Camelot Patch Notes

Straight from the Camelot Herald:

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Dark Age of Camelot
Test Version 1.70av Release Notes
August 3, 2004

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NEW THINGS AND BUG FIXES

– Fixed /stats to show more than one person in the top 20 lists.

– /quit now output’s your game session stats (/stats values) if any were acquired.

NEW FRONTIERS

– (Pendragon Only) The range on /recall has been corrected in the case where it is actually used. This addresses a Pendragon only bug.

– For realms that own 5 or less keeps, the flames on the realmwar map will only appear when the tower/keep door or walls have been slightly damaged. When a realm owns more than 5 keeps, the flames will trigger on the realmwar map at a lower health. The trigger delay increases for each keep (past 5) that the realm owns. If a realm owns all of the keeps, they will not see any flames on the realmwar map for any of their keeps or towers.

– The time to upgrade a keep to level 10 is now based on how many keeps the realm owns. The total time increases 6.25 hours per keep owned by that realm (for example: the base time for owning 7 keeps is 40.5 hours). The time to upgrade to level 10 if the realm owns one keep is 3 hours. The time to upgrade to level 10 if the realm owns all 21 keeps is 128 hours.

– You can now only teleport into the 4 coastal keeps (if controlled by your realm) in the enemy frontiers. You can no longer teleport into the inner three keeps (even if controlled by your realm) in enemy frontiers.

Defensive Realm Bonuses

– Tower and keep hookpoint reuse timers now vary from 1 minute to 5 minutes for realms that own 0-7 keeps.

– Tower and keep hookpoint items now vary in cost for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 1 gold. The normal cost is applied when the realm owns 7 keeps.

– NPC guards (and hookpoint guards) now have an additional amount of levels for realms that own 0-7 keeps. The maximum amount of additional levels (for realms that own no keeps) is 15. The minimum amount of additional levels (for realms that own 7 keeps) is 0.

– Keep/Tower maintenance costs now vary for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 0. The normal maintenance cost is applied when the realm owns 7 keeps.

– Siege damage now varies for realms that own 0-7 keeps. Siege for realms that own no keeps do twice as much damage. Siege for realms that own 7 keeps does normal damage.

Relic Changes

– You no longer need your own realm’s relics before you can capture an enemy one. However, a bonus is only gained from a relic if the realm owns their own of that type.

– When capturing an enemy relic, you will now need to place them in a keep you own in your realm’s home territory. The relic must be placed on the third floor of the lord tower inside the keep.

– For recapturing your realm’s own relics, you will still need to place them in your realm’s appropriate relic tower.

– There is a one relic per keep limit.

– Once a relic is in a keep, the keep needs to be captured before the relic can be moved. Once the keep is captured, anyone can pick up the relic.

– Once a relic leaves the temple or a keep, it has 2 hours to reach a new holding place. If it doesn’t, it will be placed in an available keep in the realm that had previously held it or returned to its home temple if no such keep exists.

– The following defensive realm bonuses are not applied to a keep that is holding a relic: hookpoint reuse timers, hookpoint item cost, additional guard level, and maintenance cost.

Siege Changes

– The line of sight check required when firing a ram has been removed.

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