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THE HERALD

  • Patch Notes

    Hot Fix Client Notes

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    Barring any issues, this will be the last client update until patch 1.123. Thank you all for your patience and understanding as we have made some great strides behind the scenes with these changes to set the table for more comprehensive Ui/UX and client updates down the road. Notes below!

    • Made some adjustments to the way /qbinds and movement work if the /qbind uses a modifier+movement key:

      • By default, modifier keys still don’t break player movement except in the following scenarios.
      • Movement keys are defined as forward, backward, turn left, turn right, strafe left, strafe right; autorun is not a movement key for these purposes. The following examples work the same regardless of which type of movement key is used.

        • Example 1: If a user has an ability bound to SHIFT+W and W is their move forward key, pressing SHIFT+W will only fire the /qbound ability now and will not move the character forward.
        • Example 2: If a user has an ability bound to SHIFT+X and W is their move forward key, pressing W will move the character forward and the user can still press their SHIFT+X /qbind and continue moving; so long as the user doesn’t have a bind set to SHIFT+W. If the user does have a bind set to SHIFT+W in this scenario, their character will now stop.
    • Added new option to /keyboard window “Modifiers break move keys” that when toggled will cause any manual character movement (so not including autorun) to cease when ALT, CTRL, or SHIFT are pressed. This option allows for exactly how things worked prior to yesterday’s client. By default this setting is NOT set.

      • Please note that custom UI developers will need to update their key_config.xml file in order for this new option to appear.
    • Changing from full-screen to a windowed client will no longer cause the windowed client to always appear in front of other windows or programs on the desktop. 
    • Mouse cursor movement should once again be aligned after re-sizing the client’s resolution.

  • General

    Client Hot Fix Notes

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    More client updates below!

    • Users can now press the ALT, CTRL, and SHIFT modifiers when holding down their run forward keys without causing their character to stop.

      • In other words, characters will continue running forward if a user presses alt+<key>, ctrl+<key>, or shift+<key> while they are actively holding their run forward key down.

        • This change will need to have ALT and CTRL selected as a modifier in the /keyboard window to get their respective modifer+key /qbinds to function properly.
      • Please note that combinations that use the same key as the run forward key in the modifer+key may have undesired results:

        • For example: if a user’s run forward key is W it is not recommended to bind an ability to alt+W, ctrl+W, or shift+W as those /qbinds will not properly fire until the user releases their foward key and then engages the modifer key+W; after which their character will both move forward and engage the modifer key+W ability /qbind.
      • Finally, please note that the SHIFT+UP key functionality to recall your last sent messages will still work but only after activating your chat cursor via hitting the Enter key or the / key. It will no longer work when chat mode isn’t already engaged.
    • Users will no longer become mouselook locked when mouse-clicking the top or left side of a windowed client.
    • Key input functionality should be restored.

      • This should fix issues with the keyboard no longer working after using alt+tab or other Windows OS functionality for certain users and should alleviate several issues with certain 3rd party programs for all users. 

  • Patch Notes

    Live Client Hot Fix

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    Update:  Using the /qbind command will no longer cause issues with the keyboard. If you are currently logged in, please log out and re-patch the client again to fix this.

    The following client changes are now live!

    • The mouse cursor will no longer become “locked” when zoning or exiting the game while mouse look is active.
    • New mouse sensitivity settings have been added to the character selection screen’s option window. These settings work as follows:

      • Users can adjust the “Mouselook Sensitivity” on a scale from 1 to 5, with 5 being the highest sensitivity.

        • The value of 3 is whatever the user’s current DPI sensitivity is on their mouse, with 2 being 25% slower than that and 1 being 50% slower and 4 being 25% faster and 5 being 50% faster.
      • The value will default to “1” on first login as this is a new option, so be sure to change this to at least 3 to get your existing mouse sensitivity settings when first logging in!
      • For users who decide to adjust their mouse’s DPI setting while in mouselook or mousepan mode after logging in, the mouse’s DPI setting will supercede this new setting still.
      • Remember, this sensitivity setting only affects mouselook or mousepan; it does not affect normal cursor movement. For normal cursor movement, please use either your operating systems mouse sensitivity settings or your mouse’s own software settings.
    • Mouselook lock mode will now only function when the cursor is located over the game’s screen. Mouselook lock mode will end when the game window is not the active window and need to be re-engaged when the game window becomes active again.
    • Several changes have been made to the /keyboard window functionality to address some outstanding issues with certain keys and mouse clicks performing multiple, unintended functions for some users. These changes affect the following:

      • Media and browser keys on some keyboards will no longer trigger some bound keys.
      • Users can no longer bind the number keys 1 through 0 or the Esc key on the /keyboard window.
      • The /keyboard window now allows the binding of a valid key after pressing an invalid key first.
      • The Esc key will now cancel the key binding action.
    • Added a borderless full-screen windowed mode option to the character selection screen’s options window!
    • The Heretic’s uninterruptable focus damage pulse has changed as follows to rebalance the spell for PvE purposes and make it more useful in RvR, with a faster ramping time but lower maximum damage.

      • Level 36 – Glistening Blaze – Starts at 85 heat damage and increases by 35%/tick up to a maximum of 75%, down from a maximum of 350%. Cast time increased to 2.5s on the initial pulse, up from 2s. Subsequent pulse tick times unchanged. Range increased from 1500 to 1600.
      • Level 42 – Whirling Blaze – Starts at 115 heat damage and increases by 45%/tick up to a maximum of 115%, down from a maximum of 400%. Cast time increased to 2.5s on the initial pulse, up from 2s. Subsequent pulse tick times unchanged. Range increased from 1500 to 1600.
      • Level 48 – Torrential Blaze – Starts at 150 heat damage and increases by 50%/tick up to a maximum of 135%, down from a maximum of 450%. Cast time increased to 2.5s on the initial pulse, up from 2s. Subsequent pulse tick times unchanged. Range increased from 1500 to 1600.

  • General

    Pendragon Client Hot Fix

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    The following client changes are now live on Pendragon.

    If you have any remaining issues with mouse sensitivity, mouse movement, or keyboard functionality please hop on Pendragon and test over the weekend! Also, be sure to test out the new borderless full-screen windowed mode even if everything is fine for you on Live!

    We plan to put these client updates on the Live servers on Monday if no issues are found. If you do see any issues, please submit a feedback form describing the matter. Thank you!

    • The mouse cursor will no longer become “locked” when zoning or exiting the game while mouse look is active.
    • New mouse sensitivity settings have been added to the character selection screen’s option window. These settings work as follows:

      • Users can adjust the “Mouselook Sensitivity” on a scale from 1 to 5, with 5 being the highest sensitivity.

        • The value of 3 is whatever the user’s current DPI sensitivity is on their mouse, with 2 being 25% slower than that and 1 being 50% slower and 4 being 25% faster and 5 being 50% faster.
      • The value will default to “1” on first login as this is a new option, so be sure to change this to at least 3 to get your existing mouse sensitivity settings when first logging in!
      • For users who decide to adjust their mouse’s DPI setting while in mouselook or mousepan mode after logging in, the mouse’s DPI setting will supercede this new setting still.
      • Remember, this sensitivity setting only affects mouselook or mousepan; it does not affect normal cursor movement. For normal cursor movement, please use either your operating systems mouse sensitivity settings or your mouse’s own software settings.
    • Mouselook lock mode will now only function when the cursor is located over the game’s screen. Mouselook lock mode will end when the game window is not the active window and need to be re-engaged when the game window becomes active again.
    • Several changes have been made to the /keyboard window functionality to address some outstanding issues with certain keys and mouse clicks performing multiple, unintended functions for some users. These changes affect the following:

      • Media and browser keys on some keyboards will no longer trigger some bound keys.
      • Users can no longer bind the number keys 1 through 0 or the Esc key on the /keyboard window.
      • The /keyboard window now allows the binding of a valid key after pressing an invalid key first.
      • The Esc key will now cancel the key binding action.
    • Added a borderless full-screen windowed mode option to the character selection screen’s options window!

  • General

    Friday Grab Bag – 03/24/2017

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    TGIF…and time for another Grab Bag!

    Thanks to everyone who sent in questions, keep ’em coming! You can send in your questions through our Grab Bag submission form. Please note this is for game questions, feedback should be sent in through our feedback form.

    Our newsletter also returned this week! If you aren’t subscribed to receive our newsletters, sign up now! In the meantime, you can view the newsletter in your browser here.

    Now, on to the questions!

    Is there any chance that the DF Quest NPC can be reinstated? With the RPs that are now available due to Buggane and Population Bonuses, I feel the small reward from this quest would be great for casual players like myself and also increase activity and maintained ownership of DF.

    We can look at adding in some version of this quest back to help incentivize players to venture into Darkness Falls. However, this new quest version would likely be made to only work on enemies defeated within the dungeon instead of everywhere.

    As for realm point bonuses in general we are very happy with the dynamic population and keep capture bonus systems and don’t foresee changes to those in the near future. However, the bonuses for Buggane’s Obelisk may get adjusted downward a bit or changed to no longer award RPs due to their impact on RvR behavior. While the consistent action that the obelisk provides is quite popular with many players, there is considerable negative feedback about the type of action that revolves around the objective and how it negatively impacts action in other locales throughout the frontier. No decision has been made either way at this time but we would like to take this opportunity to start a discussion about it and garner your feedback on it!

    Creating new toons is a great fun until it comes to choose a name. Many are already taken and even the suggested ones aren’t available. Can we have a clean-up of this random list, or unused names?

    This is a great point and we can absolutely look at culling the taken randomized names from the list and adding in some new ones, thanks!

    Are there any plans for the come back to Camelot campaign to return, or something to add a shot in the arm for population?

    Our last Come Back to Camelot campaign was a huge success, so we will definitely have another. However, first we’re going to focus on addressing many of the concerns we’ve received from the playerbase about classes, RvR, and items. Once those concerns are addressed appropriately, we will have a Come Back to Camelot Campaign as a way to incentivize players to come back and see the changes. Doing a campaign prior to making those changes wouldn’t be as effective.

    In the meantime we have the new A Dragon’s Curse PvE campaign, seasonal events, and battleground weekends to help increase the population. On a longer term though we are considering offering an alternative ruleset server that will attract players who may not be interested in Ywain and its ruleset back to the game in conjunction with either a Come Back to Camelot campaign or other incentives for players to return to and stay on Ywain as well.

    There has always been rumors and some old data about soft and hard caps. I’ve always heard that there’s 0 benefit for having more than 250 quickness, and very minimal returns on damage after 400 strength. What are some of the soft/hard caps on stats?

    Soft and hard caps differ depending on what aspect of the stats’ benefit you are considering. For instance, swing speed is not increased beyond 250 quickness but evade uses both dexterity and quickness stats in its formula so higher than 250 quickness can still help evade rates.

    Additionally, for weapons that use dexterity as their base, going over 400 dexterity has the same diminishing returns to melee damage as going over 400 strength does for strength-based weapons. However, going over 400 dexterity could still improve your cast speed (on some casts) or evade rate. Going over 400 strength or dexterity can also improve your weapon skill and therefore defense penetration if you aren’t already at those caps either (which differ for each class and weapon).

    Acuity also has diminishing returns for spell damage over 400 but that would be extremely hard or impossible to reach currently.

    Constitution is the only stat that doesn’t have a soft cap.

    In your last Grab Bag we could read about the hidden weapon skill of the shield spec line. Now I would like to know if Left Axe, Dual Wield and Celtic Dual also have a hidden weapon skill, or if they just use the weapon skill of your mainhand weapon spec (like axe, sword, hammer, pierce, slash…).

    So will a Left Axe, Dual Wield and Celtic Dual user be fine with 51 points in his main weapon spec (including +skills), or will a higher main weapon spec also have influence on his LA, DW and CD damage output?

    There is a hidden weaponskill for Left Axe, Dual Wield, and Celtic Dual specs. However, the main weapon spec (Sword, Slash, Blades, etc.) does contribute to *most* of the damage dealt by dual-wielders.

    There should be no difference in damage when using a Left Axe, Dual Wield, or Celtic Dual style whether the main weapon spec is 50+11 or 40+11. In other words, once you reach the 51 composite on Sword, Slash, Blades etc. and are using a dual-wielding style your damage won’t be increased by adding more Sword, Slash, or Blades spec.

    However, your Left Axe, Dual Wield, and Celtic Dual specs do have their damage (and in the case of Celtic Dual and Dual Wield their offhand swing chance) increased with a higher specialization in them. A Mercenary with 25+11 Dual Wield and 51 composite Slash will hit for less than a Mercenary with 50+11 Dual Wield and 51 composite Slash when using a Dual Wield style; they will also swing with their offhand less often.

    Thanks again for the questions, and remember to keep sending them in!

  • General

    St. Patrick’s Day Event

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    Are you feeling lucky?

    In celebration of St. Patrick’s Day and running from now until Monday, March 20th, our second annual ‘Leprechaun Treasure’ quest is on!  

    To get the quest, level 50s should pay the following poor souls a consoling visit:

    Edmund in Cotswold’s tavern
    Bjorne in Mularn’s beer hall
    Silvadren in Mag Mell’s pub


     
    • As part of the quest, players will be shapeshifted into a realm-specific “leprechaun” but have ALL of their stats debuffed by 75%.
    • But fear not, leprechauns may be weak but they are also nigh impossible to catch: shapeshifted players will also have an unbreakable CC-immunity and speed buff for the duration of the shapeshift.  
    • Oh, and we hear the real leprechauns love hiding their treasure in dangerous lands and ancient ruins. Enjoy some zany RvR through the weekend!
    • The ROG reward is a choice between a ring or a bracer similar to the Valentine’s Day event with some slight differences. These ROGs will only allow up to 5 slots for stats but will also have 1 of 6 possible /uses.
     
          
     

    For players of all level ranges, there are three pesky little tricksters who are hoping you’re not too lucky! A ‘charming’ reward will be bestowed upon those who have the cunning to out-wit:

    Killaghe in Albion
    Daighu in Midgard
    Iollarme in Hibernia

    The “Luck of a Leprechaun” quest can be obtained from the following:

    Sir Prescott in Cotswold
    Hrolf in Mularn
    Epona in Mag Mell

    Once again, the event will run until Monday, March 20th.

    A happy and safe St. Patrick’s Day to one and all, and we’ll see you in the Frontiers!

  • Patch Notes

    Client Hot Fix

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    If you are currently experiencing any mouse, auto-run, or client-related issues after 1.122C we encourage you to run your patcher to get the newly updated client! Fixes are listed below:

    • Users that have their forward key set to break auto-run in the /keyboard window will once again be able to engage the auto-run key while holding their forward key down.

      • For users who do not see the option to change whether their forward key breaks auto-run in their /keyboard window, they can switch to the default UI to see it or download an update for their custom UI.
    • Users with Mouselook OFF set on the character selection screen’s game options will once again only be able to use their mouse to look left and right (and not up and down).

      • Users with Mouselook ON or Mouselook REVERSE set will be able to use their mouse to look up/down and left/right as normal.
    • Clients that use a higher full-screen resolution in-game than the resolution set in their operating system will once again be able to use their mouse across the entire game screen.
    • Mouse sensitivity should be normalized between mouse-pan and mouse-turn.

      • If, after patching, you are still experiencing issues with a very slow or very fast mouse-pan or mouse-turn, please let us know via the feedback form!

  • Patch Notes

    Live Server Downtime – Patch 1.122C

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    Update 12:20 EST/4:20 GMT: Ywain and Gaheris are up and open to all players!

    All servers will be coming down Tuesday, March 14th at 5:45AM EDT / 9:45AM GMT for patch 1.122C!

    Please note that the mid-atlantic and northeastern United States will be impacted by blizzard conditions tonight and tomorrow, with high winds. We do not expect any issues but if any power outages do occur on Tuesday that inhibit this update, we will instead deploy on Wednesday, March 15th. To all of our players living in the area, stay safe and warm!

    Check out the patch notes below!


     

  • General

    The Last Breath

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    They say that when you take the last breath of life, that you go to a better place. This a false promise. To them, I am what the Creator is to us. I am a being of the light, of hope, of a greater promise. I am what they once were and with their callowness, what they wish to be again.

    But it is thanks to them that I am telling you this now. For even in the darkest hour of the night sky, there are infinite shining stars. So it is true with them, too, as they have proven to me. In the sea of death there is yet still a soul. This changes everything, the very foundation of us all. Perhaps the Northmen were right. Or the Elves. Or all of us, in some way. Perhaps our King is still too out there, in the darkness. Watching us, protecting us, fighting a war that we do not know exists.

    The stars have shown me. The heir of mighty Golestandt has awoken deep beneath Albion. Sleeping for years, protected by the darkness. We have been careless without our King. Too distracted by the Ice and the Forest, we have ignored the evil. We must end this dragon before it grows. Before it becomes more powerful than its father. Before it has an army of darkness.

    And as such, we must venture once again into the deepest, darkest burrows of the underworld; which we vowed to never return to again. But this time, we will not go alone.

    The stars will guide us in the night sky for as long as they can. With their light, we must shine brighter than ever; for the darkness of death is coming.

  • General

    Friday Grab Bag – 03/10/2017

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    This week’s Grab Bag is a right mix of questions, and a good read. So grab a cuppa and a minute, and read on!

    Thanks to everyone who sent in questions, keep ’em coming! You can send in your questions through our Grab Bag submission form.

    On to the info!


    Will we see additional PVE Campaigns that utilize underused zones such as SI?

    Yes! As stated in the Producer’s Letter we are introducing our next PvE campaign with the launch of 1.122C to the Live servers. While this one won’t go into Shrouded Isles zones, another future campaign almost certainly will. This next campaign will last a bit longer than our previous ones and will focus on both the classic world and eventually another expansion area. If you’ve been reading the recent lore-posts so far for hints I’m sure you can figure out which areas are involved!

    We’re especially excited to bring this next campaign to you because much of your recent feedback regarding PvE will be incorporated into it. First, we’ll be toning down the power of the rewards to coincide with the upcoming 1.123 item changes. This campaign’s rewards will still certainly be useful and coveted but they won’t shift the power of gear nearly as much as the Otherworlds campaign did.

    Secondly, we want players to be able to complete *most* chapters at their own pace and not have to wait for a battlegroup to form up in order to continue. While most chapters will require just the help of a few friends to complete some will be able to be completed solo, and a select few will still require multiple groups. Regardless of the chapter’s difficulty, all steps will be battlegroup credit.

    Finally, with the conclusion of this campaign we’ll be launching a comprehensive revamp of an entire expansion. Updated lore, enemies, dungeons and of course, loot! With this revamp, we’re most excited about introducing a new system for obtaining and potentially upgrading loot found elsewhere in the game; as a solo player.

    More details about the upcoming campaign will be found in the 1.122C Live Patch notes (coming next week!) and as it unfolds we’ll be releasing more details on the revamp of the soon-to-be-revealed expansion content!

    Would broadsword ever consider adding new terrain obstacles around high traffic areas, similar to the “towns” on the outer ring of EV, in order to offer a partial haven for solo and smallman action the way the ruined keeps and mazes have?

    This is certainly something we’ve considered! There are many “high traffic” areas that have already been given some obstacles and features for smaller forces to use such as the milegates, the many standing and fallen towers, ruins, and staircases on Ellan Vannin, the removal of monsters from some of the Roman ruins in Hadrian’s Wall, new fallen trees and wooded areas in Emain Macha, and the new mountainous paths in Odin’s Gate.

    That said, we’re absolutely open to adding some more so long as they don’t inhibit the larger forces too much from their objectives. Just send us some feedback on where you’d like to see them and we’ll absolutely take a look!

    Will guild Bounty Points and Merit Points ever be able to be used for more than house rent and guild buffs?  Something that benefits the guild in a big way such as special bonuses for double XP for 12 hours, or being able to put up more than two guild buffs at a time?

    We toyed with re-incorporating guild-bounty points into a more robust keep claiming and upgrading system but decided against it for now. Perhaps in the future we can add that in if desired. For the merit points, there are already some valuable bonuses that can be put up and many high realm rank guilds are actually seeing a lack of available merit points. We’d like to address that issue prior to giving any other bonuses to spend the merit points on.

    Does your weapon skill affect whether or not your shield styles (like slam) penetrate defenses like it does for your weapon or is it solely based on your shield spec and your dex? For example could a thane spec 50 shield and no weapon, and still be able to penetrate defense trying to slam or brutalize?

    In short, your shield specialization, dexterity stat, and +shield skills are the determining factors for landing shield styles. Your other weapon specializations do not affect your penetration chance when using shield styles. So yes – one could spec 50 shield, 0 weapon and land your shield styles just fine!

    That said, “weaponskill” doesn’t really determine defense penetration for “normal” weapon specs either but is rather an index value that takes into account things like your spec, stats, +skills, and your class’ inherent ability with that weapon line to give you an idea of how well you might stack up against others.

    Additionally, the weaponskill value displayed on your character’s attribute page is only for your “normal” or “main” weapon specialization. This means if a Thane adjusted their Sword, Hammer, or Axe specialization it would update its value but it wouldn’t if they adjusted their Shield spec. You can test this by fully respecializing and then training up your Shield spec. You will see that the displayed weaponskill value does not change.

    For Shield spec, there is a hidden “shield weaponskill” value that gets adjusted based on your shield spec, +skills, and your dexterity stat but again, that weaponskill value doesn’t directly determine your defense penetration, anyway.

    What are the angles (degrees) of the front, side, and back arcs for landing styles? Similarly, what is the angle (degrees) of the front arc for casting spells (having target in LOS)?

    For landing melee styles, the front and rear arcs of a target are each 60 degrees wide and each of the side arcs are 120 degrees wide. Meaning if your target stood facing due north, you could land frontal positional styles on them if you are standing north of them, facing due south, and are within a 30 degree angle to the east or west of their position.

    For spell casts, the frontal arc is 180 degrees – meaning if you are facing due north, you can cast on a target standing 90 degrees from you at due west AND on a target standing 90 degrees from you due east, without moving your character’s facing.

    Additionally, the frontal arc for melee defenses like parry and (non-360/advanced) evade is 120 degrees; for block it is 180 degrees.

    Bola and Patella Shot – What affects if these shots “Miss” or not. Is there a certain mechanic that makes it miss? I am not talking “resisted” but when it says the shot missed.

    These shots’ miss rates should already be fixed in patch 1.122C which is currently on the Pendragon server. Please give them a test!

    Is there any update on the player-base survey and its results?

    The recent survey was a huge success! We were heartened by both the number of respondents and the responses themselves. In short, there appears to be an appetite for some sort of alternative ruleset server. Our team is continuing to flesh out and iterate on the the best approach to deliver one that accomplishes the following goals:

    • Closely meets the most-desired ruleset based on survey results.
    • Can be released in a reasonable timeframe.
    • Allows our team to continually develop and update the Live servers.
    • Ensures the Live servers’ remain engaging in the near term after the launch of an alternative ruleset server with the long-term aim of increasing their population.

    We won’t release an alternative ruleset server unless it can meet ALL of those goals. We will be doing a more targeted, follow-up survey in the coming weeks once we are confident in our plan. Until then, stay tuned!