PDA

View Full Version : First Look: Release Notes - Module 5: The Accursed Ascension



Quarion
09-24-2007, 07:49 AM
First Look - Release Notes: Module 5: The Accursed Ascension

As the gates of death open, the Black Abbot beckons Stormreach's finest to witness the birth of a god. The hour of ascension is upon us! Can Eberron’s newest deity be defeated?

General
Dolurrh environmental effects will now display an appropriate screen overlay.
Players should no longer experience ethereality issues after a tavern brawl.
We have added a glossary tool to the game. To look up a word, type "/glossary {word}"
There have been changes to the lifetimes of mail. Unopened mail will now remain for 21 days and opened mail will remain for 5 days. Only mail received or opened after the update will follow these new rules.
The /death command, meant to be used only in the most dire of situations, has been changed to automatically release the character to his or her bindpoint after killing the character. This change is meant to address several /death related exploits.
Skills should no longer show up as "n/a" in the summary page of advancementUI Improvements
When you close and reopen the Adventure Compendium it will now remember which tab you were on and reopen to that tab.
Added a button called “Modify Party” to the “Outstanding Invitation Requests” panel which will open up the “Create Party” panel directly instead of having players open it by opening the social panel first, then hitting the “Create Party” button.
Fixed a problem where it was difficult to resize the grouping panel using the lower-right corner.
Added a new button to the character options panel called “Gameplay” which contains an option which will allow players to customize the way their quest end rewards are generated. By default, they are generated based on the character’s main class, but some players (especially multi-classed characters) may prefer for these end rewards to be completely random.
There is a new option located under the Options->Gameplay tab that allows you to turn on the "Fellow Sticky Selection". Description: "Check to prevent 'Select Fellow' keys from toggling/clearing your target when selecting the same fellow."
Sorting by quest name in the Adventure Compendium now ignores "The " at the beginning of the name. The Quest Journal will also function in the same way when sorting the Area tabs and the quest list.
Primitive drow should now appear correctly in the focus orb.
A new command '/quest completions' will display the number of times you have completed each raid.
Shortcuts will now properly display cleared keybindings.
LFM postings in the Grouping Panel will now properly display quest names on login.
Guild invitations that expire will now be reported as expired instead of declined.

There is a new UI Option which allows players to hide the long descriptions of effects in examination.

Some items which were not marked as magical, such as a Minor Kinetic Lore Scepter, will now have the blue magical item background on it's icon.
Auctions
Sorting by duration now works correctly.
There are now restrictions on when you may cancel an auction. You may cancel your auction at any time if it has no bidders, or within the first hour of the posting regardless of the number of bidders.Tooltips
Added active/toggle/passive usage to action tooltips.
Tooltips that display long cooldown periods will display them in minutes and seconds – e.g., 2 minutes 30 seconds instead of 150 seconds.
Action tooltips will inform the user when an action is useable in water, not useable in a brawl, or when it is useable only in public. They will also display the target type for the action.
The tooltips on the character stats page have been streatched out to allow 4 digit numbers to be displayed. This was an issue for magic users with 1000+ spell points, for example.
Disabling tooltips now disables all tooltips including shortcut bar and examination tooltips.
Tooltips for skills now include the key ability.
Tooltips for spells and feats now include the save DC and save type(s).Shopping
You can now ctrl-click on an item in a shop to purchase the item in bulk. A pop-up dialog will prompt you to enter the number of items to purchase. Note: This dialog is only used when purchasing items. There is still no way to control the number of items you sell from a stack.
When items in a shop are alphabetized, they are sorted first by base name (e.g. sword, dagger) and then by prefix (e.g. masterwork, vorpal).
When you add items to the shopping cart, the cumulative cost of the items in the cart will affect the “can afford” status of the items available for purchase / repair.
If a player’s haggle skill changes, then the shopping cart display price will now update to reflect the change.
Blessed Cold Iron Khopeshes, Blessed Cold Iron Mauls and Blessed Cold Iron Heavy Picks will now always be sold at the Divine Reagent vendor in Feather Fall's Apothecary in House Jorasco.
The examination display now displays the "adjusted base value" which takes charges and permanent damage into account. This is the value that the vendors used to figure out how much they would purchase items for, so your items are not losing value, just displaying the item's value more accurately.Vendors now use the adjusted price to determine if they would purchase the item or not. So if you had a sword that was too pricy for a given vendor to buy, then once it is well used, it may drop to a value at which the vendor is now able to purchase it from you.Spells
Spell tooltips now include blocks that describe whether or not a spell can be resisted, and what the specific material component is for a given spell (if any).
Spell tooltips now include a metamagic information block. This block lists the kinds of metamagic that can affect this spell.
Monsters
Monsters now should stop throwing stuff and attacking while they are held or otherwise helpless.
Minotaurs may occasionally use thrown weapons if charging headlong at an opponent doesn’t seem to be working.
Combat
Offensive spells with “touch” range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto’s (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
The Crushing Despair FX are now persistent.
Now if you are a divine caster and are using wands or scrolls of divine types and you happen to be under the effect of Quell’s Intercession, you will have to perform a UMD check just like every non divine caster type.
Focusing Chant now displays a proper icon when cast.
The metamagic system in Dungeons and Dragons Online has undergone significant changes in Module 5.0: Accursed Ascension.
The biggest change that casters will discover is that each metamagic feat other than Heighten Spell now has a fixed spell point cost increase rather than multiplying the spell point cost of a spell as they did before Module 5.0. These surcharges are as follows:
Empower Spell: +15 SP
Empower Healing Spell: +10 SP
Enlarge Spell: +10 SP
Eschew Materials: +2 SP
Extend Spell: +10 SP
Maximize Spell: +25 SP
Quicken Spell: +10 SP
Heighten Spell: Special (Changes base cost of your spell to that of your highest level spells)

These cost increases are cumulative if multiple metamagic feats are active simultaneously, so a Quickened, Maximized, Enlarged Fireball would cost:
20 (base) + 10 (Quicken) + 25 (Maximize) + 10 (Enlarge) = 65 Spell Points

Improved Metamagic enhancements have all been changed to flat cost reductions on these surcharges. Sorcerer Improved Maximizing III, for instance, has become "Using the Maximize Spell feat costs you 9 fewer spell points." Wizard Improved Heightening II is now "Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening."
Targetting issues with wall of fire have been fixed.
Magic missiles now do a better job of tracking moving targets.
Despite the protests of the Silver Flame clergy that have grown rich from curing adventurers suffering from curses, Bestow Curse effects are now removed on death.
Touch of Idiocy no longer permits Heighten, as it has no save.
Stone to Flesh can no longer be cast on "self", since statues are rarely capable of casting spells.
Blindness, Feeblemind, and Touch of Idiocy are now removed by Rest Shrines.
Acid Rain now uses a normal "attack spell" animation instead of the one associated with summons and lingering clouds.
Bull's Strength, Mass now functions correctly.
Beholders will no longer emit any beams while petrified.
The "Tumble" spell now grants a +10 bonus to tumble scores, as the spell description has always claimed, rather than +12.
Shield and Nightshield should no longer be "ablative" protections, and will protect against more than one casting of Magic Missile or Force Missiles. Likewise, Spawn Screen was also incorrectly set as ablative.
Temporary hit points gained from Aid and Mass Aid will no longer stack. This time for sure we really mean it.

NEW - Removed the Empower and Maximize metamagic options from instant-death effects that happen to have a secondary effect of damage - Slay Living, Finger of Death, and Destruction.
Skills, Feats, & Abilities
The number of Turn Undead attempts per rest will now be calculated on the current displayed Charisma modifier. Previously only permanent changes to Charisma from level advancement and tomes were counted.
The Listen skill now helps you detect hidden monsters.
Old feat lists in the feat respec dialog now look like most of the other lists of feats and enhancements in-game and sub-feats have their icons again.
Players who have a feat called “Feat Respec Token” will once again be allowed to respec the “Feat Respec Token” and then other feats.
Barbarians now possess a new ability in the feats section of their character sheet. “Dismiss Rage” can be used at any time to prematurely end their barbarian rage. Note that you will still be subject to fatigue from your rage, and it functions only on the barbarian class ability - you cannot dismiss any other ragelike effects.
It is now possible to trade a feat for a feat which can be aquired multiple times when the player already has one. So players can now aquire Toughness as many times as they like through feat respec.
Cure <various>Wounds spells, including the Mass Cures, can no longer be Heightened as Clerics can already freely cast the higher level versions of those spells and are the ones most likely to use them as offensive spells against Undead. Note that the Heal spell is unaffected by this change as there are more circumstances under which you may wish to Heighten the spell. </various>
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
The Barbarian Dismiss Rage ability now will only function if you are enraged.
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
Crippling strike now occurs with ranged sneak attacks using bows, crossbows, and thrown weapons.
Favored Enemy: Orc can now be taken during character generation by rangers.
Halflings have always had their +1 bonus to attack with thrown weapons. Now this race specific feat will appear on the character sheet.Enhancements
Lines of Item Defense enhancements have been added to Barbarians, Paladins, Rangers, and Rogues. Note that these lines, unlike the Fighter Item Defense line, are only three enhancements deep, and are acquired at higher levels than the Fighter Item Defense enhancements. Paladins receive Item Defense enhancements at levels 3, 7, and 11, while the others receive them at 5, 9, and 13. Fighters continue to receive them at levels 1, 5, 9, and 13. As with all class enhancements, purchasing level one in one class will lock out the lines from the other classes.
Halfling luck, instead of only affecting Reflex saves, is now three distinct enhancement chains. These are not exclusive.
Halfling Luck (Fortitude) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Fortitude saves.
Halfling Luck (Fortitude) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Fortitude) I
Cost: 2 Action Points
Grants a +2 bonus to Fortitude saves.
Halfling Luck (Fortitude) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Fortitude) II
Cost: 3 Action Points
Grants a +3 bonus to Fortitude saves.
Halfling Luck (Reflex) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Reflex saves.
Halfling Luck (Reflex) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Reflex) I
Cost: 2 Action Points
Grants a +2 bonus to Reflex saves.
Halfling Luck (Reflex) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Reflex) II
Cost: 3 Action Points
Grants a +3 bonus to Reflex saves.
Halfling Luck (Will) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Will saves.
Halfling Luck (Will) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Will) I
Cost: 2 Action Points
Grants a +2 bonus to Will saves.
Halfling Luck (Will) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Will) II
Cost: 3 Action Points
Grants a +3 bonus to Will saves.
Human Versatility has undergone some revisions, and now grants five subabilities. Instead of being restricted only to a skill boost, Humans may now display their versatility by gaining a short duration increase to skills, damage, attack rolls, saves, or armor class. These boosts draw from one common pool of 5.
Human Versatility I
Prereq: Human Level 1
Cost: 1 Action Point
Grants the ability to display your versatility as a +2 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills I. Activate this ability to receive a +2 bonus to skills for 20 seconds.
Human Versatility - Damage I. Activate this ability to receive a +2 bonus to damage for 20 seconds.
Human Versatility - Attack I.Activate this ability to receive a +2 bonus to attack rolls for 20 seconds.
Human Versatility - Saves I. Activate this ability to receive a +2 bonus to saves for 20 seconds.
Human Versatility - Armor Class I. Activate this ability to receive a +2 bonus to armor class for 20 seconds.
Human Versatility II
Prereq: Human Level 4, 10 Action Points Spent, Human Versatility I
Cost: 2 Action Points
Grants the ability to display your versatility as a +3 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills II. Activate this ability to receive a +3 bonus to skills for 20 seconds.
Human Versatility - Damage II. Activate this ability to receive a +3 bonus to damage for 20 seconds.
Human Versatility - Attack II. Activate this ability to receive a +3 bonus to attack rolls for 20 seconds.
Human Versatility - Saves II. Activate this ability to receive a +3 bonus to saves for 20 seconds.
Human Versatility - Armor Class II. Activate this ability to receive a +3 bonus to armor class for 20 seconds.
Human Versatility III
Prereq: Human Level 7, 21 Action Points Spent, Human Versatility II
Cost: 3 Action Points
Grants the ability to display your versatility as a +4 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills III. Activate this ability to receive a +4 bonus to skills for 20 seconds.
Human Versatility - Damage III. Activate this ability to receive a +4 bonus to damage for 20 seconds.
Human Versatility - Attack III. Activate this ability to receive a +4 bonus to attack rolls for 20 seconds.
Human Versatility - Saves III. Activate this ability to receive a +4 bonus to saves for 20 seconds.
Human Versatility - Armor Class III. Activate this ability to receive a +4 bonus to armor class for 20 seconds.
Human Versatility IV
Prereq: Human Level 10, 32 Action Points Spent, Human Versatility III
Cost: 4 Action Points
Grants the ability to display your versatility as a +5 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills IV. Activate this ability to receive a +5 bonus to skills for 20 seconds.
Human Versatility - Damage IV. Activate this ability to receive a +5 bonus to damage for 20 seconds.
Human Versatility - Attack IV. Activate this ability to receive a +5 bonus to attack rolls for 20 seconds.
Human Versatility - Saves IV. Activate this ability to receive a +5 bonus to saves for 20 seconds.
Human Versatility - Armor Class IV. Activate this ability to receive a +5 bonus to armor class for 20 seconds. Items
In order to alleviate inventory clutter by collectables and gems, players will now be able to use a new object known as the “collectable bag” and “gem bag”. Small, medium and large versions of both are available. The small version will be awarded to those who complete, or who have already completed the low level intro quests. Medium bags are for sale at vendors, and large bags will be rare treasure. Each bag will occupy one inventory slot, while holding a number of gems or collectables depending on it’s size.
Critical hit effects on weapons were preventing sneak attack damage from applying in certain rare circumstances. This has been fixed
When you inscribe a scroll and already have the spell, it would fail with and give an error message but still take your inscription component. This has been fixed.
The chance for raid items to drop is increased when the raid dungeon is run on higher difficulty levels.The actual increase in drop rate is dependent on the actual increase in danger of the raid as the Difficulty Level is increased. The maximum drop rate of raid items from any raid on Elite is 25%
Kargon's Tasty Ham can now be enjoyed throughout Stormreach and its environs. No longer must one enter a drinking establishment to revel in the taste of the bestamest ham ... evemar.
Characters which have improved UMD skills due to feats, such as "Skill Focus: Use Magic Device" and have an item equipped using UMD which is above the UMD score the player has without the skill focus feat, will no longer find thier item unequipping itself whenever they log in.
+2 Tomes and Manuals will no longer drop as Raid loot in the Stormreaver raid. Any +2 tomes found in the warded chest will have been generated as normal treasure. The drop rate for +3 tomes has been increased to compensate for this change to the raid treasure table.
Every 20th time you finish a raid quest your end quest rewards will be selected from the raid loot table instead of being randomly generated. The number of items to choose from will be just under half of the total number of raid items without any duplicates. This is in addition to the normal chance of raid loot dropping for each player during the raid.
The 4.2 release introduced the new treasure effect Bodyfeeder. Bodyfeeder does not function when applied to ranged weapons even though a bug allowed ranged weapons to be created with this effect. As of the Module 5 release, all ranged weapons that previously had the Bodyfeeder effect will have it replaced with a new effect Lifeshield. Equipping a Lifeshield weapon grants a 10% chance each time the character is hit to gain 15 temporary hitpoints that last for 1 minute.
Madstone Rage and several other temporary effects gained from equipment are now removed on death. No more unpleasant experiences after reviving in a tavern and having Madstone Rage wear off.
All dragonscale armors can now be repaired with only 5 Relics of the appropriate type.
Blessed Cold Iron Scimitars now even look like scimitars.
Male Elfs rejoice! No longer will you be forced to show off your skivvies while wearing Medium Dragonscale armors.
Freedom of Movement will now protect against the Crippling weapon effect. This change will include some monsters with wards that are similar to Freedom of Movement.
Elemental arrows fired by monsters are now less flashy, but should no longer bog your client down when encountered in large numbers.
Named loot has been added to the Bloody Crypt
The Staff of Arcane Power will now cast Minor Globes of Invulnerability much faster.
Bashing damage from the shield Ward of Undeath is now flagged as Good.
The touch of the Avatar of Jubilex will no longer make Warforged sick to their stom... err... uhh inner workings.

NPC's
Restless Isles
Mu-Tong will now place the sigil in your inventory overflow if your inventory is full or if you are encumbered.
Monsters
The fleeing rust monsters in Stromvauld's Mine will no longer trip over their own feet.
Monsters that are hiding or invisible can no longer be tab (or `) selected unless a player can detect the monster using their Spot or Listen skills.
Patrolling creatures should get stuck less often.
Slimes telekinetically controlled by the Sorcerer/Wizard spell Ooze Puppet are now also telekinetically prevented from splitting. As such, you will no longer lose control of the slime due to splitting.
Monsters are more likely to respond appropriately to "calls for help" from other monsters when attacked at extreme distances.
The poison immunity that many devils and demons have has been expanded to include more poison effects that they should be immune to. This includes the cloudkill spell.
Hobgoblins with pikes will now only trip if they first successfully roll to hit.
Black wolves, such as those in the Searing Heights, now use their trip ability much more rarely.
Umbral Gargoyles, Umbral Worgs, and Phase Spiders will spend much less time "phasing out"
It has been a long standing issue that monsters that are hidden or invisible can be tab or ` targeted, thus trivializing a monster's innate hiding ability. This has been fixed! Now, if a monster is hiding from you, you may only tab target him if your spot skill is higher than his hide skill or if your listen skill is higher than his move silently skill. Invisible creatures are treated as having a +20 bonus to their Hide skill unless you have some means to see invisible creatures.
Charmed and summoned monsters now make noise detectable by other monsters as if they were players.
Hellcats can once again be selected with your mouse.Quests
Gianthold
The Gnolls that were erroneously spawning in a tent will no longer respawn.
Players should no longer fall through the Gianthold Tor bridge.
The Reavers Fate quest will no longer inform players on success via the world broadcast.
Okay okay, Drexelhand's defeat will go un-noticed then.
Madstone Crater
Players should now get fewer cases of hot feet a few steps from the lava’s edge.
Necropolis
The Bloody Crypt
Gullet the Famished One will no longer respawn
The experience values of the Necropolis I and II dungeons have been rebalanced
The Public Area has seen the addition of a mailbox, banker, and an auctioneer.
Loremistress Jinna is now nicer about what she resets and when.
Plane of Night
Velah has informed the guardians of the islands within the Plane of Night that if they leave the areas they are supposed to be protecting, she will eat them.
The bridges within the Vault of Night should no longer occasionally be ethereal.
Searing Heights
Searing Heights has a mapnote indicating the location of its entrance
Vile Apothecary
Quickfoot Casters in The Proof is in the Poison quest have been downgraded significantly. They no longer have dance or fear spells, have had their caster levels and casting ability stat reduced, have slightly less AC, and have fewer hit points. This quest should be noticeably easier as a result of these changes.
Sunken Sewer...
...can now be soloed by anyone.
Demon Sands
Jaefun Druz now checks to see if you have an Orb of the Djinn before advancing your quest. If you do, he does not advance your quest and advises that you should use the one you have.
Zawabi now checks to see if he can give you the demon queen raid quest before taking your items.

Caverns of Korromar
The objective "Find the source of the evil" will now be completed by entering the beholder's room instead of approaching him.

Cerulean Hills
Lotigath will now respond when spoken to.

Vault of Night
Each player is now allowed to only have 1 of the gifts from the Laughing Knives
Other
The metamagic system in Dungeons and Dragons Online has undergone significant changes in Module 5.0: Accursed Ascension.

The biggest change that casters will discover is that each metamagic feat other than Heighten Spell now has a fixed spell point cost increase rather than multiplying the spell point cost of a spell as they did before Module 5.0. These surcharges are as follows:

Empower Spell: +15 SP
Empower Healing Spell: +10 SP
Enlarge Spell: +10 SP
Eschew Materials: +2 SP
Extend Spell: +10 SP
Maximize Spell: +25 SP
Quicken Spell: +10 SP
Heighten Spell: Special (Changes base cost of your spell to that of your highest level spells)

These cost increases are cumulative if multiple metamagic feats are active simultaneously, so a Quickened, Maximized, Enlarged Fireball would cost:
20 (base) + 10 (Quicken) + 25 (Maximize) + 10 (Enlarge) = 65 Spell Points

Improved Metamagic enhancements have all been changed to flat cost reductions on these surcharges. Sorcerer Improved Maximizing III, for instance, has become "Using the Maximize Spell feat costs you 9 fewer spell points." Wizard Improved Heightening II is now "Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening."
The primary warded chest in all raids has been converted to the standard format for all chests in DDO. Every player in the raid will have their own treasure generated and assigned to them when they look into the chest. The locking glyphs are no more.

Each character has a 1 in 6 chance to receive a special item from that raid’s loot table. Otherwise, a standard treasure from the maximum treasure table appropriate for that raid will be generated for that character. Players may re-assign any items to other characters in the raid using the new treasure re-assignment feature. This includes any special raid only items.

The raid only items are still bound once they are removed from the chest. A warning confirmation box appears when attempting to grab a bind on acquire raid item from the chest.

In addition, the primary warded chest creates the list of characters that are allowed to loot the chest at the time chest spawns. This list contains all the members of the raid at the time the list was created. Characters not on the list do not have treasure generated for them when they open the chest and may not have items re-assigned to them.


*Sorry it's a bit sparse this week :) The devs are working hard on Mod 6, while Mod 5 has been in QA, so theres not much left to tell! The good news is... You know what First Look means!

Ringlord
09-24-2007, 07:51 AM
Cool soooooo... Wednesday or sooner? :D

Oh and FIRST!! :D

Desmodus
09-24-2007, 07:53 AM
Woot

Crarites
09-24-2007, 07:54 AM
Been looking forward to this mod

Hendrik
09-24-2007, 08:01 AM
YEA!

M5 this week!

:)

Missing_Minds
09-24-2007, 08:08 AM
Been looking forward to this as well. And maybe devs will FINALLY fix ranged attacks.

Torosar
09-24-2007, 08:09 AM
NEW - Removed the Empower and Maximize metamagic options from instant-death effects that happen to have a secondary effect of damage - Slay Living, Finger of Death, and Destruction.

Lol, well some news is better than no news. Final release notes are always fun, bring on Mod 5!

Ringlord
09-24-2007, 08:09 AM
Originally posted by Quarion:

*Sorry it's a bit sparse this week The devs are working hard on Mod 6, while Mod 5 has been in QA, so theres not much left to tell! The good news is... You know what First Look means!
__________________________________________________ _________________


Now to me that sentence implies there is no update 5.1 or 5.2 and they are going right to module 6. Would this be right or just wishful thinking?

Vhlad
09-24-2007, 08:13 AM
Each character has a 1 in 6 chance to receive a special item from that raid’s loot table.

Does the chance increase on hard or elite? I thought it was supposed to, but I don't see it in there.

Fahkrin
09-24-2007, 08:26 AM
Finally!

Dane_McArdy
09-24-2007, 08:26 AM
Sorting by quest name in the Adventure Compendium now ignores "The " at the beginning of the name. The Quest Journal will also function in the same way when sorting the Area tabs and the quest list.

This makes me happy. It irked me to see this. Many games do this, forget that you don't arrange using the word "The", because of it's frequency of use.

Oh there are lots of other things I like too.

shermahawk
09-24-2007, 08:34 AM
Does the chance increase on hard or elite? I thought it was supposed to, but I don't see it in there.

I also wonder about this. I tried looking back though the Dev Tracker to find the post regarding this, but could not. I am sure there was something in the regards to difficulty level increasing loot drop rates.

Any word on if this is being implemented would be great.

Thanks for stopping!

Creadance
09-24-2007, 08:36 AM
Does the chance increase on hard or elite? I thought it was supposed to, but I don't see it in there.

Yes its there under Item.

Items
In order to alleviate inventory clutter by collectables and gems, players will now be able to use a new object known as the “collectable bag” and “gem bag”. Small, medium and large versions of both are available. The small version will be awarded to those who complete, or who have already completed the low level intro quests. Medium bags are for sale at vendors, and large bags will be rare treasure. Each bag will occupy one inventory slot, while holding a number of gems or collectables depending on it’s size.
Critical hit effects on weapons were preventing sneak attack damage from applying in certain rare circumstances. This has been fixed
When you inscribe a scroll and already have the spell, it would fail with and give an error message but still take your inscription component. This has been fixed.
The chance for raid items to drop is increased when the raid dungeon is run on higher difficulty levels.The actual increase in drop rate is dependent on the actual increase in danger of the raid as the Difficulty Level is increased. The maximum drop rate of raid items from any raid on Elite is 25%
Kargon's Tasty Ham can now be enjoyed throughout Stormreach and its environs. No longer must one enter a drinking establishment to revel in the taste of the bestamest ham ... evemar.
Characters which have improved UMD skills due to feats, such as "Skill Focus: Use Magic Device" and have an item equipped using UMD which is above the UMD score the player has without the skill focus feat, will no longer find thier item unequipping itself whenever they log in.
+2 Tomes and Manuals will no longer drop as Raid loot in the Stormreaver raid. Any +2 tomes found in the warded chest will have been generated as normal treasure. The drop rate for +3 tomes has been increased to compensate for this change to the raid treasure table.
Every 20th time you finish a raid quest your end quest rewards will be selected from the raid loot table instead of being randomly generated. The number of items to choose from will be just under half of the total number of raid items without any duplicates. This is in addition to the normal chance of raid loot dropping for each player during the raid.
The 4.2 release introduced the new treasure effect Bodyfeeder. Bodyfeeder does not function when applied to ranged weapons even though a bug allowed ranged weapons to be created with this effect. As of the Module 5 release, all ranged weapons that previously had the Bodyfeeder effect will have it replaced with a new effect Lifeshield. Equipping a Lifeshield weapon grants a 10% chance each time the character is hit to gain 15 temporary hitpoints that last for 1 minute.
Madstone Rage and several other temporary effects gained from equipment are now removed on death. No more unpleasant experiences after reviving in a tavern and having Madstone Rage wear off.
All dragonscale armors can now be repaired with only 5 Relics of the appropriate type.
Blessed Cold Iron Scimitars now even look like scimitars.
Male Elfs rejoice! No longer will you be forced to show off your skivvies while wearing Medium Dragonscale armors.
Freedom of Movement will now protect against the Crippling weapon effect. This change will include some monsters with wards that are similar to Freedom of Movement.
Elemental arrows fired by monsters are now less flashy, but should no longer bog your client down when encountered in large numbers.
Named loot has been added to the Bloody Crypt
The Staff of Arcane Power will now cast Minor Globes of Invulnerability much faster.
Bashing damage from the shield Ward of Undeath is now flagged as Good.
The touch of the Avatar of Jubilex will no longer make Warforged sick to their stom... err... uhh inner workings.

shermahawk
09-24-2007, 08:38 AM
Ahh, I see it now. Thanks, Creadance.

Thanks for Stopping!

moorewr
09-24-2007, 08:43 AM
Wahoo!

I am glad to see the insta-kill spell fix made the cut. The modified raid loot is all good to me too. I'm looking forward to all the new stuff - except for all the undead. :eek:

I'll have to decide what to take as my top spells on my sorcerer - might even put Disintegrate in the mix...

Ustice
09-24-2007, 08:59 AM
hey q,

can we get a sneak peek at mod 6, since we now know about, and are eagerly awaiting mod 5's release?

Vhlad
09-24-2007, 09:00 AM
Yes its there under Item.


Ahh. /read

mocat
09-24-2007, 09:05 AM
Yay!!! :) :)

Mod 5 is finally being released. :) :D

This will breath new life into the gamne. :D :D



But.... the best news is: :eek: :eek:



*Sorry it's a bit sparse this week :) The devs are working hard on Mod 6, while Mod 5 has been in QA, so theres not much left to tell! The good news is... You know what First Look means!

THEY ARE WORKING ON MOD 6!!!!!! :D :D :D :D

Quarion..... this should be splashed everywhere!!!!! :eek: :eek:

The future of the game is what people want to know about! :D

Don't bury it at the end of a huge post. Put it up front in it's own post! :rolleyes: :D

Let us know what the future holds and people will stay longer. :cool:

Just some friendly advice from your resident kobold. :D :D

Renegade66
09-24-2007, 09:07 AM
Characters not on the list do not have treasure generated for them when they open the chest and may not have items re-assigned to them.

If a player happens to DC at the time the chest spawns, but are still shown gray on the list, is treasure generated for them to pick up when they log back in?

mudfud
09-24-2007, 09:11 AM
Hmmmm sux that I am off on Monday and Tuesday...But then again, glad I thought ahead and turned in and got accepted some leave of absence papers so I can have a few extra days off when it does come out :p

Tenkari_Rozahas
09-24-2007, 09:13 AM
If a player happens to DC at the time the chest spawns, but are still shown gray on the list, is treasure generated for them to pick up when they log back in?

if yoru still in the party, And were in the quest before DCing, I'd say yes, as long as people wait for you, you should beable to get some.

Lyletuba
09-24-2007, 09:16 AM
Monsters needs a proper heading. Right now it is lumped in under the Spells heading.

EDIT: OK, reading further down I see there is another heading for Monsters. Looks like the word Monsters should be moved from the Spells section and the 2 items just below it:

Monsters now should stop throwing stuff and attacking while they are held or otherwise helpless.
Minotaurs may occasionally use thrown weapons if charging headlong at an opponent doesn’t seem to be working.
should be added to the Monsters section further down.

Not sure why the word Combat is in the Spells section.

CaptGrim
09-24-2007, 09:16 AM
I think it will be a great mod, fixs/changes AND content!

Now, Q, just let me know a release date so I can take a day off. :D

As to mod 6 was just talking about this last night and my take was to have only the mods, and no updates. But the catch would be that they be on time and quarterly.

Dane_McArdy
09-24-2007, 09:19 AM
Now, Q, just let me know a release date so I can take a day off. :D

uh uh! No way! what of the hampsters get stuck in traffic and it takes longer then planned to patch? Or worse, the hampsters call in sick, and it's off a day.

The last thing anyone wants to read is a flood of posts about how they took a day off because someone said we MIGHT patch on such a such day...but don't hold us to it!

In_Like_Flynn
09-24-2007, 09:28 AM
Thank you all for your hard work. I know hard work smells like cheese.

steelblade
09-24-2007, 09:43 AM
The Reavers Fate quest will no longer inform players on success via the world broadcast.

iamsamoth0
09-24-2007, 09:54 AM
DDO roxxx on....
Word.

See ya' in Stormreach, gather for buffs, and killing the bard in fact does not worry us.

mocat
09-24-2007, 09:58 AM
DDO roxxx on....
Word.

See ya' in Stormreach, gather for buffs, and killing the bard in fact does not worry us.

Ya, but how does the bard feel about that? :rolleyes: :D

juniorpfactors
09-24-2007, 09:59 AM
NEW - Removed the Empower and Maximize metamagic options from instant-death effects that happen to have a secondary effect of damage - Slay Living, Finger of Death, and Destruction.



heck YYYYYAAAAAAAAAA

mobywan
09-24-2007, 10:12 AM
Yaaay for mod 5........lets hope for greater efficiency for mod 6

Lorien_the_First_One
09-24-2007, 10:25 AM
Originally posted by Quarion:

*Sorry it's a bit sparse this week The devs are working hard on Mod 6, while Mod 5 has been in QA, so theres not much left to tell! The good news is... You know what First Look means!
__________________________________________________ _________________


Now to me that sentence implies there is no update 5.1 or 5.2 and they are going right to module 6. Would this be right or just wishful thinking?

Could be...at the very least it would imply that and 5.1/5.2 would be of a clearly "fix" nature and any new features/content would live in 6.0.

PhoenixFire31
09-24-2007, 10:28 AM
Could be...at the very least it would imply that and 5.1/5.2 would be of a clearly "fix" nature and any new features/content would live in 6.0.

Or Monks...































































Sorry, someone had to say it! :D

Aesop
09-24-2007, 10:30 AM
Yay. That is all.


Glad I ran Crucible a few times yesterday and Hit level 14 on Lionne... still haven't made it to a Dragon Raid... or any raid with her come to think of it. Heck I still need TS Elite :D

Well better do that soon. and the Necro stuff parts 1 and 2.

Aesop

iamsamoth0
09-24-2007, 10:36 AM
Airborne Engineers as a character class?
Hooah!

Valzoric
09-24-2007, 11:04 AM
Ok, I understand WHY the change to /death is being made, but I don't think that is the way to handle the issue.

Here's the problem I see:

My main is a cleric....now lets say the whole party wipes, and I'm the only one that can make the run to the rez shrine. Now lets also say that I stabilize at any number between -1 and -9. Basically I and the party get screwed. Mainly because, in the past, if I could /death, I could run to the shrine, rez and try to get the rest of the party. So now, it's a punishment, because I have to release to my bind point, and lose the EXP for re-entry.

CaptGrim
09-24-2007, 11:06 AM
Ok, I understand WHY the change to /death is being made, but I don't think that is the way to handle the issue.

Here's the problem I see:

My main is a cleric....now lets say the whole party wipes, and I'm the only one that can make the run to the rez shrine. Now lets also say that I stabilize at any number between -1 and -9. Basically I and the party get screwed. Mainly because, in the past, if I could /death, I could run to the shrine, rez and try to get the rest of the party. So now, it's a punishment, because I have to release to my bind point, and lose the EXP for re-entry.


When incapped /death works the same as it always has.

UtherSRG
09-24-2007, 11:07 AM
Ok, I understand WHY the change to /death is being made, but I don't think that is the way to handle the issue.

Here's the problem I see:

My main is a cleric....now lets say the whole party wipes, and I'm the only one that can make the run to the rez shrine. Now lets also say that I stabilize at any number between -1 and -9. Basically I and the party get screwed. Mainly because, in the past, if I could /death, I could run to the shrine, rez and try to get the rest of the party. So now, it's a punishment, because I have to release to my bind point, and lose the EXP for re-entry.

No. If you stabilize, /death will noot bounce you out of the instance.

Charmazal
09-24-2007, 11:37 AM
What day?

Gratch
09-24-2007, 11:37 AM
*Sorry it's a bit sparse this week :) The devs are working hard on Mod 6, while Mod 5 has been in QA, so theres not much left to tell! The good news is... You know what First Look means!

So skipping 5.1, 5.2 content updates and working directly on 6? Or just the mass of the devs are on 6 with a few designers/testers on 5.1, 5.2 in comparison?


Could be...at the very least it would imply that and 5.1/5.2 would be of a clearly "fix" nature and any new features/content would live in 6.0.

They've never given a fix-only update a number designation. They usually just call them patch days. If it has a number then there's either an engine/game change (3.3 enhancements) or a content update (every other .1 and .2).

Though with Mod 5 pushing level 15 quests, they may go straight to Module 6.... but truly, we'd need a state of the game address for some real info. *<secret hand symbols> Wink, wink, nudge, nudge, pokes producer with stick, know what I mean, know what I mean, <secret handshake>*

jaitee
09-24-2007, 11:41 AM
not in a real hurry but you guys have 4 days till Oct. not including the weekend, because you cant release content on the weekend, from the past, i have seen..

so we have 4 days till Oct. and still no info on when the update is, so that people know the game is down

so does that mean it will be delayed?

Camaron
09-24-2007, 11:52 AM
Release is normally 2 days after first look...expect Wednesday as release day

parvo
09-24-2007, 11:56 AM
I didn't see a fix to the Sap feat in relation to weapons with elemental damage. :(

Yaga_Nub
09-24-2007, 12:17 PM
When incapped /death works the same as it always has.

Then they need to put that in the release notes.

Shamguard
09-24-2007, 12:20 PM
Nothing in the notes about extra character slots. Are we still getting two more character slots per server?

Velorn
09-24-2007, 12:55 PM
So I am assuming there is no level cap increase in this mod...

mocat
09-24-2007, 01:05 PM
not in a real hurry but you guys have 4 days till Oct. not including the weekend, because you cant release content on the weekend, from the past, i have seen..

so we have 4 days till Oct. and still no info on when the update is, so that people know the game is down

so does that mean it will be delayed?

No... first release notes are given at the beginning of the week of a release.

As Camaron said, expect Wednesday.





So I am assuming there is no level cap increase in this mod...

Nope... no level increase.

They stated this quite clearly. Somewhere. :rolleyes:

If I wasn't so lazy I'd look it up for you, but level increase is definitely not in Mod 5.

Gratch
09-24-2007, 01:05 PM
So I am assuming there is no level cap increase in this mod...

Correct... no level bumps. There are 2 L15 quests though. Module 6 in theory has level 15 and 16.

Gratch
09-24-2007, 01:11 PM
As a question for Q/tech side. During the Module 5 downtime server-side patching day (Wednesday?), can those of us with the most recent Risia client copy say the largest 5 files from the Risia client folder to the Normal DDO client folder in order to avoid having to download quite so many Mod5 file diffs? Or is this a bad bad thing? Or just unsupported but might work (backup the DDO main first)?

Say maybe: client_surface.dat, client_highres.dat, client_sound.dat, client_mesh.dat, and client_cell_1.dat?

Note how this would also save Turbine some bandwidth...

ArkoHighStar
09-24-2007, 01:29 PM
Could be...at the very least it would imply that and 5.1/5.2 would be of a clearly "fix" nature and any new features/content would live in 6.0.

They always work on the big project(ie mod X) while delivering monthly updates. They started mod 5 before mod 4 was delivered and still delivered 2 updates(yes it had no high lvl content, but it did have content). I am sure main dev work for mod 5 finished in July, and that the delay has been the larger amount of bugs they have found, requiring more qa cycles. I imagine the schedule is, while a mod 5 build is being tested work goes on for mod 6 and updates. Once QA cycle is complete and bugs are returned to devs then they switch to bug killing mode and get out a new build of mod 5.

Val'lochar_Del'Armgo
09-24-2007, 01:34 PM
[U]

It has been a long standing issue that monsters that are hidden or invisible can be tab or ` targeted, thus trivializing a monster's innate hiding ability. This has been fixed! Now, if a monster is hiding from you, you may only tab target him if your spot skill is higher than his hide skill or if your listen skill is higher than his move silently skill. Invisible creatures are treated as having a +20 bonus to their Hide skill unless you have some means to see invisible creatures.


Not that the idea of enemies being able to hide doesn't make sense, BUT.... how convenient for them that the 'see invisibility' spell is self only. This kinda screws the casters on the idea of being able to help out the melee types in the party, 95% of whom built with no focus on spot.:mad:

AND YES- I know there will be those of you who will reply saying "Well, I forsaw the future and luckily built for this change waaaay back in beta expecting that I would someday need extra SPOT and LISTEN skills that should be better spent on things like intimidate, heal, balance, jump etc."

Good for you 5%- most of us didn't.


Thanks again for 'fixing' something else in hindsight that screws the majority of the playerbase on skills. I might not see it as being so bad if I wasn't afraid that these jacked up hide and move silently sills for the mobs weren't as over-inflated as some of their other stats. (like how cool it is that they can still hit me 1 out of 3 swings through a 60 AC, and some have OVER A THOUSAND HP) You know.....things like that.

However, on a positive note, perhaps this will bring the ranger and rogue classes back into demand in this game to play bigger roles again....

I'm glad I held onto that 3/chg see invisibility clickie in the bank for 6 months, I'll say that.
[B]Raceslayer

Laith
09-24-2007, 01:37 PM
Not that the idea of enemies being able to hide doesn't make sense, BUT.... how convenient for them that the 'see invisibility' spell is self only. This kinda screws the casters on the idea of being able to help out the melee types in the party, 95% of whom built with no focus on spot.:mad:
have you forgotten a major feature of True Seeing - a spell that both clerics and arcanes have? Not like it really costs you more mana... in most quests, TS is already active to beat blur/displacement.

HobgoblinDestroyer
09-24-2007, 01:47 PM
This question is pertaining to the statement: After completing the raid 20 times you will get to choose your loot from the raid loot table (just under half)and not a random loot table. Very nice.
Now the question is: Does the count start after mod5 begins or if you have done any of the raids more than 20 times already prior to mod5 the next time you complete it after mod5 is installed will we have raid loot table or random loot table?
Being now we will know how many times we have run each raid with the new function "Raid Completion".
Thx :)

Vienemen
09-24-2007, 01:58 PM
Well in the past, others have had success getting attention to things posting them in the weekly updates and release notes. Here are some spells that need some work.

-Ball Lightning should function like the new flaming sphere is. Currently functions like fireball which is wrong.

-Enervation cannot be maximized or empowered currently.

-False Life is capped at 10 min duration. Needs to be adjusted to norm 1 min/lvl duration like all others in the game. (supposed to be hours)

-Feeblemind should give arcane casters a -4 to save against.

-Fire/Cold Shield cannot be empowered or maximized limiting its effectiveness. Also not affected by potency type items or spell crit items...or enhancements.

-Flaming Sphere cannot be heightened currently making it less useful to say the least.

-Force Missiles are blocked by the shield spell.

-Globe of Invulnerability & lesser version are not supposed to suppress the ongoing spells and effects of any level of those within the AoE when cast. If exiting and re-entering, then would be suppressed.

-Grease is unable to be heightened.

-Greater Teleport does not function in public areas currently.

-Solid Fog does not prevent ranged attacks from passing through like it should.

-Waves of Exhaustion will take a few words to describe...stay with me. When not targeting a creature the spell will cast and the cone point of origin should begin at the caster and extend outward affecting those within range...all this happens except no creatures are affected by exhaustion at ANY range. The second problem with this spell is its cone effect when a creature IS selected...picture an hour glass centered on the target, with the cone effect extending at 45 degree angles in both the front of the target and behind it. As the target turns its facing location the hourglass turns as well. For example, if your target is in the middle of some mobs charging you and you cast this on his, all enemies within a 45 degree angle in front of and behind the target will be affected out to the max cone range of roughly 30'. The third issue with this spell is that it has unlimited range once a target is selected...yep you heard me, not to mention will not give aggro to the caster.


-Heighten Feat does not properly raise the spell level of augmented spells to be able to bypass mantle of invulnerability, for 9th lvl casters and higher.

Lorien_the_First_One
09-24-2007, 01:59 PM
This question is pertaining to the statement: After completing the raid 20 times you will get to choose your loot from the raid loot table (just under half)and not a random loot table. Very nice.
Now the question is: Does the count start after mod5 begins or if you have done any of the raids more than 20 times already prior to mod5 the next time you complete it after mod5 is installed will we have raid loot table or random loot table?
Being now we will know how many times we have run each raid with the new function "Raid Completion".
Thx :)

Dev's answered this one over in the Risia forums... Your counter will be based on your total raids since char creation. So if you have raided 19/39/59/etc times before the patch, on patch day you need only raid once to get the raid end rewards. On the other hand if you have raided 20/40/60/etc times before the patch you will need 20 fresh raids to get your bonus end reward.

Shamguard
09-24-2007, 02:20 PM
Not that the idea of enemies being able to hide doesn't make sense, BUT.... how convenient for them that the 'see invisibility' spell is self only. This kinda screws the casters on the idea of being able to help out the melee types in the party, 95% of whom built with no focus on spot.:mad:

AND YES- I know there will be those of you who will reply saying "Well, I forsaw the future and luckily built for this change waaaay back in beta expecting that I would someday need extra SPOT and LISTEN skills that should be better spent on things like intimidate, heal, balance, jump etc."

Good for you 5%- most of us didn't.


Thanks again for 'fixing' something else in hindsight that screws the majority of the playerbase on skills. I might not see it as being so bad if I wasn't afraid that these jacked up hide and move silently sills for the mobs weren't as over-inflated as some of their other stats. (like how cool it is that they can still hit me 1 out of 3 swings through a 60 AC, and some have OVER A THOUSAND HP) You know.....things like that.

However, on a positive note, perhaps this will bring the ranger and rogue classes back into demand in this game to play bigger roles again....

I'm glad I held onto that 3/chg see invisibility clickie in the bank for 6 months, I'll say that.
Raceslayer


have you forgotten a major feature of True Seeing - a spell that both clerics and arcanes have? Not like it really costs you more mana... in most quests, TS is already active to beat blur/displacement.


You both seem to forget that "see invisible" is only for things that are magically invisible and "true seeing" is only for magically hidden targets. (I consider blurr and displacment as special cases of magical hiding allowing you to attack without being broken.)
Only spot skill can defeat hide skill, of course unless they have the class feat "hide in plain sight" once they come out of hiding they shouldn't be able to hide again unless they can get out of your line of sight. Also when we break line of sight from the Mobs we should be able to hide again too, and not be automaticly spotted by the Mobs.

Laith
09-24-2007, 02:45 PM
You both seem to forget that "see invisible" is only for things that are magically invisible and "true seeing" is only for magically hidden targets.
it really didn't seem relevent to the part i quoted.

Only spot skill can defeat hide skill
yep, and that's always been the case.

I've always found it odd that so many don't cross-class into spot though. When i noticed my cleric making spot checks in the desert with +15 (from wisdom & mummified bat), i quickly realized that just about any class with a few points would be spotting monsters in many quests, at least on normal.

Some skills are useless if you can't break 30-40... spot has never been one of them.

Shamguard
09-24-2007, 03:03 PM
it really didn't seem relevent to the part i quoted.

yep, and that's always been the case.

I've always found it odd that so many don't cross-class into spot though. When i noticed my cleric making spot checks in the desert with +15 (from wisdom & mummified bat), i quickly realized that just about any class with a few points would be spotting monsters in many quests, at least on normal.

Some skills are useless if you can't break 30-40... spot has never been one of them.

I think the price for a "Dream Visor" (+15 (or is it +13) Spot, -7 Search) just went up.

Sokar6000
09-24-2007, 03:08 PM
Sorting by quest name in the Adventure Compendium now ignores "The " at the beginning of the name. The Quest Journal will also function in the same way when sorting the Area tabs and the quest list.

BEST. NEWS. EVER!!!!

Thank you sooooo much Devs!

Grizzt14
09-24-2007, 03:08 PM
Sweet, finally its out. Some pretty cool changes all over the board. When will it be out though?

Katrina
09-24-2007, 03:54 PM
Will we still be getting an increase to 9 character slots for this update?

tharveysinjin
09-24-2007, 04:18 PM
[U][B]*Sorry it's a bit sparse this week :) The devs are working hard on Mod 6. . .


Well, that's what catches my attention. Any hints on:
1. The level cap
2. Item Creation feats
3. Monks
4. Half Orcs
5. Guild housing
6. New monsters
7. New spells
8. Jimmy Hoffa's whereabouts
9. Does Britney (sp?) really have to butter her hips to get into her pants now?
10. When does Battle Star Galactica come back to Sci Fi?

Ironik
09-24-2007, 04:36 PM
I'm too lazy to quote. But somone above stated that ball lightning should function like flaming sphere. This is incorrect. It should function similar magic missle except with balls of lightning that do more damage instead.

Anyway, mod 6 better equal monks or i'm going to head butt innocent people until I get my way.

iamsamoth0
09-24-2007, 04:41 PM
Well, that's what catches my attention. Any hints on:
1. The level cap
2. Item Creation feats
3. Monks
4. Half Orcs
5. Guild housing
6. New monsters
7. New spells
8. Jimmy Hoffa's whereabouts
9. Does Britney (sp?) really have to butter her hips to get into her pants now?
10. When does Battle Star Galactica come back to Sci Fi?

returns in NOV.
Yea!
:)
Hope that helps.

Aesop
09-24-2007, 04:58 PM
not in a real hurry but you guys have 4 days till Oct. not including the weekend, because you cant release content on the weekend, from the past, i have seen..

so we have 4 days till Oct. and still no info on when the update is, so that people know the game is down

so does that mean it will be delayed?

Um... this is the first look release notes. which means this week the mod will be released. Since they usually have these on Wednesday I'd say it will be this Wednesday.

Aesop

MathGeek
09-24-2007, 05:01 PM
Minotaurs may occasionally use thrown weapons if charging headlong at an opponent doesn’t seem to be working.


What does this mean? I'm having a lot of trouble parsing this sentence.

For some reason this item is under the Spells heading. I'm guessing that the line which reads "Monsters" a little above it was supposed to categorize this item into the Monsters section.

greystone306
09-24-2007, 05:31 PM
What does this mean? I'm having a lot of trouble parsing this sentence.

For some reason this item is under the Spells heading. I'm guessing that the line which reads "Monsters" a little above it was supposed to categorize this item into the Monsters section.

I think it means if they arent managing to knock you on your butt or damage you by charging, they will start using throwing weapons on you instead to try and damage you and then charge..

BlackPantha
09-24-2007, 05:33 PM
too bad my account expires in 2 days might have had a chance to play it. Oh well.

Harncw
09-24-2007, 05:34 PM
wasnt there supposed to be a change that allows us to easily purchase large stacks of items?

like press ctrl+click brings up a dialog to type the number of CS potions... components / whatever

I didnt read it in the release notes... Am I blind?

Osharan_Tregarth
09-24-2007, 05:37 PM
Anyway, mod 6 better equal monks or i'm going to head butt innocent people until I get my way.

Heh... Well, I'm not very innocent. But I'll be happy to give you a list of.. Ummm... "Innocent" people you could head butt for me.

They're innocent...


Honest...



Of something or other...

Osharan_Tregarth
09-24-2007, 05:39 PM
wasnt there supposed to be a change that allows us to easily purchase large stacks of items?

like press ctrl+click brings up a dialog to type the number of CS potions... components / whatever

I didnt read it in the release notes... Am I blind?

Well, I can't speak for you being blind... But yes you missed it. :D

Harncw
09-24-2007, 05:47 PM
Well, I can't speak for you being blind... But yes you missed it. :D

wow I really did... was looking under the UI changes... didnt notice the whole section on shopping...

thanks for helping me remove my head outta my ...

Shamguard
09-24-2007, 05:47 PM
too bad my account expires in 2 days might have had a chance to play it. Oh well.

As per forum requirements I must ask:

Can I have your stuff?:D

Qzipoun
09-24-2007, 07:42 PM
Anyway, mod 6 better equal monks or i'm going to head butt innocent people until I get my way.

It was already announced that Mod 6 will NOT have monks and that they will come "soon after" mod 6. Seeing Turbine's past use of the word "soon" i'd say not for a LONG time.

MathGeek
09-24-2007, 08:14 PM
I think it means if they arent managing to knock you on your butt or damage you by charging, they will start using throwing weapons on you instead to try and damage you and then charge..

This sounds right. For some reason I started trying to parse the sentence like this:

(Minotaurs may occasionally use thrown weapons if charging headlong at an opponent) doesn’t seem to be working.

Whereas I should have parsed it this way:

Minotaurs may occasionally use thrown weapons (if charging headlong at an opponent doesn’t seem to be working.)

I am simultaneously embarrassed and relieved. :o

Brianius
09-24-2007, 10:09 PM
Thank you all for your hard work. I know hard work smells like cheese.

what kind of cheese mmmmm cheese oo oo i have freash mozzarella /yum

Rouge
09-25-2007, 04:30 AM
As a question for Q/tech side. During the Module 5 downtime server-side patching day (Wednesday?), can those of us with the most recent Risia client copy say the largest 5 files from the Risia client folder to the Normal DDO client folder in order to avoid having to download quite so many Mod5 file diffs? Or is this a bad bad thing? Or just unsupported but might work (backup the DDO main first)?

Say maybe: client_surface.dat, client_highres.dat, client_sound.dat, client_mesh.dat, and client_cell_1.dat?

Note how this would also save Turbine some bandwidth...

This is something I can confirm, if you copy your Risia folder contents into your main DDO folder and overwrite you will have two Risia installations and need to reinstall your DDO game.

Rouge
09-25-2007, 04:44 AM
It was already announced that Mod 6 will NOT have monks and that they will come "soon after" mod 6. Seeing Turbine's past use of the word "soon" i'd say not for a LONG time.

In my opinion they will want to impliment the level increase to 16 before they put Monks in. Or possibly Monks first and then the level increase. However...... they could place the level increase and the module setting for that one (Mod 6) could be in a long forgotten monastary, and pin the storyline to be the adventurers of Stormreach seeking and finding information about the old ways of the Monk Place (sorry, "Monastary", inside joke). And then preferably as like Mod 6.3 put monks into the game for players. This would give the Dev's time to observe NPC Monk behavior for a few weeks to a month before letting it loose on the players.

Suggestion: Mod 6 takes place in an old monastary and have NPC monks to fight, level cap raised to 16. When Mod 6 goes Live put PC monks on Risia and then sometime in a future sub publish 6.3, 6.4 etc place the PC monks into the main game. And in the middle of all this figure out a way to reward players who made high level monks on Risia and testing them out. (ie. free +2 stat tome on any live server character you want [including your new monk] if you made a monk to level 16 on risia)

Beherit_Baphomar
09-25-2007, 09:14 AM
I see the raid loot still says we each have a 1 in 6 chance, didnt Graal say he was gonna up the odds when we ran norm/hard/elite? Or was that shelved?

Rekker
09-25-2007, 09:18 AM
I see the raid loot still says we each have a 1 in 6 chance, didnt Graal say he was gonna up the odds when we ran norm/hard/elite? Or was that shelved?


Its in there...says max will be 25% chance on elite.

Hendrik
09-25-2007, 09:19 AM
I see the raid loot still says we each have a 1 in 6 chance, didnt Graal say he was gonna up the odds when we ran norm/hard/elite? Or was that shelved?

It's still there

Lorien_the_First_One
09-25-2007, 09:24 AM
This is something I can confirm, if you copy your Risia folder contents into your main DDO folder and overwrite you will have two Risia installations and need to reinstall your DDO game.

Well obviously if you copy them all you are in trouble...The question the OP had was can you copy some key graphics files to save time. The bitmaps for water for example would be the same on both servers assuming the risia build is the same build that will be put into production.

ArkoHighStar
09-25-2007, 09:30 AM
Well obviously if you copy them all you are in trouble...The question the OP had was can you copy some key graphics files to save time. The bitmaps for water for example would be the same on both servers assuming the risia build is the same build that will be put into production.

That would probably be a wrong assumption, although it may be close, I imagine there are changes that Turbine did not want us to see in Risia.

Ironik
09-25-2007, 11:49 AM
It was already announced that Mod 6 will NOT have monks and that they will come "soon after" mod 6. Seeing Turbine's past use of the word "soon" i'd say not for a LONG time.

No offense, but I don't believe you. :)

Qzipoun
09-25-2007, 11:50 AM
No offense, but I don't believe you. :)

No offense taken as I have provided no proof. I tried search the forums but there was no way to limit search results to devs and the dev tracker just has too much stuff in it. You'll just have to wait and see :)

ArkoHighStar
09-25-2007, 11:50 AM
No offense, but I don't believe you. :)


This was a dev comment at the gencon party that monks would be not until early next year. Until we get a new state of the game address, then it is all speculation

Qzipoun
09-25-2007, 11:52 AM
This was a dev comment at the gencon party that monks would be not until early next year. Until we get a new state of the game address, then it is all speculation

Maybe it was said in gencon but i was NOT at gencon and remember seeing a post on these forums about it. But it was around that time so not surprising if it was said during gencon.

jjflanigan
09-25-2007, 12:15 PM
Maybe it was said in gencon but i was NOT at gencon and remember seeing a post on these forums about it. But it was around that time so not surprising if it was said during gencon.

I never actually saw a dev post stating that, but I did see a "dev quote" -- Several people from GenCon mentioned it

http://forums.ddo.com/showthread.php?t=118707

Bombalo
09-25-2007, 05:00 PM
So are the rumblings about a 50% decrease in gianthold xp just full of hot air or did they some how "forget" to mention this in the release notes.

Mad_Bombardier
09-25-2007, 05:14 PM
So are the rumblings about a 50% decrease in gianthold xp just full of hot air or did they some how "forget" to mention this in the release notes.It's not just rumblings; it's evidenced on Risia. And of course they left it out, as they frequently do with hot-topic changes. -50% XP applies only to Prison of the Planes. The rest of GH quests are between -0% and -40%.


Here's the work Jaitee did on the new GH XP....

ALL ON ELITE: ALL BASE XP
(quest name)----->(current XP)----->(risia XP) ~ % change

Prison: {12,100} ----->[6,100] ~ -50%
Cruicible: {15,700} ---->[13,100] ~ -17%
Madstone: {13,900} ---->[13,900] ~ -0%
Trial by fire: {6,500} ---->[4,580] ~ -30%
Feast or famine: {6,500}---->[5,220] ~ -20%
Maze of madness: {6,500} ---->[5,220] ~ -20%
Cabal for one: {5,540} ---->[3,364] ~ -40%
Foundation of discord: {5,540} ---->[4,452] ~ -20%
Cry for help: {5,540} ----> [5,540] ~ -0%
Gianthold Tor: {10,100} ---->[8,100] ~ -20%

Deriaz
09-25-2007, 05:15 PM
So are the rumblings about a 50% decrease in gianthold xp just full of hot air or did they some how "forget" to mention this in the release notes.

I think it's true. A quote from Lorien the First One (I couldn't find the post by Jaitee, but since Lorien says it's from Jaitee, I'll buy it. :D):


Here's the work Jaitee did on the new GH XP....


ALL ON ELITE: ALL BASE XP

(quest name)----->(current XP)----->(risia XP)

Prison: {12,100} ----->[6,100]
Cruicible: {15,700} ---->[13,100]
Madstone: {13,900} ---->[13,900]
Trial by fire: {6,500} ---->[4,580]
Feast or famine: {6,500}---->[5,220]
Maze of madness: {6,500} ---->[5,220]
Cabal for one: {5,540} ---->[3,364]
Foundation of discord: {5,540} ---->[4,452]
Cry for help: {5,540} ----> [5,540]
Gianthold Tor: {10,100} ---->[8,100]

As you can see the only big nerf was Prison and I think we all agree for the average player it probably was twice as fast and half the effort of either Cruicible or Madstone. (Did I just say "all agree"...um..I take it back... I think its half as hard, your experience may vary...)

http://forums.ddo.com/showthread.php?t=121519&page=2&highlight=Gianthold+EXP

Post #22

I dunno, not a very big deal, in my opinion. So it'll take a little bit longer to level. . . *Shrug.*

I can't wait to see Mod 5, though. :3 Can't wait to get the story, and the new characters slots!

-D

EDIT: Darn you, Mad_Bombardier! Trying to steal my thunder, are you? *Sob.*

Bombalo
09-25-2007, 05:51 PM
thanks guys...guess id better get to leveling my lowbies :mad:

Issip
09-25-2007, 06:43 PM
I would again like to humbly request that you add a confirmation button when releasing your spirit after death or incapacitation. Due to the resolution on my monitor it is not practical for me to move all of my toolbars out of the way of the "Would you like to release your spirit?" button that appears instantly when you are incapped or killed. This continues to lead me to often accidentally recall because I died while trying to activate something on my toolbar (spell, etc.). This, of course interrupts the quest for teh entire group while they wait for me to walk back, or in a raid ends the raid for me, and if I was playing a critical role, ends it for everyone.

This has been persistently interruptive to play for years.

This change would take little coding and not affect game play at all - simply add a confirmation box "Are you sure you want to release?" and hopefully place the accept button offset from the accept button on the first box, thus making it impossible to instantly release on accident when killed or incapped.

I thank you kindly for your time and consideration.

Lorien_the_First_One
09-25-2007, 08:08 PM
This change would take little coding and not affect game play at all - simply add a confirmation box "Are you sure you want to release?" and hopefully place the accept button offset from the accept button on the first box, thus making it impossible to instantly release on accident when killed or incapped..

You know they have the interuptable timer for recall, why not just pick up the same delay mechanic if you hit the release button? That way you have 5-10 sec to hit a key to change you mind and that delay timer is already coded, the would just need to copy it to the new button.

Lorien_the_First_One
09-25-2007, 08:12 PM
I think it's true. A quote from Lorien the First One (I couldn't find the post by Jaitee, but since Lorien says it's from Jaitee, I'll buy it. :D):

Here's the original I cribbed from :D

http://forums.ddo.com/showpost.php?p=1336852&postcount=26

Grayhawke_Blackmoor
09-25-2007, 08:14 PM
How about additional character slots? Any word?

jjflanigan
09-25-2007, 09:01 PM
How about additional character slots? Any word?

How about a release date?
Any word?

Lorien_the_First_One
09-25-2007, 09:08 PM
How about a release date?
Any word?

Wedthurfrimonday.

TechNoFear
09-25-2007, 09:45 PM
Unless Turbine is planning to patch on Fri night in Oceania (local time GMT+8) AND make the Sept deadline then it has to be;

Thursday night (local time GMT+8).

Nataichal
09-26-2007, 08:57 AM
Two days since this was posted. In the past, that would mean the servers would be down right now. Instead, not even a notice yet. First look...... at something that really isn't coming for ages, but we just posted it to try and keep the hounds away for a few more days.

Your PRD sucks, Turbine.

Cireeric
09-26-2007, 09:46 AM
Wedthurfrimonday.

Monday, September 31st.

Drith
09-26-2007, 11:18 AM
Monday, September 31st.


Hahahahaha....

My favourite so far.

moorewr
09-26-2007, 11:22 AM
Just saw it on the login screen:

Tomorrow, 6 AM -1 PM.

EDIT: "it" is the downtime for Mod 5. Of course. :)

WilbyZ
09-27-2007, 03:00 AM
Sweet. Got my few days off work! :)

Charmazal
09-27-2007, 09:35 AM
Is the ability to switch treasure tables still in this mod?

ie - I don't want to loot cleric crappy heavy shields anymore and would like a chance at fighter items instead as my reward for quests?

Is that still part of this? I'm probably going to look like an ass because I read the thing over 3 times and didnt' see it.

Dane_McArdy
09-27-2007, 09:37 AM
Is the ability to switch treasure tables still in this mod?

ie - I don't want to loot cleric crappy heavy shields anymore and would like a chance at fighter items instead as my reward for quests?

Is that still part of this? I'm probably going to look like an ass because I read the thing over 3 times and didnt' see it.

Shields aren't fighter items? Well shiver me timbers!

Generally, I find that my end rewards are broken down into several shields, several armors, several weapons, some cloths/jewlery and some gear, like potions and such. In fact, it's always in that order. Shields, armor, weapons, gear, consumables.

Huh.

Laith
09-27-2007, 10:54 AM
Is the ability to switch treasure tables still in this mod?

ie - I don't want to loot cleric crappy heavy shields anymore and would like a chance at fighter items instead as my reward for quests?

Is that still part of this? I'm probably going to look like an ass because I read the thing over 3 times and didnt' see it.
yes, a "completely random" option is in this mod.

whatever that means.

Gowan
09-27-2007, 12:17 PM
Could we PLEASE get an option to turn off Dragon Spam?

Ever since the server merges, I seem to get splash screens announcing success or failure every 5 minutes.

ArkoHighStar
09-27-2007, 12:22 PM
Could we PLEASE get an option to turn off Dragon Spam?

Ever since the server merges, I seem to get splash screens announcing success or failure every 5 minutes.


? there is no message for the dragon raid only the gianthold raid, and if you read the release notes you would see this has ben removed

Coldin
09-27-2007, 12:23 PM
Could we PLEASE get an option to turn off Dragon Spam?

Ever since the server merges, I seem to get splash screens announcing success or failure every 5 minutes.

Check the notes again.


Quests

* Gianthold
o The Gnolls that were erroneously spawning in a tent will no longer respawn.
o Players should no longer fall through the Gianthold Tor bridge.
o The Reavers Fate quest will no longer inform players on success via the world broadcast.
o Okay okay, Drexelhand's defeat will go un-noticed then.

SneakThief
09-27-2007, 12:55 PM
OK I officially hate the /death change. Maybe despise would be a better word. Contempt?

I found a new stuck point (in Inferno of the Damned) within 20 mintutes of playing and spent another 20 minutes waiting for a GM before I gave up and just /death'd anyway. The 2nd time (differnt place, in the Orchard) I didnt even bother and logged.

I guess thats a good way to make sure people dont want to play the game. Hope thats what they were going for.

moorewr
09-27-2007, 12:58 PM
They didn't do enough to warn people - I was in a little lunchtime Inferno and one of our group /deathed after getting 9 negative levels. boom, he's back at the bar. We were busy trying to warn him...

People will be mad, but I think that the change is philosophically correct. Death should not be an SP management tool.

Why did you /death instead of recalling? Just to see what it would do?



OK I officially hate the /death change. Maybe despise would be a better word. Contempt?

I found a new stuck point (in Inferno of the Damned) within 20 mintutes of playing and spent another 20 minutes waiting for a GM before I gave up and just /death'd anyway. The 2nd time (differnt place, in the Orchard) I didnt even bother and logged.

I guess thats a good way to make sure people dont want to play the game. Hope thats what they were going for.

SneakThief
09-27-2007, 01:49 PM
They didn't do enough to warn people - I was in a little lunchtime Inferno and one of our group /deathed after getting 9 negative levels. boom, he's back at the bar. We were busy trying to warn him...

People will be mad, but I think that the change is philosophically correct. Death should not be an SP management tool.

Why did you /death instead of recalling? Just to see what it would do?

Honestly ... yeah. Just to see the change. And had it been a quest I had run 100 times already, it probably wouldnt have irritated me so much because getting back to where I was would have been easy.

But SOMETHING needs to be available to correct being stuck, other than waiting 30-90 minutes for a GM. There are just places where leaving the quest is the worst option.

ErgonomicCat
09-27-2007, 01:59 PM
Honestly ... yeah. Just to see the change. And had it been a quest I had run 100 times already, it probably wouldnt have irritated me so much because getting back to where I was would have been easy.

But SOMETHING needs to be available to correct being stuck, other than waiting 30-90 minutes for a GM. There are just places where leaving the quest is the worst option.

An "unstuck" that pops you 5 feet in a safe direction after a minute would be really nice.

That's the only legit criticism of the /death change I've seen. If there was a /unstuck, it would all be "But I like running past stuff ethereal in the rogue's pocket!