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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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In a thread about the new Character Sheet coming with Game Update 60, Rothgar got a bit sidetracked by players asking for a bit easier time when rearranging hotbars and the icons on those hotbars. These changes will take effect when you are in Window Rearranging Mode (press F10):

I’m going to make the opacity of the windows 90% when arranging windows so its a little easier to see through them.

As far as hotbars go, the icons will be visible but disabled so clicking anywhere on the window will allow you to position the window. If you hold the SHIFT key, the icons will become draggable, even if you have dragging disabled for that window, allowing you to reposition the icons.

BTW – How did a thread about the Character Window result in you guys getting me to change the hotbars?!

and:

I added a tooltip to the hotkey window so when you are in “F10 Mode” it says “Hold SHIFT to drag icons”. So players should see this tooltip anytime they attempt to move the hotkey window. Hopefully that will be obvious enough.

 

The 9/14 patch notes contained the following note:

Fixed a bug with and re-enabled new spells replacing old spells in the hotbar if the new spell is more powerful.

Apparently, there was more than one bug.  There are reports that it is now replacing the existing spells regardless of whether they are more powerful or not.  The good news is that they also snuck in a flag to turn it off.  Rothgar posted this on the official forums:

We are looking into the issue, it shouldn’t be replacing more powerful spells with weaker ones.

In the meantime, you have the ability to turn it off right now if you place the following line in your INI file.

replace_spells_on_hotbar false

We will be exposing this option to the Options window soon.

So add that line into your eq2.ini file in your game directory (or create it if it doesn’t exist) and you should be good to go.

 

As we posted earlier this week, players have been experiencing an issue with hotbar icons being replaced in random ways as they level. Abilities on hotbars have been replaced with different spells entirely, for instance a group heal being replaced by an apprentice combat spell.

After the jump, the latest update on this frustrating bug.

Players have made no secret of their frustration about this issue, and questioned the need for even adding this feature. Many players (including myself) sequester new spells and combat arts to their own hotbar until I can login one of my (nearly) max level Scholar tradeskillers to produce spell upgrades. An Apprentice spell is almost never an upgrade for an Expert or Master.

But the issue being corrected in the meantime is hotbar slots being replaced by *different* spells. SmokeJumper chimed in:

We haven’t updated (this thread) for a bit, so here’s a new response:

Basically, this bug is being a rat bastage. We *have* had devs dupe this issue, but we can’t seem to get it to dupe while we’re in the debug environment (even QA isn’t finding duplicatable steps), so we’re having to trace code logic and try to figure it out that way.

We’ll get it, but we don’t know what it is right now and it certainly isn’t happening to everyone…so it’s tricky.

I know this isn’t the answer you’d like to hear, but we’re actively pursuing this problem and won’t quit on it.

After a player suggestion to copy one of their characters who always see this issue, Gninja responded:

We have copied characters that had this happen and that didn’t recreate it. Very elusive issue :/

 

Game Update 57 added an interesting new UI feature. As you gain adventure levels, newer spells are now supposed to replace the previous tier’s spell on your hotbar. For instance, if you have Roped Shot III and you gain the requisite level, Roped Shot IV would replace it on your hotbar.

However two things are happening.

  • First, the new spells acquired from leveling are replacing random existing spells on your hotbars.
  • Second, Master spells are being replaced by Apprentice spells of the next tier. This is ok in the 30’s and possibly 40’s, but beyond this level range, Apprentice spells will almost always be a downgrade over the previous tier’s Master.

Here is Gninja’s response on this issue:

There is actually a bug currently where spells and/or abilities are replacing the wrong versions. We are looking into it. The way it should work is it should only replace it if it actually a higher quality spell of the same type.

I file this change under completely unnecessary and possibly more confusing than the old method. I’ve always sequestered new Apprentice spells into their own hotbar until such point that I can login my sage, alchemist, or jeweler to craft Expert (Adept III) versions of those spells.

 

Today we repost some player advice on how to switch from the new default Red UI to the optional Blue UI, without blowing away all your hotbars. This advice comes from the EQ2 Forums.

How to get the Blue Style (No Mods)

If you are using the default EQ2 User Interface (UI), with no modifications like EQ2Maps, etc. installed, and you are wanting to switch from the default red to the optional blue, type /loadui and choose the Blue style.

When you do this, your hotbars and locations of your UI will be reset. To fix this, type /load_uisettings and choose your character. This should restore your hotbars back, while keeping the new blue style.

Unfortunately, it seems that this will reset each time you start EQ2 again. The solution comes from Ahlana:

Open “eq2.ini” in your EQ2 folder

Add the line

cl_ui_skinname Default_Blue

An alternative comes from sompet_eq2:

You can also copy “<Everquest II>\UI\Default_Blue\images” folder to “<Everquest II>\UI\Default\images” overwriting all files. This will work also if you use custom UI pieces too.

How to get the Blue Style (with a mod like EQ2Maps)

This advice comes from Yaevin:

Go to your EQ2 directory. Once there, go into the UI/Default_Blue folder.

If you’re using EQ2Maps, copy the Images folder to UI/EQ2Maps. Windows will tell you that you already have a folder there, just click ok. Also confirm any overwrites, if asked. This should never break, in theory.

How to Disable the Welcome Screen

This advice comes from Atan:

Open your eq2.ini file and add this line on its own line:

cl_show_welcome_screen_on_startup 0

Update: This fix will not work.

 

Getting Mileage out of Macros

How do you create a Macro?

If you already have an ability on one of your hotbars and want to turn it into a macro, just right-click it and choose Create Macro….

If you want to create a macro from scratch, then press O, click the Macros tab, and find a blank space labeled and click it.

To add a command like a /group /raid or /tell, make sure Macro Step: is set to Command and click Add Step.

To add a combat art or spell or use a potion/scroll/item, then next to Macro Step: choose Spell/Ability from the menu and click Add Step. Now drag your CA/Spell/potion/scroll/item to the empty box on the left side.

When to Use Macros

There’s an interesting topic running at EQ2 Forums about the use of Macros in Group and Raid settings. The thread started out as a question of “What qualifies as excessive macro announcements?” and has turned out to be a quite useful discussion.

In a group or raid situation, it can be helpful when you cast a spell or buff that there is an announcement made to the target, group, or raid to let someone (or everyone) know that your spell has been cast. These announcements should be brief so that they can be quickly read. They should not be a distraction from the raid discussion.

If the target of your spells is important, you can slip %T into your announcement. For instance a tank might use:

^^^ Pulling a %T in 5 seconds. Look lively!! ^^^

Healers, Necros, and any other class that can rez people should be using:

/r Rezzing %T.

I don’t think we’ll ever get perfect agreement about what spells should or should not be announced in /tell, /group, and /raid, and the raid leaders may decide that certain ones are excessive, but right now I think we could use a few more.

CAUTION

When people discover macros, they tend to go crazy adding macros to everything. Then after a few game sessions, they realize that a lot of their macros are not really crucial to the group or raid. Just keep in mind that most of the buffs and debuffs you cast are probably not worthy of a macro.

Short term buffs that increase group dps or intelligence may seem like a good candidate for macros at first, but do they really change the behavior of your group? Will they cast different spells or change their clasting order in reaction to your buff? Usually they won’t, so a macro is not warranted.

Enchanters have mostly given up on “mezzing ” macros because folks would rather just nuke everything and not worry about mezzing and waking up mobs.

“I find that its classes that feel under appreciated that macro more and more.”

Macros have their place, but please Don’t Overdo It!!

Scouts

Brigand’s Dispatched debuff is essential to a raid force. No other class has such a powerful ability to breach the defenses of an enemy and allow the rest of the raid force’s spells and combat arts to “stick” and start doing damage. This will generally be used near the beginning of the battle.
/Raid Target has been dispatched.

Swashbucklers get a similar debuff called Swipe. This delays some enemy AoE attacks. As a result, it affects any ACT timers you may have running. It is helpful if this is announced in the raid.
/Raid Swipe

Dirges get a short term dps group buff called Chimes of Blades (abbreviated as CoB) which not only increases the attack speed and dps output of melee classes in his/her group, but also adds a chance that each attack will interrupt the casting of the target. This is helpful to prevent AoEs on certain raid mobs.
/Group CoB is up. 17 seconds

Jester’s Cap makes a lot of friends for the Troubador, as the recipient’s spells become reusable 40% faster. This single target spell can be macroed to notify the group member that their slow-to-recharge spells will refresh much sooner.
/Tell %T You have been capped for 30 seconds.

It is debatable whether Troubador’s Perfection of the Maestro deserves its own macro. It is an increase by nearly 100 points of intelligence on the group as well as a damage proc. The additional intelligence usually translates to a better chance that damage will not be resisted. Most folks learn quickly what “PotM” is if a macro is used to announce it.
Verdict? Probably doesnt need a macro.

Casters

Peace of Mind (PoM) is an Enchanter buff earned from the Shadows AA tree. Some folks like to know when it is up, as it is dealing additional damage on every single spell cast by group members. PoM is slated to have its damage amount nerfed in a future update.
Verdict? Probably doesnt need a macro.

Tanks

Most tanks have a death prevention spell such as Exploding Heart. If the tank doesn’t die, then the spell will not trigger, however if he/she does, they will be resurrected with full health and able to continue to fighting for a short time, before dying.
Verdict? Probably doesnt need a macro.

Shadowknight’s version of this is Bloodletter which actually drains the health of group members (through an involuntary simultaneous blood transfusion ) to resurrect the tank.

Shadowknights also get Death March, which has some useful effects, stun/stifle reduction, and generates a great deal of agro. It is generally macroed.
/Group Marching this one until it is dead. (thanks Boneskull)

Monks have the ability to Drag a mob, controlling the location of that mob for a short time. Afterwards, the monk generally has agro of that mob and will require healing post haste.
/Raid Drag incoming. Get ready for agro on Krackemup.

All tanks have one or more Rescue type positional or fixed amount taunt. Positional taunts boost the tank up the “hate list” by a certain number of players. Fixed amount taunts generate a specific amount of taunt which may or may not bring them to the top of the “hate list”. The slower reuse Rescue generally gets macroed in Group situations, not always in Raid situations as fighting for agro is such a common thing in raid situations that these rescues would fill up the raid chat window.
/Group Rescue is down for 10 minutes. Be careful!

Resurrecting

It is extremely helpful if all classes with the ability to resurrect, including Necromancers and of course the entire Priest archetype have announce in raid chat when they are resurrecting a person, group, or the whole raid.
/Raid Rezzing my Group in 5 seconds.
/Raid Rezzing %T.
/Raid Raidwide Rez incoming…

The point of announcing all these resurrections is that often more than one healer is trying to resurrect someone and wasting that time when they could be resurrecting someone else or healing others. If two people announce that they are resurrecting someone, then the 2nd person (or the healer if one person is a utility class) can divert their attention to other tasks.

It’s also important to note that not all resurrections are created equal. Some classes resurrect the person with very little health or power. Some can resurrect people with 40% health/40% power. Some can resurrect with no Resurrection Sickness. The responsibilities need to be divvied up and coordinated between healers as per raid leader suggestions.

Healers

The raid channel would quickly get clogged if all healing were announced, but large, slow-to-cast cast heals should be announced in group and/or the healparse channel. This way the other healers can focus on keeping tanks and dps up.
/Group Group Heal inc.
/tell bbbhps Big heal on %T inc.

Defilers and Templars get a Group Ward which takes a long time to cast. If groups are dying on initial AoEs, then this may be a valuable macro to have to notify the tank when pulling might be the safest.
/Group Group Ward 5 sec.

Originally posted by AScarlato:

“We were wiping quite often if both the MT Defiler and myself as MT Templar were casting our long group-ward or reactives at the same time. Making sure only one of us casted these at a time so that the other healer would use more versatile heals in the meantime was necessary for us to progress.”

It is debatable whether the Defiler’s canine companion is worthy of a macro. This will depend upon the group setup.

Templars should macro Sanctuary as this buff prevents the tank from being stunned/stifled on pull.
/Group Sanctuary is up.

Most healers have a “stun heal” where they are stunned, stifled, and unable to act and are doing nothing but healing. This is generally used when the healer is out of power or is out of other heal spells. This makes a useful /group announcement “Stun heal 30 sec.” This lets people know that they should not expect group heals/cures for a while.
/Group Stun Healing 30 sec.

Originally posted by Motzi:

“We did create a healer chat channel for our healers, so that they could announce to one another with things like repent, or soulward, and death saves are being used. This is data that other healers need to know, but the rest of the raid could care less about.”

Power

Summoners (Conjurors and Necromancers) can hand out power items (shards for conjy, hearts for necro) to group or raid members who are in close proximity to the summoner. The summoner chooses whether to cast the group or raid version of the spell. The raid version consumes nearly all of the caster’s power. /Group or /Raid 5 second warning for folks wanting these items to get close to the caster.
/Raid Casting Raidwide Hearts/Shards in 5 seconds. Gather round.

If you have run out of hearts or shards, you can send a tell to a summoner “shard please”. If they have one of these macros set up, then they’ll be able to autotarget you, give you a shard, and go back to the battle without having to try to find you among the crowd. /Tell

Conjuror:
/useabilityonreplytarget Scale of essence

Necromancer:
/useabilityonreplytarget Ruinous Heart

EMERGENCY!

Do you need to stop casting, like IMMEDIATELY?

You can add a macro to your hotbar with this command:
/cancel_spellcast

This will stop what you are doing immediately. You may want to add a macro to all your cure potions that starts with /cancel_spellcast and then does the cure, that way the cure will happen quickly.

Many more to come, and please don’t get carried away.

 

Like any Game Update, inevitably a few bugs slip through. Game Update #53 (Shards of Destiny) had more than a few. Some received attention in Today’s Hotfix:

GENERAL

  • /hide will once again hide illusions.
  • Discord (PvP) tokens are no longer fabled.
  • Saving and Loading house layouts is temporarily disabled for further tuning.

ACHIEVEMENTS

  • The Octagorgon Assassin achievement is now located under Dungeons instead of Raids.

ITEMS

  • Certain items dropped by Munzok have been upgraded.
  • Spirit Drain on the Spirit Draining Wristguard no longer heals the target of the attack.

SHARD OF LOVE

  • Regardless of which order you defeat the four bosses in Shard of Love, the doors to the chapel should always open.

RACIAL TRAITS

  • Arasai and Fae Glide are now toggled spells found in your Ability book.

SPIRE EVENT

  • Sorcerers may now translocate to any Ulteran spire even if they’re already in that zone.

USER INTERFACE

  • Vertical hotbars will no longer have the large amount of empty space on the right side.

Other bugs introduced in Game Update 53 persist or are still being discovered. Here are the bugs and issues we’re tracking related to GU53:

  1. Anashti Sul’s Presence of the Void causes double damage and drains twice as much power as it used to. The issue has been identified and a hotfix is forthcoming.
  2. When the third named in the new Miragul’s Planar Shard zone (Glaciatus) dies, the chest spawns in the floor and is unreachable.
  3. Many players are reporting zonewide crashes on the 2nd and 3rd names in Miragul’s Planar Shard, which reset all of the trash mobs on the first floor.
  4. Completing Quests seems to make the Quest Helper window randomly disappear.
  5. The gloves in the Ro Achievement, Overrealm Achievement, and Faydwer Achievenment armor crates make Sarnak hands invisible.
  6. Certain users are reporting that GPU Shadows cause either flickering, or random dark spots on their screens.
  7. The Brigand spell “Double Up” is not working properly.
  8. Once you complete one of the 37 missions from the Chronomages, the mission cannot be reset, preventing you from picking up another one.
  9. Self and Group Buffs Persist on death. Not only are they there when you are revived, but they are functional while you are dead.
  10. The Threat/Agro Meter (Ctrl-T) disappears when out of combat and sometimes when in-combat.

Players are continuing to express their frustration at the changes to the Racial Traits. Specifically, that a large quantity of players will need to pay an extra fee just to get racial traits back that they have been using for the last 3 years. Presumably this token (which is not yet in the game) will made available for $10-15 on StationCash.

This is the best quote I’ve seen yet covering Game Update 53. Thanks Fendaria:

Recently the statements were made there was going to be more communication from the developers with the player base.  I believe this was given as one of the reasons for the GU updates to occur less often, to allow for more feedback.  This goal appears to have been largely unachieved for GU 53.  There was minimal, if any response to the feedback provided for the racial revamp.  There was minimal, if any notification or response to the feedback provided about the black shard merchant.

Besides the Achievements system and Spires event, I can’t point to another area of GU 53 which did have good developer communication.  (And please note, the Achievement system is largely considered a positive change by most players, in part due to better developer communication).

 

GENERAL

 

  • /hide will once again hide illusions.
  • Discord tokens are no longer fabled.
  • Saving and loading house layouts is temporarily disabled for further tuning.

 

ACHIEVEMENTS

  • The Octagorgon Assassin achievement is now located under Dungeons instead of Raids.

 

ITEMS

  • Certain items dropped by Munzok have been upgraded.
  • Spirit Drain on the Spirit Draining Wristguard no longer heals the target of the attack.

 

SHARD OF LOVE

  • When defeating the four bosses in Shard of Love, the doors to the chapel should always open.

 

SPELLS

  • Arasai and Fae Glide are now toggled spells found in your Ability book.

 

SPIRE EVENT

  • Sorcerers may now translocate to any Ulteran spire from within the same zone.

 

USER INTERFACE

  • Vertical hotbars will no longer have the large amount of empty space on the right side.

 

 

GENERAL

 

  • /hide will once again hide illusions.
  • Discord tokens are no longer fabled.
  • Saving and loading house layouts is temporarily disabled for further tuning.

 

ACHIEVEMENTS

  • The Octagorgon Assassin achievement is now located under Dungeons instead of Raids.

 

ITEMS

  • Certain items dropped by Munzok have been upgraded.
  • Spirit Drain on the Spirit Draining Wristguard no longer heals the target of the attack.

 

SHARD OF LOVE

  • When defeating the four bosses in Shard of Love, the doors to the chapel should always open.

 

SPELLS

  • Arasai and Fae Glide are now toggled spells found in your Ability book.

 

SPIRE EVENT

  • Sorcerers may now translocate to any Ulteran spire from within the same zone.

 

USER INTERFACE

  • Vertical hotbars will no longer have the large amount of empty space on the right side.

 

 

I checked in a fix for this today and I'll see about getting it pushed for a hotfix.  It was a relatively simple change.

 

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