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Patch message 2003-09-09

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  • Patch message 2003-09-09

    Nothing tradeskill-related in the patch message, beyond the fact that LDoN has launched. It's good to see that they've actually acknowledged bugs in the patch message to let folks know about them.

    --

    September 9, 2003
    ------------------------------

    *** Lost Dungeons of Norrath Launches! ***

    Make sure to check out this groundbreaking new expansion! EVERY new zone has something fun and rewarding just waiting for everyone levels 20-65, and there's always something available for you!

    For the first time in EverQuest you have the ability to interact with your environment in new and exciting ways! Find that chest at the end of the dungeon, but approach it carefully - It may be trapped.

    In addition, there have been rumors of a new type of treasure that allow you to improve your existing equipment, augmenting what you've already earned with new power...

    Succeed and be rewarded as YOU choose! Those who best the Lost Dungeons will find that the Adventurers have quite the cache of treasure that they've discovered on their own. It seems that, the more you help them in their cause, the more they're willing to share...

    If you have purchased Lost Dungeons, thank you and welcome!

    If you haven't -- What are you waiting for? Order now and join the grand Adventure!


    *** Game Updates ***

    ** Items **

    - Warrior and Magician epic changes – A new version of these two epic items is available to accommodate the new item augmentations. Both of these epics are basically summoned items, and therefore they would lose any augmentations when used or unsummoned. Players wishing to change these items into "permanent" versions in order to augment them should do the following:

    Warrior Epic - Talk to Gartrog Smitehammer in East Freeport. He will replace your Red Scabbard and Jagged Blade of War with augmentable versions of the Jagged Blade of War, the Blade of Strategy, and the Blade of Tactics. You will not receive the Red Scabbard back, as it will no longer be useful to you.

    Magician Epic - Talk to Ilisiv Gantrau in the Tox Forest. She will take a summoned Orb of Mastery and replace it with a permanent augmentable orb. The epic pet is still summoned in exactly the same way, with no changes to the spell or use.


    ** Zones and Quests **

    - Plane of Mischief - We have updated the factions for a few NPCs for this zone on Stormhammer only. All of the NPCs there are meant to be aggressive. Some of them were on the wrong faction, and were not aggressive. They are now.

    - The Deep - There were some NPCs in this zone that could see invisible but were bugged to be non-aggressive. They will again be aggressive, so be more cautious when using invisibility in The Deep.

    - Plane of Valor - The Aerin'Dar projection was despawning after only a few minutes. It will now remain as long as other projections.

    - City of Mist - Black Reavers are immune to magic once again.

    - Oxidized Steel Plate will now drop. This should allow the completion of the Rallican’s Bracer quest

    - The Ghost of Kindle has returned.

    - Manastone is no longer usable in The Hole.

    - The trader limit increase mentioned in the last update should be working properly now.


    ** Spells **

    - We have reduced the cost of the Summon Wooden, Stone and Iron Bracelet spells.

    - We have added new Skeleton models for pets, illusions, and transformation spells.

    - We have changed the underlying way that pet focus items work to allow for future upgrades and items. All existing foci should work as they always have. If you notice anything unusual when using a pet focus, please /bug report the issue.


    ** Interface **

    - Context Tips - We have added a question mark symbol to windows that have help information available. Just click on the question mark in the upper right of the window to see the tips.


    ** Miscellaneous **

    - Fixed a bug that was causing NPCs to appear to have a larger melee range than they should have in some cases.

    - Sullon Zek - There was a bug that allowed players to create characters on opposing alliances. That is no longer possible. If you see this message:

    "You currently have characters created on opposing deity alliances. You can only have characters that are on the same alliance. Please correct this by deleting the character that was recently created and has an opposing alliance with the first character you created."

    You will not be able to log in until you delete any characters that are not on the same alliance.


    ** UI Files **

    * Changed *

    SIDL.xml
    EQUI_Templates.xml
    EQUI_Animations.xml
    EQUI.xml
    dragitem27.tga
    window_pieces01.tga

    * New *

    EQUI_AdventureRequestWnd.xml
    EQUI_AdventureMerchantWnd.xml
    EQUI_AdventureLeaderboardWnd.xml
    EQUI_AdventureStatsWnd.xml


    ** Known Issues **

    This is the list of cosmetic issues that we're aware aren't perfect, but determined as acceptable to launch with, as none should affect peoples' ability to enjoy the game.

    Rather than attempt last-minute changes that often break more than they fix, these will be addressed in an update after Lost Dungeons' launch.

    - Paladins and Shadowknights: The new INSPECT and OPEN ability buttons will *appear* disabled for the duration of your Harm Touch or Lay Hands timers when you use those abilities. You may still use INSPECT and OPEN, however. It just won't look like you can.

    - When receiving an adventure from one of the Wayfarers' Camps, for now, the Adventure Window does not automatically close when you walk away from the Adventure Recruiter as it should.

    - Pet Users: If you tell your pet to attack an interactive object (chest, vase, coffin, etc) inside of a dungeon, your pet will tell you that it is attacking, but it will not actually attack. This is a problem with the message, not the behavior. The pet should be telling you that it cannot attack such a thing.



    ** Use Augmentations Wisely **

    If you have an item with more than one slot available and you intend to apply an Augmentation Item that can fit into any slot (i.e. Type 1), be sure to apply it last.

    For example, you have an item with three slots available and you have filled Slot 1 with an Augmentation Item. In your bag you have an Augmentation Item that can fit into any slot on the item (i.e. Type 1) and one that fits into Slot 2. If you use the Type 1 Augmentation Item first, it will fill the first open slot on your item, which would be Slot 2 in this case. This means you will not be able to use the Slot 2-specific Augmentation Item you had available.

    So, remember, the rule is that if you have an Augmentation Item that can be used it any slot, be sure to apply it last!
    Sir KyrosKrane Sylvanblade
    Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
    Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
    Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

  • #2
    In the Game Updates they state:

    ** Items **

    - Warrior and Magician epic changes – A new version of these two epic items is available to accommodate the new item augmentations. Both of these epics are basically summoned items, and therefore they would lose any augmentations when used or unsummoned. Players wishing to change these items into "permanent" versions in order to augment them should do the following:
    This implies that when you convert your epic item into an "alternate" item... the Warrior single 2Handed sword to two 1 Handed Swords... the Augment applied to it goes **poof**

    This leads me to a question:

    If I take my Coldain Ring 1, 2, 3, 4, 5, 6, 7, 8 OR 9, and apply an Augment to it... then I get to the point where I am ready to proceed to the next ring in the series, will I have to:

    A. Remove, thereby destroying the augment, prior to the turn-in?
    B. Leave it augmented, perform the quest, and get the next ring without an augment?
    C. Leave it augmented, perform the quest, and recieve the next ring with the same augment?

    This same sort of question would apply to any series of Quests where you upgrade the item from one to the next:

    Coldain Shawl Quests 1 - 8
    Coldain Ring Quests 1 - 10
    Aid Grimel Quests 1 - 7

    Or will these quest rewards NOT have any augmentation slot until the final one?
    Brother Krazick Bloodyscales 65th Trial Scaley Transcendent
    Krizick 37th Kitty Tank
    --Officer of The Renegades--
    --Innoruuk Server--

    Comment


    • #3
      Re: Patch message 2003-09-09

      Originally posted by KyrosKrane
      For the first time in EverQuest you have the ability to interact with your environment in new and exciting ways! Find that chest at the end of the dungeon, but approach it carefully - It may be trapped.
      Woohoo! Sence and Disarm traps are no longer 99% useless!!!!!

      (Sorry, I got bored with SplitPaw and SolA)
      Draggar De'Vir
      92 Assassin - Povar




      Xzorsh
      57 Druid of Tunare - Povar
      47 Druid of Tunare - Lockjaw

      Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

      "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

      Comment


      • #4
        Um...

        The way I read that ...

        Turn in your Warrior Epic items (all of them) and get 3 items in return. One 2HS and two 1HS weapons (no more container) all of which are permanent (no more swapping back and forth from X to YY to X) and can be augmented.

        But... they said in the online chat that epics would NOT be augmentable...

        Odd...

        Since I play neither a Warrior nor a Mage I'm not going to stress about it. And since I'm still missing a few of the more rare items for my epic I'm not stressing over that either.

        This "remember to put Fills-Any-Slot augmentations on last" worries me a bit... but first I'm going to worry about which armors I have can be augmented and actually GETTING the augmentations before figuring how to put them on.

        As for the "upgradeable" items... I highly doubt there will be much augmentation, if any, available for the Coldain Shawls. Flowing Thought 3 and 20% buff extention 8 save all and 8 caster stats and AC and .... Do they really need to make it more attractive? Hehehe. But yeah, I wouldn't put an augmentation item on a 7th shawl... just in case.

        Since I won't get to play LDON till Sunday night... I'll be avidly reading all I can about things as they are "discovered" hehe.
        In My (Not Always) Humble Opinion, except where I quote someone. If I don't know I say so.
        I suck at this game, your mileage WILL vary. My path is probably NON-optimal.
        Private Messages attended to promptly.

        Comment


        • #5
          dont forget about the traps in DN.

          oh, and they later corrected themselves about the augmentable epics.

          Comment


          • #6
            A. Remove, thereby destroying the augment, prior to the turn-in?
            B. Leave it augmented, perform the quest, and get the next ring without an augment?
            C. Leave it augmented, perform the quest, and recieve the next ring with the same augment?
            From everything I've read about augments, it looks like the answer will be B (with A as an option). It sounds like essentially, if you have item (like a Sword) S with augMent M on it, your character basically has a reference to item S, and a reference stating that that particular S should have M's attributes added to it.

            While they could theoretically code quests to transfer augments and such, since quests basically seem to work off the "if appropriate items X,Y are recieved, create Z on player's cursor" it seems like your S-with-M would simply be seen as "appropriate item S has been reiceved, produce item D" and you get your shiny new sworD with the M simply ignored, and then lost in the shuffle.

            I'm assuming it works that way, because think of all the quests where the item is *not* simply an upgrade to the previous. If I hand in my Ghoulbane to Akilae and get my Mark, how would the unequipable Mark deal with getting an Augment - since the Augment 'should' be preserved for the later quest turnin of the Marks to get the Fiery Avenger? Or any quest that has an augmentable item hand-in for a non-equipable item, or a quest where you hand in multiple augmentable items or you recieve multiple augmentable items? Its *possible* to special case every situation like that, but I just don't feel its likely SoE has done that (then again, they've had a lot of firsts this expansion, so I could be wrong)
            Last edited by Dunthor Warsmith; 09-09-2003, 04:50 PM.

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