Producers Letter

August 18th, 2009

 

The option is yours, but now there is no PvE content holding you back from razing your enemies’ capital city and getting your shot at their fearless leader.

 

Thats a cool thing :p

 

Defenders, on the other hand, will be fighting back to complete the capital city PQ to push their enemies back out of their city.  For every time the defenders complete the capital city PQ, the 18-hour timer will decrease by 30 minutes, giving the defenders the opportunity to push out their enemies and reset the Tier 4 campaign at their own will.

 

Wow finally a real reason to defend? maybe now even those “PVE” farmers will come and defend :D

 

 

In my last letter, I mentioned social improvements and we have a dedicated team pushing forward with that initiative.  Two items made it in for this patch, the Friends List and Summoning Stones, with plenty more to follow. The Friends List is much like what you would expect from any Instant Messenger window.  It gives you quick access to your friends and even suggests new friends based upon your adventuring.  This is just one step to helping bridge the gap between social relationships among our players. The second item we have in place are the new Summoning Stones.  These crafted items will allow players to summon group-mates to their location from almost anywhere in the world. (Of course, not into RvR lakes. No porting in reinforcements on your crumbling Keep before it’s taken over.) ;)

 

Sounds really nice really looking forward for this!

 

The full Letter:

_______________________________________________________________________

Hey Everyone,

It’s that time again for me to share my thoughts on WAR.  I hope you’ve been enjoying your summer and the improvements we introduced in 1.3.0b last month.  Draw your weapons and get ready for another round of action-packed goodness with our upcoming 1.3.1 patch, aka City Invasion.

One of the biggest enhancements going into this patch is the new approach we have made with our end-game city siege experience.  After months of feedback from you, the players, and our own personal experience playing the game, we realized we needed to step back and reevaluate the city siege mechanic from beginning to end.  Specifically, how can we make the city siege experience something players will strive for?  How can we reinforce RvR in the endgame and not RvE?

Now, before diving too deep into the changes we made, I want everyone to know this is really just step one.  We simplified the flow, removed barriers, and most importantly refocused the gameplay on killing your opponents.  We set up the city end-game experience so we could easily expand it down the road to make them even more epic.

So, what exactly changed?

Right off the bat, once a capital city becomes contested and you and your Realm start to flood into the streets looking for your enemies, you’ll notice the new main city PQ.  Now, each side will be in a race to see who can get to 1,000 Victory Points first.  How do you gain Victory Points?  It’s easy—simply kill your opponents and hold any of the three Battlefield Objectives scattered across the city.  Winners will then push the PQ to Stage 2 and the race begins again, but this time with a twist.  The Hero-con encounter will appear like before, but now players can complete the main city PQ by dominating their enemies.  In an instance that has lots of enemies?  Kill them to win. In an instance that has no opposition? Take out the Hero General and his guards to complete the PQ to help your Realm capture or reclaim the city.  The option is yours, but now there is no PvE content holding you back from razing your enemies’ capital city and getting your shot at their fearless leader.

Now, should the city be pushed from contested to the next stage, several new things will occur.  First, players will notice that there is no longer a pillage stage. The city will now progress from contested straight to captured. Second, the Warlord PQs open up, which are now balanced for a single warband to complete.  Also, it’s worth noting that the Warlord PQs are now time-stamped and are open the whole time the city is in a captured state.  Gone are the days of the one-hour time window to experience this content!  Second, the King instance is immediately available!  It is no longer gated by the completion of the Warlord PQs, but be warned—this encounter is still one of the most challenging in the game.  Without proper gear and wards, most players won’t stand a chance. 

Lastly, city defenders are never kicked out of their city during an assault!  The Tier 4 campaign may be in lockdown, but the fight will carry on for 18 hours as attackers continue to try and hold the city to allow their Realm-mates enough time to complete the Warlord and King encounters.  Defenders, on the other hand, will be fighting back to complete the capital city PQ to push their enemies back out of their city.  For every time the defenders complete the capital city PQ, the 18-hour timer will decrease by 30 minutes, giving the defenders the opportunity to push out their enemies and reset the Tier 4 campaign at their own will.

Alright, enough about city siege—let’s talk about open-field RvR!  In the last patch, we adjusted how we were incentivizing players to fight in the RvR campaign by immensely increasing XP and RP rewards around Keeps and Battlefield Objectives.  This time we’re adding a little more spice into the RvR lakes with the introduction of a second ramp to all Keeps found in Tiers 2 through 4.  These ramps help widen the play space and give players new tactics to leverage in both offensive and defensive positions.  On top of that, we’ve added additional icons and timers to the map to better communicate the current status of the RvR campaign and specific objectives.  Now, players will clearly know if a Battlefield Objective is dominated, defended, or both. In addition, players will see the timer status of city stages. All this will be viewable, at a glance, from your map screen or mini RvR tracker.

In my last letter, I mentioned social improvements and we have a dedicated team pushing forward with that initiative.  Two items made it in for this patch, the Friends List and Summoning Stones, with plenty more to follow.

The Friends List is much like what you would expect from any Instant Messenger window.  It gives you quick access to your friends and even suggests new friends based upon your adventuring.  This is just one step to helping bridge the gap between social relationships among our players.

The second item we have in place are the new Summoning Stones.  These crafted items will allow players to summon group-mates to their location from almost anywhere in the world. (Of course, not into RvR lakes. No porting in reinforcements on your crumbling Keep before it’s taken over.) ;)

So, I know you’ll enjoy those improvements, but what about bugs?  What’s Mythic doing to fix the lingering bugs that some say we’re always too busy to address?  Well, I’m happy to say that in this patch we’ve decided that, rather than rushing the Player Systems team, it would be better for them to catch their breath and just focus on bug fixes for 1.31.  I’m not going to call out any specifics other than suggest you go take a look at our patch notes here to see all the great fixes they have in store for us.

And last but not least, what about 1.3.2?

Well, I’ll share a little bit with you, but please remember this may not be 100% in-place and ready for live in time.&#
160; Stuff happens and we adjust as needed, but here are a few things the team is hard at work on. 

1. Data has shown us not enough players have experienced a city assault.  With the new improvements, we want to make sure that happens, so we’ve decided to decouple the Fortresses from the Tier 4 campaign.  They still exist, so don’t worry—they are not disappearing, but they are also no longer required to capture in order to claim the pairing.  We have other ideas for the Fortresses, but I would be showing our hand a little too early with those thoughts right now.   =)  It’s cool, trust me. 

2. New User Journey Experience – New recruits come to WAR everyday and many of us roll alts from time to time, so we are taking a hard look at the beginning player experience and exploring how we can make that introduction experience to WAR even more memorable.

3. Apprentice/Hireling System – Wouldn’t it be cool if you could play with anyone at any time regardless of Rank?  I think it would. ;)

4. Continued Crowd Control balancing!  In patch 1.3.0b you saw some of our first adjustments to Crowd Control, and in 1.3.2 you’ll see the next steps as we begin approaching some CC abilities directly.  These changes will help to continue shifting Crowd Control to be more strategic and purposeful on the battlefield.

5. The Daemon Moon will rise.

Alright that’s a lot to take in, but before I head out I just wanted to say thank you to all of our players for helping us sculpt the world of Warhammer into what it is today.  It’s hard to believe that in one month WAR will hit its 1-year anniversary!   We’re excited and have a lot of fun events planned for the month, and one of the biggest Live Events we’ve made to date—The Wild Hunt—which boasts a new 6-man dungeon called The Hunters Vale, to help celebrate this great milestone.  The Wild Hunt will usher in the new Live Event equip slot on all characters, and is something we plan to continue to leverage for many more Live Events to come. Oh, and before I forget, enjoy the new load times getting into the game.  We went from 52 seconds to almost 20 seconds! That’s at least a few extra player kills for everyone a day. ;)

I’ll see you in your city,

Jeff Skalski
WAR Producer, Mythic Entertainment
Twitter @Jeff_Skalski

 

While Warhammer Online initially sold over 1.2 million copies, the subscriber base has settled at the considerably smaller total of 300,000. Despite the regression in the number of players, there is no lack of future Warhammer universe content that could be added and it seems Mythic still has plans to expand the game.

"It remains a priority for the studio, and we’re working closely with BioWare to see where EA games logo wants to go with it," said Mythic Entertainment Producer Josh Drescher exclusively to IndustryGamers. "Ray Muzyka from BioWare has a very long term plan for the future and we’ve had to think further into the future because of that. Most of existence, our studio has been on a shoestring budget so we couldn’t think far ahead, but we just finished up a major patch for Warhammer Online and there’s a lot of stuff we’re thinking about improving and enhancing the gameplay experience and guaranteeing that product lives up to the legacy of the Warhammer franchise. You should expect an expansion in the near future."

 

Read the full interview here

Source:

http://www.industrygamers.com

 

PLAN OF ATTACK


Okay, brass tacks. This issue was, at its core, one of space. The single ramp was not offering any sort of interior strategy in terms of attacking the lord. Warbands were essentially just zerging the stairs and it was a fairly limited space to begin with. So, we knew right away the change would be extensive to the existing structure. Because of the space involved, we didn’t want to cut into our Keep’s play space with the new ramp geometry, so we opted to expand the structure out instead.

 

Yeah I have to agree with that its exactly like he wrote, wonder why they didn’t have thought about stuff like that in the first place?

 

BUILDING THE FIXTURE


First on the deck was the actual Keep fixture itself. We started with a prototype (imagine very simple shapes outlining the basic volume). You always want to start with simple shapes since, in the beginning, these shapes are fluid and very subject to change. We tried several ramp sizes, for instance, before we settled on the “double original ramp” width. As the prototype progressed, it coalesced into early working geometry, shown here in the 3DS Max viewport:

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1: Launch version of the Empire Keep (back view). 2: New working exterior (back view). 3: New working interior (first floor). Grey volume denotes newer construction.


Here, you can see that we blew out some of the side/back wall and wrapped the new stairs around the rear corner of the Keep. (The delete key is the ultimate wrecking ball for virtual buildings, I would like to add.) As I mentioned before, the new stairs were twice the width of the original ones, and in the new position they did not jive with the original tower already occupying the space. Spatial issues like this are common when you go back and apply significant updates to existing assets. In this case, the rear-right tower exists in this corner position on all the square Keep-types; so, we had to either delete or redo that tower as a function of our ramp addition.
As you can see from the image, we chose to redo the tower. Since we knew we were going to be adding divine altars to the Keeps, we reworked the back right tower to have a chamber/space/gazebo dedicated to the altar, further extending the playable space inside the Keep.  At that point, we had two reasons to redo the tower: a new ramp run-through at the base, and the divine altar room at the top. So, the decision to commit was easy. Quick note:  The divine altars will move to the new location atop the tower when these Keeps go live.
For the round Keep-types (the Elves/Dark Elves), the new ramp was one long set of stairs with no landing. They also have the “gazebo” space at the top of their back-right towers dedicated to the divine altars. The new ramps for the round Keeps were, like the square Keeps, twice as wide as the original ramps. In all, it was a good analogue to the changes we made for the square Keeps.
While we were at it, we took the opportunity to correct a few other spatial issues in different areas of some of the Keeps; see below for more details.

 

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Left: Before. Right: After—much better standing space near the oil, I think we can all agree.


Anyhow, the entire framework was in place, and we began fixture construction in earnest. That’s where more of the art team was brought in. There were six Keeps to perform surgery on, and in every case where it was possible, we assigned each to its original builder in order to aid in both consistency and workflow.
FUN FACT! Only two Keeps were not made by their original artists, but I’m not telling you which ones unless you can come up with a suitable bribe. Hint: It is a bakery confection often featuring candles.
We didn’t delete the original ramps! So, don’t forget they are still there when everything goes live. They offer a shorter, more direct route to the lord than the new ramps. It was fun to see the core testers flanking each other within the structure of the Keep itself by drawing attackers up one ramp and running in behind them using the other one.

 

Wow that really looks promising, i hope it will get accepted by the community and will be used wisely. But it sounds like something really cool!

 

PLACING THE KEEPS

About the time the artists were finishing up with the fixtures, one of our terrain guys (Hi Mike!) was starting to position the Keeps within the game world. The first step was simply replacing the old with the new to see what kind of changes we’d have to make. Since the new Keeps were bigger than the old ones, in some cases we had this happen:

 

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This shot is directly from our terrain editor software. Left: The new Keep on the old terrain (a mismatch). Right:  The new Keep on the updated terrain.


Oops! Again, this was not unexpected considering the bigger footprint. The process then became massaging the terrain across the game to accommodate the increased size of the Keeps. That’s 30 Keeps across 21 zones throughout Tiers two, three, and four. We knew going in this would be the case, since each Keep location
is unique, but it’s worth noting here so people see the full impact that adding stairs has on game construction. Fortunately Mike was still on the job and not trying to kill anyone. After all, he has a Rank 40 with an interest in all this.
FUN FACT! Our art updates always incur downloads, since you can only see our work if you download it to your client first. Hmmm. Maybe that’s an unfun fact upon reflection.
While we were at it, we corrected some nearby terrain bugs since we were already forcing a download of the zone data to the player.

 

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Left: Before. Right: After—gravity returns to normal in Thunder Mountain.

A few of the Keeps had to be moved because of how they interacted with the surrounding PVE terrain or another portion of the RVR lakes. Of course we didn’t want to intrude on them, so that meant a change in the location of not only the art but all the mobs and other spawned items that are placed by the content team. It also meant we needed to update the icon positions and map image files in a few cases.

 

LOL just look at the Thunder Mountain picture again, I guess we all have seen that :D , wonder why something like that was even ingame :D

LIGHTING THE KEEPS

Since some new exterior and interior lights were added as a function of increased surface area, we had to redo a portion of our lighting as well.  That’s where the lighting team comes in. We use light maps, which means the lighting solution you see (if you turn on light maps) is pre-baked by us on the back-end and not rendered at runtime (dynamic). I was especially pleased with how the Chaos Keep looked after it was lit.
Once the lights were placed and baked, the bulk of our work was done. (Well, after we delivered all this stuff to the client building team, I mean.) I like to call it the BDD. Big Data Dump. Read into that whatever you want.

FINAL RESULTS

Here are some shots of the end results for each Keep after we delivered them:

 

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img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="image" border="0" alt="image" src="http://go4match.de/wp-content/uploads/2009/08/image_thumb27.png" width="244" height="196" />
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Left column: The new exteriors. Center column: The rear of the Keeps. Right column: The new interiors.

At this point, the art was done; however, the work on the Keeps continued after we artists passed the baton since there were quite a few changes still to be made by our content developers (including things such as updating the positions of the mobs, and pathing, et al). After that it moved into the testing phase as the data moved through our internal servers. In order for there to be time for these dependencies, the art is done months in advance before it’s finally seen on live. In the case of our Keeps, we finished the work back in June.

And now our tale is finished. I do hope you guys enjoyed seeing how it all took shape on our side. Farewell!

- Russell

Well overall the new ramp which will be introduced looks really promising, of cause it is also nice to see a new look on the keeps BUT we all know that this will not have any impact on the gameplay. Those people complaining about Warhammer Online right now have the balancing issues AOE skills etc in mind not the graphic :) . But like everywhere else in the gaming world changes like a new skill effect or new look of keeps dungeons or what ever makes the user feel better and make them thinking they are working on the game.

The ramps however make sense and i do hope they will change something and make taking a fortress more fun!

Stop Your Whining

August 15th, 2009

By Alex:

 

I just came across a nice posting at Wartalk which gets into those stuff which a daily Warhammer player have to deal with, like:

Mythic loves Order

Listen up, people. Mythic isn’t good at balance. That doesn’t mean they’re doing it on purpose.

He’s good, too good… (aka Cheater)

A skilled player playing an overpowered class (or any other class, actually) is automatically a hacker. No doubts, no second guesses.

Organization beats your terrible pugs

A widespread belief in WAR is that numbers > cooperation, every time.

its really nice to see some ppl actually write about that kind of problem, I wonder a bit about the behave in various situations and especially at MMORPGS in generall. Not like what Alex wrote would be rocket science. Everyone with some brain can figure those out. But going on the Battlefield at Warhammer Online makes me feel that most of them do not use it :) .

 

Gaarawarr Gabs (GG) made a nice interview with Stuard Zissu, this is actually part 2 of it:

Part 1 can be found here

Short snippet:

 

GG:  While we are in the city, as it were, I actually liked something about cities, and certain people will know why, but that thing was removed.  I loved the Instance Selection Screen.  It was a big thing for me because I’m very much about organizing and being able to see information, to be able to adjust groups to go against larger ones, etc.  So I didn’t like that change at first, but then I ran into a secondary problem after that was removed.  I’ve been in multiple instances in a city where we had zero healers and there was no way to reliably get any in.  Unless you run a pre-made, there’s no way to know if you’re gonna end up with healers or not in the city siege.  If you’re pugging the city siege, which is what a lot of people do…

Stuart:  Most people are, yup.

GG:  It’s what WAR is kind of built around, in a sense, with a lot of the way it’s supposed to be easy-access.  You totally can get jacked and end up with 48 people but no healers.  So, to me, the Instance Selection Screen was almost a good thing for that.  Is there a chance we may see it come back?  Because you’re gonna make the city siege fun and people are gonna want to fight.  Where-as before, it was more of a way to…it was taken out to force people to fight but that was because the city siege was a little weird.  With the city siege being more enjoyable and desirable, could we see a return to being able to choose our instance?

Stuart:  So when we put in the Instance Selection Screen, which was before Launch, this was the way it was launching, this was the way we wanted it.  We put it in to say “OK look, my group of twelve and my friends over here and this warband over here… let’s all choose Instance 12 so that we can fight together and go do it.”  That’s what we wanted to happen with the system.  What we found happened with the system 80-90% of the time was:  We run in.  I’m getting my ass handed to me in this instance.  I’m gonna run out, pick a completely different instance, go in there.  Oh, now we’re kickin’ butt.  And what you started seeing happening with all the populations was it would be 48 vs. 0 or 0 vs. 48 consistently.  And then people were upset.

People were like “We have no defenders.  This is not fun.”  And on top of that, as everyone knows, we have the thing where if you’re completely overpowering someone else, your contribution in that instance is actually less than in a balanced instance.

READ ALL AT GAARAWARR GABS

All weapons Land of the Dead

August 14th, 2009

 

image

Here they are:

 

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You can optain them by getting 5 funerary mask and some type of paper which you get from a gold bag in killing the world boss in lotd.

 

http://l3-cdn-nap.eamythic.com/warhammer/installer/PrePatch1.31Setup.exe

 

The Invasion draws closer as we release the 1.3.1 Pre Patch. Be prepared to assault you enemies cities and defend your homelands early by downloading the 1.3.1 Pre Patcher.
Players can now get a jump start on Game Update 1.3.1 by downloading the bulk of the update here.
Clicking the link above will prompt the file PrePatch1.31Setup.exe, which is a single 750 MB download. Simply install the file and continue to play the game as normal. The file will automatically be activated with the release of Game Update 1.3.1 That’s all there is to it!
Please note: This pre patcher is for North American and Oceanic clients only. The GOA team will be launching our European pre patcher early next week.

Patch 1.3.1

August 13th, 2009

 

 

 

Highlights

* The day of invasion is at hand! Capital city invasions are more exciting than ever, with a simplified and accessible new flow of invasion states, interface improvements, Public Quest upgrades, and more! See below for full details on these changes.

* All Keeps have been expanded! There are now two ramps up to the Lord room for attackers and defenders alike to watch and utilize for flank attacks on their enemies.

* Our scouts will now mark your map with new icons displaying more precise statuses of Keeps and Battlefield Objectives. One glance at the map will be all you need to get an understanding of how the war is progressing across the entire region. See below for details on this useful new enhancement.

* Player-crafted Summoning Stones allow groups to rapidly assemble for battle even when the party members are spread out over long distances. See below for additional details on this valuable new tool in your arsenal.

* We have made further improvements to overall performance and stability, highlighted by substantial performance improvements in the game’s animation system.

* And much, much more including a healthy dose of career bug fixes, item and crafting improvements, and even more UI updates.

 

Capital City Invasion Changes

* We have collapsed the invaded city states down to three states labeled Contested, Captured, and Rebuilding. City defenders are now able to access and spawn in all city states, allowing them to continue the fight even after the enemy has captured the city! Below are the details on these three states:

- Contested – During the contested phase, both Realms are fighting for control of the city. The city is open to players of Rank 30+. The contested city Scenario becomes open to players below Rank 30. Control is gained through capture of the Battlefield Objectives, killing your enemies, and through winning the city Scenario. The city Public Quest is there to direct players toward these goals.

- Captured – The attackers have captured the city! The Warlord Public Quests open, and the ruler of the city becomes vulnerable. Attackers no longer need to defeat the warlords to unlock the king encounter. Both Realms are still allowed in the city during this phase. The city PQ continues to run, with an added bonus to the defenders. Each time the defenders win the city PQ, 30 minutes is removed from the timer for this state!

- Rebuilding – The city is returning to a peaceful state.

* The time left in the current invaded city state (Contested or Captured) will now display on the map next to the city and on the city tooltip that is displayed while inside city.

* The warlord encounters are now instanced and rebalanced for 24 players. This allows multiple groups the opportunity to participate in the encounter, even if the warlord has already been defeated by another group. When a player enters these instances, their place in the contested City is released. This allows the city instances to be repopulated with new players as others leave to do the Warlord content. As a result, once a player leaves their Warlord instance, they will find themselves back at the front gate of the city.

* A zone control detail bar has been added to the cities. The functionality mirror’s that of the zone control detail bar in other zones.

 

Contested City Public Quest Improvements

The Public Quest mechanics in the contested versions of both capital cities have been changed to create a more RvR-focused experience. Other than guards and Public Quest bosses, all aggressive NPCs have been removed as they are no longer required to win the PQ. Ambient and quest monsters are still intact, but they will be neutral to all players. The PQ also no longer requires the starting or extinguishing of fires, so all burnable objects not related to other quests have been removed.

The number of Battlefield Objectives has increased to three per city:

* Altdorf Battlefield Objectives: Bright Wizard College, Central Altdorf, and Temple of Sigmar(The Docks BO has been removed.)

* The Inevitable City: The Apex, The Monolith Focus, and Temple of the Damned.

The Public Quest consists of the following two stages:

Stage 1

* Order Victory Points – 0/1000

* Destruction Victory Points – 0/1000

* Players earn points by capturing and holding BOs and killing other players. NPC kills no longer award Victory Points. Player kills will earn one Victory Point. Battlefield Objectives generate ten points per capture and then one point every three seconds while owned. If a Battlefield Objective is completely abandoned (no players in the area), the BO will revert to a neutral state after 60 seconds and stop generating points. The first Realm to earn 1,000 Victory Points advances the PQ to Stage 2 and forces the opposing Realm’s general (the PQ boss) to spawn.

Stage 2

* Order Victory Points – 0/1000

* Destruction Victory Points – 0/1000

-OR-

* Kill General Leighton – 0/1 (if Destruction wins Stage 1)

* Kill Adell the Corruptor – 0/1 (if Order wins Stage 1)

* The winner of Stage 1 may now try to win the PQ by either killing the enemy PQ boss or earn another 1,000 points via player kills and controlled BOs. Alternately, the loser of Stage 1 can try to earn 1,000 points first, which causes Stage 2 to flip to their winning conditions. Winning Stage 2 will earn a chest drop in the safety of the winning Realm’s spawn area.

 

User Interface Improvements

 

Social Window Changes

We’ve implemented a new Friends List version of the Social Window. When players access the Social Window, they will now be greeted initially by a minimal friends list that allows them to see, at a glance, which of their friends are online or offline. Information about each friend will be available by hovering over them on the list. Players can choose the ‘Search and More’ option on the minimal view to access the full features of the Social Window. If players prefer, the minimal view can be disabled by selecting the appropriate option in the options tab of the main Social Window.

Also, players will now be suggested as friends based on your interactions with them in the world. These suggested friends will appear on your friends list in either the new ‘Friends List’ minimal view or the normal Social Window view. Suggested friends will be sorted by the amount of interaction you have had with the player, and friends that are not added will be dropped over time if you haven’t interacted with them recently. Players can filter their friends list to not include suggested friends if desired.

Add-on Management

The Add-on Management Window for the user interface has been improved to offer more information, better layout, and extra features to identify and troubleshoot the add-on experience. The new manager will allow the Mods list to be filtered by category. Among the new details visible for each add-on is the ability to display recommended careers. The Mods list will now display detailed information about each add-on’s current load status; applicable states are: Not Loaded, Loaded, Loaded (!), and Failed. Loaded (!) will indicate that the add-on has been loaded, but with errors. If the status is ‘Failed’, additional information on what caused the failure (missing dependencies, etc.) will appear in the add-on details.

 

Summoning Stones

Players can now use crafted items to summon a single player within their group, or all of their group-mates (Rank restrictions apply). For the single-player summon, if the summoned player declines or the acceptance timer runs out, the stone will be refunded to the caster. Components can be purchased by Talisman Makers from Morena von Hoffe in Altdorf, and Alerian the Flayer in The Inevitable City.

>Note: In some cases where players decline a summon or the acceptance timer runs out, the Single Summon Stone item may take up to five minutes to be refunded to the player.

 

Land of the Dead

* Corrected an issue preventing players with dungeon lockouts greater than the defending players’ lockouts from invading the instance. Players can now invade any instance regardless of their current lockouts.

* Players of both Realms can now always enter instances inside the Land of the Dead, regardless of current Realm dungeon control; however, players of the Realm without control will still not be able to invade instances.

* The "Poisoned" effect that occurs when entering the River Mortis will continue to damage players that resurrect into the river.

 

General Changes & Bug Fixes

* Significant performance improvements have been made to the game’s animation system.

* Fixed an issue where a player’s pet could overshoot its target if the player was in motion.

* Adjusted the behavior of monsters and player mounts that hug the ground to act better when rotating or hanging over steep ledges.

* Fixed an issue that caused group members to sometimes be returned to the character select screen when they entered a dungeon.

* Fixed an issue that was allowing players to climb steep surfaces that they were not intended to be able to climb.

* Fixed an issue that caused some grass objects to not properly align with the ground.

* When a player is returned to their Flight Master because the location they were travelling to was unavailable, they will now be refunded the cost of the flight.

* Players can no longer attempt to use a Flight Master to travel to a part of the world that is currently unavailable for travel.

* Monsters that are walking in formation will now maintain their formation and speed more consistently.

* Fixed an issue that caused monsters to run through buildings and other obstacles when attempting to put distance between themselves and the target they were attacking.

* Fixed an issue that could cause a planted guild Standard to appear multiple times.

* Revised the rules for creating a dungeon when lockout timers are involved, and added messaging when entering a dungeon to clarify to the player entering the dungeon of that dungeon’s lockout status. Now, when a group member enters a dungeon, the dungeon will be created based on the group leader’s lockout status unless a group member’s lock out status is incompatible with the group leader’s. In such a case, the group member will be denied entry into the dungeon until they leave the group or the group leader has compatible progress.

* Fixed an issue where players could potentially get themselves locked out of their own dungeon.

* Fixed an issue that would prevent players from invading a dungeon if both the invaders and defenders had saved progress in the dungeon.

 

Combat and Careers

 

General

* If a player heals an ally for more health than that ally had missing, the healing player will now see in their chat log the amount of health that was over-healed.

* Corrected a bug that was preventing channeled attacks from being affected by setback.

Guild Tactics:

* Thornshield: This guild Tactic will now work properly whether the guild Standard is carried or planted.

Archetype Abilities:

* Explosive Shots: The damage done by this Morale ability will no longer be affected by stats.

Archmage

Bug Fixes:

* Balance Essence: This ability’s tooltip now mentions that the ability heals for 150% of the damage dealt.

* Fury of Asuryan: This ability’s tooltip has been updated to accurately reflect how this ability interacts with High Magic.

* Transfer Force: This ability will now heal for the correct amount regardless of High Magic level, and will no longer heal NPC targets.

Blackguard

Bug Fixes:

* Banish Weakness: This ability will now restore the correct amount of Action Points.

* Feeding on Weakness: This ability’s debuff icon will no longer display as damaging.

* Hastened Doom: Fixed a bug that caused this Tactic to trigger an attack speed increase buff.

* Monstrous Rending: Fixed an issue with this ability’s scrolling text message.

Black Orc

Bug Fixes:

* Waaaaagh!: This ability’s damage will now correctly take advantage of the resist debuff on subsequent hits.

Bright Wizard

Bug Fixes:

* Flames of Rhuin: This ability will now deal the correct amount of damage when the Tactic "Fueled from Within" is slotted.

* Flashfire: Fixed a bug that allowed this Tactic to trigger more than once every three seconds.

Choppa

Bug Fixes:

* Drop Da Basha: This ability will now properly reduce block and parry chances on the target.

* Tired Already?: This ability will now increase cooldowns by the proper amount.

Chosen

Bug Fixes:

* Auras: Fixed a bug that prevented some Chosen auras from reapplying bonuses to group-mates.

* Dreadful Agony: Fixed a bug in which this ability would toggle off randomly.

* Impenetrable Armor: The ability’s range will now display correctly.

* Shatter Faith: The ability’s range will now display correctly. Additionally, corrected an error in this ability’s tooltip.

* Warping Embrace: The ability’s range will now display correctly.

Disciple of Khaine

Bug Fixes:

* Consume Essence: This ability will now always heal the defensive target.

* Murderous Intent: The bonus for this ability will now display correctly on the player’s paper-doll.

* Universal Confusion: Fixed a bug that caused this Morale ability to not fire if the caster was silenced.

Engineer

Bug Fixes:

* Armored Plating: This ability will no longer stack with itself.

Ironbreaker

Bug Fixes:

* Gromril’s Plating: This ability will no longer stack with itself.

* Inspiring Attack: This ability will once again buff both the casting player and that player’s Oathfriend.

Knight of the Blazing Sun

Bug Fixes:

* All Out Assault: Fixed a bug in which this ability would toggle off randomly.

* Destroy Confidence: This ability will now trigger each time the player removes a buff from an enemy.

* Sunfury: Fixed a bug that prevented this Tactic from upgrading the damage on Shield of the Sun.

Magus

Bug Fixes:

* All Mastery Tactics are now correctly displayed as Mastery Tactics.

* Bolt of Change: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.

* Daemonic Infestation: This ability will now correc
tly add the "Unstoppable" effect to targets.

* Daemonic Pact: This ability will now correctly upgrade based on the player’s Daemonology Mastery level and not the player’s Rank.

* Daemonic Scream: Fixed an issue that prevented this ability from hitting ranged targets.

* Lasting Aegis: This Tactic no longer references an ability that is not in the game.

Marauder

Bug Fixes:

* Concussive Jolt: This ability will now fire every time that it is activated.

* Cutting Claw: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.

* Death Grip: This ability will now correctly grant immunity.

* Guillotine: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.

* Mutating Release: Both snare and root immunity will correctly last ten seconds again.

* Pulverize: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.

* Thunderous Blow: Fixed a bug that caused damage contribution from stats for this ability to be lower than intended.

* Wave of Mutilation: This ability will no longer display an "invalid target" message if no targets are in range.

Runepriest

Bug Fixes:

* All Oath Runes will now be correctly labeled as a Blessing.

* Grimnir’s Fury: Other resurrection abilities will no longer overwrite this resurrection.

* Rune of Ending: This ability will now heal correctly.

Shadow Warrior

Bug Fixes:

* Bullseye: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Leading Shots: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Takedown: Snare can now be removed by abilities that remove snare. Additionally, this ability will now do damage when the target is immune to snares.

Shaman

Bug Fixes:

* Bleed Fer Me: This ability will now heal for the correct amount regardless of Waaagh! level, and will no longer heal NPC targets.

* Fists of Gork: This Morale ability has the correct radius now and the tooltip now also clearly states that it is a targeted area-of-effect ability.

Slayer

Bug Fixes:

* Deathblow: Fixed a bug in which this ability was gaining too much damage from weapon damage per second.

Sorcerer

Bug Fixes:

* Tapping the Dark: Fixed a bug that caused this Tactic to not trigger on groupmates.

Squig Herder

Bug Fixes:

* Death From Above: The training window tooltip now shows the correct cooldown for this ability.

* Goop Shootin’: The training window tooltip now shows the correct cooldown for this ability.

* Gore: The training window tooltip now shows the correct cooldown for this ability.

* Head Butt: The training window tooltip now shows the correct cooldown for this ability.

* Lots O’ Arrers: Fixed a bug that allowed this ability to gain too much damage from Ballistic Skill. [87363] Additionally, this ability now has the correct cooldown time.

* Not So Fast!: Fixed a bug that unintentionally reduced the cost of this ability.

* Poisoned Spine: The training window tooltip now shows the correct cooldown for this ability.

* Spine Fling: The training window tooltip now shows the correct cooldown for this ability.

* Spore Cloud: The training window tooltip now shows the correct cooldown for this ability.

* Sticky Squigz: This ability can now be used inside and outside of Squig Armor.

* Squig Goo: The snare applied by this Morale Ability can now be removed by abilities that remove snares.

Zealot

Bug Fixes:

* Bladeshield: This ability will once again correctly return damage when the player is attacked.

* Shadow Blades: This ability will now deal damage as soon as the ability is activated, and is now entirely undefendable.

* Wrath of Hoeth: This ability’s damage will now correctly take advantage of the resist debuff on subsequent hits.

Warrior Priest

Bug Fixes:

* Prayers will no longer affect friendly players when the Warrior Priest is dead.

* Divine Strike: This ability will now always heal the defensive target.

* Martyr’s Blessing. This ability will now properly heal.

* Smite: This ability will now build the correct amount of Righteous Fury.

* Sigmar’s Shield: This ability will now properly heal. Additionally, this ability will now use the correct amount of Righteous Fury.

White Lion

Bug Fixes:

* Coordinated Strike: Adjusted the timing on this ability’s damage to make it fire more reliably.

* Trained to Threaten: This ability will now apply the proper critical chance bonus.

Witch Elf

Bug Fixes:

* Sacrifices Rewarded: Revised this ability’s tooltip to clarify that the ability will only trigger on direct damage attacks.

* Shadow Prowler: Fixed an issue that was preventing this ability from being interrupted when the player was attacked.

* Treacherous Assault: This ability will now deal damage when the target uses a healing ability.

* Vehement Blades: This ability’s Action Point reduction can no longer be removed by friendly spells.

Witch Hunter

Bug Fixes:

* Get Thee Behind Me!: This ability can no longer be defended against.

* Incognito: Fixed an issue that was preventing this ability from being interrupted when the player was attacked.

Zealot

Bug Fixes:

* Breath of Tzeentch: This ability will no longer gray out when the player has the Immovable effect.

 

Content

 

Quests

* Ritual of Murder: The Shadow Shard will no longer display an "ability failed" message.

Public Quests

* Shrine of Tethlis: Fixed an issue that was causing this Public Quest not to spawn enough monsters to allow players to complete it.

Dungeons

* Gunbad: The Mourkain Henge can now be properly interacted with to finish the Mushroom Deep quest.

* Bastion Stair: Fixed an issue that could cause Barakus the Godslayer to leave combat and reset unintentionally.

 

Crafting

 

General

* Crafting items purchased from the guild stores can now be placed in the crafting backpack.

* Some monsters will now allow players to harvest from them multiple times.

* The following Lost Vale monsters can now be butchered/scavenged: Ancient Branchwraith, Bliss-Fury, Cannibalistic Gorger, Darkpromise Daemonette, Darkpromise Devot
ee, Darkpromise Fallen, Darkpromise Follower, Darkpromise Hierophant, Darkpromise Masochist, Darkpromise Mindwarper, Darkpromise Painbringer, Darkpromise Painscreamer, Darkpromise Pleasurebringer, Darkpromise Sadist, Darkpromise Seer, Darkpromise Summoner, Darkpromise Terrorhound, Darkpromise Worshiper, Darkpromise-Fury, Furrowing Sprite, Gorge-Fury, Gorge-Maw Bull, Gorge-Maw Gnoblar, Gorge-Maw Hunter, Gorge-Maw Irongut, Gorge-Maw Lucky Git, Gorge-Maw Maneater, Gorge-Maw Rhinox, Gorge-Maw Sabretusk, Gorge-Maw Slaughtermaster, Gorge-Maw Tyrant, Hate-Fury, Lucky Git Foogs, Mindfall Scorpion, Pain-Fury, Painvine Burster, Painvine Feeler, Painvine Needler, Pleasure-Fury, Prismatic Scorpion, Rageclaw Scorpion, Sorrowtongue Lizard, Stonehewer Gorger, Vale Branchwraith, Vale Earthsinger, Vale Graybark, Vale Guardian, Vale Mossfiend, Vale Mosskeeper, Vale Seedkeeper, Vale Spite, Vale Thornbark, Vale Thornfiend, Vale Thornling, Vale Treeguard, Vale Wanderer, Viletongue Lizard, Whitefire Broodmother, Whitefire Painvenom, Whitefire Pleasurevenom, Whitefire Sentinel, Whitefire Webspinner, Wrath Spite, Writhing Ambusher, Writhing Berserker, Writhing Crusher, Writhing Herdguard, Writhing Herdkeeper, Writhing Herdseer, Writhing Longtusk, Writhing Paingor, Writhing Painseer, Writhing Pleasureseer, Writhing Rager, Writhing Shaman, Writhing Stonehoof, and Writhing Tuskhide.

Butchering

* Zandri Drakes can now be butchered.

* Zandri Scorpions can now be butchered.

Cultivation

* Earthbore Tineworms and Exquisite Watering Cans will now convert into usable Cultivation items.

Salvaging

* All dyes are no longer flagged as salvageable.

* Box of Portable Explosives is no longer flagged as salvageable.

* Captain’s Pummelers are no longer flagged as salvageable.

* Dark Fate Pick is no longer flagged as salvageable.

* Gleaming Spiderfang is no longer flagged as salvageable.

* The following items are now salvageable: Festitt’s Bodyplate, Festitt’s Breastscale, Festitt’s Bulwark, Festitt’s Carapace, Festitt’s Carcass-Guard, Festitt’s Cassock, Festitt’s Chestplate, Festitt’s Chewtop, Festitt’s Corset, Festitt’s Corslet, Festitt’s Flamerobe, Festitt’s GownFestitt’s Hauberk, Festitt’s Hoeth Robe, Festitt’s Klad, Festitt’s Leathers, Festitt’s Longcoat, Festitt’s Mailcoat, Festitt’s Nightrobe, Festitt’s Platecoat, Festitt’s Robefings, Festitt’s Tuff Chest, Festitt’s Tunic, and Festitt’s Vestments.

* World Drop and Reward Talismans are no longer flagged as salvageable.

Talisman Making

* Certain Melee Critical Talisman results are no longer invalid.

* The Sacred Crusader’s Soul Talismans now have a tooltip.

* The Soul of the Sacred King Talismans now have a tooltip.

* Summoning Stone components can now be purchased by Talisman Makers from Morena von Hoffe in Altdorf and Alerian the Flayer in The Inevitable City.

* Tomb King Talismans – These crafted talismans have had a slot restriction introduced to them. The reason for this is that these talismans were not intended to be stacked for multiple bonuses. The following restrictions now apply:

- The following items can now be slotted to boots only: Crystal of Alacrity, Crystal of Haste, Crystal of Quickening, Crystal of Sandstorms, Fractured Crystal of Alacrity, Fractured Crystal of Haste, Fractured Crystal of Quickening, Fractured Crystal of Sandstorms, and Odjira, Ur Odjira.

- The following items can now be slotted to gloves only: Crystal of Agony, Crystal of Misery, Crystal of Pain, Crystal of Suffering, Fractured Crystal of Agony, Fractured Crystal of Misery, Fractured Crystal of Pain, Fractured Crystal of Suffering, and Kamenra, Ur Kamenra.

* The Zealous Crusader’s Soul Talisman now has a description.

 

Items

 

Live Event Equipment Slot

Players will now see a new equip slot on their paper-doll. This is the "Event" slot made for items specifically given out in the Live Events. Also, as part of this change, Live Event Public Quest loot bags will now have a new decay timer.

RvR Token System – Smart Drops

The RvR Token System has been updated. When a player is killed, the system will now be intelligently aware of the number of participants that may be rolling on the items which the players will drop. The chance a Medallion or Crest will drop will now scale relative to the number of players involved in a kill, helping to bring the rate at which participants receive Medallions or Crests to the appropriate Rank, regardless of the number of players involved in a kill.

Warlord Public Quest Reward Change

The Warlord PQ has transitioned from a 48-man open encounter to a 24-man instanced encounter. As all components have been scaled, the number of bags dropped has been reduced to reflect 24 participants, rather than 48. The Warlord encounter will now drop a maximum of four Gold Bags, instead of eight.

Item Stat Changes

* Claymore of Salzenmund: This item was missing a damage-per-second rating. This has been corrected.

* Corrected an issue where the auto-attack speed item bonus was being calculated at a lower than expected value.

* Corrected an issue where the DPS% item bonus was not functioning correctly.

* Deathaxe of Conquest: This item will now display stats.

* Plunderer’s Armor: This armor now has additional stats. Previously this armor only had resists.

* The Raging Axe: This item will now have the correct DPS.

* Stalker Set: This item set has had its power boosted to be in-line with the level of the quest chain that grants it.

Generic Item Changes

* Added a unique warning prompt when converting alternate currency items from one type to another.

* The Book of Binding: This item can no longer be placed in your bank.

* Greater Soul Haste: Fixed a bug that allowed this to trigger more often than intended.

* Corrected issues where certain item descriptions were on the wrong items. The following adjustments to items have been made:

- Mummified Bull’s Tongue and Nehekharan Chrysanthemum have had their descriptions switched.

- Mummified Cat’s Tongue and Nehekharan Salix have had their descriptions switched.

- Mummified Goat’s Tongue and Nehekharan Papyrus have had their descriptions switched.

* Crafting items purchased from the guild stores can now be placed in the crafting backpack.

* Dwarf Chapter 1 Basic Influence rewards have been adjusted, and will no longer have Weak Talisman of Grit as a reward.

* The following NPC’s can now repair items in the Land of the Dead: Treasure Hunter Guzguz, Treasure Hunter Kurim, Treasure Hunter Rungni, , and Treasure Hunter Urglob.

* The Guild Recall Scrolls can no longer be used when the city is at Rank 1.

* Issues with Blackguards being able to use two-handed swords and small spears have been corrected with the Tomb King Vessel Weapons. Blackguards previously wielding a two-handed ‘Vessel’ sword will now see those weapons as glaives. Blackguards previously wielding a small ‘Vessel’ spear will now see those weapons as one-handed swords.

* Land of the Dead: Fixed an issue where weapon merchants were selling weapons of the opposite Realm.

* Liniment of War: This item’s Mercy effect now persists through death.

* Lower Tier merchants that mysteriously stocked incorrect items will now be corrected.

* The NPC "Landscaper" in the High Elf Chapter 2 area will no longer be a merchant.

* PQ Ritual of Shadow will no longer have an empty Gold Bag as a reward.

* Quarryman Torc: This item has had its career requirement changed to Slayer.

* Slicer of Salzenmund: This item was flagged incorrectly for Empire when it was intended for Chaos. This has been corrected.

* Staff of Winds: This item will now correctly appear in your quest backpack.

* Stoneclaimer Bellybucker: This item has had its slot requirement changed to a belt.

* Tomb King Pocket Items: All Tomb King pocket items are once again Unique – Equipped. The issue where players could not use abilities from Unique – Equipped items has been fixed.

* The Tomb Swarm Trophy: This item will is now bind-on-pickup.

* Zealots completing the Sharpthorn Wud PQ will now receive the correct items from very rare (purple) bags.

* The Zeppelin Destroyer Medal Trophy: This item is now bind-on-pickup.

Item Art Changes

* Crystalized War Shroud: This item was not displaying properly when worn. This has been corrected.

* Trollskin War Shroud: This item will no longer make players bald when it is equipped.

* The following Trophies will now appear on the character when equipped: Chattelbind, Corsair’s Tools, Iron Quest Journal, and One Gem.

 

Realm vs. Realm

 

Open RVR/Campaign

* Battlefield Objective map icons now have the following characteristics.

- Initial state (unclaimed): Green Shield.

- After being claimed: Green Shield with Fire (Contested).

- After three minutes: Blue/Red Shield with Lock (Locked), and 30-minute domination timer.

- After 15 minutes: Blue/Red Shield (Normal), domination timer is still running.

- After the domination timer ends: Blue/Red Shield with Yellow Glow (Dominated).

* Keep map icons now have the following characteristics.

- If the Keep is under attack, there will be an explosion icon in the middle of the Keep.

- If the Keep has a defense status of anything besides "Vulnerable", there will be a shield pip at the top of the icon.

- The shield pip will be the same color as the defense status text in the tooltip. (Yellow for Light, Orange for Medium, Red for Heavy.)

- If the Keep is dominated, the icon will be surrounded by a yellow glow.

* A second ramp has been added to all Keeps leading from the bottom floor to the Keep Lord.

* Players affected by the "Chicken" debuff will once again be worth reduced Renown and Experience.

* Guild Experience awarded from holding a Keep in a zone that is captured will now be displayed in the Guild News Channel.

* The Keep upkeep costs displayed in the Profile Tab of the Guild Window will now update if Keep Upgrades have been purchased.

* Fortress timers have been added to the map and related tooltips. Prior to the Fortress being captured, this timer will display the time remaining in the Fortress Public Quest before it resets the pairing. Once the Fortress has been captured, it will display the time remaining in which another pairing must be captured.

Scenarios

* Players who leave a Scenario prior to a Scenario’s completion will now be given a Quitter! debuff. This debuff prevents the gain of Experience and Renown for five minutes.

* We have made improvements to the Scenario scoreboard. When the scoreboard comes up, players will have two minutes to view the scoreboard before being zoned back into the world. Players who wish to leave earlier can click the exit button at the bottom of the scoreboard.

* The "Join All" button for Scenario queuing will no longer stop joining some Scenarios if a player queues up for all Scenarios and then leaves some queues immediately.

* Players who receive a Scenario invitation just prior to or during a zone load will now be able to enter the Scenario when they finish loading.

Capital Cities

* The top ten Rank-40 guilds in terms of Renown gain will now have their heraldry displayed in the cities, near the guild taverns. This list will be recalculated every Monday.

 

User Interface

 

Social Window Changes

* We’ve implemented a new Friends List version of the Social Window. When players access the Social Window, they will now be greeted initially by a minimal friends list that allows them to see at a glance which of their friends are online or offline. Information about each friend will be available by hovering over them on the list. Players can choose the ‘Search and More’ option on the minimal view to access the full features of the Social Window. If players prefer, the minimal view can be disabled by selecting the appropriate option in the Options Tab of the main Social Window.

* Players will now be suggested as friends based on your interactions with them in the world. These suggested friends will appear on your Friends List in either the new ‘Friends List’ minimal view or the normal Social Window view. Suggested friends will be sorted by the amount of interaction you have had with the player and friends that are not added will be dropped over time if you haven’t interacted with them recently. Players can filter their Friends List to not include suggested friends if desired.

Add-On Management Improvements

* The Add-on Management Window for the User Interface has been improved to offer more information, better layout, and extra features to identify and troubleshoot the add-on experience. The new manager will allow the Mods list to be filtered by Category. Among the new details visible for each add-on is the ability to display recommended careers. The Mods list will now display detailed information about each add-on’s current load status; applicable states are: Not Loaded, Loaded, Loaded (!), and Failed. Loaded (!) will indicate that the add-on has been loaded, but with errors. If the status is ‘Failed’, additional information on what caused the failure (missing dependencies, etc.) will appear in the add-on details.

Tome of Knowledge

* Fixed an issue where the text on the title page of the Tome of Knowledge was being truncated at a certain screen resolution.

* Fixed an issue where the image and text for bestiary entries would occasionally overlap on the initial view of a session.

* In version 1.3.0, we added a number of titles to Achievements, but players that had completed the achievement previously did not receive the title correctly. Players will now receive the updated titles on the first login of that character after this patch if they had completed the achievement previously.

General Changes

* Flight Master: When viewing the options at a Flight Master, zones that are currently down will now be noted as such and prevent access.

* Friends: Players will now be notified when another player friends them and will be prompted to friend them back immediately.

* Guild Window: Players who are not in a guild currently will now be taken directly to the Guild Search tab instead of the New Guild tab.

* Guild Window: The Guild Search tab will now auto-populate with search results when opened based on the default search parameters.

* Influence: Players who complete an Influence bar will now be notified better and will have a unique effect played to indicate this, similar to the level-up effect for Ranks.

* Adjustments have been made to the Public Quest trackers in cities. Players who had moved this UI element may find that the position has been changed.

* Pregame: Players will now automatically skip logos and movies when loading into the game after their initial play session. The client will now load directly into the Loading Screen and from there into the Character/Server Selection Screen as appropriate.

* Profiles: We’ve added a feature that will allow profiles to be shared between characters.

* World Search: The Land of the Dead zones have been added as options in the World Search section of the Open Parties and Warbands Window. Players can now search by these interests and set their own interests so other players can find them easier for adventuring the in the Land of the Dead.

* As part of our ongoing effort to improve game performance, we have removed the function
ality to see the tooltip information when clicking on an ability name in the chat log.

* There is now an option in the Group Menu that will allow players to Automatically Loot in an RvR situation (be that solo, in a group, or in a warband).

* Buffs and Debuffs can now be prioritized in the window. Crowd Control Immunities will now almost always show up as the first buff/debuff in the targeting window.

Bug Fixes

* Chat: Corrected an issue where typing ‘^^’ would only result in ‘^’ being shown in chat.

* Chat Window: Fixed an issue where multiple links in a chat line were not registering correctly at some resolutions.

* Guild: A message will now display to all online guild members when the Guild Tax Rate is changed.

* Help Window: Fixed an issue where the Appeal, Feedback, and Bug Report text entry boxes would allow additional text beyond the limit. Also fixed a rare issue where the Help Tips Window would not properly save when logging out.

* Items: Repairable broken items will now link properly. This fixes an issue where the tooltip for some items of this sort were reporting incorrectly. Also fixed an issue where tooltips for items with a proc and passive effect were not showing the bonuses correctly.

* Key Bindings: Fixed an issue where the Main Menu Button on the Menu Bar was displaying its keybinding as (unbound) instead of the proper (esc).

* Keep Claiming Notification: Players claiming a Keep for their guild will now always receive notification that doing so will incur a recurring maintenance charge. This fixes an issue where this notification was only occurring if the player didn’t have the funds needed.

* Macro Window: Fixed an issue where the Macro Window text entry box would allow additional text beyond the limit.

* Mail Window: Fixed an issue where having multiple Auction House mails could cause some of the mail to overlap the window frame.

* Map Window: Fixed an issue where the map display would scale incorrectly at certain resolutions.

* Merchant Window: Fixed an issue where the Mrchant Window would sometimes show as empty if a character logged out with a Merchant Window open.

* Public Quest Tracker: Fixed an issue where some PQ Trackers with large amounts for goals had their numbers truncated. Also corrected an issue during the loot roll portion of the Public Quest Tracker to accurately include the players Rank in contribution. This fixes an error where the numerical position was not being reported, causing confusion to players.

* Quest Window: Fixed an issue with a number of quest waypoints that would not produce a waypoint tooltip properly.

* Respawn Window: Fixed an issue where the Respawn Window could show the wrong character as responsible for the current death.

* Social Window: Players that are shown as offline in the Friends List will now be listed as ‘offline or anonymous’ to better reflect their potential status. This fixes an issue where the Friends List would be listing a player as offline, but they may be in-game and anonymous, potentially causing confusion.

* Survey Window: Fixed an issue where the Survey Window might not have focus, making input of text impossible.

* Trainers: The Tooltip for Renown abilities will now correctly update when upgraded. This fixes an issue where the tooltip did not refresh properly if the tooltip remained up throughout upgrading.

* User Settings: Fixed an issue where the User Settings Window was not closing correctly in rare instances. Also, the ‘Click Through Self’ option in the User Settings Window will now work properly even if the character is mounted.

* Windows: A number of NPC interaction windows have been fixed to close properly when logging out to prevent issues.

Patch Available 7/15/2009

July 18th, 2009

 

Here are the official patch notes:

(@Herald)

  

Patch Available 7/15/2009


Highlights

  

* The Archmage and Shaman Careers have undergone several improvements. Due to these changes, all Archmage and Shaman players have had their Mastery points refunded. Please visit a Career Trainer to reallocate these Mastery points. Please see the Combat and Careers section of the notes for more details regarding these changes.

* All area-of-effect abilities have been standardized based on type (Melee "Cleave", Conical, Line, Point-Blank or Ground-Targeted). Please see the Combat and Careers section of the notes for more details regarding these changes.

* Version 1.3.0b brings several improvements to crowd control systems. While crowd control abilities remain a key part of strategic battles and dynamic gameplay, we are also working to ensure that they do not become a frustrating element for our players. We are implementing several changes to improve crowd control in general, the first of which is a change to the "Unstoppable" buff, which can be found below in the Combat and Careers section of the notes.

* The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.

General Changes & Bug Fixes

  

* Corrected an issue that could cause the game to return an "Out of Range" message when a player tried to perform a melee attack against an enemy player who was within melee range.

Combat and Careers

Area-of-Effect & Crowd Control Ability Changes

General Crowd Control Changes:

* Immovable: Root immunity and knockback immunity have been combined into a new single immunity effect, and its duration has been increased over the previous effects. When affected by either a root, knockback, or pull effect, you will become immune to them for 30 seconds. This immunity will also persist through death.

* Resolute Defense: This new ability is now available for purchase from Renown trainers. When activated, your character will become briefly immune to all Crowd Control effects. Please note that this ability will not remove any pre-existing effects; it is a tool to help you prevent yourself from becoming afflicted in the first place!

* Unstoppable: The duration of this stun, knockdown, disarm and silence immunity buff has been increased from six times the duration of the disabling effect to 10 times the effect duration, and will now persist through death.

Archetype Morale Abilities:

* The following abilities have had their radius reduced: Alter Fate, Broad Swings, Distracting Bellow, Divine Protection, Explosive Shots, Hail of Doom, Rampaging Siphon, Relentless Assault, and Unleash the Winds.

* Focused Mind: This Morale ability will now correctly give immunity to snares and will also now remove all silence effects.

* Immaculate Defense: This ability’s radius has been increased.

* Juggernaut: Fixed a bug which prevented this ability from removing Cleave Limb, No Escape, and Takedown.

Archmage

* Cleansing Flare: This Mastery ability’s damage and radius have been reduced, and its cost increased. The knockback effect has been converted into standard medium knockback.

* Dissipating Energies: This Mastery ability’s radius and damage have been reduced.

* Law of Age: This ability’s radius has been reduced.

* Mistress of the Marsh: This Mastery ability is now instant-cast, and its radius and reuse time have been reduced. The debuff will no longer flicker for the entire duration.

* Rain Lord: This ability’s cost has been increased, and its radius reduced.

* Wind Blast: This ability’s radius has been reduced. This ability is now a point-blank-area-of-effect ability.

Black Guard

* The following abilities have had their radius reduced: Away, Cretins!, Blast of Hatred, Chains of Hatred, Chains of Warding, and In Malekith’s Name.

* Furious Howl: This ability’s damage and cost have been reduced.

* Monstrous Rending: This ability’s damage has been reduced, and its cost and arc increased.

* Wave of Scorn: This ability’s damage and radius have been reduced, and its cost increased.

Black Orc

* The following abilities have had their radius reduced: Can’t Touch Us, Da Biggest, Da Greenest, Deafening Bellow!, Get ‘Em!, Keep it Goin’, No Choppin’ Me, Puddle o’ Much, Quit Yer Squabbling’, Walk it Off!, We’z Bigger, Where You Going?, and Yer Nothin.

* The following abilities have had their radius and damage reduced: Da Big Un’, and WAAAGH!

* Big Slash: This ability’s damage and arc have been reduced, and its radius increased. This ability will now only hit targets in front of you.

* Big Swing: This ability’s cost and radius have been increased, and its damage reduced.

Bright Wizard

* The following abilities have had their radius reduced: Choking Smoke, Conflagration of Doom, Explosive Force, Fire Cage, Flame Shield, Flames of Rhuin, Ruin and Destruction, The Burning Head, and Wildfire.

* The following abilities have had their radius and damage reduced: Backdraft, Detonate, Fireball Barrage, Scorched Earth, and Spreading Flames.

* Annihilate: This ability’s damage, radius, and cost have been reduced, and the ability no longer deals self damage.

* Fiery Blast: This ability’s radius and damage have been reduced, and its cost increased.

* Flame Breath: This ability’s radius has been reduced, and its arc and damage increased.

* Rain of Fire: This ability’s radius, damage, and cost have been reduced, and it will now pulse every 1.5 seconds.

Choppa

* The following abilities have had their radius reduced: Bring Da Pain, Chop Fasta!, Come and Git It!, Git Stuck In, Outta My Face, Stomp Da Yard, Tantrum, and Yer Goin’ Down.

* The following abilities have had their damage reduced: Git to da Choppa, Lotsa Choppin’, and Yer All Bleedin’ Now.

* Extra Choppin: Lotsa Choppin’s damage is now reduced when this Tactic is slotted.

* Wild Choppin’: This ability’s radius and damage have been reduced.

* Wot’s Da Rush: This ability’s radius and damage have been reduced.

Chosen

* The following abilities have had their radius reduced: Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Fear, Dreadful Terror, Petrify, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrance.

* Blast Wave: This ability’s cost has been increased, and its damage reduced.

* Dreadful Agony: This ability’s radius and damage have been reduced.

* Quake: This ability’s radius and damage have been reduced.

* Rending Blade: This ability’s radius and damage have been reduced, and the arc of its area-of-effect increased.

Disciple of Khaine

* The following abilities have had their radius reduced: Chant of Pain, Covenant of Celerity, Covenant of Tenacity, Covenant of Vitality, Life’s End, Khaine’s Embrace, Khaine’s Refreshment, Khaine’s Vigro, Khaine’s Withdrawal, Soul Shielding, Thousand and One ark Blessings, Transfer Essence, Universal Confusion.

* Devour Essence: This ability’s radius and damage have been reduced, and its cost increased.

* Essence Lash: This ability’s radius and damage have been reduced. This ability will now only hit targets in front of the caster.

* Fell Sacrifice: This ability’s radius and damage have been reduced.

* Uncaring Dismissal: This ability will now only hit targets in front of the player. Also, this ability’s radius has been reduced.

Engineer

* The following abilities have had their radius reduced: Armored Plating, Artillery Barrage, Barbed Wire, Blunderbuss Blast, Bugman’s Best, Burn Salve, Flamethrower, Flashbang Grenade, Fling Explosives, High Explosive Grenade, Proximity Alarm, Scattershot, and Steam Vent.

* The following abilities have had their radius and damage reduced: Acid Bomb, Fragmentation Grenade, Land Mine, Napalm Grenade, Phophorous Shells, Self Destruct, Static Discharge, and Sticky Bomb.

* Electromagnet: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in toward the caster, but not necessarily all to the caster’s precise spot.

* Extra Powder: This Tactic will now increase the radius of Acid bomb and Fragmentation Grenade by 50%.

* Friction Burn: This ability’s damage has been increased.

* Lightning Rod: This ability’s damage has been increased, and its radius reduced.

* Strafing Run: This ability will now hit targets in a line in front of the player. Also, the ability’s damage has been reduced.

Ironbreaker

* The following abilities have had their radius reduced: Earthen Renewal, Grip of Stone, Gromril Plating, Long Reach, Oath of Vengeance, and Strength in Numbers.

* Axe Slam: This ability’s radius has been increased, and the ability is now a line-area-of-effect.

* Earthshatter: This ability’s radius, damage, and cost have been reduced, and duration of its snare increased.

* Rune-Etched Axe: This ability’s radius, arc, and damage have been reduced. It will now only affect targets in front of the caster.

* Shield Sweep: This ability’s radius, arc, and damage have been reduced. This ability will now only affect targets in front of the caster. In addition, some issues were fixed that were preventing this ability from being defended or triggering damage based procs.

Knight of the Blazing Sun

* The following abilities have had their radius reduced: All Out Attack, Flawless Defense, Gather Your Resolve!, On Your Guard!, No Escape, Now’s Our Chance, Press the Attack!, Shackle, Solar Flare, Stand Strong!, Stay Focused!, To Glory!, and To Victory!

* Arcing Swing: This ability’s radius and damage have been reduced, and its arc and cost increased.

* Heaven’s Fury: This ability’s radius and damage have been reduced.

* Nova Strike: This ability’s width and radius have been reduced.

* Slice Through: Crippling Blow’s damage is now reduced when this Tactic is slotted. The ability will only hit enemies in front of the player.

* Staggering Impact: This ability’s radius and damage have been reduced.

Magus

* The following abilities have had their radius reduced: Coruscating Energy, Daemonic Resistance, Fiery Wind, Flames of Change, Roiling Winds, Tzeentch’s Grasp, and Warping Energy.

* The following abilities have had their radius and damage reduced: Daemonic Infestation, Daemonic Lash, Dissolving Mist, Glean Magic, Instability, Pandemonium, Seed of Chaos, Surge of Insanity, Tzeentch’s Firestorm, and Warpfire.

* Agonizing Torrent: This ability’s radius has been reduced and its damage increased.

* Chaotic Rift: This ability will now pull victims into a more widely-randomized area. Enemies will still be pulled in towards the caster, but not necessarily all to the caster’s precise spot.

* Daemonic Scream: This ability will now hit players in a line in front of the caster.

* Infernal Blast: This ability’s arc, radius, and damage have been reduced.

Marauder

* The following abilities have had their radius reduced: Energy Ripple, Wave of Horror, and Widespread Demolition.

* Concussive Jolt: This ability’s damage has been reduced, and its cost increased. This ability will now only affect targets in front of the player.

* Demolition: This ability’s radius and damage have been reduced, and its cost increased.

* Mouth of Tzeentch: This ability’s radius and damage have been reduced.

* Wave of Mutilation: This ability’s radius and damage have been reduced, and its cost increased.

* Wave of Terror: This ability’s damage has been reduced and its cost increased.

* Wrecking Ball: This ability’s radius and damage have been reduced, and its cost increased.

Runepriest

* The following abilities have had their radius reduced: Blessing of Valaya, Mountain Spirit, Rune of Serenity, Rune of Skewering, Rune of Sundering, and Valaya’s Shield.

* Master Rune of Adamant: This ability’s radius has been increased.

* Master Rune of Fury: This ability’s radius has been increased.

* Master Rune of Speed: This ability’s radius has been increased.

* Rune of Battle: This ability’s damage has been increased.

* Rune of Cleaving: This ability’s damage has been increased, and its radius reduced.

* Rune of Ending: This ability’s group effect radius has been increased, and its initial effect radius reduced.

* Rune of Might: This ability’s damage and radius have been reduced, and its build time removed.

* Rune of Warding: This ability’s radius and damage have been reduced.

Shadow Warrior

* The following abilities have had their radius reduced: Distracting Rebounds, Hunter’s Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, and Whirling Rage.

* Barrage: This ability’s cost and damage have been reduced, and its build time removed. The ability will now hit all players in a line in front of the player.

* Flame Arrow: This ability’s cost and damage have been reduced, and its build time removed.

* Glass Arrow: This ability’s cooldown has been reduced, and its damage-over-time component removed. This ability is now a target-area-of-effect direct damage.

* Lileath’s Arrow: This ability’s radius, width, and damage have been reduced.

* Smoldering Arrows: This ability’s bonus damage to Flame Arrow has been reduced.

* Split Arrows: This ability’s radius has been reduced. Spiral Fletched Arrows will now do 30% less damage when this Tactic is slotted.

* Sweeping Slash: Reduced the ability’s radius and damage, and increased the cost.

Shaman

* The following abilities have had their radius reduced: Breath of Mork, Eeeek!, Feelz No Pain, Gather Round, Pass It On, Steal Yer Thunder, a
nd You Weren’t Using Dat.

* Da Waaagh! Is Coming: This Mastery ability’s damage, build time, and radius have been reduced. This ability now has a reuse time, and its damage now leaps from target to target. This Mastery ability is now purchasable at 13 points into the Path of Gork.

* ‘Ere We Go!: The ability’s group-effect radius was reduced. This ability can now be obtained at Rank 12, and is associated with the Path of Gork.

* Geddoff!: This Mastery ability’s knockback effect has been standardized, its damage and radius reduced, and its cost increased. This Mastery ability is now purchasable at give points into the Path of Gork.

* Mork’s Buffer: The ability’s radius has been reduced. This ability is now associated with the Path of Mork.

* Sticky Feetz: This Mastery ability’s radius and reuse time have been reduced, and it is now instant-cast. The debuff will no longer flicker for the entire duration. This Mastery ability is now purchasable at five points into the Path of Mork.

* Stop Hittin’ Me!: The ability’s radius has been reduced. This is now a Core ability that is available at Rank 14.

* You’z Squishy: The ability’s radius has been reduced. This ability is now available at Rank 40, and associated with the Path of Da Green.

Slayer

* The following abilities have had their radius reduced: Distracting Roar, Doom Seeker, Even the Odds, Fierceness, Flurry, Gudrun’s Warcry, Looks Like a Challenge, and Unleashed Power.

* Accuracy: Flurry’s damage is now reduced when this Tactic is slotted.

* Inevitable Doom: The ability’s damage and radius have been reduced and its cost increased.

* No Escape: This ability’s damage and radius have been reduced.

* Onslaught: This ability’s damage and cost have been reduced.

* Shatter Limbs: This ability’s damage and radius have been reduced, and its cost increased.

* Wild Swing: This ability’s damage and radius have been reduced.

Sorcerer

* The following abilities have had their radius reduced: Crippling Terror, Daemonic Chill, Frozen Touch, Grip of Fear, Paralyzing Nightmares, Frozen Shadows, Soul Stealer, Stricken Voices, and Wind-woven Shell.

* Black Horror: This ability’s radius and damage have been reduced.

* Disastrous Cascade: This ability’s radius, damage, and cost have been reduced.

* Gloom of Night: This ability’s radius and damage have been reduced, and its cost.

* Ice Spikes: This ability’s width and radius have been reduced, and its damage increased.

* Infernal Wave: This ability’s width, radius, and damage have been reduced.

* Pit of Shades: This ability’s radius damage and cost have been reduced, and the ability will now pulse every 1.5 seconds.

* Shadow Knives: This ability’s radius and damage have been reduced, and its cooldown increased.

* Shattered Shadows: This ability’s radius and damage have been reduced, and its cost increased.

* Surging Pain: This ability’s radius and damage have been reduced.

Squig Herder

* The following abilities have had their radius reduced: Bad Gas!, Big Bouncin’, Farty Squig, Goop Shootin’, Lots of Shootin’, Run Away!, Soothin’ Shroom Wrap, Spore Cloud, Sticky Squigz, and Wind of the Waaagh!

* Arrer O’Mork: This ability’s radius has been reduced, and its arc on the conical-area-of-effect increased.

* Explodin’ Arrer: This ability’s radius and damage have been reduced, its cost increased, and its build time has been removed.

* Indigestion: This ability’s cost and damage have been reduced, and its cooldown increased.

* KABOOM!: This ability’s radius has been reduced, and its damage increased.

* Sharpened Arrers: This ability’s damage increased to Explodin’ Arrer’s main hit has been reduced, and its damage increase to the damage-over-time component has been increased.

* Shoot Thru Ya: This ability’s radius, cost, and damage have been reduced, and the width of the line-area-of-effect has been increased.

* Shrapnel Arrer: This ability’s cooldown has been reduced, and its damage-over-time component removed. This ability is now a target- area-of-effect direct damage.

* Splinterin’ Arrers: This ability’s radius has been reduced. Run N Shoot will now do 30% less damage when this Tactic is slotted.

Swordmaster

* The following abilities have had their radius reduced: Aethyric Grasp, Bolstering Enchantments, Guard of Steel, Nature’s Blade, Shadow Blades, Shield of Valor, Whirling Geyser, and Wings of Heaven.

* Gusting Wind: This ability’s damage and radius have been reduced.

* Pheonix’s Wing: This ability’s damage, cost, and radius have been reduced, and its arc increased.

* Wrath of Hoeth: This ability’s damage has been reduced, and its cost increased.

Warrior Priest

* The following abilities have had their radius reduced: Avatar of Sigmar, Divine Light, Divine Replenishment, Divine Shock, Endless Guilt, Gift of Life, Intimidating Repent, Marty’s Blessing, Pious Restoration, Prayer of Absolution, Prayer of Devotion, Prayer of Righteousness, Sigmar’s Grace, Sigmar’s Radiance, and Touch of the Devine.

* Smite: This ability’s bonus damage from Strength has been reduced.

* Soulfire: This ability’s radius and damage have been reduced.

White Lion

* The following abilities have had their radius reduced: Blade and Claw, Joy of the Hunt, Submission, and Terrifying Roar.

* Echoing Roar: This ability’s damage and radius have been reduced.

* Flying Axe: This ability’s radius and the width of its line-of-effect have been reduced.

* Pounce: This ability’s damage has been reduced, and its cost increased.

* Slashing Blade: This ability’s radius and damage have been reduced, and its arc on the area-of-effect increased.

* Whirling Axe: This ability’s damage has been reduced, and its cost increased.

Witch Elf

* The following abilities have had their radius reduced: Blade Spin, Death Reaper, Enchanting Beauty, and Overwhelming Dread.

* Broad Severing: When this Tactic is slotted, Slice will now do 10% less damage.

* Fling Poison: This ability’s radius and width have been reduced.

* On Your Knees!: This ability’s damage and radius have been reduced.

* Web of Shadows: This ability’s radius and width have been reduced.

Witch Hunter

* The following abilities have had their radius reduced: Blood, Faith and Fire, Excomuunicate, Expurgation, Get Thee Behind Me, Reversal of Fortune, and Witchfinder’s Protection.

* Divine Blast: This ability’s radius and width have been reduced.

* Dragon Gun: This ability’s damage has been reduced.

* Sweeping Razor: When this Tactic is slotted, Razor Strike will do 10% less damage.

Zealot

* The following abilities have had their radius reduced: Breath of Tzeentch, Dust of Pandemonium, Eye of Sheerian, Lashing Waves, Suppressing the Fragile Unbelievers, Tzeentch’s Scream, Tzeentch’s Shielding, Vortex, and Windblock.

* Chaotic
Agitation: This ability will no longer require an active Harbinger of Doom. This ability will now affect whoever the player has targeted. This ability’s damage has also been reduced.

* Demon Spittle: Reduced this ability’s radius and damage.

* Mark of the Vortex: Reduced this ability’s damage.

* Rite of Agony: Removed the cast time for this ability, reduced the radius, and reduced the damage. This ability now has a 5 second cooldown.

* Ritual of Innervation: This ability’s radius has been increased

* Ritual of Lunacy: This ability’s radius has been increased.

* Ritual of Superiority: This ability’s radius has been increased.

* Wind of Insanity: This ability’s damage has been increased, and its radius reduced.

Archmage & Shaman Changes

Archmage

* The Archmage Career has undergone several changes. As a result of these changes all Archmages have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.

* Balance Essence: The amount that this ability heals the caster’s defensive target has been increased. This ability is now obtained at Rank 4 in the Path of Vaul.

* Cleansing Flare: This Mastery ability is now purchasable at five points into the Path of Asuryan.

* Cleansing Light: The ability’s cost has been increased, and it now grants an absorb shield if an effect is dispelled. Also, this ability is now associated with the Path of Isha.

* Dissipating Energies: This Mastery ability is now purchasable at 13 points into the Path of Asuryan.

* Drain Magic: This ability no longer deals damage, and now drains more AP over time. The cost of the ability has been increased, and it is now a Rank 18 Core ability.

* Energy of Vaul: This new Mastery ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target. It is purchasable at 13 points into the Path of Vaul.

* Expanded Control: This ability now reduces the build time of Balance Essence, but increases its AP cost.

* Feel the Winds: This ability has been removed from the game.

* Funnel Essence: This Mastery ability’s healing has been increased, and it is now purchasable at 13 points into the Path of Isha.

* Fury of Asuryan: This ability’s cost has been increased, and it can now be obtained at Rank 35.

* Golden Aura: This Tactic has been redesigned. It will now cause Shield of Saphery to grant stun and knockdown immunity while active.

* Increased Conductivity: This ability now makes Path of Asuryan abilities harder to defend against.

* Law of Age: This ability is now associated with the Path of Vaul, and can be obtained at Rank 40.

* Law of Gold: This Mastery ability’s damage has been increased, and it is now purchasable at nine points into the Path of Vaul.

* Magical Infusion: This Mastery ability’s healing has been increased, and it now triggers at twenty percent health. It is now purchasable at nine points into the Path of Isha.

* Mistress of the Marsh: This Mastery ability is now purchasable at five points into the Path of Isha.

* Prismatic Shield: This ability is now associated with the Path of Isha.

* Radiant Gaze: This ability is now available at Rank 12, and is associated with the Path of Asuryan.

* Rain Lord: This ability is now available at Rank 30, and is associated with the Path of Vaul.

* Scatter the Winds: This Mastery ability’s damage has been increased, and is now purchasable at nine points into the Path of Asuryan.

* Searing Touch: This ability is now available at Rank 6.

* Shield of Saphery: This ability is now available at Rank 5, and is now associated with the Path of Vaul.

* Storm of Cronos: This ability’s damage has been increased, it is now instant-cast, and has been made a line-area-of-effect ability. It can now be obtained five steps into the Path of Vaul.

* Transfer Force: This ability’s damage and healing have been increased. It is now available at Rank 9, and is associated with the Path of Vaul.

* Walk Between Worlds: This ability is now available at Rank 14.

* Wind Blast: This ability is now a point-blank-area-of-effect ability.

Shaman

* The Shaman Career has undergone several changes. As a result of these changes all Shamans have had the Mastery points refunded and will need to visit a Career Trainer to reallocate their Mastery points.

* Big Waaagh!: This ability’s cost was increased and its damage reduced. This ability can now be obtained at Rank 35.

* Bleed Fer’ Me: This ability’s damage and the amount healed to the defensive target have been increased. This ability can now be obtained at Rank 9, and is associated with the Path of Da Green.

* Bunch o’ Waaagh: This ability is now available at Rank 6.

* Da Waaagh! Is Coming: This Mastery ability is now purchasable at 13 points into the Path of Gork.

* Do Sumfin Useful: This Mastery ability’s heal and stat buff have been increased, and the stat buff is now based on spec mastery instead of Waaagh! Rank. The heal will now increase effectiveness based on Waaagh! Rank. This Mastery ability is now purchasable at 13 points into the Path of Mork.

* Don’ Feel Nothin: This ability can now be obtained at Rank 5, and is associated with the Path of Da Green.

* ‘Ere We Go!: This ability can now be obtained at Rank 12, and is associated with the Path of Gork.

* Ere We Goes Again: This ability’s bonus damage is now considered Spirit damage.

* Fury of Da Green: This new ability drains life from your offensive target and those around them, and uses the drained life to heal your defensive target.

* Geddoff!: This Mastery ability is now purchasable at give points into the Path of Gork.

* Get’n Smarter: This ability has been removed from the game.

* Gork’s Barbs: This Mastery ability is now purchasable at nine points into the Path of Gork.

* Greener ‘n Cleaner: The ability’s cost has been increased, and it now grants an absorb shield if an effect is dispelled. This ability is now associated with the Path of Mork.

* I’ll Take That: This ability is now available at Rank 4, and is associated with the Path of Da Green.

* Leaky Brains: This ability has been removed from the game.

* Mork Fix’d It: This new Mastery Tactic enhances Gork’ll Fix It on other targets, but reduces its effectiveness on the caster. This Mastery Tactic is now purchasable at three points into the Path of Mork.

* Mork’s Buffer: This ability is now associated with the Path of Mork.

* Nuthin’ but Da WAAAGH!: This Mastery Tactic is now purchasable at 11 points into the Path of Da Green.

* Scuse Me!: This Mastery ability’s damage, arc, and cooldown have all increased, and its radius reduced. This is now an instant-cast ability that is purchasable at five points into the Path of Da Green.

* Shrug it off: This Mastery ability’s healing has been increased, and it now triggers at twenty percent health. This Mastery ability is now purchasable at nine points into the Path of Mork.

* Sticky Feetz: This Mastery ability is now purchasable at five points into the Path of Mork.

* Stop Hittin’ Me!: This is now a Core ability that is available at Rank 14.

* Waaagh! Frenzy: This Tactic has been redesigned. It now reduces the build time of "I’ll Take Dat!" but increases its cost.

* Yer a Weaklin’: This ability is now an area-of- effect primary damage stat debuff that is now available at Rank 30, and is associated with the Path of Da Green.

* Yer Not So Bad: This ability’s cost has been increased, and it has moved to the Co
re ability list, where it is available at Rank 18.

* You Got Nuthin!: This Mastery ability’s damage had been increased, and is now purchasable at nine points into the Path of Da Green.

* You’z Squishy: This ability is now available at Rank 40, and associated with the Path of Da Green.

General Career Balance Changes

Runepriest

* Oath Runes: Players can now have more than one Oath Rune on them at a time. Each Runepriest may now cast one Oath Rune on a player. Players can only have one of each type of Oath Rune active on them at a time.

Zealot

* Marks: Players can now have more than one Mark on them at a time. Each Zealot can now cast one Mark on a player. Players can only have one of each type of Mark active on them at a time.

Career Bug Fixes

Archmage

* Blessing of Isha: Fixed a bug which caused this ability to be setback too easily while casting.

Bright Wizard

* Fan the Flames: Fixed a bug that prevented this Tactic from increasing the radius of Rain of Fire.

Marauder

* Mutating Release: This ability will now correctly give immunity to roots and snares.

* Terrible Embrace: Fixed a bug which caused this ability give the victim multiple defense checks.

Runepriest

* Master Rune of Adamant: This ability will now heal for the correct amount.

* Rune of Mending: This ability will now heal for the correct amount.

Shadow Warrior

* Bullseye: This Tactic will now correctly proc.

* Keen Arrowheads: The duration of the snare on the ability "Takedown" will now upgrade properly with this Tactic slotted.

Shaman

* S’cuse Me: This ability will now debuff the correct amount of Elemental resistance.

Squig Herder

* Spiked Squig: The critical chance bonus associated with this pet will now show up on the paper doll.

Swordmaster

* Ensorcelled Agony: Damage dealt by this Tactic will now correctly scale with your Rank instead of your Hoeth spec. (This Tactic’s description will appear unchanged.)

Warrior Priest

* Judgment: This ability will now build the correct amount of Righteous Fury.

White Lion

* Fetch: Fixed a bug which caused this ability give the victim multiple defense checks.

Witch Elf

* Broad Severing: This Tactic will now allow Slice to be used on Keep doors. Please note that Slice will only hit the keep door when Broad Severing is slotted, and will not hit any additional targets.

Witch Hunter

* Fanatical Zeal: This ability will now correctly do damage to targets who use healing abilities.

* Sweeping Razor: This Tactic will now allow Razor Strike to be used on Keep doors. Please note that Razor Strike will only hit the Keep door when Sweeping Razor is slotted, and will not hit any additional targets.

Zealot

* Transference: The effect from this Tactic can no longer be right-click removed.

Crafting

 

Cultivation

* Vibrant Yellow Grundle Seeds will now convert into Wilted Weeds.

Items

* Decimator, Devastator, and Obliterator sets have had their merchant cost reduced by 25%.

* Removed an invalid quest reward that was not allowing the quest ‘Marked’ to be completed.

* The following Soul Talismans have had their tooltips fixed to show the correct effects: Zealous Knight’s Soul, Zealous Crusader’s Soul, Massive Zealous Knight’s Soul, and Massive Zealous Crusader’s Soul.

* The Obsidian Tome of Nagash and the Obsidian Chalice of Nagash have had their Soul Essence and Righteous Fury regeneration rates increased to eight per second.

* Harbinger Cloak: This ability will now remove a Hex, Curse, and Ailment instead of two Curses and an Ailment.

* Nepenthean Tonic: This ability will now correctly restore 20% health after resurrecting.

 

Realm vs. Realm

* Fortress timers will now decrease by 15 minutes for each time the corresponding city has been contested in the past three days. The timer cannot go below 15 minutes total. For example, if Altdorf has been pushed into contested twice in the past three days, and Destruction pushes the campaign into Stonewatch, the time Destruction has to defeat the Fortress lord will be 30 minutes.

* The Field of Glory buff currently grants a 100% Experience bonus in RvR Lakes when killing players. Players will now receive an additional 50% bonus to Experience and a 150% bonus to Renown when killing players near Battlefield Objectives or Keeps.

* Keep tooltips will now display text to indicate how well-defended a Keep is. The categories are as follows: Vulnerable (Green), Light (Yellow), Medium (Orange), or Heavy (Red).

* Deflect Oil: Fixed an issue with the radius info on this ability’s tooltip.

* Resolute Defense: Grants immunity to crowd control effects for a short duration. This ability is available through Renown training.

* Siege: Fixed a bug that would grey-out abilities for the duration of the siege crowd control immunity.

* The Return to Nordenwatch Live Event is active on Warpstone! (PTS only)