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View Full Version : Patch Notes: Sunday, April 22nd, 2012


Rogean
04-22-2012, 08:32 AM
This patch contains new files. Please obtain the latest EQChanges V22 (http://www.project1999.org/files/eqchangesv22.zip) from the setup guide, or obtain the latest files via the EQEmu Launcher (http://www.moestaverne.com/eqemulauncher122.zip).

PvP Server
The legacy era rule has been turned off.
The Plane of Hate is now available.
The Temple of Solusek Ro is now available.
Global OOC has been enabled. You must be level 10 to send messages.
Binding has been disabled in FFA Zones.
Code
Rogean: Clients now respawn with full mana on a pve death, 0 mana on a pvp death.
Rogean: Clients will no longer gain full mana on a level change.
Rogean: PvP: You can no longer bind in FFA PvP Zones
Kanras: Improved how the success rate of memory blur effects is calculated.
Kanras: DOT tics will no longer add a player to an NPC's hate list if the player was not on that hate list already.
Kanras: NPCs will no longer consider whether an Eye of Zomm's owner is FD when determining if it should aggro.
Kanras: Added the "extra" buff tic back for spells that don't have DOT/HOT effects.
Kanras: More accurate calculation of how often a bash generates a two second stun.
Kanras: The level of newly learned skills are set to the level of the player, not the level the skill is obtainable.
Kanras: Spells' visual effects increase in complexity at correct levels.
Kanras: Water-based pathing mobs will no longer occasionally bounce above the water.
Kanras: Reduced special attack aggro.
Kanras: Improved hit/miss check calculations.
Kanras: Fixed order of evasion skills and hit/miss check.
Kanras: Evasion skills are still checked while player is sitting.
Kanras: Faster NPC flee speed.
Kanras: NPC aggro/assist ranges are modified by level difference.

Content
Nilbog: PvP- Manastone works in fearplane and hateplane. It will cease to function when airplane goes live.
Nilbog: Edge of the Nightwalker now has a katana graphic.
Nilbog: Wolf form illusion modifies faction with Unrest npcs.
Nilbog: The Cargo Clockwork quest no longer spawns highway bandits.
Nilbog: Jras Solsier's quests and the poachers involved all fixed. (amiable required)
Nilbog: Corrected an issue where certain looted items didn't have the total number of charges they should. Items affected: Oil of Fennin Ro, Mountain Death Belt, Eye of Melnor, Nightmare Hide (from lesser nightmare), Circlet of Fire, Kunzar Hex Amulet, Crystal of Seeing.
Nilbog: Diggins quests now work properly and give better faction and coin rewards. (multiquestable, indifferent or better)
Nilbog: Mater's quests now work properly and give correct faction. (multiquestable, amiable or better)
Nilbog: Palana Willin and Branis Noolright are now bards.
Nilbog: The patrons of Seafarer's Roost now have dialogue. Depending on which ones are spawned, and what is said, they fight as well.
Nilbog: The Jyle Windshots in East and West Freeport offer different quests. (amiable or better required for the West Freeport version)
Nilbog: Cindl's Halas quests reward significantly higher experience.
Nilbog: Iksar Dakoit may now be rarely seen in Field of Bone. Rarely
Nilbog: Undead frogs of Lower Guk now flee when low on health.
Nilbog: fallen iksar of Timorous Deep no longer flee when low on health.
Kanras: Ornate Chain recipes.
Kanras: Corrected when Fine Plate recipes are available.
Kanras: Corrected when most Wu's armor recipes are available.
Kanras: Fixed a bunch of cases of people seeing skills available to them on the trainer before they should.
Kanras: Research skill progression is now correctly level-capped.
Kanras: More NPCs will aggro when they /con green.
Kanras: High quality ore is no longer available at vendors.
Sundawg: Rivervale Marshals are now Guardians of the Vale
Sundawg: West Cabilis "Keeper" NPCs and Jondin,Jaxxtz,Mohin,Lybar,Kamzar are now BroodofKotiz faction.
Sundawg: Note for Rebby/Note for Janam faction increased for CoalitionofTradefolk/CoalitionofTradefolkIll.
Sundawg: Rathmana placed on TempleofSolusekRo faction.
Sundawg: Forpar Fizfla now Gemchoppers faction; class changed to Shadowknight.
West: All 'Temple of Solusek Ro Armor' including crafted, totemic, and ivy etched (npc's reside outside of the temple) are multiquestable.
West: Carrion Queen spawn added to Field of Bone.

Awwalike
04-22-2012, 08:46 AM
O SNAP

edit: thank god I did this already!
Nilbog: The Cargo Clockwork quest no longer spawns highway bandits.

Advisor
04-22-2012, 08:57 AM
What is Legacy Era?

fischsemmel
04-22-2012, 09:13 AM
Rogean: Clients will no longer gain full mana on a level change.

Kanras: DOT tics will no longer add a player to an NPC's hate list if the player was not on that hate list already.

Kanras: Added the "extra" buff tic back for spells that don't have DOT/HOT effects.

Kanras: More accurate calculation of how often a bash generates a two second stun.

Kanras: Faster NPC flee speed.

Kanras: NPC aggro/assist ranges are modified by level difference.

Aww.

!!!

Thank God.

Thank God.

Fun!

Innnteresting.

fischsemmel
04-22-2012, 09:14 AM
Good stuff, p99 staff :)

mendan
04-22-2012, 09:15 AM
What is Legacy Era?

Manastone, guise, LR, rubicite etc. stop dropping or are nerfed. Etc.

Mockba1980
04-22-2012, 09:20 AM
Good JOB P99 Staff ! As usual :)

inimical
04-22-2012, 09:34 AM
Does this include the dwarven smithy hammer?

shooteneq1
04-22-2012, 09:45 AM
did i screw the patch up or are the servers still down?

fischsemmel
04-22-2012, 09:54 AM
did i screw the patch up or are the servers still down?

They're still down. Go to the p1999 homepage and you can see when they are down, starting up, up, etc.

Sundawg
04-22-2012, 10:05 AM
Faction work and tweaks are ongoing with me. Always beware of faction shifts after each patch. They usually will not appear in patch notes.

Thank you.

shooteneq1
04-22-2012, 10:08 AM
well at least i know i didnt screw up, so my plans for some early morning game play while the kids are asleep just got destroyed!

Zeelot
04-22-2012, 10:19 AM
Was shadowknight epic proc stacking addressed by chance!?

Dakliq3
04-22-2012, 10:24 AM
I'm really excited to give this a go.

Swish
04-22-2012, 10:35 AM
Did the alchemy vendors turn up in Cabilis yet? :P

Darian
04-22-2012, 12:15 PM
Nilbog: Edge of the Nightwalker now has a katana graphic.

Did anyone else already have this showing a katana graphic before the patch?

EQsale
04-22-2012, 12:19 PM
Did anyone else already have this showing a katana graphic before the patch?

Yes it already did im confused by this update also anyone care to explain??

Splorf22
04-22-2012, 12:24 PM
This patch looks pretty great all around. Fixing mez ticks and fewer stuns is great as an enchanter :D

I do feel for my SK friends but I think that nerf was long overdue. It's just ridiculous that SKs can pull mobs anywhere in the zone solo without see invis mobs, and hopefully this will reduce the amount of FTE eye bullshit that goes on as well.

I like mobs fleeing faster too. That's gonna make Sebilis a much more exciting place, and hopefully give druids/wizards a bit more pull to get groups.

All we need now is once a week or so reboots with raid spawns, and of course Velious :D

Keep up the good work guys!

Xadion
04-22-2012, 12:39 PM
This patch looks pretty great all around. Fixing mez ticks and fewer stuns is great as an enchanter :D

I do feel for my SK friends but I think that nerf was long overdue. It's just ridiculous that SKs can pull mobs anywhere in the zone solo without see invis mobs, and hopefully this will reduce the amount of FTE eye bullshit that goes on as well.

I like mobs fleeing faster too. That's gonna make Sebilis a much more exciting place, and hopefully give druids/wizards a bit more pull to get groups.

All we need now is once a week or so reboots with raid spawns, and of course Velious :D

Keep up the good work guys!

Yes, lets change a classic mechanic!

Also I am sure some enterprising necros will see that this change can lead to some fun soloing adventures - try and nerf something classic = create MORE 'unintended problems' by use of game mechanics... gratz.

and fyi we can still pull mobs from one side of the zone to the other with no adds.... this just changes how a few of those pulls are done.

YendorLootmonkey
04-22-2012, 12:43 PM
Next fix request to correct the "FTE" mess.... raid mobs shout who joins the hate list first after previously being in seek mode! Imagine a world where GMs don't have to intervene to determine FTE.... the mob does it for them and everyone there witnesses it so there's no more "confusion"!

Daldaen
04-22-2012, 01:42 PM
not only are mobs fleeing faster, they are sprinting it seems like. can anyone confirm that's how fast it should be?

At 20% they should flee at full speed, atleast that is my recollection. Going down in health they will gradually slow, to a crawl at 0%. I *believe* a snared mob should 100% stop moving at 20% running regardless.... I'll test out if that is working properly once i find a mob worth killing.

Yondiloons
04-22-2012, 01:47 PM
At 20% they should flee at full speed, atleast that is my recollection. Going down in health they will gradually slow, to a crawl at 0%. I *believe* a snared mob should 100% stop moving at 20% running regardless.... I'll test out if that is working properly once i find a mob worth killing.

snare is not supposed to stop mobs at 20%, they flee much slower and when they get down to lower % they stop

mefdinkins
04-22-2012, 02:01 PM
I logged in and my skill 'intimidation' is no longer working on my monk. Or seems that I don't have the talent?

Seems that I no longer have it? Was this changed in patch?

Wizerud
04-22-2012, 02:02 PM
Mobs never used to be at run speed when fleeing, like they are now. Maybe a brisk walk :)

And snare always used to stop fleeing mobs in their tracks no matter whether they were fleeing at 20% or 0%.

Krymm
04-22-2012, 02:07 PM
I too am missing my intimidate skill on my monk.

kanras
04-22-2012, 02:18 PM
What level are you guys that are missing intimidate?

happyhappy
04-22-2012, 02:26 PM
Wait, did you just nerf a classic pulling method just to slightly hinder what people do in VP?

I understand the need, but I can't see this being the right way to do it.

mefdinkins
04-22-2012, 02:34 PM
17

RahlaeRuffian
04-22-2012, 02:43 PM
I don't remember mobs running away so fast on live. Just go to Sol A, beat something up and see for yourself.

kanras
04-22-2012, 02:45 PM
17

Kanras: Fixed a bunch of cases of people seeing skills available to them on the trainer before they should.

This was one of those cases. That skill isn't supposed to be available until 18 for monks.

Splorf22
04-22-2012, 02:56 PM
and fyi we can still pull mobs from one side of the zone to the her with no adds.... this just changes how a few of those pulls are done.

Yes, I know a couple methods there too. They just aren't quite as trivial as DoT/FD/Coth/hide/stand up/get any mob wherever the heck you want. And honestly, I wouldn't mind seeing them nerfed too, although that would considerably reduce my personal income from them :D

I fully support the idea of a classic server. But there are some things that are just so gamebreaking from a balance standpoint that I think they need to be fixed. There is absolutely no doubt in my mind that if Brad McQuaid saw an SK COH pull, it would be nerfed the very next patch. Remember, Verant didn't even like FD splitting period, let alone FD split + pull anywhere in the zone.

If it helps you any, I think Enchanter charm is maybe 25% weaker than it was on live, and it should be, because its still pretty OP and before it was just ridiculous.

RahlaeRuffian
04-22-2012, 02:58 PM
I'm sure you guys are aware of this and are working on a solution, but this is what it's looking like in Sol A right now. The goblin tried to attack me 15 times in one round. And this is in between attacks with Sarnak Warhammer (9/20).

Vexxar
04-22-2012, 03:04 PM
This flee speed business is really annoying. Played on Live from Kunark on and dont ever remember them fleeing at SoW speed.

arsenalpow
04-22-2012, 03:05 PM
Yes, lets change a classic mechanic!

Also I am sure some enterprising necros will see that this change can lead to some fun soloing adventures - try and nerf something classic = create MORE 'unintended problems' by use of game mechanics... gratz.

and fyi we can still pull mobs from one side of the zone to the other with no adds.... this just changes how a few of those pulls are done.

yup, tmo snagged maestro right in front us and pulled him to zone with no adds - gotta keep up with the joneses

Swifty
04-22-2012, 03:19 PM
I just logged on and its very very very dark. i can only se like 5 feet ahead of me.

p.s. im a Erudit.

http://i42.tinypic.com/se3zgw.png

Taken in Oasis.

Lanys-Pewj
04-22-2012, 03:22 PM
Regarding the recent patch, I see that the dwarven smithing hammer was placed on the merchant and that High quality ore was removed from the merchants, but in the case of the Dwarven merchants... the Merchant that sold the high quality ore was removed... preventing the purchase of any quality of ore.

Also i do not recall the flee speed of the mobs being at sow speed as it appears to be set now. This with the addition of green agro is going to make many areas of the game unplayable.

If this was done to prevent some type of VP exploit, perhaps these changes can be made on a zone level and not world level?

zaraax
04-22-2012, 03:25 PM
nice..haha

Mockba1980
04-22-2012, 03:26 PM
Best example of amazing flee run & uber haste mob is Mistmoore.
Please come on Dev & Admin ! :D

Bwils
04-22-2012, 04:13 PM
Flee is broken they are running like sow speed. I can't even catch up to them. Can't lvl in a dungeon with out a snare atm.

Slave
04-22-2012, 04:13 PM
Manastone, guise, LR, rubicite etc. stop dropping or are nerfed. Etc.

Doing this before actually getting server population up means that Red is now completely doomed.

Akim
04-22-2012, 04:15 PM
my take-away.
the spell fx is great.
roll-back ooc or add global auction.
fix flee speed?
great work!

Spudsy
04-22-2012, 04:35 PM
I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.

Asher
04-22-2012, 04:45 PM
Kanras: Faster NPC flee speed.



Gonna have to call BS on this one.

Mobs didn't flee faster during classic and if you insist on leaving this in the least you could do is fix snare so it works properly. Snare should stop a mob in its tracks as soon as it tries to run.

Asher

Asher
04-22-2012, 05:01 PM
I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.

When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher

Spudsy
04-22-2012, 05:03 PM
When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher

They have sow here too, but they still (used to) flee slow.

Asher
04-22-2012, 05:05 PM
They have sow here too, but they still (used to) flee slow.

I guess slow is relative. IMO, the flee speed is fine.

Asher

Spudsy
04-22-2012, 05:17 PM
I guess slow is relative. IMO, the flee speed is fine.

Asher

The frame of reference is live and the flee rates weren't right with respect to live. Sow'd mobs running unsnared should take off like a rocket. Leveling an Sk there, I typically only got groups as a snarer and I got VERY familiar with the duration after wiping a group or two due to snare falling off just as the mob ran. I remember fighting mobs in very specific spot where they'd get social agro through walls to avoid mobs running. It was a really big deal on live and it's not here. I'm not commenting on what makes for a better game, only making a comparison to classic.

Paumad
04-22-2012, 06:45 PM
Bard invis/ Selo of Travel is brokeneded. New song tick won't refresh and cause a "you are already invisible" message then fade.

Slave
04-22-2012, 07:24 PM
The only reason that mobs used to flee at higher speeds on Live is because they began fleeing at higher health on Live. Here, they used to start fleeing at like 15 or 16% life. On Live, they used to flee at 20% or above. When you go below 20% health, your run speed begins to decline.

Lickum
04-22-2012, 07:51 PM
yup, tmo snagged maestro right in front us and pulled him to zone with no adds - gotta keep up with the joneses

That doesnt sound to me like it was very nice of them to do.

Sirbanmelotz
04-22-2012, 07:53 PM
Unplayable? Youve got to be kidding me i am playing just fine. The only thing you people do is complain it is so god damn annoying! No matter what happens if they change or not change anything you people will still be complaining.

Anyway, ban all monks for exploiting intimidate before lvl 18! :D

Stragor
04-22-2012, 09:21 PM
since the patch it seems like the boat between erudin and qeynos has stopped running

Jasonz
04-22-2012, 10:08 PM
I noticed that wolf factions are changed in Firiona Vie also (not just Unrest). It's good I tested it out before wolfing in front of the guards like I usually would.

The first mob that attacked me, a Firiona Drixie, was attacking at a ridiculous attack speed. In two seconds I was at half health, and this is a low blue. Hope this is fixed quickly :)

Edit: The second mob that attacked me was also attacking super fast. Now I'm afraid to let anything touch me.
Edit: The flee speed is definitely faster than classic.

Lulz Sect
04-22-2012, 10:10 PM
Thank you for Global OOC.

Alienorg
04-22-2012, 10:29 PM
has Stanos head been put in yet?

Splorf22
04-22-2012, 10:58 PM
Why is the new bash code 2 seconds instead of 1 though?

All in all I spend about the same amount of time stunned since from a check of the log I get stunned about 50% of the time. Dunno which is worse really since before there were tons of interrupts but now you get stunlocked if the mobs bash timers are off =D

Holey
04-22-2012, 11:26 PM
has Stanos head been put in yet?

if not in the notes then no i suppose.

canker
04-23-2012, 12:14 AM
has Stanos head been put in yet?

his head drops, no reward for turn in though

Xeliso
04-23-2012, 12:21 AM
his head drops, no reward for turn in though

The entire script is put in, summons the zone etc. but yeah Crazyeyes spawned a general for head turn in and ate it.

Boilon
04-23-2012, 01:09 AM
uhhh so what happened with Wu armor? I was making it last night fine and the same recipe does not work now....

Sylexis
04-23-2012, 01:11 AM
Sweet jesus, a mob at 5% health should not be able to outrun me with jboots.

Uteunayr
04-23-2012, 01:17 AM
Yeah, I was wondering if this was a bug or something at first. No more soloing anything in any type of close quarters, lol.

RahlaeRuffian
04-23-2012, 01:45 AM
Can we get an update or something about this please? If a lot of people are feeling like me then they logged out about 12 hours ago and decided to wait til this shit got fixed. Also, my apologies, I am drunk. Since I couldn't play today, I decided to get drunk since I couldn't do anything with my other life. Plentyoffish.com here I come.

Nirgon
04-23-2012, 02:32 AM
L2 source control and roll this back

Deverell
04-23-2012, 02:55 AM
On Live, mobs would start fleeing at just over 20% and would do so at full speed. If they had SoW on, they'd flee at SoW speed. It took very little damage to then put them below the threshold that would start to slow them down, but you'd still have to get them down to like 15% before they were really slowed, or 10% if they had SoW. You had to have a snarer to avoid this, or you could root/stun the mobs as they were about to flee. Haven't checked to see what it's like here yet, but if they run at like 22% and at their full speed, that's working as intended. If they don't slow down from further damage, that's not. Mob run speed should work just like a player's, and a player with SoW runs faster than basic mob speed until below like 10%.

Faisca
04-23-2012, 06:26 AM
This patch is evil.

Some mobs are beating too hard and too fast in Mistmoore, making it impossible to group there.

The mobs fleeing speed is just insanely fast. You can’t catch anything that starts fleeing above 20%.

The NPCs aggro range is also insanely huge. A low level character trying to get to Rathe Mountains through the Feerrott following the road, is going to aggro the Dark Assassin even before he sees it, and then is one-shotted to death.

All together these changes are making a lot of areas of the game unplayable.

I don’t know if making the game this harsh was as intended but this is just not fun. :(

Yesterday I decided to stop playing and wait to see if this is going to be fixed.

If it was me, I would undo the whole patch.

Danyelle
04-23-2012, 06:30 AM
This patch is evil.

Some mobs are beating too hard and too fast in Mistmoore, making it impossible to group there.

The mobs fleeing speed is just insanely fast. You can’t catch anything that starts fleeing above 20%.

The NPCs aggro range is also insanely huge. A low level character trying to get to Rathe Mountains through the Feerrott following the road, is going to aggro the Dark Assassin even before he sees it, and then is one-shotted to death.

All together these changes are making a lot of areas of the game unplayable.

I don’t know if making the game this harsh was as intended but this is just not fun. :(

Yesterday I decided to stop playing and wait to see if this is going to be fixed.

If it was me, I would undo the whole patch.

Confirmed for patch working as intended. One step closer to Classic!

formallydickman
04-23-2012, 07:00 AM
The NPCs aggro range is also insanely huge. A low level character trying to get to Rathe Mountains through the Feerrott following the road, is going to aggro the Dark Assassin even before he sees it, and then is one-shotted to death.

Pretty bad example since that happened all the time back in the day ;)

Dentalplan
04-23-2012, 09:03 AM
Kanras: Corrected when Fine Plate recipes are available.
Kanras: Corrected when most Wu's armor recipes are available.
What does this mean?

Sinadin
04-23-2012, 09:31 AM
anyone else got line of sight problems as well since the patch?

Im not able to hit the aviak guards in lake rathe (arena zoneline) with spells no matter what. they are slightly above me (y axis).

Fylgi
04-23-2012, 09:34 AM
One thing is to stop abuse at high level, but low level players are paying a high price as it is now.

Take a look at Black Burrow. It was already a train zone as it was. With the new run speed it might simply scare low levels from going there.

Have not tried Paw with my mid level chars. yet, but I remember it from live as a high risk train zone as well. I wonder if it will even be possible to go there now, with mid level chars. if you don't have ex. a necro to stop them from running away.

Psionide
04-23-2012, 09:37 AM
another bad example as Blackburrow was always a train zone and Paw was always messed up due to the terrible pathing.

Sylexis
04-23-2012, 10:15 AM
What does this mean?

Also curious, is the fine plate comment about the Red server only?

Faisca
04-23-2012, 10:18 AM
another bad example as Blackburrow was always a train zone and Paw was always messed up due to the terrible pathing.

Fair enough, but I don’t think anyone was complaining and asking for more trains in BB or Paw before this patch.

This patch is really a bad move in my opinion, and I fear the low to mid level population especially, is going suffer with this.

CallnOutTheNubs
04-23-2012, 10:40 AM
OMG OMG I quit

This is just uncalled for why make this game so hard for me to play now,
I cant just turn auto attack on and slash now QQ QQ QQ QQ QQ QQ

I gotta acually use my brain and find a snare class to play now or my group gets trained by run away mobs.

I quit i refuse to use my brain to play this game i just refuse too.

who the hell acually wants to group with the snare classes
Bard/druid/sk/necro/rangers that is just right messed up you acually expect us to play with these classes in are group OMG!!!!!!!!!!!!!!!!!!

No way im gonna acually use my brain and snare mobs at 35% before they start to run away NOT GONNA HAPPEN!!!

Fk thisEQ is too hard for me now i QUIT!!

Boilon
04-23-2012, 10:45 AM
like i said earlier I would really like some clarification on the Wu recipes.... their not working as they did a few days ago.

Ticklemered
04-23-2012, 11:04 AM
Pretty sure its rogue mobs that have the fast attack speed bug, at least thats what I noticed, if you turn your back to them they hit at normal speed.

kanras
04-23-2012, 11:55 AM
Fine Plate recipes weren't available until the cultural/epics patch, so they're no longer available on red.
Wu's recipes (other than gloves) weren't available until mid-velious, so they're no longer available on either server.

Boilon
04-23-2012, 12:00 PM
so now its practically impossible to level tailoring? The only recipe is the Fleeting quiver to 220 or so.... otherwise theres nothing to bridge the gap from 108-200+ for cultural... unless I can be corrected
I don't think its really fair for all those people who have already used these recipes and gotten the skill out of them.... and especially since Wu armor is still in the game and they haven't been deleted, just leave the recipe...

Fylgi
04-23-2012, 12:39 PM
[B]
who the hell acually wants to group with the snare classes
Bard/druid/sk/necro/rangers that is just right messed up you acually expect us to play with these classes in are group OMG!!!!!!!!!!!!!!!!!!

No way im gonna acually use my brain and snare mobs at 35% before they start to run away NOT GONNA HAPPEN!!!

Fk thisEQ is too hard for me now i QUIT!!

Look you can talk down to people all you want, but in regards to using your brain, then look at what abilities low level players have to start with before you claim the above classes can just snare.

Read again what was said in regards to low level players vs. high level.

The problem can be solved by looking at ability levels, and then set run speed on monsters or zones according to it.

Fylgi
04-23-2012, 12:48 PM
I think I would like to add, that one of the charms of project 1999 have been, that the game is not just made for the high level players, unlike how live have ended up over the last many years.

If the focus shift to only being about the high levels, then we will see low to mid level zones die here too, and we end with a game world that will die slowly.

jdklaw
04-23-2012, 12:50 PM
Fine Plate recipes weren't available until the cultural/epics patch, so they're no longer available on red.
Wu's recipes (other than gloves) weren't available until mid-velious, so they're no longer available on either server.

so no more fine plate or wu armor? damn didnt realize they were late additions to eq

Jakob
04-23-2012, 01:18 PM
Bard invis/ Selo of Travel is brokeneded. New song tick won't refresh and cause a "you are already invisible" message then fade.

^^

Galvatar
04-23-2012, 02:02 PM
anyone else got line of sight problems as well since the patch?

Im not able to hit the aviak guards in lake rathe (arena zoneline) with spells no matter what. they are slightly above me (y axis).

YES! WTF? TERRIBLE PATCH IS TERRIBLE!

SwordNboard
04-23-2012, 03:12 PM
Hopefully there's a hotfix in the works.

bamzal
04-23-2012, 04:42 PM
should take some notes from tera and FREE OPEN BETA

fouts85
04-23-2012, 05:43 PM
I do find this " Boost " to flee speed a bit wack , I see them running now at sow speed lvl 14 and running around 360 in a 100 meter range. For classes without snare or root . your boned...

And the Green con boost ... I never thought I would get my face punched in by 2 camps..

Turp
04-23-2012, 06:02 PM
I guess slow is relative. IMO, the flee speed is fine.

AsherWe had to run 4 pet classes in Sol b to keep up cause a human player could not, Even Darkness snared mobs would take off at near light speeds, Faster than a selo bard an even why under 20% health an snared would just book it an dissapear

RahlaeRuffian
04-23-2012, 09:17 PM
How bout just patch 21 again and leave well enough alone, please.

Edit: To the Devs, I'm sorry but I am frustrated. I have all week to play because finals are over and the game is basically unplayable at the moment. I wanted to get a level or two in there during my down time. Maybe ya'll can give us an exp bonus or something. Honestly, I don't care. I just want things to be back to normal.

Fazlazen
04-23-2012, 09:38 PM
Kanras: NPCs will no longer consider whether an Eye of Zomm's owner is FD when determining if it should aggro.

It also aggros when a player is invised. Was that intended as well ?

Danyelle
04-23-2012, 09:39 PM
THIS JUST IN!

The bug that seems to cause NPCs to hit far too rapidly, seemingly doubling their attacks per round, also affects mage pets. Presumably all pets. Personally seen my air pet 8 times in one round. Granted it missed half of them but still.

Now that the devs know this bug positively affects pet classes (Pet classes aren't allowed to be anything but trash, that's not Classic) they'll be reversing it in.....5 minutes.

Thank me later guys!

Alienorg
04-24-2012, 03:37 AM
can i get sources on wus and fine steel being put in so late, as u wont change anything unless u have proof i would like a link or something.
I'm 80% sure i did both before epics, might have been kunark but before epics.

and any comment on highelf mask turn in?

ArumTP
04-24-2012, 04:41 AM
I remember using google search something to the effect of Wu armor implamented or put in game or something of that effect, came up with some old blog by a guy mentioning just a week ago the new Wu armors were put into place. The time and era ended up being in mid may after velious being released december. We also should get 10 slot tailoring kits that then get removed, and forces us to use looms to make it.

Boilon
04-24-2012, 07:02 AM
I'm quite angry about the Wu change given that its been on the server for so long to just get rid of it... and now it is impossible to raise skills past 118 pretty much in Tailoring

Jasonz
04-24-2012, 05:38 PM
Thanks for quickly fixing the mob turbo attack. As long as I keep mobs snared everything seems back to normal for me.

Tobius
04-25-2012, 12:48 PM
Kanras did you guys fix the iksar pike quest with the froglok heads in Swamp of No Hope?

It was broken where the guy you hand in the note to was giving you the same head as dropped from one of the two mobs.

I heard ages ago it would be fixed pending update. This is the next update.

Was it?

MadMartigan
04-25-2012, 04:39 PM
The mob run speed is a bit too fast imo... I dont remember the mobs running away so fast without sow lol even at low hp! Ouch :(

aborted
04-26-2012, 03:09 AM
so its not possible to make wu gear anymore?

RahlaeRuffian
04-26-2012, 05:20 AM
It's not possible to group 8 people in their mid 50's in hate anymore. So probably not.

MadMartigan
04-26-2012, 05:51 PM
Just wanna show the devs some love! Thank you guys for bringing these memories back for me! I cant tell you enough how happy it makes me to e able to tread on the old classical grounds of norrath again! This isnt just a game for me it is a huge part of my life. I remember when i was 18 with a part time job just staying up three night in a row camping raster in lguk... Many many many top ramen noodle cups were consumed during that process! Lmao or being a group for hours and hours until everyone agrees to take a 30 min break to go eat and then come back from afk and resume the killing lol. Ahhh the good old days of being young and having more energy to stay awake for a game... Sad i know but old age takes it toll....

MadMartigan
04-26-2012, 06:35 PM
Devs please can the flee speed be returned to normal i beg you! I dont want this to die please please please lol

Deverell
04-27-2012, 08:54 PM
I have yet to witness this mysterious "mobs fleeing at lightning speed" thing people are whining about. They flee at their normal run speed, and if you hit them just a few times after they start to run, they're down to reduced speed. There's a reason you had to bring a snarer in dungeons. The game has been too easy for so long that people can't handle it once it gets fixed. Mobs will start running before they're so low they can't move, and if they have SoW, they'll run fast. If you don't remember this from live then your memory is shit. The solution is retardedly simple and over half the classes in the game have the spell that takes care of it. You can even use root, so that narrows it down to like four classes that can't deal with runners in some way.

RahlaeRuffian
04-27-2012, 11:06 PM
After reading that, I have come to the conclusion that it is indeed your memory that is shit. It was never like this on live and if you say that you have yet to witness "this mysterious 'mobs fleeing at lightning speed'", maybe you should log into the game. There is definitely a broken piece of code that needs to be fixed and for you to come on the boards and act like everything is normal is just stupid.

Deverell
04-28-2012, 07:07 AM
Mobs are fleeing at roughly the speed they should when I fight them. If you can upload some footage of this mysterious phenomenon where mobs are blitzing away at selo speed, I might be inclined to believe it. If not, I'm going to assume you're a bunch of twats who can't deal with the game. I don't need to point out again how simple it is to prevent mobs from running, right?

RahlaeRuffian
04-28-2012, 08:41 AM
What level are you? I haven't played any of my alts since the patch but as a 55 warrior that usually can just kill goblins in Sol A in 3-4 swings with a 2 hander, there is definitely a problem in that zone. If you don't believe me just go there. No need for me to find some video capture program and upload it on youtube to prove a point. Numbers have been down all week on this server for a reason. A lot of people think that the game is unplayable at the moment.

Uthagain
04-29-2012, 01:06 PM
Sundawg: West Cabilis "Keeper" NPCs and Jondin,Jaxxtz,Mohin,Lybar,Kamzar are now BroodofKotiz faction.

The cabilis npc factions were right before you changed them. The most important part of making corrections is making sure that you're correct before you make the changes, and not just editing things willy nilly on a suspicion it should be different.

kaev
04-29-2012, 10:58 PM
The green agro change is not only utterly non-classic, but it's a really shitty "joke" to play on lowbies in zones that higher level characters pass through. For example, high teens groups in Upper Guk now get trained and wiped by passing higher levels on their way to Lower Guk, and the higher levels don't even realize the havoc created by their passage.

This green agro change is having a really REALLY terrible effect on gameplay in at least some places. Also, as mentioned, it has nothing at all to do with classic EQ, this mechanic never existed. Please revert this change ASAP. I don't know what sort of inconvenience you were intending to inflict on high level lewt pharmers, or whoever, but the players being hurt by it are the low levels.


P.S. The mobs are now running the way I recall from the old days on live, and the various snare-type spells are working as I recall also. I like those changes, please keep them.

Sundawg
04-30-2012, 12:06 PM
The cabilis npc factions were right before you changed them. The most important part of making corrections is making sure that you're correct before you make the changes, and not just editing things willy nilly on a suspicion it should be different.

Wrong.

<a href="http://s1057.photobucket.com/albums/t393/joanfunk88/?action=view&amp;current=broodkotiz.jpg" target="_blank"><img src="http://i1057.photobucket.com/albums/t393/joanfunk88/broodkotiz.jpg" border="0" alt="Photobucket"></a>


Have not touched Cabilis except until now in response to a player bug report. Found many NPCs you had on the wrong faction all this time.

Which reminds me of something I noticed awhile back but have not addressed yet, so while we are on the subject here goes:

Iksar monks, you will now come into the world with the correct level of faction with your own guild masters. Fixed, pending update.

In the future, please report suspected bugs in the bug section. Thank you.

Uthagain
04-30-2012, 08:00 PM
No, they aren't wrong. My information is the product of weeks worth of comprehensive research and comparisons - a full table of checks with 6 different characters at varying faction levels - and much more accurate than nuking an npc and drawing an incorrect conclusion.

ally: 1051 to 2000
warmly: 701 to 1050
kindly: 451 to 700
amiable: 51 to 450
indifferent: -49 to 50
apprehensive: -449 to -50
dubious: -699 to -450
threatening: -1049 to -700
scowls: -2000 to -1050

OT

Human Shadowknight Innoruuk: Apprehensive
Gnome Shadowknight Innoruuk: Apprehensive
Dark-Elf Shadowknight Innoruuk: Apprehensive
Erudite Shadowknight Innoruuk: Apprehensive
Troll Shadowknight Innoruuk: Apprehensive
Troll Shadowknight Innoruuk: Apprehensive
Half-Elf Shadowknight Innoruuk: Scowls
High-Elf Shadowknight Innoruuk: Scowls
Wood-Elf Shadowknight Innoruuk: Scowls
Halfling Shadowknight Innoruuk: Scowls
Dwarf Shadowknight Innoruuk: Scowls
Barbarian Shadowknight Innoruuk: Scowls
Iksar Shadowknight Innoruuk: Scowls

10 hits to indifferent
15 hits and still indifferent


iksar = -700-250
-950
-100

----------------------------

SwiftTails: Done
CabilisResidents: Done
BroodofKotiz: Done
LegionofCabilis: Done
ScaledMystics: Done
CrusadersofGreenmist: Done


Monk Cazic Thule
+25 CrusadersofGreenmist
+50 SwiftTails
0 LegionofCabilis
0 CabilisResidents
+50 ScaledMystics
+50 BroodofKotiz

Monk Agnostic
+50 SwiftTails
0 LegionofCabilis
0 CabilisResidents
+50 ScaledMystics
+50 BroodofKotiz
+25 CrusadersofGreenmist


Rogue Agnostic
Indifferent to all

Bard Agnostic
Scowls to ScaledMystics
Indifferent to all else

Agnostic Enchanter
Scowls to ScaledMystics
Indifferent to all else

Agnostic Wizard
Scowls to ScaledMystics
Indifferent to all else

Bertoxxolous
Dubious with CrusadersofGreenmist
Indifferent to all else

Innoruuk
Dubious with CrusadersofGreenmist
Indifferent to all else

Warrior Agnostic
Amiable with LegionofCabilis
Indifferent to all else

Veeshan
Every faction Scowls -1500

Bristlebane
Every faction Scowls -1500

Rallos
Every faction Scowls -1500

Cleric Cazic
Amiable to ScaledMystics and BroodofKotiz
Indifferent to all else

Solusek Ro
Everything Scowls


Racial mods:

All factions

Iksar = 0
All other = -1500


ScaledMystics Scowls to brd enc mage wiz


Shm Note
+100 ScaledMystics
+25 LegionofCabilis

Shm before note

0 hits: amiable to ScaledMystics
0 hits: indifferent to LegionofCabilis
0 hits: indifferent to CrusadersofGreenmist
0 hits: indifferent to Swifttails
25 hits: amiable to CrusadersofGreenmist
50 hits: amiable to LegionofCabilis
50 hits: amiable to Swifttails
350 hits: kindly to ScaledMystics
* Handing in Note *
425 hits: kindly to LegionofCabilis
500 hits: warmly to ScaledMystics

War note
+100 LegionofCabilis
+25 CabilisResident
+25 SwiftTails
+25 CrusadersofGreenmist
+25 ScaledMystics

War before note

0 hits: amiable to ScaledMystics
0 hits: amiable to LegionofCabilis
0 hits: indifferent to CabilisResidents
0 hits: indifferent to CrusadersofGreenmist
0 hits: indifferent to Swifttails
25 hits: amiable to CrusadersofGreenmist
50 hits: amiable to CabilisResidents
50 hits: amiable to Swifttails
400 hits: kindly to LegionofCabilis
400 hits: kindly to ScaledMystics
425 hits: kindly to CrusadersofGreenmist
* Handing in Note *
550 hits: warmly to LegionofCabilis
625 hits: warmly to ScaledMystics
650 hits: warmly to CrusadersofGreenmist


SK note
+100 CrusadersofGreenmist
+25 LegionofCabilis

Shd before note

0 hits: amiable to ScaledMystics
0 hits: indifferent to LegionofCabilis
0 hits: indifferent to CabilisResidents
0 hits: amiable to CrusadersofGreenmist
0 hits: indifferent to Swifttails
50 hits: amiable to LegionofCabilis
50 hits: amiable to CabilisResidents
50 hits: amiable to Swifttails
400 hits: kindly to CrusadersofGreenmist
400 hits: kindly to ScaledMystics
* Handing in Note *
425 hits: Kindly to Legion
550 hits: warmly to CrusadersofGreenmist


Monk note
+200 SwiftTails
+50 LegionofCabilis

Monk before note

0 hits: Amiable to Swifttails
400 hits: kindly to SwiftTails
650 hits: warmly to SwiftTails
1000 hits: ally to SwiftTails



0 hits: indifferent to LegionofCabilis
50 hits: amiable to LegionofCabilis
450 hits: kindly to LegionofCabilis
700 hits: warmly to LegionofCabilis
1050 hits: ally to LegionofCabilis


Monk after note: +LegionofCabilis; +SwiftTails

400 hits: kindly to LegionofCabilis
650 hits: warmly to LegionofCabilis
1000 hits: ally to LegionofCabilis
1950 hits: maxed with LegionofCabilis

Warmly to SwiftTails between 401 and 450
~800 hits: Ally to SwiftTails
1800 hits: maxed with Swifttails


25 hits: amiable to CrusadersofGreenmist
425 hits: kindly to CrusadersofGreenmist
675 hits: warmly to CrusadersofGreenmist
1025 hits: ally to CrusadersofGreenmist
2000 hits: maxed with CrusadersofGreenmist

400 hits: kindly to ScaledMystics
650 hits: warmly to ScaledMystics
1000 hits: ally to ScaledMystics
2000 hits: maxed with ScaledMystics

50 hits: amiable to CabilisResidents
450 hits: kindly to CabilisResidents
700 hits: warmly to CabilisResidents
1050 hits: ally to CabilisResidents
2000 hits: maxed with CabilisResidents








50 hits: amiable to CabilisResidents
450 hits: kindly to CabilisResidents
700 hits: warmly to CabilisResidents
1050 hits: ally to CabilisResidents

http://i54.tinypic.com/fnyfqo.jpg

This is how you research a faction. Not by nuking one mob and drawing an incorrect conclusion to justify an incorrect decision. But by all means, make yet another incorrect edit to the factions. Your changes are the main reason why my eight month old db is more accurate than what's currently on the server. If one desires to gloat over correcting another, it's typically beneficial to be correct.

yaaaflow
04-30-2012, 08:25 PM
lol uthgaard reduced to trolling patch notes threads

DoucLangur
05-01-2012, 10:54 AM
Kanras: DOT tics will no longer add a player to an NPC's hate list if the player was not on that hate list already.

That doesn't make sense to me atm: "not on that hate list already" - does that refer to the original casting of the DoT? I mean... Isn't it impossible to get a DoT on a mob without ending up on its hate list? Or are you saying that someone who gets removed from the hatelist after casting a DoT (by zoning out and back in, CotH, rez) will not re-aggro from the next tic? And if so - does this also apply to FD memwipe? Would it be possible to DoT a mob, FD, get up and (in the case of a memwipe) never reaggro while the DoT is running?

Kanras: Research skill progression is now correctly level-capped.

And this - will the attained skill level *stay* in server memory, so a previously high skilled researcher doesn't have to *retrain* the skill, just needs to level? Or did you actively *erase* all previously trained skill?

Feedback appreciated!

Slozem

SamwiseRed
05-01-2012, 11:56 AM
lol uthgaard reduced to trolling patch notes threads

he presents data to back his argument. that's not trolling my friend, that's winning.

Deverell
05-03-2012, 12:16 AM
That doesn't make sense to me atm: "not on that hate list already" - does that refer to the original casting of the DoT? I mean... Isn't it impossible to get a DoT on a mob without ending up on its hate list? Or are you saying that someone who gets removed from the hatelist after casting a DoT (by zoning out and back in, CotH, rez) will not re-aggro from the next tic? And if so - does this also apply to FD memwipe? Would it be possible to DoT a mob, FD, get up and (in the case of a memwipe) never reaggro while the DoT is running?

I'm guessing that's exactly the reason for this change. It was possible to DoT a mob, FD, get CotHed or rezboxed somewhere else in the zone, and then effortlessly single-pull the mob by standing up again. It would aggro and run through the zone to get you but wouldn't bring any adds because social aggro didn't apply due to having feigned out of the hate list.

DoucLangur
05-12-2012, 08:28 AM
I'm guessing that's exactly the reason for this change. It was possible to DoT a mob, FD, get CotHed or rezboxed somewhere else in the zone, and then effortlessly single-pull the mob by standing up again. It would aggro and run through the zone to get you but wouldn't bring any adds because social aggro didn't apply due to having feigned out of the hate list.

Thank you for the clarification - that's indeed a nasty exploit - to reaggro thanks to a dot tic without being on the hate list at all. So that means with a regular FD, you still re-aggro the mob, if you didn't get rezzed / CotHed in between. I hope that, at least :)

Razdeline
06-10-2012, 10:30 PM
Mobs did run this fast when low health. I reckon most of you guys are used to how the server has been the past few years.

If you want a good reference on how some of these mechanics worked, go onto EQmac that is locked in POP era (of which mob run-speeds were never changed), and see this for yourself.

On live I remember always trying to have a snare in group for running mobs, it was almost a must. Also Shaman and evil clerics always typically got a reagent symbol of Innoruuk (snare necklace quest, decent wisdom stats too).

Hope this helps.

MrSparkle001
06-21-2012, 01:04 AM
Kanras: Research skill progression is now correctly level-capped.

Do we lose these levels? My research is 50 and in red text at level 25, and I leveled it quite a ways beyond 50 (it was at 95 I think, the end of the journeyman runes). Is it going to raise automatically to what it originally was as I level? It took a lot of time to level it and I don't want to lose it all.

Metallikus
06-21-2012, 03:36 PM
I'm guessing that's exactly the reason for this change. It was possible to DoT a mob, FD, get CotHed or rezboxed somewhere else in the zone, and then effortlessly single-pull the mob by standing up again. It would aggro and run through the zone to get you but wouldn't bring any adds because social aggro didn't apply due to having feigned out of the hate list.

The part about not getting social agro is wrong. The FD'r would hide before he stood up from FD and thus not get adds because he was still hidden when his mob re-agroed from dot tick and came running.

isoka
07-04-2012, 02:49 PM
Do we lose these levels? My research is 50 and in red text at level 25, and I leveled it quite a ways beyond 50 (it was at 95 I think, the end of the journeyman runes). Is it going to raise automatically to what it originally was as I level? It took a lot of time to level it and I don't want to lose it all.

yeah don't worry, it will raise by 5 each level till you reach your old skill level. When a skill is in red, it means that your client allowed it to raise it further but that the game will consider the red value.

Hostage
09-19-2012, 08:00 PM
Kanras: Corrected when most Wu's armor recipes are available.


The illusion of Classic is busted by leaving the existing Wu's on the server...this makes it rough for the new Monks and wastes the time of the tailors who raised tailoring only to make something that was available when they was raising it.

Either the existing Wu's should be deleted for the sake of Classic feel or the recipe reinstated.

Jaryn
09-19-2012, 08:43 PM
You registered to bump a patch message from April?

Hostage
09-19-2012, 09:04 PM
You registered to troll?

Safon
09-19-2012, 09:32 PM
You registered to troll?

That's right, tell the overworked and unpaid staff how things should be done.

Fucking tool

Hostage
09-19-2012, 10:15 PM
That's right, tell the overworked and unpaid staff how things should be done.

Fucking tool

Just a suggestion, I have nothing at stake, just hearing the Monks talk. It did seem a tad unfair, for the sake of Classic feel.

Aceofcups
01-06-2013, 01:30 PM
Kanras did you guys fix the iksar pike quest with the froglok heads in Swamp of No Hope?

It was broken where the guy you hand in the note to was giving you the same head as dropped from one of the two mobs.

I heard ages ago it would be fixed pending update. This is the next update.

Was it?

When did this start. I completed this quest myself previously. One head is from the iksar outside, and the other 2 are off the 2 frogloks in the swamp.

Note: One they both spawn next to each other. One spawns quite frequently and is easy to get, the other has a low spawn chance so requires a little more waiting.

Salerno
01-15-2013, 08:12 AM
anyone have these files for me to download somewhere? the patcher isnt working for me. thanks.

Extunarian
01-15-2013, 10:25 AM
anyone have these files for me to download somewhere? the patcher isnt working for me. thanks.


http://www.project1999.org/files/eqchangesv25.zip

Unzip to your everquest directory (the one with eqgame.exe in it) and have it overwrite existing files.

sellawiz
04-27-2013, 08:44 PM
West: All 'Temple of Solusek Ro Armor' including crafted, totemic, and ivy etched (npc's reside outside of the temple) are multiquestable.



Can someone let me know if Staff of Temperate Flux is multiquestable?

FoxxHound
05-02-2013, 11:30 AM
Giving me 404 error. Halp!

nilbog
05-02-2013, 01:52 PM
Can someone let me know if Staff of Temperate Flux is multiquestable?

It is.

Giving me 404 error. Halp!

These are patch notes from over a year ago. If you need the latest ones:

http://www.project1999.org/forums/showthread.php?t=98761