Live Hot Fix and Dynamic Keep Objectives Event

This update features the long-awaited dynamic keep objectives and several bug fixes as reported on our bug tracker! We look forward to your feedback on these objectives, and hope you enjoy them! :)


Dynamic Keep Objectives

This system is designed to help spice up keep warfare and to encourage more varied and contested battles at the affected keeps. The objectives provide powerful enhancements and penalties, depending on which realm controls them, that should encourage many new tactics and strategies. These objectives are currently planned to remain active until Thursday, July 25th, 2019. We will be taking in your feedback on them and adjusting accordingly in the meantime. Depending on how they are received they may be extended out to additional keeps in the Frontiers in the future.

  • The keeps of Caer Berkstead, Erasleigh, and Sursbrooke in Albion, Nottmoor, Blendrake, Hlidskialf Faste in Midgard, and Dun Crimthainn, Bolg, and da Behnn in Hibernia have been updated to use the dynamic keep objective system.
  • Each of these keeps will now spawn their dynamic objectives whenever they are put under siege.
    • All dynamic objectives will initially spawn under control of the same realm that holds the keep.
    • Dynamic objectives will remain active for at least 10 minutes after a keep has initially gone under siege and will remain active so long as the keep remains under siege.
    • Under-siege status of a keep can be determined by the /realmwar map showing "flames" on the keep icon.
    • The objectives are spawned far enough away from their respective keep so a single force cannot camp them and the keep simultaneously.
      • For players familiar with the recent Manx on the Move event, the objectives are spawned at the same locations (except at only 3 locations out of the 4 the Manx used).
  • The dynamic keep objectives are as follows:
    • Stone Quarry
      • When the defending realm of the keep controls the objective:
        • Upgrades the level of the keep one level after 60 seconds and then upgrades the level of the keep one level every 10 minutes thereafter.
      • When the attacking realms control the objective:
        • Downgrades the level of the keep one level after 60 seconds and then downgrades the level of the keep one level every 10 minutes thereafter.
    • Siege Workshop
      • When the defending realm of the keep controls the objective:
        • Triples the sturdiness of the outer and inner gates, respectively.
      • When the attacking realms control the objective:
        • Halves the sturdiness of the outer and inner gates, respectively.
        • Removes the ability for siege weapons to be placed on the roof of the center keep.
    • Portal Ceremony
      • When the defending realm of the keep controls the objective:
        • Realm-members can visit the Channeler at this objective to instantly teleport into the center keep.
      • When the attacking realms control the objective:
        • Blocks the defending realm from using the Channeler.
  • A new repeatable quest, Generals' Bounty, is available to level 50s in the frontier.
    • This quest will remain active until Thursday, July 25th, 2019.
    • Players should visit the following NPCs to obtain the quest:
      • General Kogis in Albion's relic town.
      • General Bruki in Midgard's relic town.
      • General Vegda in Hibernia's relic town.

Hot Fix Notes

  • The Mithril Shop has a new item for sale!
    • Visit the Mithril Merchant in each realm's capital city to obtain the Draught of Conquest buff potion.
      • This potion has 30 charges and works identically to the Draught of Supremacy potions except that Supremacy potions can only be used by accounts with an active subscription and Conquest potions can be used by all accounts.
  • The realm abilities Empty Mind and Bedazzling Aura have been changed as follows:
    • They now co-exist and stack with all class-based secondary magic resistance abilities
    • They now co-exist and stack with all long-duration secondary magic resistance item /uses
    • They now overwrite or are overwritten by all short-duration secondary magic resistance item /uses and procs, based on the highest value.
      • Short-duration magic resistance item /uses and procs are defined as those lasting 30 seconds or less in duration and involve the following items' spells:
        • Loyalty Cloaks' "Repel Magic" /use (15s duration)
        • Astral and Hallowed Cloak of Heroes' "Shroud of Protection" /use (20s duration)
        • Freezing/Unyielding/Howling/Shrouded Brutalizer Vests' "Skin of the Brute" proc (7s duration)
  • The following Cleric abilities in their Smiting specialialization should no longer disappear from their spell lists in certain scenarios. Please note that Clerics who currently do not have these abilities showing in their spell list may need to perform a respecialization to get them to reappear.
    • Virtuous, Heavenly, Rapturous, or Radiant Reflection
    • Helping, Healing, Light, Pure, or Holy Hand
    • Ascendance
  • The Assassin ability Overshadow has been changed to no longer fire on targets that are already Overshadowed or are under the Blanket of Camouflage Spymaster's Master Level ability.
  • Dark Ingolf's barrier in Midgard's Dragon Curse Campaign 9.1 encounter should no longer cause caster damage to go into the negative. This should alleviate aggro-control issues.
  • The Champion Level damage add ability, Force of the Abyss is no longer overwritten and always overwrites other damage add abilities. Users wishing to receive a higher value damage add ability must manually shift+right-click remove the Force of Abyss ability now.
  • The recently revamped weapons found in Stonehenge Barrows, Spindelhalla, and Coruscating Mines have had their spell power levels reduced from 42 to 39.
    • The Smoldering Sable Flagellum whip has had its DPS corrected to match the other weapons at 15.6 DPS.
  • The Cape of the Pictish Hero can now be emblemized.


Click here to visit the DAoC Herald!
Post edited by Carol_Broadsword on
DAoC Community Lead
Broadsword Online Games
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Comments

  • Do the dynamic objectives spawn inside or outside the keep? Somewhere else? Are they points you capture, like capturing a dock on EV or something else?
  • How much are these mithril pots?
  • edited June 25 PM
    Ewer wrote: »
    Do the dynamic objectives spawn inside or outside the keep? Somewhere else? Are they points you capture, like capturing a dock on EV or something else?

    Good question, thanks!

    Updated the notes with the following here and on the herald:
    • The objectives are spawned far enough away from their respective keep so a single force cannot camp them and the keep simultaneously.
      • For players familiar with the recent Manx on the Move event, the objectives are spawned at the same locations (except at only 3 locations out of the 4 the Manx used).

    Post edited by John_Broadsword on
  • edited June 26 PM
    @John_Broadsword that 177 per pot is to much, plus subscription? Ya need to bring that down to like 40 or even 30 just because of the ease of making these pots. Just a suggestion. If you want people to buy. The amount of charges should be 240 or something close to at least cauldron. I would have got a few today if that was the case.

    Maybe even make them sup+omni may have worked good, but just too little for the amount. Not worth for the casual player to invest in pots easily farmed in casual rvr.

    Edit, 5 bucks for 2 pots.
    Post edited by Snaillyn on
  • 5$ = 2 pots == 15$= 6 pots == ~36 plat.

    15$ = 1 GTC == 1 GTC = 250p

    find the error :)
  • Yesterday been quiet, all I can tell about those keep encounters, is that coastal keeps are now easier to PvE when none around to defend. Splitting troops might be a huge risk on zergy nights, will see in a few weeks, and give feedback when got more experience with it.

    Sup pot might really be a little expensive. :)
  • Regarding the mithril supp pot, I think the number of charges should be increased at least to 99 like the cauldron for subscription players. Give the Endless Conquest folks the ability to buy supp pots but only the current version (30 charges). This also means that EC players should be able to use buff pots unlike the current proposed restrictions.

    Regarding the dynamic keep event, can you capture an objective that is already claimed by another realm? Last night my group hit Bolg and we were unable to kill the Stone Quarry NPC as it became immune to damage after hitting it.
  • Tyrantanic wrote: »
    Regarding the dynamic keep event, can you capture an objective that is already claimed by another realm? Last night my group hit Bolg and we were unable to kill the Stone Quarry NPC as it became immune to damage after hitting it.

    Looking into this - thanks :) It is intended to be able to take these for your realm.
    DAoC Community Lead
    Broadsword Online Games
  • So they changed keeps years ago specifically to deter Hero from Pveing them for rps. After extended Ghost Keep he pushes to rr14 ding.

    NOW the “dynamic keep event” which allows the Hero Zerg access into the keeps even faster.
  • Fateboi wrote: »
    So they changed keeps years ago specifically to deter Hero from Pveing them for rps. After extended Ghost Keep he pushes to rr14 ding.

    NOW the “dynamic keep event” which allows the Hero Zerg access into the keeps even faster.

    To be fair, you don't get RPs for taking keeps unless you kill players.
  • Fateboi wrote: »
    So they changed keeps years ago specifically to deter Hero from Pveing them for rps. After extended Ghost Keep he pushes to rr14 ding.

    NOW the “dynamic keep event” which allows the Hero Zerg access into the keeps even faster.

    From what I've seen from these so far it really does just make it easier for the bigger zerg to open doors faster. The new mechanics seem balanced around two equal sized forces attacking and defending, but that is hardly ever the case. Being able to teleport into them from afar seems like a good idea and may allow smaller forces into the keep to defend but the other two just make it easier for attackers and typically attackers already have a numbers advantage. A small force trying to defend a keep against a larger isn't going to be able to hold the door buff or level up buff.
  • inner oil doors would be nice :)
  • Ehh. Didn’t like it in Molvik won’t care for it in NF either.
  • Keltorius wrote: »
    Ehh. Didn’t like it in Molvik won’t care for it in NF either.

    gotta agree with that!
  • edited June 28 PM
    nm...

    Post edited by Anomally on
  • Not liking the dynamic keep event too easily exploited by larger attacking force making it easier for larger attacking force to capture the keep.
  • edited June 29 PM
    Besides the no answer or feedback on sup pots, i will not waist my groups time doing keeps. Leave them as they were. Make the place we fight better. Give us back the EV towers. Work from there.

    Edit: We only do EV, make EV better.
    Post edited by Snaillyn on
  • Rather than have the siege workshops why not make it easier bring back the maze towers and make all that stuff spawn when you capture the maze towers you would get some great action around those towers.
  • “The Assassin ability Overshadow has been changed to no longer fire on targets that are already Overshadowed or are under the Blanket of Camouflage Spymaster's Master Level ability.”


    Thanks for the fix. ;)
    Da ant familyDa fly familyDa spider family
    https://www.daocutils.com/chimp/daredant
  • What was the exploit with overshadow?
  • 8c2lihy9ghxo.jpeg

    From the bug website.
    Da ant familyDa fly familyDa spider family
    https://www.daocutils.com/chimp/daredant
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