Weekly Development Activities
June 19, 2006
In QA
These items are in QA and should be a part of the Twilight Forge
Module. Please note: this list is still a work in progress and should
not be viewed as final.
UI Improvements
-
NEW We are adding
Guild Names! The will be visible under player names.
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-
NEW Party Member
names will be distinguished from other player names by color. -
NEW The colors for
names of party members, other players, npcs, and monsters will be able
to be changed. -
NEW Displayed
damage values for sneak attacks and critical hits will appear in a
distinctive fashion. -
NEW Hostile
monsters names will now appear in a configurable color (default red).
Friendly or neutral monster's names will look like NPCs names rather
than hostile monster's names. - NEW - "Accept
Choice" is no longer mapped to the number pad enter key by default.
Existing players will still have this mapped to the number pad enter
key and will need to change the setting on their own if they wish to
unmap it. "Accept Choice" is intended to be what you use to answer
"yes" to dialogs in the game. This change will prevent players from
accidentally releasing from their body when they did not wish to. -
NEW - When dragging
items over the equipment slots in the UI, they will only highlight if
the slot is compatible with the item. In addition, whenever you select
an item, all of the compatible inventory slots will be highlighted. - The latency meter will be located in the main menu bar.
Also, the latency meter will no longer want to be on top of everything
(tooltips, for example). - Apostrophes and spaces will once again be allowed in player
surnames and guild names. - The player biography panel will be adjusted to allow for more
punctuation and printable character types. - The alive/incapacitated/dead state of members of your fellowship
will update properly even when your group members are far from you. - The tooltip for feats will display how many times you have
acquired the feat if you have acquired it more then once. - The tooltip for "Sneak Attack" will display how much extra damage
you cause when performing a sneak attack. - Correcting a text error with the tooltip for Greater Bane items
that improperly states that Greater Bane is a +2 bonus instead of a +4
bonus. - Alerts for "Missing Spell Component" will now list what the
missing component is. - The "/help alias" description of the /alias command is being
updated to properly reflect /alias' capabilities. - There is now an option to ignore all guild invites.
- Guild invites from squelched players will now be ignored.
- The correct error message will now be displayed if your guild
invite expires. - If you die from constitution damage you will no longer have
an ability damage icon appear on your screen after you have resurrected. - In order to explain the death penalty more clearly, the
Death Penalty tooltip will be changed to read "You are significantly
below the minimum amount of experience points required for your level.
Your maximum hit points and spell points have been reduced, and you
suffer a penalty to your attack rolls, saves, skills, and caster level." - When you hover over the icon for items in your inventory, shops,
chests, and reward UI, you will receive the examination information in
a tooltip. This is in addition to the current method of examination
(using the "z" key or the magnifying glass on the focus orb). - The effect descriptions will be displayed directly upon
examination, you will no longer need to hover over the effect names to
get the descriptions from a tooltip. - We are fixing a display issue where players who are wearing a
+Con item or are under the effect of a +Con spell during level
advancement see an incorrect increase to hit points. - The "Play this Character" button in character generation will be
renamed to "Create this Character" to more accurately describe what the
button does.
General
- We are adding a new emote into the game! You will soon be able to
/eat. - You will now be able to log out while incapacitated.
- You will no longer be able to be both exhausted and fatigued;
exhaustion will remove and block fatigue. - The upper limit of 40 on skills will be removed.
- We are changing the way "Over Time" spells and effects work. The
intervals will be closer together (i.e., 2 seconds instead of 6
seconds), but will do less damage/benefit during each interval. There
will be no change to the total amount of damage/benefit, this is purely
a change to how the damage/benefit is spread out over time. This change
also applies to the way lava does damage over time. - Owing to their construct nature, Warforged will find that they
are able to hold their breath under water significantly longer than
they could before.
Combat
- All enemy trip and knockdown attacks (including Grease) will give
the player a balance skill based save attempt every 2 seconds for the
duration of the knockdown. - Ranger's favored enemy bonus will now apply a +2 to the bluff
skill against favored enemies. - All races will be able to cause damage when they attempt to
attack while sneaking with a shield. - The display for your party member's HP/SP bars will refresh more
frequently. - We are fixing a display issue where the damage over time
component of Slicing Blow isn't displaying properly (please note: the
DOT is occurring properly, it just isn't displaying properly.). - We are fixing a display error that sometimes causes the damage
numbers over your target's head to be incorrect when a sneak attack is
performed while the precision attack feat is active.
Enhancements
- Warforged with Improved Fortification will no longer be healed,
even if they have taken the "Healer's Friend" enhancement.
Items
- Any wand offered as a quest reward will now be fully charged.
- We have fixed a display error in the description text for mithril
armor where the text stated that mithril armor was a medium armor
instead of a light armor. This was a text error only and will not
change performance.
Spells
-
NEW - The Phantasmal
Killer spell will include a will save to disbelieve and completely
negate the effects (this will bring it in line with the Player's
Handbook 3.5 rules). - We are fixing a problem where the Flame Arrow spell can fail
based upon your spell resistance. - We are fixing a problem where holy smite is not properly stunning
evil creatures. - Lightning bolt and flaming sphere would periodically hit targets
more than once. This issue will be fixed. - The Divine power spell is being fixed to properly apply the
correct amount of temporary hit points to its target. - We are fixing the Bard song "Inspire Greatness" and the spell
"Greater Heroism" so that their greatness effects will no longer
prematurely end when the bonus temporary hit points are used up. - Melf's Acid Arrow is having its look and effects changed so that
it appears bigger and brighter. - We are fixing an issue where if you've been hit by multiple
blindness spells, all of the spells would end as soon as the first
spell expired. Now your full sight won't be restored until the final
blindness effect has ended. - The "doom" spell will now properly give you a -2 to your attack
rolls (as per D&D rules). - Having the benefit "Improved Heightening" will no longer give a
discount to spells that are already maximum level. - The poison spell will now show immunity effects if cast on an
immune target. - When you resist a spell due to an item of spell resistance, it
will now send feedback to the combat chat tab.
Monsters
-
NEW - The Beholder's
Scorching Ray eyebeam will function properly. Beholders will also no
longer be able to shoot through walls. Dead beholders will no longer
emit antimagic fields. -
NEW - The alchemist
fire thrown by kobolds will have a reflex save for half damage instead
of having the regular to-hit roll. -
NEW - We are making
some adjustments to Fleshrender, Ice Flenser, and Fire Reaver AI's. -
NEW - Storm Giant's
arrows will no longer disappear before being fired, and will also now
fire from their bow. - The Guardian of the Seal of Shan-to-Kor will now be less likely
to walk on top of people (float) during combat. - Xorian skeletons will no longer be immune to fire.
- Casting "Blind" on Velah the Dragon will have no effect.
- When a wraith kills something that is already undead, it will not
spawn a new wraith. - Icestorm will have the proper visual effects when cast by
troglodytes, kobolds, and hobgoblins. - We are fixing a bug that is incorrectly inflating trolls'
vulnerability to poison. In conjunction with this fix, we are also
raising the strength and damage capabilities of trolls and ogres on the
"hard" and "elite" settings.
NPCs
-
NEW - Many
dungeon-based NPCs will only converse with one player at a time. This
will alleviate a number of quest NPCs who might toggle a door or item
twice in succession due to multiple conversations taking place
simultaneously. -
NEW - Any open
conversations with an NPC will be closed when a player recalls out, to
ensure player and NPC don't get locked.
Quests
-
NEW - Party members
will not be able to leave their party while in a dungeon. If you wish
to leave your party you will first have to recall to a public space. -
NEW - Attempting to
abandon a story arc quest will alert the player that they will be
abandoning multiple quests (and will list these quests).
To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.