Darkfall gold went live on February 26, 2009, 9:00 AM GMT +1, twelve hours after the announced launch time.
They try and release these massive free expansions that up to this point have never worked out once, they can’t even release a minor patch without having to spend two days fixing it.
Take the issue with magic for example. Instead of trying to implement tons of things at once they should be patching every week with small balancing features. They could have made the following changes every other week starting at the time they put out the last expansion and probably have a far better balance model than a massive cluster fuck of an expansion will bring.
Week 1: Add archery specialization for jumpshooting.
Week 3: Reintroduce the non conflicting magic schools rule.
Week 5: Reduce damage outside of a certain range of and large nukes splash.
etc etc, let’s face it, the devs don’t have any kind of test server that would ever simulate a real game environment and trying to produce these massive patches is just fail because of it. They can’t possibly test all the features in the ways they will be used in game.
We all know we are playing beta still and paying for it, we should be able to test minor increments of change instead of AV just messing it up more with massive overly complicated changed across all the systems at once.
AV your development method has already failed, how about trying something new, something that would keep players happy with constant updates. If you want to claim to be a small indie company you need to develop like one.
It was also reported by Aventurine that there were problems with the pre-order system. As a result of these problems, customers were awarded with 4 days free game time.
Hey,guys.Today darkfall gold will show new patch for you!
More adjustment’s to the last main patch:
The following issues were addressed in today’s patch:
- A bug that made AI become unresponsive
- A bug where some magic schools skilled up to quickly
- Debuffing monsters will give you less gain than before (buffing and healing monsters doesn’t skill you up faster than players)
- An issue where a group of players were unable to spawn at their hamlet
It is a good news ,right? I think you will enjoying it ,thank you!
- A bug where Air Magic wouldn’t skill up with the same speed as other schools has been fixed
- There were problems with some monsters that have been corrected
- Some players couldn’t advance past the loading screen and this has been fixed
- Fixed a problem with sithra use off mounts
- Heal mount cooldown has been reduced significantly
- Fixed problems some players were having with books and scrolls
- Some arrow protection has been added to mounts.
I think the game will be better when it patch! Enjoying it,darkfall gold !! Come on,baby!!
This patch was sent on September 2nd 2009!
It is prepared the ground for Darkfall’s October Expansion. All the changes implemented have been carefully considered and balanced before introduction into the game.
Ships
Darkfall’s October Expansion brings massive changes to the naval combat landscape. We take the first steps in this direction in today’s patch:
- Damaged ships will now move slower. This makes it harder for ships to run away and de-spawn when they are severely damaged.
- All ships have had their hitpoints significantly reduced. This change will bring balance and more of a challenge to naval combat.
- Most ships are now cheaper to produce. This excludes high-end ships for now.
- Trying to unsummon a ship while it’s taking damage or being repaired will now break the unsummoning.
- If you attack a ship you could go rogue depending on the status between yourself and the player controlling it.
Warhulks
- Damaged warhulks will move slower
- Trying to unsummon a warhulk while it’s taking damage or being repaired will now break the unsummoning.
- If you attack a warhulk you could go rogue depending on the status between yourself and the player controlling it.
Crafting
Skill gain in weaponsmithing has been enhanced: Creating higher rank weapons will now make your skill increase faster. This change will make it more rewarding for crafters to involve themselves in creating higher rank weapons.
Visual and Worldbuilding Updates
There have been many visual updates to the environment (boulders, vegetation etc.), also updates to the Chaldean props, to Dwarven Stone Walls, and to many props around Agon.
There have also been worldbuilding improvements and updates to the following areas:
- Zahnal
- Shargal
- Sorgom
- Velmuna
- Zirdna
- Dun Amsharra
- Fahral
- Kir Janu
- Saenal
- Niasha
- Nerghum
- Aderghum
Weapons / Items
New one handed clubs have been added to the game
- Spirit Club
- Manus Dei
- Bonecrippler
- Composit Club
- Enigma
Durability has been increased for the following transmutation staffs, to align the item’s value and resource cost with the item’s lifespan.
- Sarracenia
- Cursecaller
- Bonestaff
- Tyrantsmight
- Rod of origins
- Staff of legend
- Draunadan
- Snakeskin
- Corpsecall
- Darkheart
New elemental bows have been added to the game:
- Ravenous
- Flametrail
- Bolt Thrower
- Snowfall
Arcane protection has been added to necklaces
Arcane protection has been added to rings
The inventory of chaos chests has been upgraded
If you attack a cannon you could go rogue depending on the status between yourself and the player controlling it.
The shield blocking damage reduction bonus has been reduced to 80%
Magic
Accessibility/ UI / Controls
The following are just a few of the many planned improvements to Darkfall’s accessibility, User Interface and Control system.
- Added first person animations for bows, grenades and magic staffs when running and walking. You can now see what you’re wielding.
- Clicking on a player’s name in chat will now open a message tab for that player
- When you are buying in bulk you can now type in the number of items you want
- We have increased the max number of items you can buy in bulk
- Fixed several bugs having to do with the visuals of an inventory.
- Fixed a bug where on rare occasions a player could get one of his old characters restored.
- Corrected a bug where sheathing a weapon before a missile would impact would cause a damage miscalculation.
- A “follow me” button has been added to the world map. This will make the world map always center on you.
- Corrected some party member window issues having to do with dragging the window.
- Auto-sheathing of weapons has been added when pressing the use key on an object (e.g. gravestone, mount etc.)
Village System
- Village Control Points now give 20% more gold output.
- Village Control Points have had their health reduced by 25%
- A global message will be issued 30 minutes before villages go vulnerable.
Monsters / AI
- Fighting against monsters will now approximately triple the skill gain compared to that against player characters
- Getting hit by monsters will approximately triple the skill gain (i.e. resistance) compared to getting hit by player characters
- There have been several upgrades to AI tactics and monster behavior making them less likely to be exploited.
- If you attack a mount you could go rogue depending on the status between you and the player controlling it.
Environment System
There was a bug where some areas weren’t seeing enough weather effects like rain and snow and this has been fixed.