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Anya
03-12-2005, 06:37 AM
Message in its entirety per Moorgard' post here (http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=30)

Note: This partial update is being moved to our Test server a bit early to give extra testing time to our new content. Additional fixes and features for Live Update #5 will be moved to the Test server next week.


*** The Bloodline Chronicles ***

- We invite our Test server players to venture into the new zones introduced for The Bloodline Chronicles! All characters on Test can access the new zones and /claim their D'Morte ring. Dare to venture into the Tombs of Night and let us know what you think!
- This Adventure Pack is intended for characters that are levels 30 to 45.
- New weapons, armor, spells, combat arts, and tradeskill recipe books are available in the new zones. Players who don't purchase The Bloodline Chronicles can buy these and other goods from adventurers who explore the caverns below Nektulos Forest.
- To download the files necessary for the Adventure Pack, run EverQuest II and click "Download Options" on the launchpad. Under "Optional Downloads," check the box next to "Adventure Pack #1: The Bloodline Chronicles." If you wish to receive the files right away, check the box next to "Download Immediately." If you would prefer to let the files download in the background while you use your computer for other tasks, leave the box unchecked.


*** Gameplay ***

- Characters revived underwater will now appear with a full breath bar.
- Corpses and chests that were slightly out of reach should now be easier to loot.
- Attempting to swap items by dragging and dropping them should now work more consistently.
- Mini-dings now occur every gold XP bubble (10% of each level) instead of every other. Skill increases will still happen every other bubble.
- The Disarm Trap skill now has a 50% chance of going up anytime you disarm a chest regardless of the level of the encounter that dropped it.
- The red border around an aggro NPC's name should no longer change when the encounter is locked.


*** Paying House Upkeep ***

- Housing upkeep can now be prepaid and shared among characters. To prepay rent, just press the "Pay Upkeep" button before your next upkeep payment is due.
- To share rent, use the account that is now linked to each house. Any character with Friend access or higher can contribute coin, status, or both to the account. Characters with Trustee access or higher can pay the upkeep fees from this account.
- The account retains a history of who has contributed to it (up to 250 people), how much was contributed in total, how much was contributed in the last deposit, and the date of the last deposit. The account also retains a history of the last 52 rent payments made from the account, who paid them, and when.
- The housing menu is now accessible from outside by friends and trustees when upkeep is due.


*** Mentoring ***

- The Target and Implied Target windows now only show the character's effective level when Mentoring.
- Effective level, actual level, and class name are shown in the Persona and Inspect Player windows.
- Mentors should no longer gain combat XP if they have it disabled.


*** Zones and Population ***

– The Niscanith encounter should now present a greater level of challenge.


*** Items ***

- Sharpscar and the Scorched Wood Staff are now attuneable instead of No Trade.
- The Fishgut Ring can now be equipped.


*** Quests ***

- The fifth stage of the Glowing Black Stone quest should now properly take the Palladium Torque.
- Sir Valinayle's intro quests should now correctly display their quota count on updates.
- J.P. Feterman in the Commonlands has some new quests to offer: "A Hunter's Tool" and "Grizzlefang's Mane".
- Those working on Bendik Jonkers' quest will now be able to enter the Murkwater Nook. Adventurers can enter the zone again after they have completed the quest.
- Varski will now allow players to complete his third and fourth quests out of order.
– A Tallon lugger in Oricsh Wastes has been changed to a Vallon lugger in order to allow completion of a quest.
- The Amazon Thunderbow quest now requires only ten crater fish to complete.
- The Bloody Fistwrap quest now requires only one metal stud and one metal clasp to complete. Instead of killing a ghost to complete one of the steps, you will now be tasked with killing orcs.
- The Giant Slayer now requires only one club head to complete. It also directs players to find the wire on a giant.
- Gnoll Weaponry now requires only one blade to complete.
- A Bloodstained Blade now requires you to kill a Dragoon lieutenant to progress the quest.
- The Veriche Maul quest now requires you to kill a Deathbone Savage to progress the quest. The target for stage three of the quest has been changed to an Infernal Rock Heap.
- The Rage will now direct you to kill ten Gul'Thex Rage.
- Strange Mutations will now progress when you kill mutated rats.
- Shadows of the Past can now only be progressed by killing undead within Nektulos Forest.
- A Heavy Lockbox now requires one set of keys to be found instead of requiring you to kill ten raiders.
- Something Sounds Rotten now directs you to inspect the item rather than seek another out.


*** Spells and Combat Arts ***

- Casting single-target spells on an implied target (e.g. casting a heal on the enemy attacking you so that you get the heal) and auto-target spells (such as pet-only or caster-only) should now display where the spells are actually landing.
- Examining a spell's description will now indicate if its effects are suspended during combat.
- Resurrection spells can now be cast on fallen members of your raid party.

Assassin changes:
- Spitting Viper (Adept I) now has the correct name (Spitting Viper vs. Killer Instinct).

Brawler Changes:
- Thundering Fists will now stun your enemy and display a message in the chat window.

Defiler changes:
- Baleful Countenance will now display a chat message when the fear proc goes off.

Fury changes:
- Toxic Quills' description now indicates that it decreases the attack speed of the target.
- Savage Mask's description now indicates that it increases the caster's power pool.

Mystic changes:
- Fading Spirit's proc should now go off 100% of the time.
- Runic Shield's description is now more accurate.
- Path of the Grey's description now indicates that it also regenerates the health of your ally.

Paladin changes:
- Ancient Wrath now inflicts a small slashing DoT effect.
- Holy Sunder now inflicts a small slashing DoT effect.
- Judgment Strike now inflicts a small slashing DoT effect.
- Condemnation's slashing and crushing resistance modifiers now match.

Ranger changes:
- Longshank: If you turn auto-attack off before the attack lands, you will go into stealth mode. Your target will also be ensnared when this attack lands.
- Lunging Thrust will now appear in the maintained spells window.
- Raven Embers now has the appropriate duration.
- Natural Selection's icon background is now green to indicate that it is an AoE spell.

Shadowknight changes:
- Sorrow will now unleash an AoE disease attack in addition to the DoT.

Swashbuckler changes:
- Flight of Fancy now gives a greater amount of hate reduction.

Templar changes:
- Greater Intercession now adds AC appropriately and will no longer erroneously display the "No Eligible Target" message.
- Combative Faith's description now indicates that it also has a DoT effect.

Warlock changes:
- Aspect of Vul will now display the name of the caster in the chat window rather than the recipient.

Wizard changes:
- Surge of Flames no longer displays an interrupt message each time it is cast.
- Benumb will now appear in the maintained spells window.
- Enfeeblement will now appear in the maintained spells window.
- Distorted Visions' description is now more accurate.


*** Tradeskills ***

- There are now additional types of harvesting tasks available for alchemy and culinary components.
- There are now harvesting tasks available that call for items from level 30+ zones.
– Wholesaler society tasks will now be issued based on the character's highest harvesting skill rather than their adventurer or tradeskill level.
- Tier 2 recipes have been added for daggers, great spears, war hammers, cudgels, and kite shields. These recipes can be found in Craftsman Essentials Volume 14, Outfitters Essentials Volume 14, Advanced Outfitter One Handed Weapons Volume 12, Advanced Craftsman Volume 14, and Advanced Outfitter Dual Weapons Volume 14.
- Changed the name of cinnamon, honey, and cardamom to raw cinnamon, raw honey, and raw cardamom.


*** Commands, Controls, and User Interface ***

- The number of slots in the Maintained window has been increased to 30.
- The Inventory window now has an area that lets you drop items to be moved into your inventory.
- Added the /house_kick command which allows the owner of a house to remove an unwelcome guest. Just typing "/house_kick" will remove the targeted player, while "/house_kick NAME" boots a specific character. Only house owners can use this command. The kicked player will appear outside the home as though they had left normally.
- Using the /togglebags command or a hotkey to open all your inventory bags will no longer open containers inside other containers.
- A raid window toggle has been added to the default keymap options.
- Maintained spells now show Concentration used if applicable.
- Skill increase messages now show your character's current and max skill levels. The skill gain message stays on screen one second longer.
- If your target is immune to an attack due to weapon level or quality, a message to that effect will be displayed in the chat window.
- The option setting for "allow windows offscreen" will now save properly.
- "Druid Ring" is now spelled correctly on the Orcish Wastes map.
- The list of respawn locations should now be sized correctly within the window border.
- The right-click option to buy items from the Market window has been removed.


*** Art ***

- Fixed the teeth on those nasty kholrats.
- Corrected some weighting issues with vanguard armor on human males.


*** UI Files Updated ***

images\widgets03.dds
images\icons\icon_is61.dds
eq2ui_ImageStyles.xml
eq2ui_mainhud_mail.xml
eq2ui_mainhud_openedmail.xml
eq2ui_popup.xml
eq2ui_popup_setprice.xml
eq2ui_popup_setpricestatus.xml
===========================
Moorgard
EverQuest II Community Guy

[/QUOTE]

Liandra
03-12-2005, 06:44 AM
*** UI Files Updated ***

images\widgets03.dds
images\icons\icon_is61.dds
eq2ui_ImageStyles.xml
eq2ui_mainhud_mail.xml
eq2ui_mainhud_openedmail.xml
eq2ui_popup.xml
eq2ui_popup_setprice.xml
eq2ui_popup_setpricestatus.xml
===========================
Moorgard
EverQuest II Community Guy



slightly off topic for the tradeskill forum, but do you think this is them finally implementing the in-game e-mail system?

Other than that there are some very nice changes there. I especially like the housing ones. pre-paid rent. friends and trustees can contribute to rent. the ability to kick unwanted houseguests. :)

Ameva
03-12-2005, 07:30 AM
Has anyone seen the "new culinary tasks"?

Ameva

Anya
03-12-2005, 08:31 AM
slightly off topic for the tradeskill forum, but do you think this is them finally implementing the in-game e-mail system?

Well... judge for yourself :)

http://home.comcast.net/~robnjul/mailsystem.jpg

Viliarna
03-12-2005, 09:45 AM
In Game E-mail!!!! Oh hallelujah!!!!!!!! Oh Frabjous Day! Calloo, Callay!!!!


And guild halls now can work closer to how they should, with everyone able to contribute to the rent payments.

You don't suppose that SOE actually, like, listens, do you? :p

ArcticZero
03-12-2005, 10:04 AM
I think this will be great.. I share a room with one friend soon to be another when we switch over to a 2 room.. and it is a pain for me to have to get on at certain times just to pay the rent.. now they can pay it... and we can pay a bit in advanced now as well.

As for in game mail.... all I can say is thank you.. cause we needed it..

kennicotti
03-12-2005, 01:44 PM
LOL, the WoW'isitation of EQ2 continues. In WoW the cost of the mail is also 30cp. This looks like an almost exact copy of the WoW mail system, but WoW has 3 slots for different objects, looks like EQ2 only has one. For example in WoW you can send money AND an item, it isn't really clear but it looks like in EQ2 you can sen money OR an item.

Korsis
03-12-2005, 03:47 PM
LOL, the WoW'isitation of EQ2 continues. In WoW the cost of the mail is also 30cp.
Wow'isitation? Please. I'm pretty sure that SOE said they were going to implement in-game email from back in beta (i.e. before the WoW open beta, so you might as well assume WoW stole SOE's idea). I know they said it long before now. And besides, if you want to be petty, WoW isn't the first game to implement in-game email like this, so I guess they are isitized too.

Also, you may want to take into account that you are talking about different currencies. The two games have a different highest denomination, different cash drops, different selling system, different ratios of attuning/not attuning gear, different money sinks. The economies are completely different, and it is foolish to immediately assume that 30c EQ2 equals 30c WoW.

These are some great changes; things that people have been asking for. It's constantly a breath of fresh air how much the EQ2 devs really listen to us and respond.

Ellendilh
03-13-2005, 06:17 AM
Email is going to be nice.

Not going into the debate of who said they would implement it first, just saying that, in the end, competition is always good for the customer (i.e. us).

Astarelle
03-13-2005, 10:23 PM
- There are now additional types of harvesting tasks available for alchemy and culinary components.
- There are now harvesting tasks available that call for items from level 30+ zones.


Woot! Now I can do something with all that stuff I get from mushrooms.

Kougar
03-14-2005, 08:43 AM
Some very cool changes.

Mail and House changes look interesting.

imready2go
03-14-2005, 09:28 AM
You can always count on Anya to be up on this stuff! lol

Question: does the ability to send coin through the mail enhance the ability to PL your own toons? Sony seemed to be trying to avoid that in part by not allowing coin to pass (directly) through shared banks. I can see now just sending my alts as much coin as they need through the mail. Not that there weren't plenty of work-arounds to get cash to your alts before, but this just seems to bit more blatant. Or am I missing something?

Durgrok
03-14-2005, 10:08 AM
/ludicrous-example-to-make-a-point

HA! I'll have you know that Tribes 2 was using an in-game email system years ago! Everyone knows that everyone who is ANYONE knows about and plays Tribes 2, so CLEARLY, both WoW and EQ2 are going through Tribes-isation!

Yes! ALL MMORPGS are becoming like the ultimate first-person-shooter-futuristic-squad-based-combat game!

Next patch we'll be able to craft our own hovertanks, I bet!

/ludicrous-example-to-make-a-point-off

:D :rolleyes: :p

Breez
03-14-2005, 12:05 PM
Next step = in game mail in EQ1

And since you can follow the logical step of sending tells cross game then it only follows that you should be able to send e-mail cross game.

/em plots evily to send EQ1 plat to EQ2 account
MUHAHAHAHAHAHAHA!

Serenya
03-14-2005, 12:14 PM
Dragons of Norrath added in-game email to EQ1. though I don't know if it includes the ability to send coin and/or items

Shader
03-14-2005, 12:34 PM
Next patch we'll be able to craft our own hovertanks, I bet!

Of course, Provisioners will be the only ones who can make hovertanks.

Goonie
03-14-2005, 01:19 PM
LOL, the WoW'isitation of EQ2 continues. In WoW the cost of the mail is also 30cp. This looks like an almost exact copy of the WoW mail system, but WoW has 3 slots for different objects, looks like EQ2 only has one. For example in WoW you can send money AND an item, it isn't really clear but it looks like in EQ2 you can sen money OR an item.
City of Heroes did it before WoW. Just an FYI

Niami DenMother
03-14-2005, 02:11 PM
Next step = in game mail in EQ1

Already done, as someone else mentioned. It's only a messaging system at this point (not items/coins), but it's there. When I got my press tour of the DoN expansion, they mentioned that they'd be adding mail to all their games, and sounded like cross-game mail as well.

Very happy to see about the housing changes, and the addition of crafted weapon types that had been missing.

Now, if they could light a fire under the folks on the Art team to fix the several still-bugged pieces of furniture ...

Viliarna
03-14-2005, 03:35 PM
Of course, Provisioners will be the only ones who can make hovertanks.
But they won't get paid back enough to make it profitable, and they will sell them for far too much. ;) :p

kieroth_whiteleaf
03-14-2005, 04:22 PM
Being able to share coin amongst alts would be welcome indeed, even if you lose 30cp on a transfer.

My alts all put the stuff they want to sell on my main so when I do my afk selling it all gets sold - but there's no good way for my main to distribute the money back to the alts.

This is a very welcome addition. Losing some copper to do it is semi-annoying but I can live with it.

SFG

Prrasha
03-14-2005, 06:19 PM
In-game mail new to MM*Gs? Nah, Nethack and the other UNIX-character-graphics games had it a couple decades ago. I can't be the only one here who remembers "&" arriving to hand over a Scroll of Mail...

(Someone grognardier than me will now arrive to point out the mail system on their PDP-11's custom version of Adventure, coded on a punch card that they cut out by hand on a day when the punch was broken.)

kieroth_whiteleaf
03-15-2005, 03:12 PM
We had ingame mail on our abacuses' (abaci?) back in the 5th century bc.

*yawn*.

Seriously tho - I've griped about other patches but this one looks pretty cool. Hope most of it makes it live.

SFG

ArcticZero
03-15-2005, 04:21 PM
eqoa from out of the box had ingame mail... soe has been using the system for some time now... but hell.. phanstay star online on the dreamcast from back in 2000 had ingame mail... woot for console orpg's

Bill
03-15-2005, 04:40 PM
Not to detract from the exciting retrospective of which games had email (didn't Zork have.....? hehe), but has anyone managed to do a T4 or T5 Wholesaler task, or any of the new Alch and Prov tasks? Curious if "harvest 15 fungi" = 15 fungi harvests or 15 of one of the 5 or 6 possibilities I could get from fungii (I am guessing it's specific since the current mining ones require a specific result). Also curious if the T4 and T5 tasks continue the 4x trend for reward.

Thanks!

Realgar
03-16-2005, 01:37 PM
As a level 14 Craftsman, I was tasked to collect 15 Sycamore.

For information it took 26 nodes to reach the target.

kieroth_whiteleaf
03-17-2005, 01:39 PM
Ick.

On the plus side, more people will harvest that stuff so other stuff might spawn for a change.

Usually the only things I can find are alchemy and provisioner nodes. And roots nodes, thank god. I've gone through more tubers leveling 8 chars than I ever thought possible.

SFG

Gilfalas Elaandrin
03-17-2005, 03:09 PM
As a level 14 Craftsman, I was tasked to collect 15 Sycamore.Scamore? Is that a new harvestable? I thought tier 2 was elm or maple?

Bill
03-17-2005, 03:27 PM
Sycamore is a fungii harvestable.

Amaera
03-18-2005, 09:11 AM
Scamore? Is that a new harvestable? I thought tier 2 was elm or maple?

Elm is a Tier1 harvest from wood nodes. Maple is Tier2 from wood.

Sycamore is from fungi and I can't remember if it's 1 or 2.