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Hellgate: London (action-RPG) - Tópico informativo - Patch 1.2 SP e 1.3 MP disponívei


gandalfnho

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Postado

1. Poxa nunca vi isto, mas no historico das estações há + 3 estações q até hj nunca achei,tem uma q fica escondida como a OXFORD CIRCUS, mas pelo menos essa tem no mapa, e q eu saiba só o mapa Stonehenge é pago pra jogar nele.

2. Mas esses iteins q você acha é do MP né ? Se for é fácil; exe: você esta com Marksman e acha itein unico do Evoker,é só mandar o itein por email para o evoker .Para mandar email olha aqui na ss onde fica .

hellgatempdx9x86exe0122nm9.th.jpg

Se você estiver jogando online, qual é os nick dos teus chars ?

Postado

você precisa do game original, alem do mapa novo muda varias coisinhas, você pode formar clans,acesso alguns iteins unicos diferentes,pode jogar no modo hard q é o modo q + dropa iteins poderosos, e nao lembro o resto ...Eu ja estou com 3 chars no lvl50,evoker,enginner,blademaster, tava louco pra pegar o AGE OF CONAN, mas essa porcaria vai ter q pagar pra jogar online ai ja desanimei.

Postado

Galera ! To cum problemaço!

Eu configurei meu game e tal pra rodar deboua na máquina, só que mais pra frente no game tava dando lag, ae fui configurar de novo nas opções de jogo, só que sempre que eu clico lá agora, aparece um negócio tipo "report error to server" ae tenho que botar username e falar o erro ! Essa opção tem no jogo sim, mas quando eu clico lá pra mudar o grafico, entrar naquela parte, cai nessa..

Ja reinstalei o jogo mas nada, cai sempre lá, e quero diminuir os gráficos !

Alguém pode me ajudar?

valeu

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Tópico atualizado. Patch 1.2 SP disponível.

Notas do patch

General

Based on the number and depth of balance changes to skills in this update, certain characters will be provided a “respec token” that allows them to reassign their skill points. This token is automatically placed in the character’s inventory and can be used at any time.

The timer and quest requirement have been removed from the mini-game.

Fixed a bug where chat entry became visible in the Character Select screen after logging in and then logging out of the game.

Fixed a crash bug associated with exiting out of the Character Creation menu.

Players now only need to make a Normal Mode character to be able to make an Elite Mode character.

Fixed a bug which caused audio and sound effects to sometimes stop playing.

Adjusted difficulty of the Nightmare endgame. Decreased the ramp of the damage penalty that players face against monsters higher than their level.

Fields from different sources can now stack. Please note that the graphics from new fields still override those of previous fields.

Players must now wait 5 seconds before they can re-enter a Hellrift.

Fixed a bug which caused weapons to disappear when swapping weapon sets in the middle of performing certain skills.

Fixed a bug which caused the /played command to display the incorrect amount of time played.

If a player dies during (or just before) a cut-scene begins playing or the game begins loading, the re-spawn options menu will come up after the cut-scene or loading screen is completed.

Vendor inventories in Nightmare difficulty should now be stocked with Nightmare-level items.

The Shock effect now deals damage immediately when it’s applied.

Several character and monster animations have been improved.

Fixed known Blueprint exploits.

Fixed a bug which sometimes caused files to require unnecessary patching.

Fixed a bug which caused the mini-game to become stuck if the player zoned to town or quit the game immediately after completing a round of the mini-game.

Memory Usage

Memory manager rewritten for better performance and stability.

Fixed a UI-related memory leak.

Fixed a clothing and armor texture-related memory issue.

User Interface/Controls

Reorganized the De-modificator, Augmentrex, and Nanoforge interfaces to appear in the left-hand panel area.

Added an auto-transparency feature to the chat window.

Players can skip all logo splash-screens with a single click.

The Mini Map is now set to the top right of the screen with character state icons appearing below.

The Chat Window is now scalable. To adjust the size of the chat window, hold down the ALT key. There is a small tab in the upper right hand corner of the chat interface that can be used to resize the window.

Skill Retrainers now have a confirmation dialogue to help players from accidentally using them.

Some UI panels have been improved.

Fixed two bugs which caused the automap fog of war to be reset either when using a PRD or in levels with hellrifts.

Shift-activation should now work for skills granted by items.

The [shift], [Ctrl], and [Alt] keys are now re-mappable, and may be set as key-modifiers.

Graphics

Templar melee animations have been tweaked for smoother combat flow.

Fixed an issue where backgrounds would flicker or disappear.

Graphics (DX10 Only)

Various distortion effects have been fixed.

Fixed a Hellrift portal graphical issue in which the image would slide inappropriately.

Translucent models now render properly against the background.

Particles and translucent models are no longer out of focus with the depth-of-field effect.

Depth-of-field blur amount has been reduced and is now more subtle.

Fixed a resource/memory leak that showed as either Page File or Commit Size growth.

Nightmare Difficulty

The difficulty of Nightmare has been rebalanced. More overall experience is earned in Nightmare levels and the overall level progression has been adjusted.

Quests

Fixed a bug with the Cannon Street Rails quest.

Fixed a bug in the Helping Hands and Triage quests where Maxim and Arphaun occupy the same place.

Fixed a bug with the Regular Customer quest where Slaughterbeast occasionally wouldn’t spawn as expected.

Characters stuck in the Holborn station after completing the game in normal mode should be able to progress.

Certain quests that could not be completed after defeating Sydonai because Emmera was no longer accessible can now be turned in to a new NPC named Sammy.

Fixed a bug which sometimes caused collection side-quest counters to count down under certain conditions.

Players can now drop the train part quest items for the “…All the Live Long Day” quest. Also players may no longer pick up these items if they do not have the quest active or if they already have the item.

Any leftover blueprint items from the “Threshold” quest will now be removed.

Players who have more than one of an un-droppable quest items now have the option to destroy all but one of these items.

Items

Improved the drop rate of analyzers and various recipes.

New blueprints have been added for Focus Items and Boots.

Focus Items and Boots can now be made by crafters.

Unique items that were found before Patch 0.5 that are missing special attributes may now be rerolled for free. The process is as follows:

All mods must first be removed using a Delux De-Modificator. This is available once at no cost for qualifying items.

Once all the mods are removed, insert the item into an Augmentrex 3000. Now click any of the three "Add Property" buttons to reroll the item attributes.

All item attributes will be rerolled and the item balance will be up-to-date. If the item level was previously upgraded with the Nano Forge, the additional item levels will be added to the newly generated base level after the item reroll. This means that the new item level may not be the same.

The Stun Defense granted by the Gyro Stabilizer has been increased.

Health and Power injectors now show up in high level stations.

Fire Extinguishers now give the appropriate Ignite Defense.

Armors with the “minion damage bonus” affix now work for the Engineer.

Restorative injectors are usable when either health or power is below the player’s maximum since they can help recover both health and power for the user.

Increased the amount of Shields found on items and affixes, ramping up after level 10. Note that this change is not retroactive and will not apply to existing items; however, newly dropped items and existing items upgraded through the Nanoforge will receive the adjusted amount of shields.

Id Pulsar weapons should now ignore friendly targets.

World Movement

Players can now use the /stuck command when in Ghost form.

Fixed rare instances where certain areas were impassible.

Monsters

Monsters with the Infested ability have had their damage reduced.

The Beast of Abbadon, Oculis, and Sydonai will now re-spawn normally, even if the player has previously completed their associated quests.

Fixed a bug which would sometimes prevent Oculis or the Furuncle from spawning properly.

Stalkers and Burning Fiends are now part of the Beast caste and Tortured Souls are now part of the Spectral caste. This applies to all types of Stalkers, Burning Fiends, and Tortured Souls.

Fixed some cases where monsters would get stuck in the ground.

Wurm no longer spawns maggots when it dies.

Maggots summoned by Wurm will now automatically die upon Wurm’s death.

Fixed a bug which allowed the Wurm encounter to be exploited.

The Lightning now looks like a giant robot as intended.

Crafting

The limit on number of times an item can be upgraded has been raised to 10.

Upgrading an item takes 50% less resources.

A new, rare salvaged material crafting material called Nanoshards are now required to upgrade items.

Nanoshards can be obtained from any item, but the chance to salvage one is increased when disassembling rarer items.

The number of Nanoshards required to upgrade an item increases each time the same item is upgraded.

Fixes

Fixed a bug where characters would not save when they killed 65,534 monsters in one session.

Fixed a rare bug where equipping the Cleanser and a shield can delete the shield.

Fixed a rare bug where Templar could equip both the Cleanser and a shield.

Fixed a bug with mods on weapons not being properly equipped when loading a character.

Fixed rare cases where the PRD became unusable.

Fixed a bug where numerous pets would show up in Stations.

Fixed a bug where already activated Auras would turn on and off when swapping weapons that grant Aura skills.

Skills

PLEASE READ the changes to skills carefully as many have changed. Some skills now have new names to represent their different effects or make more sense within the context of the character class.

Fixed skills being added to and/or removed from Shift activation when swapping weapons.

Increased the amount of Shields granted by skills that provide Shields.

Templar

Aura of Power, Aura of Renewal, Aura of Defense, and Aura of Salvation have been rebalanced. Additionally, their skill rank progressions have been normalized to provide a 33% increase in effectiveness per skill level. Blademasters and Guardians will now see more return on investment in these auras.

Investing a skill point into an Aura skill will no longer automatically cause it to activate.

Aura of Power

The power regeneration granted by Aura of Power has been decreased. At rank 10, Aura of Power grants 94% of the power it gave previously.

Blademaster

Path of Righteousness

Path of Righteousness now applies damage from offhand melee weapons.

Call of the Chosen

The Taunt and Fear Attack Strengths of this skill now properly scale with the Blademaster's level.

The range of Call Of The Chosen has been increased.

Crosscutter

Crosscutter now requires a target in order to use the skill.

Whirlwind

Fixed a bug which caused Whirlwind to immediately cancel itself.

Guardian

Prayer of Retribution can now be used while poisoned.

Prayer of Healing can no longer be used while poisoned.

Aura of Thorns

Aura of Thorns should now properly increase Thorns damage from items.

Aura of Thorns has been rebalanced to fit the standard Aura progression model.

Aura of Renewal

The initial health regeneration granted by Aura of Renewal has been slightly decreased. By rank 10, this aura provides significantly more health regeneration than it did previously.

Aura of Defense

The armor bonus granted by Aura of Defense has been decreased.

Aura of Salvation

The initial elemental attack defense granted by Aura of Salvation has been slightly decreased. By rank 10, this aura provides significantly more elemental attack defense than it did previously.

Grand Aura

This skill now provides an equal percentage increase to the Guardian's Holy Aura radius at each rank, ending with the same total increase at rank 5 as it did previously.

Challenge

The Taunt Attack Strength of this skill now properly scales with the Guardian's level.

Denounce

The Taunt Attack Strength of this skill now properly scales with the Guardian's level.

Cabalist

The Summon Ember and Summon Fire Elemental skills no longer conflict when granted through items.

Brom's Curse

This spell now heals a fixed amount based on the attacker's level instead of being based on a percentage of the attacker's health.

The rank progression of this spell has been adjusted. Brom's Curse affects up to 4 targets for 5 seconds at rank 1. The maximum number of targets is increased by 1, the duration increased by 1 second, and the amount healed is increased by 12.5% per rank.

This spell may now be cast while moving.

The range of Brom's Curse has been increased to 20 meters.

Fixed description for Brom’s Curse to match the actual health gained.

Afterlife

The power cost of this spell has been reduced.

Elemental Drain

The power cost of this spell has been greatly reduced.

The casting time has been reduced by 1 second.

Word of Fear

The Fear Attack Strength of this spell now properly scales with the caster's level.

The base Fear Attack Strength of this spell has been increased by 25%.

The rank progression of this spell has been adjusted. Word of Fear now gains 33% more Fear Attack Strength per rank.

Evokers

Fixed a bug that caused Drain Power to charge an upfront power cost.

Tempest’s targeting range has been increased and properly loses targets that move out of range.

Fixed a bug which prevented Boneshards from having any effect on every other cast.

Fixed a bug which prevented Evokers from using any other skills for two seconds after casting Boneshards.

Skill Rank bonus descriptions have been updated and normalized to be based on their initial rank 1 effect. For example, Spectral Bolt now displays no Phase Attack Strength bonus at rank 1, but displays a more clear bonus of 25% Phase Attack Strength per additional rank.

Spectral Curse

Spectral Curse now also reduces targets' movement speed by 10%.

The rank progression of this spell has been adjusted. Spectral Curse now affects up to 4 targets for a 5 seconds at rank 1. The maximum number of targets is increased by 1, the duration increased by 1 second, and movement speed penalty increased by 5% per rank.

This spell may now be cast while moving.

The power cost of has been reduced substantially, and the range has been increased to 20 meters.

The explosion damage caused by Spectral Curse has been increased.

Drain Power

The damage of this spell has been increased significantly.

Increasing ranks of Drain Power now work properly at all power ranges.

Drain Life

The damage of this spell has been doubled.

Arcane Shield

The rank progression of this spell has been adjusted, providing slightly less shields at lower ranks.

Arcane Shield is unaffected by the Evoker's movement.

This spell now lasts for 10 seconds with a 25 second recast time.

Concentrate Damage

The rank progression of this spell has been adjusted. Concentrate Damage now provides a lower initial damage bonus, but grants a greater bonus per rank. Concentrate Damage's new damage bonus progression surpasses its previous curve damage bonus progression at rank 4.

Summon Ember

The rank progression of this spell has been adjusted. Additional ranks of this skill now provide 15% more damage instead of 20%, but the base damage of the Ember pet is significantly higher across all ranks.

The Ember's Health, Damage, Ignite Attack Strength, Critical Chance, Interrupt Strength, Interrupt Defense, and Armor have been increased.

Firestorm

The rank progression of this spell has been re-designed. Additional ranks of Firestorm now provide a 5% increase in damage rather than an increase in Ignite Attack Strength. Firestorm surpasses its previous damage at rank 3.

The Ignite Attack Strength of this spell has been reduced.

The range of this spell has been increased to 10 meters.

Flameshards

The Flameshards spell has been re-worked. The number of shards fired is now fixed at 7, but multiple shards stack with each other. Individual shard damage has been decreased slightly to take damage stacking into account.

Increased ranks in Flameshards now increases each shard's Ignite Attack Strength by 25%.

The spells now has a cool-down time of 2 seconds.

This spell's power cost has been decreased.

The base Ignite Attack Strength of this spell has been increased by 25%.

The range of this spell has been increased to 25 meters.

The explosion delay of Flameshards has been decreased to 1 second.

Hellfire

This spell's casting time and initial power cost have been reduced significantly. Additional ranks now provide a slightly smaller decrease in power cost.

This spell now has a cool-down time of 2 seconds.

The damage and Ignite Attack Strength of this spell have been increased substantially.

The range of Hellfire has been decreased to 25 meters.

The targeting of this spell has been fixed.

Hellfire can now be aimed as long as the skill trigger is held down, and fires once the trigger is released.

Spectral Bolt

The rank progression of this spell has been adjusted. Spectral Bolt now provides an additional 25% Phase Attack Strength per rank. The initial Phase Attack Strength of Spectral Bolt has been slightly increased.

The power cost of this spell has been decreased, and the Phase duration has been increased by 1 second.

The cooldown of Spectral Bolt has been decreased to 1 second.

The base Phase Attack Strength of this spell has been increased by 25%.

Spectral Lash

The damage of this spell has been increased by 35%.

Spectral Lash Mastery

The damage of the explosion caused by this spell has been doubled.

The rank bonus of this spell is now applied to the explosion effect properly.

Lightning Field

The damage of the Lightning Field has been increased substantially.

The power cost of this skill has been decreased.

This spell now has a cool-down time of 2 seconds.

The splash damage of the initial effect has been increased by an additional 17%.

The skill description has been corrected to match the actual increase in radius per rank.

Tempest

The casting time, power cost, and cool-down of Tempest have been decreased.

The base damage of Tempest has been decreased.

The strike frequency bonus per rank of Tempest has been decreased to 10% per rank.

Each Tempest cloud now lasts for 15 seconds and has a range of 15 meters.

The rank bonus of this spell now properly increases the frequency of lightning strikes.

Arc Legion

The rank progression bonus of this spell has been changed. Additional ranks now increase the Shock Attack Strength and Shock Effect Damage of Arc Legion by 25%.

The range of this spell has been fixed at 18 meters.

The damage of this spell has been increased.

Demonspine

The rank bonus of this spell has been slightly adjusted to a 25% increase in Stun Attack Strength per rank.

The power cost of this spell has been decreased.

The damage of this skill has been increased.

The base Stun Attack Strength of Demonspine has been increased by 20%.

Boneshards

The rank bonus of this spell has been slightly adjusted to a 50% increase in Stun Attack Strength per rank.

The damage of this spell has been increased by 60%.

The cooldown of this skill has been decreased to 6 seconds.

The base Stun Attack Strength of Boneshards has been increased by 25%.

The power cost of this skill has been increased.

Skullsplitter

The rank progression of this spell has been adjusted. Skullsplitter now begins with 12 fragments and gains 2 additional fragments per rank.

Skullsplitter now explodes into a significantly more predictable nova pattern.

The power cost and cool-down of this spell have been slightly decreased.

Venomous Spirit

The damage of this spell has been increased and the power cost has been decreased.

The Fear Attack Strength of this spell now scales properly with the caster's level and has been increased significantly. Additional ranks of Venomous Spirit no longer provide an increase in Fear Duration.

The travel speed of the Venomous Spirit has been increased significantly.

Venom Armor

Several bugs with which allowed the swarms created by Venom Armor to bypass its intended cool-down time have been fixed.

The damage of each swarm created by this spell has been increased, and each swarm now lasts for a fixed amount of time on their target.

The initial armor provided by this spell has been decreased, but the absolute bonus to armor per rank has been increased, reaching the previous maximum armor bonus at rank 10.

Swarm

The rank progression of this spell has changed. Additional ranks in Swarm now increase the Poison Attack Strength and Poison Duration of Swarm by 20%.

The cool-down of this spell is now fixed at 6 seconds.

The power cost of this spell has been decreased significantly.

Summoners

Fixed a bug which sometimes caused the Warper minion icon to not display.

Master of the Flame skill effects now display properly in the skill description tooltip.

Hand of Nostrum

Hand of Nostrum should now properly increase the number of healing beams used by the Witch Doctor.

Hunters

Fixed a bug that sometimes caused grenades to not fire properly when the skill is being repeated.

Phase Grenade

Fixed a bug which caused the Phase Grenade to not receive the proper Attack Rating from the user. This caused the Phase Grenade to do less damage than intended against armored targets (but did not affect damage done to Shields).

Tactical Stance

Now also gives a base Firing Accuracy bonus of 50.

Changed the Critical Chance bonus effect (3% at rank 1 and 1% per additional rank) to a damage bonus of 15% at rank 1 and 5% per additional rank.

Escape

Escape now provides 1 second of invulnerability when it is activated.

Escape should now prevent enemy players in PVP from seeing the user.

The cool-down for this skill now starts when the skill is used, not when it is cleared.

The cool-down for this skill has been increased to 30 seconds.

The duration for this skill has been decreased from 6 seconds to 3 seconds at rank 1, increasing by 1 second per additional rank.

The rank cap on this skill has been increased from 5 to 7.

Escape now clears all other speed boost effects while it is active, including Adrenaline Pills and Sprint. Using any skill or item that boosts speed will clear Escape, including Sprint.

Precision Strikes

Precision Strikes now have direct synergies with all other Precision Strikes.

Precision Strikes no longer have skill prerequisites

Decreased the shared cool-down of all Precision Strikes from 20 seconds to 12 seconds.

Napalm Strike

Increased base Damage by roughly 300%.

Ranks in Napalm Strike now increase the Duration of all Precision Strikes by 50%.

Decreased base radius by 50%.

Smackdown

Ranks in Smackdown now increase the Elemental Attack Strengths of all Precision Strikes by 25%.

Increased base damage by roughly 300%.

Decreased base radius by 50%.

Shock and Awe

Decreased base Damage by roughly 25%.

Ranks in Shock and Awe now increase the Radius of all Precision Strikes by 15%.

Decreased base radius by 75%.

Engineers

Engineer Drone behavior improved.

Fixed a bug that allowed Repair Drone to be used at no cost.

Drones will now level properly along with their owner. Existing Drones that are below your character’s level will automatically be raised to the correct level.

Drones now receive correct health bonuses with skill level after they are re-summoned.

Engineer Drones now come with a base armor rating.

Engineer Drones now properly receive Armor bonuses from Armor affixes.

Fixed bugs that caused Engineer Drones to receive more than twice as much Armor than intended.

Fixed a bug that prevented the effects of Medpak Retrofit and Shield Generator Retrofit to properly scale up with additional levels.

Engineers should no longer erroneously receive bonuses from items which grant the Overshield skill.

Summoned pets should no longer fail to spawn when summoned.

Beacon

Decreased the base effect to 15% from 25%.

Marksmen

Rebounder Rounds (formerly Ricochet)

“The Marksman uses modified ammunition that has a chance to ricochet off enemies and walls.”

This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works.

There is no power cost for using this skill.

This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels.

This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Rebounder Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Concussion Rounds are used.

EXAMPLE: The first rank of Rebounder Rounds gives a 10% chance for shots to ricochet while using Rebounder Rounds. Due to skill synergy, Ravager Rounds and Concussion Rounds have a 7% chance for this effect to occur while using either of those skills.

Ravager Rounds (formerly Reflected Shot)

“The Marksman uses modified ammunition that has a chance to blow through and subsequently retarget additional enemies.”

This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works.

There is no power cost for using this skill.

This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels.

This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Ravager Rounds has a chance (albeit smaller) to proc when either Rebounder Rounds or Concussion Rounds are used.

EXAMPLE: The first rank of Ravager Rounds gives a 3% chance for shots to blow through and re-target a new enemy while using Ravager Rounds. Due to skill synergy, Rebounder Rounds and Concussion Rounds have a 2% chance for this effect to occur while using either of those skills.

Concussion Rounds (replaces Homing Shot)

“The Marksman uses modified ammunition designed for maximum impact.”

This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works.

There is no power cost for using this skill.

This skill increases the Interrupt Strength (indirect chance to proc) of the Marksman’s weapons (based on the skill and increasing based on the rank of the skill) while the skill is used.

This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Concussion Rounds increases Interrupt Strength (albeit by lesser amount) when either Ravager Rounds or Rebounder Rounds are used.

EXAMPLE: The first rank of Concussion Rounds gives a 12% increased Interrupt Strength for shots fired while using Concussion Rounds. Due to skill synergy, Ravager Rounds and Rebounder Rounds have a 8% increased Interrupt Strength when using either of those skills.

Weapon Master (formerly Hollow Points)

Increased the Critical Damage bonus of this skill from 20% at rank 1 and 10% per additional rank, to a flat 30% bonus per rank.

Beacon

Decreased the power cost by 33%.

Increased the per-rank bonus to 7% from 5%.

Decreased the base effect to 21% from 45%.

Duration is now fixed at 6 seconds.

Beacon may now be used on targets who already have the Beacon effect to refresh the timer.

The Multi Beacon and Beacon effects no longer stack.

Elemental Beacon

Now also decreases the target’s Elemental Attack Strengths.

Gives increasing Elemental Attack and Defense penalties per rank that scales with the character’s level.

Multi Beacon

Fixed a bug which caused increasing ranks in Multi Beacon to not provide any bonuses.

Increased the cooldown to 12 seconds from 2 seconds.

Duration is now fixed at 6 seconds.

The Multi Beacon and Beacon effects no longer stack.

Sniper

Is now available at level 5.

No longer forces the Marksman to crouch and stop moving when used. The character now moves at 50% speed while the skill is active (in addition to the Armor and Weapon Energy Consumption penalties).

Weapon Accuracy, Range, and Missile Velocity bonuses are now fixed at 60%, 60%, and 25%, respectively.

Damage bonus has been decreased from 200% to 150%.

Rank progression now decreases its rate of use and rate of fire penalties by 3% per rank, beginning at a 50% penalty at rank 1 and ending at a 23% penalty at rank 10.

Master Sniper

Now provides a 1% Critical Chance bonus per rank, in addition to its previous 20% Critical Damage bonus.

Rapid Fire

Now clears Multishot when used.

Multishot

This skill has been moved under Weapon Master in the skill tree. It required two points in Weapon Master to unlock, thus requiring fewer total points to unlock than before.

Overshield

Overshield now gives the correct amount of shields.

Increased the Shields bonus per additional rank from 33% to 100%.

Overshield now grants Shields in a fixed ratio: the Marksman's current Shields Percentage will not change when the skill is activated or deactivated.

Escape Artist

The Movement Speed bonus has been increased to 25% per rank.

The rank cap on this skill has been increased from 5 to 7.

Grenades

Grenades now have direct synergies with all other Grenades.

Increased the damage of all Grenade skills by roughly 70% in addition to individual Grenade skill damage changes.

Increased the cool-down of all Grenade skills from 5 to 6 seconds.

Explosive Grenade

Explosive Grenades now explode on impact with monsters (but not objects) and have a 2 second fuse.

Decreased base Damage by 23%.

Decreased base Ignite Attack Strength by 33%.

Ranks in Explosive Grenade now increase the Damage of all grenades by 12%.

Phase Grenade

Increased base Damage by 6%.

Ranks in Phase Grenade now increase the Elemental Attack Strengths of all grenades by 30%.

Toxic Grenade

Toxic Grenades now bounce off of objects (ignoring monsters) before exploding after 1.5 seconds.

Toxic Grenades now create a field that lasts for 4 seconds, dealing field damage.

Decreased base Poison Attack Strength by 50%.

Ranks in Toxic Grenade now increase the splash or field radius of all grenades by 10%.

Flashcrasher Grenade

Increased base Damage by 12%.

Decreased base Stun Attack Strength by 50%.

Ranks in Flashcracker Grenade now grant and increase the Shield Penetration of all grenades by 10%.

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Tópico atualizado. Patch 1.3 MP disponível.

Notas do patch

General

The maximum Palladium a player may carry has been increased to 100,000,000.

Weapons hide when performing emotes except for focus items which act as replacements for Cabalists' hands.

Since many players enjoyed doing Oculis boss runs, we've done some work to allow these runs again, but this time in a more complete fashion. The portal from Monument Station to Angel Passage is now permanently blocked. Players who would like to fight Oculis after reaching Monument Station may use the Station Travel Terminal to return to Temple Station. Any player who has activated, or completed, the "Scrub the Deck" quest and does not have a Cleanser, may speak with Ser Sing in Temple Station to get another one. The Cleanser is no longer removed when the "Scrub the Deck" quest is completed.

New Features

Ranks and Expertise:

After characters hit Level 50, they can start earning experience towards gaining Ranks.

There are 50 Ranks, each of which will take an increasing amount of time to earn.

Rank is displayed under the character’s level and is visible to other players.

Each Rank grants you one Expertise Point which can be spent on an Expertise.

There will be 15 different kinds of Expertise skills with four levels each.

Expertise will be displayed in a skill-tree-like fashion – with icons and pop-up text describing what the benefits are of the Expertise. Hit U to view the Expertise screen.

The first level for each Expertise will cost one Expertise Point. An additional Expertise Point will be needed to increase each level after the first, much like with upgrading an item using Nanoshards, for a total cost of 10 Expertise Points to max out an Expertise.

All Expertise skills are passive.

Shared Stash:

Now all characters on subscriber accounts can share their items! Current trade conventions do apply: items will not be able to be traded across play modes. Also, “no trade” items can not be placed in the Shared Stash.

Hide Helmet:

Players can elect to hide their headgear and show their characters’ faces without removing it. This toggle can be found at the bottom of the character screen.

Emotes:

A host of emotes are now at your disposal including beg, bow, cheer, cry, flex, kiss, laugh, point, stop, and taunt. In addition to these, a set of bonus emotes is temporarily unlocked just for Test Center. Type “/” and the word, then hit enter to perform it.

Inspect Players:

Players can now inspect other players’ equipment. Right-click on a nearby character and select the “Inspect” option to bring up a paperdoll interface showing the character and its equipment.

Players can prevent their characters from being inspected by toggling the Inspect option at the bottom of their character screen.

Premium Item Merchant:

Presently located in Covent Garden Station, Premium Item Merchant Ko has items for sale which are unidentified and do not reveal their actual rarity level. Players can risk their hard-earned Palladium to take a chance on these mystery premium items. Premium Item Merchant Ko is subscriber-only.

Optional Chat Bubbles:

Chat bubbles are now an optional chat feature and can be toggled in the Game Options menu. Different chat channels will appear as different text colors.

Donations:

The medics in our stations are now collecting donations to help the overall cause against the demons. When enough palladium is collected, all players on the server will gain the same random temporary buff. When a player gives a large single donation, an announcement across the entire server will herald their generosity. The overall collection goal might change occasionally. If everyone pitches in some palladium, we all will benefit. So give often. Give generously. For the living!

The Donation amount resets when the limit is reached. Over-donating does not add anything.

You can stack Donation-gained buffs by reaching the Donation limit multiple times.

Buffs persist through death and log-off/log-in.

Stonehenge

Whenever a player enters a level, all monsters (and their equipment/treasure) are scaled up to that person’s level and the monster’s health is filled, if both: the level is one that is supposed to scale to the player’s level, and if the player is higher level than the player who created the level.

Change to the new Monster Scaling mechanic: Players now have a 3-level buffer before monsters are upgraded. This means that monsters will only be re-scaled if a player 3 levels above the level of the monsters enters the adventure area.

Characters must now be level 15 to enter Stonehenge.

User Interface

Minor improvements to the skill bar appearance.

Party members’ names now show up on the automap when the Alt key is held down.

The name of the recipient of a trade request is now displayed in the trade window.

Players may now choose to abbreviate the names of other players in the chat window down to a maximum of nine letters. This option can be toggled under Game Options.

Fixed a bug causing items to register as not equippable if they give enough of an attribute to make up for the amount of feed they will cost.

Fixed a bug causing some items to unequip when the player enters the game or zones.

Improved the accuracy of attribute and feed changes in the character panel when hovering over an item.

The “Hardcore” indicator icon now shows up to the left of the player’s name.

Fixed a bug causing clicks in the server list drop-down menu to sometimes click through to buttons underneath it.

Buttons have been added to the chat interface allowing for quick access to chat commands and emotes. They can be found in the lower right corner of the chat panel.

World Movement

Players can now warp to any friend or guildmate who is in a town by right-clicking on the person’s name. The buddy list and guild list will have the player’s current location noted.

Combat

Fixed a bug which sometimes caused shields and/or power to decrease in larger chunks than they should when getting hit or using a skill.

Fixed a bug which caused proc-on-attack effects to never trigger.

Fixed a bug which would sometimes cause skill cooldowns to not trigger.

Fixed a bug which caused fields to often not damage monsters in indoor areas.

Fixed a bug which caused Armor Percent bonuses to be applied twice during damage reduction calculations.

PvP

Players with PvP enabled may no longer open party portals.

Consumable items other than health injectors are no longer usable in PvP.

Skills

If a player removes an item that grants them the only point in a summoning skill, or otherwise forgets a summoning skill, all pets summoned by that skill will now be dismissed.

The Phase Elemental’s (Summoner) spectral nova particles have been redone to improve performance.

Monsters now receive damage from Rebounder Rounds when they are aimed at ground.

Items

Gyro Stabilizers may now be used while stunned.

Fixed a bug which sometimes caused a crash when the player attempts to drop a quest item.

Fixed a bug which caused many skill-group related properties to not properly provide their bonuses.

Fixes

Many new skill and status icons.

Fixed a bug causing Rebounder Rounds to not do damage if the missile/bullet hits the ground first.

Fixed a bug which caused monster nameplates to not always update the level of the monster.

Fixed a bug which caused Moloch to sometimes not drop loot for players in the area.

Fixed a bug which was allowing Nanodyne Ballistic Cannons, including The Exterminator, to make multiple attacks on a single target much more quickly than designed.

Fixed a bug which caused the quest reward dialog to not always disappear when multiple people receive their rewards at the same time.

Fixed a bug causing the New Email icon to flash upon logging in, even when there were no new emails.

Known Issues

There are a few minor bugs which will be fixed in short order.

The /wave emote does not work.

Poison (Toxic damage special effect) has no particle effect. The effects are still applied.

The armor and shield donation bonus (Ares’ Bane) only adds a bonus to armor.

The speed donation bonus (Hermes’ Boots) does not update in the character sheet.

The Luck Expertise (Fortune) has an erroneous 0 in its description (displays as +240 instead of +24).

The text for the donation health regeneration bonus is missing a % sign. (displays as +5 instead of +5%). The bonus applies correctly.

Text related to Donations refer to Gold instead of Palladium.

European languages do not display new Marksman skills in the skills panel.

Italian displays the text for Power Cost as Increase Maximum Shields.

Salvage materials cannot be accessed from Shared Stash nor Personal Stash when crafting/upgrading items.

  • 4 semanas depois...
Postado

Olá!!!

Pessoal estou com sérios problemas com este jogo e queria saber se alguém está com o mesmo ou se já conseguiu resolve-lo.

A configuração do meu comp é a seguinte:

ASUS P5GC MX

Core 2 Duo E6550 2.33MHz

2GB DDR2 800MHz Kingston

250GB SATA II Maxtor

ATI Radeon X1550 512MB

Com essa configuração, não to conseguindo jogar o HellGate com tudo no máximo, ficava lento nos momentos de ação, tive que alterar alguns parãmetros para Low. è isso mesmo? Essa configuração não suporta esse jogo com tudo no máximo? Ou eu to tendo algum outro problema?

Nunca vi um jogo com tantos Bugs, são terríveis. A muitos Bugs críticos no jogo, desde itens de Missões que tomam posse de seu inventário e não podem ser excluidos, entre diversos crashes por vazamento de memória, até personagens que acabam atolados por entre pedras ou postes do mapa. Quando aparecem varios demonios juntos ai a coisa fica feia, não consigo sair do lugar. O jogo fica tipo quadro a quadro. Horrivel.

Já baixei e instalei as atualizações mas o jogo continua muito lento nas fazes mais criticas.

Sem alguém puder me ajudar, agradeço muito.

Até.

Postado
Olá!!!

Pessoal estou com sérios problemas com este jogo e queria saber se alguém está com o mesmo ou se já conseguiu resolve-lo.

A configuração do meu comp é a seguinte:

ASUS P5GC MX

Core 2 Duo E6550 2.33MHz

2GB DDR2 800MHz Kingston

250GB SATA II Maxtor

ATI Radeon X1550 512MB

Com essa configuração, não to conseguindo jogar o HellGate com tudo no máximo, ficava lento nos momentos de ação, tive que alterar alguns parãmetros para Low. è isso mesmo? Essa configuração não suporta esse jogo com tudo no máximo? Ou eu to tendo algum outro problema?

Nunca vi um jogo com tantos Bugs, são terríveis. A muitos Bugs críticos no jogo, desde itens de Missões que tomam posse de seu inventário e não podem ser excluidos, entre diversos crashes por vazamento de memória, até personagens que acabam atolados por entre pedras ou postes do mapa. Quando aparecem varios demonios juntos ai a coisa fica feia, não consigo sair do lugar. O jogo fica tipo quadro a quadro. Horrivel.

Já baixei e instalei as atualizações mas o jogo continua muito lento nas fazes mais criticas.

Sem alguém puder me ajudar, agradeço muito.

Até.

Vamos por partes como diria meu chará...

1° Já existem varios patchs corrigindo tais bugs presentes na versao 1.0 do game...basta atualizá-lo q vai ficar bem melhor com relação a isso.

2° quanto a jogar com configuração de video hight...Com essa x1550 tu nunca q vai conseguir tal façanha, desculpa falar brother mas eu tive uma x1300 q era bem melhor q a X1550, e creio q a x1550 nem tem suporte ao shader 3.0, não tenho certeza, coisa q a x1300 tinha. Se t quer jogar Hell no talo troca a VGA q o resto do teu PC ta bom.

Postado

Amaral toda serie x1000 possui shader 3.0 . Da um jeito de atualizar ai amaral, nos volta jogar enqnto nao chega o conan :(; afinal essa net sua presta ou não presta :lol::lol:

Marcio olha as placas de video q da suporte o game.

SYSTEM REQUIREMENTS:

Videocard with support of Shader Model 2.0 or better. Videocards in the list below may fit:

GeForce 6100, 6150, 6200, 6600, 6800, 7300, 7600, 7800, 7900, 8500, 8600, 8800;

Radeon 9500, 9550, 9600, 9700, 9800, 300, 600, 700, 800, 850, 1300, 1600, 1800, 1900, 1950, 2400, 2600, 2900, 3850, 3870.

Por algum motivo a x1550 nao foi recomendada para o hellgate :confused:.

Eu jogo hellgate online toda semana, e com todas atualizações não passo por nada q você citou, o game roda liso, o ping aqui sempre esta ok, e a media é de 45fps online, no SP a media é de 55fps, em 1280x1024 all high AA medium .

Postado

É eu cheguei a fazer algumas alterações aqui e baixar os patchs, mas vejo que como você disse só trocando a placa de vídeo mesmo.

Vou ter que esperar a grana sair no final do mês é o jeito. rsrsrs...

Mas agradeço desde já a ajuda de vocês.

Obrigado!!!

Equanto isso o jeito é jogar NWN. hehehe

  • mês depois...
Postado

Gente to jogando no meu note da assinatura, porém tem horas em lugares muito abertos ele trava e fica muito tempo lendo a HD aí solta um pouco, uns 20 segundos e trava de novo e fica lendo o HD mó tempo, alguém mais teve esse problema?? To rodando no XP.

Postado

Aqui lagava por causa do HD em lugares com muitos personagens que ficam te ajudando em algumas missões, mas não 20 segundos direto. Só resolveu depois que coloquei mais RAM. Ou seja não era HD e sim o jogo que é mal feito e não gerencia a RAM corretamente, consumindo cada momento mais.

Postado

Huummm isso explica o porq quando dei alt+tab e entrei no gerenciador de tarefas e constava 1,92Gb de RAM utilizados, q droga, será q será assim o jogo todo?? Bem mais ou menos esse game hein!! Muitos Bugs, muitas vezes fica sem textura, o char pipoca natela, ja cheguei a mudar de área no mapa do nada, simplesmente piscou a tela e eu tava no meio do nada hehehe... Me arrependi de comprá-lo acho q teria sido melhor pegar o Fable de uma vez!

Postado
vocês tem original ?????? é simples só instalar a enxurrada de patchs q resolve todos seus problemas.

Esqueceu tua senah do msn foi? entra lá q os pobres ainda existem^_^

Postado

o game é muito massa. vocês jogam em qual server? americano ou europeu? onde da mais brazucas? quem ta afim de jogar online junto me add ai.....

[email protected] e avisa que é pra jogar hellgate

valeu

cara, acabei de comprar este game e ja curti muito.... muito massa mesmo....

  • 3 semanas depois...
Postado

Olá gamers do CH. Sou novo por aqui e é o meu primeiro post. Estou jogando HGL há uns dois meses e ainda não detonei (o trabalho e a faculdade não me dão muito tempo pra me dedicar a ele ... rs rs). Meu perfil é Marksman, Level 15 e já passei da fase em que você controla 4 de seus companheiros em uma missão (não me lembro o local). Estou jogando Single ... quem sabe depois eu tente o MP (já podem me dar alguma dica sobre ... rs rs). Vi alguns post falando sobre bugs e lags. Não percebi nenhum dos dois no jogo e olha que não tenho nenhuma atualização dele.

Quanto ao jogo, acho muito bom, porém o roteiro um pouco pobre: é sempre uma estação que dá saída para algumas partes de Londres, que por acaso são muito parecidas, quando não são praticamente iguais. Mas isso não desabona o jogo que é um dos melhores do gênero.

Ainda tenho dúvidas do que melhorar e de como usar os skills. Estou melhorando um a cada subida de nível. Alguém me dá uma dica melhor?

Abraços

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