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    Default Weekly Dev Activities - 4/30/08

    Weekly Development Activities
    The following are items which are in development or QA testing for release in Module 7.

    General
    • Monks have been added to the game as a new playable class!
    UI Improvements
    • A confirmation dialog has been added to the Default button in the Options UI.
    • There are now 20 shortcut bars available, for those who carry too many clickies/weapons/spells to fit on 10. Those of you who had previously used the unsupported methods of accessing bars 11-20 will be happy to know that they now will remember where you put them on the screen.
    • When examined, some scrolls did not display their level 16 UMD class requirement. This has been fixed.
    • Quest portal info screen text has changed. It now shows the quest difficulty along with the level.
    • A new click and hold to attack option has been added to the game and is defaulted to on.
    • The Finished button in the quest objectives panel will no longer be grayed out if the player is resurrected after quest completion.
    • If your shopping cart is empty, the buy/sell/repair button will be grayed out to prevent confusion.
    • Floaty damage numbers now spread out further -- this should make it easier for people who hit a monster several times at once to see the damage (rangers with many shot, for example).
    • There are now key bindings for switching to shortcut bars 11-20, and for shortcuts 51-100.
    • The G15 keyboard display now shows a Ki bar for monks.
    • A confirmation dialog will now appear if you close a vendor UI with items still in a shopping cart.
    • The Quest Portal UI will now display a warning if you do not have the selected quest bestowed, or if you are on the wrong chapter/goal.
    Spells
    General Spell Changes
    • The turn-you-to-stone effects used by elder earth elementals and stone scorpions are now named "Petrify" so as not to confuse warforged who are immune to "flesh to stone", but not to these effects.
    • When you summon a monster into your own persistent AOE (cloudkill, blade barrier, wall of fire, etc), it will no longer take damage on arriving in the world.
    • Sound Burst has had its spell description changed to reflect the fact that the stun effect can be resisted using Spell resistance.
    • Some spells which had been able to affect foes through doors and force fields now do a better job of checking line of sight.
    Skills, Feats, & Abilities
    General Feat Changes
    • Insightful Reflexes and Force of Personality feats previously required that you logout and login to take effect; now they take effect immediately.
    • The fascinate feat for bards now has a will saving throw. The DC is the bard's perform skill plus a d20.
    • Barbarian/Rogue multi-class characters will now get a uses per day of uncanny dodge and improved uncanny dodge based on the sum of their rogue and barbarian levels.
    • Shield Mastery, Improved Shield Mastery, and Dwarven Shield Mastery now only apply when blocking with a shield. Two weapon blocking has been updated to give +2DR when blocking, only when using two weapons.
    • Wizards now receive Simple Weapon Proficiency: Unarmed, as no classes should receive a non-proficiency penalty with natural weapons.
    • Paladin Smite Evil uses now regenerate at a rate of 1 every 90 seconds.
    • Bluff, Diplomacy, and Intimidate now have a 6 second cool down instead of 10 seconds.
    New Feats
    • The following iconic monk feats have been added to the game:
      • Purity of Body – You are immune to all forms of disease, including magical or supernatural diseases.
      • Wholeness of Body – Permits a monk to regain health over time.
      • Diamond Body – You have mastered your metabolism, and are immune to poison.
      • Timeless Body – Your body and soul are your own, and you do not create spawn effects should you fall in combat with the undead. NOTE: This is a level 17 feat, available to level 17 Monks and higher.
      • Still Mind and Fast Movement for the monk have been added to the game.
    Enhancements
    New Enhancements
    • Halfling Cunning IV:
      • Cost: 4 Action Points
      • Prereqs: Level 14 Halfling, Halfling Cunning III, 48 action points spent.
      • Benefit: You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 4.
    • Halfling Guile I:
      • Cost: 1 Action Point
      • Prereqs: Level 3 Halfling, Halfling Cunning I, 7 action points spent.
      • Benefit: You gain +2 to your sneak attack damage and +1 to bluff.
    • Halfling Guile II:
      • Cost: 2 Action Points
      • Prereqs: Level 7 Halfling, Halfling Cunning II, Halfling Guile I, 22 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 4, and an additional +1 to bluff, bringing the total increase to 2.
    • Halfling Guile III:
      • Cost: 3 Action Points
      • Prereqs: Level 11 Halfling, Halfling Cunning III, Halfling Guile II, 37 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 6, and an additional +1 to bluff, bringing the total increase to 3.
    • Halfling Guile IV:
      • Cost: 4 Action Points
      • Prereqs: Level 15 Halfling, Halfling Cunning IV, Halfling Guile III, 52 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 8, and an additional +1 to bluff, bringing the total increase to 4.
    • Paladin Bulwark of Good IV:
      • Cost: 4 Action Points
      • Prereqs: Level 15 Paladin, Paladin Bulwark of Good III, 52 action points spent.
      • Benefit: Your aura of good provides an additional +4 Armor Class bonus.
    • Paladin Divine Sacrifice I:
      • Prereqs: Paladin level 5, Paladin Extra Smiting II, 15 Action Points spent
      • Cost: 1 Action Point
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful. (3 second cool down)
    • Paladin Divine Sacrifice II:
      • Prereqs: Paladin level 12, Paladin Divine Sacrifice I, Paladin Extra Smiting III, 42 Action Points spent
      • Cost: 2 Action Points
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
    • Paladin Divine Sacrifice III: (Not yet available)
      • Prereqs: Paladin level 19, Paladin Divine Sacrifice II, Paladin Extra Smiting IV, 69 Action Points spent
      • Cost: 3 Action Points
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
    • Paladin Exalted Smite I:
      • Cost: 1 Action Point
      • Prereqs: Level 6 Paladin, Paladin Extra Smiting II, 19 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical damage multiplier. (5 second cool-down, uses smites per day, replaces Smite Evil.)
    • Paladin Exalted Smite II:
      • Cost: 2 Action Points
      • Prereqs: Level 10 Paladin, Paladin Exalted Smite I, Paladin Extra Smite III, 34 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and damage multiplier. (Cool down drops to 4 seconds.)
    • Paladin Exalted Smite III:
      • Cost: 3 Action Points
      • Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)
    • Paladin Exalted Smite IV: (Not yet available)
      • Cost: 4 Action Points
      • Prereqs: Level 18 Paladin, Paladin Exalted Smite III, Paladin Extra Smite IV, 64 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. (Cooldown drops to 2 seconds.)
    • Paladin Redemption I
      • Cost: 4 Action Points
      • Prereqs: Level 9 Paladin, Paladin Extra Lay on Hands I, 28 Action Points Spent, Any one of: Paladin Devotion II, Paladin Heal II
      • Benefit: You can activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health. (30 second cooldown.)
    • Paladin Redemption II
      • Cost: 2 Action Points
      • Prereqs: Level 14 Paladin, Paladin Extra Lay on Hands II, Paladin Redemption I, 50 Action Points Spent, Any one of: Paladin Devotion III, Paladin Heal III
      • Benefit: You can activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
    • Paladin Redemption III (Not yet available)
      • Cost: 2 Action Points
      • Prereqs: Level 19 Paladin, Paladin Extra Lay on Hands III, Paladin Redemption II, 70 Action Points Spent, Any one of: Paladin Devotion IV, Paladin Heal IV
      • Benefit: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
    • Rogue Sneak Attack Accuracy IV:
      • Cost: 4 Action Points
      • Prereqs: Level 14 Rogue, Rogue Sneak Attack Accuracy III, 48 action points spent.
      • Benefit: You gain an additional +1 bonus to hit with your sneak attacks.
    • Rogue Wrack Construct I
      • Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
      • Cost: 1 Action Point
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
    • Rogue Wrack Construct II
      • Prereqs: Rogue level 7, Rogue Disable Device II, Rogue Wrack Construct I, 22 Action Points Spent
      • Cost: 2 Action Points
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 20% reduction in their resistance to Critical Hits for a short period of time.
    • Rogue Wrack Construct III
      • Prereqs: Rogue level 11, Rogue Wrack Construct II, 37 Action Points Spent, Any one of: Rogue Disable Device III, Rogue Way of the Mechanic I
      • Cost: 3 Action Points
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 30% reduction in their resistance to Critical Hits for a short period of time.
    • Rogue Way of the Assassin II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)
    • Rogue Way of the Mechanic II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Mechanic I, Rogue Disable Device III, Rogue Improved Trap Sense II, Rogue Open Lock III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants an additional +4 to saves against traps and 2 points of additional resistance against all elements.
    • Rogue Way of the Thief Acrobat II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Thief Acrobat I, Rogue Dexterity III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces.
    General Enhancement Changes
    Changes to Existing Enhancements:
    The following general changes have been made to existing enhancements:
    • The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
    • The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
    • The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
    • Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
    • Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
    • Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
    • Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
    • Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1
    • Rogue Way of the Assassin I now grants a +2 bonus to damage on critical hits (before multipliers) in addition to its other effects
    Items
    • Bursting weapons now continue to increase their damage if they "burst" on an attack that has greater than a x4 damage multiplier.
    • Several new chain shirt appearances have been added to the treasure tables.
    • Gem and collectible bags now have an "auto-gather" feature that can be turned on. Whenever the player picks up a collectible or gem, it will go into a collectible or gem bag if there is room, when enabled. Auto-gathering prefers bags that already have a stack of the picked up item over bags that do not have any.
    • Weapons conjured by the Holy Sword spell and arrows created by the Arcane Archer enhancement are no longer destroyed at the end of a dungeon. These items now persist until you have been logged out for half an hour or more.
    • Several new chain shirt appearances have been added to the treasure tables.
    • The names of some item effects have been changed to avoid confusion with similarly named enhancements. The effects themselves remain the same. "Improved Maximize I", "Improved Enlarge I", "Improved Extend I", "Improved Empower II", and "Improved Empower Healing I" have been renamed to "Spell Point Discount - Maximize I", "Spell Point Discount - Enlarge I", "Spell Point Discount - Extend I", "Spell Point Discount - Empower II", and "Spell Point Discount - Empower Healing I".
    • The following potions are now equipped with funnels so they can be used on afflicted friends: Potion of Fear Removal, Potion of Poison Neutralization, Potion of Blindness Removal, Potion of Curse Removal, Potion of Disease Removal, Woodblossom Mead, and Crimson Nightshade Infusion. The new funnels are especially easy to use so raging barbarians should have no problems with them.
    • A new item honoring Gary Gygax, has been added to the Delera's end reward list. "Voice of the Master" grants +5% XP to dungeon completion, and "Good Luck +1" to skill checks and saves.
    • All of the various energy absorption treasure effects used by the M6 raid loot (Fire Absorption - 10%, Negative Energy Absorption - 10%, etc.) have been fixed so that they absorb the proper amount of incoming damage.
    • Shields now can be randomly generated with a much wider range of enchantments.
    • The bartenders of Stormreach have become tired of watching the lucrative business of item repair going to other shopkeepers, and have enrolled in an item repair courses. Barkeeps will now be able to repair items.
    • New items have been added to the Catacombs and Waterworks end reward lists! These Eternal Wands are geared towards aiding low level clerics, sorcerers, and wizards.
    • Several quests have had item rewards added for the Monk.
    • The weapons created by a Paladin's Holy Sword spell now defeat byeshk, silver, and cold iron damage reductions.
    • Basic Quivers are now available from most ranged weapon vendors. Upgraded quivers are available from the House Deneith faction merchant.
    • All collectible and ingredient bags will now hold a maximum stack size of 1000 of each ingredient.
    • The icon for scrolls will now show the yellow ! overlay when the player can make a caster level check, to indicate that the player can use the scroll with a penalty, or that they might fail to use it, as opposed to the red X overlay that indicates that the player cannot use the scroll at all.
    • NEW Dropped collectible items will now have descriptions.
    Crafting
    • Energy cells in the shroud raid can now be charged by weapons with higher total plus equivalence. The medium cells can now be charged by weapons from +6 through +15, and high energy cells can be charged by weapons from +8 through +15.
    • Green steel raid loot accessories from the Shroud that have the old Existential Stalemate that had a +4 to Wisdom as one of the effects can now be upgraded at a Stone of Change. The +4 Wisdom effect will be increased to the current +6 Wisdom that new Existential Stalemate items now get.
    • The Twelve has discovered several new rituals that can be performed at the Stone of Change. As before, you must first bind and attune your item before performing an Eldritch Ritual. The new rituals and their recipes are as follows:
      • "Alchemical Armor Eldritch Ritual" - Grants armor a +1 alchemical bonus to AC.
        Requires: Your armor, 5 Vials of Pure Water, and 15 Strings of Prayer Beads.
      • "Alchemical Shield Eldritch Ritual" - Grants your shield a +1 alchemical bonus to AC.
        Requires: Your shield, 6 Silver Flame Hymnals, and 2 Tomes: Prophecies of Khyber.
      • "Force Damage Ritual" - Your weapon will do 1 point of force damage on each successful hit.
        Requires: Your weapon, 3 Luminescent Dusts, and 9 Fragrant Drowshood mushrooms.
      • "Force Critical Ritual"- Your weapon will do 1d4 points of force damage on each successful critical hit.
        Requires: Your weapon, 6 Sparkling Dusts, and 12 Deadly Feverblanch mushrooms.
      • "Resistance Ritual" - Your jewelry item will give you a +1 competance bonus to saves.
        Requires: Your jewelry accessory, 4 Lightning-Split Soarwoods, and 22 Funerary Tokens.
    Monsters
    • Dispel magic no longer dispels ogre and troll rage.
    • A few wight priests will no longer cast cure spells on themselves.
    • If a teleporting monster gets himself into water, he will now properly teleport home and heal himself.
    • Previously, if you summoned a scorpion with "summon monster 2", enemy monsters might continue to attack it while it was burrowed. This should no longer happen (they might attack it as it is doing the burrowing animation, but won't chase it around while it is underground).
    • Previously, some Orcs would stand around doing nothing (most notably Orc Rangers). Now they should work.
    • Tieflings are now correctly immune to hold person and other spells that should not work on outsiders.
    • Two of the shroud lieutenants were not properly buffing their pals; their boss has smacked them around a bit, and now they will play better with others.
    • Intimidate now generates significantly greater threat against affected monsters when used.
    • Monsters will react more intelligently to being prevented from reaching their desired targets.
    • Charmed monsters should be less indecisive about picking out enemies. Likewise, your foes will less indecisive about who they focus aggression toward when a summoned or charmed monster is near them.
    • NEW When you summon a monster into your own persistent AOE damage effect (cloudkill, blade barrier, wall of fire, etc) it will no longer take damage when arriving in the world, and certain locations where using such spells on foes who had not yet entered the world would break quests have now been fixed
    Quests
    • The Black Abbot Raid
      • The mechanics of the Black Abbot Phasing Tile room have been adjusted. On Normal difficulty, 20% of the tiles will be down at any time. Hard difficulty is now set to the previous Normal (approximately 30%), and Elite is unchanged and is still set to the original "Normal" difficulty.
    • The Shroud
      • The agents of the twelve have been studying the shroud and report a shift in the 13th moon. They speculate the moon of death’s influence will wan in the northwest part of the valley.
      • Favor for the Shroud will now appear in your adventure compendium.
    • Twilight Canyon
      • The way to the upper levels will now only open for players who speak to Paetus after he has been rescued.
    • Sands of Menechtarun
      • All zombies in the Menechtarun area now drop the special desert tokens instead of regular collectibles.
    • Orchard of the Macabre
      • A named rare blackbone skeleton in the Orchard of the Macabre now casts spells.
    • The Catacombs
      • Oozes and slimes have disappeared but, other vermin may lurk in the shadows.
    • Ambush at Sea
      • The crewmen can now be healed and will be easier to keep alive.
    Shopping
    • The potion vendor ogre in Gianthold now sells potions of Lesser Restoration.
    • The arcane scroll vendor for level 4 and 5 scrolls in House Jorasco no longer sells any level 3 scrolls.
    • Soul gems will now appear under the Ingredients category in the auction house.
    Other Changes
    • If you had unlocked the bonus character slot from 1750 favor, it would intermittently not show up. That should no longer happen.
    • The save DC's on traps that scale with difficulty have been lowered on Hard and Elite. Elite trap save DC's are now roughly equivalent to what Hard trap save DC's were before this change. (For example, a trap that previously had a save DC of 30 on Elite will now be DC 22.) Spot, search, disable, and damage values remain unchanged.
    • It is now easier to see when standing in an incendiary cloud
    • Scrolls that were missing a level 16 UMD class requirement will now display correctly when examined.
    • Bidding on an item from the Bids page of the auction house that you have been outbid on will no longer result in an error message.
    • Players who perish in either the realm of Dolurrh in Desecrated Temple or in the fire rooms in Rainbow in Dark will no longer leave their soul stones behind when they teleport out.
    • AOE buff spells cast in tavern brawl pits will now hit yourself (but not anyone else, since everyone else in the pit is your enemy!)
    • When wielding a finesse weapon, the to-hit value in the Inventory panel will now correctly display using your Dex mod if your Dex mod is greater then you Str mod.
    • Previously, the DC listed for combat feat tooltips did not include bonuses from enhancements and feats. This was a visual glitch only; they were still being added to the actual DC in combat. This is now fixed.
    • The fire effect for a minotaur shaman staff no longer hangs in the air after it has been shattered with a cold spell.
    • The teleport bug in The Shadow Crypt where the camera detaches and is floating in water has been fixed.
    • Ritual Sacrifice: Killing Ramak Orenah before the objective to do so appears, will no longer result in a broken quest.
    • Sirroco will now cause blindness only on critical hits, as per the description.
    • A visual bug was fixed where the XP or SP graphic bars would be in the wrong position, if your XP or SP changed in both directions rapidly. For example, if you were damaged, at the same time you were healed, the bar would move the the wrong position, however, the XP value shown would have been correct. .
    • Previously, spell focus: transmutation was not working. Now it works.
    • It is no longer possible to break some quests by having a pet trigger a monster entry.
    • The black abbot goggle effect will no longer persist if the goggles are destroyed while you are wearing them.
    • Bidding on an item that you have been outbid on, from the bids page of the auction house no longer results in an error message.
    • The description for the "Improved Uncanny Dodge" feat has been corrected; it now states correctly that the feat gives +6 to reflex saves.
    • The Lesser, Improved, and Greater Regeneration raid loot effects have been fixed so you no longer have to re-equip the items after zoning to get the effect reapplied.
    • Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
    • Ladders in the following dungeons have been fixed: Redfang, ShanToKor part 1 - The Kobold's Blockade, Stop Hazadill’s Shipment, Garrison’s Missing Pack, The Waterworks part 1, Waterworks part 2, Waterworks Adventure Zone, Delera's Part 1.
    • Players above the quest level limit for slayer, explorer, and rare encounter quests can now advance these quests to completion, but will be receive reduced XP (XP Gained = XP For Goal / (Levels Over Cap + 1)). Any other players present in the area who are not above the quest level limit will not have their quests advanced. No change has been made for groups of players who are all within the min-max level range for an area. The spammy text alerts warning players their quest is not advancing have been replaced with static informational alerts.
    • While in a live event area (the one that allows spell casting in public areas), you no longer take the death penalty and death wear.
    • Some areas of the game are a bit foggier because of the battles that have been occurring there.
    • A bug which prevented the player from purchasing items at a barkeep (and other vendors who do not repair) has been fixed.
    • Tasty Ham no longer makes potion sounds when it hits the ground.
    • Bestow Curse is now removed on rest.
    • Trap boxes, upon discovery, now emit a small stream of particles for a few seconds to aid rogues and their party in finding them.
    • Players will no longer be able to swim in mid-air outside of a pool in Vale of Twilight.
    • NEW Tieflings will no longer have different horns when viewed in the focus orb.
    • NEW The eye of khyber, boss jittik's password, and the three items for Goodblade are now destroyed when exiting the quest.
    • NEW The visual FX to let you know you have enough XP to get an action point or to level up only plays when you pass that threshold; it no longer plays every time you get xp when you have enough to level or gain an action point.
    • NEW Some AOE debuff/cc spells were listed in the tooltips as "Spell Resistance: No", even though they were resistible. This has been corrected.
    • NEW The description of the "seeker" treasure effect has been updated to mention that it adds to critical hit to damage as well as to the confirmation roll.
    7.10
    Last edited by Quarion; 04-30-2008 at 11:47 AM. Reason: Spelling

  2. #2
    Community Member jhorn02's Avatar
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    Pretty light this week...is that a good or bad sign?

  3. #3
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    Nothing of interest at all, huh.

    Here's a question for you devs: Will there be new and fixed spells in module 7??

    (We all really hope so. Hint: Symbol of Death, Summon Monster VIII, and Holy Aura are all broken)

  4. #4
    Founder binnsr's Avatar
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    we waited 2 extra days for this? /sigh

    anyways, thanks for 'fixing' the static lowbie items
    -=]ArchAngels[=-

  5. #5
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    Quote Originally Posted by jhorn02 View Post
    Pretty light this week...is that a good or bad sign?
    It usually means the development cycle for this mod is coming to a close and they are more focused on testing, compiling, and tweaking their code.

    Maybe we'll get a First Look next week

  6. #6
    Community Member Yaga_Nub's Avatar
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    Hopefully there's some yet to be revealed information.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
    Beware My Gifts!!!

  7. #7
    Hatchery Founder
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    Quote Originally Posted by Aspenor View Post
    It usually means the development cycle for this mod is coming to a close and they are more focused on testing, compiling, and tweaking their code.

    Maybe we'll get a First Look next week
    I really hope you don't seriously believe that....
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  8. #8
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    Quote Originally Posted by Yaga Nub View Post
    Hopefully there's some yet to be revealed information.
    I seem to remember a couple threads asking for the devs to "surprise" us with something nice.

    Whether they will or not...who knows?

  9. #9
    Community Member Sambvca's Avatar
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    NEW ...the three items for Goodblade are now destroyed when exiting the quest.

    Don't you have to turn these over to Goodblade to get the end reward?
    There's a 70% chance I was drunk, 20% hungover, 90% drinking, when I posted this. I think that's 185% alcohol is involved. You do the math, my grammar is immaculate.

  10. #10
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    Quote Originally Posted by Coldin View Post
    I really hope you don't seriously believe that....
    LOL

    For someone that has been around as long as you, do you pay attention to the development patterns around here???

    That's absolutely how it works.

  11. #11
    Community Member creithne's Avatar
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    Yay monks! Now...if only they would support that last level cap increase with something like new feats...new higher level spells...

  12. #12
    Community Member Gum's Avatar
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    *Cries for no extra pally love*


    Quote Originally Posted by Sambvca View Post
    NEW ...the three items for Goodblade are now destroyed when exiting the quest.

    Don't you have to turn these over to Goodblade to get the end reward?

    Doh! lol
    **As the Great Emu is one with the hill, so am I with the Great Emu.**
    PlatinumKnightsddo.us

  13. #13
    Community Member RazorrX's Avatar
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    Quote Originally Posted by Quarion View Post
    Weekly Development Activities
    The following are items which are in development or QA testing for release in Module 7.
    • NEW The eye of khyber, boss jittik's password, and the three items for Goodblade are now destroyed when exiting the quest.
    7.10

    Ummm, do you no longer need to have the eye and the goodblade items in order to get the end reward? I mean Goodblade sends you to get the daggers, you get them and bring them back to him for reward. IF they are destroyed when you leave the quest . . . you would not have them to give to him for the reward right?
    This space for Rent

  14. #14
    Hatchery Founder
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    Quote Originally Posted by Aspenor View Post
    LOL

    For someone that has been around as long as you, do you pay attention to the development patterns around here???

    That's absolutely how it works.
    Sure, new stuff dies down as it gets closer to a release, but to seriously expect we'll be getting Mod 7 in the next week or two is just kinda foolish. There's hardly been any signs that the press has had any extensive time with Mod 7 or the Monk, and there's been nothing said about Risia being updated.

    I highly doubt we're close to the end, and seeing just these few items after waiting two extra days is just, suffice it to say, disappointing.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
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  15. #15
    Community Member Sambvca's Avatar
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    Quote Originally Posted by RazorrX View Post
    Ummm, do you no longer need to have the eye and the goodblade items in order to get the end reward? I mean Goodblade sends you to get the daggers, you get them and bring them back to him for reward. IF they are destroyed when you leave the quest . . . you would not have them to give to him for the reward right?
    See post 9 - thanks
    There's a 70% chance I was drunk, 20% hungover, 90% drinking, when I posted this. I think that's 185% alcohol is involved. You do the math, my grammar is immaculate.

  16. #16
    Community Member flynnsane's Avatar
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    Man, I was really hoping we'd start hearing more about Monks by now.

    Like, what will they be doing about the Combat Reflexes monk bonus feat? Won't work here so I'm hoping they give Combat Expertise for free.

    What about Deflect Arrows?

    Not to mention the Qi bar and Enhancements.

    *sigh*

    Guess I'll keep waiting....

  17. #17
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    Quote Originally Posted by Coldin View Post
    Sure, new stuff dies down as it gets closer to a release, but to seriously expect we'll be getting Mod 7 in the next week or two is just kinda foolish. There's hardly been any signs that the press has had any extensive time with Mod 7 or the Monk, and there's been nothing said about Risia being updated.

    I highly doubt we're close to the end, and seeing just these few items after waiting two extra days is just, suffice it to say, disappointing.
    I didn't say a week or two. The timeframe we are looking at here is the end of May. Development will slow at the end of April and Turbine will push for about a month of testing and tweaking, maybe 3 weeks.

  18. #18
    Community Member Quanefel's Avatar
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    Nothing really noteworthy here, guess next week's WDA will have more promise.
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  19. #19
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    Default Goodblades and such

    Actually you never had to have them to turn into Goodblade once the quest was over. Ever since last year any new toon I rolled as soon as I exit the quest I destroyes the items and I still received completion and the little "3 potions of clw". This works regardless if you do it on your first attempt through or your 10th through.

    Just to assuage anyones fears that this will break those quests.
    (((((Argonessen)))))
    Raesal, Holypockets, Lashan, Levair, Siete, Woodhead

  20. #20
    Community Member RazorrX's Avatar
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    Quote Originally Posted by Sambvca View Post
    See post 9 - thanks
    Your post was not up when I started mine.

    You are welcome.
    This space for Rent

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