Camelot Patch Notes

Straight from the Camelot Herald:
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Dark Age of Camelot

Test Version 1.70ab Release Notes

June 11, 2004


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NEW THINGS AND BUG FIXES


- Heal spells/abilities used on oneself and heal spells/abilities used by Necromancers on their pets (excluding the heal-over-time line) now abort before casting and will not set recast timers if the user (or pet in the Necromancer's case) is at full health.

- Stealth detection range is now hard capped at 1900 units. This change should fix the bug with stealth ghosts being seen on the battlefield. The 1900 unit hard cap should only come into play in the most extreme of circumstances where an assassin with several levels of Mastery of Stealth is detecting an enemy stealther whose stealth is in the single digits.

- (Pendragon Only) Animist turrets should once again be picking random targets between each cast.

- (Pendragon Only) Area effects from auras such as the Crocodile Tear Ring or Cloudsong no longer play the spell effect on everyone in the area.

- (Pendragon Only) Guilds no longer have huge negative amounts of guild bounty points.



NEW FRONTIERS


- Dropping a relic (or getting killed with a relic and it falling to the ground) will now send a broadcast as to where the relic has dropped by region/zone or just zone if there is no region applicable.

- You should no longer be spammed with multiple "(Region) You have entered ..." messages.

- (Bug Fix) Necromancer pets should now port properly with their masters.

- (Bug Fix) Amenities NPCs now have their prices listed correctly in the hookpoint stores.

- (Bug Fix) The Power Pool and Endurance Pool Bonuses (for owning 16-17 keeps) are now applied immediately upon receiving them (previously the bonuses were only applying after zoning, relogging, or dying).


Realm Ability Changes and Bug Fixes

- You should no longer take an unarmed swing at people if attacking someone who used Selective Blindness on you.

- Speed of Sound and Arms Length now grant immunity to stun and snare/root spells as well as mesmerize spells. If the target is hit with a snare/root spell with a damage component, the spell will still damage, but will not snare/root. In addition, the delve for both of these realm abilities has been adjusted to reflect immunity to snare, root, and stun.

- If the target of a snare/root is using the Charge realm ability, they will still take damage even though they are immune to the snare/root effect (previously the spell failed without doing damage).

- (Bug Fix) Restore the Soul now removes other players' death sicknesses.

- The radius of the Hunter's unique realm ability, Entwining Snakes, has been reduced to 150 units.

- The Augmented Acuity realm ability is no longer available for training for Armsmen, Infiltrators, Mercenaries, Scouts, Berserkers, Savages, Shadowblades, Warriors, Blademasters, Nightshades, Hunters, Rangers, and Heros.

- The Mastery of Focus realm ability is no longer available for training for Friars, Wardens, Paladins, and Rangers.

- The Mastery of Concentration realm ability is no longer available for training for Paladins, Reavers, and Champions.


Siege Changes

- Players riding rams will receive a message when the controller leaves the ram, informing them there is no one controlling it.

- You will now receive a message if your siege equipment misses it's target because that target has moved away during the shot.