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For a complete listing of articles relating to this Live Update , see Category:LU57
Game Update 57
Update 57
Date August 18, 2010


http://forums.station.sony.com/eq2/posts/list.m?topic_id=484707

QUEST REGIONS OF INTEREST


USER INTERFACE UPDATES

  • The Default UI now ships with two color options; red and blue. Use the /loadui command to change color schemes.
  • A clock and compass have been integrated into the mini-map window (the old compass and clock UI elements were not removed and can be opened using Alt-N and Alt-C respectively).
  • At the bottom of the screen you will now find the Nav bar, which replaces the old experience bar and includes the EQII button and shortcuts to various UI windows (you can right-click minimize/maximize the NAV bar to hide the various shortcut keys, except for the SC and EQII buttons).
  • New tutorial windows have been created to help ease new players into the game.
  • The Marketplace window has been upgraded for easier browsing. An item preview pane has also been added.
  • The Welcome window layout has been reorganized to make it easier to read.
  • The Inventory and Persona windows were merged to create the Character window (the shortcut key for this new window is C).
  • Z is now the default for crouch.
  • The casting, breath and PvP immunity bars have been updated with a new look.
  • The hotbar has been reworked and is now easier to manipulate.
  • If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.
  • Spell effects that are not able to crit will say “This effect cannot be critically applied” in the spell description.
  • You can now freely move any UI window when viewing them in F10 mode.
  • You can now disable the confirmation when spending AA points under Options -> UI -> Game Features.


CHARACTER CREATION


SPELL FX REVAMP

Casting Runes

Figure A

We are updating, optimizing and standardizing every class spell visual in the game. AA and Entertainment spells are next on the list and will be revealed in a later game update.


The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class. Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.


We analyzed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc. Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.


When you start a new character you will have Apprentice spells. This spell tier along with Journeyman will have a beginner level of FX in both size and quantity. Later when you acquire Adept or Expert versions of the spells the level of FX will increase. Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.


Buff Runes

Figure B

One of the unique features of spells in EverQuest II is the leveling of spell skills. As you cast destructive spells your skill in Disruption increases. Healing spells increase Ministration. Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation (see figure a). Other than the chat window there was no real indication which spells increased which status. Therefore we created the spell wheel. Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used. Casting runes will all emanate from the caster's feet as part of their traditional casting rings. (Refer to "Figure A".)


Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.
(Refer to "Figure B".)

TRAVEL

  • Inner zone travel locations now support path linking. This means when travelling via sokokar/horse/balloon you will be able to select any location in the zone that is an available travel point and let the mount do the rest.
  • The KOS cloud pads can now teleport you to any other pad within the same zone. Cloud travel around KOS zones can now be done via the Overrealms Tour Agency. They offer tour route services for Tenebrous , Barren Sky , and Bonemire .
  • The zone-ins for the erudin group instances have been reworked:
All three zones are now reachable by clicking the appropriate object at Marred Plateau.
When entering these zones it should now zone your group in like other group instances.
Entering the Palace of Roehn Theer has not changed.


APPEARANCE SLOTS

  • Weapon appearance slots are no longer restricted to being the same wield style of your equipped weapons.
  • Appearance slots are no longer restricted to levels 20 and higher.


GENERAL

  • Linkdead timeouts should now occur less frequently.


POPULATION


ITEMS

  • The book, "The Case of the Lost Lute" is now available for purchase from the Sage NPCs in South Qeynos, North Freeport and New Halas if player is a troubador, level 80+ and does not already have the book.
  • The " Halasian Weapon Rack " now mounts properly in houses.
  • The Vambraces of Plated Ice have had their stats adjusted to be consistent with similar healer shoulder items in Icy Keep .
  • The Band of the Corrupter's effect Pure Corruption now also procs agility.
  • The " Bauble of Holidays Past " description has been made a bit more specific, and the particles should be easier to see.
  • The appearance armor sets sold in Erronson's Fur and Leathers shop in New Halas are now heirloom instead of no-trade.
  • It is now much easier to change which holiday-themed effect is triggered by The Bauble of Holidays Past.
  • Swift Claws from the Claws of Jojo will no longer cause stacking issues with Furious Blows.
  • The Seeker's Disc of Darktruth is now usable by level 80 crafters.


AMENITIES

  • The "Guild Hall Kunark Writ Agent" now offers writs to Guild members that are citizens of New Halas .
  • Guild hall harvester hirelings no longer spam you with a list of every item they brought back.
  • Shiny Tinkerfest Cogs and raw vanilla can now be placed in supply depots.


PVP SPELLS

" Call of City " spells now properly apply their new reuse and casting speed on PVP Servers.


CLASS PROGRESSION / ABILITY CHANGES

Fighters


Berserker


Bruiser


Guardian


Monk


Paladin


Shadowknight


Scouts

  • Scouts will no longer automatically receive “ Evade ” at level 6.


Assassin


Brigand

  • Brigands now receive “ Mug ” at level 6.


Dirge


Ranger


Swashbuckler


Troubador


Mages

  • Mages will no longer gain “ Bind Sight ” automatically. It is now a fun spell and can be bought from the class trainers.
  • Dispel Magic is now Absorb Magic and now also drains a small amount of power. It no longer has a power cost.
  • Summoners will now receive their first version of Vampire Bats at level 10.
  • Summoners: “ Aqueous Stone ” is now “Aqueous Soul” and no longer summons an item that grants water breathing. It now simply casts water breathing on the target.


Warlock


Wizard

  • Wizards will no longer automatically get “ Cease ” at level 10.
  • Wizards will now gain “ Ice Spears ” at level 4.
  • Vital Transfer now costs less health to cast below level 40.


Coercer

  • Coercers will no longer automatically receive “ Mesmerize ” at level 1.
  • Shift Mana ” now has a lower health cost at low levels.


Illusionist

  • Illusionists will no longer automatically receive “ Entrance ” at level 1.
  • Extract Mana ” now has a lower health cost at low levels.


Priests


ALTERNATE ADVANCEMENT

Crusaders

Paladin

  • Allied Prayers now gives 4% heal potency per rank rather than 3% heal potency and 3% critical chance.

Coercer

Necromancer


QUESTS


TRADESKILLS


GOROWYN

Academy of Logistics engineers have completed their changes to the layout of the city of Gorowyn. They sincerely hope that the improved city layout will be easier to negotiate for Gorowyn residents, will promote more tourism to Gorowyn, and will reduce the number of completely lost rangers that the guards keep finding in obscure corners of the city.


GREATER FAYDARK

The Nursery in Greater Faydark is under attack! New characters starting in Greater Faydark will have to help save the blooms of the Nursery and thwart the plans of the Grobin clan of goblins. Can you help the Matron and her friends ensure the safety of the unborn fae?


DARKLIGHT WOOD

  • Hate's Envy has come under attack by Sablevein elementals! Adventurers starting there will find themselves quickly enlisted to repel the assault before all of Hate's Envy is razed!
  • Thexian invaders continue to cause trouble within Darklight Wood. Members of the Dread Guard are seeking the assistance of adventurers at T'Vatar Outpost !
  • Several Nerian citizens have gone missing from Wanderlust Fair . New adventurers emerging from Neriak should speak with Malyl N'Vazin to look into this matter.


FROSTFANG SEA

  • New Halas City Faction merchant, Mirva Kilgour , is now selling titles !
  • Pilgrims' Landing is under attack by Ry'Gorr orcs! Adventurers starting there will find themselves being thrust into the fray, very quickly.


EMPEROR ATREBE'S LABORATORY: THE FABLED CITY OF KOR-SHA

The zone boss Ka'El Ka'Vrish should do significantly less damage when casting Ravage.


NEKTROPOS CASTLE

The Idol of Mor'Tael ” book can now be obtained within Nektropos Castle .


BATTLEGROUNDS

  • Fixed an issue where sometimes characters could get stuck in a battleground.
  • Players who are reviving when a battleground match completes will still get credit for completing the match.

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