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Our members have made a total of 9347 posts We have 3484 registered members The newest member is AnalTeen Most users ever online was 197 on Jan 7 2004, 05:50 PM |
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Merry Xmas |
| Posted By: PlayerX @ Dec 25 2005, 04:34 AM |
Merry christmas, and may all your iPods, 7800GTXs, cars, motorbikes, games, XBOX360s, CDs, etc. arrive in little multi-coloured boxes in great abundance.
BTW. You've probably all already guessed by now that Dark Ages won't be coming back. |
| Comments: 2 :: View Comments |
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Game Over, Man. Game Over! |
| Posted By: PlayerX @ Oct 19 2005, 08:12 AM |
Dark Age has been shut down. As many of you know there has been no-one playing, for various reasons. The game needs some serious work to make it attractive to play and until that work is done it seems pointless maintaining a ghost town. I'll report back sometime around mid-December on whether the game is getting an overhaul, or has been shelved.
See y'all then, and thanks to all the Dark Ages supporters everywhere for their efforts. |
| Comments: 6 :: View Comments |
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V1.80 Clients Now Required. |
| Posted By: PlayerX @ Oct 13 2005, 03:59 AM |
This could be good, this could be bad, depending on your point of view. V1.80 clients are now required to play Dark Ages.
I have taken note of the concerns many of you have had with Dark Ages forcing the use of the most recent client, so from here on in I will be trying to support all client versions from V1.80 on. How hard could it be?  |
| Comments: 0 :: View Comments |
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Stealther Nerf. |
| Posted By: PlayerX @ Oct 10 2005, 11:59 AM |
It seems there has been a lot of bad feeling about the number of stealthers running around, especially given the low numbers that play Dark Ages. So once again I've found myself having to nerf stealth. This is what I've come up with.
There is now a limit of one stealther per eight players per realm while in an RvR zone (which at the moment is only Thidranki). Stealthers can still enter the zone and operate normally, however their stealth ability will not work. Stealthers are entered into a list, first-come-first-served, so once player numbers start to rise the ones who entered the zone first get granted their stealth ability first. Similarly they are also the last ones to lose their ability when the numbers decline. Think of it as a grandfather clause.
To compensate somewhat those stealthers who have lost their use of their stealth ability, while the ability is disabled your evade level is raised by two points. So if you normally have Evade 4, this'll be bumped up to Evade 6 while you do not have your stealth ability. This evade bonus disappears once you regain your stealth ability.
You'll get told when you gain/lose your stealth ability. But to help you plan for this everyone will now get told of players entering and leaving their region.
This is an experimental system, so by all means let me know what you think. |
| Comments: 15 :: View Comments |
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We're Back. |
| Posted By: PlayerX @ Oct 8 2005, 11:57 PM |
Nothing major is new. Even though the game was on hiatus for some time, I only actually did any work on it over the past week because before that I still didn't know whether to bother with it. This week I concentrated on getting the classes more functional and closer to the live game as the following fixes show:
- Dark Ages now requires DAoC V1.79 to run.
- Added support for buff shears, PBAoE buffs and RvR shield buffs to Shaman Augmentation line, Cleric's Guardian Angel line and Druid's Nuture line.
- Skalds' DDs were still on the old 2003 tables. They're now 15 second recast and the new high-level DDs have been added.
- Replaced Skald's separate resist chants with the new amalgamated chants.
- Wizard's Calefaction Damage-and-Snare now has a three second cast time.
- Added group power regen buffs to Sorcerer and Mentalist.
- Added the extra single target Disease spells to the Cabalist's Essence Manipulation line.
- Wizard's Liquifaction Damage-and-Debuff now debuffs by the proper amount.
- Adjusted the cast time of the Healer and Shaman base-line group heals to match modern DAoC.
- Reduced the cast time of Healer's Greater Heal and Group Heal lines to match modern DAoC.
- Made Amnesias of Bard and Sorcerer insta-cast.
- Halved Nightshade's Insta-DD range to match modern DAoC.
- Increased the value of the Ranger's AF and Dex/Qui buffs to match modern DAoC.
- Added Friar's Heal-Over-Time line.
- Reduced the cast time of Bard's and Druid's group heals to match modern DAoC.
- Increased range of Cure Disease and Cure Poison spells.
- Added Cure Disease and Cure Poison to Warden.
- Reduced cast time of Runemaster's Runes of Destruction AoE Damage spells.
- The Champion's Snare spell will now break in combat (okay, this one was a long time coming, sorry).
- The dead will no longer affect a Stealther's ability to stealth.
- Increased value of Thane's Str/Con self-buff to match modern DAoC.
- Increased duration and decreased power cost of Thane's self-buffs to match modern DAoC.
- Reduced power costs of Thane's DDs to match modern DAoC.
- Added extra disease spells to the Shaman Subterranean line.
- Added extra disease spells to the Eldritch Vacuumancy line.
- Previously weapon damage was not taking into account the quality and condition of the weapon. This has been fixed.
- Adjusted Armor Factors to be closer to the live game.
- Less negatives will be noticed in melee hits against enemy players. The amount of damage you do hasn't gone down, but what is reported to you has changed slightly.
- Re-examined melee combat formulas and made some bug fixes. Melee damage should now be down to more acceptable levels.
- Misses and resists reduced a bit.
- For some weird-ass reason empty character slots now feature green-and-white worms. I waited till I was sober just to make sure, but they're definitely there, at least on my client. Don't ask me why. As they don't affect anything I haven't bothered to try and fix this just yet. I'm guessing it has something to do with another protocol update in preparation for Darkness Rising.
- Paladin chants power usage should be closer to live now.
I haven't had a chance to do much testing so there may be some stupendous bug introduced that'll cause the game to be unplayable - keep that in mind. The play level is still 24 unfortunately. I was going to bump it up until I realised something; I don't actually have any armour in-game higher than level 25 or so. Until I get that sorted we're kinda stuck on this lowbie level.
Notice in the fixes that I discovered a couple of bugs with melee so melee damage will be different. Magic damage is currently not right but it's close - I'll prolly fix this next.
Unfortunately Theurgists once again could not be with us today. Just didn't have time.
Assassins; poisons are still not done, so don't bother with Envenom. And just cos you can see your realm-mates from miles away doesn't mean your stealth isn't working. The enemy can't see you from that far.
A lot of classes still have something missing or other missing. To the newcomers, no expansion classes have been implemented as yet.
I think that's it. Please keep the bug reports coming.
Chur. |
| Comments: 13 :: View Comments |
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Dark Ages Back This Weekend. |
| Posted By: PlayerX @ Oct 3 2005, 01:25 AM |
I'll be bringing Dark Ages back this weekend, the 8th of October at around 20:00 EST, give or take a few minutes. |
| Comments: 20 :: View Comments |
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Hiatus. |
| Posted By: PlayerX @ Sep 12 2005, 01:07 AM |
It is clear Dark Ages is not popular the second time around so I have put the game on hiatus pending a decision on whether to spend the time modernising and bug-fixing the game, or to just shelve it. It is a tough decision because there's a fair amount of work to be done on it, but it still may not get played. On the other hand, it is clear Dark Ages is lacking in features that other emulators offer due to its age.
If today does turn out to be Dark Ages' last day, at least it served its purpose of achieving a little nostalgic value, and it'll die with the honour of being cutting edge once upon a time. |
| Comments: 24 :: View Comments |
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Minor Changes |
| Posted By: PlayerX @ Sep 9 2005, 08:09 AM |
Dark Ages has moved to New Thidranki. For those characters logged out in Lion's Den, you'll need to port to your home city via the portal stone at the player keep, then exit again to get to Thidranki. Unlike Lion's Den, however, the central keep is not currently able to be captured. |
| Comments: 4 :: View Comments |
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Back. |
| Posted By: PlayerX @ Sep 2 2005, 03:38 PM |
- Fixed a server crashing bug relating to Damage-Over-Time effects.
- Will no longer get "I don't know that command." when using /filter.
- /invite <playername> command has been added. <playername> can be a partial name.
- /disband command added.
- /makeleader command has been added.
- V1.78 client is now required to play.
- Removed the experimental interrupt system due to its extreme suckiness. Spell interrupts are more like DAoC now. A side effect of this is you should no longer be able to get off your spells after being mezzed/stunned.
- Reduced spell resist rates. Spells were being resisted a bit much previously.
- Resists were topsy-turvy. Resists were actually making you easier to hit instead of harder. Fixed.
- The "Your cast was interrupted!" message should no longer be spammed when you're interrupted.
- NPCs can no longer be mezzed if below 90% health as per DAoC.
- Holy keeps Batman! Hopefully we've seen the last of the half-built keeps.
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| Comments: 5 :: View Comments |
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Maintenance. |
| Posted By: PlayerX @ Sep 2 2005, 09:37 AM |
Server is down for maintenance. (As you can probably guess from the "CRASH" message on the left-side of the screen). |
| Comments: 3 :: View Comments |
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