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7/30 Weekly Development Updates 
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Location: Crofton, Maryland
7/30
- Rogue's Lacerate debuff now adds one combo point to all finishing moves (including lacerate itself).
- The sun now looks even more awesomer.
- Fixed highest tier loot drop algorithm.
- Fighting mobs that are higher level than you is now capped at 20% damage reduction down from 30%.
- Snow and rain layers now have slightly different colors.
- Finished unique shoulders, cloaks, chest pieces, bracers, and belts.

7/31
- Staves can no longer get the following attributes: increased attack speed, enhanced physical damage, + weapon damage.
- Finished unique trinkets, bows, legs, and boots.

8/1
- Ok, seriously this time. I think I fixed the "mob stopped attacking" bug in Chrome once and for all.
- You will now respawn with maximum mana when you die in Chrome. Before you started with almost zero due to a bug.
- Items that give + elemental damage will now trigger a 2nd damage pop-up when you physically damage a mob. The 2nd pop-up will indicate the dominant element's color and show the elemental damage component separately. For example if you have a sword with +10 cold damage and gloves with +2 magic damage, it would show random damage from 1-12 (before mob resists) with a cold damage color (blue).
- Elemental damage's tooltip was changed to indicate that it is now random damage per hit instead of per hit. So 6 damage means 1-6 damage. Add up all of your elemental damage to determine your max value.
- +Physical damage per hit also does a random amount, not a fixed amount, per physical strike.
- Magical and physical mitigation also do random damage reduction, not the full amount, on each hit taken. It would be a tad overpowered if you could just stack these.
- You can now drag 1hs, piercers, and 1hb's from your secondary to your inventory to swap in another weapon.
- Removed Lanterns and replaced it with a Stein.
- Removed one of the Orbs and replaced it with a Tome.
- Removed the offhand Radiant Trinket and replaced it with an Idol.
- HP and MP absorbed per kill is now a random range. Tooltips now reflect accordingly.
- Magic damage absorption is now random instead of flat.
- Unique staves, caster off-hands, and shields are now finished.

8/2
- Fixed a bug that caused many racial skills to improperly reset their values if you died while the skill is active.
- Buffed the Dwarf racial skill a little bit due to recent changes to physical mitigation.
- Camping out now has a 5-second duration.
- Fixed a bug that caused Select Battle to cause more ambushes outdoors than in dungeons.
- Reworked Search Battle and Pull Monster to automatically filter mobs that are too low (grey). As a result you will sometimes get a message that says, "You were unable to find any monsters worth fighting." You will see this often when you are in a zone with few mobs near your level.
- Nerfed rare mob odds a little bit. I don't want Search Battle spamming to be a viable MF strategy. Dungeon rare mob bonuses are only applied if you have a chain combo greater than 1 kill.
- Fixed the mob stopped attacking bug after a kick for the 5th time now.
- Searching for a battle while feigning death will display a message saying that you stopped feigning your death.
- Fixed some bugs that caused combat messages on your pet after they die.
- Clay golems in Beholder's Maze now properly preload.
- Finished unique 2hb weapons.

8/3
- Added grey mob filtering to high-end zones like Kedge Keep, Nagafen's Lair, and Lower Guk. In the past they had no filtering whatsoever.
- Fixed rogue's Stagger Shot cooldown.
- Finished all unique items. Doing a quick test of each slot.
- It is no longer possible to rain in Permafrost Keep :roll:
- Some loot tiers were adjusted. In most cases it will help the average player since many loot tiers were adjusted to appear lower. There were also a lot of problems with high tier loot dropping too often from mobs above level 36. Maybe Cords is the only one that noticed?! :geek:
- Finished unique items! Who will find the first unique?!

8/5
- Fixed test message that appears when you find a unique item.
- Fixed mob level filtering when you get ambushed.
- Spells will no longer automatically cancel while casting if a mob dies. It will now check to see if other mobs are left to target.
- Dwarf tooltip was updated to reflect reality.
- Your stat sheet now actually counts how many items you've looted.
- Fixed up the loot message a bit so the item name appears with color-matched brackets around it as seen in most modern RPGs.
- You can now cancel your spell by hitting space bar or by clicking the casting bar.
- You will no longer level skills with your killing blow after leveling up. Not really a big deal, but this kinda irked me.
- Mobs that ambush you will now be filtered by level in newbie zones.
- Many named mobs that weren't considered rare in classic EQ, such as Scruffy and Dragoon Zytl, are now considered rare. There are many more rares than there used to be. Basically any mob with a formal name is now a rare. This does not affect the rate at which you encounter rare mobs.
- The following hotkeys have been changed:
– Bank can be opened with B or V
– Inventory can be opened with I, G, or F
– Map can now be opened with Z
- Spacebar will now clear all windows as well as cancel spells
- Bank is finished. 8-)

Class Changes
- Melee classes have been buffed across the board. Especially in the early going where it was more painful than it should be. Now most melee skills have increased minimum damage based on your offense skill.
- Paladins' Lay Hands now heals based on your defense skill.
- Shadow Knights' Harm Touch now does damage based on your offense skill.
- Monk and Rogue finishers all got boosts from offense.
- All Ranger, SK, Paladin, and Warrior melee skills got boosts from offense.
- Monks can now wear leather armor without any penalties :lol:

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Tue Jul 30, 2013 8:10 pm
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