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12/7/2005 Patch MessageFollow

#1 Dec 07 2005 at 8:48 AM Rating: Decent
December 7th, 2005
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*** Headlines ***

~ Holiday Festival ~

M.C. Tinkerton needs help repairing his Clockwork Party Machine in time to celebrate 3199! The party machine's dance gyroscopes, firework cannons and party favor dispensers are fully functional, but the most important piece, the machine's primary party motivator, was stolen at the zero hour. M.C. Tinkerton seeks adventurers to steal back the primary party motivator from the Dark Mistletoe giants, a grouchy clan of frost giant nomads in the Great Divide. Seek out M.C. Tinkerton in the Plane of Knowledge for further details.

~ New Arena ~

A new arena zone is now available off of Lake Rathe!


*** Tradeskill ***

- Shield of Maelin now uses the proper quill.
- The following LDoN spell research recipes have been disabled: Death's Despair, Instinctual Panic, Eidolon Bellow, Soulless Panic, Angstlich's Echo of Terror, Jitterskin, Unholy Bellow, Shadow Bellow, Call of the Muse, Guidance.
- Jar of Clockwork Grease is now made with a Small Grease Jar in a toolbox. A Small Grease Jar is made the same way a clay jar is, except that you use a Small Grease Jar Sketch.


*** Events, Missions & Tasks ***

- Additional text has been added to "Investigate a Disappearance" that should help clear up a confusing spot late in the task.
- Soulseeker, Death's Sigh can no longer drop more than once per kill.
- The Mask of the Hidden quest in the Ascent now resets properly after 1 hour of inactivity.
- Monster Mission experience now properly takes into account hell level modifiers. These modifiers smooth out the experience curve to lessen the impact of the old hell levels (30, 35, 40, and 45). Inclusion of these modifiers in the monster experience will cause you to gain more experience than before during hell levels, essentially returning it to a normal level, but you will gain slightly less experience than before when you are not on a hell level.
- Within Monster Missions, you will now find Shards of Wisdom that will impart upon you the experiences of the creature you inhabit at the time. Looting one of these shards will grant the experience to your main character upon successful completion of the mission.
- Aid Fimli in the Plane of Knowledge will now offer to trade you a Cloak of Lesser Pernicity for a Cloak of Greater Pernicity. This is for players who wish to have the original cloak instead of the new, attunable cloak.
- Clockwork Commander Cogswain has outfitted his clockwork models with upgraded weaponry for the War Machines monster mission that begins in Lavastorm. He only has a limited supply of Clockwork Models in commission, so be careful with them.
- Farsoth Mal has regained some of his power deep within the Lair of Splitpaw. Defeating him may prove a bigger challenge than before!
- Dinner invitations to Dreadspire Keep are now flame-resistant and reusable.
- The Performer event will now respawn properly after a failure.
- The respawn time on many NPCs in the Demiplane of Blood has been significantly increased.


*** Items ***

- Archaeologist Flottwit has uncovered a cache of older Darkhollow items and is currently searching the bazaar for some of the newer items for comparison. If you have a Depths of Darkhollow item that changed from tradeable to no trade with the last patch and you'd prefer to have the old tradeable item instead, give the no trade version to Flottwit and he'll give you the old tradeable item in return. Flottwit will only be around until the next patch.
- Heartlight is now no-drop, poof-on-death, and no-rent.
- The mixing bowl and oven now identify Rockhopper eggs more clearly.
- The Cultural Charms should now be tradeable on Firiona Vie.
- Sporali Battle Hammer of Spirits and Daybreak, Bringer of Light have had their proc chances modified.
- Vule's Frozen Heart and Frozen Heart Shards now have +30 atk, +3 accuracy, and reduced weight.
- The hitpoint and mana values on the following items have been increased: Ring of Dark Mists, Dark Void Shoulders, Jagged Coral Choker, and Pristine Illsalin Stonecraft Mask.
- Some of the Depths of Darkhollow hp/mana augmentations were increased too much in the last patch and have been reverted to their old values.


*** NPC ***

- Hatchet the Torturer will now always leave a corpse when slain.
- Nitram Anizok has become interested in some of the clockwork that are near the Plane of Innovation entrance. He will now wander from his workshop and explore the entry to the plane for a few minutes before returning to his workshop.


*** Titles ***

- Corrected an issue that prevented server-based suffixes for the Cazic Thule server from being displayed properly.


*** Spells ***

- Renamed "Zombie Malaise" to "Wurine Guard" and "Wurine Guard" to "Zombie Malaise". This is to correct an inconsistency in the naming.
- Corrected the spelling of "Thief" in the description for the spell Enduring Vision.
- Capitalized "Eyes" in the spell Thief's Eyes.
- Fixed issues with the Aura of Arcanum spells to allow better stacking with other resist buffs.
- Summon Companion will now summon a pet even when you have Steadfast Servant up.
- Field of Vision spells will now stay persistent through zoning.


*** AAs ***

- Gift of Mana will no longer trigger on any spell that costs no mana to cast.
- The monk AA Eye Gouge is now more effective and will stack better with other attack debuffs.
- The magician AA Elemental Agility should now properly cause your pet to be hit less often.
- Guardian of Ro ranks 2 and 3 will now properly increase the damage that your Guardian of Ro does.
- Attempting to use Living Shield before the cool down is finished should no longer result in an error message.
- When Bards use the Origin ability it can now be interrupted by ducking.
- AA's should no longer vanish from your AA list until you zone.


*** UI ***

- A bug where the UI could not be reloaded more than a few times has been fixed.
- The 'Skills' option on the EQ menu has been moved down into the player information sub-menu.
- Added new EQType label "Target of Target Name", type 135, at the request of the UI community.
- Added optional "CloseButton" button to the Story Window at the request of the UI community. The default UI doesn't have this button, but if UI creators want it they can add one now.
- The UI XML parser has been slightly optimized, slower computers may notice a slight decrease in load times.
- Through a change to defaults.ini, the way the Evolving Item XP Transfer window opens should no longer obscure parts of the window.
- A Bazaar Search UI bug where the All Effects filter would no longer bring up weapons with combat effects has been fixed.
- The bandolier window is now persistent across a zone change.
- Hotkeys in the hotbar as well as in the actions window will remain useable when you exit a monster mission.
- It is no longer possible to get 2 group leaders in the same group in the raid window.
- In the Bard Songs Window, all icons should now appear the same size and not overlap each other.
- Fixed a bug with groups and raids where if group member with a shared task /raidinvites a separate player with a different shared task, the group players become bugged.
- Fixed a crash related to minimizing the chat window to as small as it can go.
- Swapping to a weapon configuration that includes a light source in the bandolier should now activate that light source.


*** Miscellaneous ***

- Corpses that were under the world when a zone starts up are now moved to the safe spot of the zone.
- Sharvahl and Hollowshade now use Luclin night settings for the sky. Previously there was no sky in these zones.
- The /safelock command now prevents the Esc key from altering in game windows while safelock is activated.
- You can now no longer summon a horse while controlling a boat.
- If a tracking class enters a monster mission that has a template with track, their sort track will now work correctly afterwards.
- /Dzadding a character that is zoning should no longer cause various bugs.
- Various atlas typos have been corrected. Grobb was spelled Gukta; even the trolls could spell enough to tell that was wrong.
- New Half Elves can now claim Kelethin as their starting city.
- Fixed a problem most often seen in the Tutorial where Arias would attack the player if they use the hide ability. This was a general bug; any NPCs that were told to follow the player because of a script would agro when the player tried to hide.
- The '/who all' command will now filter searches for Frogloks.

- The EverQuest Team
#2 Dec 07 2005 at 9:04 AM Rating: Decent
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Quote:
- The 'Skills' option on the EQ menu has been moved down into the player information sub-menu.
- Added new EQType label "Target of Target Name", type 135, at the request of the UI community.
- Added optional "CloseButton" button to the Story Window at the request of the UI community. The default UI doesn't have this button, but if UI creators want it they can add one now.


Smiley: motzSmiley: motzSmiley: motzSmiley: motz

QUIT ******* WITH THE UI

NOBODY USES YOUR WORTHLESS PIECE OF **** UI ANYWAY.

Smiley: motzSmiley: motzSmiley: motzSmiley: motz



Edited, Wed Dec 7 09:05:34 2005 by jchapin
#3 Dec 07 2005 at 9:07 AM Rating: Good
It looks like these changes were put in at the request of the UI modders.

Take a breath Rao :)

Quote:
Within Monster Missions, you will now find Shards of Wisdom that will impart upon you the experiences of the creature you inhabit at the time. Looting one of these shards will grant the experience to your main character upon successful completion of the mission


interesting...
#4 Dec 07 2005 at 9:29 AM Rating: Decent
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That means if you want the xp, you have to be in the mission and loot a shard.

Great addition!
#5 Dec 07 2005 at 9:31 AM Rating: Good
really? that is a great addition.
#6 Dec 07 2005 at 9:32 AM Rating: Decent
Quote:
Within Monster Missions, you will now find Shards of Wisdom that will impart upon you the experiences of the creature you inhabit at the time. Looting one of these shards will grant the experience to your main character upon successful completion of the mission.


What does this mean exactly? Does this mean you will get xp for kills in a MM after if you have one of these Shards?
#7 Dec 07 2005 at 9:33 AM Rating: Good
cilrail just wrote:
That means if you want the xp, you have to be in the mission and loot a shard.

Great addition!
#8 Dec 07 2005 at 9:45 AM Rating: Decent
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1,906 posts
Quote:
Within Monster Missions, you will now find Shards of Wisdom that will impart upon you the experiences of the creature you inhabit at the time. Looting one of these shards will grant the experience to your main character upon successful completion of the mission
Yes, really interesting. I'm curious where you will get those shards... will they be ground spawns? Will they drop? If so, how will this work in mm's in which you don't kill any mobs?
#9 Dec 07 2005 at 9:49 AM Rating: Decent
Wow If they had the shard there the whole time I think people would have been a little more accepting of the massive xp. Then again had the shard been there I know alot of epople who would have 300 less aa then they do now.

SO long afk aa farmers oh and dont forget to GFY
#10 Dec 07 2005 at 9:51 AM Rating: Decent
Ironicly though the shards may make lfg even harder. Now people who go to regular xp zones and have friends invite them to the mm just as xp is about to be awarded now may leave regular xp zones and go to the MM's.

Man cant win for losing with these damn MM.
#11 Dec 07 2005 at 10:51 AM Rating: Decent
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404 posts
Maybe I am reading this wrong.. We will see when someone reports back on how it works.

- Within Monster Missions, you will now find Shards of Wisdom that will impart upon you the experiences of the creature you inhabit at the time. Looting one of these shards will grant the experience to your main character upon successful completion of the mission.


Does this mean that a Druid can up his skill in 1HS, by playing a Splitpaw Brute, or a Pirate.. umm forgot what it was.. Warrior class? If so, that would be cool.
#12 Dec 07 2005 at 10:55 AM Rating: Good
No, the shards mean that you have to physicall be in the monster mission zone and complete the mission to get the XP for it...no more AFK XP.

It is nothing more than that.
#13 Dec 07 2005 at 11:24 AM Rating: Decent
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Why are people reading so much into this? If you want the xp, you have to loot a shard while inside the mission once all the mission objectives are complete. Means you can't be in PoK or RSS in a regular xp group and get /taskadd free xp anymore.

#14 Dec 07 2005 at 11:48 AM Rating: Decent
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I hate MM's offically now.


I think they were kind cool for like the first week but none of them are truly "FUN" i mean come on folks who cares if the FP MM takes 45 mins it's just a "FUN" one. The fairy MM is one of the worst ones there is but that one is one of the only one's people are doing becasue it's easy. for me it's all about having fun in EQ i'm not too concerned with megea xp or aa's as long as it's just plain fun
#15 Dec 07 2005 at 11:50 AM Rating: Good
i've been doing the fairy one for the last couple of days, only because I'm in the middle of studying for exams and it allows me to play eq and do homework at the same time.

after exams, i'll switch back to normal XP zones.
#16 Dec 07 2005 at 11:56 AM Rating: Decent
Being that I do not do the "afk free exp." thing there are more interesting things in this patch message about MM's.

Although shards mean no more afk exp gain they also mean no more training thru MM's in 5 mins. Now you will at least need to kill 6 mobs in a full group to all recieve exp at the end and thats if every mob in the zone holds a shard.

Traing mobs out of the way for fellow teammates to easily complete tasks in the missions may not have been sony's intitial intention with some of the tasks, it was a lot of fun to do and see no reason why a players creativety in coming up with new ways to complete goals that they set out for us in the first place.

The MM in South Karana has been adjusted to make the named gnoll at the end of the mission harder to kill, which probably means he will have the same hp count if not more than all the other mobs in the zone. I am sure me and my friends who have gotten this MM down to 5 mins or less, with no concern for the loot at the end, are not the only ones. Now it will most likely be impossible to do this MM without slowly killing your way to the named so that you can live long enough to kill him, and personally and i know i speak for at least 5 of my close in game friends will ruin this MM.

I don't say that just because of the quick AA's and exp you can get off this MM, which i am not going to lie was very nice while it lasted =), but instead becuase the training of the mobs, hitting all the levers and killing the named all in one run was really the funest part of doing the MM.

Of course until we all get to try it out again and see what actually has been changed no one really knows how it will be, but I really do hope they haven't ruined this MM's fun factor.
#17 Dec 07 2005 at 11:59 AM Rating: Decent
Sorry for all the bad grammer its early lol =)
#18 Dec 07 2005 at 11:59 AM Rating: Good
JSteel:

What was the trick to that? We could never seem to get a good train of mobs going that would clear the way long enough for someone to hit all the levers and kill the mob in one run.
#19 Dec 07 2005 at 12:04 PM Rating: Decent
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Quote:
- The hitpoint and mana values on the following items have been increased: Ring of Dark Mists, Dark Void Shoulders, Jagged Coral Choker, and Pristine Illsalin Stonecraft Mask.


Stop toying with me Smiley: frown
#20 Dec 07 2005 at 12:06 PM Rating: Decent
We would run the MM with 5 wars and a clr i was usually the clr. I would cast conviction on all the wars and the elixir on 2. They would start the train trying to get all the mobs they could on the way to where the named spawns. 1 war would head to the jail room where there would be 3 to 4 mobs depending on how the zone populated per mission. He would hit all the switches and the last 2 wars and me(clr) would run to the nameds the 2 wars playing blockers for the clr in case any of the mobs where left behind or the first to wars had been killed. Once we got to the named room the I(clr.) would cast reproach on the named gnoll and task completed in one run and less then 5 mins =)

We had 3 sets of alts all parked there and would alternate between them while we waited for timer
#21 Dec 07 2005 at 4:58 PM Rating: Good
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1,907 posts
Quote:
/Dzadding a character that is zoning should no longer cause various bugs.


Huh, what does that mean?Smiley: confused

I wonder how hard shards will be to get in a mission.

Quote:
- Fixed a problem most often seen in the Tutorial where Arias would attack the player if they use the hide ability. This was a general bug; any NPCs that were told to follow the player because of a script would agro when the player tried to hide.


That's a shame, that helped newbies to prepare for the broken parts of EQ, now they will expect everything to work Smiley: lol
#22 Dec 07 2005 at 5:08 PM Rating: Decent
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Kelti wrote:
Quote:
/Dzadding a character that is zoning should no longer cause various bugs.


Huh, what does that mean?Smiley: confused


If you sent a Gates Expedition /dzadd to someone while they were zoning they would not get the popup box. And you could not reinvite.

Generally that person would need to camp out and return before you could reinvite.

That's a "good thing".

I have still only done one monster mission, twice, the Halloween Gods one. Gee, I guess I just have to go back to earning 3-6 AA an hour the old fashioned way.

Edited, Wed Dec 7 17:09:38 2005 by Felicite
#23 Dec 07 2005 at 5:09 PM Rating: Decent
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/DZadd is pre DoN's equivalent of /taskaddplayer

It has/had some buggy issues with it. I believe it was the last patch or two that made it a cross zone command. Before you had to be in same zone to DZadd now you don't.
#24 Dec 07 2005 at 5:19 PM Rating: Decent
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MentalFrog wrote:
/DZadd is pre DoN's equivalent of /taskaddplayer

It has/had some buggy issues with it. I believe it was the last patch or two that made it a cross zone command. Before you had to be in same zone to DZadd now you don't.


Nay,

We would use it from inside Dranik instances to invite people outside.

I can't swear Gates day one (maybe you had to leave Tipt to invite other people in?), but Omens day one it was cross zone.
#25 Dec 07 2005 at 5:27 PM Rating: Decent
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/shrug

I thought I read it in a patch notes somewhere. Maybe it was a different one.
#26 Dec 07 2005 at 5:32 PM Rating: Decent
Ok seriously, still no bonus zone changes???
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