Source: http://forums.hellgatelondon.com/showthread.php?t=48604
There is a new patch on the Test Centre. Apparently this is intended to fix the invisible party member bug. No patch notes or direct confirmation from a Flagship/Ping0 employee have been found as of yet.
Friday, November 23, 2007
Wednesday, November 21, 2007
HGL 047: Mail and Auction House Update
Source: http://forums.hellgatelondon.com/showthread.php?t=38375&page=66
Cellwind has posted saying that he is unaware of anyone currently working on mail or auction house functionality at the moment, and it is unlikely we will see that in-game soon. While you should keep in mind that he is entirely focused on getting certain bugs and crashes fixed, it seems unlikely that something as major as work on the Mail or Auction Houses would have escaped his attention.
Cellwind has posted saying that he is unaware of anyone currently working on mail or auction house functionality at the moment, and it is unlikely we will see that in-game soon. While you should keep in mind that he is entirely focused on getting certain bugs and crashes fixed, it seems unlikely that something as major as work on the Mail or Auction Houses would have escaped his attention.
HGL 046: Invisible Party Bugfix ETA
Source: http://forums.hellgatelondon.com/showthread.php?p=421453#post421453
Cellwind's shed some more light on when the invisible party member bug should be fixed; we should see it sometime next week (after Thanksgiving) if things go well.
Cellwind's shed some more light on when the invisible party member bug should be fixed; we should see it sometime next week (after Thanksgiving) if things go well.
Tuesday, November 20, 2007
HGL 045: Skill Respecialisation Confirmed
Source: http://forums.hellgatelondon.com/showpost.php?p=393274&postcount=12
Source: http://forums.hellgatelondon.com/showpost.php?p=420623&postcount=23
LeeDot (Lee Dotson) and OldBrownShoe have confirmed that there will be, at some stage in the future, a respecialisation option implemented for Hellgate: London. The specifics on how it is going to be implemented have not yet been worked out, but the reasoning is "new skills will be released and a person shouldn't have to reroll to get that new lvl 50 skill" which implies that we're going to be seeing more skills requiring level 30 and above.
Source: http://forums.hellgatelondon.com/showpost.php?p=420623&postcount=23
LeeDot (Lee Dotson) and OldBrownShoe have confirmed that there will be, at some stage in the future, a respecialisation option implemented for Hellgate: London. The specifics on how it is going to be implemented have not yet been worked out, but the reasoning is "new skills will be released and a person shouldn't have to reroll to get that new lvl 50 skill" which implies that we're going to be seeing more skills requiring level 30 and above.
HGL 044: Update on 15 minute minigame
Source: http://forums.hellgatelondon.com/showthread.php?p=420484#post420484
OldBrownShoe has clarified the recent 15 minute change to the minigame, letting forum readers know that it is only a temporary solution until the precise cause of the minigame freeze bug is sorted. At that point it is likely that the minigame will no longer cycle every 15 minutes.
OldBrownShoe has clarified the recent 15 minute change to the minigame, letting forum readers know that it is only a temporary solution until the precise cause of the minigame freeze bug is sorted. At that point it is likely that the minigame will no longer cycle every 15 minutes.
HGL 043: Patch 0.5 Tomorrow
Source: http://forums.hellgatelondon.com/showthread.php?p=420488#post420488
Ivan has posted that Patch 0.5 which has been on the Test Centre over the weekend is slated to hit the live servers at 9AM PST on November 20th, with server downtime expected to last until 11AM.
Unfortunately the invisible party member bug was not fully fixed, but Flagship have pinned down the problem and will have the fixes in play for the next patch.
Other points of interest include the removal of the Guy Fawkes event (and fixing of the Fawkes Force 5 quest), better performance and stability along with all players now being able to create up to 24 characters in multiplayer without deleting any.
Full patch notes follow:
Ivan has posted that Patch 0.5 which has been on the Test Centre over the weekend is slated to hit the live servers at 9AM PST on November 20th, with server downtime expected to last until 11AM.
Unfortunately the invisible party member bug was not fully fixed, but Flagship have pinned down the problem and will have the fixes in play for the next patch.
Other points of interest include the removal of the Guy Fawkes event (and fixing of the Fawkes Force 5 quest), better performance and stability along with all players now being able to create up to 24 characters in multiplayer without deleting any.
Full patch notes follow:
General:
All players now have 24 character slots.
Fixed a known issue with the inventory user interface that caused the client to lock up.
Fixed a bug which caused the Mini-game to sometimes become stuck.
Added a /help command to provide assistance using available / commands.
Some new posters have been added to stations, so check them out!
Connection Issues:
Fixed known issues which sometimes caused players to be disconnected and receive an erroneous network error message.
Fixed an issue where some home routers would disconnect a user due to an inactive connection.
Fixed known bugs which sometimes disconnected players during multiplayer quests.
Fixed problems with NetLimiter 1.30 and some older versions of Norton Antivirus and McAfee Antivirus which would make the user entirely unable to connect to the game.
Chat:
Made several chat interface improvements and the text entry more intuitive.
Chat window is now open by default in multiplayer.
Fixed chat window closing when traveling between zones.
Fixed several cases where the chat window would obstruct other UI components.
Chat context (such as Party and Guild) is now more clearly defined in the text entry window, including a color-coded border.
Chat window is now more transparent.
Added /g command. This is equivalent to /gchat command (guild chat).
Whisper text now shows up on all chat tabs.
Whisper messages and admin announcements auto-open the chat panel.
Auto-switch to the appropriate tab (such as Party and Guild) if you type text to that channel and are not in a tab that shows the text.
PageUp/PageDown cycle through chat tabs when text entry is active.
Chat panel now auto-opens if you type text and press Enter while the panel is closed.
Chat text entry deactivates after entering text.
Chat panel no longer closes if you press Enter on a blank line.
Additional miscellaneous bug fixes.
Items:
Fixed known bugs that caused players to sometimes lose items.
Fixed a bug with the Nanoforge that caused it to inaccurately modify the stats of higher-quality items.
Fixed a bug that sometimes caused Unique items to drop without special properties. Old unique items that did not have special properties are not changed by this patch. We are looking into whether we can fix the old items, but we don’t currently have a solution.
Quests:
Fixed various known issues which prevented players from being able to continue interrupted side-quests.
Quest items should no longer remain in the player inventory after the associated quest has been completed. Players with old quest items (such as Train Parts) associated with quests they’ve already completed or no longer have should find these items removed upon logging in.
Fixed an issue that sometimes prevented players from receiving credit for killing the “5 Lies” in The Hellgate quest. Players should now be able to properly advance in this quest.
In order to obtain the Fawkes Force Five item, the player must have completed Stopping Some Guy quest and not have the ‘Blueprints of Fawkes Force Five’ or ‘Fawkes Force Five’ in their inventory or stash. If they completed the quest and don’t have the Blueprints or Fawkes Force Five, then it rewards them with a completed Fawkes Force Five.
Engineers:
Fixed known bugs which prevented Engineer Drones from saving properly.
PvP:
Fixed an incorrect modifier causing Special Effect Attack Strengths in PvP situations to be much higher than intended.
World Movement:
Fixed known issues which occasionally prevented characters from being able to load or switch instances.
Fixed several issues with players getting stuck in the world.
Fixed a bug causing players to become stuck at St. Pauls in Nightmare difficulty.
Portals to party members should now automatically close if the associated party member leaves the game.
Patch Notes Disclaimer: We make every effort to include all upcoming changes in our patch notes, but please be aware that occasionally changes are unintentionally omitted.
HGL 042: Dual Focus Mechanics
Source: http://forums.hellgatelondon.com/showthread.php?p=419182#post419182
Source: http://forums.hellgatelondon.com/showpost.php?p=419751&postcount=5
Clarification regarding dual-wielding focus items from OldBrownShoe; the second focus item (on the left hand) adds all of its special attributes (like any procs, etc) and between 30-60% of its base damage when fired and used for Cabalist spells.
Source: http://forums.hellgatelondon.com/showpost.php?p=419751&postcount=5
Clarification regarding dual-wielding focus items from OldBrownShoe; the second focus item (on the left hand) adds all of its special attributes (like any procs, etc) and between 30-60% of its base damage when fired and used for Cabalist spells.
HGL 041: Minion Health Bonus and Drones
Source: http://forums.hellgatelondon.com/showthread.php?p=418175#post418175
Confirmation from Swinburne that the minion health bonus affix on items is meant to affect the Engineer's drone, but does not at the current time due to a bug.
Confirmation from Swinburne that the minion health bonus affix on items is meant to affect the Engineer's drone, but does not at the current time due to a bug.
HGL 040: Chat Updates
Source: http://forums.hellgatelondon.com/showthread.php?p=417451#post417451
In addition to the chat/UI fixes coming in the 0.5 patch that's currently on the Test Centre server, Erich Schafer (etlich) has posted that it is still a very high priority for multiplayer.
On the list of things soon to come are tab transparency, changes to global chat, custom tabs, interfaces for LFG, party creating and joining.
They are also looking at adding customisation in the medium-term.
In addition to the chat/UI fixes coming in the 0.5 patch that's currently on the Test Centre server, Erich Schafer (etlich) has posted that it is still a very high priority for multiplayer.
On the list of things soon to come are tab transparency, changes to global chat, custom tabs, interfaces for LFG, party creating and joining.
They are also looking at adding customisation in the medium-term.
Saturday, November 17, 2007
HGL 039: Patch 0.5 Notes
Source: http://forums.hellgatelondon.com/showpost.php?p=399402&postcount=1
Ivan's posted the new patch notes for Patch 0.5. Please note that it's only up on the Test Centre server cluster at the moment.
Ivan's posted the new patch notes for Patch 0.5. Please note that it's only up on the Test Centre server cluster at the moment.
We're gearing up to release what we internally refer to as Patch 0.5. We intend this update to resolve many of the issues players are having with Hellgate: London.
In preparation for our 0.5 launch, we'll be...
1) Wiping our Test Center tonight.
2) Placing copies of all US characters into the Test Center tomorrow.
If you'd like to see Patch 0.5 early and help us perfect the update, please login to the Test Center over the weekend. If all goes well, the 0.5 update will be made available to everyone next week.
Curious about what you can expect? Here's a draft of our 0.5 patch notes:
General:
All players now have 24 character slots.
Fixed a known issue with the inventory user interface that caused the client to lock up.
Fixed a bug which caused the Mini-game to sometimes become stuck.
The Mini-game now resets every 15 minutes.
Added a /help command to provide assistance using available / commands.
Some new posters have been added to stations, so check them out!
Connection Issues:
Fixed known issues which sometimes caused players to be disconnected and receive an erroneous network error message.
Fixed an issue where some home routers would disconnect a user due to an inactive connection.
Fixed known bugs which sometimes disconnected players during multiplayer quests.
Fixed problems with NetLimiter 1.30 and some older versions of Norton Antivirus and McAfee Antivirus which would make the user entirely unable to connect to the game.
Chat:
Made several chat interface improvements and the text entry more intuitive:
Chat window is now open by default in multiplayer.
Fixed chat window closing when traveling between zones.
Fixed several cases where the chat window would obstruct other UI components.
Chat context (such as Party and Guild) is now more clearly defined in the text entry window, including a color-coded border.
Chat window is now more transparent.
Added /g command. This is equivalent to /gchat command (guild chat).
Whisper text now shows up on all chat tabs.
Whisper messages and admin announcements auto-open the chat panel.
Auto-switch to the appropriate tab (such as Party and Guild) if you type text to that channel and are not in a tab that shows the text.
PageUp/PageDown cycle through chat tabs when text entry is active.
Chat panel now auto-opens if you type text and press Enter while the panel is closed.
Chat text entry deactivates after entering text.
Chat panel no longer closes if you press Enter on a blank line.
Additional miscellaneous bug fixes.
Items:
Fixed known bugs that caused players to sometimes lose items.
Fixed a bug with the Nanoforge that caused it to inaccurately modify the stats of higher-quality items.
Fixed a bug that sometimes caused Unique items to drop without special properties.
Quests:
Fixed various known issues which prevented players from being able to continue interrupted side-quests.
Quest items should no longer remain in the player inventory after the associated quest has been completed. Players with old quest items (such as Train Parts) associated with quests they’ve already completed or no longer have should find these items removed upon logging in.
Fixed an issue that sometimes prevented players from receiving credit for killing the “5 Lies” in The Hellgate quest. Players should now be able to properly advance in this quest.
Engineers:
Fixed known bugs which prevented Engineer Drones from saving properly.
Fixed a bug which caused Engineers to receive an erroneous “unable to meet requirements” message when entering a new instance with a Drone that has a weapon equipped.
PvP:
Fixed an incorrect modifier causing Special Effect Attack Strengths in PvP situations to be much higher than intended.
World Movement:
Fixed known issues which occasionally prevented characters from being able to load or switch instances.
Fixed several issues with players getting stuck in the world.
Fixed a bug related to St. Paul's Nightmare mode progression.
Portals to party members should now automatically close if the associated party member leaves the game.
World Events:
The Guy Fawkes event has ended. Characters that have completed the NAME Quest that did not receive the Trinket reward should find this item in their inventory.
HGL 038: Patch 0.5 On Test Centre
Source: http://forums.hellgatelondon.com/showthread.php?p=399130#post399130
Bonsai has posted that Patch 0.5 is going up very soon to the Test Centre. "Patch 0.5 which will fix several bugs and issues that we and you have noticed in the game... We are copying over all the North American Character information to the Test Center so you’ll be able to play with your current game characters."
Bonsai has posted that Patch 0.5 is going up very soon to the Test Centre. "Patch 0.5 which will fix several bugs and issues that we and you have noticed in the game... We are copying over all the North American Character information to the Test Center so you’ll be able to play with your current game characters."
Friday, November 16, 2007
HGL 037: Player Models Slider in Patch 1
Source: http://forums.hellgatelondon.com/showthread.php?p=392727#post392727
A slider to control how many player models are shown as full detail will be implemented in Patch 1 (December), according to Amir Ebrahimi, a Graphics Engineer from Flagship.
A slider to control how many player models are shown as full detail will be implemented in Patch 1 (December), according to Amir Ebrahimi, a Graphics Engineer from Flagship.
HGL 036: FF5 Quest
Source: http://forums.hellgatelondon.com/showthread.php?p=391035#post391035
There have been a significant number of people hit by buggy behaviour during the Fawkes Force 5 quest. Kaiser has said that they are planning on giving the appropriate item to players who have completed the quest rather than forcing them to redo it.
There have been a significant number of people hit by buggy behaviour during the Fawkes Force 5 quest. Kaiser has said that they are planning on giving the appropriate item to players who have completed the quest rather than forcing them to redo it.
HGL 035: +Minion Affixes and Drones
Source: http://forums.hellgatelondon.com/showthread.php?p=390975#post390975
OldBrownShoe has clarified that at the moment +Minion affixes (such as +minion health%) do not apply to Engineer drones.
OldBrownShoe has clarified that at the moment +Minion affixes (such as +minion health%) do not apply to Engineer drones.
HGL 034: Patch and Fawkes Event News
Source: http://forums.hellgatelondon.com/showthread.php?p=390253#post390253
Source: http://forums.hellgatelondon.com/showthread.php?p=390338#post390338
Source: http://forums.hellgatelondon.com/showpost.php?p=390988&postcount=11
The patch that I've mentioned a couple of times that should solve a bunch of bugs (but unfortunately not the memory exhausted or the invisible party member bug) is in internal testing now, according to Kaiser. He expects to have patch notes available tomorrow.
The patch should also remove the Fawkes event. Due to the issues and frustrations people have been having with the events, Flagship are examining whether it is feasible to allow subscribers to turn events off once they have had their fill.
Source: http://forums.hellgatelondon.com/showthread.php?p=390338#post390338
Source: http://forums.hellgatelondon.com/showpost.php?p=390988&postcount=11
The patch that I've mentioned a couple of times that should solve a bunch of bugs (but unfortunately not the memory exhausted or the invisible party member bug) is in internal testing now, according to Kaiser. He expects to have patch notes available tomorrow.
The patch should also remove the Fawkes event. Due to the issues and frustrations people have been having with the events, Flagship are examining whether it is feasible to allow subscribers to turn events off once they have had their fill.
HGL 033: PvP Clarifications
Source: http://forums.hellgatelondon.com/showthread.php?p=389970#post389970
TaylorBalbi's shed some light on how Flagship is approaching PvP balancing. Apparently the goal is to work on PvP balancing separate from PvE so that the skills you use to stomp monsters won't get affected by anything that needs to be done to make PvP more balanced and fun.
TaylorBalbi's shed some light on how Flagship is approaching PvP balancing. Apparently the goal is to work on PvP balancing separate from PvE so that the skills you use to stomp monsters won't get affected by anything that needs to be done to make PvP more balanced and fun.
HGL 032: Next Patch Update
Source: http://forums.hellgatelondon.com/showpost.php?p=389303&postcount=490
Cellwind's posted that the patch notes for the TestCentre are currently being worked on. Whether that means the patch might be put up before the weekend is anyone's guess at this point, however.
Cellwind's posted that the patch notes for the TestCentre are currently being worked on. Whether that means the patch might be put up before the weekend is anyone's guess at this point, however.
HGL 031: Nightmare Developer Response
Source: http://forums.hellgatelondon.com/showthread.php?p=388072#post388072
Maledon has posted in a thread regarding Nightmare mode concerns. Apparently from Flagship's point of view, everything is fine and balanced. No real information was given as to how they tested it (whether characters were brought up from Normal and straight into Nightmare, character levels, equipment, whether they played through the entirety of Nightmare in consecutive playsessions), so it is suspect as to whether they have an accurate picture that is comparable to how the playerbase is experience that mode at the moment.
He did say that QA will take another pass over it, but you've got to be wondering whether anything would be different if they did it right the first time. If there are significant changes brought on by this new pass through Nightmare by QA, then why didn't they test it properly first time?
Maledon has posted in a thread regarding Nightmare mode concerns. Apparently from Flagship's point of view, everything is fine and balanced. No real information was given as to how they tested it (whether characters were brought up from Normal and straight into Nightmare, character levels, equipment, whether they played through the entirety of Nightmare in consecutive playsessions), so it is suspect as to whether they have an accurate picture that is comparable to how the playerbase is experience that mode at the moment.
He did say that QA will take another pass over it, but you've got to be wondering whether anything would be different if they did it right the first time. If there are significant changes brought on by this new pass through Nightmare by QA, then why didn't they test it properly first time?
HGL 030: Homing Shot Bug
Source: http://forums.hellgatelondon.com/showthread.php?p=387994#post387994
OldBrownShoe has confirmed that there is a bug with Homing Shot at the moment where it will not trigger more than once. There is a workaround (swap your weapon sets back and forth), but it should be fixed in the next patch (due sometime next week).
OldBrownShoe has confirmed that there is a bug with Homing Shot at the moment where it will not trigger more than once. There is a workaround (swap your weapon sets back and forth), but it should be fixed in the next patch (due sometime next week).
HGL 029: Beneficial Phasing Bug
Source: http://forums.hellgatelondon.com/showthread.php?p=387397#post387397
OldBrownShoe has confirmed that there is a bug with the phase debuff applied from shields. Apparently instead of increasing damage dealt by 50% (like it would with Prayer of Retribution), it increases it by around 150%.
OldBrownShoe has confirmed that there is a bug with the phase debuff applied from shields. Apparently instead of increasing damage dealt by 50% (like it would with Prayer of Retribution), it increases it by around 150%.
Thursday, November 15, 2007
HGL 028: Invisible Party Member and Memory Crash Updates
Source: http://forums.hellgatelondon.com/showpost.php?p=382492&postcount=424
Cellwind hasn't conclusively fixed the Out of Memory crash bug yet, so that fix will not be making it into the patch coming out at next week (hopefully on the TestCentre on Monday/Tuesday). He has also mentioned that the invisible party member bug has not yet been completely fixed, so that too will not be hitting in the next patch. However, due to the importance being placed on the Out of Memory bug, once that is fixed it will be released in its own patch that will likely include the invisible party member bug, which should itself be sorted by then.
Cellwind hasn't conclusively fixed the Out of Memory crash bug yet, so that fix will not be making it into the patch coming out at next week (hopefully on the TestCentre on Monday/Tuesday). He has also mentioned that the invisible party member bug has not yet been completely fixed, so that too will not be hitting in the next patch. However, due to the importance being placed on the Out of Memory bug, once that is fixed it will be released in its own patch that will likely include the invisible party member bug, which should itself be sorted by then.
Wednesday, November 14, 2007
HGL 027: TestCentre Delayed
Source: http://forums.hellgatelondon.com/showpost.php?p=374424&postcount=366
Source: http://forums.hellgatelondon.com/showpost.php?p=373940&postcount=347
Cellwind's posted that the new TestCentre build will probably not go live until Monday/Tuesday at this stage. However, that build has hopefully fixed the invisible party members bug. If it hasn't, Cellwind's given personal assurances that he'll squash it flat.
In related news, in the second post he mentioned the fact that he's been working for 36 hours straight.
Source: http://forums.hellgatelondon.com/showpost.php?p=373940&postcount=347
Cellwind's posted that the new TestCentre build will probably not go live until Monday/Tuesday at this stage. However, that build has hopefully fixed the invisible party members bug. If it hasn't, Cellwind's given personal assurances that he'll squash it flat.
In related news, in the second post he mentioned the fact that he's been working for 36 hours straight.
HGL 026: Nanoforge Bugs Addressed
Source: http://forums.hellgatelondon.com/showthread.php?p=373093#post373093
The issue where magical items downgrade in quality when put into the nanoforge rather than being upgraded has been noted by QA and should soon be fixed. To be more specific, the problem is when a magical item has higher than base attributes (say damage on a weapon), but when it gets put into the nanoforge, it drops down to what the base attribute actually is, rather than adding to its boosted attribute.
The issue where magical items downgrade in quality when put into the nanoforge rather than being upgraded has been noted by QA and should soon be fixed. To be more specific, the problem is when a magical item has higher than base attributes (say damage on a weapon), but when it gets put into the nanoforge, it drops down to what the base attribute actually is, rather than adding to its boosted attribute.
HGL 025: Erich Schaefer Addresses Some Bugs/Issues
Source: http://forums.hellgatelondon.com/showthread.php?p=373048#post373048
Erich's clarified some bug/issues in the player-created "Known Issues" thread.
To begin with, the current problem with other player models rendering in low res/poly is a bandaid fix to prevent the Out of Memory crashes from occurring as often.
The second point was in regards to lag issues affecting sniper weapons. While he sympathises, there is currently nothing that he knows of that can really be done to make this any better from Flagship's end as the problem is generally caused by high client latency.
The third point was to clarify a misconception that Flagship would be reworking current tilesets. Instead, Flagship is working on entirely new tilesets which should be easily recognised as totally new and different from current ones.
His last point was to confirm that they are looking to have some sort of in-station portalling so that people looking to trade do not need to group up while in-station to find each other.
Erich's clarified some bug/issues in the player-created "Known Issues" thread.
To begin with, the current problem with other player models rendering in low res/poly is a bandaid fix to prevent the Out of Memory crashes from occurring as often.
The second point was in regards to lag issues affecting sniper weapons. While he sympathises, there is currently nothing that he knows of that can really be done to make this any better from Flagship's end as the problem is generally caused by high client latency.
The third point was to clarify a misconception that Flagship would be reworking current tilesets. Instead, Flagship is working on entirely new tilesets which should be easily recognised as totally new and different from current ones.
His last point was to confirm that they are looking to have some sort of in-station portalling so that people looking to trade do not need to group up while in-station to find each other.
HGL 024: Ivan Details Future Plans
Source: http://forums.hellgatelondon.com/showpost.php?p=372863&postcount=153
Source: http://forums.hellgatelondon.com/showpost.php?p=372889&postcount=155
Source: http://forums.hellgatelondon.com/showpost.php?p=372911&postcount=156
Source: http://forums.hellgatelondon.com/showpost.php?p=372943&postcount=158
Source: http://forums.hellgatelondon.com/showpost.php?p=373112&postcount=165
Ivan has released a decent flow of information in a short period of time in the thread "EA should be blamed."
- They're working towards having all text narrated for quests from Patch 2 onwards.
- Additional tilesets will not be coming before December, but they are firmly set for delivery then. Of note, they actually have to make each tileset twice, once for low poly/res and once for high poly/res.
- There may be something in Patch 1 that lets you play as a demon temporarily.
- The 'long lost' transformation set of skills for the Cabalist will be making a return if Flagship's plans come to fruition with new classes.
- Ivan avoided the question of a rising level cap in a rather clumsy fashion, but did let on that after Patch 1 each of the quarterly patches is aimed to have as much content as an average storyline Act with "new classes, skills, weapons, items, monsters, tile sets, quests, features, and tech. Then you can look forward to more patches and an expansion(s)."
- There is hope yet for an NPC which analyses items for you. Ivan thinks the idea of having Murmur as an identifying NPC is "cool".
Source: http://forums.hellgatelondon.com/showpost.php?p=372889&postcount=155
Source: http://forums.hellgatelondon.com/showpost.php?p=372911&postcount=156
Source: http://forums.hellgatelondon.com/showpost.php?p=372943&postcount=158
Source: http://forums.hellgatelondon.com/showpost.php?p=373112&postcount=165
Ivan has released a decent flow of information in a short period of time in the thread "EA should be blamed."
- They're working towards having all text narrated for quests from Patch 2 onwards.
- Additional tilesets will not be coming before December, but they are firmly set for delivery then. Of note, they actually have to make each tileset twice, once for low poly/res and once for high poly/res.
- There may be something in Patch 1 that lets you play as a demon temporarily.
- The 'long lost' transformation set of skills for the Cabalist will be making a return if Flagship's plans come to fruition with new classes.
- Ivan avoided the question of a rising level cap in a rather clumsy fashion, but did let on that after Patch 1 each of the quarterly patches is aimed to have as much content as an average storyline Act with "new classes, skills, weapons, items, monsters, tile sets, quests, features, and tech. Then you can look forward to more patches and an expansion(s)."
- There is hope yet for an NPC which analyses items for you. Ivan thinks the idea of having Murmur as an identifying NPC is "cool".
Subscribe to:
Posts (Atom)