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Some questions, and some bugs I have found. 
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dadge42 wrote:
Pressing Ctrl + A in Firefox is highlighting the whole game for me.

Fixed!

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Mon Mar 24, 2014 12:11 am
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Gnoll

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Didn't get Kedge Keep 4 quest credit for killing Phinigel. Interestingly, I did get credit for the Hero's Duty quest. Actually, I guess I'm not sure what's supposed to happen; I just figured the quest would complete like other quests. But maybe it doesn't so that you can keep killing him? I do recall reading that on your first kill of a boss you get extra loot. I only got two rares and one unique from him, though.

Separate issue: Have the unique drops been lowered? Have been killing some "final boss" mobs in other dungeons that haven't been dropping em, whereas before I think I was always getting a unique upon killing the final boss for a quest or pretty much any rare mob.


Mon Mar 24, 2014 3:51 am
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Killing any rare has totally random loot. In fact no mob guarantees a unique, not even the planar Gods.

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Mon Mar 24, 2014 10:08 am
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Gnoll Commander

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In Lower Guk 1 quest, I killed the assassin but died before killing the supplier. After rezzing, neither the supplier or the assassin will spawn. The quest does show that the assassin was killed.


Mon Mar 24, 2014 6:36 pm
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Gnoll Commander

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In Nightmare difficulty quest log, you can not click on Nagafen's Dominion under Nagafen's Lair 4 to see the quest details.


Mon Mar 24, 2014 11:02 pm
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The Artificer

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Feragh wrote:
In Lower Guk 1 quest, I killed the assassin but died before killing the supplier. After rezzing, neither the supplier or the assassin will spawn. The quest does show that the assassin was killed.


zoning out and back in usually fixes this


Tue Mar 25, 2014 12:32 am
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Feragh wrote:
In Lower Guk 1 quest, I killed the assassin but died before killing the supplier. After rezzing, neither the supplier or the assassin will spawn. The quest does show that the assassin was killed.

Ah, I see the problem. Legit problem here. Will fix this here and in other zones with similar twin boss patterns.

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Tue Mar 25, 2014 1:23 am
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Feragh wrote:
In Nightmare difficulty quest log, you can not click on Nagafen's Dominion under Nagafen's Lair 4 to see the quest details.

Um, seemed to work ok in Firefox. It unlocks at level 61 if that's any help.

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Tue Mar 25, 2014 1:46 am
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Anuran Sentinel

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Been watching the HP/MP pop-ups and it seems that HPs come back faster then mana does. Not sure if it's intended this way.


Tue Mar 25, 2014 4:01 am
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Yeah, this is intended. Classic EQ's ticks were not synchronized either. I wanted it to be like that.

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Tue Mar 25, 2014 10:01 am
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Some bugs and suggestions,

- Every time I log in my abilities are moved one square to the right and I'm missing yaulp. If I camp then come back in this is fixed but still annoying to do it every time.

- Can you make new abilities go in the first blank hotbar slot instead of the first ability slot which moves all your current abilities should you have one in the first slot. I just checked on a different character and it worked like I suggested dunno if it was changed recently.

- I think it would be neat if mana stone had an additional +5 mana per tick but had a HP per tick of -10. Would make it a put in to get mana item then take out so you don't lose life kinda like live. Just an idea though.

- When an item says +weapon damage is that used in abilities? Or do abilities only use base weapon damage.

- when a weapon says +weapon speed% this number isn't reflected in the attack haste shown on the character sheet. Is +weapon speed something else?

- is the exp bonus for chain combos working as intended? I had a 80 something chain in unrest with whites, yellows, and reds and i really couldnt see a whole lot of difference between the exp i was getting in yhe chain and just killing a single even con mob.

- if a weapon has +magic damage% does that only affect abilities that deal magic damage or does it add a percentage of magic damage that is already on the weapon?

- Any chance we could get options other than +armor and +resistance for merchant upgrades?

Game is really fun. Its by far the best not everquest everquest I've ever played. Ive just got a pal at lvl 31 but I can't wait to try out some more classes! Thanks for all your hard work!

~ Dwolin


Tue Mar 25, 2014 6:00 pm
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Maelfyn wrote:
Cords wrote:
Solusek Eye 2 quest I have finished all but the slay the Goblin Bartender because he is not spawning. I've spawned Singe at least 6 times, and another named about 4 but no bartender? Is it a bug or is he just that rare.

Just fixed this. Basically what happens is it will show him the first time you press Search Battle, but then it doesn't reset. If you press it twice, you wouldn't be able to find him again, unless you got lucky and found him randomly. Now it resets every time you search out of combat. Fixed in next patch update (0-4-192).


Still think this is happening as of today. Can only spawn singe and nothing else even though quest log says singe is slain and bartender is left.


Tue Mar 25, 2014 7:58 pm
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kracow wrote:
Maelfyn wrote:
Cords wrote:
Solusek Eye 2 quest I have finished all but the slay the Goblin Bartender because he is not spawning. I've spawned Singe at least 6 times, and another named about 4 but no bartender? Is it a bug or is he just that rare.

Just fixed this. Basically what happens is it will show him the first time you press Search Battle, but then it doesn't reset. If you press it twice, you wouldn't be able to find him again, unless you got lucky and found him randomly. Now it resets every time you search out of combat. Fixed in next patch update (0-4-192).


Still think this is happening as of today. Can only spawn singe and nothing else even though quest log says singe is slain and bartender is left.

Indeed. Fail detected and fixing now. Can you tell it's my first time designing quests? :lol:

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Wed Mar 26, 2014 12:38 am
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dwolin wrote:
Every time I log in my abilities are moved one square to the right and I'm missing yaulp. If I camp then come back in this is fixed but still annoying to do it every time.

Hum, sometimes I notice my buttons are one off. I'll try to narrow down what causes this. Or maybe it's certain classes causing the placeholder buttons to get out of place. It was just one of those things I sometimes noticed, but never got around to.

dwolin wrote:
Can you make new abilities go in the first blank hotbar slot instead of the first ability slot which moves all your current abilities should you have one in the first slot. I just checked on a different character and it worked like I suggested dunno if it was changed recently.

I'll keep an eye out.

dwolin wrote:
I think it would be neat if mana stone had an additional +5 mana per tick but had a HP per tick of -10. Would make it a put in to get mana item then take out so you don't lose life kinda like live. Just an idea though.

That's not a bad idea. I kind of shied away from items with negative attributes, though there are a few. The idea of cursed items is cool, but convincing players to use them is tricky. I'll consider something like this in future items. Maybe even retroactively.

dwolin wrote:
When an item says +weapon damage is that used in abilities? Or do abilities only use base weapon damage.

When it says +weapon damage it is saying that the base item had its damage increased. So, say the base item is a 8/48 2h sword. If it says +8 damage, now it is 16/48. It affects all attacks since base damage is a key value for all melee attacks. The damage-delay ratio is arguably the most important weapon stat. Increased attack speed is the speed counterpart. So 20 IAS means the 8/48 sword became an 8/38 sword. You will only see these two stats on weapons.

dwolin wrote:
when a weapon says +weapon speed% this number isn't reflected in the attack haste shown on the character sheet. Is +weapon speed something else?

See previous.

dwolin wrote:
is the exp bonus for chain combos working as intended? I had a 80 something chain in unrest with whites, yellows, and reds and i really couldnt see a whole lot of difference between the exp i was getting in yhe chain and just killing a single even con mob.

I'll check. I thought it was :)

Edit: IT WASN'T! Thanks again for noticing this. From now on all chain popups will also indicate the amount of bonus exp too. Working as intended in 0-5-31.

Bonus: Rare mobs will now reward more exp too. Before they gave the exact same as a similar level regular mob.

dwolin wrote:
if a weapon has +magic damage% does that only affect abilities that deal magic damage or does it add a percentage of magic damage that is already on the weapon?

Thanks for mentioning this. Up until this point it didn't, but it is something I have been meaning to update. Any weapon that says +% magic now affects elemental damage too. You don't see this much in normal, but it will become more common later in nightmare and hell.

dwolin wrote:
Any chance we could get options other than +armor and +resistance for merchant upgrades?

Probably not. Are you thinking along the lines of all stats all skills? Hm, well. Maybe. That's a ways away though. It could introduce some interesting options if your resists are already too high. So... officially let's leave this at "maybe later". :mrgreen:

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Wed Mar 26, 2014 1:03 am
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Orc Pawn

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Maelfyn wrote:
Indeed. Fail detected and fixing now. Can you tell it's my first time designing quests? :lol:


No worries this is best EQ style remake I've had to pleasure to enjoy in awhile.

I believe the Najena 3 quest is bugged in the same way.


Wed Mar 26, 2014 3:35 am
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Yes, you're right. All similar quests had the same bug. But I just fixed it as of two seconds ago. I promise! Big new update with all of the fixes mentioned here.

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Wed Mar 26, 2014 4:27 am
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Orc Centurion

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The exp bonus for chains is working! Thanks for fixing it. Some more bugs

- I got some damage numbers today with decimals, it seemed to only happen against undead mobs.

- I have multiple +elemental DMG mods but when I hit I only see a white number and a blue number. Is the blue number the sum of my +elemental DMG mods?

- what does daze do? Effect on paladin flash of light.

- I think on live paladins were able to use Piercing weapons and I was wondering if they were supposed to be able to use them here.

- I don't think the exp to next level readout is working as intended. As I get closer to lvling the value shown gets higher.

Thanks


Wed Mar 26, 2014 1:37 pm
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The Artificer

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oh man, chain EXP bonuses weren't working?

i should be like level bajillion by now then, lol :)


Wed Mar 26, 2014 2:47 pm
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dwolin wrote:
Game is really fun. Its by far the best not everquest everquest I've ever played. Ive just got a pal at lvl 31 but I can't wait to try out some more classes! Thanks for all your hard work!

~ Dwolin

Thanks, but what are the other not everquest everquests? lol

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Wed Mar 26, 2014 11:08 pm
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The Artificer

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there's a ton of remixed emu servers that use EverQuest as a base..... see: The Hidden Forest, Kildrukaun's Prophecy, EZ Server, etc.

some of them are really ambitious with their changes.... like this one, Enlightened Dark, that has completely revamped EQ's class system: http://enlighteneddark.weebly.com/


Wed Mar 26, 2014 11:17 pm
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The Artificer

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here's something that started happening awhile ago.... seemed odd at first, but i figured there was an explanation so i ignored it... but today i looked closer at the numbers and all my gear and realized it makes no sense

Image

windows are a bit cluttered so i could fit all the relevant info into one screenshot....

why is my SK doing so much Cold damage? i'm using a heavily Poison based weapon, and i have no Cold spells.


Wed Mar 26, 2014 11:36 pm
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I just hotfixed the non-rounded damage values because it was too embarassing :)

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Thu Mar 27, 2014 12:03 am
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dwolin wrote:
I got some damage numbers today with decimals, it seemed to only happen against undead mobs.

Hotfixed

dwolin wrote:
I have multiple +elemental DMG mods but when I hit I only see a white number and a blue number. Is the blue number the sum of my +elemental DMG mods?
Soooo, the elemental color can only indicate one color, so it takes the highest damage elemental and makes it that color. So if you have 40 cold damage and 35 fire damage, the text will be blue.

dwolin wrote:
what does daze do? Effect on paladin flash of light.

Makes them miss much more often. Kind of like a blind, but makes them miss more, basically.

dwolin wrote:
I think on live paladins were able to use Piercing weapons and I was wondering if they were supposed to be able to use them here.
Wow, I can't believe it. Honestly I think it's weird that Paladins could use piercers. I assumed they couldn't. But I'll probably leave it this way. I dunno. I never remembered any Paladin running around with a dagger. I'm sure I'm forgetting some.

dwolin wrote:
I don't think the exp to next level readout is working as intended. As I get closer to lvling the value shown gets higher.
You're probably right. I'll look at it tonight.

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Thu Mar 27, 2014 12:08 am
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pharmakos wrote:
why is my SK doing so much Cold damage? i'm using a heavily Poison based weapon, and i have no Cold spells.

lol you stumped me... maybe you can help me figure it out. Is it the weapon? A certain skill? I have no idea, bud.

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Thu Mar 27, 2014 12:10 am
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The Artificer

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yeah its so weird.... 50 poison damage, but on the battle stats my poison damage only accounts for 2.3% of total.... while cold damage is 16% of total...

in a little bit here i'm going to dig some other weapons out of my bank and see what happens with them. the only other weapon i had on me before i camped was a cold based damage weapon (Midnight Mallet).... and oddly, i did LESS cold damage with it. (i think it was like 8% of my total damage with a Midnight Mallet)

maybe Blighthammer is bugged in particular tho? displays Poison damage but behind the scenes you accidentally set the code to Cold?


Thu Mar 27, 2014 12:15 am
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