On test Feb 9, 2005

Everquest 1 & 2 Discussions

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On test Feb 9, 2005

Postby Martrae » Thu Feb 10, 2005 9:55 am

*** Headlines ***

- See your enemies in a whole new way with our new /con system!
- Short-duration group buffs now last 10 minutes! Single-target buffs last 15 minutes!
- No more fizzles on spells that are blue or lower to you!
- Shorter timers and less restrictions on instanced zones!
- Give your beloved house pets a name!
- All tradeskill classes can now refine their own materials and components!
- Wizards and Warlocks go nuke happy!
- Tanks now tank better with increased mitigation!
- Strike back at your rival city through new sabotage quests!
- More encounters added for soloers and small groups, including solo instanced dungeons!
- You can now store empty bags inside other bags!
- Two new level 50 epic raid zones have been added: Shattered Stillness and Echoes of Time!
- Now easier to search for potions, poisons, activated items, and food!


*** Consider System ***

- A new NPC consider system has been added that provides players with information on the creatures they encounter.
- When appropriate, your target's level appears next to its name.
- The target window varies based on the target's level of challenge. A weak opponent will have a plain target window with swords under the target's name, while the target window of an epic opponent will be much more ornate.
- While the new system still shows which opponents are linked in an encounter, the consider message is based on the challenge presented by each individual target. Players who prefer to evaluate their opponents' strengths for themselves may enjoy this option
- You can switch between the old system and the new one by selecting the User Interface tab on the Options window. Under the Name and Chat Bubble heading, you can toggle the NPC Evaluation drop-down between Simple (new system) and Detailed (old system).


*** City Sabotage ***

- Wreak havoc behind enemy lines! Sabotage missions are now available from agents in Antonica and the Commonlands.


*** Gameplay ***

- House pets can now be named while you are in your house by right-clicking on your pet in the inventory window and selecting Name Pet.
- Creatures that used to appear alive after being killed should now look properly dead.
- There is now a ding, accompanied by congratulatory text, when your guild levels up.


*** Mechanics ***

- The damage bonus given by extremely high amounts of strength has been reduced. For example, having a strength of 400 previously gave a 200% damage bonus; after this change, the damage bonus is 155%. There is no change to the damage bonus at a STR of 100, and only a slight reduction at 200 STR.
- Heavy armor now mitigates 11% more damage. Light armor now mitigates 35% more damage.
- Having stamina greater than 200 will now increase the character's maximum health pool.
- Maximum power will increase when the stats used to determine it (strength, agility, intelligence, or wisdom) go above 200.
- Melee combat arts will decrease in effectiveness when equipping a weapon that is green to the character. They will decrease even further if a grey weapon is equipped.
- If an epic opponent can only be hit by a certain quality of weapon, that weapon's level must be within 75% or 5 levels of the target's level.
- A bug that was giving some characters extra points in certain skills has been corrected. For example, Artisans will no longer receive 5 extra points in the skills they stop advancing when they choose a class or subclass, and Brawlers no longer gain extra Deflection at lower levels.
- Players will no longer receive a "mini-ding" at reaching 100% of a level if they are unable to gain a level due to a milestone requirement (such as the citizenship quest, class quest, etc.).


*** Spells ***

- Spell casters will no longer fizzle on any spell that is blue, green, or grey to them, as long as their casting skills are maximized.
- Targeted persistent hostile spells (such as DoTs) should no longer drop if the caster summons a pet.
- Spectral Guard and Malefic Shroud will now last up to 10 hits before expiring instead of fading after a single hit.
- Flaming Agony and Fiery Doom should now show in the maintained window once they have been cast.
- Vexation upgrades are now available in from the appropriate merchants, recipe books, and loot drops.
- The stat bonuses given by Geotic Brand will no longer change when a player zones.
- Flameshield now does heat damage instead of divine.
- Wizard changes:
- Breath of the Tyrant and Immolation no longer share the same reuse timer.
- Ball of Flames and Ball of Fire no longer share the same reuse timer.
- Piercing Icicles and Icy Coil no longer share the same reuse timer.
- Ball of Flame now has a cast time of 2 seconds and a recast time of 6 seconds.
- Burning Intimidation now does 4 times its previous amount of damage.
- Immolation now deals 2 additional ticks of heat damage at 120% of the initial instant damage. The cast time has been increased to 3 seconds and the recast time is now 21 seconds.
- Ice Comet's damage has been increased 275%, and its reuse time is now 45 seconds.
- Freeze and Daenor's Lingering Frost now do 3 times their previous amount of damage.
- Icy Coil's initial instant damage has been increased 350%.
- Piercing Icicles now deals 200% additional instant piercing damage.
- Warlock changes:
- Negative Absolution no longer shares a reuse timer with Null Absolution or Nil Absolution, and the maximum number of targets has been limited to 5.
- Null Absolution no longer shares a reuse timer with Negative Absolution or Nil Absolution, and the maximum number of targets has been limited to 5. The spell now deals additional poison damage over time.
- Nil Absolution no longer shares a reuse timer with Negative Absolutionor or Null Absolution, and the maximum number of targets has been limited to 5. The spell now deals additional poison damage over time and lowers strength by 5.
- Dark Distortion no longer shares a reuse timer with Nil Distortion, and its damage has been increased to 150%.
- Nil Distortion no longer shares a reuse timer with Dark Distortion. Its damage has been increased to 240% and it has a reuse timer of 18 seconds.
- Flashfreeze now has a casting time of 1 second, and its damage has been tripled.
- Noxious Bolt now has a reuse time of 6.5 seconds, and its damage has been tripled.
- Dark Emanations no longer shares a reuse timer with Torment of Shadows.
- Torment of Shadows no longer shares a reuse timer with Dark Emanations. Its instant damage has been tripled, and its damage over time has doubled.
- Dark Nebula now does 3 times its previous damage. It is an upgrade to Grievous Blast, sharing a reuse timer with Grievous Blast and Putrid Cloud.
- Devastation will now affect up to 5 targets in a radius of 10 meters with a recast time of 45 seconds. Its instant damage and DoT effect has been reduced by 50%.
- Short duration group buffs now last 10 minutes, and single target buffs now last 15 minutes. This affects the following spells:
- Assassin: Bleeder's Talent, Merciless Villainy
- Bard: Bria's Stirring Ballad, Performer's Talent
- Berserker: Bloodlust, Battle Chant, Screaming Fury, Tides of War, Destructive Rage, Greater Fury, Uthros' Superior Tactics
- Brigand: Burgle, Rough Skin, Stealthy Burglary, Aegis
- Bruiser: Intimidating Orders, Rousing Cry, Velan's Nervy Order
- Coercer: Recklessness, Refresh, Annoying Demeanor, Empathic Link, Mind's Eye, Konious' Glowing Breeze, Glyssa's Emboldening Glyph
- Conjurer: Provocation, Fire Seed, Volatile Refuge, Vehement Stone, Flameshield, Blazing Presence, Varski's Encouraging Ward
- Crusader: Offering of Armament, Theron's Heartening Call
- Defiler: Dread Invective, Lucar's Grasping Tendrils
- Dirge: Death's Scent, Hyran's Angry Sonata, Lithe Disbelief, Tuyen's Chant of the Arcane
- Druid: Nettleshield
- Enchanter: Breeze
- Fighter: Call to Arms
- Fury: Bristlepelt, Savagery, Fae Fire, Porcupine, Brishan's Quillshield, Hammerwind's Zealous Frenzy
- Guardian: Form of Ferocity, Guardian's Call, Call of Command, Desperate Flurry, Do or Die, Call to Battle, Return to Battle, Briteblade's Command, Braksan's Desperate Rally
- Illusionist: Fleeting Thoughts, Alacrity, Scintillating Aura, Intensity, Kor-Sha's Adroit Seal, Fozzin's Propitious Visions
- Inquisitor: Act of Belief
- Monk: Wisdom of Zephyl, Everburning Flame, Quiet Purity
- Mystic: Avatar
- Necromancer: Boon of the Lifeless, Rending Frenzy, Opal's Aggravating Seal, Darkbriar's Corpseskin
- Paladin: Blessing of the Penitent, Divine Inspiration, Blessing of the Devout, Prayer of Devotion, Call to Glory, Caswon's Penitent Benediction, Theron's Call of Hope
- Predator: Hunter's Instinct
- Ranger: Steady Aim, Forester's Insight, Veil of the Forest, Tolan's Talent
- Rogue: Smuggle, Street Smarts
- Shadowknight: Unholy Order, Insatiable Hunger, Genux's Dark Embrace
- Sorcerer: Burning Radiance, Accord
- Summoner: Agitation
- Swashbuckler: Swarthy Distraction, Freeboot, Flight of Fancy, Feigned Bravado, Bootleg, Bladeweaver
- Templar: Vigilant Benediction, Glory of Combat, Resolve
- Troubador: Alin's Soothing Serenade, Elise's Ditty, Kian's Destructive Anthem, Daelis' Dance of Blades, Cassindra's Chant of Clarity
- Warden: Barbcoat, Primeval Instinct, Numbing Spores, Duststorm, Vesteri's Gorseshield, Salmekia's Pact of the Pride
- Warlock: Venomous Runes, Abhorrent Gift, Toxic Grasp, Nihilism, Palon's Burning Blood
- Warrior: Battle Tactics, Uthros' Defiant Cry
- Wizard: Flametongue, Concurrence, Frostbound Gift, Frostshield, Casthopur's Frostburn, El'Arad's Custodial Warding

*** Items ***

- Empty bags can now be stored inside other bags. You can't put any items into a bag that is located within another.
- The run-speed benefits of mounts and certain items have been reduced:
- Starter Mounts (2.5pp) - 24%, formerly 32%
- Standard Mounts (5pp) - 32%, formerly 40%
- Best Non Status Mount (8.2pp) - 40%, formerly 48%
- Flying Carpets/Undead Mounts (50pp and status) - 48%, formerly 56%
- Crusader Mounts - 10%, formerly 32%
- Totem buff - 24% with a 30 minute duration, formerly 40%


*** Zones and Population ***

- Timers on most instanced zones have been reduced. Level and group size requirements have been removed, except for guild raids purchased with status points and certain quest-specific zones. The new timers are as follows:
- Level 10-19 zones - 1 hour fail, 8 hour reuse
- Level 20-29 zones - 2 hour fail, 12 hour reuse
- Level 30-39 zones - 2 hour fail, 18 hour reuse
- Level 40-49 zones - 4 hour fail, 18 hour reuse
- Level 50+ zones - 6 hour fail, 18 hour reuse
- The vertical doors in Solusek's Eye and the Obelisk of Lost Souls should work better.
- Keys that allow you to progress deeper into the Wailing Caves will now be found on their respective owners' corpses rather than inside treasure chests.
- Venekor's breath attack has been adjusted so that subsequent ticks of its damage-over-time spell do the same amount of damage as the initial hit.
- The Vision of Vox's breath weapon does less damage, but can now affect all members of a raid party. Her loot quality has been improved.
- The loot dropped by encounters in the Draconic quests has been improved.
- Foulgill the Rotten's loot has been adjusted to better match the challenge of the encounter.
- Raids cannot zone into the instanced dungeons in Enchanted Lands and Thundering Steppes.
- Solo versions of the instanced dungeons in Orcish Wastes, Enchanted Lands, and Thundering Steppes have been added. If you are solo or grouped with one other person, you will automatically enter these instances. Groups of three or more will enter the heroic versions.
- Entrances to the instanced dungeons in Orcish Wastes, Enchanted Lands, and Thundering Steppes will now appear more frequently.
- Advanced solo/small group encounters have been added to the Orcish Wastes, the Feerrott, and Rivervale.
- Two new level 50 epic raid zones have been added: Shattered Stillness in Antonica, where you may find Arch Lich Udalan; and Echoes of Time in Commonlands, where you will find King Zalak. Be wary, for these beings are rumored to be a challenge for a full raid of hardy adventurers.
- That greedy little rat Stiletto fired his scouts and is carrying out his orders alone now to maximize his profits.
- Bouncer Prud can now be found more frequently.
- Opponents that require two or more groups are now more likely to drop useful crafting components.
- NPCs in the Open Grave Heroic zone should now be between 25 and 27, except for the boss who is a higher level.
- Adjusted some of the abilities of the Drakota Niscanth.
- Level 40+ epic encounters do slightly more spell damage and heal for slightly more.
- Boss lifetap abilities now do more damage.


*** Quests ***

- Sir Tatters will now give the Small Matter of Bristles quest to those adventurers who declined or were unable to accept the quest before.
- Nillipuss will now only reward adventures upon completion of his quest.
- Varski, Part III can now be completed and the appropriate rewards will be given.
- Drodo will now let you complete Drodo's Goodies if you completed Curse of the Bloody Shank beforehand.
- Completion of The Lost Legend of Lavastorm heritage quest will now award status points.
- Targok will now give you another chance at accepting the third part of his quest if you initially declined the invitation.
- The items Bendik Jonkers seeks can now be found in the Edgewater Drains.
- Language quest items will now drop as corpse loot to allow those who have outleveled the creatures to complete the associated language quests.
- Additional dialog responses have been added into the Bitter Brew quest.
- Players will now receive a title reward for completing the "Deception" quest.
- Fixed some issues with the Hostile Forge instance and lowered its reuse timer.
- Corrected an issue with the access quest to the Vestibule.


*** Tradeskills ***

- Four new crafting abilities have been discovered: apothecary, weaving, timbercraft, and geomancy. These skills allow all artisans to refine the materials and components needed to make final products. New recipe books can be found on merchants or scattered throughout Norrath which teach you how to use these skills. Artisans automatically gain 5 points per level in these skills.
- New events and reaction arts have been created for apothecary, weaving, timbercraft, and geomancy. Reaction arts for these skills are based on thaumaturgy, binding, woodcraft, and geocraft. These skills increase through use. The higher your skill level, the better your chances of creating higher-quality items.
- All tradeskill recipes now require a new type of fuel at each tier. Fuel cost increases with level.
- A bug causing certain artisan-related skills to be 5 points too high has been corrected.
- The Advanced Scholar 15 book has been added to the appropriate loot drops.


*** Controls, Commands, and UI ***

- Examining a spell or art now gives you more detailed information on the exact effects of the ability. Some refinements will be made to the examine data before this feature is moved to the live servers.
- Heal amounts are now sent to the chat window, as in "You heal for X hit points." A Heal subcategory has been added to the chat options.
- A Combat General chat option has been added to filter start/stop fighting messages.
- Dragging a recipe icon into the chat window should no longer cause a crash.
- Checking and unchecking categories in Chat Options now work more logically.
- Merchant UI: New categories have been added for Potions, Poisons, Lore, and Attuneable items.
- Merchant UI: Searching for Activateable items works properly.
- Merchant UI: Searching for food by con color works properly.
- Merchant UI: The names of unusable items now appear in red.
- The scroll speed of the recipe examine window has been increased.
- The chat tab frame now fades along with the main chat window frame.
- Various issues with chat scrolling have been addressed.
- A keymap has been added for the Implied Target window. You will find the option to bind a key to this window in the Controls tab of the Options menu under Window Keys.
- Chat tabs no longer share the same buffer. You can now view up to 1000 lines of text in each chat tab.
- Chat tab titles can now be up to 20 characters long.
- Shift + Page Up and Shift + Page Down now let you scroll through responses on the primary chat window (defined with "Always Chat Here").
- Your guild will no longer show up at the bottom of the social structure list.
- Quest update messages now tell you the current/needed target numbers. The wording on many quest update messages has been clarified, and colors have been changed for emphasis.
- The tooltip on ranged weapons should now report the correct damage information for when the user masters the weapon.
- Item con colors in the broker, merchant, trade, and examine windows should better indicate whether someone can use an item.


*** Art ***

- Riders should no longer float above their horses.
- Fixed the tail on fancy horse LODs.
- Improved the horses' idle animations.


*** Audio ***

- You can no longer change the speaker type from within the game.
- Many city folk who were quiet before have found their voices.

Note: There is a new optional audio download available via the launchpad.
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Donnel » Fri Feb 11, 2005 10:05 am

Not bad. If it all makes it to live will be some interesting changes.

- All tradeskill classes can now refine their own materials and components!

Not sure I care for this one though...
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Postby Martrae » Fri Feb 11, 2005 8:20 pm

Frizznik (designer) wrote:Fellow Tradeskillers,

I wanted to take a moment to clarify the changes that are currently on test.

Apothecary, Weaving, Geomancy, and Timbercraft


The goal of the new skill additions is to relax interdependencies, but not remove them entirely. Please allow me to explain how they currently work.

Each tradeskill class will now receive a set of four skills. These skills will allow you to scribe new books which encompass all refine, and component creation. The basic books can be bought from a tradeskill vendor, but the advanced ones will be found while adventuring. You will need to raise the technique assigned to each new skill to become proficient in crafting those items. Refining components works in the exact same way as the original crafting classes would make them. Creating components however, will cost double the fuel components that the original crafting class would use. No change has been made to how the original crafting classes create refines or components, and only they can create final products.

What we want to do is give everyone the opportunity to progress in tradeskill level regardless of component availability on the market. This will allow you to make your own components at a higher cost to continue progressing, but still allow the original crafting classes to create and sell these components at a profit.

Tier Specific Fuel

The system on live right now uses fuels which costs six copper. This simply is not feasible at higher levels. Crafters were able to price items based on their perceived value of the item. The higher the level of the crafter the more ability to generate large portions of money at nominal cost was possible. The new fuel costs will make the flow of money more equal.

Selling back items to vendors has been addressed due to the fuel cost increase. You will be able to sell your items at a portion of the cost of production. The more steps that went into the production of the item will determine the percent that you will receive for the item. Please keep in mind also, that certain vendors are greedier than others which will alter the final selling price.

Up Ahead

Some things that I wanted you to know that we are planning at looking into are:

1. The ability to sell items online without having to remain in your house.
2. The quality of tradeskilled items vs. what can be purchased from vendors or what is dropped in the world. We want the time that is invested into creating tradeskill products to be rewarding. We do not want to trivialize the whole system with items that can be easily obtained.
3. The ability to craft tools that will increase your ability in harvesting.
4. We want every tradeskill class to have the ability to create items that are desirable. We are always looking at new recipes to add. Currently I am looking at adding the ability for every tradeskill class to craft items with magical effects. From swords, shields, and weapons with procs, to tailored voodoo dolls with activateable detrimental effects.
5. Tradeskill fix it quests, and heritage tradeskill quests.

Paul Carrico

Tradeskills, EverQuest II

Senior Game Designer
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Donnel » Mon Feb 14, 2005 8:43 am

So I can choose to make a maple quill myself, and my cost will be the raw materials, the wash/resin (which as an alchemist, I can make myself) and double the fuel cost...

Less then a silver instead of the 5 silver another player would charge.

Yeah, I can see where this is just brilliant.
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Postby Martrae » Mon Feb 14, 2005 10:16 am

What tradeskill do you do, Donnel?
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Donnel » Mon Feb 14, 2005 10:41 am

Alchemy on my main.

Btw, I really don't care that others are getting the liquids. Let em, I'm tired of spending hours churning out liquids by the thousands just to make enough to buy food. Let others make their own. I just think it's a stupid move on their part to change the dependency when it was all they harped about all through beta.
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Postby Martrae » Tue Feb 15, 2005 9:11 am

Some additional changes coming to Test:

* Provisioners will use a new kind of fuel that costs significantly less (like around a tenth) of fuels for other professions. Other types of frequent consumables (such as arrows) will follow a similar formula.
* Artisans of all types will be able to sell their goods back to a vendor at their cost.
* Almost all armor and weapons will become attunable.

One of the imbalances in the tradeskill system is that there are some goods that always leave the economy (food, ammo, potions, scrolls) and others that don't (armor, weapons, shields). After a certain amount of time, there would be no need for armorers to make low-level breastplates, yet there would always be a market for food. Making armor and weapons attunable essentially turns them into consumables.

Attuned items will be sellable to merchants, so adventurers who use the weapons and armor will be able to recoup some of their costs. Adventurers will still have plenty of opportunities to make money.

The new fuel for frequent consumables will help keep costs more in line for those who need to buy food. Again, we want tradeskill food to be the standard that people buy rather than summoned or store-bought nourishment.

Artisans will be able to break even by selling to vendors. Artisans can make a profit by doing society tasks, guild-based tasks (in the form of status), and by selling to players. Selling to vendors will not be a way for artisans to earn cash.

We realize this is a big change, especially considering the level of profit some players have been making by selling to vendors. Unfortunately this has set an inflated value on items like food. Why would a provisioner be motivated to sell a piece of high-level food for less than a gold if a vendor would pay that much, even if it only cost a handful of copper to make it?

When all the provisioner changes are combined with the new sell-back prices, it should make food much more affordable. The inflated levels of profit should go away, but we want that to happen for the overall good of the game.

===========================
Moorgard
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Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Donnel » Tue Feb 15, 2005 9:16 am

Except greedy idiots will still price their stuff way high. Then again, they won't sell as much and will have to adjust... eventually.
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Postby Martrae » Tue Feb 15, 2005 9:23 am

Greedy idiots will be greedy idiots no matter what they do.
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Donnel » Tue Feb 15, 2005 9:41 am

Hey, we can't help it!

;)
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Postby Martrae » Wed Feb 16, 2005 6:48 am

Test Server Update Notes: February 15, 2005 Part Two

*** IMPORTANT NOTE ***

- Most equipment must now be attuned before it provides any benefit. This is likely to affect items currently being worn by your character.
- Wearing gear that is not attuned will display a warning message in your Inventory window.
- If you wish to attune everything your character is wearing, you can type the "/attune_equip all" command. This will only affect items currently being worn.
- Until you attune your gear, IT WILL NOT PROVIDE ANY PROTECTION WHICH MEANS YOU MAY DIE HORRIBLY. Please remember to attune your gear!
- Items that have been attuned cannot be sold or traded to other players, but they can be sold to NPC merchants.


*** Gameplay ***

- You no longer need to defeat an entire encounter to get credit for completing most quests.
- Your speed while on a mount is no longer limited by the maximum speed of the mount. If you receive a movement buff that is faster than the default speed of your mount, you will now move at the faster speed for the duration of the speed increase. This includes spells such as Spirit of the Wolf and abilities such as Sprint.
- There are now stable hand merchants in West Freeport and South Qeynos that will purchase mounts at their full value, less any merchant markup you paid when buying them.
- The damage done by Darathar's breath weapon has been reduced.
- Added an on-screen message after purchasing a ticket to travel by sea that lets players know they must use the ticket before camping or leaving the zone.
- Updated a few details of the city sabotage quests. There should no longer be timers on sabotage quests in outdoor zones.
- The Rallosian Tunic is now light armor.
- The pants for the Monk and Bruiser level 20 quest armors should no longer use the tattered legging appearance.
- The Bramblewood round shield now looks like a round shield.
- Stench in the Serpent Sewer should now drop items appropriate for his level of difficulty.
- Level 50 spell scrolls will now only drop from epic encounters.
- Inspecting Petrified Eyes will now provide text explaining bone consumption.
- Vials of swordfish blood should no longer display a bug icon.
- The Rod of Everlasting Flame should now have the correct appearance.
- Bruise Forger Cestus now does the same type of damage as other cestus weapons.


*** Tradeskills ***

- Prices for the new fuel types have been adjusted:
- Base level 0 - 4c (was 6c)
- Base level 10 - 14c (was 24c)
- Base level 20 - 58c (was 96c)
- Base level 30 - 2s 30c (was 3s 84c)
- Base level 40 - 9s 22c (was 15s 36c)
- Culinary recipes use different types of fuel that are less expensive:
- Base level 0 - 1c (Walnut Kindling)
- Base level 10 - 4c (Mulberry Kindling)
- Base level 20 - 14c (Cherry Kindling)
- Base level 30 - 55c (Hickory Kindling)
- Base level 40 - 2s 21c (Mesquite Kindling)
- The number of charges on totems has been increased from 1 to 5.
- The number of arrows and thrown weapons produced has been increased from 5, 10, 15, or 20 (based on quality level) to 6, 13, 19, or 25.
- The number of charges on potions and poisons has been increased from 1, 2, 3, or 4 (based on quality level) to 4, 5, 6, or 7.
- Corrected some recipe issues with apothecary, weaving, timbercraft, and geomancy.

===========================
Moorgard
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Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Postby Martrae » Thu Feb 17, 2005 7:00 am

Test Server Update Notes: February 16, 2005

*** Gameplay ***

- The Swornlove siblings wish to thank you for helping them keep the spirit of Erollisi Day alive. Now that the festival is complete, they will no longer be seeking your assistance.
- Several updates and fixes have been made to the sabotage quests.
- You will now be able to choose whether you enter the solo or heroic versions of the instanced dungeons in Thundering Steppes, Orcish Wastes, and the Enchanted Lands.
- Starter weapons on the Isle of Refuge will not need to be attuned before using them.
- High-level characters should no longer receive tutorial narration when returning to a familiar location.
- All kukri swords now look like kukri instead of falchions or scimitars.
- NPCs that had been using charm spells will temporarily use other abilities until an issue with charm effects can be corrected.
- Applied additional polish to the examine information for certain types of spells.
- Mark of Pawns and similar spells should no longer break encounters.
- Players should no longer lose food and drink benefits when zoning.
- Attuned items should now stay attuned when you zone.
- Revive spells should once again result in resurrection effects on the target.
- Holiday foods will now provide the same regeneration as other store-bought foods. This includes Aromatic Red Wine, Box of Jumjum Chocolates, Schmenko's Warm Spiced Cider, Festive Fruitcake, Nyla's Holiday Eggnog, and Jumjum Snap Cookies.


*** Tradeskills ***

- Tradeskill society tasks will now reward a 60% profit margin based on the fuel costs necessary to create the items.
- Guild tradeskill tasks that award status will also provide a 20% monetary profit based on the fuel costs necessary to create the items.
- Descriptions have been added to tradeskill fuels to indicate their level range.

===========================
Moorgard
EverQuest II Community Guy
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
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Martrae
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