A lot of fixes have come in over the past two weeks! I know I'm personally pretty far behind on reading / responding to feedback on the prior patch notes thread, but hopefully this build should address a good chunk of it.
Edit 2017-07-18: Fixed the version name in the title of this thread. Whoops. (Was incorrectly ...0712b.2, is now correctly ...0711b.2) Edit 2017-07-19: New patch! Light Blue text denotes a new change in NW.85.20170711b.4, from the previously-on-Preview .2 build. Edit 2017-07-21: New patch! Light Green text denotes a new change in NW.85.20170711b.5, from the previously-on-Preview .4 build.
Release Notes
Content and Environment Port Nyanzaru
Celeste should no longer appear to have a doppelganger for players in a party.
It should now be more difficult to get out of the gameplay space, though there may still be some climbing opportunities here and there.
There are now masculine dancers in Port Nyanzaru in addition to the feminine ones who were already there.
Volo has found a solvent, and no longer has his book attached to his hand when gesturing.
Wakanga O'tamu no longer incorrectly offers a map upon completion of Hidden Treasures (Patrol).
Soshenstar River
Bears can now sometimes spawn instead of lions in certain encounters.
Certain cutscenes, particularly ones that can only be seen one time, are no longer skippable.
Heroic Encounters: When NPCs speak to the player, their portrait no longer overflows the dialog frame.
Monster Hunt clickable objects can no longer incorrectly be used while its associated monster is already prowling the jungle.
Monster Hunt drops are now Need / Greed for the party that lures the monster.
Monster Hunt enemies now despawn and fail the quest to slay them if they drop out of combat after they're initially engaged.
Seavia's escape path from certain underground ruins has been blocked off.
Treasure maps are now less likely to be removed from the player's inventory without the rewards if a player follows an unexpected treasure claim flow. - They're now even less likely to do so.
Treasure Chest loot now properly goes into the player's inventory.
Various Field Gathering nodes that had been trapped behind collision are now properly interactive. - An additional one has been moved into a properly lootable location.
When walking through green fog FX, the fog no longer pops out of view.
Chult Instances and Repeatable Adventures
A wide variety of flow and logic fixes, as well as general improvements, have been made to repeatable adventure quests.
Baccho's lure location is no longer in the middle of where the King of Spines can spawn.
Players are no longer prompted to "talk to" the tamed raptors in the introductory quests.
Players can no longer use certain powers to jump over the arena wall in House of the Crocodile.
Players must now defeat enemies in House of the Crocodile in order to gain full credit.
The introductory quests now correctly cannot be shared.
The introductory quests now properly have loading screens.
The repeatable quest flow has been adjusted so that it's less likely for players to miss out on full credit for quests they've already done.
Water off the coast now properly has a depth fade.
Tomb of the Nine Gods
In the cutscene after triggering the pit trap, your party no longer appears to depict yourself with three clones and one party member.
Players may now leave the dungeon through the front entrance if necessary.
Players who join the Tomb of the Nine Gods dungeon while it's in progress now spawn forward to respawn points nearer the party.
Ras Nsi no longer drops enchantments below Rank 8.
Seams in the environment have been sealed.
Seals of the Brave now properly drop from this dungeon.
The Charm of the Serpent artifact has been moved from the Dungeon Key chest to the Campaign Key chest.
The full amount of Chultan Riches is properly granted to each participating player after completing a trap.
The T-Rex cutscene no longer shows five of your character, rather than your entire party.
Jungles of Chult Campaign
Task descriptions are now more consistent within the Jungles of Chult campaign.
General
A major audio pass has been made to all Chult content. There is still some voice-over yet to be implemented, but it's fair to consider music and sound as "done" for the sake of feedback.
With this comes cutscene timing improvements.
A few more voice lines have been fixed.
A variety of typos throughout Module 12's content, rewards, etc. have been addressed.
Mount Hotenow Domination: It should now be more difficult to escape the gameplay space.
Strongholds: The Milling Yard no longer incorrectly claims to boost Stone production; it now properly states that it boosts Wood production.
The NPC and enemy pathfinding in various maps should be up-to-date again.
The audio volume of NPC speech in Bryn Shander has been boosted.
The battle cry for Pit Fiends is now a little quieter.
Various fixes and updates to audio in Chult are complete.
Voice-over in English is now complete.
Various achievements new to Chult are now properly visible in the Journal before they're unlocked.
Combat and Powers, pt. 1 General
Another attempt to address the respec loop has been made; player characters who have recently respecced should no longer be asked to respec again upon opening the Powers UI.
Certain buffs new to Chult no longer have placeholder icons.
Damage Vulnerability: Dreadtheft, Ambush, and Quarry now properly respect this debuff cap.
Various backrevved fixes have been back-backrevved... un-backrevved... Fixed.
Devoted Cleric: Anointed Action now properly triggers from Divine Armor, Anointed Army, and Guardian of Faith.
Eye of the Giant's out-of-combat damage resistance is once again properly 5%.
Great Weapon Fighter's Unstoppable is once again properly unstoppable. (Or at least doesn't get stuck like it used to.)
Avatar of Orcus: Curses applied from the pedestals in this encounter now stay in effect even through death, though properly reset when the encounter reset.
Avatar of Orcus is less likely to disappear to the player's camera after returning from flying off the screen.
Avatar of Orcus: It should now be much more difficult to somehow lose a curse before the encounter is even engaged.
Avatar of Orcus: Spheres of Annihilation now properly despawn when the encounter resets.
(NOTE: This fix is broken in this build. They totally don't despawn on encounter reset. We've got a fix in testing.)
Avatar of Orcus: Spheres of Annihilation now REALLY clean up after a party wipe.
Avatar of Orcus: Orcus no longer sometimes disappears after transitioning between phases.
Avatar of Orcus: Skeleton Key buffs / debuffs no longer incorrectly persist through a party wipe.
Avatar of Orcus: Players can no longer trigger Life Steal from Bloody Death Curse.
Bone Golems attacking Camp Vengeance can no longer be pushed.
Enemies who throw weapons should now consistently hold weapons in the first place.
Greater Demilich: This enemy's ground-based visual effects no longer move when the Demilich is attacked.
House of the Crocodile: Players can no longer stand in Ras Nsi's fan-shaped attack, in certain ways, without receiving a debuff.
Jungle Tarantula: This enemy can now use a web attack in addition to its other abilities.
King of Spines: This creature is less likely to get stuck on other creatures.
King of Spines: This creature now has more health.
King of Spines: This monster's rare items now consistently prompt Need or Greed rolls.
Monster Hunt: Bait placement locations are no longer interactive in the few seconds of limbo after a monster leashes and despawns. Previously, interacting in those few seconds resulted in lost bait and no monster.
Monster Hunt: Enemies that leash now properly return to combat if attacked before they have a chance to despawn.
Raptors are now a little less screechy in groups.
Ras Nsi: Debug text no longer incorrectly appears during this encounter.
Ras Nsi: The visual effects for Serpent's Wrath now more accurately reflect the affected area.
Ras Nsi now properly regenerates health after his encounter resets.
Ras Nsi now wants to stand a little closer to his target when in combat.
Ras Nsi: Skeletons knocked off the platform no longer tend to teleport back up to the edge of the arena.
Spli-ti: This creature is now significantly more splitty.
Spli-ti: This monster should now consistently give loot.
Spli-ti: This monster can no longer incorrectly be "summoned" while its Spli-ti splits are still active, resulting in lost bait but no additional monster.
Spli-ti: This monster can now properly be resummoned if the initial enemy leashes and despawns.
Tomb of the Nine Gods: Players may no longer use Scrolls of Life to resurrect after Cry of the Atropal occurs in the Ras Nsi fight, as they would just immediately be taken down again.
Being killed by Cry of the Atropal itself already properly prevented this, but if players were downed and waited until after that state, they could potentially waste that Scroll on a definite follow-up death.
Undead Gravemaster: This enemy no longer buffs the player, and instead properly debuffs them with their Miasma effect.
Various boss enemies are no longer prone to disappearing when too many people or visual effects are on the screen.
Various enemies' name plate positions have been adjusted.
Various large enemies no longer display certain effects that cover the entire body.
Withers: This enemy is much less likely to become stuck.
Withers: It should now be impossible for players to drop out of combat during this encounter.
Withers: This boss is now even less likely to become stuck.
Yuan-ti now properly have appropriate animations when affected by crowd control effects.
Items and Economy Chult
Boots of the Alpha: Compies now have a 5% chance to spawn on attack, rather than 100%.
Collections have been updated with more accurate locations and descriptions.
Forgotten Totems now display the maximum number a player can have at once.
Hunt and Treasure rings have had their binding status updated.
+1 and +2 rings are now Bind on Equip.
+3, +4, and +5 rings are now Bind to Account.
Huntsman gear is now Bind to Account.
Pioneer Equipment Dealer: This vendor in Chult now properly hides items that the player does not yet qualify for. Prices on this gear have been finalized.
Several swapped icons on gear newly available in Chult have been addressed; the icons should now properly represent the visuals of the gear.
Stats on various new gear sets have been adjusted based on feedback.
The Primal body slot armor is no longer invisible for male Dragonborn Devoted Clerics.
Tomb of the Nine Gods now grants a choice upon receiving Huntsman gear, similar to previous dungeons.
Various icons have been updated for Chult items.
Voodoo dolls now properly function.
Known issues: Voodoo dolls do not begin a cooldown on other voodoo dolls when used. In addition, they can currently be used in Epic Dungeons.
These issues will both be addressed in the official release build.
Voodoo dolls no longer work in Epic Dungeons.
Voodoo dolls now properly have a shared cooldown.
Fishing
All fish in the Collection can now properly be caught.
Chultan Minnows can no longer be caught, and have been replaced with other random items.
Glowworms are no longer found via the Fishmonger, and are instead found via gathering nodes in Soshenstar River.
The price of bait is now 1x Chultan Riches, reduced from 10, so that the costs are in line with other changes to the economy.
General
Bronzewood Enchantment: Ranks 11 and 12 now work as described in the tooltip.
League ring profession tasks now properly display an icon.
Seals of the Elements can now be exchanged for Seals of the Protector in the Miscellaneous tab of the Seal vendor.
User Interface Auction House
Having too many items in the Overflow Bag no longer prevents players from posting auctions.
Fishing (Chult)
Moving once again properly breaks the fishing state.
Inventory
Bait can now be purchased in bulk from the Fishmonger in Port Nyanzaru.
Journal
The "Search" and "Clear" buttons now properly refresh the journal.
Queues
Private Queues are now also affected by queuing restrictions imposed by items being in the Overflow Bag.
Character Art and Animation General
Certain NPC-named entries available in character creation have been renamed to "Face Long" and "Face Bulky."
Ponytail hair styles are less likely to jitter off characters' heads when running or riding quickly up and down stairs.
Various animations on creatures and characters new to Chult have been smoothed and improved.
Various clipping and stretching issues have been addressed with certain new NPCs and gear.
Yuan-ti eyes and Nanny Pu'pu's face are no longer incorrectly available in character creation.
Performance and Stability General
A crash when evaluating certain item powers has been addressed.
A crash when opening the Map window has been addressed.
Various crashes for new Module 12 content and features have been addressed.
Localization General
The second major localization pass has been completed. Next week we should see some close-to-final fixes for the French, German, Italian, and Russian locales.
Text localization for French, German, Italian, and Russian is now considered to be complete and shippable for Tomb of Annihilation.
Voice-over localization for French, German, and Russian has been implemented.
Question: Will the portuguese translation ever be update? It's been almost 3 years and some things are completely misleading(everything that existed before mod 5 and was changed after mod 6 like life steal). I know it's not a top priority problem but if not, you could simply remove it completely on pc like on xbox/ps4.
The spawn times for Heroic Encounters are very long. I hope this will be changed. After one expires, or is beaten, another should spawn. Right now you wait for what feels like forever. Other than that, great job team, I love the new zone.
I agree. There was always 1 encounter up in SOMI and the farming felt pretty good because there wasn't any "just standing there and needed to wait" for the next encounter.
That doesnt make it the new MF tough. Cause MF was doublescaling with buffs AND debuffs. SoD shouldnt doublescale with debuffs but its not gamebreaking as MF was
Auction House Having too many items in the Overflow Bag no longer prevents players from posting auctions.
@terramak, currently if you accumulate too many (over 200) empty AH mail messages over the course of normal selling you can also no longer use the AH until you delete the offending number of empty AH mail messages. This gets pretty irritating really fast, especially since there is no option to select multiple mail messages quickly, so you are stuck deleting each message on it's own.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
we used to be able to get legendary mounts way cheaper, way way cheaper, like I remember paying 1.2 million AD for Emperor beetle
This has zilch to do with drop rates and everything to do with legendary mounts at that time offering nothing but a different visual than epics. They had no combat powers. They weren't any faster than epics. Equip powers didn't exist yet.
Prices on legendary mounts climbed like they did because Cryptic later did make them better than epics, full stop.
we used to be able to get legendary mounts way cheaper, way way cheaper, like I remember paying 1.2 million AD for Emperor beetle
This has zilch to do with drop rates and everything to do with legendary mounts at that time offering nothing but a different visual than epics. They had no combat powers. They weren't any faster than epics. Equip powers didn't exist yet.
Prices on legendary mounts climbed like they did because Cryptic later did make them better than epics, full stop.
The legendary mounts are not worth the extra 13kk+. These mounts should cost max 5kk, not 15kk+. For 15kk I can buy 2 good enchantments for weapon and armor - this will give me a lot more than a legendary mount.
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
we used to be able to get legendary mounts way cheaper, way way cheaper, like I remember paying 1.2 million AD for Emperor beetle
This has zilch to do with drop rates and everything to do with legendary mounts at that time offering nothing but a different visual than epics. They had no combat powers. They weren't any faster than epics. Equip powers didn't exist yet.
Prices on legendary mounts climbed like they did because Cryptic later did make them better than epics, full stop.
Yes, I got my Tenser for 5mil at that time.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
That's subjective. I would love for everything to be cheaper because I have many alts that I like to upkeep within my own concept of reasonable (which includes being able to get around fast), but as long as some buyers are willing to pay whatever asking price, somebody is maintaining that status as "worth it". My feelings about the subject are a lot more complex than throwing support behind a system where there are a lot of have-nots, but arbitrarily throwing out your ideal numbers isn't supported by anything at all.
Anyway, the best testing anyone is capable of doing with lockbox drop rates has indicated that the % chance of getting legendary items did get buffed a while back, fwiw.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
For the sake of comprehensiveness, Barkshield enchant shards should also be added to the seal vendor. Unless the team feels it's better to keep them out of circulation until the enchant is improved, but the unavailability seems to inflate the market price of the enchant far beyond what's reasonable for how ineffective it is.
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited July 2017
Legendary mounts are extremely expensive, yes, but i would think twice in getting one if i played only 1 class, with the summer event (other raffles) and if i kept farming dungeons along with the festival all days probably july would be enough to get one, 1 month is not that much for an endgame item, but if i decide "screw it i'm going to play on my HR today" the my legendary mount wont be there. My first mount was a big armored bear ("grrawl xD") and it was purchased with money, i was sure it was money well spent because all my chars got a 110% speed mount that was 1,2Million each at that time.
There is this big gap of investment per character per play time available between players that focus in one class only and people that play multiple classes. I'm not saying that if i max a char all my other ones should get everything, that is supper exaggerated people would have no effort, not to mention it wouldn't rain for cryptic, refining artifacts got cheaper over the time, it's now much easier to make a BiS character when it comes to equipment, insignias can be swapped around and traded, even tough it's boring, but possible, same thing for enchantments. The things that get massively expensive when a player has multiple chars is companions and legendary mounts.
Can we please tag Hellish Rebuke's refresh damage as reflect damage? My paladin still dies fast from looped weapon damage from weapon enchants when this ability is used against Divine Call.
Hey there ! Are there any plans on some minor class balancing before m12 or m12b if that occurs? Thanks for any info on this matter.
The ability to sprint/ shadow slip while cbed like other classes roll/ dodge/ slide would be fantastic!!!! THEY ARE ALL STAMINA FRAMES LET US USE OURS TOO PLEASE.
Find me in game if you want and send me a domination/ gaunt invite. If you are good and im not busy ill play with you. Im not an elitist ill play with almost anyone.
I haven't seen this adressed, but how about adding some more obsolete sets to the merchant in Mantol-Derith?
As a TR I'd love to get my hands on the old Draconic armor/weapon set. I currently have two pieces but the rest are either gone forever or cost millions on the AH. It's got a truly unique look and I'd love to get it back out there.
UPDATE: NeverwinterPreview (Americas and Europe public test shard) and Lurker (Russian language public test shard) are both updated with the build: NW.85.20170711b.4. This build is ostensibly a release candidate, though we'll still keep our eyes open for things that may change our mind on the matter.
The original posts of this thread have been updated, with changes in light blue text.
General: Sorry again about the lack of response to feedback on my side!
@miserinha - Regarding Portuguese localization: Unfortunately, we've stopped official support for localization in this language. If there are some egregiously bad / misleading translations, I can remove localized strings on a case-by-case basis (which will cause them to revert to English text), but it's unfortunately a bit of a taller order to get appropriate changes made in Portuguese. Sorry for the disappointment.
Comments
Enemies and Encounters
(NOTE: This fix is broken in this build. They totally don't despawn on encounter reset. We've got a fix in testing.)Items and Economy
Chult
- Boots of the Alpha: Compies now have a 5% chance to spawn on attack, rather than 100%.
- Collections have been updated with more accurate locations and descriptions.
- Forgotten Totems now display the maximum number a player can have at once.
- Hunt and Treasure rings have had their binding status updated.
- +1 and +2 rings are now Bind on Equip.
- +3, +4, and +5 rings are now Bind to Account.
- Huntsman gear is now Bind to Account.
- Pioneer Equipment Dealer: This vendor in Chult now properly hides items that the player does not yet qualify for. Prices on this gear have been finalized.
- Several swapped icons on gear newly available in Chult have been addressed; the icons should now properly represent the visuals of the gear.
- Stats on various new gear sets have been adjusted based on feedback.
- The Primal body slot armor is no longer invisible for male Dragonborn Devoted Clerics.
- Tomb of the Nine Gods now grants a choice upon receiving Huntsman gear, similar to previous dungeons.
- Various icons have been updated for Chult items.
- Voodoo dolls now properly function.
- Voodoo dolls no longer work in Epic Dungeons.
- Voodoo dolls now properly have a shared cooldown.
FishingKnown issues: Voodoo dolls do not begin a cooldown on other voodoo dolls when used. In addition, they can currently be used in Epic Dungeons.These issues will both be addressed in the official release build.- All fish in the Collection can now properly be caught.
- Chultan Minnows can no longer be caught, and have been replaced with other random items.
- Glowworms are no longer found via the Fishmonger, and are instead found via gathering nodes in Soshenstar River.
- The price of bait is now 1x Chultan Riches, reduced from 10, so that the costs are in line with other changes to the economy.
GeneralUser Interface
Auction House
- Having too many items in the Overflow Bag no longer prevents players from posting auctions.
Fishing (Chult)- Moving once again properly breaks the fishing state.
Inventory- Bait can now be purchased in bulk from the Fishmonger in Port Nyanzaru.
Journal- The "Search" and "Clear" buttons now properly refresh the journal.
QueuesCharacter Art and Animation
General
Performance and Stability
General
Localization
General
The second major localization pass has been completed. Next week we should see some close-to-final fixes for the French, German, Italian, and Russian locales.one less dream...
Some sources of damage are now double dipping on debuffs as a result of this:
Shadow of Demise (TR feat)
and on live, these 2 SW powers currently double dip on debuffs:
Tyrannical Curse
Creeping Death
Looks like it is a SoD bug on preview. (Mobile version of quote didn't work)
Character: Vendetta
Having too many items in the Overflow Bag no longer prevents players from posting auctions.
@terramak, currently if you accumulate too many (over 200) empty AH mail messages over the course of normal selling you can also no longer use the AH until you delete the offending number of empty AH mail messages. This gets pretty irritating really fast, especially since there is no option to select multiple mail messages quickly, so you are stuck deleting each message on it's own.
We are searching for slave labor, will pay with food from our farm!
Prices on legendary mounts climbed like they did because Cryptic later did make them better than epics, full stop.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
For 15kk I can buy 2 good enchantments for weapon and armor - this will give me a lot more than a legendary mount.
Anyway, the best testing anyone is capable of doing with lockbox drop rates has indicated that the % chance of getting legendary items did get buffed a while back, fwiw.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Neverwinter Census 2017
All posts pending disapproval by Cecilia
There is this big gap of investment per character per play time available between players that focus in one class only and people that play multiple classes. I'm not saying that if i max a char all my other ones should get everything, that is supper exaggerated people would have no effort, not to mention it wouldn't rain for cryptic, refining artifacts got cheaper over the time, it's now much easier to make a BiS character when it comes to equipment, insignias can be swapped around and traded, even tough it's boring, but possible, same thing for enchantments. The things that get massively expensive when a player has multiple chars is companions and legendary mounts.
Can we please tag Hellish Rebuke's refresh damage as reflect damage? My paladin still dies fast from looped weapon damage from weapon enchants when this ability is used against Divine Call.
GWF: Vretzina
OP: Vee
DC: Evee
CW: nezterV
Leader - Valaraukari Ascension
As a TR I'd love to get my hands on the old Draconic armor/weapon set. I currently have two pieces but the rest are either gone forever or cost millions on the AH. It's got a truly unique look and I'd love to get it back out there.
>Illusionist's Gambit Skirmish: The drop rates for Companion rings have been adjusted
Notes:
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1232848/tomb-of-annihilation-rolling-patch-notes
Does it mean:
1) Now companion rings will drop more frequent than other types of equipment (meaning this will be buffing current drops as a implementation of 'promision' made in this topic: https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12966518 )
2) It's patch to some kind of bug (the rings dropped more or less frequent than the other types of equipment)
2.5)..or it's typo and it was meant to be "companion gear" and drop of every gear from IG is changed.
This build is ostensibly a release candidate, though we'll still keep our eyes open for things that may change our mind on the matter.
The original posts of this thread have been updated, with changes in light blue text.
General:
Sorry again about the lack of response to feedback on my side!
@miserinha - Regarding Portuguese localization: Unfortunately, we've stopped official support for localization in this language. If there are some egregiously bad / misleading translations, I can remove localized strings on a case-by-case basis (which will cause them to revert to English text), but it's unfortunately a bit of a taller order to get appropriate changes made in Portuguese. Sorry for the disappointment.