Weekly Development Activities

October 2, 2006

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Check out the latest updates to the "Weekly Development Activities."
The goal for this feature is to give solid expectations on what you can
expect to see in future updates.



In QA

These items are in QA and should be a part of Module 3.



General

  • NEW - You will now slowly regenerate Hit
    Points and Spell Points while walking around the city and not just in
    taverns.
  • NEW - A number of new emotes have been
    added to the game:
    • /beckon
    • /hug
    • /flex
    • /groan
    • /grovel
    • /kiss
    • /no
    • /poke
    • /sigh
    • /taunt
    • /yes
    • /cheer2
    • /dance2
  • The
    Silver Flame has recognized that the brothers stationed in Taverns have
    been casting an inferior version of Restoration. From now on, the spell
    cast in taverns will remove 1 negative level in addition to all the
    other Restoration effects.
  • NEW -
    Raid parties for the Dragon or the Warforged Titan will now have the
    option of setting the raid loot shards to go to a random member of the
    party rather than to the leader. The leader can switch the shard
    designation by right clicking on the party health-bars (in the same
    place he/she clicked for "convert-to-raid"). All members of the party
    will be notified in party chat when this happens, and later arrivals
    will be notified when they join the party. Once the party has been
    switched to "random loot", it cannot be switched back. Shards will be
    randomly assigned to any member of the party who is alive and still in
    the dungeon as soon as someone attempts to pick up the shard.
  • Fixed a bug which prevented the player's encumbrance from being
    updated when sending an item through the mail.
  • Players will no longer get stuck while dismounting from ladders.
  • We
    are pleased to announce the addition of the /showhelmet <on |
    off> command which can be used to hide your helmet graphic.
  • We
    are improving the combat/damage feedback mechanism. This will not only
    eliminate "false" hits where the target would flinch but no attack roll
    would take place, but also give better feedback as to the strength of
    the hit.
  • When you successfully swap a spell, you will now get an alert
    telling you that it worked.
  • Poison dart and poison grenade traps will now actually poison you
    instead of doing poison hp damage.
  • Lava Cam! When your camera is in lava, it now looks more like
    it's in lava, as opposed to water.
  • Made
    some small tweaks to our avatar animations. For example, human female's
    wrists won't twist in the dual weapon combo attack, dwarven arms won't
    over-extend when they use an axe to cleave, etc.

Performance

  • The landscape renderer has been overhauled to provide better
    performance (especially load times). In addition, the new landscape
    engine enables huge draw distances that were not possible before.
  • The overall frame rate has been improved and ‘hitching' reduced.
  • Avatars
    and monsters are now a bit brighter than other objects (the intensity
    depends upon the environment and lighting conditions).
  • Overall
    bandwidth of the game will be reduced another 1-3%, and certain
    problematic dungeons and laggy areas will be significantly improved by
    20-50% (when your client gets flooded with information about objects in
    your local area).

UI Improvements

  • The text on the XP bar has been clarified to make it more
    obvious that you have not lost the XP you were accruing toward your
    bonus AP when you die and get an XP debt while you are working toward
    bonus action points.
  • Mail
    • The "New Mail" icon will now appear on the Focus Orb even if
      it is minimized.
    • NEW - The "New Mail" icon will now
      vanish from the Focus Orb when the last new letter in your mailbox has
      been opened.
    • NEW - It is no longer possible to
      put too much text into the Compose Mail' "To," "Subject," and "Message"
      fields.
    • NEW
      - It is no longer possible to compose new mail while your mailbox is
      full. The Mail Box is considered full when it has fifty or more letters
      inside of it.
    • The "To" and "Subject" line of the Compose Mail UI no longer
      accept carriage returns.
  • NEW - In an effort to help clear up some
    confusion Ranks will now start at 1 instead of 0.
  • NEW - ALT-Z will now hide/show the main
    UI.
  • NEW - You will now see the dice rolls
    for dispelling.
  • NEW
    - When using something other than the mouse to move the mouse cursor
    (for example, an Xbox 360 controller), the mouse cursor will not be
    allowed to move outside the game window.

Monsters

  • NEW - Monsters can no longer remain
    stealthed/invisible when they are casting harmful spells on you.
  • NEW
    - Adjusted some monster sneak attacks to function properly – some were
    not being blocked by fortification, while others were not triggering in
    situation where they should have (for example, with a blinded target).
  • NEW - Monsters will now deal properly
    when hit with multiple behavior states (for example, mesmerized while
    dancing).
  • NEW
    - Liches can no longer be affected by command undead, halt undead, the
    undead fear portion of the chill touch spell, or control undead (not in
    game yet).
  • NEW - Mephits now fly faster.
  • NEW - Most named troglodytes have been
    given more hp on the hard and elite settings.
  • Spiders
    • Some mid- and high-level (mostly CR 7 and up) spiders have
      new stronger poisons.
    • Most
      spiders on the hard and elite settings have had their attack damage
      reduced significantly, particularly those on the elite setting.
    • Widow type spiders will once again shoot functional webs.
  • The mind flayer and vampire's dominate abilities no longer dispel
    protection from evil.
  • Some ogres have been eating their veggies and will be able to see
    and hear better than they could before.
  • Several
    bow wielding enemies will now shoot various energy arrows like flaming
    arrows or cold arrows. These will do the typical piercing damage (1d6
    and up) in addition to various amounts of energy damage.
  • Several
    resourceful enemies have begun using various alchemical substances in
    battle. In most cases, these will affect players as energy damage over
    time.
  • Elemental Empathy will work properly on Earth Elementals that
    have used their Earthgrab ability.
  • More
    powerful versions of Mummy Rot are now labeled accordingly: Pernicious
    Mummy Rot is more dangerous than regular Mummy Rot, and Virulent Mummy
    Rot is even more lethal.
  • Female humanoid villains will no longer charge into melee range
    if armed with spells or bows.
  • We
    are fixing an issue with the death animations of Arcane Skeletons. They
    will no longer "eat collectables" they should be creating.

Combat

  • All enemy trips and knockdowns now have dual saves (an initial
    save and a secondary save). Most give you an ability modifier check for
    the initial save to determine whether or not you fall. This is usually
    your Strength or Dexterity modifier, whichever is greater on your
    character. Some knockdowns like grease give a reflex save as the
    initial save. Once you fall down, your secondary save checks will occur
    every two seconds and are versus your balance skill to determine when
    you stand back up.
  • NEW -
    Warforged who take the fighter's armor mastery enhancements will now
    see it affect the max dex bonus from their armored body feat.
  • NEW - Smiting weapons and other death
    effects now give better combat feedback in your chat box.
  • NEW - Boss monsters will now give better
    feedback on spells that they are immune to.

Spells



Spell Changes

  • NEW - The valid arc for casting spells
    on a target has been increased from a forward 90 degree arc to a
    forward 120 degree arc.
  • Resist
    Energy is now available for clerics, paladins, rangers, and wizards.
    Protection from Energy is now available to Rangers, Wizards, and
    Clerics. This change allows these classes to cast Protection From
    Energy and Resist Energy the same way a sorcerer can, by memorizing a
    single spell and then choosing which damage type to ward against. The
    days of memorizing several Resist Energy: (Element) are no more!
  • Protection
    from Evil has been fixed to work correctly. It no longer protects
    against *all* charms and compulsions (including Otto's, command, hold
    monster/person, etc). Rather, it only protects against charms and
    compulsions that give ongoing mental control, such as the vampire's
    dominate ability. Also, as per D&D rules, it no longer protects
    against mental control from evil creatures, but ALL mental control,
    regardless of the target's alignment.
  • Phantasmal killer is now a fear effect.
  • NEW - Players will now be immune to
    charm and suggestion spells. Players will no longer be immune to
    command spells.
  • Holy smite will now damage spiders.
  • The
    Teleport spell no longer has a Somatic casting component so players
    will not suffer an arcane spell failure chance for Teleport while
    wearing armor.
  • NEW - The Dispel
    Magic spell (for bards, clerics, paladins, sorcerers, and wizards) no
    longer requires a material component to cast (as per P&P rules).
  • Niac's cold ray now uses the proper ray cast animation.
  • NEW - Mind Blast now affects all enemies
    within the area of effect.
  • NEW
    - The flame arrow spell now allows the caster to choose what type of
    ammo he/she would like to add the "flame" property to. Choices include
    Arrows, Bolts, Throwing Daggers, Throwing Axes, Darts, and Shuriken.
    Each requires 1 base unmodified type of that ammo (so Flame Shuriken
    requires 1 plain shuriken) and produces a stack of 50. All players and
    items that can cast flame arrow will now cast the "new" version.
  • NEW
    - Stoneskin and Protection from Energy spells now work as per PHB -
    they have a total amount of damage that they protect you from, after
    which they will vanish.
  • NEW - When blind, you will no longer see
    the names floating above the head of named friends/foes.
  • NEW - Casting/Cooldown
    • Slightly reduced the cooldown timer of all level 5 spells.
    • Significantly sped up the casting time of Command to be in
      line with other spells of that level.
    • Significantly sped up the casting time of Flame Strike.
    • Significantly sped up the casting time of the Spell
      Resistance spell to be in line with other spells of that level.
    • Significantly sped up the cast time of the sorcerer's
      Dimension Door spell to be in line with other spells of that level.
    • Significantly increased the cooldown timer of the sorcerer's
      Suggestion spell to be in line with other Suggestion spells.
    • Made
      several minor tweaks to casting times and cooldown timers of other
      spells to bring them in line with similar spells of the same level.
  • NEW - The visual for the Grease spell
    now matches more closely the area of effect.
  • You will now get chat feedback in the combat window when you hit
    someone with a non-damaging spell (like fear or slow).

Metamagic Fixes

  • NEW - Characters using the Quicken feat
    will find their spellcasting greatly improved.
  • Resistance, Restoration, Raise Dead and See Invisibility spells
    can now be used with the Eschew Materials feat.
  • NEW - The spell point cost of using your
    Eschew Materials metamagic feat has been reduced.
  • Find
    Traps, Ice Storm, Magic Missile, Scorching Ray and Searing Light no
    longer consume additional spellpoints while the Heighten Spell feat is
    active.
  • Holy Smite and Niac's Cold Ray can now be used with the Heighten
    Spell feat.
  • Dismissal no longer consumes extra spell points while the
    Maximize or Empower spell feats are active.
  • Feeblemind and Waves of Fatigue no longer consume extra spell
    points while the Extend Spell feat is active.
  • Ray of Exhaustion can now be used with the Heighten spell feat.
  • Sleet Storm no longer consumes addition spell points while the
    Heighten spell feat is active.
  • Wall of Fire
    • No longer consumes additional spellpoints while the Heighten
      spell feat is active.
    • Wall of Fire can now be used with the Extend Spell feat.
  • Shocking grasp can now be affected by the Heighten Spell
    metamagic feat.
  • Solid Fog and Grease no longer consume additional spellpoints
    when under the effects of the Heighten Spell metamagic feat.
  • Melf's Acid Arrow no longer consumes additional spellpoints while
    the heighten spell feat is active.

Spell Description Updates

(these are just text changes, not changes to spell functionality)

  • Spell descriptions now use color for greater readability!
  • Player
    spells will now state in their descriptions if the spell has a saving
    throw to resist, and if so, the results of a successful save.
  • Ray
    of Enfeeblement description fixed, it had been indicating an extraneous
    +1 STR damage that it did not do, and was missing max caster level
    information.
  • Hold spells have been updated to state that they have a save
    interval.
  • Player spells that have a max Hit Dice cap should now state this
    in their description.
  • Melf's Acid Arrow description has been updated to list the
    correct interval.
  • Wall of Fire description now been updated to include damage
    amounts.
  • NEW - Scorching ray description now
    includes information about additional rays and their levels.

Skills & Abilities

  • The magnitude of the bonus provided by Action Boost: Attack and
    Action Boost: Skills have been reduced at the higher level
    enhancements.
  • Bards can now activate their singing
    abilities while moving! The activation time on their singing abilities
    has been reduced significantly as well. An animation glitch has also
    been fixed!
  • NEW - Fixed a bug
    with some AOE abilities and spells. Formerly, if you had a dead monster
    targeted, Turn Undead would fail. Now, it will work, but will be
    centered on you since your selected target is dead. The same is true of
    other feats, skills (Intimidate, etc.), and spells (Burning Hands,
    etc.), for which the default behavior on an invalid target should be
    "happen, centered on me", or "happen, aiming directly forward".
  • The
    description for the Paladin's Lay on Hands ability has been corrected
    to better describe the amount of healing/damage that the ability does.

Items

  • NEW - There is a new weapon effect
    "Vicious". This effect causes the weapon to do an additional 2d6 of
    damage to the target, but also does 1d6 of damage to the wielder.
  • NEW
    - The following bane weapons will now have the appropriate attack
    bonus. At the moment there is not a retroactive fix for older copies of
    the weapons who do not have the bonus but we are working on one.
    • Kelmar's Justice
    • Sword of the Giant Slave-Masters
    • Giant Stalker's Knife
    • Spider Spike
    • Spiked Mace of the Elements
  • NEW - Crests will now sparkle to make
    them easier to see.

PVP

  • NEW - Sneak attack works as follows:
    • If the target player is helpless, sneak attack applies.
    • If the target player is blinded, sneak attack applies.
    • If the target player is asleep, sneak attack applies.
    • If the target player is stunned, sneak attack applies.
    • If the target player is bluffed, sneak attack applies.
    • If the target player is dazed, sneak attack applies.
    • If the target player is flanked, sneak attack applies.

Quests

NEW - Tempest Spine

The "Bridge to the Inevitable" gate trap will now open after 3
minutes to prevent parties from getting stuck should someone run ahead,
trigger the trap, and then die.



To discuss the weekly development activities visit the official target="_blank" href="http://www.ddo.com/forums/showthread.php?t=47816">DDO
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Last Updated: Mar 29, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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