Greetins! Warhammer Patch 1.4 that changes everything is here!
Below are the patch notes which I've slightly edited to make more
easily readable.
Best Regahds,
Dwooid of Caledor
PATCH 1.4
RvR™ Packs
Timed to coincide with the release of 1.4.0 are two new booster packs
that are available for digital download from the EA Store. These packs
are broken down into:
- The Progression Pack
- The Personality Pack
The Progression Pack gives players an opportunity to advance through
the Renown Ranks faster and advance their character up to Renown
Rank 100! This includes access to all bonuses, items, and rewards that
are gated by the expanded Renown Ranks.
The Personality Pack offers a variety of items to personalize a character.
Included in this pack are:
> several vanity pets (in a choice of 4 colors)
> new heavy mounts (in a choice of 3 colors)
> ability to change character look
> access to new/unique dyes on the dyemasters
In the patch notes, there are references to these packs with details on how
pack contents affect a feature or notes.
Open RVR
The mechanics of Zone Capture in Open RVR have been revamped. Gone
are domination timers and waiting passively for a zone to flip. Gone are
victory point pools to flip a zone.
Instead, to take a zone, a realm simply needs to take the enemy keep. This
is accomplished by capturing and holding battlefield objectives which will
gather resources for the realm. These resources will level up the gathering
realm's keep and allow access to the siege weapons needed to take the
enemy keep. For a more detailed look at the changes and features, see
the Open RVR patch notes section.
Renown Abilities
Due to the nature of the changes in this update, all careers have had their
Mastery and Renown training refunded.
Renown abilities have been completely revamped in 1.4.0. There are no
longer three tiered sets of abilities with purchase requirements before the
next tier becomes available. Instead, all Passive Renown abilities are now
available for purchase from the start. Players must now make the choice
whether to invest in a particular ability at the start, or wait until they have
enough points for some of the more expensive abilities.
In addition to changing how the abilities are made available, a complete
review of the abilities was done, resulting in a number of changes, the
removal of some abilities, the removal of Renown Tactics, and addition
of new active abilities. More information can be found on this feature in
the Combat and Careers section of the patch notes.
Itemization
Game Update 1.4.0 introduces many changes to the game including new
item sets available for players over Renown Rank 80. In an effort to ensure
that item acquisition accommodates our new items and levels, we've made
a number of changes to how items, item sets in particular, drop in the game.
Generally speaking, players will now have more options and better gear
available earlier in the game. As an example, Sovereign gear will now drop
in stage I of the city siege versus Stage III. For a complete list of changes
in itemization see the items section of the patch notes.
Barber
The barber will allow existing characters to change any of their facial
customization choices from the safety of the capital city. Utilizing the Barber's
talents will require that a token to purchase his services. These tokens can be
found in the Personality Pack that is available separately via the EA Store.
Order may visit Seymour Skalp in the Market Square of Altdorf while the Realm
of Destruction should pay a visit to Karven Nurfayc in the Apex to partake of
these new services.
General Changes & Bug Fixes
* The top 10 Renown holding Rank 40 guilds will now have their guild heraldry
displayed in their home city.
* Players that enter an enemy Realm Warcamp will find they have a limited
time to retreat before they are killed.
* Fixed an issue where monsters or players with very large health pools would
not appear to heal properly outside of combat to some players.
* The distance at which a monster will attack a player is now based off of the
player's effective level instead of the player's actual level.
* Players can no longer attempt to /quit or /logout while in the middle of casting
an ability or using an item. If already in the logout process attempting use an
item or ability will cancel the logout process.
* Players attempting to buy out auctions from a player who has the same name
as them but has since deleted themselves will now be able to buy out the
auction.
* Falling damage has been tweaked to be more forgiving. Players can now fall
further before incurring damage.
Realm versus Realm
RvR Tiers
We've adjusted the levels allowed within the RvR lakes at each tier. The
following are the new values:
Tier 1: Level 1-15
Tier 2: Level 12-26
Tier 3: Level 22-39
Tier 4: Level 32+
These values will govern the application of the 'coward's reward' buff that
will chicken players if they are too high for a given lake. Bolsters have been
adjusted to reflect these new values
Scenarios brackets have also been adjusted to these new levels:
Tier 1: Level 1-15
Tier 2: Level 12-26
Tier 3: Level 22-39
Tier 4: Level 32+
Open World Campaign (oRvR)
Due to the changes made to the Open RVR zone capture mechanics, the
campaign will be reset for all servers. This will allow both sides to start on
even footing and ensure that the new mechanics start equally.
ORvR: Tier 4 Campaign
* Skaven Tunnels have been spotted throughout the Tier 4 campaign! Skaven
forces have begun to take advantage of the fighting going on above them by
emerging randomly during battles over contested zones and siphoning
resources for themselves. When this occurs, qualified players from both realms
will be able to enter the Skaven tunnels and fight to reclaim the resources,
vanquish the Skaven bosses, and even find a means to employ Skaven forces
towards their own victory in the contested zone.
Note: Entrance to the Thanquol's Incursion Skaven RvR Dungeon is
restricted to characters that are rr65+.
* Players that assist in fighting back Thanquol's Incursion during a contested
zone battle will be able to help take over Skaven troops and use them to
assist in the zone battle when the Incursion has been repelled. Play as
Skaven will be unlocked for all players 15 minutes following activation of
Skaven by participants in Thanquol's Incursion.
* There will be a limited number of Skaven troops available within a lake. These
slots are on a first-come, first-serve basis and limited to a set amount per battle.
The available Skaven classes are:
> Gutter Runner
> Engineer
> Packmaster
> Rat Ogre
Each of these brings special abilities to the battle and complements each other.
* While controlling a Skaven troop, the player takes on the form, abilities, and stats
of the Skaven. Access to inventory or character screens are disabled. Any loot
gained while in possession of the Skaven will show up when the player resumes
control of their own character again.
Zone Capture
The following changes have been made to the Zone Capture Mechanics
for all Tiers. New features and mechanics will follow this section.
* When a zone becomes contested, it will now start with neutral battlefield
objectives, one Order-owned keep, and one Destruction-owned keep.
Note: This is a change for the Tier 4 contested zones that are closest to
the cities as previously these zones would start with both keeps owned
by the defending realm.
* There are no longer NPC Guards, Sergeants, or Lords at any of the Keeps
or Battlefield Objectives. These have been replaced by a single flag capture
mechanic.
* The lockout timer for all Battlefield Objectives has been reduced to 5 minutes.
* Keep doors may now only be damaged by Rams and players currently
controlling a Skaven Rat Ogre. Rams are now obtainable at Keep Rank 4.
See the notes on Keep Leveling for more details.
* Zone Domination Timers have been removed.
* The Victory Point Pool as a victory condition has been removed.
* Siege pads have been removed. Siege is now obtainable starting at Keep
Rank 3 with additional Siege becoming available as the Keep increases
in Rank. Siege obtained in this manner, aside from the Ram, can now be placed
anywhere in the RvR Lake. Please see the notes on Keep Leveling and Siege
Mechanics for more information.
* Siege weaponry is no longer purchasable through Gold or Ordnance. Players
now obtain Siege from their Realm's Keep once it reaches Keep Rank 3.
* Keeps may no longer be claimed by guilds.
* The Underdog system will now work in relation to the new zone mechanics
detailed below.
New Zone Mechanics
* Battlefield Objectives have been modified in the following manners:
- Capturing and holding a battlefield objective will now gather resources
needed to level a keep. These resources are gathered over time and
progress can be monitored on the map or new RVR tracker.
- Resources are generated via a formula that takes into account rate of
generation and Resource Carrier travel times. As a result, the further a
Battle Field Objective is from the Warcamp, the more Resources the
Resource Carrier will deliver upon completing its mission.
- Once generated, the BO will spawn a Resource Carrier to take the
Resources to either the Warcamp or the Keep of the owning Realm.
Resources will not be credited to the realm until they arrive at either
the Warcamp or Keep. If a Resource Carrier is killed by the enemy
Realm before it can reach the Warcamp or Keep, the Resources will
drop to the ground and either Realm can capture them for a reduced
(25%) amount going to their resource pool.
- Resource Carriers are combat-unresponsive and will not deter from
their mission, but they can be killed. Resource Carriers are upgraded
at Keep Rank 1 (Armored Resource Carrier) and 2 (Mounted Resource
Carrier).
- Resource Carriers for both Realms will show up on the map and
mini-map tracker.
- Resource Carriers will deliver resources to the Warcamp or Keep when
given order or two minutes after spawning, whichever comes first.
* Keeps have been modified in the following manners:
- Players will now respawn inside their Keep. Once the inner Keep door
has been destroyed, players will respawn at their Realm's Warcamp.
- Resurrection is prohibited for enemy forces in the area around the keep
until the outer door has been destroyed. This only applies to Tier 3 and
4 zones.
- Claiming an enemy keep is now accomplished by successfully interacting
with the enemy keep flag. This can only be accomplished once both the
inner and outer Keep Doors have been destroyed.
- Keep Doors may now only be damaged by Rams and players currently
controlling a Skaven Rate Ogre. Rams are available at Keep Rank 4.
(see below)
- Leveling - Keeps will now level up based on Resource pools. As Resource
Carriers successfully deliver Resources or enemy deliveries are intercepted,
this pool will grow. The current progress of a Keep's Resource pool can be
seen on the map and the new RVR Tracker. Once it reaches enough
Resources, a Keep increase in Rank and new benefits will be made
available.
A list of benefits by Rank is as follows:
- Rank 0 - Default level; Grants respawn at keep ability.
- Rank 1 - Resource Carriers are now armored.
- Rank 2 - Resource Carriers are now mounted.
- Rank 3 - 2 aerial bombers are available
1 single-target siege weapon is available
2 multi-target siege weapons are available.
- Rank 4 - Ram is available
2 additional aerial bombers are available
1 additional single target
2 additional multi-target siege weapons are available.
- Rank 5 -1 additional single target
2 additional multi-target siege weapons are available.
* Siege weapons are now available in limited quantity based on the
Rank of the Keep. Siege weaponry will spawn at an upgraded Keep
and may be carried and placed anywhere in the RvR Lake. Because
of their limited nature and the need to place them by hand, these
siege weapons are considerably more powerful than previous siege
weapons.
* Rams operate similarly to siege weapons except they may only be
deployed in front of the enemy keep door.
* Aerial Bombers are a new mechanic that will allow players to make
a bombing run on the enemy keep. While on a bombing run, players
will be granted two abilities.
- Fire Bomb / Chaos Fire Bomb
- Lobs a fire bomb to the targeted location creating a pit of flame for
10 seconds dealing damage every 1 second to enemies who come
within 22.5 feet.
- Dismount
- A swift dismount that will hurl you to the targeted location.
* There is now a Victory Point pool for each contested zone. Unlike
its previous incarnation, . This pool will begin with the Victory Points
now refer to the pool of rewards that will be available to the
winner and loser of a contested zone. Battlewinners gets the lion
share of the rewards. As a battle wages on, the pool will push the
winner and loser percentages closer together. There will always be
an advantage for the winners in rewards, but if the losers hold out
long enough they will be rewarded appropriately.
* The victory conditions for the Tier 1 RvR Lake has been changed
so that it now only requires a Realm to capture and own all of
the Battlefield Objectives. Due to the nature of Tier 1, Battlefield
Objective NPC Guards and Sergeants remain when a Battle Field
Objective has been locked.
Scenarios
* With the removal of the Victory Point Pool mechanic as a condition
of zone capture, Scenarios will no longer contribute towards zone
capture.
General
* Reload time of Rams has been reduced to 5 seconds.
* Reload time of Supa-Chuckas, Cannons, Hellcannons, and Ballistae
have been reduced to 3 seconds.
* Ram damage has been revised and is now tied much closer to the
power result.
* Supa-Chuckas, Cannons, Hellcannons, and Ballistae have had their
damage increased.
* Organ Guns, Orcapults, Hellblasters, Ballistae have had their damage
revised. Targets closer to ground zero of the impact site will take closer
to maximum damage and targets further from ground zero will take a
reduced amount based upon the distance.
* Achieving 100% for Ram damage will always result in a critical strike.
Supa-Chuckas, Cannons, Hellcannons, and Ballistae can no longer
critically strike if the aiming reticle is less than maximum. Achieving
maximum aim will always result in a critical strike.
* Monsters that flag players for RvR when attacked will now also flag
a pet's master when attacked by a player's pet.
* When calculating the Renown worth of a player the player's effective
level will be used instead of their actual level.
* Action bars will now be disabled when players are using siege.
Combat and Careers
Renown Ranks
Due to the nature of the changes in this update, all Careers have had
their Mastery and Renown training refunded.
All Renown Ranks:
* The Renown ability training window will now function similarly to the
ability training window. By default, the window will show only the Renown
abilities that can immediately be purchased. To see additional levels of a
Renown ability, choose the 'show all' option, but all higher levels of a
Renown ability will require the previous levels before they can be purchased.
* All Passive Renown abilities are now available to purchase from the start.
Each Renown ability can have up to 5 levels of effectiveness. Each level
requires the previous level to be purchased.
* New Active Renown abilities are now available along with "Resolute
Defense."
Each Renown ability can have up to 3 levels of effectiveness. Each level
requires the previous level to be purchased and the initial purchase requires
Renown Rank 20.
The new list of Renown abilities and (number of levels) is as follows:
- Acumen (5)
- Blade Master (5)
- Cleansing Wind (3) -Requires Rank 20
- Defender (4)
- Deft Defender (4)
- Efficiency (2) -Requires Rank 20
- Expanded Capacity (3)
- Focused Power (4)
- Fortitude (5)
- Futile Strikes (4)
- Hardy Concession (5)
- Impetus (5)
- Improved Flee (2)
- Last Stand (2) -Requires Rank 20
- Marksmen (5)
- Might (5)
- Opportunist (4)
- Quick Escape (3)
- Reflexes (4)
- Regeneration (3)
- Resolute Defense (3) -Requires Rank 20
- Resolve (5)
- Spiritual Refinement (4)
- Sure Shot (4)
- Trivial Blows (4)
- Vigor (5)
Renown Ranks 0-80:
* Players that have purchased the Progression Pack will find that their
Renown gain has been boosted for Renown Ranks 0-80.
Renown Ranks 80+:
* Players now have the ability to progress past Renown rank 80 with
the purchase of the Progression Pack (Available at the EA Store).
* Similar to Ranks 0-80, each Rank past 80 will award an additional
Renown point to be spent on Renown training.
* Players will gain a +1 Bonus to All Mastery Levels at level 84, 88,
92, 96, and 100.
General Changes & Bug Fixes
* Pick Lock: This Renown Reward is now awarded at rr10.
* Booby Trap: This Renown Reward is now awarded at rr30.
* Bypass Defenses: This Renown Reward is now awarded at rr10.
* Siege Wrecker: This Renown Reward is now awarded at rr30.
* Fixed an issue where applying a Damage-over-time ability
immediately after using a Detaunt ability on your target would
not correctly remove the Detaunt Ability.
* Various abilities such as career stances and Auras are no
longer affected by cool down modifiers.
Bug Fixes:
Law of Gold: Fixed an issue that allowed this ability to affect enemies
around the target.
Balance Changes:
* Bombardment Turret: This Turret will now gain 100% of your Ballistic
Skill, 30% of your Weapon Skill, and 70% of your Wounds from item
bonuses.
* Flame Turret: This Turret will now gain 100% of your Ballistic Skill,
10% of your Weapon Skill, and 90% of your Wounds from item
bonuses.
* Gun Turret: This Turret will now gain 75% of your Ballistic Skill and
Weapon Skill from item bonuses and 50% of your Wounds from item
bonuses.
* Improvised Upgrades: Engineers will now gain this effect when
remaining in close proximity to their Turrets. This buff effect will grant
a stacking bonus of +4% damage done, increasing every 2 seconds,
up to a maximum effect of +20% after 10 seconds. If the Engineer is
no longer near their turret, this bonus will begin to decay at the same
rate, losing 4% effectiveness every 2 seconds.
Bug Fixes:
* Rune-Etched Axe: Fixed an issue that allowed this ability to hit more
than nine targets.
Balance Changes:
* Summon Blue Horror: This Daemonic Minion will now gain 50% of your
Intelligence from item bonuses and 100% of your Wounds from item
bonuses. Additionally, the Daemon's auto attacks will now deal
Elemental damage rather than physical.
* Summon Flamer: This Daemonic minion will now gain 75% of your
Intelligence from item bonuses and 75% of your Wounds from item
bonuses. Additionally, the Daemon's auto attacks will now deal
Spirit damage rather than physical.
* Summon Pink Horror: This Daemonic Minion will now gain 100% of
your Intelligence from item bonuses and 50% of your Wounds from
item bonuses. Additionally, the Daemon's auto attacks will now deal
Elemental damage rather than physical.
* Unholy Empowerment: Magi will now gain this effect when remaining
in close proximity to their Daemons. This effect will grant a stacking
bonus of +4% damage done, increasing every 2 seconds, up to a
maximum effect of +20% after 10 seconds. If the Magus is no longer
near their daemon, this bonus will begin to decay at the same rate,
losing 4% effectiveness every 2 seconds.
Balance Changes:
* All Mutations will now ignore the global cool down mechanism.
* Growing Instability: The tactic will now increase critical damage
dealt by 50%, and will no longer vary its effectiveness based on
health.
* Guillotine: This ability will now almost always critically hit, and
its base damage has been reduced.
* Impale: This ability may now be used from any position, and is
no longer restricted to rear-positional only. When used from
behind the target, the attack will bypass a portion of the target's
armor, based on the Marauder's Mastery. Additionally, this ability's
damage has been reduced.
* Pulverize: Increased this ability's damage, and reduced the
effectiveness of its block reduction.
Bug Fixes:
* Fixed various tooltip issues.
* Draining Swipe: Fixed an issue that caused this ability to
occasionally reduce the victim's Action Point regeneration more
than intended.
Balance Changes:
* Efficient Runecarving: Fixed an issue that occasionally prevented
this tactic from working in conjunction with "Potent Runes".
Balance Changes:
* Shrug it Off: Fixed an issue where this ability appeared to interact
with the Career mechanic.
Bug Fixes:
* Fixed various tooltip descriptions.
Balance Changes:
* Cull the Weak: This ability will almost always critically hit.
* Sundering Chop: This ability will now bypass a flat amount of the
victim's armor, based on the White Lion's Mastery, when used from
a rear position.
Balance Changes:
* Heart Render Toxin: Fixed an issue in which this ability received too
much contribution from stats.
* Masterful Treachery: Fixed an issue in which the effect from this
Tactic would, on occasion, be removed by friendly cleanses.
Bug Fixes:
* Fixed various tooltip issues.
General
* Stable Masters in Altdorf and The Inevitable City have acquired
new Mounts for purchase! Be sure to visit the Stable Masters in
both cities for a display of the new offerings.
Dungeons
* Thanquol's Incursion has begun! A new Skaven themed RvR dungeon
will now appear randomly during contested battles in the Tier 4 campaign.
Quests
* New epic quests are available at Renown Rank 95 in the capital cities.
Speak to Garfield Tannenbaum in Altdorf and Pyresta Ferros in The
Inevitable City.
* A number of quests that involve ORvR targets have been removed and
will no longer be able to be completed. These quests can be removed
via the Quest Journal if still pending.
Items
General Changes and Bug Fixes
* To reduce the number of vendors that players need to speak to for items,
we've consolidated the Renown, RvR Currency and Scenario Currency
stores. These stores now will allow players to view a wider range of items
via a drop down box on the store. The new stores allow quicker one-stop
shopping and have replaced the small army of Quartermasters in the cities.
* A new container item type has been introduced and utilized with the new
vanity pets and mounts that are available in the Personality Pack. This
container item type functions similar to a PQ bag, allowing a player to
choose an item from a select list when used. Once a choice has been
made the container object is destroyed and the selected item is added
to the player's inventory.
* To accommodate the addition of new armor and item sets into the game,
we've made the following changes to reward distribution.
- Annihilator: This Renown armor set is now exclusively available on the
RvR merchants and no longer costs alternate currency.
- Conqueror: This Renown armor set is now exclusively available on the
RvR merchants and no longer requires Conqueror Crests to purchase.
- Invader: This Renown armor set will now be attainable in Gold bags
rewarded for the capture of a Tier 4 Keep.
- Warlord: This Renown armor set will now be attainable in Gold bags
rewarded for the capture of a Tier 4 Keep.
- Sovereign: This Renown armor set is now attained in gold bags awarded
when victorious in Stage I of the City Siege public quest.
- Non-set armor and weapons previously awarded in Stage III of the City
Siege PQs are now found in Stage I of the City Siege PQs.
- Non-set armor and weapons previously awarded in Stage II of the City
Siege PQs are now found in Tier 4 Keeps.
- Players will now receive Warlord Crests as a reward for successfully
capturing an ORvR zone.
- Players will now receive Invader Crests for their efforts if they do not
receive a bag after successfully completing a Tier 4 Keep public quest.
- Players will now be awarded Invader Crests as the alternate currency
option inside all public quests bags from Tier 4 Keeps.
- Players will now be awarded Royal Crests from Stage I of the City Siege
PQs.
- The losing realm will now be awarded Royal Crests from Stage I of the
City Siege PQs.
* New armor sets and items are available from the quartermasters and
via drops in the game to accommodate Renown Ranks 81+.
* Scenario Weapon selections have been expanded to present options
for players that are Renown Ranks 81+.
* Tier 2, 3 and 4 Renown Gear merchants have had all of their items
updated with an increase in power and better stat combinations. In
addition, the armor is no longer restricted by career.
* New RvR mounts have been made available for purchase in
the City.
* The Warlord 7-piece bonus for Witch Elves will now remain active
after death.
* The Warlord 7-piece bonus for Witch Hunters will now remain active
after death.
* Funerary Shroud of Khutep: This item will no longer be able to hold
Soul Talismans.
* All Soul Talismans which grant the Soul Piercing effect have had their
proc chances and buff durations reduced.
* When inspecting other players that are using items with a mastery
spec bonus, the bonus will now use your own career if you're able
to use the item. If only one career can use the item, it will use that
career's mastery spec line; otherwise, a more generic "Bonus to
Mastery 1 Abilities" will be displayed.
* If a player is locked out of receiving PQ rewards and receives the
lockout reward the number of crests they receive will now be printed
in the chat log.
* Items which grant a Reduced Chance to Be Dodged will now correctly
display "Dodged" instead of "Evaded".
* Liniments will no longer be overwritten by lower level effects.
Art
Equipment
* A number of mounts game-wide have had their inventory icons adjusted
to better match the look of the actual mount.
* A number of weapons game-wide have had their inventory icons adjusted
to better match the look of the actual weapon
* Obsidian Warbow of Nagash and Obsidian Longbow of Nagash will now
function correctly in the Equipment Appearance system.
* RvR Weapons: The final round of RvR weapon art updates has arrived!
The following RvR weapons have been updated with new art (listed by
currency, race and weapon type):
- Recruit Weapons
- Dwarf: Spanner
- Greenskin: Bow, Spear
- Scout Weapons
- Dwarf: 2H Axe, Shield
- Greenskin: Spear
- High Elf: 1H Sword
- Soldier Weapons
- RR24
- Dwarf: 2H Axe, Gun
- RR29
- Dwarf: 1H Axe, 2H Axe, Spanner, Gun
- High Elf: 1H Sword
- Officer Weapons
- RR34
- Dwarf: Shield
- RR39
- Dwarf: 1H Axe, Shield
- High Elf: 1H Sword
- Conqueror Weapons
- Chaos: 1H Sword, 2H Sword
- Dwarf: 1H Axe
- High Elf: 1H Sword
- Invader Weapons
- Chaos: 2H Sword
- Dwarf: 1H Axe
- High Elf: 1H Sword
- Warlord Weapons
- Chaos: 1H Sword, 2H Sword
- High Elf: 1H Sword
- Royal Weapons
- High Elf: 1H Sword
User Interface
General Changes & Bug Fixes
* Emotes will now default to a player's hostile target if they have
both friendly and hostile targets selected. Previously it would default
to the friendly target if the player had both a friendly and enemy target.
* When performing emotes, a player can now specify which target to
direct the emote at. Players can now specify their desired target by
adding the appropriate text to the end of the emote. Adding "enemy"
or "e" to the end will force the emote to use the enemy target. Adding
"friendly", "friend" or "f" will force the emote to use the friendly target.
Ex. /wave friendly, friend or f will wave at the friendly target and /wave
enemy or e will perform a wave emote at the hostile target.
* Live Events will no longer give updates that say they are active every
time a player zones.
* Fixed an issue where scores of over one million on the scenario
scoreboard would not read correctly.
* Removed an erroneous tooltip that would display on the War Report
window under some circumstances.
* Fixed an issue where action bar bindings that used a modifier key
would also activate the key binding without the modifier.
* When deleting a character, a new character on the same character
page will be auto-selected instead of a random character.
* The cross realm lockout timer will now display using only the greatest
time unit rounded up. For example 1:35 will now display as 2h.
* Corrected an issue in pre-game where returning to the server select list
would display an error message.
* Corrected an issue where consumable items could be used inadvertently
when moving their action bar icons around.
* Corrected an issue where abilities or items placed in the 12th
hotbar slot would not persist across play sessions.
* Corrected a display issue in the Mastery Training window that made it
appear the user spent multiple points on the same Mastery ability.
* When viewing quest or influence rewards, the reward will now include
the quantity rewarded on the reward picture.
* The trophy "move right" button is now clickable.
API Changes
General Changes
* Career enums have been renamed to match the correct names.
- - GameData.CareerLine.WARRIOR -] GameData.CareerLine.MARAUDER
- - GameData.CareerLine.SEER -] GameData.CareerLine.WHITE_LION
- - GameData.CareerLine.SHADE -] GameData.CareerLine.BLACKGUARD
- - GameData.CareerLine.ASSASSIN -] GameData.CareerLine.WITCH_ELF
- - GameData.CareerLine.BLOOD_PRIEST -] GameData.CareerLine.DISCIPLE
* Zone Control Details (breakdown between objectives, scenarios, PvE,etc.) have been removed.
- - Function GetZoneControlDetailAmounts() has been removed.
- - Event SystemData.Events.ZONE_CONTROL_DETAIL_AMOUNTS_UPDATED has been removed.
* Zone Domination/override system has been removed. The timer part of the functionality is still used to display generic timers underneath Battlefield Objectives, and has been renamed to match its new use.
- - Function GetCampaignZoneData() no longer returns overridePoints.
- - Function GameData.GetObjectiveData() no longer returns overrideTime.
- - Event SystemData.Events.OBJECTIVE_OVERRIDE_UPDATED has been renamed to SystemData.Events.OBJECTIVE_MAP_TIMER_UPDATED
- - Function GetZoneObjectivesData() return value objLockdownTimer has been renamed to objMapTimer
* Several changes have been made to map icon related functions.
- - Function GetDefaultMapPointIcon() has been removed.
- - Function GetKeepData() no longer returns id or rank.
- - Function GetMapIconData() now has fewer return values. The new usage of the function is:
- local textureX, textureY, sizeX, sizeY = GetMapIconData( iconNum )
* Several changes have been made related to new Item Containers:
- - Function GameData.InteractData.GetPQLootList() has been renamed to GameData.InteractData.GetItemLootList()
- - Function ItemContainerLootItem() has been added. It works the same as PQLootItem() but for item containers.
- - Event SystemData.Events.INTERACT_SHOW_ITEM_CONTAINER_LOOT has been added. It is the same as SystemData.Events.INTERACT_SHOW_PQ_LOOT but for item containers.
* Several changes have been made related to new Item Store Categories:
- - Function GetStoreCategories() has been added. It returns a map of valid categories. The key is the category ID (number) and the value is the category name (wstring).
- - Function SwitchStoreCategories() has been added. It takes a number which is the category ID to switch to.
- - Function GetStoreData() has an additional return value, selectedCategory, which is the active category ID.
* - ListBoxes displaying numbers in comma mode will work properly for numbers over a million.
* - The flags argument to an OnLButtonUp or OnRButtonUp handler will now have the value SystemData.ButtonFlags.GAME_ACTION if it came from a game action.
* - Added GameData.Player.gender which has the value of GameData.Gender.MALE or GameData.Gender.FEMALE.
* - New bonus type GameData.BonusTypes.EBONUS_FORTITUDE has been added.
* - Added GameData.Player.isInRvRLake (values: true/false)
* - Added event SystemData.Events.PLAYER_RVRLAKE_CHANGED which fires when you enter or leave an RvR lake.
* - Added GameData.Player.battleLevelWithRenown. This is similar to GameData.Player.battleLevel but includes bonus adjustments for being over Renown Rank 80.
* - New MapDisplay type SystemData.MapTypes.RVRTRACKER has been added. A map display of this type will display Keeps and Battlefield Objectives in the zone's RvR lake.
* - Added GameData.Player.isPlayAsMonster (values: true/false)
* - Added event SystemData.Events.PLAY_AS_MONSTER_STATUS, fires when player switches into or out of Play as Monster mode.
* - Added NifDisplaySetTranslation function, which allows for dynamic changing of the Translation on a MapDisplay.
- Example:
- local xTranslation = 10
- local yTranslation = -50
- local zTranslation = 150
- NifDisplaySetTranslation( "NifDisplayName", xTranslation, yTranslation, zTranslation )