls.
Fixed a bug where the Albino Deer bestiary entry displayed an incorrect background.

To all of Archos's brave Adventurers, have a happy and safe Gobboween!


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# 02.11.2017 - 18:02:38 Leider keine Berechtigung       zitieren


Diesmal auch wieder eine menge für uns interessantes mit dabei.




Greetings Adventurers! We’re going to be launching a small update at around 1:00AM PST on Thursday, 11/2. As always, be sure to log off before the update hits to reduce the risk of data loss!

Patch Notes

General Updates
Durability Changes: Durability for armor has been increased across the board. We’ll be keeping an eye on this change to see how it affects game balance, and we’ll be making further adjustments and fixes as needed in future patches.
PvE Dark Altar Changes: We’ve noticed some abuse of Dark Altars on PvE servers by building structures on / around them, preventing anyone from accessing them. To prevent this, we’re adding a new system on all Dark Altars to deal heavy amounts of damage to anything nearby after a set period of time, destroying any structure placed too close to it.
Dark Altars (PvE only): Every 6 hours, all Dark Altars will create an explosion of dark energy, dealing heavy damage to all structures and creatures nearby.

Main City Optimizaton: Made some adjustments to the layout and NPC placement in Talos, Estel, and Ironfast, as well as some surrounding villages to improve game performance. In particular, each city’s Chapel was moved to the city’s outskirts.



New Schema - Bonfire: Unlocked upon reaching Survival Knowledge Rank 3, this huge bonfire illuminates a much larger area than a standard campfire. Weary, battle-worn Adventurers can gather around the bonfire and dance the night away, but just be sure to keep an eye out for hostile creatures!

New Schemas - Intermediate Rune of Warmth and Intermediate Rune of Cooling: Unlocked at Fire Magic Rank 4 and Water Magic Rank 3 respectively, these runes provide moderate protection against the elements. Perfect for exploring areas in extreme climates!

Centaur Camp Adjustments: The terrain and creature spawns in the Centaur Camp have been adjusted. Additionally, the Centaur Chieftain will now drop higher-quality Schemas.

Ice Wall: Temporarily removed due to exploit abuse. We plan on adjusting the spell and adding it back in a future update.
Goblin Club Adjustments: Legendary gods of the sky being taken down by a handheld cudgel seemed kind of silly. We’ll be keeping an eye on the balance of the Goblin Club and its interactions with the taming system, and make further adjustments as needed.
Goblin Club: No longer deals constitution damage to Infernus Dragons or Frost Dragons.

Goblin Ballista: Can now stack Goblin Contracts, up to 30 in a stack.
Goblin Ballista: Increased the number of inventory slots to 50.
Small Goblin Gizmo: Removed Gold Coins as a crafting requirement.

Guardian Tree: Can now survive for 12 hours without being irrigated.

World Vegetation: Made optimizations to existing vegetation placement around the world and added several new vegetation types.

Small Spell Tower: Fire-aligned shots now deal reduced damage to Infernus Dragons.

Wall Torch: Increased illumination range when lit.
Bug Fixes:
Fixed a bug where creatures would spawn at a higher rate than intended in the Ice Cave.
Fixed a bug with the Fireplace icon.
Fixed a bug where Fine Cured Meat was unlocked at both Rank 5 and 6 of
Cooking Knowledge.
Fixed a bug where multiple Water Reservoirs placed close together would clip into each other.
Fixed a bug where ranged weapons could pierce a Magicka Base shield.
Fixed a bug where certain creature Bestiary cards wouldn’t display properly upon being unlocked.
Fixed a bug where it was impossible to craft anything in a Centaur Workbench.
Fixed a bug where Skullcracker’s RMB attack would deal the same damage as its LMB attack (RMB attack damage increased).
Known Issues:
Nidhog Transformation Rune: When using a Nidhog Transformation Rune and touching a body of water, your character will disappear and be unable to interact with the world properly. This is a serious bug that we’re working on resolving, and we hope to get a fix out ASAP. In the meantime, we would recommend not using any Nidhog Transformation Runes until the issue is resolved.

Locked Spell Bug: When equipped with a spell and attempting to switch to a spell that has not yet been unlocked, you will be unable to cast your equipped spell. We’re working on a fix, but as a workaround, this can be easily resolved by opening and closing your inventory.

Frost Dragon Breath: Frost Dragons are feeling a bit winded, and don't have their breath back quite yet. We plan on adding it back in a future patch.


Zuletzt modifiziert von dp.Monochrom am 02.11.2017 - 18:02:54


Einmal dachte ich, ich hätte unrecht. Aber ich hatte mich ausnahmsweise getäuscht.
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# 21.11.2017 - 17:24:52 Leider keine Berechtigung       zitieren


nix weltbewegend neues

Dark and Light 11/21 Hotfix - Patch Notes

Greetings Adventurers! We’re going to be rolling out a small hotfix patch for Dark and Light on Tuesday, 11/21 at 1:00AM~ PST. This patch will be removing the knockback implemented in our Flames of Bel’xahl patch, as well as resolving a few minor bugs.

Be sure to log out before the update hits to reduce the risk of data loss!

Patch Notes

General Updates
Knockback on taking damage has been removed.

We implemented knockback as a way to improve the dynamics of melee combat, and to help give players a better idea of when they’ve just taken a big hit by scaling knockback distance with damage taken. We’re going to continue examining different ways to improve dynamic combat in Dark and Light for future updates. However, for now, we’re going to be removing the knockback mechanic since it seems to be causing a little more harm than good at the moment.
Bug Fixes
Fixed a bug where Unicorn and Pegasus heals weren't working as intended.
Fixed a bug that caused the game to crash when selecting single player.
Fixed a bug that allowed tamed creatures to enter The Scalding Abyss.
Fixed a bug that caused Orthrus to get stuck on the alcoves in the final boss area of The Scalding Abyss.
Fixed some bugs with creature AI in The Scalding Abyss.
Additional minor bug fixes.


Einmal dachte ich, ich hätte unrecht. Aber ich hatte mich ausnahmsweise getäuscht.
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dp.Monochrom
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Dabei seit: 10. Aug 2013
Wohnort: Longyearbyen
Letzter Login: 20. Feb 2020
# 28.11.2017 - 17:28:38 Leider keine Berechtigung       zitieren


EIniges neues und netets ist mit dabei


Greetings Adventurers! We’re planning on rolling out a small patch for Dark and Light on Tuesday, 11/28 at 1:00AM~ PST. Remember to log out before the update hits to reduce the risk of data loss.

Patch Notes

General Updates
Reduced the number of hostile creatures around Talos, Ironfast, and Estel.

- We’ve received a number of reports since our last patch on the excessive number of Deathstalker spawns near starting cities. We’ve made some changes to our spawning system in these areas that should reduce the number of hostile creatures in these areas overall. Additionally, we’re looking into the state of hostile creature strength vs. new players for further tuning in future patches.

Improved Centaur Chieftain loot

- Centaur Chieftains now drop full items instead of Schemas. Since the addition of loot drops for high-level / boss creatures, we’ve noticed that it’s not very satisfying to have to kill a boss to be rewarded with a Schema with high crafting requirements, which just results in more farming. In future patches, we’re going to be adjusting the loot tables for other high-level creatures to have them drop full items instead of Schemas, and continuing to adjust the system based on player feedback.

Infernus Dragon model has been updated.
Removed all Gobboween skins from items and creatures.
Meteorites now have a small chance to drop Undead Dragon and Jack-O-
Lantern Goblin skins. These skins can be equipped to their respective tamed creatures to alter their appearance.

Wheat Field Adjustments:

- A new, dangerous creature now lurks in the Wheat FIeld, making gathering there a little bit more of a challenge.
- Optimized the way that wheat is destroyed in the field to improve performance.

Turkey Egg decay time increased from 10 minutes > 100 minutes while stored inside of a Turkey.
Added additional animations to the Searing Edge axe.
Re-added additional language packs. Some of these language packs are incomplete and localization is ongoing. If you’re interested in assisting with localization efforts for your native language, please visit our Crowdin at https://crowdin.com/proje...k-and-light-localization.
Bug Fixes:
Fixed an issue where the items required to revive a Turkey were inaccurate.
Fixed a crash related to single player mode.
Fixed a bug where the game would crash near Talos, Estel, or Ironfast.
Fixed a bug where the game would crash when returning to the main menu.
Fixed a bug where some stored items would disappear after a server reset.
Fixed a bug where Wild Unicorns would spawn at incorrect levels.
Fixed a bug where the Hot Springs would randomly not provide any healing effect for players or creatures.
Corrected temperature values for The Scalding Abyss - it should be somewhat hotter now.
Fixed a bug where Goblins would deal multiple instances of damage with a single attack.
Fixed an issue where player / creature attacks would deal damage multiple times in a single attack.
Fixed a bug where it was impossible to use Runes of Warmth or Chilling on a mount.
Fixed a bug where players could use an evasive roll while swimming.
Fixed a bug where Wind Elemental models would render incorrectly.
Fixed a bug where some creature attacks weren’t dealing any damage.
Fixed a bug where it was sometimes impossible to gather from Orthrus or Bel’Xahl corpses.
Fixed a bug where some herbivorous creatures weren’t taming even when provided with the proper Herbivore Feed.
Fixed a bug on Chaos Servers where billboards weren’t displaying Server House Rankings.
Removed floating gathering nodes in Blackice Peaks.
Fixed a bug where players would be forced out of the Ice Cave randomly.
Fixed a bug where small creatures would get players stuck on world geometry.
Fixed a bug where it would rain inside of The Scalding Abyss.


Einmal dachte ich, ich hätte unrecht. Aber ich hatte mich ausnahmsweise getäuscht.
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