Test Update 19b

RSS Syndicated newsfeed from eq2vault.com

Moderators: Alfred P. Neumann, .Web Crew

Test Update 19b

Postby Alfred P. Neumann » Fri Jan 20, 2006 12:00 am

*** Headlines *** New Character Progression has arrived! Choose your final class at level 1, experience new unique progression paths for each race and...

Read more...

Source: EQ2 Vault - The Ultimate Resource
EQ2 Vault - The Ultimate Resource
Last edited by Alfred P. Neumann on Fri May 14, 2010 10:45 am, edited 1 time in total.
User avatar
Alfred P. Neumann
Robot
 
Posts: 1593
Joined: Sun May 29, 2005 1:15 am

Postby Gninja » Mon Jan 23, 2006 9:34 am

*** Headlines ***

- New Character Progression has arrived! Choose your final class at level 1, experience new unique progression paths for each race and alignment, and much more!
- Solusek's Eye: New adventures, stories, and rewards!


*** New Character Progression ***

Note: We want your feedback! We encourage you to create a new character on the Test server and run through our all-new tutorial islands. Please use the /feedback and /bug commands to offer suggestions or report problems on any aspect of the new character progression, as the EQ2 Team reads these reports daily. With your help, we can make the first experience for new players even more fun!

Character Creation
- New characters now choose a profession at character creation.
- Your alignment (good or evil) determines which class choices are shown.
- As you progress through character creation, your current choices (gender, race, class) are shown.
- Characters begin with several key pieces of class-specific armor that are visible in character creation.

New Tutorial Islands
- The original boat tutorial is no longer used. Instead, new characters immediately arrive on one of two new islands. Evil characters explore the Outpost of the Overlord while good characters visit the Queen's Colony.
- Each island has unique inhabitants and feel very different from one another.
- All new quests await to train new adventurers for the challenges that lie ahead.
- Visit trainers on the island to learn about combat, harvesting, banking, and other gameplay elements.
- You can remain on the island for as long as you wish without a restriction placed on your ability to level up (though of course the population will eventually grey out).

Professions
- Players now select their profession at character creation instead of moving from archetype to class to subclass. For example, you can choose to play a Wizard at character creation. When you arrive on the tutorial island, you will be a Wizard--not a Mage.
- Distinct spells and arts designed for each profession are now given immediately in place of the more generic archetype and class versions. You feel like your profession right away instead of waiting 19 levels to do so.
- Previous class and subclass quests have either been removed or modified to provide flavor. They are not required to progress in your chosen profession and will no longer restrict your level growth.
- Existing characters that were at the archetype or class level will be prompted to choose a profession before logging into the game. Existing spells and arts will be replaced (at the same quality level) by the new profession-specific abilities.

Racial Quest Paths
- Upon leaving the island and arriving in your home village or district, you will begin a new series of quests designed specifically for your race.
- These quests will provide a greater understanding of your race's history and how it fits into the fabric of your home city.

Adventure Yard Quests
- Completing your racial quest path will guide you to your city's adventure yards. The adventure yards have new population and quest lines that feel more a part of each city.
- New rewards await those who complete these quests!

Citizenship
- The citizenship quest is gone. You earn citizenship on the tutorial island and become a citizen when you leave it.
- There is no longer a cap on your ability to level up due to a citizenship restriction.

City Betrayal
- The city betrayal quests currently remain as they were. These quests will be changing significantly in a future update. For example, you will be able to betray your city at any level.


*** Dungeon Exploration ***

Solusek's Eye
- A new group of residents have been spotted setting up camp in Solusek's Eye, at the site of the Solusek Mining Co. of old.
- Check out this highly dangerous, highly rewarding dungeon for new quests as well as high-risk adventure!
- As a follow-up to last week's update notes: Quests in the zone now have their rewards. One dynamic event is not yet connected. If you want to help test what is there, come on in! We'd appreciate your feedback. However, if you are coming to play through the full series, we recommend holding off until next week's Test Update.


*** Writs ***

- More writs should now be visible to choose from when speaking to writ givers.


*** Gameplay ***

- You now receive bonus experience when you kill a single creature with no arrows displayed as well as any number of up arrows. As before, killing a multi-member encounter of any configuration should continue to reward bonus experience.
- Some NPCs will now greet you when hailed if they have no VO associated with their dialog.


*** Guilds ***

- A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.


*** Spells and Combat Arts ***

- Newly charmed pets should once again follow their master.
- Charmed pets should follow attack commands more reliably. Pesky critters.
- Spells, combat arts, and weapons should never inflict less than 1 point of damage unless they miss. Previously, if they inflicted less than 1 point of damage, it would automatically miss (only affects very low level characters).
- After creating a specific quality level of an item for the first time, the tooltips for completed product icons will update without requiring you to re-examine the recipe.
- Recipes for some subcomponents that were not marked as recipes are now found properly on the tradeskill prepare window.


*** Tradeskills ***

- You can now view the components and subcomponents required to make a recipe.
- There are now recipes for all the new level 1-19 spells and combat arts. These new recipes require no subcombines, and instead have additional component requirements for the final recipe.
- Recipes will now default to the "N" key rather than "B."
- After creating a specific quality level of an item for the first time, the tooltips for completed product icons will update without requiring you to re-examine the recipe.
- Recipes for some subcomponents that were not marked as recipes are now found properly on the tradeskill prepare window


*** Housing ***

- You can now access your house vault from any house via a new right click menu option on the interior door and market board. Yes, this means you can open up your vault from a friend's house that you're allowed to sell from!

*** Commands, Controls, and User Interface ***

- The default key for opening the Recipe Book is now "N" rather than "B."
- "B" now defaults to open all inventory bags.
- "Shift + B" is now the default to open all bags in your bank vault.
- Your friends list will now show the game and server names of friends who don't play on your server. Friends from other games and servers can now be properly removed from your list.
- A message notification will now be displayed when friends on other servers or in other SOE games log in and out.
- Health, power, and resists have been added to the dropdown in the Broker search window.
- Some merchants will now show you items that you can't currently buy and will describe why you can't purchase that item.


*** UI Files Updated ***

eq2ui_mainhud_map.xml
eq2ui_mainhud_persona.xml
eq2ui_newcharscene.xml"
Image
User avatar
Gninja
Guild Leader
 
Posts: 3180
Joined: Tue Dec 07, 2004 2:59 pm
Location: San Diego, California


Return to eq2vault News

Who is online

Users browsing this forum: No registered users and 28 guests