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Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs.

Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Similarly, the Trading Post listed some craft mods that were deprecated and not dropping — these have also been removed as list-able on the Trading Post. We removed some deprecated and nonfunctional craft mods from drop lists. If you possessed one of these items, it has been changed to a different, functional item: Starmetal Arcanist's Charm has been converted to Steel Arcanists's Charm.

Squirming Vines has been converted to Tangle of Writhing Briar. Writhing Vines has been converted to Clump of Writhing Briar. Thrashing Vines has been converted to Clump of Writhing Briar.

Shard of Wyrdwood Resin has been converted to Resin Shavings. Chunk of Wyrdwood Resin has been converted to Resin Shavings. Vial of Wyrdwood Sap has been converted to Vial of Sap. Draught of Wyrdwood Sap has been converted to Draught of Sap. Fixed an issue that caused attribute mods to not be usable as an ingredient when crafting repair kits.

Fixed an issue that caused repair kits to charge a coin fee when used. Added notifications to the sending player to let them know their invites or requests are blocking when sending to a player actively using streamer mode. Salvage and Repair Added a tooltip on damaged gear indicator explaining how to repair. Added the damaged gear indicator to the inventory screen when a player has damaged gear.

Added a tutorial pop-up to better explain repair parts. Notable Bugs We now prevent players from locking in player-to-player trades that would result in inventory overflow. Players near the coin cap are prevented from doing trades that would cause one player to exceed the cap and therefore lose coin. Added a quest icon and highlight animations to crafting items that are required for quests. Fixed a bug that caused titles to be reset after each game update.

Added proper icons to a number of items that were missing icons in the Trading Post. Leaving a group during a War caused you to leave the War without warning. Players can no longer leave groups during War, but they can leave the War after confirming they want to do so. Fixed a bug where sometimes the tier of crafting and refining stations shown on the map flyout were wrong. We now show an icon to members of your own faction when they are flagged.

This should help players determine if they have nearby reinforcements or sufficient numbers for a PvP engagement. If foreign language strings are missing, it will no longer show debug strings, it will show the English text instead for better context. Update: Our team included these additional fixes in the Into the Void update. Fixed an issue where chests in Lazarus Instrumentality and Garden of Genesis were not properly contributing to the high water mark system.

Fixed issues preventing Gear Score Arcana Weapons from being crafted. T5 Weapon Smithing pants now drop from the named enemy "Entropy" which enables players to complete their full set of Weapon Smithing apparel. Thanks for your support! Amazon Games have posted a huge update on many, many current known issues and player concerns surrounding New World, going into detail on how each one is being handled.

We are getting pretty in-depth information on what's happening with some of the most important topics lately - server merges and a potential minimap addition, as well as server transfers, how luck works, issues with quest design overall, weapon balancing and a lot more! Server Transfers Our top priority with server transfers is to address the edge cases that have blocked players from using their free transfer token.

These edge cases require manual investigation and intervention. To those players who are waiting to use their tokens until these contracts are resolved, a recent service change should have unblocked those with invisible open contracts. There is an outstanding issue with transfer blocks due to pending contracts which our team is working to resolve. The first round of server transfers provided a lot of lessons for us to learn from, and we apologize that it has been at the expense of some of you joining your friends on a server of your choice.

After transfers have been unblocked and our investigations into these cases are complete, we are looking to provide a second round of server transfers.

We will keep you updated if that changes. Region Transfers Our team is gauging interest in cross-region transfers. If you are interested in moving your character to a different available region for example, your character is in EU Central but you would like to transfer to a world in US East please add your details to this forum post It is important for us to get a solid understanding of what is most important to you, and how impactful this feature would be for everyone when making roadmap decisions.

This is a feature in development, meaning that alongside your input and development, we need to perform validation and scale testing to reduce the chance of edge cases. Server Merges Server merges are on the horizon.

But what does this actually mean? There are a few action items that need to be addressed before we are confident that merging worlds will be a net positive experience for our players. We need to test our technology. We had tested world merges in Closed Beta which caused a persistence issue that has since been resolved, and we continue to test merges with our team and non-public worlds.

Since Beta, we have addressed issues as they arise, and have added quality of life changes like a countdown timer for worlds set to merge. When we are ready to take this technology to your worlds, there are a few things we look at in order to determine if the world is a candidate for merge, including but not limited to population size and overall engagement. Tactically, worlds are merged within a world-set.

This allows us to streamline the merge process by removing the requirement to check for multiple characters per player this is why only one character is allowed per world set , as well as checking language recommendations recommendations are made at the set level. But there is more nuance to these merges. While we cannot guarantee exact matches, we make every attempt to choose worlds for merge that are complementary.

Players on worlds identified for merge will be informed in advance of the plan. Players with characters on a merge candidate world will not lose their progress including gold, items, faction, and company ; however, territories will belong to the companies on the partner world.

For example, if World X is confirmed as a merge candidate, and World Y is identified as the partner world: Players on World Y are not impacted, other than an influx of players on the world.

World Y territory ownership persists after the merge. Companies are compensated 50K Coin, which is 3. World X characters are relocated to World Y - characters, companies, housing, gold, and owned items remain intact, but territory ownership will not persist on the new world.

At this time we are not offering transfers to players after a world has been merged. This position may change as we learn more. We recently fixed a bug where, if many players from a faction all turned in PvP missions at the same time, the influence was applied to the race, but not credited to the company. That fix seems to have resolved most cases of this; if you are aware of other issues please let us know.

We have also received a few reports of players being unable to select a tier of war camp. We are investigating why this is occurring but have not been able to track down the issue yet, so no timeline for a fix yet. Luck Thanks for your questions and feedback regarding our luck system! There are two ways we interpret luck: An overall scale that you can think of as a ratio of when things occur or a percentage chance to occur. A relative scale that has a movable odds range based on other values we add into it.

Things like enemies and searchable containers use Method 1 above, where anything in their drop list can occur, and your luck stat increases the likelihood of you getting the less common items in the list. There are entire sets of items that drop less frequently than other sets, and equipment is a great example of how we do this. Rarer still are the more context-specific Expedition sets and Named Items.

Common items have the broadest possible perk roll variety, Family sets have slightly more narrow perk roll variety and a higher chance to roll perks, and Elite sets only come from Gold-Bar elite enemies and have narrower perk rolls and an even higher chance to roll perks.

Gatherables but not Fishing use method 2 above. As your Luck stat increases, it gradually enables new items to drop from the tables.

This means that if your luck values are totally unmodified, there are some items in those tables that it are impossible for you to obtain without a bonus. We also use it to plant little surprises and new things to find as you level your gathering skills!

If you only increased your luck by , you would have a 0. With gatherables in particular, increasing your gathering skill adds base luck to your roll, with Level granting a total bonus of to your base rolls. Thanks for the interest in our luck system! It was fun to answer it. See you in Aeternum! Incentivizing Players to Join a Less Dominant Faction To help balance factions we currently have 2 mechanisms in place. First, we give underdog factions extra influence to give them a better chance at earning the right to declare war.

Second, we do not allow players to switch factions to the dominant faction. Very soon, we will be reducing the time between faction switches from days to 60 days, which should help move some people into underdog factions. A couple of the options we have discussed are gameplay buffs to underdog factions or a more target incentive to groups within the dominate faction to switch over for rewards if they successfully capture territories.

Let us know what you think would most incentivize you! A bug becomes an exploit when players use it intentionally, repeatedly, or both to obtain an advantage over normal game behavior. An example might be a spawn bug. A player stumbles upon a sequence of actions that cause the creature to spawn instantly. The first time this happens is a bug. If you have to ask many questions past this common sense layer how many times?

There are far too many variations here to cover with a blanket rule. How do we penalize on players deliberately utilizing exploits to win wars or farm gear? Usually our course of events is to suspend players temporarily first, then switch to banning if the behavior repeats. There are particularly egregious cases where we might fully ban even on first event, if we felt there was sufficient evidence it was done deliberately.

Both of these issues are separate from use of third party software to gain advantage in game. That is not a bug, and a player who is doing this should expect to be fully banned as it against the TOS. There are many ways we want to improve the quest experience in New World, but your input is essential for helping us set priorities.

Additionally, there have been several specific issues with long spawn times and excessive difficulties with some named enemies in both the main story and side quests. The good news is that many improvements are already in-progress. A sample of some of the efforts under way right now: New task types integrated into existing quests in the main storyline, including wave events, destructible objects, and some light traversal mechanics More enemy variety and improved spawn scaling Major Enemies in the Main Story Quest Series adjusted to more appropriate difficulty i.

Some quest gating improvements to allow for more optimized travel times Tracker and Map updates to differentiate the various types of quests and missions The new storyline associated with the Varangian Knights, which will play out further in future releases New presentation methods to highlight major story moments in the game We will also soon be releasing new quests to progress the main storyline through the showdown with the Tempest, along with some hints about where the main storyline will go in the future.

New World is different than other MMOs. Advancing skills like Mining, Leatherworking, and Cooking will unlock new quests at various thresholds. These opportunities to track down and meet with masters of your chosen weapon type will lead to new personal stories and challenges for each weapon and of course, new unique weapon rewards.

New Expeditions and Features New Expeditions and Features released in coming months will also introduce new stories and quests to accompany them. We hope these goals and this direction are as inspiring for you as they are for us. We continue to welcome your feedback and input as we go forward.

We are looking forward to exploring the potential of Aeternum over many years. Our intent is everything the players encounter feels exaggerated and dramatic yet still believable; offering a sense of the familiar but also of otherness. Beyond just historical accuracy, we seek to bring to life how it might feel living on a supernatural island dealing with the various magical forces and dangers it contains. Like our players, our narrative brings people to this island from all over the world and we want our characters and gear to reflect that wide diversity.

We also believe strongly in player expression and giving players a wide range of options, looks and styles to choose from. Looking ahead we intend to continue adding more outfit variety both in cultural and narrative driven looks; some more grounded, historical and functional while others may feel more whimsical or supernatural in nature.

Finding that balance is something we continue to experiment with for each outfit. Artistically we gravitate towards making a dramatic statement rather than risk being too safe in our designs. This approach may result in a few elements that feel outlandish to some but often will land us in a much more evocative and interesting visual space that we hope feels unique. We also intend to continue adding variety in outfits that offer a more feminine or masculine look that can be worn by all body types.

As for character creation looking further ahead we have a few plans for how we can expand the available options as well as offer new ways to customize your character. Our goal is for players to be able to create a character that they can relate to and that fits the personality they want their character to convey. Right now creating a mini-map is not a high priority for us as we have other items we feel are more pressing. We feel the compass fulfills the needs, fits the setting, promotes exploration, and supports combat.

Diving in to some specifics, a big part of our combat is situational awareness and the addition of a minimap may compromise this in a few ways. First, we are concerned that eyes may be planted on mini-maps as opposed to the play space.

Second, if there are any combatants AI or Players on the mini-map, it could change how the game is played. Another concern is that players may play the mini-map or at least stare at it as opposed to the game world which could have a negative effect on immersion. Once implemented, the desire for more efficiency will likely drive to adding gameplay elements like nodes active and in-active , local wildlife, and players.

Then gameplay could become more about efficiency and less about getting lost in Aeternum. Aeternum is built with landmarks, roads and vistas to drive exploration, not to mention key elements might be off the beaten path. If we had a mini-map, it could change open world behavior and potentially remove the natural exploration that happens now in the game.

On the technical side, you may wonder how a third party can quickly do this and the dev team says it is going to be more work. The reason is that the dev team has a minimum spec that we are committed to supporting. This will require rendering and art work to ensure it is performant.

We will continue to follow the conversation, gather more information and will periodically re-evaluate our position, as we do on many decisions. All that said, we have discussed the matter with Overwolf and have decided to not penalize mini-map mods from this 3rd party, provided that they stick to the following rules: As a general rule, the mini-map follows exact rules of compass and cannot give players an advantage of any type over the compass. Show quests as they do on compass At this time we can confirm that we have not banned anyone for using the mini-map mod from Overwolf.

In the future, we may change our position on this and decide to add a mini-map or change our position on allowing Overwolf. If we were to change, we would give plenty of notice along with a designated grace period where would not ban players for continued use, but would take action after that grace period has ended.

To achieve that, we give players a lot of power to form organizations, take over territories, and manage town policies. In the future, we would like to give players more information like a company leger and more ways to control access like the ability to chose company permissions.

This should give players better tools to find and avert loss. But these changes are lower priority at the moment versus some of our initiatives. Our initial focus will be in weapon swapping, dodge cancels, and attack input windows. We are currently working on weapon swap responsiveness and making sure that it is more consistent throughout all of our attacks, as we want swapping weapons to be an integral and fluid part of combat.

We are working to fix these situations and expand when you are able to swap your weapon. Along with weapon swap, we are looking into our dodge cancel windows and attack input timings during recoveries of all of our attacks. There are some inconsistencies that are not intended. For example, you are able to dodge cancel out of some recoveries, but not others, and you are able to perform heavy attacks out of the recoveries of some abilities but not all abilities.

Our goal is to make sure there are consistent input windows between all weapons and abilities. Weapon swaps, dodges, and attack inputs are a major part of our combat system and we want to make sure they feel fluid and responsive.

Weapon Balance Changes For our November release, we have done a large tuning pass over all of our weapons and upgrades. Our goal for this release was to boost up abilities and weapon trees that we felt were being under-utilized while addressing a few individual over-performing abilities. This patch also fixes many bugs and exploits across various areas of the game that you, the player community, helped us identify. They affect many areas of the game, including perks, duels, attribute threshold bonuses, navigation, Wars, Outpost Rush, and consumables.

We think these fixes will help improve the flow and consistency of combat while providing a better overall experience to every game mode.

As we work to complete additional combat improvements, we will continue to observe player feedback and experiences to further tune and improve usability and balance for future releases. Here is a comprehensive list of updates that are currently in PTR and will be in for the November release. This is just the beginning of our adventures in Aeternum!

If you participate in the PTR, please let us know how they feel! Weapon and Armor Perks We are aware that there are some perks in the game that are not functioning as intended. We will be addressing these in the November Monthly Release. We will continue to monitor your feedback to ensure that if perks continue to not function properly, we will investigate the issue and work to resolve it.

We have revised and retested this fix and it will be released in the November Monthly Release. On Monday, November 15th, we will be testing Server Merges. Keep an eye out on the PTR section 15 for an announcement. Thank you to everyone who is helping provide feedback and bug reports for us to hammer down the November Monthly Release. We hope to offer more opportunities like this in the future so keep your eyes peeled. Interested in joining in? As a current player in New World, the app should already be in your Steam library,.

The Annihilation tree focuses on maximizing damage at close-range and revolves around Void Blade, a summoned blade of corrosive void energy. Annihilation tree: Void Blade: Summon a blade of Void energy that converts your basic attacks to melee.

Stacks up to 3 times. Costs 20 Mana. Costs 30 Mana. Disables enemy movement for 2s. Costs 25 Mana. Healing scales exclusively with Focus. The tether ends if the target moves beyond 15m. Does not apply to damage-over-time. Crafting and Gathering We are aware that some rare materials needed for crafting legendary items are dropping at very low rates. We have an upcoming patch that will address most of these items and Beeswax will be addressed in a later update.

We are also aware of an issue with crafted magical weapons the Arcana skill that prevents them from being crafted at Gear Score. This is due to one of the ingredients not applying gear score bonuses. We have fixed this in a future update by introducing an additional core material requirement e. Leather, Wood, etc. Thank you for reading our second edition of Updates on Current Issues. We appreciate your continued support while we strive to make Aeternum your in-game home.

And there's plenty to test there as well, with the new Void Gauntlet weapon, new missions, mobs, legendary quests, improved main story and a lot more! Our goal is to provide you with the best possible experience in Aeternum. That means getting feedback and testing early and often— especially with our players that have provided phenomenal feedback and helped us track down a plethora of issues since launch. These preview builds are snapshots of upcoming major updates and are not final versions— you may encounter bugs, crashes, missing text, or other issues.

Between our internal testing efforts and your feedback we hope to catch and resolve all serious issues before they reach the live servers. Hundreds of changes have been made and the full release notes will be shared on release day.

To help with the feedback process, all newly created characters on these worlds will have the opportunity to instantly level to select level-ranges outfitted with appropriate gear and items. Downloading this stand-alone application allows interested players access to check out the latest preview version and provide feedback.

Servers are limited — at the start, there will be one world available in US East and one world available in Central Europe. Face off against fierce Varangian Hewers, Varangian Scouts, Varangian Knights, and Varangian Archers level range: as you ascertain their true intentions. These additions will bring unique combat encounters to our lower-level open world experience. Seek out Abigail Rose in the wilds of Western Everfall to get started on one of two new quests available, which deal with the arrival of the Varangians.

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