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Patch 1.5

mediumj
mediumj
Niveau 5
11 août 2007 à 17:42:39

y aurait il une ame charitable pour traduire les derniers aspects du patchs 1.5 svp? pour ceux qui n´ont pas un niveau "bilingues" en anglais??

merci (en fait juste quelqu´un pour donner les modif générale évoquée dans chaque post de dgb 1986,sans tout les détails, mais un petit peu tout de meme ^^)

dgb1986
dgb1986
Niveau 7
11 août 2007 à 19:24:23

Update 7 (10. August 2007)

LESS cluttered minimap - I am not entirely sure, that it´s really the case, but I seem to be finally able to navigate solely with a minimap. It´s still uncustomizable, but it seems to only show what´s really near the player.

Skill bonuses back in business - The rings and robes with +to some school are back from the dead. This is important, cause while they seem to add feebly(+1/+2), they count in spell requirements and spell power. The skill bonuses are really varied and again more logical (an attempt in 1.4 still resulted in illogical skill bonuses, like +to archery on plate armours). On the other hand, magic staves have been repaired and now add 1 to a school level(no infos yet on how it goes - if it goes - beyond the maximum level). Archmages staves DO NOT offer +to school, only lower staves (with appropriately lower willpower/school requirement).

Magical vendors are selling interesting stuff - it appears, that magical vendors sell - apart from the previously mentioned boosters and add damage gems - also the enchanted items. What´s so interesting about it? These are no longer just robes staves or rings. It can now be anything, from magical quivers, to enchanted armour. What´s really important, they sell it at very low levels, even when other traders are not yet familiar with the enchanted equipment.

dgb1986
dgb1986
Niveau 7
12 août 2007 à 21:42:02

Update 8 (11. August 2007)

New Old Boosters - all boosters are now sometimes available at vendors, thus they have been reduced in stacks. While first of each will - as before - affect given entity by 20% or 2, each next one will add 10% or 1 to this number.
The progression now looks like this:
1 card: +20%/+2 to entity
2 cards: +30%/+3 to entity
3 cards: +38%/+3 to entity
4 cards: +44%/+4 to entity
5 cards: +50%/+5 to entity
6 or more cards: same effect as 5 cards. No further increase. Tested on: summoning booster, damage booster, mana saver.

Paralysis? What paralysis? - so you enter the arena.... you smile viciously as your pumped-up, iron-clad, undefeatable warrior opponent charges at you... Then, with a single finger flick, you break his stride by few simple spells... like, say, Dead Hands... or Freeze Wave... or Chains... And now you have him, surely, now he will fall from your mighty Necropower!
NO!
This time, first hit of anything damaging(spell, melee, archery, summons...) - and the frozen/immobilized being is FREE - the spell is broken! You can cast it again, sure.... But you won´t be able to bash completely defenseless target... Munchkins in multiplayer MUST DIE!
PS. All this works in similar fashion in Singleplayer. Now those spells function solely as crowd control, or selective foe-browsing .

Quest update: Karga Clan Camp- The entrance to Karga Clan Camp is now exploit-proof. The teleport is located OUTSIDE of the camp, and additional precautions were taken against "teleport-spoof" to obtain a Relic Frame too early in the game.

jerem2121
jerem2121
Niveau 5
13 août 2007 à 20:11:53

:salut: dgb1986
merci pour ta traduction en français :ok:

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