Patchnotes 1.70 - Englisch
Verfasst: 23.06.2004, 00:20
We know the patcher is running with the consistency of mashed potatoes. We've got it dialed up as much as possible, and ask your patience on this big day.
===================================
Dark Age of Camelot
Version 1.70 Release Notes
June 22, 2004
===================================
WELCOME TO NEW FRONTIERS
With version 1.70, the Dark Age of Camelot: New Frontiers free expansion makes its debut. All users who wish to continue participating in Realm vs. Realm combat will need to download and install the New Frontiers optional content for your current game client (Shrouded Isles or Trials of Atlantis). Please note that the Classic Camelot engine does not support New Frontiers - Classic users will need to upgrade to the Shrouded Isles engine. For more information about New Frontiers, please go to http://www.camelotherald.com/newfrontiers/ where you will find information about the expansion, realm ability system, maps, and other invaluable information.
Getting the New Frontiers Installer
Here is a list of places where you can find the New Frontiers installer for the Trials of Atlantis and Shrouded Isles clients:
- Download. Go to http://www.camelotherald.com/newfrontiers/download.php for a list of download locations.
- We have also arranged for a partner who now has the New Frontiers CDs for sale for the cost of shipping. The order form can be found here: https://www.plimus.com/jsp/buynow.jsp?c ... Id=1637037
There are two different installer download options for New Frontiers: a Trials of Atlantis client version and a Shrouded Isles version. Classic client users who have upgraded to the Shrouded Isles engine can use the Shrouded Isles installer to install New Frontiers. For more information on upgrading to the Shrouded Isles engine, please see http://www.camelotherald.com/newfrontiers/download.php
NEW FRONTIERS SPECIAL FEATURES
Levels Through RVR Experience
Through the New Frontiers expansion, players now have the option of engaging in PvE OR RvR combat to gain levels. The experience awards for realm vs. realm combat have been increased for the standard servers. Players will be awarded 8 times more experience than they were previously awarded for killing enemy players in the frontiers.
New Grouping Level Range Changes
With this version, we are also relaxing the rules that govern the level ranges that can effectively group together. The intent of this new system is to allow lower-level players to group with substantially higher-level group leaders, and enable them to make some contribution to combat and spellcasting.
- Whenever a low-level character (5th level or higher) joins a group led by a higher level character, they are temporarily adjusted so that they can hit and land spells on monsters of the range that are normally fought by the group leader. They will be able to hit, and also to do damage to these monsters.
- This adjustment kicks in when a player approximately 90% of the level of the group leader or less joins a group. This means that if anyone less than 17th level joins a group led by a 20th level group leader, their to-hit and damage are boosted up so that they can hit and damage monsters that are commonly fought by a 20th level group. Also, while grouped, they will take less damage per hit from high level monsters.
- This system does not affect items such as weapons or armor - only to-hit and damage, and to some extent, damage taken is affected.
- Lower level group members must be within 3000 units of the group leader in order to receive the bonus.
- Experience gained by the lower level character is the same as it currently is on the live servers when lower level characters are grouped with higher level friends.
Battlegrounds
No longer will you have to wait until level 15 to be able to enjoy the thrill of fighting against other players in Dark Age of Camelot battlegrounds - now you can do it from day one of your character's existence.
- Players can use the portal ceremonies at the border keeps in their home realm to port into the battlegrounds using the Battleground Medallion of Passage. The names and level ranges of the battlegrounds are as follows:
1 - 4 Proving Grounds
5 - 9 The Lions Den
10 - 14 The Hills of Claret
15 - 19 Killaloe
20 - 24 Thidranki
25 - 29 Braemar
30 - 34 Wilton
35 - 39 Molvik
40 - 44 Leirvik
- Teleportation into a battleground will not check for a realm point cap for players to gain admittance into that battleground.
- Players will not earn realm points in the first three battlegrounds - Proving Grounds, The Lions Den, and The Hills of Claret.
- Players will be able to earn realm points in each of the remaining battlegrounds, however, there will be a limit to the number of realm points players can earn in each battleground. After they have reached this limit, killing other enemy players will not grant any more realm points (players will still be able to participate in that battleground until they exceed the level cap). The realm point limits for the battlegrounds are as follows:
Realm Rank 1 Level 3 - Killaloe
Realm Rank 1 Level 4 - Thidranki
Realm Rank 1 Level 6 - Braemar
Realm Rank 2 Level 0 - Wilton
Realm Rank 2 Level 5 - Molvik
Realm Rank 3 Level 0 - Leirvik
- Players who log out in a battleground not designed for their level will be placed in the appropriate border keep.
- Newly created characters entering the game for the first time have a Proving Grounds medallion of passage equipped on the character.
- The first three battlegrounds have reduced prices for their medallions of passage. Note that existing Medallions of Passage will also take players in this level range to the appropriate battleground.
1 copper - Proving Grounds medallion of passage
1 silver - The Lions Den medallion of passage
5 silver - The Hills of Claret medallion of passage
- Experience rewards have been added which will be granted upon the successful keep capture in the battlegrounds from levels 1-44. Upon successfully killing the Keep Lord/Jarl/Chieftain, every eligible player inside the keep region will be awarded approximately 25% of their level in experience. This experience reward can be earned once per level for every level, up to level 44.
NEW FRONTIERS RESPECS
- A full skill respec has been granted to all characters at or above realm rank 1 (characters with at least 1 realm point) upon login. To use this respec, type '/respec all' in front of your class trainer. Please note that if you wish to use the full skill respec, you must do so before your character gains a new level.
- We are providing players with the ability to obtain a full realm ability respec at a very low cost (10 silver). Players wishing to respec their realm abilities can visit the merchants set up specifically for this purpose and purchase special respec stones - Sophist's Realmstone. **These special stones will only be available until JUNE 28, 2004 (one full week), then they will disappear.** During the time these new stones are available, the Respec NPCs will temporarily not accept the old realm stones. Once the merchants are gone, the Respec NPCs will once again accept the old stones. These are the merchants that will be selling the new, temporary respec stones:
Albion - Brandonne Chauncy in Camelot
Midgard - Frumdall Helmer in Jordheim
Hibernia - Gwinna Galbrath in Tir na Nog
- Please note that in order to use these stones, you must turn them in to the appropriate Respec NPC and then type '/respec realm' in front of your class trainer. The NPCs that accept these respec stones are listed below.
Albion - Paiton Hazlett in Camelot
Midgard - Haili in Jordheim
Hibernia - Bretta in Tir na Nog
- For more information regarding the full skill respec and realm skill respecs, please see http://www.camelotherald.com/more/1531.shtml
- Please note that our customer service staff will be unable to reset your realm skills or reset your character's skills. They will also be unable to provide you with new respecs or stones. Please go slowly - proofread twice, hit accept once, as the saying goes.
NEW THINGS AND BUG FIXES
- (SI and ToA Only) Changes made in 1.69 inadvertently caused players running two instances of DAOC to go linkdead or experience other problems. To address this and restore the original level of functionality, we have added a new "sleep mode" to the client, to allow it to run while using very low CPU usage when in the background or minimized. Setting it to "Background" will not render when the window is not the active window on your desktop, and setting it to "Minimized" will cause it to not render when the game is minimized. You can adjust your settings in the Options Menu or ingame using the "/clientsleep" command.
- The check which prevents players from joining groups in combat now only applies to PvE combat. Groups engaged in RvR combat can freely bring new players into the group.
- There is no longer a range restriction on inviting a player into your group with the "/invite [name]" command.
- We have added the /range command. This command works similar to /gtrange but is based off of your current object target rather than your ground target.
- Typing "/groundset 0" moves the height of your ground target back down to the default if it had previously been raised or lowered, in addition to setting your ground target position at your feet.
- The /release command now gives a warning when the player misspells or does not fully type out "house" for /release house.
- Added alliance and ranks to the list of /gc commands when just typing /gc.
- Stealth detection range is now hard capped at 1900 units. This change should fix the bug with stealth ghosts being seen on the battlefield. The 1900 unit hard cap should only come into play in the most extreme of circumstances where an assassin with several levels of Mastery of Stealth is detecting an enemy stealther whose stealth is in the single digits.
- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.
- Dead players can no longer initiate, modify, or complete trades.
- Melee damage done by a pet (controlled or otherwise) now reports back to the pet owner on the Attacks/Other channel.
- Damage done to an actively controlled pet now reports back to the pet owner on the Attacks/Other channel.
- Damage shield spells and damage add spells on pets now reports damage dealt to the pet's owner when applicable.
- Pets will once again follow their masters underwater when possible.
- Summon spells now check line of sight to their "summon destination" (this is usually about 64 units in front of the caster). If they don't have line of sight, they will summon at the caster's feet instead.
- It is no longer possible to use pets to attack targets with an engage radius when the caster is outside of the engage radius. This includes dragons, keep lords, and tower captains.
- Facilitate Painworking (the Necromancer quickcast spell) now works identically to other list casters' Quickcast ability. Previously it had a very small chance of failure when fighting higher level opponents.
- Petcast spells that would fail when the player's pet is in combat now correctly abort before casting, triggering timers, using power, etc.
- A player will only receive one "You are protected" message from the Protect skill per second.
- Targeted spells that also have a radius component should no longer fire off the radius portion of the spell when fired at a keep piece, siege equipment piece, or player you're involved in a duel with.
- You can no longer cast an endurance heal on yourself if you have over 90% endurance.
- Damage over time spells can no longer be cast on objects.
- Heal and power heal spells/abilities used on oneself and heal (and power heal) spells/abilities used by Necromancers on their pets (excluding the heal-over-time line) abort before casting and will not set recast timers if the user (or pet in the Necromancer's case) is at full health. This does not affect group heals or spreadheals.
- Ground targeted area of effect spells no longer experience a dropp off to the amount of damage caused to targets which are further from the center of the effect.
- The "All Melee" bonus on objects has had its named changed to "All Primary Weapon". Please note that the bonus for these objects is not changed.
- Necromancer pets and Animist bombers now get full benefit from their owners' spell piercing items and Traldor's Oracle Archmagery buffs.
- Spell Piercing bonuses now correctly modifies resistances downward instead of upward, for direct damage spells, debuffs and damage over time spells. A level 50 character can not have more than 10% Spell Piercing effect up at any one time (from items or spells); any Spell Piercing over 10% is ignored (previously Spell Piercing was "capped" at 25% for a level 50 character).
- Objects can no longer do critical hits from procs or reverse procs.
- When an offensive proc buff expires, it no longer clears shapechanges.
- Players are no longer required to have 1 skill point in Siegecraft to control, aim, and fire siege equipment.
- Players on personal boats will no longer be hit by radius effects from spells.
- Players will no longer be able to board a boat while in combat.
- Personal Boats are automatically removed from the water if there are no passengers on the boat after a 15 minute timer has expired. Once a player boards the boat, the timer is turned off and reset until the boat is emptied again.
- Fixed a bug where if a player has Master Level 0 or higher, some spell timer icons would not darken on the client when used.
- Fixed an issue where some monsters in Deep Volcanus would blink in and out periodically as they were fighting.
- Siege and Essence resist types now display as such in spell effect delves.
- All medallions of passage now have delve information.
Master Level Ability Changes and Fixes
- Font of Power no longer affects targets which have been engaged in PvE combat within the last 10 seconds. The Font was having an unbalancing effect on PvE combat. After much discussion and debate, we decided to leave the Font itself alone and make it work without restriction in RvR, and add a small restriction for PvE (rather than reduce its effectiveness or otherwise reduce its usefulness in RvR with an across-the-board change).
- The Convoker Master Level ability, Summon Warcrystal, now has a 30 second recast timer.
- The Warlord Master Level ability, Resilient Will, now has the correct delve information.
- Crystal Titan now grows much larger in size than before. This should give this intimidating creature much more presence in the frontiers.
- Fixed a bug with Faultfinder where the damage was not being modified by the level of the door or wall being attacked. Also reduced the effectiveness of Faultfinder overall.
- You can no longer infinitely cast Agony Transmission by pre-loading the spell queue with non-instant cast spells.
- The poison created by the Essence Flare master ability now vanishes when the user logs out of the game (this includes going link dead).
- Brittle Guards cast by Necromancers are now friendly instead of neutral.
- When Bodyguard fails because the user is preparing a shot or casting, it will now print a message to the user.
- Bodyguard will no longer borrow a re-use timer from Camouflage.
===================================
Dark Age of Camelot
Version 1.70 Release Notes
June 22, 2004
===================================
WELCOME TO NEW FRONTIERS
With version 1.70, the Dark Age of Camelot: New Frontiers free expansion makes its debut. All users who wish to continue participating in Realm vs. Realm combat will need to download and install the New Frontiers optional content for your current game client (Shrouded Isles or Trials of Atlantis). Please note that the Classic Camelot engine does not support New Frontiers - Classic users will need to upgrade to the Shrouded Isles engine. For more information about New Frontiers, please go to http://www.camelotherald.com/newfrontiers/ where you will find information about the expansion, realm ability system, maps, and other invaluable information.
Getting the New Frontiers Installer
Here is a list of places where you can find the New Frontiers installer for the Trials of Atlantis and Shrouded Isles clients:
- Download. Go to http://www.camelotherald.com/newfrontiers/download.php for a list of download locations.
- We have also arranged for a partner who now has the New Frontiers CDs for sale for the cost of shipping. The order form can be found here: https://www.plimus.com/jsp/buynow.jsp?c ... Id=1637037
There are two different installer download options for New Frontiers: a Trials of Atlantis client version and a Shrouded Isles version. Classic client users who have upgraded to the Shrouded Isles engine can use the Shrouded Isles installer to install New Frontiers. For more information on upgrading to the Shrouded Isles engine, please see http://www.camelotherald.com/newfrontiers/download.php
NEW FRONTIERS SPECIAL FEATURES
Levels Through RVR Experience
Through the New Frontiers expansion, players now have the option of engaging in PvE OR RvR combat to gain levels. The experience awards for realm vs. realm combat have been increased for the standard servers. Players will be awarded 8 times more experience than they were previously awarded for killing enemy players in the frontiers.
New Grouping Level Range Changes
With this version, we are also relaxing the rules that govern the level ranges that can effectively group together. The intent of this new system is to allow lower-level players to group with substantially higher-level group leaders, and enable them to make some contribution to combat and spellcasting.
- Whenever a low-level character (5th level or higher) joins a group led by a higher level character, they are temporarily adjusted so that they can hit and land spells on monsters of the range that are normally fought by the group leader. They will be able to hit, and also to do damage to these monsters.
- This adjustment kicks in when a player approximately 90% of the level of the group leader or less joins a group. This means that if anyone less than 17th level joins a group led by a 20th level group leader, their to-hit and damage are boosted up so that they can hit and damage monsters that are commonly fought by a 20th level group. Also, while grouped, they will take less damage per hit from high level monsters.
- This system does not affect items such as weapons or armor - only to-hit and damage, and to some extent, damage taken is affected.
- Lower level group members must be within 3000 units of the group leader in order to receive the bonus.
- Experience gained by the lower level character is the same as it currently is on the live servers when lower level characters are grouped with higher level friends.
Battlegrounds
No longer will you have to wait until level 15 to be able to enjoy the thrill of fighting against other players in Dark Age of Camelot battlegrounds - now you can do it from day one of your character's existence.
- Players can use the portal ceremonies at the border keeps in their home realm to port into the battlegrounds using the Battleground Medallion of Passage. The names and level ranges of the battlegrounds are as follows:
1 - 4 Proving Grounds
5 - 9 The Lions Den
10 - 14 The Hills of Claret
15 - 19 Killaloe
20 - 24 Thidranki
25 - 29 Braemar
30 - 34 Wilton
35 - 39 Molvik
40 - 44 Leirvik
- Teleportation into a battleground will not check for a realm point cap for players to gain admittance into that battleground.
- Players will not earn realm points in the first three battlegrounds - Proving Grounds, The Lions Den, and The Hills of Claret.
- Players will be able to earn realm points in each of the remaining battlegrounds, however, there will be a limit to the number of realm points players can earn in each battleground. After they have reached this limit, killing other enemy players will not grant any more realm points (players will still be able to participate in that battleground until they exceed the level cap). The realm point limits for the battlegrounds are as follows:
Realm Rank 1 Level 3 - Killaloe
Realm Rank 1 Level 4 - Thidranki
Realm Rank 1 Level 6 - Braemar
Realm Rank 2 Level 0 - Wilton
Realm Rank 2 Level 5 - Molvik
Realm Rank 3 Level 0 - Leirvik
- Players who log out in a battleground not designed for their level will be placed in the appropriate border keep.
- Newly created characters entering the game for the first time have a Proving Grounds medallion of passage equipped on the character.
- The first three battlegrounds have reduced prices for their medallions of passage. Note that existing Medallions of Passage will also take players in this level range to the appropriate battleground.
1 copper - Proving Grounds medallion of passage
1 silver - The Lions Den medallion of passage
5 silver - The Hills of Claret medallion of passage
- Experience rewards have been added which will be granted upon the successful keep capture in the battlegrounds from levels 1-44. Upon successfully killing the Keep Lord/Jarl/Chieftain, every eligible player inside the keep region will be awarded approximately 25% of their level in experience. This experience reward can be earned once per level for every level, up to level 44.
NEW FRONTIERS RESPECS
- A full skill respec has been granted to all characters at or above realm rank 1 (characters with at least 1 realm point) upon login. To use this respec, type '/respec all' in front of your class trainer. Please note that if you wish to use the full skill respec, you must do so before your character gains a new level.
- We are providing players with the ability to obtain a full realm ability respec at a very low cost (10 silver). Players wishing to respec their realm abilities can visit the merchants set up specifically for this purpose and purchase special respec stones - Sophist's Realmstone. **These special stones will only be available until JUNE 28, 2004 (one full week), then they will disappear.** During the time these new stones are available, the Respec NPCs will temporarily not accept the old realm stones. Once the merchants are gone, the Respec NPCs will once again accept the old stones. These are the merchants that will be selling the new, temporary respec stones:
Albion - Brandonne Chauncy in Camelot
Midgard - Frumdall Helmer in Jordheim
Hibernia - Gwinna Galbrath in Tir na Nog
- Please note that in order to use these stones, you must turn them in to the appropriate Respec NPC and then type '/respec realm' in front of your class trainer. The NPCs that accept these respec stones are listed below.
Albion - Paiton Hazlett in Camelot
Midgard - Haili in Jordheim
Hibernia - Bretta in Tir na Nog
- For more information regarding the full skill respec and realm skill respecs, please see http://www.camelotherald.com/more/1531.shtml
- Please note that our customer service staff will be unable to reset your realm skills or reset your character's skills. They will also be unable to provide you with new respecs or stones. Please go slowly - proofread twice, hit accept once, as the saying goes.
NEW THINGS AND BUG FIXES
- (SI and ToA Only) Changes made in 1.69 inadvertently caused players running two instances of DAOC to go linkdead or experience other problems. To address this and restore the original level of functionality, we have added a new "sleep mode" to the client, to allow it to run while using very low CPU usage when in the background or minimized. Setting it to "Background" will not render when the window is not the active window on your desktop, and setting it to "Minimized" will cause it to not render when the game is minimized. You can adjust your settings in the Options Menu or ingame using the "/clientsleep" command.
- The check which prevents players from joining groups in combat now only applies to PvE combat. Groups engaged in RvR combat can freely bring new players into the group.
- There is no longer a range restriction on inviting a player into your group with the "/invite [name]" command.
- We have added the /range command. This command works similar to /gtrange but is based off of your current object target rather than your ground target.
- Typing "/groundset 0" moves the height of your ground target back down to the default if it had previously been raised or lowered, in addition to setting your ground target position at your feet.
- The /release command now gives a warning when the player misspells or does not fully type out "house" for /release house.
- Added alliance and ranks to the list of /gc commands when just typing /gc.
- Stealth detection range is now hard capped at 1900 units. This change should fix the bug with stealth ghosts being seen on the battlefield. The 1900 unit hard cap should only come into play in the most extreme of circumstances where an assassin with several levels of Mastery of Stealth is detecting an enemy stealther whose stealth is in the single digits.
- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.
- Dead players can no longer initiate, modify, or complete trades.
- Melee damage done by a pet (controlled or otherwise) now reports back to the pet owner on the Attacks/Other channel.
- Damage done to an actively controlled pet now reports back to the pet owner on the Attacks/Other channel.
- Damage shield spells and damage add spells on pets now reports damage dealt to the pet's owner when applicable.
- Pets will once again follow their masters underwater when possible.
- Summon spells now check line of sight to their "summon destination" (this is usually about 64 units in front of the caster). If they don't have line of sight, they will summon at the caster's feet instead.
- It is no longer possible to use pets to attack targets with an engage radius when the caster is outside of the engage radius. This includes dragons, keep lords, and tower captains.
- Facilitate Painworking (the Necromancer quickcast spell) now works identically to other list casters' Quickcast ability. Previously it had a very small chance of failure when fighting higher level opponents.
- Petcast spells that would fail when the player's pet is in combat now correctly abort before casting, triggering timers, using power, etc.
- A player will only receive one "You are protected" message from the Protect skill per second.
- Targeted spells that also have a radius component should no longer fire off the radius portion of the spell when fired at a keep piece, siege equipment piece, or player you're involved in a duel with.
- You can no longer cast an endurance heal on yourself if you have over 90% endurance.
- Damage over time spells can no longer be cast on objects.
- Heal and power heal spells/abilities used on oneself and heal (and power heal) spells/abilities used by Necromancers on their pets (excluding the heal-over-time line) abort before casting and will not set recast timers if the user (or pet in the Necromancer's case) is at full health. This does not affect group heals or spreadheals.
- Ground targeted area of effect spells no longer experience a dropp off to the amount of damage caused to targets which are further from the center of the effect.
- The "All Melee" bonus on objects has had its named changed to "All Primary Weapon". Please note that the bonus for these objects is not changed.
- Necromancer pets and Animist bombers now get full benefit from their owners' spell piercing items and Traldor's Oracle Archmagery buffs.
- Spell Piercing bonuses now correctly modifies resistances downward instead of upward, for direct damage spells, debuffs and damage over time spells. A level 50 character can not have more than 10% Spell Piercing effect up at any one time (from items or spells); any Spell Piercing over 10% is ignored (previously Spell Piercing was "capped" at 25% for a level 50 character).
- Objects can no longer do critical hits from procs or reverse procs.
- When an offensive proc buff expires, it no longer clears shapechanges.
- Players are no longer required to have 1 skill point in Siegecraft to control, aim, and fire siege equipment.
- Players on personal boats will no longer be hit by radius effects from spells.
- Players will no longer be able to board a boat while in combat.
- Personal Boats are automatically removed from the water if there are no passengers on the boat after a 15 minute timer has expired. Once a player boards the boat, the timer is turned off and reset until the boat is emptied again.
- Fixed a bug where if a player has Master Level 0 or higher, some spell timer icons would not darken on the client when used.
- Fixed an issue where some monsters in Deep Volcanus would blink in and out periodically as they were fighting.
- Siege and Essence resist types now display as such in spell effect delves.
- All medallions of passage now have delve information.
Master Level Ability Changes and Fixes
- Font of Power no longer affects targets which have been engaged in PvE combat within the last 10 seconds. The Font was having an unbalancing effect on PvE combat. After much discussion and debate, we decided to leave the Font itself alone and make it work without restriction in RvR, and add a small restriction for PvE (rather than reduce its effectiveness or otherwise reduce its usefulness in RvR with an across-the-board change).
- The Convoker Master Level ability, Summon Warcrystal, now has a 30 second recast timer.
- The Warlord Master Level ability, Resilient Will, now has the correct delve information.
- Crystal Titan now grows much larger in size than before. This should give this intimidating creature much more presence in the frontiers.
- Fixed a bug with Faultfinder where the damage was not being modified by the level of the door or wall being attacked. Also reduced the effectiveness of Faultfinder overall.
- You can no longer infinitely cast Agony Transmission by pre-loading the spell queue with non-instant cast spells.
- The poison created by the Essence Flare master ability now vanishes when the user logs out of the game (this includes going link dead).
- Brittle Guards cast by Necromancers are now friendly instead of neutral.
- When Bodyguard fails because the user is preparing a shot or casting, it will now print a message to the user.
- Bodyguard will no longer borrow a re-use timer from Camouflage.