Announcement

Collapse
No announcement yet.

Dec. 9 Patch Notes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Dec. 9 Patch Notes

    *** Highlights ***

    - Frostfell: As the air starts to chill and the frost begins to cover
    the ground, the season of Frostfell begins. No holiday season is perfect
    though and a couple of your fellow Norrathians need your help to make
    Frostfell a merry holiday for all! Visit your favorite major city and
    the Plane of Knowledge to find out how you can help. The season of
    Frostfell will embrace Norrath from December 9th through January 8th.
    Various events new and old will be available at different intervals
    throughout the season. So make sure you join in the fun before Frostfell
    is over for another year.

    - New Hot zones: The following Zones are now "Hot" with additional
    experience and item rewards. Additionally Franklin Teek in Plane of
    Knowledge will be happy to remind you of the current Hot Zones!

    Level 20: Stonebrunt Mountains
    Level 25: Crystal Caverns
    Level 30: The Overthere
    Level 35: Mons Letalis
    Level 40: Great Divide
    Level 45: Nagafens Lair
    Level 50: Plane of Innovation
    Level 55: Sshraeshza Temple
    Level 60: Crypt of Decay
    Level 65: Stoneroot Falls
    Level 70: Valdeholm
    Level 75: Dreadspire Keep


    *** Items ***

    - Added backstab skill modifiers to Seeds of Destruction Piercing
    weapons.
    - Adjusted the nomenclature for some SoF items with corruption damage
    foci. The focus percentages did not change, only the names.
    - Altered the required level for the procs on the "fine weapons" to
    match the required level of the symbol instead of the recommended level.
    The exceptions to this are the Blessed symbols which require level 11.
    - Changed the appearance of the player-crafted "fine" long hammers.
    - Changed the focus effect on the Gleaming Ursine Fang to match the
    focus on the base item.
    - Class-specific armor for Clerics, Druids, and Shaman has had healing
    foci added to match the SoD armor. Clerics and Shaman will now have
    healing foci on their arms, while Druids will have healing foci on their
    wrists.
    - Druadic Frostlinked Leggings and Necrotic Chillsteel Greaves have had
    a detrimental spell haste focus added to match the other elemental
    leggings.
    - Fixed an issue with the Familiar of the Emerald Jungle that was
    causing it to behave differently from other familiars.
    - Many Elaborate Defiant weapons have been upgraded slightly to follow
    the group item changes.
    - Many SoF and all SoD group weapons have received a damage upgrade.
    Please be aware that some of these items are still being adjusted and
    may change further in a subsequent patch.
    - SoD weapons with elemental damage did not all have the element that
    was intended. These have been changed to the intended element.
    - The Bloodreaper has changed appearance and effect.
    - The click effect on Darkened Shining Metallic Robes now uses its own
    recast timer and will not interfere with other effects.
    - The Crystal Dewdrop will now have some benefit even when it is not
    raining or snowing.
    - The Dagger of Darkflaying's appearance has changed.
    - A new set of Defiant armor has appeared.


    *** Spells ***

    - Corrected an issue that was causing the focused versions of pets
    summoned by the beastlord spell "Spirit of Hoshkar" to take more melee
    damage than they were intended to.
    - Dropdown category for Spell Damage and Haste combination songs is now
    "Haste/Spell Focus" instead of either or both.
    - Paladin and Shadowknight damage reduction disciplines should now stack
    with all other spells that use the same effect. This change applies to
    the "Armor of <X>" and "<Y> Carapace" lines.
    - Range on Rogue targeted abilities has been increased.
    - Range on the Necromancer's Withering Decay and Enchanter's Dominating
    Aura effects has been increased.
    - Tempest Blade is now an aura named Aura of Rodcet that mimics the
    functionality of the Cantata of Rodcet.
    - The damaging proc effect from Bard's Tempest Blade song has been
    consolidated with Arcane Arietta.
    - The global cooldown for spells previously set between 1.5 to 2.5s has
    been reduced to 1.5s.
    - The hate reduction effect from Mindfreeze should no longer have
    stacking issues with other effects.
    - The Malo and Tash lines should no longer interfere with out of combat
    regeneration.
    - The Mindfreeze hate reduction effect will now stack with the Bazu
    Bellow line.
    - The Necromancer SoF robe clicky now spawns a short duration pet
    instead of bestowing casting haste. Higher tier versions of the click
    increase the pet's lifespan.
    - The Rogue SoF breastplate clicky has had its average damage increased
    slightly. Higher tier versions of the effect now increase the damage
    done per proc, instead of the increasing the effect's duration. The
    duration on both versions is now 2 minutes.
    - The Wizard SoF robe clicky will now work on higher level spells,
    albeit at a reduced effectiveness.
    - Type 3 augmentation bonuses should no longer benefit additional
    spells. For example: Icesheet Cascade / Klixcxyk's Fire improving the
    damage of Ethereal Conflagration.


    *** Quests ***

    - Addressed some faction issues that were causing NPCs in the Safe
    Passage mission to assist the wrong group.
    - Fixed a bug with Captain Tillin in Oceangreen Hills. He will now
    always give out his tasks in order.
    - Fixed the reset issues with the task in Old Bloodfields called Supply
    Interruption. If the task is not completed within 20 minutes of the
    flags being placed, the event will clean up and the task is failed.
    - Guards in missions in Toskirakk and Kaesora will not be so easily
    fooled by hiding from them.
    - Heralds in each of Seeds of Destruction's five eras will now offer a
    new quest. Each day the heralds will select one mission and grant
    players a bonus for completing that mission, as long as they have
    accepted the new quest from the Heralds.
    - Killing Silliv` Host will now properly update the task "The Cabilisian
    Trade Route."
    - Malaurin V`Kon will now reset much more quickly after a failure of the
    Disruptive Influences task.
    - Modified the quest Favors of the Hopelost in City of Dranik to remove
    unwarranted faction hits.
    - Navrn K`Val, Thaliv T`Kysh and Vyntal Zintha now carry the false
    orders.
    - People on the "Let my people go" task must now complete the first two
    elements before speaking with Lymrit again to complete the task.
    - Reduced the number of Army of Light Longswords needed to complete the
    Take Everything task in Bloody Kithicor.
    - Reduced the number of Poachers that need to be killed for Poach the
    Poachers in Oceangreen Hills to 4.
    - The necromancers in the Drake Scourge task will update the group's
    task more reliably now.
    - The quest "Disruptive Influences" is now much less likely to get out
    of sync, so should be much easier to complete. Malaurin V`Kon will also
    only wait for a quest update for 20 minutes at a time. If this time
    elapses Malaurin V`Kon will go home, resetting the task.
    - The Seeds of Destruction Quest buy back merchant now uses Chronobines
    instead of Doubloons. He will also buy any of his quest items from you
    for 1 Chronobine.


    *** Raids ***

    - Added an additional reward to the Field of Scale raid "Jaled`Dar's
    Sacrifice"
    - Emperor Ganak has decided to try a new tactic for using his spells
    during the Jaled`Dar's Sacrifice raid.
    - Fixed an issue that would not allow players to get the second Rathe
    Council raid.
    - Upon completion, the Fall of Toskirakk event should now show "The Fall
    of Toskirakk" as the lockout name instead of "Unknown Event".


    *** NPCs ***

    - Adjusted the spawn rate for rare NPCs in the Rathe Council Chambers.
    - Rathework guardians have moved out of the inner sanctum of the Rathe
    Council Chambers.
    - Removed the remaining unkillable NPCs from the Safe Passage mission.
    - The Dragorn defending Dranik have become strangely weaker. It appears
    the Muramite forces may have gained the upper hand.


    *** Tradeskills ***

    - "Fine" Inured one handed, non-piercing weapons, and Exalted Nimble
    symbols had a change in their damage to fix an upgrade path issue. The
    damage will be very close to what it currently is, just distributed
    differently.
    - Added Paladins and Shadow Knights to the "Fine" maces made via
    tradeskills.
    - All "fine" elegant and stalwart weapons, along with their
    corresponding sublime and venerable symbols, received an upgrade in
    overall damage.
    - All spells and tomes that are tradable on regular servers should now
    be tradable on the Firiona Vie server.
    - Altered the recipes for Wishka's Favor Rk. II and Tome of Aura of
    Draconic Runes Rk. II.
    - Baublie Diggs, outside of West Freeport, now will give a quest to any
    researcher, no matter their class.
    - Changed Faceted Blue Diamond to Mounted Blue Diamond in the recipe for
    Fizzlesprocket's Forceful Discharging Apparatus.
    - Chronal Resonance Dust has become more common.
    - Created a new instruction book for research that can be found on some
    research vendors.
    - Immaculate Silk is now tradable on Firiona Vie.
    - Made appropriate changes to the following research recipes: Spell:
    Aura of the Grove, Tome of Crippling Strike, Spell: Summon Aenda's
    Trinkets, Spell: Summon Plate of the Elements, Spell: Summon Elemental
    Armaments, Spell: Nectar of Pain, Spell: Spear of Ro, Spell: Rathe's
    Strength, Spell: Grave Pact, Spell: Death Rune, Spell: Dark Rune, Spell:
    Spirit of the Stoic One Rk. II, Spell: Ancestral Bargain Rk. II, Spell:
    Blacktalon Bite Rk. II, Spell: Terror of Vergalid Rk. II, Spell: Venin
    Rk. II, Spell: Elemental Symbiosis Rk. II, Spell: Shield of the
    Crystalwing Rk. II, Tome of Tendon Cleave Rk. II, Spell: Silent Piety,
    and Pack Shrew (added prayer writing kit to shaman version)
    - Modified the recipe for "Spell: Tortugone's Drowse Rk. II" to make it
    more properly fit the spell research system.
    - Some "fine" simple weapons received an upgrade in damage.
    - The Drink of Timeless Energy is now made with simmering fairy drake
    dust, and can also be made with any of the elemental spirit dusts
    (earth, air, fire, water).
    - The level 69 Dragons of Norrath spells and tomes created through
    research are now tradable on all servers.
    - The Researcher Charm can now be used by all classes.
    - The slot 12 seals from Crystallos have been made to fit in the seven
    visible armor slots, and are no longer agnostic only.


    *** AA ***

    - A new AA has been added to the Seeds of Destruction List for Bards -
    Sionachie's Crescendo.
    - Adjusted the slot order on the Ranger AA Group Guardian of the Forest
    to prevent a stacking conflict with other spells that have a Chance
    Spell.
    - Adjusted the spell casting range of Fog of Memories (Enchanter AA).
    - Adjusted the stacking of Second Spire of Enchantment (Enchanter AA).
    - Re-enabled the SoD AA Extended Ingenuity. Bards, Monks, Warriors,
    Rogues and Berserkers will now be able to purchase this AA.
    - The AA Fortified Entanglement (Wizard) now requires the purchase of
    Hastened Root 4 to resolve a conflict between these two AAs, making your
    roots less reliable if you had not purchased both.
    - The heal over time component of the highest ranks of Lay on Hands will
    now go to the short buff window.
    - The Ranger AA Hastened Trueshot will now focus the Sureshot
    Discipline.
    - The Rogue AA Sleight of Hand should now stack with the Envenomed
    Blades AA.
    - Veil of Mindshadow spells will now have a wear off message.


    *** Zones ***

    - Replaced the missing door on the merchant vs. merchant ship instances
    in the Buried Sea.
    - Savet Ironstove now properly advertises what he sells.


    *** Mercenaries ***

    - Healer mercenaries will give less priority to healing shamen that are
    not flagged as the main tank role and that are not being directly
    attacked. This should allow them to be a bit friendlier with regards to
    cannibalize.
    - Mercenaries should be friendlier to feign splitting techniques. If
    the puller feigns in camp before the merc has a chance to react, the
    merc will not attack the mobs hostile only to the puller.
    - Mercenaries will no longer attack enemies that are currently engaging
    targets outside their group (or group's pets).
    - The camp radius now scales somewhat dynamically in that if your group
    is widely spaced, the radius around the group's center considered "in
    camp" to the AI is increased to avoid a situation where you've pulled an
    NPC past one of the group's members, but the AI still does not react to
    it. The minimum camp radius from group center is still 50feet as it was
    before.
    - Healer mercenaries will no longer cast heal spells on themselves that
    have an invulnerability component, as the AI was never tuned to do this
    at the right time, and it leads to problems with the mercs appearing to
    be unresponsive.
    - Increased the timer for how often a merc will attempt to resurrect a
    corpse when the res is not accepted from 2 minutes to 5 minutes.
    - The ability to suspend/un-suspend a mercenaries is now locked when in
    combat and when the player still has a cool-down timer on PvP servers.
    For standard rule servers, the cool-down timer still does not factor
    into this, suspend/un-suspend can be done immediately after the hatelist
    is cleared.
    - Tank mercenaries will now default to following their owner (or group)
    when there are no melee targets even when in combat.
    - Mercenary Clerics should no longer cast their spell haste buff on
    classes that have no mana.
    - Mercenaries now appear with a ':' before their name in the tracking
    window, similar to pets.
    - Fixed a bug that allowed a mercenary to keep the effects of an aura
    permanently after the aura was no longer present.
    - Fixed a problem that caused some players that zoned slowly to not be
    able to unsuspend their mercenary after they zoned.
    - Mercenary healers will now only dispel buffs on enemies when in
    aggressive stance. Since aggressive stance isn't currently in the game
    (though it may return at some point) healer mercs will no longer be
    dispelling for now.
    - Mercenaries should no longer become bald after various illusions.
    - Added a new "Assist" stance for Journeyman and above tank mercs that
    allows them to operate in essentially a DPS mode. If the tank merc is in
    Assist stance and not designated the main tank it will not use any
    off-tanking behavior like it does when in Aggressive stance. It will
    attack whatever the main assist is targeting (or whatever it last
    attacked it there is no main assist) and continue to do so until the
    main assist switches targets. If in Assist mode and designated the main
    tank the tank merc should behave the same as it does in Aggressive
    stance.
    - Fixed a problem where if you had maxed out your buff slots, healer
    mercenaries would no longer heal you.
    - Fixed a problem that caused the AI to be blind to damage taken from
    certain spells like Blood Magic or Divine Arbitration.
    - Fixed a problem where mercenaries were counting toward the hit limit
    for rain type spells, causing them to have fewer pulses when in the area
    of effect.
    - Merc healers will no longer cure charmed pets.
    - Mercenary "in camp" radius is no longer a sphere. It is now more of a
    disc to help with problems of mercs healing, etc. when a puller is on a
    floor above or below.
    - Merc healer AI will no longer cast cure spells if somone in the group
    is at lower than 50% health.
    - Mercs will no longer move out of melee range of their target if they
    are casting a beneficial spells (heals, buffs). This should cut down on
    a fair amount of unnecessary movement.
    - Mercs should no longer run off to follow someone across the zone when
    their owner is set as puller. They will only follow another group
    member other than their owner if that other group member is within their
    awareness radius (about 200 ft.).
    - Fixed an issue with out of combat healing AI doing a lot of over
    healing.
    - PvP spell resist and duration values are now used when hostile spells
    are exchanged between a merc and a PC (for non PvP servers this only
    applies to the Arena).
    - Fixed an issue with merc suspend timers counting down too fast if a
    custom UI had multiple instances of the timer display.
    - Fixed a problem where mercenaries would go bald when removing an
    illusion and zoning.
    - After carefully watching mercenaries since SoD launch some balance
    changes are being made:
    -- You will no longer be able to suspend or unsuspend your mercenary
    while you are in combat.
    -- Journeyman mercenaries will now cast 96% resurrection. Apprentice
    mercenaries are limited to 90% res.
    -- Increased the stats of the Tank Mercenaries starting at the
    Journeyman tier. The values are tuned to be less than what an
    equivalently geared player would be but is higher than previous values
    for various mitigation and avoidance stats useful for a tank.


    *** Miscellaneous ***

    - Corrected a few Stability issues.
    - Implemented new Hot Zones! Franklin Teek in Plane of Knowledge will be
    happy to remind you of the current Hot Zones.
    - Modified the pathing in the old commons zone.
    - Fixed a bug that was causing power sources to only be drained when out
    of combat. Now they only drain while in combat instead.
    - The NPC buy/sell/bank window will no longer disappear when the game
    client is re-sized.
    - Made tuning adjustments (downward) on many NPCs that had
    higher-than-expected resistances to Physical Attacks (Such as the Monk
    Eye Gouge attack). These attacks should be much more reliable now.
    - Rathework guardians have moved out of the inner sanctum of the Rathe
    Council Chambers.
    - Guards in missions in Toskirakk and Kaesora will not be so easily
    fooled by hiding from them.
    - Players can now decline a group invite when they own a mercenary.
    - Fixed a problem that caused player traps (e.g., fadelure, fire rune,
    bonestitch fetish) to trigger on pets/mounts/mercs, causing all kinds of
    havoc.
    - The incorrect boosts to HP/mana/endurance have been brought back in
    line with what they should have been. Please see other posts on this
    subject for more information.
    - Fixed a bug that caused stun effects to wear off the moment mez
    effects did. This meant that if you stunned a mezzed mob, it would wake
    up immediately. Now it will not wake up until the stun wears off.
    - Fixed a bug that caused certain spells that triggered casting of more
    spells (like Spectralside and Unity of Spirits) to overwrite each other
    even though that was not intended.
    - Power sources will once again change the color of the affected stats
    in that slot.
    - The potion belt now conveys the cool down timers on potions.
    - The Emerald Sokokar will now behave like other familiars.
    - NPC Strikethrough will no longer penetrate defensive disciplines like
    Weapon Shield, Deflection, Deftdance, etc.
    - Fixed a client crash for the quest Arachnophobia.
    - Fixed an issue with proximity aggro.
    - Fixed a problem with certain AAs with illusion components that allowed
    them to be used with no reuse timer if you had another illusion on you.
    - Fixed a client crash when your pet got more than 30 effects on it.
    - Corrected an issue that caused guilded characters to be forcably
    placed in the guild voice channel upon zoning.
    - Changed the way charges are deducted from consumable click items.
    Now, if the spell on the item is beneficial and it does not land, the
    charge will not be consumed.
    - Drakkin should now revert to a walk/run animation after dismounting.

  • #2
    (continued)

    *** Previously Hotfixed ***

    - Added the rank XIV potions to the appropriate vendors.
    - The Dragorn in Kuua have become strangely weaker. It appears the
    Muramite forces may have gained the upper hand.
    - Fixed the ability for many NPCs in Korafax, both mission and base
    zone, to allow them to summon as intended.
    - Ganak's advisors will now assist each other in a manner that does not
    alert as many of their allies.
    - Increased the spawn rate of many rare NPCs in Kuua.
    - Most rare ("named") NPCs in Seeds of Destruction zones will now summon
    players they hate.
    - Corrupted Beguilers in the "The Price of Knowledge" mission will now
    chose the most hated player to update the task instead of the most hated
    entity, which might have been a pet or a mercenary.
    - The "Holding the Fort" mission will now not spawn the attack until you
    first speak with General Vurig.
    - The tormentors in the task "Inside information" take longer to arrive
    once their numbers begin increasing.
    - Pallorax in discord will now start over if the players take too long
    to engage him after he moves between portals.
    - The adds in the "Showdown at the Crystal Core" raid will now spawn a
    bit more quickly. This is to raise the difficulty to be closer to the
    intended difficulty.
    - The dwarves in the Showdown at the Crystal Core raid now insist on
    staying near their post and will no longer chase players too far from
    their camps.
    - The Venomlord's event will now start over if players fail to engage
    him again within one minute of him becoming idle.
    - Merchant Woad now carries the new energeian supplies.
    - Replaced Broken Battle Blades with Sundered Blade Shards on forage
    tables.
    - Fixed an issue that prevented some items from being placed in the
    potion belt.


    *** UI ***

    - Fixed an issue with the "overlap" area of scroll bars and tile layout
    windows.
    - The target window should now align with bottom of the player window.
    - The font combobox in the options window should no longer be overlapped
    by the label "Confirmations".
    - Added Style_Tooltip to SIDL.xml this now allows for turning on or off
    the tooltip window for certain UI elements.
    - Alt + Left clicking buff icons should now display the information
    correctly.
    - Buff icons should now tile correctly in the Buff Window.

    - Changed -

    EQUI_Animations.xml
    EQUI_BodyTintWnd.xml
    EQUI_BuffWindow.xml
    EQUI_PetInfoWindow.xml
    EQUI_SelectorWnd.xml
    EQUI_TargetWindow.xml
    EQUI_Templates.xml
    SIDL.xml

    Comment

    Working...
    X