Slightly different structure to these notes today - more feature-based than type-based.
Strongholds
- Chairs should be easier to sit in in the Guild Hall.
- Constant "in progress" times of 0 should now be addressed.
- Feast tooltips now specify that they're temporary.
- Feasts can no longer be refunded.
- Placed objects in the Guild Hall are now removed more quickly when requested.
- Temporary stores no longer allow the player to sell items to them.
- Temporary stores: Masterwork items can no longer be purchased in bulk.
- Temporary stores: Tanner's store now properly shows up.
- The "Place" and "Remove Current" actions are no longer available while a structure is in progress, as these actions wouldn't function anyway.
Sword Coast Chronicle
- Deed blurbs now show only when the deed's reward is claimed.
- Lots of art improvements have been made.
- Repetitious flavor text has been removed.
- The Campaign icon on the HUD now has a new tooltip: "Sword Coast Chronicles - Campaigns and Deeds"
Other
- A new store has been added to the Wondrous Bazaar on the Preview shard for purchasing new Masterwork resources (boss drops only), Explorer's Charts, and recipe books. (This, of course, will remain only on the Preview shard.)
- Certain blank features on the Home Page now have art.
- Item level on relic base pieces has now increased, and should now be in line with other similar item level increases.
- Multi-rank Boons now show the correct Item Level before hitting Commit.
- Salvage results now properly conform to the new higher item levels.
- Several placeholder icons have been de-placeholder-ified.
- Some experimentation with the Queue system has slipped into this build. Feel free to try it out, but it's not in a complete state, and is not planned to release with Shroud of Souls.
- The number of Profession Resource inventory slots has been increased to 240, up from 160.
- Uncommon versions of the Watler companion now correctly grant the owner 2x Accreditation.
Comments
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"a loop on the hilt of a sword by which it was attached to the wrist, now purely decorative" to be precise.
The only 'offhand' item a sword wielder would use would be a shield/buckler or another blade. As the GWF uses a 'greatsword' which are two-handed weapons (like a bow) they should be treated as such.
In this case, moving the sword knot to another profession when they are normally crafted in Weaponsmithing strikes me as either a mistake or poor judgement. There have been a number of odd things with the new mastercrafting updates, it'd probably be a good idea for someone at Cryptic to take a long hard look at it, especially as it goes live soon...
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Of course I have to add a suggestion... new fashion... throw us some npc costumes or cross class transmutes. Boom new content that's already made.
We were attempting a 5v5 queue sync. 30 min or so later, we gave up on it popping at all.
EVERerything already exists in game make funny the end content ADD legendary tier.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Wow I didn't expect this to be fixed that soon. Thank you very much.
With regards to the Grimoire - you should presumably need 1) Leatherworking (covers); 2 Tailoring (binding); 3 Alchemy (glue/ink) and 4 Artificing (imbuement) (and maybe BS if it has metal protectors or clasps). Or, I guess, you can assume it is created whole-cloth from magic, but then by that logic Artificers should be able to make everything "from magic."
But I applaud your extrapolation. Well done!
Neverwinter Census 2017
All posts pending disapproval by Cecilia
In the end, we decided to keep the new recipes a little simpler. Not that all recipes will always be as simple, but for various reasons we decided to approach this tier in that way. Feedback heard though, we're not particularly happy with the inconsistencies vis-à-vis low level recipes and long term we'd like to make some improvements there.
Please change this back
At the same time you might want to revisit what it costs to buy Tier III mastercrafting. With the change from rank 1 items to rank 2 items the cost vent up a bit, but that is acceptable as such. What is unfair is how different the cost is for the various professions, with regards to how many farmed resources you need.
Alchemy is understandably different, as the rank item (Oil of Vitriol) only requires common resources, but for the other professions the cost just varies too much. Is there any reason why Mailsmithing should be twice as expensive (that is, require double the number of farmed resources) as tailoring, for example?
Signature [WIP] - tyvm John