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  #1  
Old 04-22-2026, 03:14 PM
sammoHung sammoHung is offline
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It was instant cast and could be cast on the move:

Source: I used it to gather and quad wyverns in CS in late 2001.
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  #2  
Old 04-23-2026, 07:25 AM
Boomlaor Boomlaor is offline
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Quote:
Originally Posted by sammoHung [You must be logged in to view images. Log in or Register.]
It was instant cast and could be cast on the move:

Source: I used it to gather and quad wyverns in CS in late 2001.
Second this. I played a wizard main from 2001 through 2006, including quadding wyverns, raptors, suits in WL, flies in Plane of Disease, and the lvl 68 dudes in Plane of Fire. I used flux staff 100% of the time both for pulling mobs as well as to determine when I was at max casting range to stop and cast my snare/next nuke. This was 100% clickable on the run. Can't speak to Rod of Insidious Glamour, but Flux staff was.
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  #3  
Old 04-23-2026, 08:01 AM
Boomlaor Boomlaor is offline
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Some in era evidence:

https://www.graffes.com/forums/showt...rius-of-Luclin

“ - 6. Pulling WITH a staff of temperal flux: Use the same as is stated above, but cast your SoTF on the run to aggro them, and use it as a gadge for casting distance for when you're going to cast Bonds of Force or Circle of Force.”
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  #4  
Old 04-22-2026, 03:15 PM
Awsten_Tx Awsten_Tx is offline
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I dont know, seems like some "trust me bro" post from individual players.

Patch notes seem pretty clear, as well as player comments about having to stop to use it.

I looked forward up to 2003 and didnt find any patch notes reverting the change.

I am curious if that quad kiting guide was written after that fact, being unaware of the flux staff changing to have a small cast time.
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  #5  
Old 04-22-2026, 03:19 PM
sammoHung sammoHung is offline
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Quote:
Originally Posted by Awsten_Tx [You must be logged in to view images. Log in or Register.]
I dont know, seems like some "trust me bro" post from individual players.

Patch notes seem pretty clear, as well as player comments about having to stop to use it.

I looked forward up to 2003 and didnt find any patch notes reverting the change.

I am curious if that quad kiting guide was written after that fact, being unaware of the flux staff changing to have a small cast time.
Meanwhile, you used a non-existent patch as your original source.

Here is the list of patch notes I found for June 2000

Quote:
JUNE 6, 2000:
-Some new spells are available for the hybrid classes. Check your Kunark spell vendors.
-Due to the fact that the looting rules were changed on Tallon Zek post-production, we've decided to allow characters on both servers a one-time character-move. Registration for the move will open at 6:00pm PDT on Friday, June 9th, 2000, on both servers, and will be open through 12:00pm PDT on Monday, June 12th, 2000. You can register for the move by executing the "/movelog yes" command during the registration window. There is no limit to the number of people that we will allow to move between Tallon and Vallon Zek, so there is no reason to rush to enter the command.

JUNE 15, 2000:
-The Chat and Login server components are now completely separate, meaning that players will no longer have difficulty logging in due to an excess of people in the chat server.

JUNE 22, 2000:
-We are pleased to announce the opening of The Hole, a high-level dungeon on the continent of Odus. The Hole is a complementary addition to EverQuest, available to all subscribers regardless of their Kunark status. The files necessary to enter The Hole are available via the "Optional Patch" button at the bottom of the patch program interface. The files are quite large (about 9MB total), so if the download is going slowly, you may want to postpone downloading the files until later. As mentioned above, The Hole is a high-level dungeon, designed to support characters starting at about level 40. It should be regarded as extremely dangerous. As a note, jumping in The Hole from Paineel is NO LONGER A SHORTCUT TO TOXXULIA FOREST. The GMs will not recover corpses for people who fall, or jump, or attempt to levitate into The Hole.
-As we announced earlier this week, due to the number of people specifying interest in "coin-only" loot on Vallon Zek, versus those wishing to retain item-loot, we have implemented "coin-only" looting rules for PvP combat on Vallon Zek.
Previously, players had to be resurrected within two hours after death in order to receive any experience back as part of the resurrection. Due to the increased size and difficulty associated with Kunark zones, we've raised this limit from two hours to three. This should assist players and make it easier for them to obtain an experience-returning resurrection within the time limit.
-We noticed few weeks ago that it is common practice to use NPCs to open locked doors rather than by using the services of someone that is able to pick locks. In order to protect and increase the value of the abilities of the lock-picking classes, NPCs have gained the ability to walk through locked doors without opening them.
-Over the past couple of weeks, we've received more and more reports of these dragons being bested by smaller and smaller groups of higher-level (high 50s) adventurers. As we've always felt that Dragons should be special encounters that require a large number of people, we were left with some choices. One choice available to us was to increase the power of the dragons to a level where the level 60 folks would find them challenging. This would have the disadvantage of forever placing them out-of-reach for those who did not buy Kunark, and place them further out-of-reach for those who did, but are just now approaching the levels where they could go on Dragon raids. Another possible solution was to make the dragons flee (depop) when engaged by a more powerful group of people. This would have the undesired effect of allowing some people to deny others the experience of fighting a dragon. Instead of raising the bar as mentioned above, we've instead decided that dragons, or at least these two dragons, should have the magical ability to pick their own fights. Players of level 53 or above will now encounter some difficulty when attempting to assist in combat with these dragons. This should help 40s and low 50-level characters with their chances to encounter a dragon without worry of getting forced out by much higher level players. In addition, it also has the added effect of creating a natural progression from the younger dragons of Antonica to the elder and more formidable dragons of Kunark.

JUNE 29, 2000:
-Many new recipes for the "Make Poison" skill are now in game. Features include: Several new poison books, stackable components, new suspensions, some purchasable components, and players now have the ability to purchase vials. Please check your vendors.
Last edited by sammoHung; 04-22-2026 at 03:21 PM..
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  #6  
Old 04-22-2026, 03:25 PM
Awsten_Tx Awsten_Tx is offline
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Quote:
Originally Posted by sammoHung [You must be logged in to view images. Log in or Register.]
Meanwhile, you used a non-existent patch as your original source.

Here is the list of patch notes I found for June 2000
lolwut?

https://www.eqarchives.com/patch/view/2000-06-15-1
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  #7  
Old 04-22-2026, 03:23 PM
Darver Darver is offline
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But either it reverted or that comment was wrong. Plus, there is nothing clear, that I've found yet, saying it has a definitive cast time number. This could have been something added in, then taken right back out 2 weeks later, possibly after public backlash or unintended consequences. The question is when.

Not that it matters, we have a comment from June 2001, which is before the end of Velious, stating clearly that you can cast it while running. This is probably our best evidence for how it acted in the actual timeline unless we can find something else. So, worst case this would affect a new server that is still progressing through the natural game play where an undetermined cast time is added between June 15th 2000 and sometime on or before June 1st 2001.
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  #8  
Old 04-22-2026, 03:34 PM
Awsten_Tx Awsten_Tx is offline
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Quote:
Originally Posted by Darver [You must be logged in to view images. Log in or Register.]
But either it reverted or that comment was wrong. Plus, there is nothing clear, that I've found yet, saying it has a definitive cast time number. This could have been something added in, then taken right back out 2 weeks later, possibly after public backlash or unintended consequences. The question is when.

Not that it matters, we have a comment from June 2001, which is before the end of Velious, stating clearly that you can cast it while running. This is probably our best evidence for how it acted in the actual timeline unless we can find something else. So, worst case this would affect a new server that is still progressing through the natural game play where an undetermined cast time is added between June 15th 2000 and sometime on or before June 1st 2001.
I dunno, i tend to trust patch notes pretty heavily over the "trust me bro" comments. Course its also possible you could still 1 click it on the move but on subsequent clicks it got interupted. Who knows. But its pretty clear it isnt behaving like it was on live back in the day.
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  #9  
Old 04-22-2026, 03:26 PM
Darver Darver is offline
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The patch notes appear on allakhazam also, and they appear to be legit

https://everquest.allakhazam.com/his...es-2000-1.html
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  #10  
Old 04-22-2026, 03:49 PM
Awsten_Tx Awsten_Tx is offline
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Gonna do some testing with dain hammer this evening.
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