View Full Version : TU24b came from....
HaCkHaCkER
05-18-2006, 07:30 AM
from the patcherUpdate Notes: May 17th , 2006 05/17/2006 8:20 pm PDT *** Betrayal ***- Maintained spells will now drop when your class changes upon betrayal.*** Kingdom of Sky ***- You will now be locked out of Halls of Seeing upon entry for 15minutes instead of 5 days until you kill something within.- The princes in the Barren Sky will no longer travel as far away fromtheir initial points before breaking away from combat.*** Items ***- The Empowered Sleeper Totem and Sealed Book of Knowledge now heal afixed amount of health and power, respectively. Their out of combatcasting time has been slightly increased. These items no longer haveonly 10 charges (Test change only).*** Combat ***WARNING: (TEST ONLY) PLAYERS WHO ARE SAVED BY SENTRY WATCH MAY STILL GETA REVIVE WINDOW AND WILL GET STUCK. This will be resolved as soon aspossible.Fighter changes:- Brawler: Instill Doubt: Reduced fear duration, reduced power cost.Increased Resistibility. Lowered overall break chances.- Bruiser: Intimidate: Increased Reuse timer to 60 seconds. IncreasedResistibility. Reduced Mesmerize duration and power cost.- Guardian: Entrench: Root component no longer affects Epic targets.- Guardian: Sentry Watch: Death prevention does not process on thecaster, only allies in the group. - Guardian: Guardian Sphere: Intercept no longer assists pets in thegroup.- Guardian: Sentinel: Reduced some of the higher level chances atintercepting damage. Can only be used on Priests or Mages.- Fixed an issue that caused damage transferred by interpose spells tonot be affected by wards, mitigation, stoneskin or pool conversions.Scout changes:- Dirge: Sapping Shot: Recast time increased to 25s. Power drain changedto Root.- Swashbuckler: Cold Throw: Small reduction in damage.- Troubador: Bria's Entrancing Sonnet: Reduced casting time to 2.5s.- Troubador: Singing Shot: Stifle duration set to 6 seconds.- Troubador: Swindle Essence: Damage increased.Priest changes:- Fury: Call of Storms: Each Stormbolt cannot be interrupted and has anincreased chance of striking compared to before.- Inquisitor: Invocation: Removed Stifle Effect, Power cost reduced. 50%to interrupt target.- Templar: Sign of Pacification: Increased reuse time to 30s. Castingtime increased to 1.5 seconds. Daze effect does not break early.- Templar: Smite: Removed Daze effect. Reuse timer lowered to 2.5seconds. Power cost reduced.- Warden: Verdurous Journey: Removed upgrade information and spellscrolls.Mage changes:- Coercer: Despotic Mind: Casting time reduced to 1.5 seconds.- Coercer: Mind Bend: Restored stun duration to 4 seconds. Casting timereduced to 1.5 seconds. Reuse time increased to 30 seconds.- Wizard: Ring of Cold: Has 18% chance of breaking when receivingdamage.- Warlock: Bony Grasp: Has 12% chance of breaking when receiving damage.*** Achievements ***- All Achievements that provided increased casting speed with increasedrank received a boost.- Brawler: Eagle's Fury: Reduced melee critical chance.- Cleric: Divine Aura: Stoneskin effect now works properly.- Crusader: Divine Aura: Stoneskin effect now works properly.- Rogue: Abilities that have an empty offhand requirement also checkthat the primary weapon is not 2-handed.*** Tradeskills ***- Due to rising economic pressure from the larger crafting guilds suchas the Ironforge Exchange and the Coalition of Tradesfolke the smallersocieties within the districts and villages have consolidated theiroperations in order to continue to compete. Following the merger, onlythese societies remain:* Nettleville Hovel: The Elusive Commonwealth* Starcrest Commune: The Luminary Cache* Graystone Yard: The Stalwart Township* Castleview Hamlet: Charter of the Truthbringer* Willow Wood: Wayfarer's Stockpilers* The Baubbleshire: The Deductive Directory* Big Bend: The Ransacker's Annex* Stonestair Byway: The Brokerage of Nepeta Cataria* Temple Street: The Circle of Vaniki* Beggar's Court: The Ring of Wanderlust* Longshadow Alley: The Dark Bargainers* Scale Yard: The War Hagglers- With the new changes to recipes no longer requiring subcombines, thecities of Freeport and Qeynos have been forced to do inventory and sellor reforge many of their overstocked supplies. Until this is finished,they will not be giving out any new work orders for crafted items. BothLucan and Antonia apologize for the inconvenience this may cause somebusiness owners and thank you for your patience until this matter isresolved.- The tradeskill trainers have been moved outside each of the tradeskillinstances. These trainers will give new crafters their initial trainingand first set of recipes if they did not learn their skills on theOutpost of the Overlord or the Queen's Colony before sailing to thecity.- Tradeskill-related harvestables now have a chance to give multipleitems in a single harvest. As your skill increases over the maximumskill for that 10 level range, you increase your chances at gettingrares and multiple item harvests.- Changed Gem/Precious Metal harvest rare drops to be more inline withwhat other classes drop rates are instead of being twice as common.- Common loam is now a little less common for the level 60-70 range, asit is not used as frequently as metal.- Changed the 60-70 Harvesting nodes that drop Heritage harvests so theydon't interfere with normal drop rates for rares. You will now get yournormal harvest chance even if you gain one of the heritage harvestrares.- Harvesting nodes for fungus / alchemy have been removed from the game.- The EverQuest II Team<p>Message Edited by HaCkHaCkER on <span class=date_text>05-17-2006</span> <span class=time_text>09:07 PM</span>
EtoilePirate
05-18-2006, 07:34 AM
Quick work, Sep. *applause*<div></div>
HaCkHaCkER
05-18-2006, 07:40 AM
thanks
WreckageT
05-18-2006, 08:26 AM
Love those tradeskill changes and the changes to harvesting!<div></div>
TaleraRis
05-18-2006, 08:27 AM
Does that mean no subs are going in this LU or just that there will be no tradeskill tasks for this one and the no subs are coming later? <div></div>
Ever-Befallen
05-18-2006, 11:51 AM
<DIV>At this point, it seems like outfitters/scholars were moved to teh 'no subs' system while craftsmen were not.</DIV>
FreaklyCreak
05-18-2006, 07:28 PM
<P>- Harvesting nodes for fungus / alchemy have been removed from the game.</P> <P>Explain please someone? Does this mean they will use diffrent items to craft things or they just cant currently craft items until they fix the node?</P>
Serendia
05-18-2006, 07:52 PM
TS forum has an answer to this, different items!
Zaldor
05-18-2006, 08:31 PM
<P>- With the new changes to recipes no longer requiring subcombines, the<BR>cities of Freeport and Qeynos have been forced to do inventory and sell<BR>or reforge many of their overstocked supplies. Until this is finished,<BR>they will not be giving out any new work orders for crafted items. Both<BR>Lucan and Antonia apologize for the inconvenience this may cause some<BR>business owners and thank you for your patience until this matter is<BR>resolved.<BR></P> <P> </P> <P>I assume this is talking about the tasks given on in the tradeskill instances in the villages, but, does this mean that they will re-add the workshop tasks back in later? Would hate to see those go away.</P>
Howlingmoon
05-18-2006, 09:04 PM
<blockquote><hr>Zaldor wrote:<P>- With the new changes to recipes no longer requiring subcombines, the<BR>cities of Freeport and Qeynos have been forced to do inventory and sell<BR>or reforge many of their overstocked supplies. Until this is finished,<BR>they will not be giving out any new work orders for crafted items. Both<BR>Lucan and Antonia apologize for the inconvenience this may cause some<BR>business owners and thank you for your patience until this matter is<BR>resolved.<BR></P><P> </P><P>I assume this is talking about the tasks given on in the tradeskill instances in the villages, but, does this mean that they will re-add the workshop tasks back in later? Would hate to see those go away.</P><hr></blockquote><font color="#E2BD01">My guess tis they are gone temporarily 'til they revamp the TS writ system.
valkyrja
05-18-2006, 09:06 PM
I love the idea of multiple harvests and higher chances for rares as your skill increases. Awesome idea devs! <div></div>
Dazzler_Twodir
05-18-2006, 10:32 PM
<BR> <BLOCKQUOTE> <HR> FreaklyCreak wrote:<BR> <P>- Harvesting nodes for fungus / alchemy have been removed from the game.</P> <P>Explain please someone? Does this mean they will use diffrent items to craft things or they just cant currently craft items until they fix the node?</P><BR> <HR> </BLOCKQUOTE><BR>Looks more like alchemists are being removed from the game.
Zaldor
05-18-2006, 10:35 PM
Ok, trying this for a fourth time since my posts are getting killed by the HTML problem. <DIV> </DIV> <DIV>Just hope that the timeframe they are using for "temporary" is shorter than most everything else when it comes to the tradeskilling aspect of this game. Worries me that since they have taken something out that it will be a long long long long time before it gets added back.</DIV>
<DIV> <HR> <P>FreaklyCreak wrote:</P> <P>- Harvesting nodes for fungus / alchemy have been removed from the game.</P> <P>Explain please someone? Does this mean they will use diffrent items to craft things or they just cant currently craft items until they fix the node?</P> <P> <HR> <P></P> <P> </P> <P>Basically you will just use loams, roots, and gems or soft metal to make your potions/poisons. Same recipes for each type, they just yield different prodcuts...by...magic. Kind of silly, but then...the whole revamp is silly. Just remove the crafters and be done with it, much less work for the dev team.</P></DIV> <P>Message Edited by DmZBaT on <SPAN class=date_text>05-18-2006</SPAN> <SPAN class=time_text>02:39 PM</SPAN></P><p>Message Edited by DmZBaT on <span class=date_text>05-18-2006</span> <span class=time_text>02:40 PM</span>
Rijacki
05-18-2006, 11:48 PM
<div><blockquote><hr>DmZBaT wrote:<div></div> <div> <hr> <p>FreaklyCreak wrote:</p> <p>- Harvesting nodes for fungus / alchemy have been removed from the game.</p> <p>Explain please someone? Does this mean they will use diffrent items to craft things or they just cant currently craft items until they fix the node?</p> <p> </p><hr> <p></p> <p>Basically you will just use loams, roots, and gems or soft metal to make your potions/poisons. Same recipes for each type, they just yield different prodcuts</p></div><hr></blockquote>It will be just as it is for T7. The potion and poisons will be changed -completely-. There will be a new selection of poisons and potions which will have the same basic name every tier but with a teir-based prefix. The types of potions and poisons will be exactly as they are for T7.In T7, the recipe is 1 harvested loam or dust by-product (from adept III made to 'pristine') + 1 root + 1 gem (or was it soft metal) + a number of fuels. I am positive the other tiers will follw the same recipe pattern. In addition, each combine will yield up to 10 single charges which can be stacked to a max of 20. The quality level of crafting will determine the number of single charges made.</div>
FreaklyCreak
05-19-2006, 05:20 AM
<BR> <BLOCKQUOTE> <HR> Ever-Befallen wrote:<BR> <DIV>At this point, it seems like outfitters/scholars were moved to teh 'no subs' system while craftsmen were not.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I'm pretty sure they will. SoE isnt ready for the kind of complaints they will get if 2/3 market has an easier time making items. Take a look at my sig, woodworker. I am SO ready for the one shot making of arrows and totems. </P> <P>After this update does anyone know if they will be making it one item per craft or 25 for arrows and 3 of totems like before? Arrows better stay the same or get an improvement or i wont make them even for friends. Totems I could handle if they werent kept at 3 because at least it would be less subs.</P>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.