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Module 11b Preview Patch Notes: NW.80.20170322a.4

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
EDIT: Update: NW.80.20170322a.5
Sword Coast Chronicle now properly shows Campaigns again.


Patch Notes: NW.80.20170322a.4
As compared to: NW.80.20170322a.3

Note: Fixes in NW.75.20170306d.8 are also included in this build, but are not in the notes below.
Note: Non-feature changes made before NW.80.20170322a.2 went to Preview are still not included in the patch notes. Apologies for the delay on this, I'll keep working on 'em behind the scenes when I get a chance.


Release Notes


Headline Features
Loadouts
  • Loadout slots can no longer be purchased below level 30, which is required to unlock the Loadouts feature.
  • Players in Mantol-Derith can now properly change loadouts.
  • The "Apply Item to All Loadouts" and "Replace Loadout" buttons now work properly.
  • When attempting to double-click or drag-and-drop to sell items used in Loadouts, a warning will now properly appear.
Shroud of Souls Storyline
  • A title is now granted upon completing this storyline.
  • An initial audio pass has been made to various areas in this storyline.
  • Cultist Caves: This instance now has additional respawn locations.
  • Drinking Buddy: This achievement now only requires a single drink.
  • Drinking can once again apply the "Tanked" status.
  • Dryad Thornbows no longer run back to their original location after jumping backward to fire.
  • Dukathis can no longer be affected by Crowd Control.
  • Dukathis, Kaross, and Telimon now despawn their summoned creatures when defeated.
  • Kavatos now properly walks out of the center of the portal in the initial cutscene.
  • Morlanth no longer interrupts her own life drain attempts.
  • Morlanth no longer life drains a player immediately after changing phases.
  • Morlanth now has additional health - and it scales with the number of players in the instance.
  • Morlanth's Shroud: This item's tooltip has been updated.
  • Soul Puppets no longer count as Undead for the sake of effects that only apply to undead creatures.
  • Thayan Red Wizard NPCs used in this storyline no longer wear ornamentation on their head aside from tattoos.
  • Various text changes have been made throughout the content, mainly to typos, minor inconsistencies, and lore inaccuracies.
Stronghold Great Hall
  • Furniture items are no longer incorrectly Bind on Pickup.
  • Wooden beams no longer clip through some of the furniture and decoration.
    • Known issue: "Scenes of the Sword Coast" is still affected by this issue
Stronghold Siege
  • Characters who do not participate in Stronghold Siege now properly do not gain Influence rewards.
  • Placing supplies into an empty loot cache no longer causes enemies to stop spawning.
  • The rewards displayed in the Vote window now properly shows the value that will be granted, rather than always being 10.
  • There is now a landmark in the Stronghold showing where to start the Siege event.
Stronghold Temporary Structures
  • An "untranslated" string no longer appears in the Advanced Details for these plots.
  • Prices on the Mysterious Merchant are no longer incorrectly just 5 Guild Marks for everything.
  • Several unfinished items have been removed from some of these stores.
  • Temporary structures now properly have descriptions.
  • The pricing has been improved on many of the temporary structures.
    • Known issue: The Goldsmith's prices are incorrectly 9k metal/stone, 6k wood/food. This may change to 9k metal/stone, 6k wood/labor.
Sword Coast Chronicle
  • "Campaign Locked" style messages are no longer red, as in cases of multiple unlock criteria, the highlighted message would sometimes not be applicable to the player.
    • Example: "You must be level 70" would appear in red to a level 70 player, though later text correctly explained the other unlock criteria.
  • If a player leaves the Campaign window open and selects a different campaign, the parchment area on the left side of the Campaign Detail window now clears correctly.
  • Sharandar campaign completion now properly caps at 100%, even if players had either completed repeatable tasks before their maximum repeats were lowered, or unlocked Reverse Malabog's Castle and revealed a significant number of map tiles.
  • "Sort by Name" now properly prioritizes name over Campaign or Deed category.
  • "Sort by Progress" has been removed, as it has proven a little too difficult to implement.
  • The background behind "Out of Character" text is now a little darker to provide better readability.
  • The "Something to claim" icon now properly overrides the "Campaign completed" icon.
  • There is now only one instance of the PvP campaign and Tyranny of Dragons campaign available at a given time.
    • Or there would be, if Terramak didn't miss a dependency when making this build. This will be fixed in next week's Preview build. Sorry!

Content and Environment
River District
  • A Weekly Ritual: This quest can now only be accepted if the player has unlocked at least one wizard's portal.
  • Many various issues with River District introduced in this module have been resolved.
    • These were mainly fixes made during The Cloaked Ascendancy's time on the Preview and live shards, but somehow had been reverted.

Combat and Powers
Boons
  • The Treasure Hunter boon from Strongholds now properly gives you 2x Masterwork resources at rank 6, increased from rank 2.

User Interface
Character Sheet
  • Players may no longer swap gear while in combat. (This was in last week's build.)
  • The User Interface now properly shows a clear error message when attempting to swap gear while in combat.
Inventory
  • Insignias no longer act as Enchants for the sake of tooltips.
    • Terramak did remember the dependencies for this one, at least.
Strongholds
  • Correct construction times once again properly display in the Stronghold UI.
Post edited by terramak on
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Comments

  • edited April 2017
    This content has been removed.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    terramak said:


    Combat and Powers
    Boons

    • The Treasure Hunter boon from Strongholds now properly gives you 2x Masterwork resources at rank 6, increased from rank 2.
    Wait, what?

    I definitely did not realize this wasn't supposed to unlock right away. Yuck.
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  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User

    I definitely did not realize this wasn't supposed to unlock right away. Yuck.

    I was a bit surprised in the past when I noticed this unlocked while our structure was rank only 5, but the description clearly said rank 6....however, this was one bug I didn't complain about, as I basically consider rank 6 a bit unfair for the smaller guilds. Theii members can access masterwork by switching guilds for a minute to start the masterwork quest chain, but having only access to half of the resources is a considerable disadvantage.

    Ah, well....
    Hoping for improvements...
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer

    I am on preview now and all I can see in SCC is the Portobello and Respen campaigns. All of the rest are missing. But, I like the ninja fix to my Howler spawn animation. Thanks.

    The SCC thing is most likely my fault due to the dependency I missed when making the build. It'll be fixed next week unless something else goes wonky.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    terramak said:

    I am on preview now and all I can see in SCC is the Portobello and Respen campaigns. All of the rest are missing. But, I like the ninja fix to my Howler spawn animation. Thanks.

    The SCC thing is most likely my fault due to the dependency I missed when making the build. It'll be fixed next week unless something else goes wonky.
    Omg, Malley! You broke it! LOL. Seriously though, good work.
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  • weaver936weaver936 Member, NW M9 Playtest Posts: 443 Arc User
    terramak said:


    Stronghold Siege
    Characters who do not participate in Stronghold Siege now properly do not gain Influence rewards.
    Placing supplies into an empty loot cache no longer causes enemies to stop spawning.
    The rewards displayed in the Vote window now properly shows the value that will be granted, rather than always being 10.
    There is now a landmark in the Stronghold showing where to start the Siege event.

    So, originally I thought you meant the SH PvP.... but I assume you mean the new in SH farm thingy... please clarify... it would be nice if the SH pvp thing was relevant and balanced.. it is the best idea for pvp I've seen in this game.. but is unbalanced and highly exploitable.. unfortunately.
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  • julianalz55julianalz55 Member, NW M9 Playtest Posts: 89 Arc User
    weaver936 said:

    terramak said:


    Stronghold Siege
    Characters who do not participate in Stronghold Siege now properly do not gain Influence rewards.
    Placing supplies into an empty loot cache no longer causes enemies to stop spawning.
    The rewards displayed in the Vote window now properly shows the value that will be granted, rather than always being 10.
    There is now a landmark in the Stronghold showing where to start the Siege event.

    So, originally I thought you meant the SH PvP.... but I assume you mean the new in SH farm thingy... please clarify... it would be nice if the SH pvp thing was relevant and balanced.. it is the best idea for pvp I've seen in this game.. but is unbalanced and highly exploitable.. unfortunately.
    Was thinking the same, why fixing something that never pops lol
  • niadanniadan Member Posts: 1,635 Arc User
    Pretty sure they are referring to the new encounter.
  • This content has been removed.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    The fix on treasure hunter boon was a good fix and fair for players didnt know that bug made their boon level 6. Make a building level 6 takes time since need a lot influence.
    AND about the " smaller guilds" if they dont rush to make buildings or they dont have the man power doesnt mean should exist bugs so they can have the same benefits as the guilds after hard work made their buildings higher and call it " unfair for smaller guild".

  • edited April 2017
    This content has been removed.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited April 2017
    There is still one issue with Masterwork on preview:

    The price to unlock Tier III Artificing is wrong. It is 30 lacquered ebony, but should be 30 dark lacquer to be consistent with all the other professions.
    Hoping for improvements...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    r000kie said:

    terramak said:

    The SCC thing is most likely my fault due to the dependency I missed when making the build. It'll be fixed next week unless something else goes wonky.

    The implication of this is we cannot interact on preview with the RD campaign, to buy different sets and test them a bit. I kept EoE on me so if I want to have a set to test, I have to buy it first on live.
    Doesn't the quartermaster also have them? (Merchant with sewer/crypt/dungeon maps.)

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    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    The fix on treasure hunter boon was a good fix and fair for players didnt know that bug made their boon level 6. Make a building level 6 takes time since need a lot influence.
    AND about the " smaller guilds" if they dont rush to make buildings or they dont have the man power doesnt mean should exist bugs so they can have the same benefits as the guilds after hard work made their buildings higher and call it " unfair for smaller guild".

    Except that bigger guilds who were able to build an explorer's guild without meaningfully giving up anything else in order to do so (because they advanced fast enough to unlock more plots and build more buildings) have already been benefiting from this bug for closing in on two years. Guilds who've been idling on a lower-rank explorer guild while putting their priorities on other buildings have the option to accelerate their explorer guild up, and probably won't struggle too much with it.

    Guilds who've been doing without because they have ONE boon plot available and built something that would be beneficial 100% of the time to all their members, and thinking they might ultimately be able to catch up... yeah, hamster those guys.

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    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    The Preview shard has been updated with the fix to Sword Coast Chronicle. Thank you for your patience!
  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User
    urabask said:

    Is there any chance that the rewards in Illusionist's gambit could be improved for mod 11b? No one runs it now because there are so many items that drop that you're extremely unlikely to get the items you need. This was supposed to replace CTA as the source of companion gear but there are too many junk drops, the +4s have too much variety, some have stats that no one uses (HP and deflect), and no one uses overload slots on their companions so the +5s are worse than the +4s.

    Companion gear is essential to playing endgame content so not being able to obtain it leaves players in the position of being forced to run a relatively long skirmish with little chance of getting the items they need to run more difficult content. A lot of us are fine because we have loyal companion gear but this is going to become a bottleneck for player progression for newer players.

    I agree about the "prizes" and looks like theres no scale, gold score should never gives a green companion equip, and bronze should never give you a +4 ...

    But the "no one is runnig" is a bit weird, may be that way on preview, but the queue for that skirmish in live server takes like 50 sec to pop...

    Anyway in the future it may become empty, since it looks like a fleece farm right now...
  • urabaskurabask Member Posts: 2,923 Arc User
    edited April 2017
    rafaelda said:

    urabask said:

    Is there any chance that the rewards in Illusionist's gambit could be improved for mod 11b? No one runs it now because there are so many items that drop that you're extremely unlikely to get the items you need. This was supposed to replace CTA as the source of companion gear but there are too many junk drops, the +4s have too much variety, some have stats that no one uses (HP and deflect), and no one uses overload slots on their companions so the +5s are worse than the +4s.

    Companion gear is essential to playing endgame content so not being able to obtain it leaves players in the position of being forced to run a relatively long skirmish with little chance of getting the items they need to run more difficult content. A lot of us are fine because we have loyal companion gear but this is going to become a bottleneck for player progression for newer players.

    I agree about the "prizes" and looks like theres no scale, gold score should never gives a green companion equip, and bronze should never give you a +4 ...

    But the "no one is runnig" is a bit weird, may be that way on preview, but the queue for that skirmish in live server takes like 50 sec to pop...

    Anyway in the future it may become empty, since it looks like a fleece farm right now...
    I guess it's different for public queue? Past the first couple weeks I've never seen anyone in alliance or guild chat ask for people to run it. I was expecting this to be like the next edemo/ndemo where we constantly see calls in chat for groups forming 3+ mods after it was released.
    I8r4ux9.jpg
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited April 2017
    urabask said:

    rafaelda said:

    urabask said:

    Is there any chance that the rewards in Illusionist's gambit could be improved for mod 11b? No one runs it now because there are so many items that drop that you're extremely unlikely to get the items you need. This was supposed to replace CTA as the source of companion gear but there are too many junk drops, the +4s have too much variety, some have stats that no one uses (HP and deflect), and no one uses overload slots on their companions so the +5s are worse than the +4s.

    Companion gear is essential to playing endgame content so not being able to obtain it leaves players in the position of being forced to run a relatively long skirmish with little chance of getting the items they need to run more difficult content. A lot of us are fine because we have loyal companion gear but this is going to become a bottleneck for player progression for newer players.

    I agree about the "prizes" and looks like theres no scale, gold score should never gives a green companion equip, and bronze should never give you a +4 ...

    But the "no one is runnig" is a bit weird, may be that way on preview, but the queue for that skirmish in live server takes like 50 sec to pop...

    Anyway in the future it may become empty, since it looks like a fleece farm right now...
    I guess it's different for public queue? Past the first couple weeks I've never seen anyone in alliance or guild chat ask for people to run it. I was expecting this to be like the next edemo/ndemo where we constantly see calls in chat for groups forming 3+ mods after it was released.
    The issue is that it doesn't really reward you infinitely like ndemo does. Once you have good companion gear (such as Loyal Avenger) and you have enough fleece, what point is there in running it? It has no secondary benefit like ndemo does. I would agree with @rafaelda though, I still see people running it (for gold). It is fairly rare though, and mainly by people who don't have enough Loyal Avenger gear.

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  • urabaskurabask Member Posts: 2,923 Arc User

    urabask said:

    rafaelda said:

    urabask said:

    Is there any chance that the rewards in Illusionist's gambit could be improved for mod 11b? No one runs it now because there are so many items that drop that you're extremely unlikely to get the items you need. This was supposed to replace CTA as the source of companion gear but there are too many junk drops, the +4s have too much variety, some have stats that no one uses (HP and deflect), and no one uses overload slots on their companions so the +5s are worse than the +4s.

    Companion gear is essential to playing endgame content so not being able to obtain it leaves players in the position of being forced to run a relatively long skirmish with little chance of getting the items they need to run more difficult content. A lot of us are fine because we have loyal companion gear but this is going to become a bottleneck for player progression for newer players.

    I agree about the "prizes" and looks like theres no scale, gold score should never gives a green companion equip, and bronze should never give you a +4 ...

    But the "no one is runnig" is a bit weird, may be that way on preview, but the queue for that skirmish in live server takes like 50 sec to pop...

    Anyway in the future it may become empty, since it looks like a fleece farm right now...
    I guess it's different for public queue? Past the first couple weeks I've never seen anyone in alliance or guild chat ask for people to run it. I was expecting this to be like the next edemo/ndemo where we constantly see calls in chat for groups forming 3+ mods after it was released.
    The issue is that it doesn't really reward you infinitely like ndemo does. Once you have good companion gear (such as Loyal Avenger) and you have enough fleece, what point is there in running it? It has no secondary benefit like ndemo does. I would agree with @rafaelda though, I still see people running it (for gold). It is fairly rare though, and mainly by people who don't have enough Loyal Avenger gear.
    I have 3 toons and depending on how they nerf things or what companion becomes meta I'll have to change gear so even if they improve the drop rate there's never really a point where it would be bad to have some extra companion gear backed up.
    I8r4ux9.jpg
  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User
    urabask said:

    rafaelda said:

    urabask said:

    Is there any chance that the rewards in Illusionist's gambit could be improved for mod 11b? No one runs it now because there are so many items that drop that you're extremely unlikely to get the items you need. This was supposed to replace CTA as the source of companion gear but there are too many junk drops, the +4s have too much variety, some have stats that no one uses (HP and deflect), and no one uses overload slots on their companions so the +5s are worse than the +4s.

    Companion gear is essential to playing endgame content so not being able to obtain it leaves players in the position of being forced to run a relatively long skirmish with little chance of getting the items they need to run more difficult content. A lot of us are fine because we have loyal companion gear but this is going to become a bottleneck for player progression for newer players.

    I agree about the "prizes" and looks like theres no scale, gold score should never gives a green companion equip, and bronze should never give you a +4 ...

    But the "no one is runnig" is a bit weird, may be that way on preview, but the queue for that skirmish in live server takes like 50 sec to pop...

    Anyway in the future it may become empty, since it looks like a fleece farm right now...
    I guess it's different for public queue? Past the first couple weeks I've never seen anyone in alliance or guild chat ask for people to run it. I was expecting this to be like the next edemo/ndemo where we constantly see calls in chat for groups forming 3+ mods after it was released.
    Yeah you have to go public, my alliance only call for fast fleece runs, and even on public you get a lot of people asking for you to drop after bronze (since the prizes dont scale , or not enough to make a gold run lucrative enoug).

    I like that skirmish, is really fun but it will be empty in no time because the prize usually is the daily skirmish raw ad and one green or blue salvage...
  • This content has been removed.
  • edited April 2017
    This content has been removed.
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    adinosii said:

    There is still one issue with Masterwork on preview:

    The price to unlock Tier III Artificing is wrong. It is 30 lacquered ebony, but should be 30 dark lacquer to be consistent with all the other professions.

    I really hope this gets fixed. I'm not looking forward to making Laquered Ebony.

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  • zefirootzefiroot Member, NW M9 Playtest Posts: 50 Arc User
    On my SW, for main hand weapon class feature, I equipped dark spiral aura and it is not working. When cast with no spirals it should create 2 - it creates 1 like usually. Same: when cast with 2 or 3 - not getting 1 additional spiral. I tried switching artifact powers and activating it again but nothing changed.
  • edited April 2017
    This content has been removed.
  • valnoledvalnoled Member Posts: 38 Arc User
    Ehm, can you reconsider the mounts not-changing with loadouts? I see why companions and enchantments are not affected, but mounts keeping signs and combinations. It would help a lot if the list of active mounts could be changed by a loadout - there are surely different for various purposes.
  • panteleeleepanteleelee Member Posts: 289 Arc User
    Any new shirmish or dungeon for this update?

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  • panteleeleepanteleelee Member Posts: 289 Arc User
    miguelfdz said:


    And pls make companion gear with power and recovery, and recovery and critical.

    http://neverwinter.gamepedia.com/Girdle_of_the_Loyal_Commander


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  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User

    miguelfdz said:


    And pls make companion gear with power and recovery, and recovery and critical.

    http://neverwinter.gamepedia.com/Girdle_of_the_Loyal_Commander

    Those aren't available anymore, unless you're willing to shelve out a lot of dosh for them. The average joe probably won't have a spare 3-5 mil AD to spend.

    As for the Crit Recovery ones, there's technically the Crit/Recovery rings like Krig, but not for anything else.

This discussion has been closed.