EQ1 3-16-2005 patch message

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EverQuest's 6th Anniversary
--------------------------------------
To help celebrate the 6th Anniversary of EverQuest, a fresh scavenger hunt
has been added. Check in Firiona Vie, Overthere, or Dreadlands for more on
this quest. Finish this challenging hunt and you will receive a potion that
doubles your experience for 30 minutes and comes with 10 charges.
Your old friends, the Fabled NPCs have returned to Norrath and bring the
fabled versions of their items with them. Look for new Fabled NPCs in your
favorite Kunark zones.



General
--------------------------------------
- Increased the spell rune drop rates for Greater Muramite Runes and Glowing
Muramite Runes in Muramite Proving Grounds and Riftseeker's Sanctum.
- Reduced the number of mobs that will summon in Veksar.
- Volkara in the Volkara's bite mission has been made a little more
challenging.
- The fight against Vishimtar has been made more challenging.
- The Citrine Spell Stone has been renamed to Citrine Spell Bauble.
- Level 20, 40 and 60 Tradeskill Pattern Book Quests for Wood Elves,
Kelethin Half-Elves, Dwarves, High Elves and Gnomes have been altered
slightly to make them a bit friendlier to complete.
- The encounter with Grinbik in Bloodfields for the Ranger epic has been
made a bit less confusing.
- "A shady Highpass citizen" in Highpass will look kindly on you and spread
the word on your increased friendship if you complete his tasks.
- Several missions have been tuned to bring their completion time on par
with the other DoN missions:
Diving for Lavarocks
Dragon Eggs
Diseased Pumas
- When the task "Keeping the Goblins Out" has been finished you should now
get the completion text.

Items
--------------------------------------
- The Icefloe Hammer is no longer a 1 handed piercing weapon, it is now 1
handed blunt and the bonus to backstab has been removed.
- The Lance of Engulfing Flame now has a proc instead of a worn spell.
- The Robe of Transcendent Thought has been changed to Drape of Transcendent
Thought.
- Various Anguish class leg pieces have been altered.
- Academic's Pants of the Arcanists now has the focus effect "Frost of
Anguish".
- The mana preservation focus on several Tacvi chest pieces has been
increased slightly.



-- The EverQuest Team
 
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> To help celebrate the 6th Anniversary of EverQuest, a fresh scavenger hunt
> has been added. Check in Firiona Vie, Overthere, or Dreadlands for more on
> this quest. Finish this challenging hunt and you will receive a potion that
> doubles your experience for 30 minutes and comes with 10 charges.

Sounds like a nice reward. I wonder how hard it is to do (as opposed
to solve) the hunt? Last year my characters were too low level to do
it themselves, but my monk tagged along with a high level friend and
managed to finish the scavenger hunt to get the fireworks staff, which
is nice to have for celebrations but has no real utility. This potion
is something I'd like to be able to get for all my characters. (I'm
assuming it's no drop and lore.)

> Your old friends, the Fabled NPCs have returned to Norrath and bring the
> fabled versions of their items with them. Look for new Fabled NPCs in your
> favorite Kunark zones.

Likewise, my characters weren't able to take on any of the Fabled NPCs
last year. I'll have to look them up again and see which rewards I'm
interested in trying for. I wonder whether the reduced population will
translate to less insane camping of the fableds?

I'm also relieved to see no mention of further tradeskill triv changes.
I spent all last week collecting ingredients for brewing practice, and
for two nights before the patch was madly using them up just in case
the update made Kaladim Constitutionals useless for skilling up to 300.
Did 1200 combines for 44 skillups, so I still need a few more to finish
the job. (On the bright side, I now have lifetime supply of KC's banked
across two mules. :)

One other change I noticed that didn't get mentioned: they apparently
decided too many people couldn't find their way around the bazaar, so
they've blocked off half the passages between spokes to make it easier
for people to figure out which path leads back to the hub. I guess
putting up a sign to mark the hub path would've required new artwork,
while sticking in a door let them use art they already had? Sheesh.

-- Don.

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-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
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-- Sukrasisx, Monk 52 on E. Marr Note: If you reply by mail,
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On Wed, 16 Mar 2005 21:22:30 GMT, Don Woods <don-ns@iCynic.com> wrote:

>Likewise, my characters weren't able to take on any of the Fabled NPCs
>last year. I'll have to look them up again and see which rewards I'm
>interested in trying for. I wonder whether the reduced population will
>translate to less insane camping of the fableds?

It's worse actually. Delibrate training were occuring in LGuk over
fabled lord and frenzied. One of the trainer were in the same raid
party that was trying to kill the frenzied. >_< Got himself killed
while the rest of the group lived because he never considered fabled
lord has 3.3k backstab =D Naturally by the time GM gets around to
clearing the petition delibrate traind, KSing, and ninja looting, the
offending toon were long gone and with no crime to witness, GM would
simply write back "Sorry nothing we can do"

Fabled group weren't the only problem, there were widespread KSing and
ninja-looting in scavenger hunt, especially in Burning Wood where the
wasps were being stingy with the collector's wing (no pun intended)
Problems aside, you could do the whole hunt for under 30 minutes with
a fast horse or drog or bard song.

I had no trouble with fabled evil eyes (65 beast, 65 pally, and 57
cleric) and got a 100% 10 slot bag. Sure beats paying 5k for the
leatherfoot haversack or tinker bags. We would have stayed to get more
for other 2 in group but the cleric LDed and never came back.

>I'm also relieved to see no mention of further tradeskill triv changes.
>I spent all last week collecting ingredients for brewing practice, and
>for two nights before the patch was madly using them up just in case
>the update made Kaladim Constitutionals useless for skilling up to 300.
>Did 1200 combines for 44 skillups, so I still need a few more to finish
>the job. (On the bright side, I now have lifetime supply of KC's banked
>across two mules. :)

Grr... Still ticked off at tailoring nerf. I'm glad I got my baking
to 300 and pottery to 267 so not much work there. If only they hadn't
nerfed tailoring... >_< Mentel note: must learn the recipe for
flaming bag of poo and slip them into CS Home zone (yes they do exists
for GMs only)

>One other change I noticed that didn't get mentioned: they apparently
>decided too many people couldn't find their way around the bazaar, so
>they've blocked off half the passages between spokes to make it easier
>for people to figure out which path leads back to the hub.

I guess they were too lazy to look up the map. But then again, SoE
didn't post a proper map at all and the map still shows the old bazaar
in the mix. I've spent some times deleting old lines and the closed
off halls in the new bazaar. Lavastorm map is also the same thing, new
and old mixed together for no reason.

>I guess
>putting up a sign to mark the hub path would've required new artwork,
>while sticking in a door let them use art they already had? Sheesh.

One of the hall in the Diamond room (Bazaar section) didn't have a
door but the hall was still blocked. /bugged it as it was still there
when I rezoned and rebooted EQ.

If there's one drawback to scavenger hunt and Fableds, people who were
LFG for good xp only, Oow, DoN, or LDoN were stuck waiting a long
time. Most of the mobs in Kunark were green to people who did the
hunts or fabled raids.
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Impmon <impmon@digi.mon> writes:
> I guess they were too lazy to look up the map. But then again, SoE
> didn't post a proper map at all and the map still shows the old bazaar
> in the mix. I've spent some times deleting old lines and the closed
> off halls in the new bazaar. Lavastorm map is also the same thing, new
> and old mixed together for no reason.

Eh? I remember both LS and the Bazaar showed up with proper maps
after their respective revamps. (Might've only been after a full
file check, but of course that was required to get the bazaar to
work at all.)

The lines of the old maps WERE still overlaid for me also, but that's
because I'd downloaded non-SOE maps of those zones long ago, and the
downloaded maps went into <zonename>_1.txt. Sony's not responsible
for what's in those files. I turned off "layer 1" in the "visible
layers" part of the map window, and the lines went away. I got rid
of my xxx_1.txt files for those zones, and the lines went away for
good.

I do agree they should've included an updated map in this patch when
they closed off the hallways, since now the map IS an official file.

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 52 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 50 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 36 on E. Marr remove the "hyphen n s"
-- http://www.iCynic.com/~don
 
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On Thu, 17 Mar 2005 20:29:33 GMT, Don Woods <don-ns@iCynic.com> wrote:

>I do agree they should've included an updated map in this patch when
>they closed off the hallways, since now the map IS an official file.

Seems they reopened those closed off halls. Now you can run in
circule around bazaar and never go through the center hub.
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