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patches-2000-2.txt
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.....................................................................
------------------------------
July 12, 2000 5:00 pm
------------------------------
*Karana Secondary Split*
Hello all,
In light of our plans to further balance prime-time population on the
servers, we're going to allow another group of players from Karana to
split off to Terris-Thule.
This Friday we will again open /movelog registration on Karana sometime
around 7pm PDT (GMT-8). The GMs will broadcast when registration is
open, and we will continue taking /movelog requests for 24 hours.
Players wishing to have their characters moved to the new split server
will need to run the command "/movelog yes" after registration is
opened. As we have identified a minor problem with the hundreds of
simultaneous uses of the /movelog command, it is recommended that you
wait a few minutes after registration is opened using it.
Notes:
- /movelog only needs to be run from ONE character, and will count for
all characters on that server on that account.
- Players who have requested a move should make sure all of their
corpses are looted by the time the server is brought down the following
Tuesday morning. Corpses will not be duplicated in the new world, and
anything left on a corpse left behind by anyone who moves will be lost.
- We may or may not be able to move everyone who requests this action,
based upon the number of total requests that we receive.
- The GM/Guide staff will not be able to tell you whether or not you
have been selected until after the move is actually completed.
- Karana and Terris-Thule will be down for several additional hours on
Tuesday, the day of the next patch. Updates will be given at that time.
.....................................................................
------------------------------
July 19, 2000 7:00 am
------------------------------
***Patch Day***
*Miscellaneous Changes/Fixes*
- The "Safe Points" have been moved in Field of Bone and Lake of Ill
Omen to someplace "safer".
- You can no longer cast invisibility on any pet.
- Foul language issued through /emote will now be handled by the
profanity filter.
- Corrected a bug that allowed linkdead players to walk through locked
doors.
- Rangers above level 50 will now do double damage with Archery against
non-moving, non-rooted targets. These restrictions allowed us to
enhance archery without creating a new kiting problem.
- Corrected a bug that had rangers doing less melee damage than was
intended except when fighting an NPC who was also a ranger.
- Pets, both PC and NPC, will no longer cast "Gate".
- A large rat says, "Hit by non-melee for XXX damage", is history. The
new message given probably isn't the source of never-ending humor that
the old one was.
- Updated pathing information in Innothule Swamp.
- Corrected many, many, MANY spelling and grammar errors in the world.
- Fixed a large number of spell gems and spellbook icons. Take care to
take a look at your spell lineup to familiarize yourself with the new
gems/icons.
*Poison*
- Implemented the high level Rogue poisons (level 51+).
- Increased Rogue "Make Poison" skill cap.
- Substantially reduced chance to fail "Apply Poison".
- Rogues will now automatically sit when right-clicking on a poison.
- Failure to make a poison will now return the vial.
*General Crafts*
- The Ant's Potion may now be used anywhere.
- The small and large reinforced wristband may now be crafted.
- The small and medium studded shoulderpads, cloak, and belt may now be
crafted.
- The medium reinforced mask may now be crafted.
- Sealed Poison Vials can now be crafted.
- The Thermal Cloak may now be tinkered.
- The "This item is trivial..." message in craft skills has been
replaced with "You can no longer advance in skill from making this
item".
*Items*
- The Elven Paladin Newbie Tunic may now be worn by Half Elf paladins.
- The Murky Vial will now properly affect the target instead of the
player.
- Increased stats on many Plane of Sky items.
- There was evidently more than one "Fine Steel Dagger" running around
in the world. Some of them have been renamed "Serpant's Tooth".
- The effect on the Staff of Undead Legions has been changed to
something a bit more useful.
- The Deepwater Helm now has a significant casting time. The function
of its spell allowed a mana-free heal even though it was intended to be
a buff.
*/consent*
Some people were spamming others with /consent, causing them to
disconnect. As a result, /consent can now only be done once every two
seconds. Should you be harassed via this tool, please use /report.
Also, please take care to avoid accidentally /consenting someone, as it
will be two seconds before you can undo it.
*Cazic-Thule and the Feerrott*
There has been a significant change to the factions in the Feerrott and
Cazic-Thule. Take care not to get killed by NPCs that previously left
you alone. The significant upside to this change is that the "Cazic
Gate/Portal" can be made much safer in nature for those who work on
their faction.
*Regen Effects*
This week we corrected a bug that caused regen-type spells (e.g.
Regeneration, Chloroplast, Regrowth, etc.) to overwrite DOT spells. As
a result of this fix, players can no longer accept a regeneration spell
while under the effect of a DOT. However, if the regen spell is already
in place, the DOT will stack, but not replace the regen spell. This
will allow users of beneficial DOTs, such as Call of Bones, to continue
using their DOT while under the affect of regen.
*Keyed Dungeons*
The key for Charasis (Howling Stones) is now NODROP per the patch
message from a couple of weeks ago. Furthermore, when your character
dies, keys for Charasis, Sebilis, and Veeshan's Peak, will no longer
remain with your corpse, but will instead return with your character to
its bind point. We made this change to reduce the difficulty and
corpse-loss potential of these zones, and eliminate the need to do the
key quests multiple times.
*Barbed Scale Whip*
In the last item patch, this item was changed from its original stats
to something inferior, as the game designer was not aware that it was
already in-game. It has been changed back to its original stats.
*Hiding Corpses*
A new command has been implemented in the EverQuest client. This
command (/hidecorpses) allows players to suppress the display of player
and NPC corpses on the screen. This can be very useful once you've
entered a zone with a large number of corpes, causing framerate to
decay. It will be particularly useful in the planes. The command
supports the following arguments:
- ALL: Hides all corpses except yours.
- ALLBUTGROUP: Hides all corpses except yours and those of people in
your group.
- NONE: No longer hides corpses.
For community reasons, this option must be set after entering each
zone, and will not affect corpses made after you enter the zone. You
can reset it while in the zone in order to suppress display of corpses
made since you originally set it.
*Resurrection*
The resurrection confirmation box will now report the name of the
person casting the spell as well as what spell they are casting.
Furthermore, experience will not be "removed" from your corpse until
you accept the resurrection by choosing YES. Previously, any
resurrection spell, if declined, would cause the experience to be
unrecoverable.
- The EverQuest Team
.....................................................................
------------------------------
July 20, 2000
------------------------------
Emergency Patch
Due to the problems encountered in yesterday's patch, some additional data has been moved to the live servers today. As part of this patch, three new changes are included:
/Consent no longer gives other players permission to loot your corpse. Instead, it only gives them the ability to drag your corpse using the /corpse command. This change is due to player request stemming from number of customer service issues raised by some players who were using /consent as a way to steal the belongings of other players. The change will eliminate those concerns and make the game more enjoyable for all of those involved.
Yesterday's patch changed the way spell-damage messages are reported to the caster. The new text was dark blue, making it hard to distinguish from the background when in HUD mode. The text color has been changed to "yellow" due to player request.
Duel messages will no longer be broadcast to the world unless the winner of the duel is over 10th level. This should greatly reduce the number of duels with inappropriate names that have been occurring in the game.
We would like to apologize to everyone for the problems stemming from yesterday's patch, and let you know that we have taken steps to greatly reduce the possibility that something of that nature could happen in the future.
------------------------------
July 26, 2000 12:00 pm
------------------------------
*Chat and Login*
Today's patch contains some new features for the EverQuest chat and
login servers. In addition, it enables support for some international
keyboard layouts.
- Tab again switches between fields in login and registration.
- #time will display a time/date stamp.
- #reply will send a private message to the last person to message you.
- Tab will cycle through the last few people to send you a private
message.
- Rooms may now be closed by staff members. These rooms are in gray,
and no one will be able to enter them until a staff member opens them.
Attempting to enter a closed room will display a message.
- EverQuest, including Chat and Login, now supports some international
keyboard layouts. Information can be found at
http://everquest.station.sony.com/s_keyboard.html.
- The EverQuest Team
.....................................................................
------------------------------
August 1, 2000
------------------------------
Greetings everyone!
Today's patch contains some changes that we are sure everyone will
enjoy:
- Canned emotes (e.g. /point) now work on NPCs. In addition, the range
for canned emotes has been increased.
- /who all "guildname" should now work for players who have /roleplay
turned on.
- Preferences for the mouselook will be saved in your options file.
Those who turn mouselook off each time when starting EQ will only have
to do it once more.
- The "Chat Filter" tab in "Options" now has an option to filter
messages caused by damage shields hitting others.
*Fast Drop*
Our most exciting change today is an option that allows players to
avoid accidentally dropping items on the ground. The new client allows
players to set "Item Dropping" preferences on the "General" options
tab. The three options that can be set are:
- FAST DROP: Items are dropped without confirmation.
- CONFIRM: A confirmation box will be displayed whenever you try to
drop an item.
- NEVER: You are not allowed to drop items on the ground.
Alternatively, you can also set these options using the /fastdrop
command. The arguments are:
- ON: Same as option "Fast Drop" on the General Tab.
- OFF: Same as option "Confirm" on the General Tab.
- NEVER: Same as above.
Please note that whatever your setting, coin will always be dropped
without confirmation. Additionally, the FastDrop option only applies to
items being dropped upon the ground. Handing items to NPCs will still
work regardless of your FastDrop setting.
It is highly recommended that you use option "CONFIRM", as GMs will not
reimburse any items that are accidentally dropped.
- The EverQuest Team
.....................................................................
------------------------------
August 9, 2000
------------------------------
***Character Purge***
Time has come to do some cleanup on character data across the servers.
On August 23rd (Pacific), we will be doing a system-wide cleanup of
level 1 characters. All level 1 characters that have not been played
within 30 days from the date of the purge will be deleted. As GMs will
not be able to restore any characters that are deleted, please be
certain to log in any level 1 characters that you wish to keep prior to
the purge.
- The EverQuest Team
August 9th, 7:00am
------------------
*Guide Application*
The Guide Application is now back up at http://guideapp.everquest.com.
If you are over 18 years of age, have a good customer-oriented
attitude, enjoy helping your fellow player, and are interested in
joining the Guide Program, we will be pleased to review your
application.
*Kunark Users*
A new file, emeraldjungle_chr.s3d, is included as part of today's
patch. This patch adds additional displayable NPCs to the Emerald
Jungle. Please run the "Kunark Patch" by pressing the "Kunark Patch"
button on the bottom of the patch program UI prior to entering
EverQuest.
*Patch Day*
Greetings everyone! Today's patch contains some exciting new changes.
*General Enhancements*
- Text messages that wrap will be indented on subsequent lines. This
means that if a person or NPC says something that is more than one line
long, all subsequent lines will be indented a few spaces. This should
make it a lot easier to pick out separate messages.
- The spells "United Resolve" and "Heroic Bond" had their levels
transposed accidentally. Rather than putting them back as intended,
United Resolve has been changed to Heroic Bond, which means you might
have two copies of that spell in your spellbook. Feel free to move one
to the back. Clerics get a new group spell at 58 to compensate.
- The Wurmslayer is now a one-handed slashing weapon.
- The /help command will now list all /-commands available to you.
- Rangers, Paladins, and SKs now have mana equivalent to that of a pure
caster with the same stats. This will give those hybrids a good deal
more mana, regardless of their stats.
- NORENT items, items that disappear when you log out, will now show a
"NORENT" tag when inspecting the item.
- Most summoned items now have the word "summoned" in their name.
*Changes/Fixes*
- Small Studded Tunic recipe now works
- Scaler recipe now works
- High Elves can now use the Moss Covered Twig and Branch
- Iksar can now wear the Crescent headband.
- The Shintl Lowbrew quest will now work
- The Rusty Rapier now looks like a rapier.
- Elven Wine can now be brewed
- Some pelt-dropping animals were always dropping ruined pelts, rather
than pelts of quality. This has been repaired.
- The Guild-invite toggle in display options will now work.
- The faction problems with the Charasis Key Quest have been resolved.
- Many pathing errors have been repaired.
- Repaired a bug that caused some anomalies after being charmed or
feared.
- Repaired a bug that kept the Unswerving Hammer of Faith and Flaming
Sword of Xuzl from disappearing.
*Dragons?*
Rumor has it that some new dragons have been spotted in Kunark. It
should be noted however that the dragons can be engaged from much
further away than is intended. Rather than hold off implementing these
dragons for another week, we've decided to implement them now and fix
the problem in the next patch. Enjoy :)
*New Command For Tracking*
New option for those with tracking: /trackplayers. The command will
work for all players with the tracking skill. The command has two
settings:
- ON: Default setting, same as it is now. Players will show up in the
tracking window.
- OFF: Players will not show up in the tracking window.
*Client Customizations*
Upon starting EverQuest, a new file (EQCLIENT.INI) will be created in
your EverQuest directory. This file contains customizable settings for:
- Colors for text messages in the in-game chat window
- Default screen viewing mode
- Default travel speed (run or walk)
The documentation will be included in the online manual in your
EverQuest directory once the design is finalized over the next several
weeks, but the working document is posted below. We felt that people
would rather have access to the customizations right away while we're
in the process of building them.
Modifying this file is optional.
*EQCLIENT.INI documentation*
The [TextColors] section contains entries for various text colors in
the client. All colors are to be set with Red, Green, and Blue values,
in decimal. Valid settings for each color range between 0 and 255.
"Black" (0 red, 0 green, and 0 blue) will be white in overlay mode, and
black in normal mode.
Here is a list of user colors to use as a guide when editing the file:
1 - Say
2 - Tell
3 - Group
4 - Guild
5 - OOC
6 - Auction
7 - Shout
8 - Emote
9 - Spells (meming, scribing, casting, etc.)
10 - You hit other
11 - Other hits you
12 - You miss other
13 - Other misses you
14 - Some broadcasts (duels)
15 - Skills (ups, non-combat use, etc.)
18 - Default text and stuff you type
20 - Merchant Offer Price
21 - Merchant Buy/Sell
22 - Your death message
23 - Others death message
24 - Other damage other
25 - Other miss other
26 - /who command
The [Defaults] section contains some default setting for the client.
Here is a list of valid settings:
RunMode - TRUE for run, FALSE for walk.
ScreenMode - NORMAL for the default window view, FULL for the full view
with overlays
- The EverQuest Team
.....................................................................
------------------------------
August 16, 2000 7:00 am
------------------------------
*File Patched*
This patch contains eqmain.dll, which is used by the EverQuest
login/chat frontend. The following changes have been implemented:
- #help now accepts arguments. #help #command will return help for the
requested command.
- Errors issued within the chat/login server frontend now display an
"Error Number". Please have this error number ready when requesting
technical assistance.
- The EverQuest Team
.....................................................................
------------------------------
August 23, 2000 7:00 am
------------------------------
- Corrected a bug that caused items that ran out of charges to
"disappear" when the last charge was used. The item never really
disappeared, and would reappear after re-logging. It no longer appears
to disappear.
*Updated EQCLIENT.INI Documentation*
If the file does not exist it will be generated by eqgame.exe with
default values. If an entry in the file is missing it will be added by
eqgame.exe with default values.
The [TextColors] section contains entries for various text colors in
the client. All colors are to be set with Red, Green, and Blue values,
in decimal. Valid settings for each color range between 0 and 255.
"Black" (0 red, 0 green, and 0 blue) will be white in overlay mode, and
black in normal mode.
Here is a list of user colors to use as a guide when editing the file:
1 - Say
2 - Tell
3 - Group
4 - Guild
5 - OOC
6 - Auction
7 - Shout
8 - Emote
9 - Spells (meming, scribing, casting, etc.)
10 - You hit other
11 - Other hits you
12 - You miss other
13 - Other misses you
14 - Some broadcasts (duels)
15 - Skills (ups, non-combat use, etc.)
16 - Disciplines or special abilities
17 - Unused at this time
18 - Default text and stuff you type
19 - Unused at this time
20 - Merchant Offer Price
21 - Merchant Buy/Sell
22 - Your death message
23 - Others death message
24 - Other damage other
25 - Other miss other
26 - /who command
27 - yell for help
28 - Hit for non-melee
29 - Spell worn off
30 - Money splits
31 - Loot message
32 - Dice Roll (/random)
33 - Others spells
34 - Spell Failures (resists, fizzles, missing component, bad target, etc.)
The [Defaults] section contains some default setting for the client.
Here is a list of valid settings:
RunMode - TRUE for run, FALSE for walk.
ScreenMode - NORMAL for the dafault window view, FULL for the full view
with overlays
Log - TRUE for logging on, FALSE for logging off
- The EverQuest Team
.....................................................................
------------------------------
August 30, 2000 8:00 am
------------------------------
*Today's Patch*
Today we modified the EverQuest client to implement the following
changes:
- Corrected a bug that would cause players to crash if they entered the
game, exited to the server selection screen, and tried to reenter the
game.
- Corrected a bug that caused delays when switching between UI modes
due to the text wrapping change implemented last week.
- The /book command (/book #) now accepts pages 1 through 50, and will
switch to the proper page.
- Opening your spellbook will automatically cause you to begin
meditating providing that you have the skill.
- Removed the /meditate command since it is no longer necessary.
- You can now activate a hotkey while the spellbook is open by pressing
the corresponding number-key.
- The "/target [name]" command can be used to target other players by
name. Please note that this ability is subject to the range to the
target.
- EverQuest will now write the original default colors when creating
the EQCLIENT.INI file, rather than the new colors that were put in a
few weeks ago.
- The @-character can be used in emotes to indicate a target. For
instance, if you target "a gnoll" and type "/emote laughs cruelly at
@", the output will be, "Playername laughs cruelly at a gnoll".
- People with the /LFG (Looking for Group) flag set will now have their
over-head name prefixed with an asterisk. Remember that you can search
for people looking for a group by using the "/who" and "/who all"
commands. Typing "/who all ranger 40 50 lfg" will return a list of all
rangers between 40 and 50 that are looking for a group.
- The "Sense" series (Undead, Animal, and Summoned) will no longer
point you towards people's pets.
*Note on Voice Recognition*
Last week we implemented voice recognition technology in EverQuest. To
use this new feature, please refer to the EQROKManualSupplement.doc
file in your EverQuest directory. Please note that you must already
have a voice recognition engine that is compliant with the Microsoft
Speech API (SAPI), version 4.0. The voice recognition technology was
tested with Dragon NaturallySpeaking(r) v4.0. Check with the developer
of your software to find out if it is SAPI 4.0 compliant.
- The EverQuest Team
.....................................................................
------------------------------
September 12, 2000 3:00 pm
------------------------------
*Guild Maintenance*
We are in the process of preparing to do maintenance on the guild
database. To that end, guild creation and activation will be on hold
for the next three weeks. After that time, we may be running a process
to remove inactive or under-subscribed guilds from the system. We would
ask and recommend that those in guilds with under 10 separate members
(on separate accounts) consider merging and deleting the under-
subscribed guild.
In addition, it's apparently become common practice for people wishing
to register a guild to enter the chat server and advertise there for
help creating the guild. This will no longer be permitted. People
wishing to submit a guild must organize prior to entering the chat
server. Advertising for assistance within the chat server could result
in a short-term (24 hour) suspension for the account.
- The EverQuest Team
.....................................................................
------------------------------
September 19, 2000 7:00 am
------------------------------
*Level 1 Character Purge*
The Level 1 character purge announced several weeks ago will take place
on Wednesday, September 27, 2000, at 7:00am PST (GMT-7). Any level 1
characters that haven't been played within the previous 30 days will be
deleted. If you wish to keep any level 1 characters that you may have,
please log in and play them between now and 9/27.
***Patch Day***
As a testament to our on-going goal to constantly provide more content
for EverQuest players, today's patch primarily consists of *many*
content-additions to the game.
*New Epic Quests*
We are pleased to announce that we have implemented new "Fiery Avenger"
style quests for every class in the game (including paladins). The
ultimate reward for each quest boasts a custom model with unique
particle effects. We think that you will be pleased.
Good luck to everyone on your quest.
*Class Issues*
Rangers:
Last week we completed in-depth testing of melee and defensive skills
for all melee-centric classes. In the course of these tests we
determined that the ranger class was not performing to its intended
level, and have made the following changes:
- The "Jolt" spell has had its casting time reduced.
- The Skillcap on Dodge and Parry has been increased.
Monks:
High-level monks can now carry increased weight without penalty. The
additional allowance is granted at levels 55 and 60.
Cleric:
Celestial Elixir was failing due to multi-tick cure components that are
incompatible with that configuration. We have therefore removed the
cure components and increased the healing provided by this spell.
After a great deal of consideration, we have concluded that the Mark of
Karn spell is imbalanced and requires correction. This spell's current
function makes melee classes without dual-wield far less desirable
members of the group. As such, the spell has had its duration
decreased, its recast-time increased, and its "heal per hit" value
decreased.
*Fungal Regrowth*
"Fungal Regrowth" is now a self-only spell. It was being used as an
offensive spell by virtue of its "snare" effect upon the target.
Furthermore, we ruled out making it "group only" as with other spells
that have this issue, due to a class-balance concern. The spell was
reducing the group's desire for classes capable of casting regenerative
magic.
*Attack Speed Buffs*
In this patch we corrected a bug that would cause any "Haste" item
combined with any "Haste" spell to automatically yield maximum haste,
regardless of the level of "Haste" granted by each individual
component. This fix increases the usefulness of better "Haste"
equipment and spells. The downside to this is that those who usually
have both items and spells active will see a reduced attack-speed
unless outfitted with the best equipment and spells.
*High-Level Dungeon Balancing*
Veehshan's Peak and Sebilis have received loot adjustments in order to
address disparities in risk and reward. For the most part, the quality
of the "common" loot in Veeshan's Peak is at least as good as the
"rares" from Sebilis.
*Low-Delay Weapons and Damage Bonus Changes*
In accordance with our announcement several weeks ago, two low-delay
weapons can now only be equipped in the off-hand. Included in this
change are the Mosscovered Twig and the Barbed Scale Whip. The delay on
these weapons and the associated damage bonus to weapons in the primary
hand made these weapons much too powerful for their availability and
the risk associated with their acquisition.
In addition, two-handed weapons have had their damage-bonus modified.
The damage-bonus for low-delay two-handed weapons (27 or below) created
a problem similar to the weapons above and has been reduced. The
damage-bonus has not changed for normal-delay (28-39) two-handed
weapons. The damage bonus for high-delay two-handed weapons (40+) has
been increased.
*Server Selection Screen*
It has come to our attention that new players often think that the
high-population servers are better, based upon the logic that if
everyone else is there, it must be a good server. However, in
Massively-Multiplayer games, less populated servers are often
considered superior for gameplay. Therefore we have marked servers that
would benefit from new characters as preferred servers, listing them in
"green" in the server selection window. The preferred servers have
populations such that an influx of new people would benefit the server
rather than cause overpopulation.
*Custom Emotes and AFK*
Animations with custom emotes have been implemented. Current canned
emotes such as /point allow a target other than the current target to
be specified. That will continue to work. So if you type "/point
Baobob", the usual text will come up. However, you can add custom text
to the emote, but you must specify the target as "say" as the target.
For instance:
/point say points at a gnoll, indicating that he is ready to kill it.
...your character will execute the /point animation, and the text
output will be: "CharacterName points at a gnoll, indicating that he is
ready to kill it."
Finally, you can now set a custom message for when you are /AFK. Type
"/AFK " (without the brackets) to set your custom AFK message. For
instance, if you type "/afk Grabbing a snack", you will reply with
"Grabbing a snack" when someone sends you a /tell.
*Skill Gain*
The skill-gain rate of many skills is now further modified by character
stats. This will allow those with natural affinities towards certain
skills to improve at a greater rate.
*Trade Skills Enhanced*
Many of the trade skills in game have received massive enhancements,
including dozens of new craftable items, new fishing and foraging
items, and other things to be discovered once in game.
In addition, trade-skill specialization has been implemented. Players
will be able to exceed 200 points of skill in ONE of the generally
available tradeskills. This includes:
- Baking
- Blacksmithing
- Brewing
- Jewelcraft
- Tailoring
- Fletching
- Pottery
Once above 200 points in one of these skills, no other skill will be
able to exceed 200. Specialization restrictions do not include class or
race-specific trade skills such as Alchemy, Make Poison, and Tinkering.
Players with race or class-specific trade skills will be able to exceed
200 points of skill in that skill, PLUS any generally available trade
skill.
The enhancement of trade skills is an on-going project. Further
enhancements will be made in the coming weeks.
- The EverQuest Team
.....................................................................
------------------------------
September 28, 2000 7:00 am
------------------------------
***Patch Day***
The following changes have been implemented on the production servers
as part of today's patch:
*General Changes*
- NPC corpses level 55 or over will now last 30 minutes before
decaying. This should help those on large multi-group encounters who
need some prep-time before looting items.
- The item "Woe" has been repaired. If you receive the "Item out of
charges" message when your "Woe" attempts to fire its spell, please
contact a GM to trade out the item.
- The spell "Mark of Karn" has been changed. The recast-time has been
reduced significantly and the Hitpoint-return is now scaled inversely
based upon the delay of the weapon. In addition, a hitpoint return will
only take place when the target is hit with a primary melee weapon, or
the primary hand if you are unarmed.
- Some more tradeskill component vendors have been placed within the
world to make certain tradeskills easier to use in your home town.
- "AFK" and "LD" status will now be reported above player's heads.
*Fleeing NPCs*
Last week's patch caused NPCs to flee more than before due to a bug
that was fixed. After evaluating the situation, we decided to reduce
the chance to flee, but not to the extent that it was reduced before.
NPCs were previously much more "brave" than they should have been.
As part of the same change, charmed NPCs also began fleeing when low on
health. We've determined that this is not a good situation for the
players. As such, we have stopped charmed creatures from fleeing per
player request.
*Level 1 Character Purge*
The Level 1 character purge has been completed. All level 1 characters
that have not been played within the past 30 days have been deleted.
*New Server Active*
Tholuxe Paells, a new server open to new characters only, is now active
and ready for play. Enjoy! As a reminder, /movelog registration will
take place on Mithaniel Marr and Tunare Friday evening from 6PM to
Midnight (PDT: GMT-7).
Registered characters will be moved to a second new server, Drinal,
early next week.
***User Interface Changes***
Many UI enhancements were made in today's patch:
*Moving and Resizing Windows*
The data windows in the full screen "HUD" mode may now be moved by
clicking in the upper left-hand corner, moving them to where you want,
then clicking again. The "spell effect" and "chat" windows can be
resized by clicking on the lower right-hand corner, dragging to the
appropriate size, and then clicking again. Coordinates for window
locations in each resolution are stored in the EQCLIENT.INI file.
*Bugs with Several Commands Fixed*
We fixed a problem with /book, /sit, and /doability that allowed them
to be executed at inappropriate times, such as while charmed or feared.
They should now only function when the native button would have
functioned if pressed.
*Miscellaneous Additions*
Added the following /-commands:
- /camp: Causes your character to camp out. You must be sitting to use
/camp.
- /disband: Will disband you from your current group, or turn down an
invitation to join another group.
- /invite: Will invite the target into a group, or accept an invitation
if one is pending.
- /attack: Will toggle the state of "Auto-attack". You may also add a
parameter of "on" or "off" to explicitly set the state.
In addition:
- CTRL-1 through CTRL-8 will cast the spell in the specified spell-
slot.
- ":" (colon: Short for /emote) and "'" (apostrophe: Short for /say)
will now bring up the chat line in the same fashion as the /-key and
ENTER.
- The "R" key (by default) takes you into reply-mode as always,
bringing up a reply to the last person sending you a /tell. However,
you can now TAB and SHIFT-TAB to cycle through the last 10 people that
have sent you /tells.
*Pauses in Socials*
You may now enter pauses in social batches with the /pause command.
/pause takes an argument from 1 to 600, with the value being equal to
the number of tenths of seconds (i.e. /pause 100 will yield a 10 second
pause).
For example, a social consisting of:
/sit off /cast 1 /pause 100 /sit on
...would cause you to stand up, cast the spell in slot 1, wait 10
seconds after you've STARTED casting the spell, and sit down.
Furthermore, you can also use the /pause command on the same line as
another social by separating the commands with a comma. Even though the
pause command is specified first, it is executed AFTER the command on
the same line.
For example:
/sit off /pause 100,/cast 1 /sit on
...would have the same effect as the example above. It is important to
note that the comma can only be used to separate a /pause command from
another, and MUST be specified first on the line.
*Emote Codes*
The @ symbol has been replaced with a series of %-codes that expand
into various pieces of information, and now works in ALL chat channels
(emote, say, shout, ooc, auction, group, guild).
The new %-codes are:
%T - Returns the current target.
%S - Returns the subjective gender-specific pronoun for the target (He, She, It).
%O - Returns the objective gender-specific pronoun for the target (Him, Her, It).
%P - Returns the posessive gender-specific pronoun for the target (His, Her, Its).
%R - Returns the race of the target (only works on Player characters).
For example, if you have a target of "a gnoll", the following emote:
/point say points at %T indicating that he is ready to kill %O.
...Your character will execute the "point" animation with a text output
of "CharacterName points at a gnoll indicating that he is ready to kill
it."
- The EverQuest Team
.....................................................................
------------------------------
October 3, 2000 4:00 pm
------------------------------
*Today's Patch*
Today's patch consisted mostly of server-side changes, additions, and
fixes regarding NPCs and quests. The only item of public note is that
the Ragebringer can no longer be equipped in the ranged slot. A data
entry error caused it to be initially allowed it to be equipped in that
slot.
- The EverQuest Team
.....................................................................
------------------------------
October 13, 2000 7:00 pm
------------------------------
*Important System Configuration Announcement*. As many of you know,
over the past couple of months we've made numerous enhancements to the
EverQuest client. In addition to things such as new /-commands and
other changes of that nature, we've enhanced the UI itself to allow
moveable and resizable windows, among other things. At the same time
we've been working on a brand new sound engine, and have been further
concentrating on optimizing and expanding the capabilities of the
EverQuest client.
For most applications, the feature set of a version of DirectX is
limited to the lowest common denominator between the version that the
software is compiled under, and the version running on the client. This
means that though you may be running DirectX 7.0a already, and are
receiving advantages associated with the more advanced code, the
feature-set of DirectX used when in EverQuest is limited to version
5.2.
This limits the type and breadth of enhancements that can be made to
the client. Given that we feel that EverQuest players would enjoy
continuing to see new enhancements for the client, we will soon begin
compiling the client under DirectX 7.0a, and implementing the feature-
set available within that version. When we do this, everyone will need
DirectX 7.0a (or higher) to play EverQuest.
Here are some of the possible benefits from DirectX 7.0a:
- Better performance (Graphics and Sound)
- Gamma Correction working in D3D
- Proper Mip-Mapping in D3D
- Fixes fogging on some cards. (Some cards have no fogging at all and
look pretty bad)
- Allows us to use newer interfaces to support such features as full-
screen anti-aliasing, and alternate Z-buffering methods, which tend to
look better.
Changing to DX7 does have a potential downside. Those using older or
discontinued video or sound cards that do not have DX7 compatible
drivers may need to upgrade to continue playing. However, we feel that
the benefits that will come from upgrading to this newer version of
DirectX outweigh the potential problems.
We plan to begin requiring DirectX7.0a when the EverQuest client is
next patched, in two or three weeks. We wanted to be sure to give
everyone enough time to check their version of DirectX and install the
newest version. You can run DXDIAG.EXE in your Windows\System directory
to check your DirectX version and get the newest version of DirectX
from here if it is needed.