Implementor Anume Posted January 6, 2013 Implementor Report Share Posted January 6, 2013 some typos fixed bug fixes: -bug with Arctron fixed -bug with Maelbrim quest fixed -bug causing the mud to crash fixed -bug with IMP command fixed -bug with druid quest fixed -bug with guild quests fixed -bug with enchant armor fixed (will no longer block the socket slot after enchanting) -2 bugs with enchant weapon fixed (first bug like enchant armor and second it won't destroy the weapon anymore when a socket is in it but the socket as intended) -bug with WM cabal guard fixed (no longer lets you in while bloody like all other cabals) eq: -message of godforged sacrificial dagger fixed -most + spelllevel gear has been changed to the face spot to avoid stacking -some + spelllevel gear has been changed slightly -shield of House Erythane has been made more viable for shield lore warriors -reaver's necklace and bracelet of eternal hatred made more viable -gearshooter upgraded -eq in Ralardia has been changed, new eq added (both low-mid and high level) quest: -material of chair in minoma and some items in the sanctuary of contraptions changed to make the quests doable for storm giants -new quest: spirit quest for werebeasts -2 new quests in Haon Dor (one of them secret / hard to find, good luck guys!) -new quests in Willow Palm area areas: -new area: Willow Palm Monastery (look for it in the mountains south of Ralardia) -tribunal roll call added in Maelbrim -the four plagues can no longer be gated to -Phaezian in Maelbrim can no longer be rised, level and damtype adjusted -lean wolves near Ralardia and young bear in the ford made non-aggressive to make Ralardia a more viable hometown -Maelbrim now has a Registry -door removed from inside the militia clan hall cabal: -barbarians will now get a message when their trophy reaches it's maximum power -cabal items will no longer go into the jail bag on captures other: -adventures may now apply for a startweapon change after choosing their guild -there is now a 1 tick duration between hypnosis/sleep attempts as with blackjack and similar skills -Imm command improved -new Imm helpfile -new Imm command Link to comment Share on other sites More sharing options...
Trick Posted January 6, 2013 Report Share Posted January 6, 2013 AWESOME changes/additions. Super stoked! Thanks! Link to comment Share on other sites More sharing options...
Elfrosto Posted January 6, 2013 Report Share Posted January 6, 2013 ...wicked... Link to comment Share on other sites More sharing options...
Implementor Volgathras Posted January 6, 2013 Implementor Report Share Posted January 6, 2013 You guys are gunna lose your mind over the spirit quest, VERY cool. Link to comment Share on other sites More sharing options...
f0xx Posted January 6, 2013 Report Share Posted January 6, 2013 What is this spirit quest about? Werebeasts will finally be ably to choose their form? Link to comment Share on other sites More sharing options...
Implementor Volgathras Posted January 6, 2013 Implementor Report Share Posted January 6, 2013 Roll one and find out! Link to comment Share on other sites More sharing options...
The-Nameless Posted January 6, 2013 Report Share Posted January 6, 2013 Screams like a high school girl at a purse sale. Link to comment Share on other sites More sharing options...
The-Nameless Posted January 6, 2013 Report Share Posted January 6, 2013 One thing I wanted to see was adding the timer to minotaur charge. It send much more powerful than sleep, and has been complained about for alot longer Link to comment Share on other sites More sharing options...
tassinvegeta Posted January 6, 2013 Report Share Posted January 6, 2013 I remember complaining about a certain sleep spell being spammed by a highly defensive class. Seemed too much of a low risk high reward ability that was capable to ending nearly any fight. Glad it got put through. Link to comment Share on other sites More sharing options...
Twinblades713 Posted January 6, 2013 Report Share Posted January 6, 2013 Eep! Link to comment Share on other sites More sharing options...
Celerity Posted January 6, 2013 Report Share Posted January 6, 2013 I'm quite concerned about the changes to the spell lvl EQ...especially without any (thus far) corresponding changes to top tier melee... Link to comment Share on other sites More sharing options...
f0xx Posted January 6, 2013 Report Share Posted January 6, 2013 I'm quite concerned about the changes to the spell lvl EQ...especially without any (thus far) corresponding changes to top tier melee... I was thinking the same... Decked melees already have much bigger power spike than decked mages... and now the power spike mages have is nerfed. Seems legit. Link to comment Share on other sites More sharing options...
egreir Posted January 6, 2013 Report Share Posted January 6, 2013 Pfffft. +spelllvl stacked mages are not getting steamrolled. Go ask Bregendip. Wasn't Anamus at +2? The changes to spelllvl gear is definitely warranted. Link to comment Share on other sites More sharing options...
Implementor Anume Posted January 6, 2013 Author Implementor Report Share Posted January 6, 2013 Not cool to have blindness be cast 4 levels higher than is inteneded from the game balance. Normal cures do not cure this kind of blindess any more. You can still get + spelllevel, just not + 4 any more. From a balance pov, spellevels at 50 are balanced without + spell level gear. Link to comment Share on other sites More sharing options...
Spark215 Posted January 6, 2013 Report Share Posted January 6, 2013 You all are a great staff. Keep it up. Link to comment Share on other sites More sharing options...
electricsheep Posted January 6, 2013 Report Share Posted January 6, 2013 Impressive list. Link to comment Share on other sites More sharing options...
egreir Posted January 6, 2013 Report Share Posted January 6, 2013 This hidden quest is gonna drive me bonkers Link to comment Share on other sites More sharing options...
electricsheep Posted January 6, 2013 Report Share Posted January 6, 2013 ? Link to comment Share on other sites More sharing options...
Elfrosto Posted January 6, 2013 Report Share Posted January 6, 2013 What is this spirit quest about? Werebeasts will finally be ably to choose their form? It's something very cool. Link to comment Share on other sites More sharing options...
f0xx Posted January 6, 2013 Report Share Posted January 6, 2013 You're making me roll that werebeast combo I tried the last time... the last 15 times actually. Link to comment Share on other sites More sharing options...
mya Posted January 6, 2013 Report Share Posted January 6, 2013 Not cool to have blindness be cast 4 levels higher than is inteneded from the game balance. Normal cures do not cure this kind of blindess any more. You can still get + spelllevel, just not + 4 any more. From a balance pov, spellevels at 50 are balanced without + spell level gear. I also agree with Celerity. Meele has been slowly improved thorough +Hit/Dam gear and more saves gear. But not pure mages. This reduction has little impact on me since I rarely use +spell gear. And might make good on the spreading of that kind of gear to more players, which is good. I also don't think you could achieve +4 due to eq, due to err... But this will most likely tone down Good clerics who used to have 2 eyes + 1 radiance. Which is interesting. SLEEP What I really wanted to talk about is sleep. For me this is a bad change. Sleep spell is mental and can be saved. So could be one of the spells we cannot talk about it. The other I do not know. Sleep was already a bit gimped gimped to decrease the amount of mental saves needed to save it. You cannot sleep someone who is already engaged with your pets. Sleep is opener only. Can't cast it engaged. Every-time you open with a spell against someone already engaged, they will autoaim to you. Even blind. There was an already very good counter to sleep. POISON!!!! For me this looks like favoring meeles who can't bother to get good mental saves because they wanna have uber hit/dam. And another roadblock for Necros who do not want to depend on pets. Also, skills like Strange/blackjack have timers because you cannot use saves to make those skills fail. You can with sleep. Link to comment Share on other sites More sharing options...
f0xx Posted January 6, 2013 Report Share Posted January 6, 2013 If a necro lands sleep on you, you are 99.9% dead. The change is mostly for PSIs, who like to abuse the dependency of their hypnosis spell. An abusive psi can kill you without even engaging you. It has been done in the past too. A good change imho. Link to comment Share on other sites More sharing options...
egreir Posted January 6, 2013 Report Share Posted January 6, 2013 Bad for dream psi path... Link to comment Share on other sites More sharing options...
Trick Posted January 6, 2013 Report Share Posted January 6, 2013 It's a great change. I was kept slept for over 12 ticks by Noxxon. That's annoying as hell and really, he could have kept doing it over and over. Link to comment Share on other sites More sharing options...
egreir Posted January 6, 2013 Report Share Posted January 6, 2013 lol that was a different circumstance...and yeah, i agree in that situation Link to comment Share on other sites More sharing options...
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