Patch Message - 6/29/05

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Olharb
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Patch Message - 6/29/05

Post by Olharb »

EverQuest - Live Update - 06/29/05
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*** Headlines ***
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- Plane of Time Instancing! - Plane of Time has been fully instanced. Every raid that enters the zone will now get its own instance of the zone.
- New Tutorial! - A new tutorial is now available, featuring new art, new models, new quests, and a new player experience that will take you from level 1 to level 10.
- New Newbie Armor Quests! - New armor quests pick up where the tutorial leaves off, taking players from 11 to 20.
- You can now invite players to your group across zones. We have enabled the ability to use the /invite command with a players name to allow you to invite someone that is not in your current zone.
- "Auto Consent Group", "Auto Consent Raid", and "Auto Consent Guild" buttons have been added to the options window; when checked, your group/raid/guild will automatically be given consent to move any new corpses you drop.



*** Items ***
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- Ogre Femur Club is now monk and beastlord usable.
- The tier1 and tier2 quested breastplates in Omens of War now have click effects that are usable from inventory.
- The Rod of Mystical Transvergance and Summoned: Modulating Rod now both have a 5 minute item recast timer. This will give both items a visible indicator for the recast time of the rods when used in the UI.
- The suffusive weaponry from the Trial of Ingenuity is now attunable.
- The Longbow of Chaos now has a type 4 augmentation slot.
- Haggard Trusik Shawl now has +15 int instead of +15 wis.
- Plaguebreeze now has +4 regen, +20 attack, +1 shielding, and +5 avoidance.
- The Dragonshade Mask now has the worn effect of Cleave V and the activatable effect of Assassin’s Blood. The recast time on the activatable effect has been changed to two minutes.
- The Obsidian Battle Sword has a new graphic.
- The Blade of Vesagran is now a one-handed slasher. Please petition if you have an augmentation that will not fit in your blade now that it has changed to a slasher.


*** Tasks, Missions, and Quests ***
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- Increased the amount of time that a mission zone can be empty of players before it shuts down from 15 to 30 minutes. This should help groups who completely wipe out get back to the zone before it shuts down and resets.
- If you are on the mission to Unrest, Nisha Lightbrook will now respond to your first hail instead of requiring two hails for a response.
- Sleeping on the job: Gnoll Archers will now call for reinforcements if you have killed them before completing the previous elements in the task.
- Sleeping on the job: Holinix, Djerr, Grarrax, & Kraxz Darkpaw will not come out to fight until all previous elements in the task have been completed.
- Fixed an error that was causing some tasks that had elements in Grimling Forest to be impossible to complete.


*** Events ***
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- The Specter of Rage in Uqua will now accept the Orb of Rage again.
- It should no longer be possible to get double-loot and double-lockout on the MPG Trial of Endurance.
- The Vishimtar encounter has been retuned. Beware the cursed black dragon!
- After Vishimtar's demise, Creeping Doom will fade and skeletons will cease spawning on player death.
- Standing directly under Rikkukin when he fires off a directional attack is now a bad idea.
- Lockout timers for Anguish bosses are now 4.5 days long instead of 4.9166666 (repeating, of course).


*** Skills, Spells & AAs ***
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- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57.
- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57.
- Added new level 50+ fear spells for Clerics, Necromancers, Enchanters, Shadowknights, Bards, and Druids.
- Added new melee guard Disciplines for Shadowknights and Paladins, both at level 56.
- Added a new Point Blank Enthrall spell for Enchanters at level 68.
- Added new spells in the Spirit of the Panther line for Shaman at levels 50 and 57.
- Added new spells in the Ward of Righteousness line for Clerics at levels 50 and 57.
- You'll have to convince Karsor the Mad to part with the above new spells.
- Storm Guard and Frost Shield now have 60 minute durations.
- Modified the Frenzied Burnout AA so that it now has a 15 minute reuse and will better stack with other strength and attack enhancing effects.
- The mana regeneration portion of the Enchanter spell Breeze now scales from 5 at level 14 to 6 at level 20.
- Fixed a stacking problem with Shadowknight and Ranger Self buffs that were being overwritten by the druid Hand of Ro line.
- Increased the innate AC bonuses granted to level 66+ pets by focus effects.
- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets.
- Lowered the endurance cost on many Berserker Axe abilities and the battle cry line.
- Refunded and removed Spell Casting Subtlety from Shadowknights.
- Shock of Lightning was recently changed into a new spell, Icicle Shock. In answer to concerns from several players at the loss of Shock of Lightning, the spell has been returned to it's previous form.
- Guard of Blood Recourse has been changed to a instant heal for 600 HP instead of 400 for 2 ticks.
- Alternate Ability timers for newly acquired activatable AAs will properly initialize to allow for immediate use.
- Veteran rewards on accounts that have no expansions now work properly.
- Leadership assist ranges now have the same distance rules as the /assist command.
- When rogues using Shroud of Stealth /con an NPC that can see invis but not shroud of stealth, they will now get a message telling them the NPC cannot see them but can see normal invis players.
- Players will now receive 1 skill point in any new skills available when the reach a new level.
- Spell hate for spells with a fixed amount of hate now include hate-focus effects. Previously, spells with fixed amount of hate assigned to them would disregard hate focus effects.
- Fixed the issue with Wrath of the Wild that caused it to last until a rune expired.


*** Tradeskills ***
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- Added a minimum chance to gain a skill up on many of the Dragons of Norrath cultural tradeskill recipes and many of the Omens of War augmentation recipes. This will make it easier to gain an increase in skill when doing these recipes in most cases where the character has a high skill.
- Some Velium weapons can now be converted into small Velium bars by smiths. You will need to use the Velium Smithy Hammer in order to break down these weapons.
- Speckled Pine Fruit can now be foraged.
- Palm Leaf can now be foraged.
- Added a recipe to create Rainwater Dressing.
- Added a recipe to create Spiced Heartfruit Greens.
- Midnight Stones and Sandstone Pearls can now be crushed in a Mixing Bowl, not a Mortar and Pestle.
- Increased the stack size of Dragons of Norrath cultural Patterns and Molds to 200 (400 for wrist patterns and molds).
- Caerlyna will now exchange Ice Cream Churns for tokens.
- Added information to bag tokens that will tell the player some of the information about the bag they represent.


*** NPCs ***
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- There is a new potion vendor in the Plane of Knowledge. He sells some nice new potions as well as some of the ingredients that alchemists will need to make those potions.
- The Taskmistress Krisz encounter can now be triggered. Speak to the NPCs in Riwwi for more information.
- Several NPCs in the Abysmal Sea are now more willing to chat. They no longer require proof of dedication to their cause.
- New merchants have moved into Lavastorm.
- Some of the Ferans in Riftseekers will drop Softened Feran Hides more often now.
- Some of the Ferans in Riftseekers will drop Quality Feran Hides more often now.


*** Veteran rewards ***
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- The Veteran Reward buffs are now immune to being dispelled.
- The Veteran Reward buffs will no longer freeze their timers in the guild hall.


*** Optimizations ***
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- File caching has been enabled which should yield performance improvements, especially on lower end systems when dealing with the UI (opening/closing windows, loading a UI, ...).


*** Exodus and Related Issues ***
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- The exodus bug where a player could possibly die during the small amount of time after the spell is cast but before they actually zone, should now be fixed. We did the best we could trying to reproduce the situations that have been described to us and they have been fixed in our test cases. Please let us know if you continue to experience an issue like this.
- Spells such as Exodus, have a chance to fail which happens for each person that gets hit by the spell. This means each person has a chance to not get ported. If you fail to get ported, you now receive a message notifying you of the failure.
- Teleport bind(AA) will no longer leave the caster behind. If the spell is successfully cast, then everyone will be ported. Previously the caster had a 2% chance to not port.


*** Features Enabled for All ***
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- The raid window is now available to all players.
- The LFGroup windows are now available to all players.
- Line-art mapping is now available for all zones.


*** UI ***
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- The Potion Belt will now remain visible after zoning (if it was visible before zoning).
- The advanced display options window has been enhanced substantially. Please note that the Advanced Lighting option is for video cards that support 1.1 Pixel Shaders and above. Also note that the advanced lighting is still being tested with some of our known player hardware configurations. If you experience any issues with it on, please turn it off. Not all hardware combination have been verified to be fully functional. For those that can use it, check out how cool the lighting looks in some of the old zones like the commonlands with the NPCs and their spherical light influences. It looks great.
- The help window has been merged with the petition window.


*** Misc ***
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- You will no longer get experience back from a corpse whose rez timer has expired when using the Veteran AA Expedient Recovery.
- The level restriction for entering the tutorial has been changed to allow level 10 and under.
- Fixed an old issue with particles. If you had your client running for 10 or so hours, some particle emitters would start to show huge particles.


*** Chat Channels ***
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- There are now system owned, persistent chat channels and players will auto join some of these channels. Players level 20 and under auto join the "NewPlayers" channel, over level 20 auto join "General" and a class specific channel, and there are continent based channels as well. Auto joining channels can be disabled under the options window.


*** Pet Commands ***
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- The "/pet follow" command works properly again.
- The "/pet report" command works properly again.



-- The EverQuest Team
"There's no preparation and no guide, just what you've done before here with your life." -BR
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Mazia
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Post by Mazia »

We are sooo going to get a post patch.....
- "Auto Consent Group", "Auto Consent Raid", and "Auto Consent Guild" buttons have been added to the options window; when checked, your group/raid/guild will automatically be given consent to move any new corpses you drop.
Excellent
1 and tier2 quested breastplates in Omens of War now have click effects that are usable from inventory.
Makes these much more usable but at what cost :/
- The Rod of Mystical Transvergance and Summoned: Modulating Rod now both have a 5 minute item recast timer. This will give both items a visible indicator for the recast time of the rods when used in the UI.
OMG YAY YAY YAY mages have been pushing for this for ages. Pitty they were not also made potion belt usable
- Modified the Frenzied Burnout AA so that it now has a 15 minute reuse and will better stack with other strength and attack enhancing effects.
Yay effect probably still sucks tho
- Increased the innate AC bonuses granted to level 66+ pets by focus effects.
- Increased the melee damage bonuses provided by pet focus effects on level 66-70 pets.
Well I thought my pet was fine just the way it is but more uber pets are the good - yay for the year of the mage
- Lowered the endurance cost on many Berserker Axe abilities and the battle cry line.
This makes Glark happy
- Added a minimum chance to gain a skill up on many of the Dragons of Norrath cultural tradeskill recipes and many of the Omens of War augmentation recipes. This will make it easier to gain an increase in skill when doing these recipes in most cases where the character has a high skill.
Yay (I think) ahh well its tradeskill oriented so YAY
*** Optimizations ***
----------------------------------
- File caching has been enabled which should yield performance improvements, especially on lower end systems when dealing with the UI (opening/closing windows, loading a UI, ...).
This sounds good.
- The Potion Belt will now remain visible after zoning (if it was visible before zoning).
YAY - man I like this patch all and all....
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Melodionxxx
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Post by Melodionxxx »

So, they make Epic2.0 into a slasher, but leave Epic 1.5 (identical graphic) as a piercer.

f'kn morons...

But apart from that, wtg. Auto consent and instanced Time....

/clap
/applaud
/cheer

MeloxXx
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Angelsheart
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Post by Angelsheart »

- Refunded and removed Spell Casting Subtlety from Shadowknights.
hate or no hate
Sianni
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Post by Sianni »

If nothing else, they have to fix their own UI stuff up.

If you can't load your UI, try this:
There is a bug in the custom UI with the merger of Help Windows and CS Windows. The bug is duplicate entries exist in both, and so it stops loading and forces default, even though the problem isn't with the custom.

There are two fixes for this problem:

If you have a custom EQUI.XML file, delete or comment out the line that referrences HelpWnd.
If you don't have a custom UI you may need to go into EQUI_TicketWindow.xml and remove the duplicate HELP_BackButton entry.


By the way - does anyone know how to comment out in .xml? The /* */ doesn't appear to work...
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Melodionxxx
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Post by Melodionxxx »

Checkin the SoE boards there are quite a few screwups related to the updated support for advanced gfx settings. Lots of models like drakes are showing up as human model.

More worrying, there are issues with people entering LDoN and DoN instances. Guess what we're going to be trying to do this evening =/

*crosses most parts of his anatomy*

MeloxXx
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Sianni
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Post by Sianni »

Also, don't cast any gate spells while mounted. Got a serverwide just now apparently this causes a major fail. ETA on patch announcement?
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Mazia
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Post by Mazia »

Bleh no raid for us tonight by the sounds of it.
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Melodionxxx
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Post by Melodionxxx »

Also sounds like a lot of the pet related changes didnt make it.

=/ =/


EDIT: Important info on instances. The SoE rep said:
looks like the instances are looking for a 7 level spread instead of 10. We are looking into it
So we might be ok...

It's all so EXCITING!

MeloxXx
Last edited by Melodionxxx on Thu 30 Jun, 2005 1:08 pm, edited 1 time in total.
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Angelsheart
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Post by Angelsheart »

let me get this right.. theres yet another patch tonight to patch a patch which has been patched yesterday?
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Mazia
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Post by Mazia »

Patch didy
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Borneheld
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Post by Borneheld »

this sucks, 3 hrs left to patch ffs
"When Life gives you lemons, make lemonade."
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Freerolling
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Post by Freerolling »

none cares bout u borne go away, kk thanks
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Borneheld
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Post by Borneheld »

shut it free, oh yea my post count > yours so bleh :)
"When Life gives you lemons, make lemonade."
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Melodionxxx
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Post by Melodionxxx »

Dont fail P1... er... again..
In the second phase of the Plane of Time on Luclin, our guild had the undead trial group wipe to adds just after killing the boss. Now in the "old" version of PoTime, the mobs would have camped the corpses, we would have run someone in with an invulnerability spell or disc and trained them away a bit, then rezzed up and finished for the win.

What happened instead was that the mobs despawned before any of our people could run back, and the phase became unwinnable because we didn't kill every mob in the phase. As far as I know, mobs have never despawned as a result of not being aggroed before in PoTime (/recalls instances where someone has clicked into the wrong trial at the start, leaving the correct group to zone over to a fully popped instance 30 minutes later).

It's okay if you guys feel the need to tamper with five-expansion-old content to make it somewhat less forgiving - our guild had no business wiping or even having anyone die in p1 or p2 - this isnt a big change and it doesnt really affect how we would go about things other than being more careful. But oh, I don't know, perhaps you could have mentioned it somewhere in advance so we could know to flop a necro or something to keep the mobs from despawning, rather than having us waste two more hours clearing lootless versions of this crap over again. Was a real fun evening Sony, thanks a ton.
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Naervhun
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Post by Naervhun »

At the time of this post I am getting a patch to EQGraphicsDX9dll file duno if its the fix or not.
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Sianni
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Post by Sianni »

Still no scheduled post patch. Slackas.
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Post by Kofn »

Haha guess what happened in undead p2 tonight? We had a wipe on adds after last named (must remember to kite them and not mezz). Anyhow we CR'd and I managed to single one of the 4 guards that were up. The other 3 despawned while we were killing that one. After we killed it p3 opened up... lucky I guess.
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Melodionxxx
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Post by Melodionxxx »

Hmm, dont remember kiting any adds when we did undead.
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Mazia
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Post by Mazia »

Owch not nice - I guess it depends a lot on the nameds being killed vs all the mobs then. Still obviously its a little more unforgiving - if you had mobs before the named despawn it would screw the event likely.
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Bham
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Post by Bham »

The new beastlord slow (with -30 resist mod) is now available as the first glowing rune turn in. I assume the new shaman and enchanter slows are live as well.

I had a glowing rune sitting in my inventory just for this day. If any other slowers have the appropriate rune (69 for chanters and 68 for shamans??) you can go and pick up your new slow from Karsor the Mad.
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Post by Kofn »

Hmm did a couple of greater turnins on Arcanum post patch. Didn't get a slow... he got his high mezz $$$ and some crappy dot.
Micahle
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Post by Micahle »

Slows should be the last 69 spell? (Grats Tott on never gettin it *g*)
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Bham
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Post by Bham »

I guess only the beastlord slow went live, or only the beastlord slow was moved to first in the turn-in order.

Indications from www.beastlords.org indicate that the first glowing rune a beastlord turns in after the patch will always be the slow, irrespective of how many other glowing runes you have turned in previously. This moves the level 70 warder to 3rd, but the slow is probably the most needed upgrade for beastlords in the level 70 spell line up anyway.
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Bham
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Post by Bham »

Bham wrote: Indications from www.beastlords.org indicate....
that Im only semi-literate.
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