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Liandra
05-11-2006, 03:25 AM
*** Betrayal ***

- Players can now betray their city at any level.
- You will now slowly work your faction up with the city you are betraying to (or back to the one you originally betrayed) in order to be accepted within the city walls.
- Until such a time as you are accepted as a citizen of Qeynos or Freeport, you will be an Exile and must only operate out of a new underground location known as Haven.
- Haven does not provide the plush lifestyle of Qeynos or Freeport--You'll miss out on some of aspects of the city life such as writs, brokers (though you'll have use of a fence), player housing (apart from Maj'Dul), or city-based rewards.
- Note that all characters, whether they change their class or not, will have their spells set back to the Apprentice I level after betraying.
- Qeynos betrayers should begin their journey with Spockfuddle near the fence in Qeynos Harbor.
- Freeport betrayers should begin their journey with Izzay Meestere in West Freeport.



*** Desert of Flames ***

Eagles, Hooluks, Insectoids, Vultaks, Draconians now use a wider variety of combat moves. Mainly their ouches and dodges will respond more appropriately to the direction of attacks. Also, when fighting these creatures, player characters' ouches, dodges and parries will match the direction of attacks.



*** Control Spell Changes ***

Note: All of the control spell changes listed here are subject to change before they go live. In fact, since these notes were written based on data from 05/04/06 and Blackguard will be in LA by the time you read this, much of it has changed before even going to Test. The notes should be a lot more sane by next week when he gets back.

- All short knockdowns and many short stuns that were 2s in duration have been changed to a 1.5s duration.
- All knockdowns and many short stuns that were 3-4s in duration have been changed to a 2.5s duration.
- All knockdown effects will not work on epics.
- Adjusted all root, stifle, stun, mesmerize, and fear durations to have consistent linear progression in durations with level increases.
- There is now a new control state labeled "daze." Daze effects replace pacify effects that were attached to some spells. When a mob is dazed it cannot auto attack.
- Examine information describing control effects should generally be clearer than before.
- All Mesmerize abilities have their own immunity separate from Stun immunity.


Fighter changes:
- Guardian: Crumble - Reduced damage on melee hit portion of the combat art.
- Guardian: Concussion - Increased damage, now reduces casting skills of target instead of power damage.
- Berserker: Stunning Cry - Power cost reduced.
- Berserker: Vanquish - Is now a 6s stifle/root instead of a 6-7s stun.
- Paladin: Glorious Strike effect from Glorious Weapon - Reduced stun duration to 2.5 seconds.
- Monk: Instill Doubt - Changed from a Bruiser to a Brawler ability.
- Bruiser: Intimidate - This combat art line now shares its reuse timer with Instill Doubt.
- Bruiser: The Sucker Punch line now dazes opponents instead of knocking them down.


Scout changes:
- Scout: Cheap Shot - Reduced power cost. Duration is 4s instead of 6s on standard or weaker opponents.
- Dirge: Lanet's Excruciating Scream - Changed into short duration daze effect that causes disease damage when it expires. The amount of damage was reduced. Reuse time increased to 30s.
- Dirge: Garsin's Funeral March - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Dirge: Sapping Shot - Recast time increased to 25s.
- Troubador: Lullaby - Decreased duration and increased reuse timer to 20s.
- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term charm. Reduced casting time to 3s. Has full use of pet commands. Duration greatly reduced. Removed concentration costs. Increased reuse time to 60s.
- Ranger: Thorny Trap - Duration of Root effect has been reduced.
- Brigand: Blackjack - Changed from a 5s stun to a 6s hold direction and root ability. Reduced damage and power cost.
- Brigand: Strangling Throw - Reduced damage.
- Brigand: Double Up - Double Up list auto-adjusts to use abilities appropriate to the brigand's level.
- Swashbuckler: Disarming Grin - Increased recast timer to 45s from 30s.


Priest changes:
- Templar: Sign of Pacification - Increased reuse time to 30s.
- Templar: Prostrate - Reduced casting time to 2.5 seconds, Increased Reuse time to 45s. Reduced power cost.
- Templar: Divine Arbitration - No longer distributes health from dead players in the group.
- Inquisitor: Fearful Conversion - Fearful conversion, has a lower chance to break than it did before and mesmerizes after the fear effect instead of a root.
- Inquisitor: Imprison - Increased Reuse time to 30s. Break chance occurs on damage only.
- Defiler: Primordial Terror - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Fury: Irritating Swarm - Has changed into a stifle and minor snare. It is now on a 60s reuse timer with a 1.5s casting time and shorter duration.
- Fury: Pact of the Cheetah - Also dispels hostile root effects.
- Mystic: Phantasmal Spirits - Reduced duration of Mesmerize to 5s.


Mage changes:
- Wizard, Warlock, Conjurer, Necromancer: Root Spells:
* Have 15% overall break chance instead of 20%
* Only processes break chances when damage is received, not on any hostile act towards the target.
* Duration reduced.

- Wizard: Tongue Twist - Lowers Hate instead of dealing damage.
- Warlock: Interference - Slightly lowers hate with encounter instead of dealing damage.
- Warlock: Gas Cloud - Reduced stun duration to 1.5s. Lowered reuse timer from 15s to 9s.
- Warlock: Dark Siphoning - Reduced casting time to 3s.
- Warlock: Devastation - Removed stun component.
- Necromancer: Fear - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Necromancer: Grasp - Lowered resistibility, reduced casting time to 1.5s, and increased reuse time to 45s.
- Conjurer: Petrify - Lowered resistibility and increased reuse timer to 5s.
- Conjurer: Shattered Terrain - Increased casting time from 2s to 3s, dazes but does not stifle.
- Coercer: Terrible Awe and Illusionist: Phantasmal Splendor:
* Resistibility increased
* Casting time increased to 2s
* Reuse timer increased to 15s.
* Removed number of targets restriction for PvE.
* Removes target from area effects.
* Mesmerize effect can now affect Epic targets.

- Coercer: Stupefy
* Functions as a medium-long duration target area effect stun.
* Resistibility increased
* Casting time set to 2s
* Reuse time is 40s.
* Stun effect can now affect Epic targets.

- Illusionist: Bewilderment:
* Functions as a medium duration target area effect Stun.
* Resistibility increased
* Casting time increased to 1.5s
* Reuse time is 40s.
* Removed number of targets restriction for PvE.
* Stun effect can now affect Epic targets.

- Coercer: Psychic Wail- Increased reuse to 45s. Stun effect can now affect Epic targets.
- Coercer: Channel - No longer distributes power from dead players in the group. Damage reduced.
- Coercer: Ego Shock - Changed Root into target encounter daze that always lands. Reuse timer changed to 30s. Damage reduced. Daze effect will affect Epic targets.
- Illusionist: Illusory Allies - Reduced damage and health of summoned illusions.
- Illusionist: Headache - Changed mez into daze that always lands. Reuse timer changed to 30s. Damage reduced. Daze effect will affect Epic targets.
- Coercer: Amnesia - Stun effect can now affect Epic targets.
- Coercer: Slumber - Mesmerize effect can now affect Epic targets.
- Coercer: Silence - Stifle effect can now affect Epic targets.
- Coercer: Medusa Gaze - Stun effect can now affect Epic targets.
- Illusionist: Sleep - Mesmerize effect can now affect Epic targets.
- Illusionist: Convincing Regalia - Mesmerize effect can now affect Epic targets.
- Illusionist: Overwhelming Silence - Stifle effect can now affect Epic targets.
- Illusionist: Confusion - Stun effect can now affect Epic targets.


Achievement changes:
- Warrior: Belly Smash - Removed additional knockdown effect.
- Predator: Point Blank Shot - Reduced stun duration, recast time lowered to 45s, and damage decreased.
- Bard: Round Bash - Upgrades affect the knockback stun duration. Increased damage.
- Cleric: Hammer Smite - Upgrades affect the knockback stun duration.
- Shaman: Crippling Bash - Upgrades affect the knockback stun duration.
- Summoner: Shockwave - Upgrades affect the knockback stun duration.
- Rogue: Walk the Plank - Added root effect to hold direction.
- Brawler: Eagle Spin - Added root effect to hold direction.
- Bard: Shield Focus - Properly roots bard in place and grants knockdown immunity.



*** Zone Access Changes ***

- The following zones no longer require an access quest. For many of the quests, there are new rewards attached in place of the old reward (gaining access to a zone):
* The Firemyst Gully
* The Sanctum of Fear
* Bloodskull Valley: The Excavation Site
* The Eternal Gorge
* Miragul's Menagerie
* Icespire Summit
* The Forbidden Sepulcher
* The Trembling Lagoon
* The Obelisk of Lost Souls
* The Darkblade Den of Assassins
* The Serpent's Lair
* The Murkwater Nook
* Maiden's Gulch
* The Vault of Flames
* Nektropos Castle
* The Lair of the Necromancer
* The Vestibule
* Heroic: The Sullon Mines
* Heroic: The Tallon Hording Halls
* Heroic: The Darkened Den
* Icebound
* The Bastion of Flames
* The Cove of Decay: A Treaty for Treasure
* The Ruins of Varsoon

- The following raid zones now have an NPC you must speak with outside of the zone in order to enter:
* Shattered Stillness: Epic - Speak with Relana Everglade in Antonica
* Bloodskull Valley: Maulic's Stronghold - Speak with Amulius Ramio in the Commonlands
* Echoes of Time: Epic - Speak with Overseer Melicinn in the Commonlands
* A Meeting of the Minds - Speak with Taryn D'Vat in the Feerrott
* Commune of K`Dal - Speak with Klogg Bindgear in Lavastorm
* Deathfist Citadel - Speak with Andala Oakenpath in Zek, the Orcish Wastes
* The Deserted Mine - Speak with Gragak Stinkyfeet in Zek, the Orcish Wastes
* The Court of Al'Afaz - Speak with Walheed Raffini in the Pillars of Flame
* The Gates of Ahket Aken - Speak with Muleek Mahaja in the Sinking Sands
* The Cove of Decay: Epic Angler - Speak with Googegguta in the Thundering Steppes



*** Desert of Flames ***

- "A piece of ancient parchment" should drop a little more frequently from individuals in the Pillars of Flame. Rumors exist that the leaders of these people have also begun to carry the parchment more often. The parchment is now able to be traded or sold.



*** Gameplay ***

- You are no longer limited to engaging 5 encounters.
- Charmed players will now cast spells from their knowledge books.
- Corpses of epic mobs now last much longer (unless looted) so the victors can take screenshots.



*** Quests ***

- Group members on the same step of the quests "Ishara's Search" and "Brush with Celebrity" can now enter into the same arena instance.
- Vindain Greenfaith will now give high elves the flask he mentions when offering the quest "Components of Growth."



*** Items ***

- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards now have 10 charges each.

- Tome pages found on the ground are now easier to see. They flutter in the breeze, so even if it is partly in the ground or snow, some of it will be visible while it is flapping.



*** Zones and Population ***

- The evac point for Permafrost is now within the zone rather than in Everfrost. There is also an additional revive point within Permafrost.



*** Combat ***

- Brigand: An issue that was causing combat art visuals to sometimes be played on the brigand has been corrected.
- Ranger: Surveil - Range lowered to 35 meters from 50 meters.
- Crusader: Lance - Damage over time effect will now stack with other allies.
- Predator: Intoxication - Damage over time effect will now stack with other allies.
- Shaman: Leg Bite - Damage over time effect will now stack with other allies.



*** Achievements ***

- Bard: Bump's examine info will now indicate its ability to steal from the target.



*** Tradeskills ***

- Tradeskill societies have been removed.
* Players can now enter any of the tradeskill instance zones at any time.
* All your tradeskill society status you have ever earned (not just in your current society) has been converted into personal status points (this will not add status to your guild).


*** User Interface ***

- In the spell effects window, non-beneficial spells will now be displayed before beneficial ones. This will allow you to quickly tell what negative effects you have on you by glancing at the first few icons in your effects bar.
- There is a new macro replacement:%c. This will be replaced with the name of the Icon your mouse is over. This will work on things like Effects, Maintained Effects, Inventory, Equipment, Macros, Hotkeys, Spells, Target Effects, and Implied Target Effects. Examples of usage:
* MACRO: /group I have (( %C )) please cure me!
* MACRO: /group %t has (( %C )) please cure %o!

- When you are offered a quest with a full quest journal, you will no longer get a dialog box indicating that. Instead, you will get the quest offer window, but the accept button will gray-out until you have deleted a quest.
- Items with a castable ability or ability when equipped will now show applicable durations in the examine info.
- Items that you cannot use due to level or skill will now show the proper values for their effects.
- There is now a "Mute All on Minimize" checkbox in the Sound tab of the Options menu.
- There are now options to "Show Third Party Damage" and "Combat Bubbles" in the User Interface tab of the Options menu.
- Lockout Timers window will now correctly sort by Time Left.
- The maintained spell and effect windows will no longer scroll with the mousewheel, potentially moving your spell off the visible space. Thanks, Actfive



*** UI Files Modified ***

eq2ui_mainhud_effects.xml
eq2ui_mainhud_maintained.xml

Lordebon
05-12-2006, 02:26 PM
Hmm.

Betrayal. I really hope its different to go from Q/FP to Kelethin when the time comes. I know if I have to work up faction and such AND lose all my spells then I'll be a VERY PO'd wood elf that will be staying in Qeynos (Stay in Q, or lose 50p or more in Adp3s and Master 1s?).

As for societies... about time.
And the DoF parchment... thank Tunare! I cannot simply seem to get that to drop, but hopefully when this goes live...

Liandra
05-12-2006, 02:44 PM
Hmm.

Betrayal. I really hope its different to go from Q/FP to Kelethin when the time comes. I know if I have to work up faction and such AND lose all my spells then I'll be a VERY PO'd wood elf that will be staying in Qeynos (Stay in Q, or lose 50p or more in Adp3s and Master 1s?).

As for societies... about time.
And the DoF parchment... thank Tunare! I cannot simply seem to get that to drop, but hopefully when this goes live...

They have already said that Kelethin will be a neutral city so toons from both Freeport and Qeynos can go there without betrayal (like Maj'dul). ALso that means the Fey can choose to be any adventure class and still be based in the treetop city.
Betrayal is just if you want to switch from being Qeynos based to Freeport based or vise-versa.

Lordebon
05-13-2006, 07:51 AM
Ah I didn't know that. Thanks Lianda, most excellent! I get to retain my Qeynos Citizenship and still live in Kelethin if I wish.

I hope they plan to add a call mechanism (like Call of Ro for MD).

Troodon
05-14-2006, 12:49 PM
Pretty sure that having all your spells set to app1 is a temporary thing, and they'll go back to whatever level they were before once you gain citizenship in the new city. That's just speculation though, doesn't seem logical that they'd permanently reset your spells as a cost of betrayal.

Troodon
05-14-2006, 12:55 PM
Ah I didn't know that. Thanks Lianda, most excellent! I get to retain my Qeynos Citizenship and still live in Kelethin if I wish.

I hope they plan to add a call mechanism (like Call of Ro for MD).

Not sure on this, but I don't think there will actually be any such thing as Kelethin citizenship. It will be a neutral city, and likely will be like Maj'Dul, where anyone from Qeynos or Freeport can purchase housing there but still retain their old city's citizenship.

Conversely, I'm not sure how "citizenship" will work for Fey. Just guessing, but likely Kelethin being their base will be an option for all classes, or they can choose Qeynos or Freeport alignment at character creation... guess will have to see how that works.

Likely there will be a spell that can call you to Kelethin. I imagine Fey will get this for free, and non-Fey can do some sort of quest to gain it.

Keep in mind this is all speculation and educated guessing, lol, but based on what they've stated and way they have done things in past, seems logical at least.

Liandra
05-14-2006, 06:05 PM
Pretty sure that having all your spells set to app1 is a temporary thing, and they'll go back to whatever level they were before once you gain citizenship in the new city. That's just speculation though, doesn't seem logical that they'd permanently reset your spells as a cost of betrayal.

http://eqiiforums.station.sony.com/eq2/board/message?board.id=quest&message.id=99795#M99795

Getting all your spells reset to app 1 IS the cost of betrayal.

infact from the patch notes above:

- Note that all characters, whether they change their class or not, will have their spells set back to the Apprentice I level after betraying.

Shinian
05-16-2006, 03:27 PM
*** Desert of Flames ***

Eagles, Hooluks, Insectoids, Vultaks, Draconians now use a wider


Umm eagles, Hooluks etc are not in DoF.. I assume they will fix the notes before it goes live! :p

Troodon
05-17-2006, 02:07 AM
Getting all your spells reset to app 1 IS the cost of betrayal.


Well actually thinking better on it, this makes sense... since all but 8 classes will have their class switched as a consequence of betrayal and would have to start fresh with a new set of spells and skills anyway. And why should those that don't have their class switched be better off than those who do? It does seem a high cost for betrayal... but there should be a high cost imo, else too many people would be doing it. It should be a difficult thing that few people would want to do. I'm sure this would scare away a lot of high level people from wanting to do this... at lower levels it wouldn't be that big a deal I'm sure. I betrayed under the old method at level 15... back then wouldn't have minded much if my spells got reset to app1, didn't have very many past app2 anyway. It would hurt a LOT to do that now though. I think this kind of cost for betrayal will mean more people at lwoer levels will betray than those at higher ones... unless some people at higher levels have a lot of cash avialable to re-upgrade their spells. Also I'd think those of neutral classes (ones where the class is available in either city, thus don't need to switch if they betray) would have more disincentive to betray than those that are alignment specific. Those that have their class swtiched would have to learn a new set of spells and skills anyway, but others would have the re-upgrade everything.

Also imagine that neutral races would have little incentive to betray, but that's not much different than now, few races that can start in either city betray except for RP reasons. It seems the biggest motivator for betrayal is creating race/class combos that otherwise wouldn't be available. I suppose some would do it now for sake of trying out a new class. Then there's always RP reasons, or just personal preference.

Ackar
05-17-2006, 11:43 PM
Here's 24b...

*** Betrayal ***

- Maintained spells will now drop when your class changes upon betrayal.


*** Kingdom of Sky ***

- You will now be locked out of Halls of Seeing upon entry for 15
minutes instead of 5 days until you kill something within.
- The princes in the Barren Sky will no longer travel as far away from
their initial points before breaking away from combat.


*** Items ***

- The Empowered Sleeper Totem and Sealed Book of Knowledge now heal a
fixed amount of health and power, respectively. Their out of combat
casting time has been slightly increased. These items no longer have
only 10 charges (Test change only).


*** Combat ***

WARNING: (TEST ONLY) PLAYERS WHO ARE SAVED BY SENTRY WATCH MAY STILL GET
A REVIVE WINDOW AND WILL GET STUCK. This will be resolved as soon as
possible.


Fighter changes:
- Brawler: Instill Doubt: Reduced fear duration, reduced power cost.
Increased Resistibility. Lowered overall break chances.
- Bruiser: Intimidate: Increased Reuse timer to 60 seconds. Increased
Resistibility. Reduced Mesmerize duration and power cost.
- Guardian: Entrench: Root component no longer affects Epic targets.
- Guardian: Sentry Watch: Death prevention does not process on the
caster, only allies in the group.
- Guardian: Guardian Sphere: Intercept no longer assists pets in the
group.
- Guardian: Sentinel: Reduced some of the higher level chances at
intercepting damage. Can only be used on Priests or Mages.
- Fixed an issue that caused damage transferred by interpose spells to
not be affected by wards, mitigation, stoneskin or pool conversions.

Scout changes:
- Dirge: Sapping Shot: Recast time increased to 25s. Power drain changed
to Root.
- Swashbuckler: Cold Throw: Small reduction in damage.
- Troubador: Bria's Entrancing Sonnet: Reduced casting time to 2.5s.
- Troubador: Singing Shot: Stifle duration set to 6 seconds.
- Troubador: Swindle Essence: Damage increased.

Priest changes:
- Fury: Call of Storms: Each Stormbolt cannot be interrupted and has an
increased chance of striking compared to before.
- Inquisitor: Invocation: Removed Stifle Effect, Power cost reduced. 50%
to interrupt target.
- Templar: Sign of Pacification: Increased reuse time to 30s. Casting
time increased to 1.5 seconds. Daze effect does not break early.
- Templar: Smite: Removed Daze effect. Reuse timer lowered to 2.5
seconds. Power cost reduced.
- Warden: Verdurous Journey: Removed upgrade information and spell
scrolls.

Mage changes:
- Coercer: Despotic Mind: Casting time reduced to 1.5 seconds.
- Coercer: Mind Bend: Restored stun duration to 4 seconds. Casting time
reduced to 1.5 seconds. Reuse time increased to 30 seconds.
- Wizard: Ring of Cold: Has 18% chance of breaking when receiving
damage.
- Warlock: Bony Grasp: Has 12% chance of breaking when receiving damage.


*** Achievements ***

- All Achievements that provided increased casting speed with increased
rank received a boost.
- Brawler: Eagle's Fury: Reduced melee critical chance.
- Cleric: Divine Aura: Stoneskin effect now works properly.
- Crusader: Divine Aura: Stoneskin effect now works properly.
- Rogue: Abilities that have an empty offhand requirement also check
that the primary weapon is not 2-handed.


*** Tradeskills ***

- Due to rising economic pressure from the larger crafting guilds such
as the Ironforge Exchange and the Coalition of Tradesfolke the smaller
societies within the districts and villages have consolidated their
operations in order to continue to compete. Following the merger, only
these societies remain:
* Nettleville Hovel: The Elusive Commonwealth
* Starcrest Commune: The Luminary Cache
* Graystone Yard: The Stalwart Township
* Castleview Hamlet: Charter of the Truthbringer
* Willow Wood: Wayfarer's Stockpilers
* The Baubbleshire: The Deductive Directory
* Big Bend: The Ransacker's Annex
* Stonestair Byway: The Brokerage of Nepeta Cataria
* Temple Street: The Circle of Vaniki
* Beggar's Court: The Ring of Wanderlust
* Longshadow Alley: The Dark Bargainers
* Scale Yard: The War Hagglers

- With the new changes to recipes no longer requiring subcombines, the
cities of Freeport and Qeynos have been forced to do inventory and sell
or reforge many of their overstocked supplies. Until this is finished,
they will not be giving out any new work orders for crafted items. Both
Lucan and Antonia apologize for the inconvenience this may cause some
business owners and thank you for your patience until this matter is
resolved.
- The tradeskill trainers have been moved outside each of the tradeskill
instances. These trainers will give new crafters their initial training
and first set of recipes if they did not learn their skills on the
Outpost of the Overlord or the Queen's Colony before sailing to the
city.
- Tradeskill-related harvestables now have a chance to give multiple
items in a single harvest. As your skill increases over the maximum
skill for that 10 level range, you increase your chances at getting
rares and multiple item harvests.
- Changed Gem/Precious Metal harvest rare drops to be more inline with
what other classes drop rates are instead of being twice as common.
- Common loam is now a little less common for the level 60-70 range, as
it is not used as frequently as metal.
- Changed the 60-70 Harvesting nodes that drop Heritage harvests so they
don't interfere with normal drop rates for rares. You will now get your
normal harvest chance even if you gain one of the heritage harvest
rares.
- Harvesting nodes for fungus / alchemy have been removed from the game.


- The EverQuest II Team

kieroth_whiteleaf
05-18-2006, 02:03 AM
Sounds like the new system is incoming now. /groan.

Arketh
05-18-2006, 11:20 AM
Yep, it is... one publish before the deadline that was given back around Fanfest.

Nice to see it come into play finally, rather than have it looming.

Niami DenMother
05-18-2006, 12:14 PM
Yep, this includes the tradeskill changes, the harvesting changes, society changes, and the disabling of tradeskill tasks while they rework the tradeskill writ system.

Looks like I'll be living on Test for a bit, trying to poke at as much of this as I can for a bit.

Jorakal
05-18-2006, 01:27 PM
Yay! Tradeskill changes! Yay!

Niami DenMother
05-18-2006, 04:13 PM
Combat: Please see the following thread for information on combat changes on the Test server so far:
http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=54833

Tradeskills: The highly anticipated no-subcombine changes have started making their way to the server. So far, the scholar and outfitter changes are on Test. Coming in the next Test update, carpenters and woodworkers will be getting the changes as well.


The following changes made it into the initial Test update on May 10 but were not mentioned:


*** Quests ***

- The final stage of the quest, "Portrait of Destiny," is now timed.


*** Zones and Population ***

- The Shade of Bylze and the Fallen Orate in the Sanctum of the Scaleborn now have garbled text if you do not know their languages.


*** Combat ***

Priest changes:
- Priest cures will now cure a debuff at the level mentioned in the examine info (rounding was not consistent between function and description).


*** Tradeskills ***

- Items crafted from rare components are now referred to as Mastercrafted.


*** User Interface ***

- Players who are selling from their store will now have "buy from merchant" as their default action.

Lordebon
05-18-2006, 09:33 PM
Priest changes:
- Priest cures will now cure a debuff at the level mentioned in the examine info (rounding was not consistent between function and description).
Excellent! Was a pet peeve of mine that my cures that said they would cure say level 68 effects would only work on mobs 67 and lower.

Items crafted from rare components are now referred to as Mastercrafted.
Also excellent -- another descriptor that will make it much easier to search only for rare crafted gear.

Liandra
05-19-2006, 05:09 AM
I logged in my baby crafter to see what was going on. It looks like the T1 recipes haven't been touched yet. except for the Spells of course.

Harvesting is quite nice. you still get the 3 pulls per node and i was getting (with a lvl 10 toon) either 1,3 or (very rarely) 5 a time. 1 being the most common result obviously but i was getting a fair percentage of 3's. It was quite nice going to a Provisioner node and pulling off 3 barley, etc at a time though. /grin
This should help counter the huge number of raws needed for the new crafting system and is a VERY nice change.

There seems to be a bug on test atm with the lvl 10 Tradeskill Class choice. I selected Scholar and it made me a Craftsman. Grrrrr

Artimage
05-19-2006, 10:10 AM
Same happened to me... that and I couldn't find where to pick up any of the basic receipe books for 2 tier... lol they got rid of the other instances but forgot to move the needed books.

Niami DenMother
05-20-2006, 07:05 PM
Update Notes: May 19th , 2006 05/19/2006 8:00 pm PDT

*** Quests ***


- Quests that previously required fungi now require a different
component, as fungus has been removed from the game.

- Cvaka and Vashazdar will now properly complete their quests. If you
currently have this quest at the "ready to complete" stage, you will
need to find 2 bonded loam before the quest will update and complete.



*** Player-versus-Player ***


- You can no longer evacuate (Escape, Depart, etc.) while No Zoning is
Allowed.

- Protecting Grove, Ring of Fire, Forge of Ro and other similar spells
will no longer cause a player to become carnage flagged upon casting.



*** Combat ***


- Summon Gazer Pet and Hatch Gorg Egg will now appear under the
Abilities tab instead of the Spells tab in the Knowledge Book.



Scout changes:

- Troubador: Lullaby: Reduced power cost.

- Troubador: Bria's Entrancing Sonnet: Removed damage, periodic break
chances, and power cost.



Mage changes:

- Conjuror: Offering: Can only be used on the caster's primary pet.

- Coercer: Terrible Awe: The amount of hate generated by the mesmerize
effect has been reduced.

- Illusionist: Phantasmal Splendor: The amount of hate generated by the
mesmerize effect has been reduced.



*** Achievements ***


- Brawler: Sta 5: Mantis Bolt: No longer triggers melee auto-attack.

- Summoner: Starter: Possess Minion: Can only be used on the caster's
primary pet.

- Summoner: Str 5: Implode: Can only be used on the caster's primary
pet.


*** Tradeskills ***


- Level 20-59 carpenter recipes no longer call for subcombines, and new
recipes have been created.

- Level 20-59 woodworker recipes no longer call for subcombines, and new
recipes have been created.

- Level 20-59 provisioner recipes no longer call for subcombines, and
new recipes have been created.



*** User Interface ***

- There is some new functionality with the Quest Helper window. Pressing
Ctrl+, (comma) or Ctrl+. (period) will scroll forward and backward
through recently selected quests. You can also use Alt+. (period) to
cycle quests that were recently updated. UI modders, explore the new
eq2ui_journals_active.xml file in order to integrate arrows, drop-downs,
etc. into your creations.

- Some quests that were previously flagged Heroic in the journal are no
longer designated as Heroic.


*** UI Files Modified ***


eq2ui_journals_active.xml

- The EverQuest II Team

Troodon
05-21-2006, 05:50 PM
Woot finally... carpenters getting their rare t6 stuff soon I hope? Now that this is out of the way.

Liandra
05-23-2006, 03:05 AM
And more ....

Update Notes: May 22nd , 2006 05/22/2006 10:00 pm PDT

*** Items ***

- The focus benefit on the Mithrian Greaves of the Veteran has been reduced to 8 seconds.
- The focus benefit on the Greaves of Annihilation has been reduced to 8 seconds.


*** Combat ***

Fighter changes:
-Paladin: Stuns from weapon procs are reduced to 2 seconds.
-Monk: Winter's Talon: Stun changed to Daze. Increased duration to 3 seconds.
-Bruiser: Burn Through: The damage done by the initial hit in the Burn Through line (i.e. Blazing Lunge, Flaming Lunge) has been reduced.


Mage changes:
-Warlock: Freeze: Reduced stun duration from 4 to 3 seconds. Power cost reduced slightly.
-Summoner: Call Servant: Reduced Casting time from 5 to 2.5 seconds.
-Coercer: Psychic Wail: Duration reduced to 5.0 seconds.
-Coercer: Ego Shock: Casting time is 2.0 seconds.
-Illusionist: Headache: Casting time is now 1.5 seconds.
-Illusionist: Color Shower: Casting time increased to 2.5 seconds. Reuse set at 45 seconds. Reduced duration to 10 seconds.


Priest changes:
-Fury: Irritating Swarm: Targets an encounter. Increased casting skill debuff amount. Removed power drain component.


Scout changes:
-Swashbuckler: Disarming Grin: Reduced power cost. Reuse timer increased to 60 seconds.


*** Tradeskills ***


- There are now level 50-59 advanced carpenter recipes available on the Maj'Dul faction merchants.
- Harvested components that are no longer used are now worth a bit of money and can be sold to merchants.
- All interim and refined components can now be used in place of raw items.


- The EverQuest II Team

Wooot. so all your inks and metal bars and other such stuff will be usable.

I am still curious about the rare potions/poisons and loam/glass though. Does the old style rare Loam work in place of a Dust for the new rare potions/poisons? Does a rare Glass/Bottle work as well in place of the dust?

Hmmmm. i wish they would fix the Lvling bug on test or patch in t1 stuff so i can take a look.

Niami DenMother
05-23-2006, 10:21 AM
And more ....


Wooot. so all your inks and metal bars and other such stuff will be usable.

I am still curious about the rare potions/poisons and loam/glass though. Does the old style rare Loam work in place of a Dust for the new rare potions/poisons? Does a rare Glass/Bottle work as well in place of the dust?

Hmmmm. i wish they would fix the Lvling bug on test or patch in t1 stuff so i can take a look.

Checking loams/glasses/vials as soon as I finish caffeinating, and will report back. :)

Niami DenMother
05-23-2006, 10:42 AM
Spot checks:

Tier 2 rare glass/rare crafted loam = rare dust
T4 rare glass/vial/rare crafted loam = rare dust
T5 rare glass/vial/rare crafted loam = rare dust
T6 Common glass/vial = T5 common loam
T6 rare glass/vial/rare crafted loam = rare dust
suzuri ink (t2 rare) works in all adepts for tier 2
alizarin ink (t5 rare) works in fighter adepts for tier 5 (unable to check the others right now)

Some t6 fungi sold to the vendor, some did not - working on a list for Beghn now.

Liandra
05-23-2006, 04:30 PM
Thanks 'Mum. That is good to know.

If you dont mind, my next question is did they add in Resist (elemental, noxious, arcane) potions to the lower tiers? Currently T7 doesnt have any so everyone uses the old T6 ones.

Niami DenMother
05-23-2006, 07:33 PM
No ... they have the reprieve/ward in tiers 6 and 7, no resists or wards in the lower tiers. Folks who want resists badly will resort to gear and/or WIS potions, methinks. :O

Artimage
05-23-2006, 08:47 PM
Are they messing with Tier 1 at all? And are the receipe books for T2 and up back into Freeport and Qeynos?

Liandra
05-24-2006, 03:23 AM
No ... they have the reprieve/ward in tiers 6 and 7, no resists or wards in the lower tiers. Folks who want resists badly will resort to gear and/or WIS potions, methinks. :O


Ekkkk. ok that is bad. :( Hmmmm. I guess i will be making up a stock of rare t6 resist potions for myself then.

Lordebon
05-24-2006, 09:41 PM
Ekkkk. ok that is bad. :( Hmmmm. I guess i will be making up a stock of rare t6 resist potions for myself then.

Yeah that is really going to hurt on some raids. Sometimes an extra 500 resist can make the difference between an easy encounter and a painful wipe.

Niami DenMother
05-25-2006, 07:35 PM
Yes and no on the bad thing. A LOT of resist jewelry is going in with the changes, so folks can boost their resists, but they're going to be forced to do more of a juggling act of resists vs stats. (And WIS potions will be popular for added resist boosting.)

Niami DenMother
05-25-2006, 07:35 PM
*** The New Consignment System ***

- Part of the new consignment system is now available for testing.
- In order to test the system, speak with a broker and list your items for sale in the new Sell tab.
- To collect coin from your broker sales, click the Take Coin button on the Sell tab.
- To add items to the vendor, simply drag and drop what you'd like to sell from your inventory.
- You may stack multiple items of the same type on the vendor, even if those items cannot normally stack.


*** Gameplay ***

- Zone reuse timers will not restart themselves after they have initially been set. That is, the first point within an instance that you acquire a reuse timer will determine when it expires.
- Poisons will no longer drop on death during or after mentoring.


*** Player-versus-Player ***

- PvP-based experience and status is now split based on the number of nearby group members rather than the total number of group members.


*** Zones and Population ***

- Lucan and Antonia have both told their city guards to be more mindful of their AoE attacks and to not hit those they normally think of as friends.
- Gizrin Mimbles in East Freeport and Tocks Mimbles in Qeynos Harbor have left and given up on their discount travel business due to lack of interest.


*** Quests ***

- You can now respawn The Remains of Gord for the "Crazy Talking Skull" quest in The Serpent Sewer if you fail to kill him the first time.
- Pages for "The Story of Ankexfen" will now update the collection they are part of.


*** Items ***

- The Qeynos Claymore's AoE should now function correctly.
- The Orb of Obscuration now has a 5 minute duration and 25 minute reuse time.


*** Combat ***

- If a pet owner does not have hate when their pet dies, the encounter will no longer break.
- Abilities that include targeted and self buffs (Martial Order, Ancient Pledge, Stand Firm, etc) will now cancel when the target is no longer in game.

Fighter changes:
- Bruiser: Savage Blows: Reduced damage.
- Bruiser: Sucker Punch: Reduced damage.

Mage changes:
- Warlock: Curse of Darkness: Now affects the entire encounter.
- Warlock: Interference: Daze effect targets the encounter.
- Warlock: Null Caress: Reduces hate in AoE, removed stun component, increased teleport radius, and lowered the snare break chances. Epics are unaffected by the teleport/snare component.
- Warlock: Dark Infestation: Increased duration to 24 seconds, increased proc chance of broodlings from 25% to 35%. Broodlings can only trigger once per Dark Infestation cast. Broodlings now cast on the run--they shouldn't stay at their owner's feet immediately after they are cast. Reduced Broodling area effect damage.
- Wizard: Forge of Ro: Has a minute recast, and no longer toggles recast timer.
- Wizard: Boreal: Reduced mesmerization duration and power cost.
- Wizard: Numbing Cold: Increased targets from 6 to 8 and added 5% break chance to root effect. The root proc does not affect Epic targets.
- Illusionist: Phase: Increased reuse time to 2 minutes. Now almost completely wipes the enemy's currently hated target from their hate list. Blink component does not affect epics, though the hate reduction does.

Priest changes:
- Defiler:Spiritual Circle: Increased reuse time to 2 minutes and no longer toggles recast timer.
- Warden: Protecting Grove: Increased reuse time to 90 seconds and no longer toggles recast timer. Increased hit points of the tree by 250%.
- Warden: Tranquility: Reduced power cost.
- Fury: Ring of Fire: Reuse timer increased to 1 minute.


*** Achievements ***

- There is now a smoother resistibility progression for achievements than before (noticeable for ranks 4, 6, and 8 of an ability).
- Rogue: Pick Pocket: Reduced Recovery time to 0.25 seconds. Increased coin rewards.


*** Tradeskills ***

- Merchants outside each tradeskill instance will sell recipe books for all artisan classes. The recipes that appear will depend on your selected tradeskill and level.
- A number of tradeskill issues related to the revamp have been corrected.


*** User Interface ***

- Tooltips in the loot window will now show information on an item's effects.
- You can no longer attune items while they are in your shared bank.
- The icons on recipe examine windows and tooltips will now correctly display what quality levels you have made. This does not resolve incorrect display of quality levels for items made in the past.
- You can now delete items in your house vault without first moving them to your inventory.
- Guild MotDs will now allow you to use the Enter key to create a multiple line message of the day.
- Password-protected chat channels will now actually require a password for entry.
- Tracking will now properly resume after evacuating or respawning from death.
- It is now easier to see when a mob's mez is broken.


*** UI Files Modified ***

eq2ui_inventory_market.xml
eq2ui_journals_active.xml

Ryan "Blackguard" Shwayder

Niami DenMother
05-30-2006, 09:47 PM
*** Gameplay ***

- Characters that had items listed for consignment and were unable to log in can now do so.


*** Zones and Population ***

- Players that die within the Shimmering Citadel will now respawn in the same zone next to the mirror to the Pillars of Flame.


*** Quests ***

- Growing tired of being fed Basil Grilled Deer everyday, Yoru the Old is now asking would-be wearers of the Flowing Black Silk Sash to make him Sunfish Casserole!


*** Combat ***

Priest changes:
- Fury: Irritating Swarn now has a 30 second reuse timer.

Scout changes:
- Troubador: Bria's Entrancing Sonnet now has a longer duration, an increased resistibility, has a 45 second reuse and can be toggled.

Mage changes:
- Warlock: Dark Infestation Broodlings will now target other members of the encounter after their initial target dies, and its reuse timer has been increased to 45 seconds.


*** Achievements ***

- Enchanter: Sever Empathy: No longer causes spell procs.
- Enchanter: Daydream: No longer causes spell procs.


*** Tradeskills ***

- A number of issues related to the tradeskill revamp have been corrected.

- The EverQuest II Team

Niami DenMother
06-01-2006, 10:56 PM
Update Notes: June 1, 2006 06/01/2006 6:30 pm PDT

You can expect full Test update notes tomorrow, but here are a few
highlights that you'll want to know about:



- Explore the repopulated Commonlands, and you might even notice a few
updates to the art.

- Journey on from the Commonlands to Nektulos Forest, which has also
been repopulated and had some of its art updated.

- Many more tradeskill fixes related to the revamp can be found.

Niami DenMother
06-05-2006, 11:54 PM
*** The Fallen Dynasty ***

- There is now an introductory quest leading from the old world to the
isle of Mara.
- "Force of the Forsaken" power tap used by many ghosts in the Forsaken
City has been toned down.
- The Careless Scout Helm should once again appear when worn.
- The Clay Covered Leggings should now properly equip in the legs slot.
- The named mobs of the Forsaken City should now be noticeably tougher
than the standard mobs of the zone.
- Empowered Xuun'vok should be considerably more powerful.
- The Ring of the Sea Chanty can now be equipped by mages.
- Zama's Teaching Device can now be equipped by crusaders.
- The Nizari have become more dangerous overall.
- Travel through Mystic Lake should be improved. Fewer mobs now see
invis, the monkey population has been reduced, and many encounters in
the middle of the zone have been changed from heroic to solo. The
respawn point on Mystic Isle is now clear of hostile mobs.
- Female villagers should no longer be bald. While such a hairstyle
choice can be appealing under the right circumstances, in this case we
found it creepy.
- Many bugs were fixed and additional polish applied to dialogue,
quests, and items.

Note: The Fallen Dynasty beta buffer will no longer buff players to
level 70. We have a high number of level 70 characters already and would
appreciate testers providing feedback on how the zones feel with
characters in their 50s and 60s.


*** Kingdom of Sky ***

- Haraghur the Deathless had his respawn time significantly reduced and
no longer drops loot since he is primarily a quest target.


*** Player vs. Player ***

- Additional respawn points have been added to the Enchanted Lands for
all alignments. A word of warning, though: not all the areas are as safe
as Bobick's Landing.
- The will of The Overlord and Antonia now further protects their
citizens in the adventure yards. The Sunken City, the Graveyard, the
Sprawl, the Ruins, Oakmyst Forest, the Forest Ruins, the Caves, and the
Peat Bog had their valid range of PvP targets lowered to 4.
- Hostile actions should no longer cancel the no-zoning effect.


*** Items ***

- Scouts who wield the 2h version of the Wurmslayer will no longer be
able to hit opponents with it. Switch to the dual-wield version!
- The following bucklers had their block chance reduced for balance
reasons:
- Shield of the Flapping Wing
- Azjerorz Guard
- Nocturnal Supremacy
- The Blazing Shield of Heat Reflection can no longer be equipped by
priests.
- The Ancient Velium Rapier was changed from +slashing to +piercing.


*** Tradeskills ***

- Another gaggle of tradeskill bugs was fixed. Go go good Beghn!


*** User Interface ***

- Conversation bubbles will now appear in a better spot when Options->
User Interface-> Attach Conversation Bubble to NPC's head is unchecked.