...czyli ten, z ktorym gra poszla do tloczni. Na serwerach pojawic powinien sie niedlugo, ale oczywiscie o lagu i problemach z synchronizacja nie ma ani slowa.
Here's a quick peak at the stuff coming up in the "release patch". Size wise, it actually isn't a very large patch, but it does contain quite a few polish items and tweaks.
Beyond this list, we also have alot of performance and stability fixes coming soon and this where we'll be focusing 100% of our attention between now and release.
Release Notes for Shadowbane v1.0.0
Fixed Stuff
Fixed a few issues that would cause you to respawn at the ruins when you're supposed to go to your tree and vice versa.
Fixed a bug that would make picking up "decal iconified" items hard to pick up (for example, gold or runestones).
All player placed buildings should have proper "construction" phases and automatic upgrade timers.
Fixed a bug that could allow guilds with the same name to be created.
The login server should now be properly checking to make sure a proposed name isn't already in use.
You should no longer see a particle effect trigger on your current target when summoning a pet.
The patch client will now give a proper error if you run out of disk while patching.
Fixed a bug where the recorder would "crash" during playback but leave you in the playback world without exiting.
Fixed a number of zone issues regarding building and npc placement.
Fixed lots of issues where NPC's and Mobs weren't wearing/using the correct equipment (or had equipment missing).
Reduced the amount of furniture in lots of buildings.
Mage Assassins have a new set of armor unique to this class combo.
You should no longer lose your hotkey preferences after changing your video settings.
Flyers should now get properly ejected from a building if they run out of stamina or try to land on a building that doesn't have a platform to allow normal landing.
Fixed a number of issues regarding mob dropping the wrong equipment.
Fixed a few graphical issues with hairs and beards that were clipping through the characters head.
Level 1 hirelings will now insist on getting paid.
There is now a proper Crusader Trainer in Silverlance.
Hireling Buy margins should now be getting properly saved.
Fixed a number of bad power icons.
Guards should no longer AE each other.
Fixed a number of item sounds that didn't fall off fast enough.
Blademaster powers should no longer have negative stamina costs.
Fixed a client crash associated with sound playbacks.
Fixed charm powers that didn't have recast timers set on them.
You should now be ejected from a safehold's guild when you reach the max level for that safehold (level 20 for the hamlet safeholds, 35 for the others).
You can no longer destroy the "Respawn" dialog box.
Fixed a client crash associated with projectiles.
You can no get to the character creation screen without having selected a starting world.
Building under construction are now less resistant to certain forms of attack.
Fixed a number of interiors that had far too many light sources.
Creation costs for runes will now be refunded if you apply an upgrade to that rune.
OCV will now be calculated using the greater of Strength or Dexterity, instead of just Dexterity.
All daggers will now use Dex as their primary and Str as their secondary attribute.
Safemode should now breaks on movement.
When upgrading runes gotten in-game the cost of the old rune will now be refunded.
Artillery Captains are now invulnerable and will no longer fight.
Weapon Mastery talent runes now have a level requirement of 20.
Fixed a bug with Blademaster stamina costs.
Weapons that use Focus skills for Mastery (elemental weapons) no longer have elemental damage types
Weapons that use Focus skills for Mastery (elemental weapons) now use the correct stats for damage (i.e. Shadow Daggers are now DEX based)
Artillery Captains should no longer have too many Siege Engine production slots (they should have 3).
Fixed various mouse-over bugs on Race rune effects.
Effects mouse-over for DoTs no longer displays damage (it was always showing 0 damage anyway).
'Blessed Zeal' should now have the correct skill pre-req.
Fixed a bug where the Diseased effect could take stamina recovery below 0.
Fury's 'Battle Curse' is now area of effect (as was intended).
Fixed a bug that was causing passive defense skills (block, parry, dodge) not to happen often enough, or to happen too often.
Rogue and Fighter based trainers can now teach Bow and Crossbow skills.
Wizard's 'Chant of Confusion' is now area of effect (as was intended).
'Call Lightning' has been fixed (it almost always said 'No Valid targets').
Blood Prophet's 'River of Life' description has been clarified.
'Whirlwind Attack' should now be working.
Discipline trainers should now have dialog text.
Safehold vendors will now auto-junk non-magic items instantly, and magic items after a time so that their inventories do not get too crowded.
Irekei should now be getting their correct fire resistance.
Fixed a bug in the max skill formula that made the order in which a skill was trained versus when attribute points were applied affect the max skill.
Fixed a bug that was causing blade trails not to appear for certain weapons.
All item enchantment type powers should now work without having to identify the item.
Barracks are now the only buildings into which Guard Captains can be slotted.
Fixed a bug that was causing Pets to Dodge too often.
ItemDrop sounds should now be working on all weapons.
Tweaked Stuff
Increased the effect of focus skill on spell ATR.
Weapon using mobiles should now deal damage on par with unarmed mobiles.
Tweaked recycle timers on spells; most spells no longer have any recycle time.
The Value of magic items has been reduced.
When calculating ATR characters now get a bonus for STR or DEX whichever is higher (this used to be just DEX).
Stat runes (found after character creation) have been improved.
Templars now get Offensive Stance at GM.
Benediction and Warding based powers now have focus skill pre-reqs.
Made a balance pass on all damage spells for consistency - drains were slightly nerfed, DoTs were improved.
Made a balance pass on damage spell costs - they should rank efficiently now.
BaF has been toned down (especially at lower levels).
Rogues and Fighters now get a little more Stamina.
Backstab now has a Sneak pre-req (before Mage-Assassins could get Backstab before they had Sneak).
Increased duration on damage absorber spells.
'Normal Stance' now casts instantly and will cancel any other Stance.
Spell using mobiles now have less health.
Reduced chance that magic items will drop on mobiles.
Improved talent runes that grant additional Health / Mana / Stamina and recovery bonus.
Healing walls should now be more expensive.
Tweaked deed costs, upgrade costs, and maintenance fees.
Items will now take more permanent damage when repaired.
All damage and stun spells should now require a to-hit check.
Spell interruption has been removed from all but a handful of spells (teleport, recall, summon, etc.).
New (rare) vendors deeds should be dropping as treasure now.
Known Issues
Graphical errors can occur when Shadowbane is run at the same time as other applications that are set to execute 'always on top.'
Scrolls are always destroyed, even when the spell fails to go off.
You can drop a Bane Circle on a dead TOL or an ancient city zone that has no TOL, though it has no effect.
We are still working on intermittent client crashes around certain zones. If you are getting these intermittent crashes you may want to try using the command /meshcache none.
You will sometimes get pink overlays on HUDs and text using ATI 9700 cards.
To maximize frame rate, set dynamic lighting to low (DYNAMICLIGHTING= 0), and turn off all shadows.
Oryginalny thread mozna znalezc
tutaj.