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Shroud of Souls Preview Patch Notes: NW.80.20170417a.1

terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
Sorry for the lateness on these! These patch notes are for the build that went live around 6:00 PM PDT on 2017-04-20.


Loadouts
  • A sound now plays when choosing a new loadout.

Shroud of Souls
  • Dukathis' death animation is now more visible.
  • Shadows no longer cast Consume Life immediately after being interrupted.
  • Shadows no longer try to stand on top of the player, but instead stand at proper melee range.
  • Shadows now properly re-stealth after exiting combat.


Stronghold
  • Loot Defense event: The supply cache location indicator no longer Z-fights with actual supply cache geo.
  • Guild Hall: Paintings are no longer cleft by wooden beams.
  • Guild Hall: Placing furniture and decorations should be a little more responsive.
  • Guild Hall: The placement process is now better at detecting when something else is happening to the same object, for less confusion as to whether the placement is working.
  • Temporary Structures: Prices and return on investment for certain profession resources has been significantly adjusted, and in many cases, heavily lowered to prevent potential infinite-gain loops.
  • Temporary Structures: Requirements for items should be more consistently denoted in their tooltips.
  • Temporary Structures: Specialty Materials should more consistently require a tome to purchase.
  • Temporary Structures: The Mysterious Merchant's more mysteriously non-sequitur-ific dialog options have been removed.
  • Temporary Structures: The Recruiter's store contents are now on the Atelier, as the Recruiter has decided to move on from the Stronghold.
  • Temporary Structures: Vitriol and other Alchemy ingredients are now properly on the Atelier, rather than the Gem Cutter, Assayer, and others.

Sword Coast Chronicle
  • The filter and sort settings are now saved between play sessions.


Content and Environment
General
  • River District: A few more issues introduced on NeverwinterPreview have been addressed. (Examples: Missing or inaccurate mid-quest NPC dialogs.)
  • River District: Dig site chests now only allow one player at a time to interact, in order to prevent loot collision issues.
  • Spellplague Caverns: Nostura no longer pops "damage received" floating text after she vanishes and teleports away.
Future Events
  • Protector's Jubilee: Anniversary Ham now shows ham as a buff icon, rather than a green potion.
  • Protector's Jubilee: Elminster's Lunchbox no longer claims to give out foods that don't actually exist.
  • Protector's Jubilee: Protector's Bounty now more clearly encourages the player to escort the merchant via its objective text.
  • Protector's Jubilee: Renown is more noticeable when it's on the ground as loot.
  • Protector's Jubilee: The Protector's Hospitality animation now properly places a cup in the player's hand even if they're below level 30.
  • Siege of Neverwinter: A wounded soldier no longer stumbles in place.
  • Summer Festival: The primary Sahha store will be available from the Last Chance vendor once the festival is over - but it's better not to wait for that, as some purchases will still only be available while the event is active!
  • Various: Typos have been fixed in various events, as well as some text and voice inconsistencies.

Enemies and Allies
General
  • The Black Ice Beholder no longer sits halfway through the floor.


Items and Economy
General
  • Fangbreaker Island and Spellplague Caverns now have slightly increased refinement stone rewards.
  • Forgehammer of Gond now properly ignores cooldown reduction and other boosts to recharge speed.
  • Legacy versions of mounts can now be stabled even if the player has a newer version, so a player with the legacy versions can claim the higher active bonus.
  • New Masterwork Profession resources now consistently have non-placeholder icons.
  • Professions: The Fabric Dye tasks are now properly named according to their rewards.
  • Professions: The Fireplace tasks no longer have blank icons.
  • Professions: Enamel and Dye now have distinct icons.


User Interface
General
  • Auction House: Searches by Gem Slot count now properly return items with the selected number of slots.
  • Choice Packs: Players may now right-click to inspect individual entries in packs that allow the player to make a choice between their entries.
  • Mail: When trying to take items from mail, it no longer silently fails when the player has items in the Overflow Bag.
  • Options: Some gameplay options no longer inexplicably revert to default when clicking Apply after changing them.
  • Power Selection: After purchasing a power or increasing a power's rank, the player must now wait one second before purchasing / ranking-up another.
    • We're looking into ways to improve the user experience of this window, but that is not likely to happen with this release. For now, it should make the power purchasing flow experience more consistent.
  • Queues: When clicking a link to a collection from a Queue while the Collections UI is still open, the link will now properly bring you to the correct page.
  • The /stuck command no longer causes immense error spam when used shortly before combat.
  • The Invocation indicator now properly grays out upon invoking for the final time in a given day.

Visual Effects, Animation, and Character Art
General
  • Lifesilk Spinneret once again has a skirt.
  • Many gear rewards from Dungeon Chests have gone back to showing their full sleeves and hiding the player's worn arm pieces, as they did prior to the Cloaked Ascendancy release.

Graphics
General
  • The player character once again properly appears in the Appearance Alteration UI.
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Comments

  • pitshadepitshade Member Posts: 5,665 Arc User
    "The Invocation indicator now properly grays out upon invoking for the final time in a given day."

    Ah, thanks for this. I remember it being that way in the past, but at the moment the only way to tell is if the keybind shown below the indicator is gray. Not the easiest thing to notice.
    "We have always been at war with Dread Vault" ~ Little Brother
  • gankdalf#8991 gankdalf Member, NW M9 Playtest Posts: 930 Arc User
    Power Selection: After purchasing a power or increasing a power's rank, the player must now wait one second before purchasing / ranking-up another.
    We're looking into ways to improve the user experience of this window, but that is not likely to happen with this release. For now, it should make the power purchasing flow experience more consistent.


    WHY?!?!!?! I never ever had a problem with this, couldnt this change wait until you had a better solution? Also maybe let us not respect powers if we dont want too, its hardly ever needed when you played a long time like me for example. I have powerpoints to pretty much take all.

    ▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁

  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    Forgehammer of Gond "halves the damage you take from all attacks"
    (invisible footnote: except shocking execution)

    lol
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • hahagotyehahagotye Member Posts: 14 Arc User
    edited April 2017
    @terramak can you fix respawn points in dungeons? Whenever a new player gets into some dungeons by the public queue process the spawn place is at the begging not last team visited respawn point and it's a pain in the HAMSTER. Dungeons i know that have this issue: EGWF; ECC; ETOS, ELOL, ESOT.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited April 2017
    Lots of fixes here. There are parts of 11-B that I would like to test more (the Stronghold Marauders and the Guild Hall decoration, but overall, this should be relatively bug-free. Should be expect to see one final build on Friday, or is this meant to be what goes live in a week?

    One question, though
    terramak said:

    Temporary Structures: The Recruiter's store contents are now on the Atelier, as the Recruiter has decided to move on from the Stronghold.

    Recruiter gone? But, uh...we were just told that

    Recruiter costs reduced from 40,000 to 32,000 Wood, from 36,000 to 24,000 Stone, from 42,000 to 38,000 Food, from 42,000 to 27,000 Metal, and from 20,000 to 12,000 Labor.

    So....uhm...I'm confused now. Is this a case of the left tentacle not knowing what the right one is doing?
    Hoping for improvements...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited April 2017
    The Recruiter isn't a store, or shouldn't have been, so I think it's just a note-writing confusion. It sounds like the other temporary production structures also had items you could buy, and none of that strikes me as correct behavior. Only the temporary vendors should be selling items.

    WHY?!?!!?! I never ever had a problem with this, couldnt this change wait until you had a better solution? Also maybe let us not respect powers if we dont want too, its hardly ever needed when you played a long time like me for example. I have powerpoints to pretty much take all.

    Clicking through all your powers again is the worst part of respeccing, and the main reason why I don't respec very often even when I know I could be making a small improvement by changing a feat or boon. I just live with my flaws rather than do all that clicking. I also have very little need to change powers because although I don't have them all maxed out, I do have enough bonus points most of the time to keep at least 10 "in the bank" in case I want to try a power I don't have, for some reason. It is already not an enjoyable system to engage with. Adding a delay makes that worse.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited April 2017

    The Recruiter isn't a store, or shouldn't have been, so I think it's just a note-writing confusion. It sounds like the other temporary production structures also had items you could buy, and none of that strikes me as correct behavior. Only the temporary vendors should be selling items.

    WHY?!?!!?! I never ever had a problem with this, couldnt this change wait until you had a better solution? Also maybe let us not respect powers if we dont want too, its hardly ever needed when you played a long time like me for example. I have powerpoints to pretty much take all.

    Clicking through all your powers again is the worst part of respeccing, and the main reason why I don't respec very often even when I know I could be making a small improvement by changing a feat or boon. I just live with my flaws rather than do all that clicking. I also have very little need to change powers because although I don't have them all maxed out, I do have enough bonus points most of the time to keep at least 10 "in the bank" in case I want to try a power I don't have, for some reason. It is already not an enjoyable system to engage with. Adding a delay makes that worse.
    I actually thought it was a bug or lag when I couldn't use the normal double-click double-enter method to speed through all my powers. The second double-click simply fails, and does nothing. If this "feature" is going to be kept, could we get a "failed" sound effect added to indicate we aren't just lagging?

    Signature [WIP] - tyvm John

  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    edited April 2017
    Regarding the second-long delay on power points: We're aware this isn't a great player experience. Right now we're shoring up and improving it as we can, but previously with Shroud of Souls on the Preview shard, there would be an inconsistent delay of significantly longer than a second. It's definitely a "less bad" solution but it's not entirely clear we can safely get it into a truly good state in a short time.

    Recruiter: This may have indeed been as @adinosii and @beckylunatic said - Note-writing confusion on my part. I was admittedly finishing these up after most others had gone for the day. (In addition, the reductions in cost aren't yet in this build.)

    Patch timing: I expect to get at least one more build out this week before we release. Also, props to @adinosii for correctly predicting the release date in a previous thread, hahah.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    terramak said:

    Also, props to @adinosii for correctly predicting the release date in a previous thread, hahah.

    Thanks, but actually my first prediction was for a release today (April 25th), but someone (@beckylunatic I think) pointed out there was a big gap in that calendar next week, so, yeah... May 2nd. was pretty obvious.

    Hoping for improvements...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    My estimation of release dates has been based on two clues. 2xXP event immediately prior, and nothing on the calendar after.

    Cryptic would have to change their tells... but since faking us out with the calendar would be cruel, I hope they're ok with being obvious. ;)
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer

    My estimation of release dates has been based on two clues. 2xXP event immediately prior, and nothing on the calendar after.

    Cryptic would have to change their tells... but since faking us out with the calendar would be cruel, I hope they're ok with being obvious. ;)

    I have no comment on the prior, but the second tell won't be useful for the end of M11b - in the next Preview build, I'll have scheduled the double events, at least, through the end of the year (though they're still subject to change, and I think the calendar still only shows the next six weeks). :P

    Either way, well done to both of you, and sorry @beckylunatic for the misattribution!
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Since the blank calendars around a release date have been a real hindrance to long-term planning, I'll be thrilled to at least have some idea of upcoming events. You're right that the display cuts off, but it's still a huge help to know what's coming over the next few months.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • zerappuszerappus Member Posts: 138 Arc User
    @terramak

    I got 2 questions if you don't mind.

    1) Can we change Loadouts by dropping down an Altar (non-battle phase with long 5 minute cooldown, of course). There aren't many Fireplaces out there. The option is very cumbersome and awkward for many situations and maps in-game. It will make the Altar useful again.

    2) Now that we have loadouts, is Cryptic still resistant of Class Change Tokens? I still have my first 2 non-Ranger characters, both Caturday Survivor Trickster Rogues with the cool, old character models, that I want to change to Rangers since they weren't available during launch.
  • sniffa#1407 sniffa Member Posts: 34 Arc User
    Can anyone confirm if the recipes for masterwork III will be 30x tier one items for each professions ore a qty of tier two items
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    terramak said:


    Items and Economy
    General
    Fangbreaker Island and Spellplague Caverns now have slightly increased refinement stone rewards.

    What is meant by "slightly"?

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    zerappus said:

    @terramak

    I got 2 questions if you don't mind.

    1) Can we change Loadouts by dropping down an Altar (non-battle phase with long 5 minute cooldown, of course). There aren't many Fireplaces out there. The option is very cumbersome and awkward for many situations and maps in-game. It will make the Altar useful again.

    2) Now that we have loadouts, is Cryptic still resistant of Class Change Tokens? I still have my first 2 non-Ranger characters, both Caturday Survivor Trickster Rogues with the cool, old character models, that I want to change to Rangers since they weren't available during launch.

    Thomas Foss (mimicking) mentioned in one of the streams unbind tokens, that should fix your problem.

  • mightyerikssonmightyeriksson Member Posts: 842 Arc User
    edited April 2017
    rjc9000 said:

    terramak said:


    Items and Economy
    General
    Fangbreaker Island and Spellplague Caverns now have slightly increased refinement stone rewards.

    What is meant by "slightly"?
    Not noticeably?
  • tenetombtenetomb Member, NW M9 Playtest Posts: 113 Arc User
    Guys, it's time to fill those stairs...
    Please don't update live with a hole in the guild hall stairs ! Lol
  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    @tenetomb - Yeah, this should be fixed in the next Preview build. I don't want to release with this issue stairing us in the face.

    @rjc9000 - An extra refining stone of semi-random quality will drop from each run, and while the RP value can be great on occasion, I'd rather undersell it in the notes than risk disappointing people with the words "moderately" or "significantly."

    @sniffa - Sorry, haven't confirmed yet.

    @zerappus - Loadouts: Currently the design specifically avoids including altars. We want to avoid making the player feel like they *have* to switch loadouts between every pull, and it protects the player from us designing content around everyone having multiple tailored builds that they can swap to at any time. (It's not something I'd expect we'd do, but the possibility being there is enough.)

    Class change tokens: I can't imagine class changes being a thing, if only because of the number of moving parts involved. I've learned to never say "never" when it comes to game design, but from my perspective it doesn't look likely. (I haven't consulted mimicking on this comment, though.)

    @etelgrin - We're aware that Scourge Warlocks are hurting for balance love. I don't know enough to hint at when we'll be able to get around to helping them out (and where they stack up in terms of which classes need love the most), but if we see some easier fixes to try to get them more in line with other classes (that don't risk breaking the game), we may be able to try 'em out before a full-scale balance pass. No promises here, though.
  • tenetombtenetomb Member, NW M9 Playtest Posts: 113 Arc User
    edited April 2017
    terramak said:

    @etelgrin - We're aware that Scourge Warlocks are hurting for balance love. I don't know enough to hint at when we'll be able to get around to helping them out (and where they stack up in terms of which classes need love the most), but if we see some easier fixes to try to get them more in line with other classes (that don't risk breaking the game), we may be able to try 'em out before a full-scale balance pass. No promises here, though.

    @terramak If you want simple ups, just :

    - Halve Gates of hell's cast time while making them more accurate.
    - Double Accursed Souls damages and divide its healing component by 2 to compensate.
    - You can also speed up Eldricht blast combo by ~ 25-30%.
    - You can also halve Harrowstorm cast time while preventing it from being cancelled by other powers.
    - You can boost Curse bite damages by 20%.


    And some fixes :

    - Make Parting Blasphemy working every time and not 50% of the time
    - Make Murderous flames deal 30% of Killing flames damages and not ~18%


    I think the main issue with dps SW is that he's too slow.
    As a 4k+ fury sw, i don't have any issue dealing high single target dps.
    I don't have any more on FBI giants where i can use Tyrannical Curse.
    But on every other content... MSp, CN and others, i'm having hard times when running with others classes that are melting everything too fast for me.

    For Temptation and Damnation... Yeah, it will need a lot more work.

    You'd be awesome if you could relate these suggestions to the devs ! :smile:
  • tenetombtenetomb Member, NW M9 Playtest Posts: 113 Arc User

    The TR, GWF, and most of all, CW need work first. Do not try to cut in line when you already had a rework. :p

    I don't think changing 3-4 powers will be a huge time loss and... seriously ? I main a CW and i can tell you that it doesn't need rework at all.
    They are excellent dps or excellent buffers or excellent controllers. All 3 trees are playable and both paragons too.
    Even after many nerfs, it's still the most balanced class in game.

    I don't want to see any rework because they could only make it worse...
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User

    What was wrong with the system before Mod 6 that required this unrewarding drop system to have to be put in? I loved it back then. I could run the GG PVE dungeons and get a good drop to sell, I could run CN and get good drops to sell, I could run Tiamat and the WoD dragon circuit in Mod 5 to get good drops to sell. I could even get armor drops from normal dungeons to sell. Bring that back. Something that was working great was removed in favor of something most of us hate and complain about daily.

    The armor part is something that I can partially explain.

    I recall the devs stated a while back that they wanted armor to be a symbol of your achievements, ie, if you had Dragonflight Armor, you did Dragonflight events with your guild, if you had Relic Armor, you were a bad enough guy/gal to take on the hardest content, so on and so forth.

    ... So, if that's the case, Adamant/Masterwork II armor is going to be a symbol of being lucky or being extremely rich.

    But other than that, yeah, the classic drop system better in that it always ensured someone would be profiting from the drops.

  • urabaskurabask Member Posts: 2,923 Arc User
    edited April 2017
    rjc9000 said:

    Why are players always citing the Twisted Weapons or classic dungeon drops as the "best" examples of rewards?
    Because there was some degree of reliability in making a profit or powering up your character.

    Rewards are one problem but the way campaigns force players to do unrewarding content is just as bad. If they made a campaign that had dailies like "run two dungeons" or "run two skirmishes" I'd be all over it. But this garbage where we have to run around doing pointless nonsense that has no rewards for at least a month is the worst. It just leads to nonsense like mod 10 where everyone is in campaign zones all day and you see more calls for HEs than dungeons. Then when everyone finally unlocks the dungeon/raid from the new module everyone is unlocking it different times depending on how apathetic they were and you've got problems getting groups together. And once the people that unlocked it first get their drops they don't want to run it anymore. I keep seeing MSVA calls in chat but I'm so burnt out on mod 10/10.5 content that I just have no motivation to help even.

    But I'll still run edemo/CN whenever I see a call. It just makes you wonder if they even know what they did right in mod 8 :|
    jc9000 said:

    If the rewards are sellable, then then the rewards need to be actually meaningful to the players. As @vida44 put it, finishing the game's hardest dungeon, only to get a 5,000 AD gem is insulting.

    2500 AD ;p

    Because their solution to improving rewards has been to stick RP into everything so the price has tanked. They should've been adding thaum stones and r7s instead because that market is just more resilient to an increase in supply.
    I8r4ux9.jpg
This discussion has been closed.