I noticed that after this update, some chests when looted turn blue (like mobs when Vorpal triggers), and large pillar of light appears from them.
What is that supposed to mean? I did not notice anything special about these chests (like some special loot in them) to explain such behavior.
Is that some new mechanism that is supposed to mark the chest as looted? But it does not appear on all chests, only some.
And it is a bad effect and makes the environment feel unnatural. If you want to graphically mark the chest as looted, just remove those white shiny stars effect from the chest when looted, not add some unnatural blue effect that ruins the environment.
This is a loot bonus weekend, a chest turns blue light when someone/anyone loots a higher treasure loot from it. It may not be you, or could be one person's. Typically, the blue light is re-lit if it triggers again, and you will notice moar loot with a blue border, that is sadly still trash.
You can also buy loot boost things from the store that will have the same effect, ie, blue light from chest, not everytime mind you...
Oh great! And I thought that it was some experiment gone wrong.
I also recently got an issue where treasure bags and ground items stay selected when picked up instead of being unselected as they should normally.
When I logged on to other character this problem was no longer present.
Full Plate of the Ringleader is adamantine, but shows as being steel.
The two trap boxes in the hallway leading to Grim the Rat are backwards, so the trap doors don't pop open when you disable them.
Also, the name over the rat himself is spelled "Grimm", while both the quest and the optional in the objectives panel spell his name "Grim".
Here's a great list of things that halt movement when used:
https://www.ddo.com/forums/showthrea...=1#post5998255
There was no single guild buff icon showing up for me when I chose to hide guild buffs. With some fabulous troubleshooting from Tikwid, it was discovered that if you're wearing Cannith Boots of Propulsion, the icon in question does not appear. Also, if you are under the influence of a jump spell, the single guild buff icon disappears for the duration of the spell.
Thanks again for the troubleshooting, Tikwid!
Last edited by kbaskins; 07-19-2017 at 11:24 PM.
In Good Intentions I'm unable to right click on the golem to target it. Oddly enough the Q button doesn't target him either but the tab button will.
Last edited by Spadedragon; 07-30-2017 at 01:58 AM.
So the tier 1 rogue mechanic enhancement for Thunderstone currently has the wrong tooltip.
Currently on a failed save it Blinds and does not Daze.
So either the tooltip just needs updating to say Blind or the effect actually has to change to daze. Personally I suppose blindness is better so that sneak attacks are granted. However, if it's a daze like color spray which is actually a stun (thus helpless) ... then I'd like it to be WAI (just my personal preference )
Lynnabel, I'm not sure if this request is within your superhuman Software Developer powers or user rights, etc? Albeit I know you're familiar with DDO, and have played all classes so will nearly undoubtedly have come across: 3 Rusty Thieves' Tools.
Just in case you need your memory re-jogging refer to the DDO wiki: [Item:Thieves' Tools]
The Rusty Thieves' tools are pretty useful to any Rogue worth their salt; apart from one extremely annoying minor and trivial fact: they'll only stack to three, in a single inventory slot! :-(
What are the probabilities using your djinni magic (or summoning another DDO Developer); you can increase them to stack to 1000, like all other Thieves' tools in the game or even something remotely useful like: 50?
I don't have an issue they can be purchased from Elspeth Wright (Harbour Vendor) in stacks of three... I cannot recall off the top of my head, if any other General Vendors still sell them.
However, it is nonsensical and you cannot get them to stack over three within a single inventory slot. Because they only stack to three within a single slot, they become impractical to carry in large amounts (otherwise they'd be extremely useful for academic interest and for daily trapping).
I don't require such lavishness as +5 Thieves' tools; they [+5] are mostly overkill in heroics and only useful for about two heroic outlier traps - if you have moderately useful trapping gear and an average Rogue build. :-)
It is a shame Rusty Thieves' tools aren't also sold by Dax Boon in (sunny-side) Korthos Village as it would be thematic - not as wise on snowy-side just in case a newbie doesn't buy enough. Since they only stack to three it becomes impractical to waste several slots, for a trap heavy quest. Alas, if they (Rusty Thieves' tools) stacked to say 1000, the world would be in a better place, and you'd have happier Rogue Assassins running and dancing around and killing things within DDO. (Assassin's aren't related to Dodos contrary to popular belief). ;-)
Last edited by DYWYPI; 07-20-2017 at 07:52 AM. Reason: Missing: The Master Key of Thievery.
Rusty Thieves' Tools also exist and can be purchased from Elspeth Wright after completing the The Lost Seekers (Waterworks) story arc. However, their maximum stack size in only 3, (not 1000) in a single inventory slot. Rusty Thieves' Tools provide: Open Lock Bonus: -2 and Disable Device Bonus -2 (the [-2] penalty is probably thematically due to their corroded state).
They have a maximum stack size of 3 on purpose. You should not be using them. Period. If you need tips on how to play a Rogue please PM me - I will be happy to help.
Follow me if I advance. Kill me if I retreat. Avenge me if I die.
/ransack lists xp penalties missing a 0; for example, The Chamber of Raiyum after being run is shown as:
The Chamber of Raiyum
- Heroic XP penalty: 0%
- Epic XP penalty: -2%
Typo report:
Also, two trap boxes in the hallway where you find Grim(m) do not change appearance after disarming.
[edit: Just noticed I'm /seconding kbaskin's report on the boxes.
And yeah, even on the Wiki the name switches back & forth between "m" & "mm", so his name in the screenie above may or may not be another typo.]
Last edited by cdbd3rd; 07-20-2017 at 01:00 PM.
Madstone:
"...a horde of maddened monster is coming through it"
From the "DA is Broken" thread:
Red color and underlining added to help highlight EXACTLY what I was trying to convey. There is NO WAY this should happen, and yet, it does. A mob that is several rooms - or even on different floors - should NOT be aggro'd by the initially aggro'd mob. BUT the 'fixed' aggro can sometimes cause a cascading effect which DOES manage to do this. Unfortunately, it is not consistent, which makes it difficult to reproduce.
If you haven't been already, you *might* want to read the "DA is Broken" thread.
Just sayin'.
"...At least it tells us they understand our language; they're just not willing to speak to us in it. -Who knew they were French?"
Just ran Valak's Mausoleum (aka. Dead Girl's Spellbook) which supposedly received an EXP buff with U36. The Base exp in Elite is exactly the same as before the update (1,800 exp), which is also verified in the wiki (last page edit in May 2017).
After finishing the quest in R1 with +50% exp pot, voice, ship buff 5% and greater tome of learning at level 8 (with BB):
"You receive 12,527 XP."
So... what exp buff?
Another missing mob name
Whisperdoom's Spawn
(Optional) Slay 3 Whisperdoom's Daughters
In the swampy area near The Lost Thread I pulled a named forest hag encounter (her name began with a V, sorry I didn't think to write it down at the time). Her screen name just showed as a red-named 'Forest Hag' instead of her actual name, though.
"When asked if the developers hate the players, as they make so many challenging jumping puzzles, their response was that they have what they consider a “… normal amount of contempt for the players.” This is good. A dungeon master should always nurse a healthy contempt for his or her players."