test content
What is the Arc Client?
Install Arc
Options

Lost City of Omu Preview Patch Notes: NW.95.20180123a.1

terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
Note: These are the notes for the build that went to Preview on Friday, January 26th.


Release Notes

Content and Environment
Omu
  • A third Razortyrannus route has been added.
  • Hunters of Omu: This quest is now clearer about it requiring rare spawns, rather than 1-star hunts.
  • Maps can no longer be used from the Overflow Bag.
  • Players can no longer be buried with their treasure. (The ground cover no longer has collision.)
  • The guard telling the player that "this place is off limits" has received the further notice he was waiting for, and has transferred to a new post.
  • The Manticore hunt target now properly provides credit for Gladiator's Bounty and Omu Trials.
  • The Acererak heroic encounter should play a lot more smoothly now.
  • Tyrant Heroic Encounter
    • Enervoraptors no longer spawn trapped inside the northwest cage.
    • undead enemies destroy all the cages, the raptors are no longer blamed.
    • The encounter now goes away if no players engage for five minutes; this should prevent the hunt from being locked out too long.
    • The usual encounters in the area no longer immediately spawn on the completion of this Heroic Encounter, but instead wait for 30 seconds before spawning.
    • This Heroic Encounter no longer despawns any hunt targets nearby.
  • Various environment issues have been addressed, such as places where players can get their camera outside the collision or otherwise see outside the gameplay space.
Fane of the Night Serpent
  • Celeste now looks at the player when she is speaking to them.
Cradle of the Death God
  • The Omu campaign key now properly works on the end chest.

Combat and Powers
Classes and Balance
  • Trickster Rogue: One with the Shadows and Shadow Strike once again consistently refill stealth.
Enemies and Allies
  • Rasalas' Stomp power now deals damage in a straight line, without tracking the player. It also deals less damage.
  • The Beholder hunt target should no longer have a chance to nudge itself into a burning pit of lava.
  • Warning ground effects ("splats") in the Fenthaza encounter should now draw more consistently and correctly.
Mounts
  • The Triceratops now gives a passive power of +Max HP, rather than +Defense.

Items and Economy
Masterwork Professions
  • Bronzewood no longer incorrectly requires Artificing assets for its Plate and Mailsmithing versions.
  • Mailsmithing no longer requires Artificing tools for commissions.
  • Master of the Market: Vendor options no longer disappear from the "Anything else" option in this NPC's dialog.
  • Masterwork Profession quests can no longer be completed in sneaky ways that allow the player to keep certain resources that should be turned in.
  • Tincal is now available at the stronghold's Atelier.
  • Various typos have been addressed in Masterwork Professions.
General
  • Campaign completion tokens should now work if they're copied to the Preview server. Hopefully.
  • Chultan Riches now indicate their held cap in their tooltip.
  • If an action should take you over the cap of Chultan Riches, it should now cause an error message to appear.
  • Level 70 players no longer receive dozens of XP Overflow rewards on their first login to Module 13: Lost City of Omu.
  • Luminescent Potion buffs should now show the right icon.
  • Razortyrannus kills now properly drop for each member of a party with kill credit.
  • The new artifacts and artifact equipment should now have more reasonable stats.

User Interface
Inventory
  • The icons for Superior and Ultimate Enchanting Stones have been swapped, and now correspond more closely to their border color.
  • There are now more ways to sort bags. These can be accessed from the inventory options.

Audio
General
  • Bear mounts once again make sound when they roar. (Using their flourish animation in particular, when the player presses the Jump button while standing still.)
  • Strider mounts no longer make particularly heavy footstep sounds.

Art and Effects
Character Art
  • Pilgrim and Tyrant shields no longer clip into Guardian Fighters' arms.
  • Some remaining old versions of the bear model have been found and replaced.
  • The updated bear mount models now better match their original coloration.
  • The updated bear mount models now have updated armor. Thanks for the feedback!

Localization
General
  • The first pass of localization for French, German, and Italian is now implemented. (Russian will be in the next build.)

Comments

  • Options
    ambulatesambulates Member Posts: 17 Arc User
    can you please fix the trial thanks love the whole community
  • Options
    sirjimbofrancissirjimbofrancis Member Posts: 348 Arc User
    The TR power Path of the Blades shows no animation, and doesn’t follow the character around. You drop it, like smoke bomb. It also is not critting sometimes from stealth.

    The TR power Sly Flourish did not change at all from previous mods. It still gives 10% debuff. Is this intended as a tooltip rewrite, because it doesn’t seem that was the intent based on the notes.

    The Shadowborn change, as an extra hit, makes the power very meh as it isn’t a damage buff, and it’s usefulness will be limited to only bosses without mobs with it only amounting to about 2% of the overall damage in a tong run.

    Twisted Grin suffers from the same problem that the old Shadowborn did, in that, it will unintentionally proc on bleed tics or smoke bomb tics. Can you fix it, too? Thank you!
    Lilia Drakon - PVE Executioner TR
    She Looked Lvl 18

    Here is my Blog
  • Options
    archangelzorak01archangelzorak01 Member, NW M9 Playtest Posts: 324 Arc User
    edited January 2018
    @sirjimbofrancis Sly flourish was changed from an 'armor debuff' to a 'takes more damage debuff' (same thing, new words). I'm pretty sure this was done as part of the consolidation of buffs/debuffs in the game into less categories. In the process the tooltip was updated to represent what it has always done, increase the damage taken by 10% from all sources. As far as I can tell the functionality remains identical. (could be wrong, wouldn't be the first time)

    On Shadowborn, we never asked for this! At least the old Shadowborn was 'kinda' useful, just unreliable (to varying degrees based on playstyle). This new Shadowborn change took part of our advice to make it function on the next Encounter power used, but it neutered it in the process. 25% bonus damage? Son, I am disapoint.

    A thought; Was this was done to reduce calculations server-side? Just thinking out loud... moving on!!!

    If the new Shadowborn reduces lag-spikes then I'm cool with it, but I feel like it will need to be more than 25% to hold a candle to the old Shadowborn.

    I agree with James in so far as Twisted Grin is concerned, no one uses it, because its unreliable. Make it like the new Shadowborn (but don't gimp it in the process) and maybe we can talk. Until then, keep on walkin'.

    Furthermore, smoke bomb still does no damage to Tyrannosaurs, spined or otherwise. I propose calling up Elminster so he can break out some of that fancy chronomancy he uses when scrubs fail at Tiamat for something more useful. Go back a few million years and alter the DNA of Tyrannosaur ancestors so that they develop nostrils on their kneecaps. This way they can be affected by smoke bomb. Should be no probs.

    kthxbai


    Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.


  • Options
    micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited January 2018

    The TR power Path of the Blades shows no animation, and doesn’t follow the character around. You drop it, like smoke bomb. It also is not critting sometimes from stealth.

    The TR power Sly Flourish did not change at all from previous mods. It still gives 10% debuff. Is this intended as a tooltip rewrite, because it doesn’t seem that was the intent based on the notes.

    The Shadowborn change, as an extra hit, makes the power very meh as it isn’t a damage buff, and it’s usefulness will be limited to only bosses without mobs with it only amounting to about 2% of the overall damage in a tong run.

    Twisted Grin suffers from the same problem that the old Shadowborn did, in that, it will unintentionally proc on bleed tics or smoke bomb tics. Can you fix it, too? Thank you!

    Yup, but please do not apply the same fix to Twisted Grin as to Shadowborn ... As it's more or less still useless.
  • Options
    adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    terramak said:


    The new artifacts and artifact equipment should now have more reasonable stats.

    They do...however, as I mentioned in the feedback threads, there are still 2 issues

    First, the tooltip for the set bonus says "Lichstone Amulet", where it should say "Masterwork III Neck".

    Second, the new masterwork rings seem utterly pointless. They have the same IL (480) as the previous rings, and exactly the same stats (copy-n-paste ?), but are probably just more expensive to make. There is no reason why anyone would want to make those rings. Some of them could be made more interesting by swapping around the primary/secondary stats, or by boosting their stats and IL a bit, but as things are, I see no reason why anyone would want to make them.

    And yes, also regarding Masterwork - the consensus seems to be that for support classes (DCs in particular), the older MW II set (Brightsilver) remains BiS for group content - there is no point in going after any of the new weapons. That's sad....and a bit demotivating.
    Hoping for improvements...
  • Options
    magnusg15magnusg15 Member Posts: 54 Arc User
    micky1p00 said:

    The TR power Path of the Blades shows no animation, and doesn’t follow the character around. You drop it, like smoke bomb. It also is not critting sometimes from stealth.

    The TR power Sly Flourish did not change at all from previous mods. It still gives 10% debuff. Is this intended as a tooltip rewrite, because it doesn’t seem that was the intent based on the notes.

    The Shadowborn change, as an extra hit, makes the power very meh as it isn’t a damage buff, and it’s usefulness will be limited to only bosses without mobs with it only amounting to about 2% of the overall damage in a tong run.

    Twisted Grin suffers from the same problem that the old Shadowborn did, in that, it will unintentionally proc on bleed tics or smoke bomb tics. Can you fix it, too? Thank you!

    Yup, but please do not apply the same fix to Twisted Grin as to Shadowborn ... As it's more or less still useless.

    Twisted grin is on every one of my trash mob builds as there is no icd on it, can repeatedly use it. Maybe it would be best to make it some kind of stacking mechanic similar to bark shield that way you can get benefits on more than 1 hit.
    when an enemy dies within 30' of the rogue you gain 5 stacks of twisted grin, each stack is 5% extra damage bonus, each hit removes 1 stack of twisted grin, a new death refreshes the stacks to 5. you cannot have more than 5 stacks.

  • Options
    magnusg15magnusg15 Member Posts: 54 Arc User
    for that matter you could use the same stacking logic with shadowborn, stealth applies 3 stacks of shadow born each stack is 10% and is consumed on daily or encounter usage, entering stealth refreshes the stacks, you cannot have more than 3 stacks.
  • Options
    midental#5256 midental Member Posts: 136 Arc User
    Mounts

    The Triceratops now gives a passive power of +Max HP, rather than +Defense.

    How much ?
  • Options
    padmanapadchocopadmanapadchoco Member, NW M9 Playtest Posts: 4 Arc User
    edited January 2018
    16 000
  • Options
    midental#5256 midental Member Posts: 136 Arc User
    ty padmanapadchoco
This discussion has been closed.