Patch on TEST

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Danille
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Patch on TEST

Post by Danille »

*** New 3d Object Preview ***

- See what most items look like while wearing them in a preview window by ALT-Right Clicking on items or clicking the preview window in the marketplace window.

*** New Marketplace Window ***

- Reorganized for easier sorting and searching.*** Items ***

- Increased the HP, mana, and proc on the Unholy Deepwater Maul to bring in line with other weapons in the same tier.

*** Tradeskills ***

- Fixed an inconsistency in the required levels for Underfoot's raid dropped seals.
- Visited the farm where superfluous letters play all day long and brought back an "L" to add to "Ralos' Ink Additive." Rallos (and everyone around him) is now much happier with the name.


*** Quests & Events ***

- Cliknar Queen - Removed the knockback from the Chitin Shards spell.
- Unburrowning - the Sandbound spell is now a root as intended.


*** Spells ***

- Corrected the right click memorization category for Second/Third/Fourth wind so it matches the new timer.
- Beastlord - Decreased the cast time and increased the recast time on all ranks of Salve of Reshan.
- Beastlord - Increased the heal amount of all ranks of Salve of Reshan.
- Beastlord - Increased the HP granted by all ranks of Focus of Yemall.
- Beastlord - Increased the duration of the Unrivaled Rapidity haste recourse to match the duration of the base buff.
- Beastlord - Increased the duration of Spirit of Vaxztn to 60 minutes.
- Berserker - Axe of Rallos has been converted to a single target melee range ability and has had its endurance cost lowered significantly and reuse time increased slightly.
- Berserker - The damage portion of Axe of Rallos has been reduced in number but had the target race requirements removed. Both damage strikes can now hit any race or class.
- Berserker - Altered the resist types and modifiers on all Axe of Rallos components so they are more consistent.
- Berserker - Doubled the limit use counters available on Axe of Rallos Dread Effect.
- Druid - Added a resist modifier to the Blast of Sporali Venom spells cast via Blast of Hypergrowth.
- Enchanter - Lowered the cast time of Rune of Yozan.
- Magician - Moved magic rain spells to their own timer, allowing them to be cast alternately with fire rain spells.
- Shadowknight - Altered the spell icon and particles for Curse of Frailty to reflect its nature as a debuff.
- Wizard - Corrected an issue that prevented Funnel of Frigidity Rk. II from being cast while in combat.


*** NPC ***

- Corrected an issue causing some goos in Cooling Chamber to be able to spawn under the world.


*** AA ***

- Bard - Renamed Identity Crisis to Lyrical Prankster due to it being more... Bard-y.
- Beastlord - Adjusted Pact of the Wurine to resolve some stacking issues with the Enchanter 2nd Spire and some Geomantra clickies.


*** Mercenaries ***

- Higher level tank mercenaries have had their base AC and HP raised.
- HP and base AC for DPS mercenaries have been raised. Both should still be significantly weaker than tanks.


*** Achievements ***

- Corrected issues with the achievement Slaughter is as Slaughter Does and raised the time allowance to 90 minutes.


*** Miscellaneous ***

- Fixed issues with Hot Zone tasks in Broodlands, Elddar Forest, and Old Blackburrow.
- The red and green gem teleporters in Skyshrine will now send you to the expected locations in Skyshrine.

- Fixed a bug with saving extended target window settings.

- Fixed a client crash that occurred with certain graphics cards when you had more than a few pending rewards.

- Made some changes to the Cliknar Queen Raid. Adds will no longer spawn while she is not in the room. Removed the Unstable Pabulum.

*** Updated or new UI Files ***

EQUI.xml
EQUI_Animations.xml
EQUI_Inventory.xml
EQUI_MarketplaceWnd.xml
EQUI_ObjectPreviewWnd.xml
EQUI_Templates.xml
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Zacatac
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Re: Patch on TEST

Post by Zacatac »

Danille wrote: - Visited the farm where superfluous letters play all day long and brought back an "L" to add to "Ralos' Ink Additive." Rallos (and everyone around him) is now much happier with the name.

- Magician - Moved magic rain spells to their own timer, allowing them to be cast alternately with fire rain spells.
/laugh

Does anyone use Rain spells anymore? While the change is a plus, I never put them in my spell lineup.
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Piemastaj
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Re: Patch on TEST

Post by Piemastaj »

Dont think I have EVER used them before lmao. This as of right now is just like the arrow summoning spell change. It's a plus, but who really uses either spell all that often nowadays? :roll:
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Jedis
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Re: Patch on TEST

Post by Jedis »

Seriously? The only change we get this year besides Arrows is this?

Is someone actually requesting this stuff? We have more pressing issues than this...
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Piemastaj
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Re: Patch on TEST

Post by Piemastaj »

Those are probably the easiest issues we have brought up (idk about arrows, but fairly certain rains have been brought up in previous expansions), so now SOE can say well we gave you more arrows per cast and changed your timers on rains so stfu and be happy! I agree both of these are probably not even on half the mages server-wide radars, but oh well can not really complain when we get some issues worked out I guess lol. :D
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deadman1204
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Re: Patch on TEST

Post by deadman1204 »

this could be a blessing in the future - if they change our rain spells to be more powerful (focus effected or such) rains may become useful again
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Piemastaj
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Re: Patch on TEST

Post by Piemastaj »

Problem is for raiders anyway, on almost every event in UF you have to deal with controlling adds in the general vacinity of the raid mob. So basically raiders won't be able to use them judging by how SOE is making raids nowadays. And even in group tasks now also, or on namers in Convort. :shock:
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JerusEQ
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Re: Patch on TEST

Post by JerusEQ »

Piemastaj wrote:Problem is for raiders anyway, on almost every event in UF you have to deal with controlling adds in the general vacinity of the raid mob. So basically raiders won't be able to use them judging by how SOE is making raids nowadays. And even in group tasks now also, or on namers in Convort. :shock:
Which is exactly why they should be substantially higher dps.
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deadman1204
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Re: Patch on TEST

Post by deadman1204 »

exactly, they not only need to be at least as much damage as a focused DD, but more damage to make up for the greater risk
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Jedis
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Re: Patch on TEST

Post by Jedis »

They should also change the rains spells to give us the target/area selector on the screen so we can see exactly what they will hit before casting.
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