Weekly Development Activities

September 25, 2006

<!-- if (!document.phpAds_used) document.phpAds_used = ','; phpAds_random = new String (Math.random()); phpAds_random = phpAds_random.substring(2,11); document.write ("<" + "script language='JavaScript' type='text/javascript' src='"); document.write ("http://ads.tentonhammer.com/adjs.php?n=" + phpAds_random); document.write ("&amp;what=zone:81"); document.write ("&amp;exclude=" + document.phpAds_used); if (document.referrer) document.write ("&amp;referer=" + escape(document.referrer)); document.write ("'><" + "/script>"); //-->

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.



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.
  • You will now get chat feedback in the combat window when you hit
    someone with a non-damaging spell (like fear or slow).
  • The "New Mail" icon will now appear on the Focus Orb even if it
    is minimized.
  • The "To" and "Subject" line of the Compose Mail UI no longer
    accept carriage returns.

General

  • Phantasmal killer is now a fear effect.
  • 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.
  • Players will no longer get stuck while dismounting from ladders.
  • We are pleased to announce the addition of the /showhelmet |="" 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.

Monsters

  • 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.
  • NEW - 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.

Spells



Spell Changes

  • 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!
  • NEW -
    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.
  • NEW - Holy smite will now damage spiders.
  • NEW
    - 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 - Niac's cold ray now uses the
    proper ray cast animation.

Metamagic Fixes

  • NEW - Resistance, Restoration, Raise
    Dead and See Invisibility spells can now be used with the Eschew
    Materials feat.
  • NEW
    - Find Traps, Ice Storm, Magic Missile, Scorching Ray and Searing Light
    no longer consume additional spellpoints while the Heighten Spell feat
    is active.
  • NEW - Holy Smite and Niac's Cold Ray can
    now be used with the Heighten Spell feat.
  • NEW - Dismissal no longer consumes extra
    spell points while the Maximize or Empower spell feats are active.
  • NEW - Feeblemind and Waves of Fatigue no
    longer consume extra spell points while the Extend Spell feat is active.
  • NEW - Ray of Exhaustion can now be used
    with the Heighten spell feat.
  • NEW - Sleet Storm no longer consumes
    addition spell points while the Heighten spell feat is active.
  • NEW - 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.
  • NEW - Shocking grasp can now be affected
    by the Heighten Spell metamagic feat.
  • NEW - Solid Fog and Grease no longer
    consume additional spellpoints when under the effects of the Heighten
    Spell metamagic feat.
  • NEW - 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)

  • NEW - Spell descriptions now use color
    for greater readability!
  • NEW
    - 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.
  • NEW
    - 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.
  • NEW - Hold spells have been updated to
    state that they have a save interval.
  • NEW - Player spells that have a max Hit
    Dice cap should now state this in their description.
  • NEW – Melf's Acid Arrow description has
    been updated to list the correct interval.
  • NEW – Wall of Fire description now been
    updated to include damage amounts.

Skills & Abilities

  • NEW - 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!
  • 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.



Under Development

These items are currently in development and are scheduled for some
time Module 3.



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


To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.

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.

Comments