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Shroud of Souls Preview Patch Notes: NW.80.20170515e.7

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
The patch is pretty light this week.

Performance and Stability
  • A crash related to a specific type of visual effect has been addressed.
  • Further backend changes have been put into place to gain better information on remaining Device Removed crashes.

Comments

  • melindenmelinden Member Posts: 619 Arc User
    And some very very kind person or people have restored the foundry editor. You have no idea how thrilled the authors are. My screen lit up wth tells with the good news when I logged on tonight.

    Thank you very much.
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  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    @terramak

    Hello! Do you have any update related to the following bug? We had 5 Mysterious Merchants in a row selling the same hydra boots, sometimes the shops were selling the exact same items so basically several guilds lost their invested resources in these structures. Other alliances mentioned that they had the same bug. Thanks in advance.

    https://www.arcgames.com/en/forums/neverwinter#/discussion/1231453/mysterious-merchant-possible-oversight
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  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    @terramak

    It would be awesome if we could get a response on if Brand of the Sun was intentionally nerfed, or if it is a bug. It did not show up in the patch notes, but is a drastic nerf to the functionality of the power.

    For reference


    the Devoted Cleric at-will Brand of the Sun seems to have been drastically nerfed without any patch notes on it. The at-will could previously generate divinity, even if the target died. Now the power generates 0 divinity even if the target dies right before the brand animation ends. This is a serious issue for Divine Oracle in high-end groups, since everything dies extremely fast, and brand will often generate very little or no divinity. Contrasted to most other at-wills this could be "balanced" since most other at-wills cannot generate divinity on dead targets. However, Blessing of Battle can generate divinity on a dead target if you already started the animation for it. These were the two primary at-wills used by DC. With this change, it might be very hard for brand to be viable in high-end groups, since it now generates considerably less divinity than Lance of Faith if the target dies after it is applied.

    I hope this change was not intended.

    This is on Live and Preview. This is the first time I have noticed it, so I assume it happened on Thursday's release.


    Signature [WIP] - tyvm John

  • agilestoagilesto Member Posts: 516 Arc User
    Nothing about loadouts? They are bugged, as reported and this is highly inconvenient.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    I second the comment about the changes to Brand of the Sun, which is a pretty significant annoyance. It is a staple power of most Righteous DCs, and the patch notes did say the changes were not supposed to have any effects on players. Well, they do.

    We really need to know if this is just a bug, or an intentional "nerf". If it's just a bug, it does not require an urgent fix - it has no effect in boss fights (as they last for a long time) and is not really that significant in solo play, but this is an issue when running between bosses in dungeons and clearing trash, as the divinity generation is reduced significantly.

    The loadout issue https://arcgames.com/en/forums/neverwinter/#/discussion/1231650/after-patch-load-outs-bugged is much higher priority, though.

    Now, I am going to assume that the primary reason for the "light" patch this week is that the developers are busy trying to whip Mod 12 into shape - probably had a "showstopper" issue last week, but are now almost done, and getting close to the point where it can be put on Preview/Owlbear.

    On that subject (and yes, I know I sound like a broken record), I hope you have considered the issues raised here: https://arcgames.com/en/forums/neverwinter/#/discussion/1231749/mod-12-please-dont-repeat-the-design-mistakes-of-mod-11
    Hoping for improvements...
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  • itblsitbls Member, NW M9 Playtest Posts: 121 Arc User
    @terramak
    So no loadouts fix yet? I was assuming you guys would be on top of this because its a zen item, people wasting money for something they cant use properly.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    adinosii said:

    I second the comment about the changes to Brand of the Sun, which is a pretty significant annoyance. It is a staple power of most Righteous DCs, and the patch notes did say the changes were not supposed to have any effects on players. Well, they do.

    We really need to know if this is just a bug, or an intentional "nerf". If it's just a bug, it does not require an urgent fix - it has no effect in boss fights (as they last for a long time) and is not really that significant in solo play, but this is an issue when running between bosses in dungeons and clearing trash, as the divinity generation is reduced significantly.

    Some boss fights it can actually hinder your, since it stops if the last target you hit dies. This means any boss with adds can have divinity gain drastically reduced when you try to apply Bear Your Sins to nearby adds, or even if an add gets in-between you an the boss.

    Some Bosses that can be affected by the bug:
    Greed of the Dragon Flight (empowerers)
    Temple of the Spider (all bosses)
    Cragmire Crypt (all bosses)
    Grey Wolf Den (all bosses)
    Fangbreaker Island, Dragon Turtle (cannot generate divinity on explosive runes)

    Like adinosii said though, it is felt the most between enemy minion/trash groups where you can often get stuck with no divinity for 2-3 fights if you try to use Brand of the Sun. Even the horrible cast time of Blessing of Battle generates more divinity in these situations.

    Signature [WIP] - tyvm John

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2017

    For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.

    This sounds like it's because BotS ticking away makes you have some Divinity left after you've fired off your three powers (because it's been refilling), so your mode doesn't automatically change the way it does if you're totally out of Divinity. It is an additional keypress, but this is generally why DO players want to use BotS, as it makes (made?) rotations faster.
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  • devlin#3775 devlin Member Posts: 142 Arc User

    For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.

    This sounds like it's because BotS ticking away makes you have some Divinity left after you've fired off your three powers (because it's been refilling), so your mode doesn't automatically change the way it does if you're totally out of Divinity. It is an additional keypress, but this is generally why DO players want to use BotS, as it makes (made?) rotations faster.
    This is exactly it. It's just something you get used to and watch for after being DO for awhile. I don't find it to be an issue at all.

    The only issue (especially with loadouts) is when swapping between DO and AC frequently you may forget to keep a watchful eye out for those extra divinity gains and then wonder for a moment why your empowered skill isnt casting. Overall though, not a huge deal.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    I understand that now, but really I prefer Sacred Flame anyway, so it is really not a big deal. It works better for me while doing solo pve, and still builds divinity quickly enough.
  • dairyzeusdairyzeus Member Posts: 304 Arc User


    The only issue (especially with loadouts) is when swapping between DO and AC frequently

    I'd like everyone to take a minute to think about how often this fool switches paragons.

    He's on ps4 with me, so we don't even have loadouts yet... XD
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    From a different thread, regarding the BotS bug:

    This was an unintentional result of some other fixes we were making and will be reverted for M12. Thanks for the call-out.

    Hoping for improvements...
  • devlin#3775 devlin Member Posts: 142 Arc User
    dairyzeus said:


    The only issue (especially with loadouts) is when swapping between DO and AC frequently

    I'd like everyone to take a minute to think about how often this fool switches paragons.

    He's on ps4 with me, so we don't even have loadouts yet... XD
    I cant help myself!!!! :(
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    @terramak any updates when new mod dungeon/raid will be available in preview?
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    @terramak any chance on looking into the dig site lockout bug? Just today I got locked out of another dig site that worked yesterday. Now I'm locked out of four dig sites total.
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  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    @hustin usualy it fixes if u ask someone to join u and have that specific dig site helps unlock/unbug it, worked for me on live, seems if you join dig party runs if a specific player already done that specific dig site the rest of the party get the dig site blocked. @terramak hope this info helps.
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    edited June 2017
    @terramak

    There is a bug with swapping loadouts at a couple campfires. The one that I've encountered is the campfire before the second boss and forward in Spellplague (IE the 'Master verison'). Any campfire after that in spellplague is not being recognized by loadouts and does not allow you to switch them.

    There may be more campfires with this issue and sorry if this issue has been reported already. :) I hope it get fixed soon.
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  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    @bitt3rnightmar3 - Thanks for the report on the campfires, it's in our system (we had an attempted fix that unfortunately fell flat).

    We've got a potential fix for "invalid powers" preventing you from switching loadouts, that should go to Preview tomorrow mid-day, hopefully.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    terramak said:

    ... that should go to Preview tomorrow mid-day, hopefully.

    Hmm... a Wednesday Preview update. That's unusual, but combined with the "light" patch, we will put on our optimist hats, and assume this means you are finishing the first version of Mod 12 for us to look at...this Friday, maybe ?
    Hoping for improvements...
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    adinosii said:

    terramak said:

    ... that should go to Preview tomorrow mid-day, hopefully.

    Hmm... a Wednesday Preview update. That's unusual, but combined with the "light" patch, we will put on our optimist hats, and assume this means you are finishing the first version of Mod 12 for us to look at...this Friday, maybe ?
    Not totally unusual for smaller builds. They have done it several times.
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  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited June 2017
    kreatyve said:

    Not totally unusual for smaller builds. They have done it several times

    Yes, but one can hope. I am getting a bit bored. 100% done with all campaigns, guild is building GH20 right now and the main thing I can work on is just to push my IL a little bit higher or work on the few titles and achievement I am missing.

    No Foundry....so, no wonder I am waiting for Mod 12.
    Post edited by adinosii on
    Hoping for improvements...
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    Another weird thing happening in my loadouts: MY GF and DC will throw items into the overflow bag when switching loadouts, in my dc it's a stack of potions, my GF it's an artifact.

This discussion has been closed.