Ryaath
10-27-2005, 06:32 PM
October 27th, 2005
<NORMAL>_____________________</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL><NORMAL>*** New Default UI Skin ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- We have updated the default UI skin with new art and icons! This is the same artwork that has been on display on our Escape to Norrath server </NORMAL>
<NORMAL>(www.escapetonorrath.com) and our test server. For those of you that prefer to use the old default UI Skin, you can type /loadskin default_old in </NORMAL>
<NORMAL>your chat window and it will allow you to use the old default UI.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Events and Seasonal Festivities ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Zigan Ribshard in the Plane of Knowledge has a few friends he'd like you to meet. Speak with him for more information regarding seasonal </NORMAL>
<NORMAL>festivities.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>Community Summit Related Items:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- There is a new filter option on the guild bank to narrow your search.</NORMAL>
<NORMAL>- Added a "guildbank" argument to /outputfile, allowing a player to dump the guild bank to disk. NOTE: This can only be used in the Guild Hall.</NORMAL>
<NORMAL>- Players should now be able to withdraw items from the Guild Bank deposit area (if they're a Guild Banker).</NORMAL>
<NORMAL>- Added Stun and Strikethrough filters/color selectors.</NORMAL>
<NORMAL>- Players now have an option in the options window to determine whether or not they want other players to see them with their helm. "Show My </NORMAL>
<NORMAL>Helm" </NORMAL>
<NORMAL>- EverQuest now uses the system mouse. While in windowed mode you can freely move the mouse around as you can with any other application running </NORMAL>
<NORMAL>in a window.</NORMAL>
<NORMAL>Mouse pointer customization can be done on a UISkin level. Just make your own .cur files with the appropriate names. (Please see the default </NORMAL>
<NORMAL>directory for the .cur names.)</NORMAL>
<NORMAL>- There's a new command to launch a web browser from the chat window. Just type /www and check it out. Also for additional flexibility, /url is </NORMAL>
<NORMAL>available.</NORMAL>
<NORMAL>- There's a new command to launch an application. Check out /system for usage.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>New arena zone headed to Stormhammer! </NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Please be aware that if you login to Stormhammer and download the new arena.eqg, that file will need to be deleted if you want to login to a </NORMAL>
<NORMAL>server other than Stormhammer. This file is located in your EverQuest root directory.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Raid invites can now be done across zones via "/raidinvite name"</NORMAL>
<NORMAL>- Bandaging other players will appear to give a healing effect again.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Audio Triggers ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Audio triggers are sound effects that are played when certain patterns appear in the chat window. You can make audio triggers to play any sound </NORMAL>
<NORMAL>you want when something you want to be sure not to miss appears in the chat window. This might be /tells from specific friends, certain buffs </NORMAL>
<NORMAL>fading, or any other event you can think of that has a text message associated with it. The window used to configure your Audio Triggers can be </NORMAL>
<NORMAL>accessed via the EQ button -> Actions -> Audio Triggers.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>There are a couple key ideas that make up Audio Triggers. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Audio Triggers are a collection of text patterns associated with a sound effect. The window shows a list of all active audio triggers. They are </NORMAL>
<NORMAL>sorted by priority so that the first pattern that matches text in the chat window will be the one and only sound that is played. This allows </NORMAL>
<NORMAL>patterns to be made, for example, "tells you" and "yourbuddy tells you" that may have different sound effects. The "Move Up" and "Move Down" </NORMAL>
<NORMAL>commands allow you to control which patterns will be tested first. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Creating a new trigger is a simple matter of typing text in the "Pattern" field, selecting a sound in the "Sound" control, and pressing "Create". </NORMAL>
<NORMAL></NORMAL>
<NORMAL>The other controls include:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>* Apply - changes the sound selected for the current pattern. Note that changing a pattern requires a new pattern to be made.</NORMAL>
<NORMAL>* Play - plays the currently selected sound again.</NORMAL>
<NORMAL>* Delete - delete the currently selected trigger.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Trigger Sets</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Trigger Sets are similar to choosing a UI skin. Each trigger set represents a set of patterns associated with sounds that is stored on a </NORMAL>
<NORMAL>per-character basis. You can switch trigger sets by selecting the drop-down control and selecting among the listed options. Unless you have </NORMAL>
<NORMAL>installed custom Audio Trigger sets, you will only see the "default" entry. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Each trigger set is stored as a folder in the AudioTrigger folder in your EverQuest directory which can contain .wav files unique to that trigger </NORMAL>
<NORMAL>set. The goal here is to provide a way for the player community to create and share their own Audio Trigger sets that people find useful for </NORMAL>
<NORMAL>different classes or play styles, much like they have done for custom UI skins. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>An example of a useful trigger set may be a set of patterns </NORMAL>
<NORMAL>you want to hear a special sound effect when the effects fade off so you can be reminded to be sure to equip this weapon again. You would put in </NORMAL>
<NORMAL>"The Avatar departs." as the pattern, and select whatever sound you want to have played when this buff fades away. </NORMAL>
<NORMAL>There are many possibilities. Due to the differences in play styles, there is no way to predict what settings people might prefer so the default </NORMAL>
<NORMAL>settings are empty. We encourage players to discover and share ways to make this a fun part of their gameplay. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Notes on customizing Audio Triggers:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>* Any .wav files found in the folder .\AudioTriggers\shared will be made available to all Audio Trigger sets in the Sound selection control. You </NORMAL>
<NORMAL>will probably want to put most of your custom sounds in this folder, unless you are making custom Audio Trigger sets.</NORMAL>
<NORMAL>* Creating a new Audio Trigger set is similar to making a new UI skin. It's not complicated but it's not built into the UI. Create a folder in </NORMAL>
<NORMAL>.\AudioTriggers\NewTriggerSetName and put any .wav files specific to this trigger set in there, and you will be able to start using the new </NORMAL>
<NORMAL>trigger set the next time the program is started.</NORMAL>
<NORMAL>* User settings for each Audio Trigger set can be found in .\userdata\AT_TriggerSetName_CharacterName_ServerN ame.ini. You can copy these files to </NORMAL>
<NORMAL>other characters as needed. You will probably want to include a sample of this if you make an Audio Trigger set that you plan to share because </NORMAL>
<NORMAL>this is what contains all the details on each specific trigger pattern and sound.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>The above instructions are available in-game via the help button on the audio triggers window. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Shrouds/Monster Missions ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Tribute will now be properly disabled when in shrouded form.</NORMAL>
<NORMAL>- GuildTribute is now properly disabled when in shrouded form.</NORMAL>
<NORMAL>- You cannot guild invite someone who is shrouded.</NORMAL>
<NORMAL>- Adjusted the power scaling of Spirit Shrouds level 55 and above. As you unlock higher tier shrouds you will see a larger difference in their </NORMAL>
<NORMAL>power level.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Items ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Light Amphibian Hide Slippers now have the effect "Form of Protection"</NORMAL>
<NORMAL>- Cultural Charms will now be able to receive augments.</NORMAL>
<NORMAL>- Whisps of Potameid Hair will now drop occasionally from some of the Potameids in Jagged Pine.</NORMAL>
<NORMAL>- The experience required on many of the intelligent items has been reduced significantly to bring them more in line with evolving items. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Tradeskills ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Charm Patterns now stack better!</NORMAL>
<NORMAL>- Players will now be able to make journeyman's charm patterns instead of cloth caps! </NORMAL>
<NORMAL>- The spells Night Stalker and Night's Beckon now use the proper thickener. </NORMAL>
<NORMAL>- Saltpeter and Crystallized Sulfur should drop about 10 times as often as they did in the past. </NORMAL>
<NORMAL>- Pan Seared Orange Tuna will no longer magically transform your non stick frying pan into a stew pot if you make a mistake while making it.</NORMAL>
<NORMAL>- Radiant Titanite of Quickening and Pure Quickening can now be made by rogues.</NORMAL>
<NORMAL>- Scribe Rikik in Rathe Mountains found the inventory that he had lost during the move from Gukta.</NORMAL>
<NORMAL>- The spell Light of Order will now use the proper ink.</NORMAL>
<NORMAL>- The Darkhollow Geode task changed. Only Artisans will accept the Geode.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** NPCs ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Cartographer Slipgear is reviewing his notes and discovered that some of his maps are not properly accredited. Speak with him if you have </NORMAL>
<NORMAL>provided him with a map but not received credit for it. </NORMAL>
<NORMAL>- The Knight of the Dread Sun will now make his appearance more often.</NORMAL>
<NORMAL>- Atheling Plague has decided that heights aren't to his tastes, so he has left his tower.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Quests ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Added a new quest to reward players for completing the mission story arcs in Darkhollow. Speak with the old shiliskin fortune teller in </NORMAL>
<NORMAL>Undershore for details. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** UI ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- There is now a button on the Options/Display page to "turn off" your helm's graphic.</NORMAL>
<NORMAL>- You will now see all text color options.</NORMAL>
<NORMAL>- If you cancel a coin selection and then attempt to select crystals instead, the crystals will now appear on your cursor and not the coin.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Miscellaneous ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You will now be able to remove gold from your shared bank or regular bank if you die with an item on your cursor.</NORMAL>
<NORMAL>- When using Find to find the Fishing Supply merchant you will no longer lock up.</NORMAL>
<NORMAL>- Seru's animations are now fixed.</NORMAL>
<NORMAL>- If a character dies while LD, Charmed or Feared the corpse can will be able to be dragged by the appropriate people.</NORMAL>
<NORMAL>- We have fixed any remaining issues with setting a portion of your experience to go to AAs and then losing regular experience.</NORMAL>
<NORMAL>- Client stability fix. This specifically happened while raiding with many many different types of particle clouds being used.</NORMAL>
<NORMAL>- The issue involving the loss of a portion of a player's mana, hitpoints, and endurance after zoning is now fixed.</NORMAL>
<NORMAL>- We have fixed the issue involved with the loss of half a player's mana, hitpoints, and endurance after zoning from a death.</NORMAL>
<NORMAL>- Added some additional logging and error-checking to the Plane of Time. These changes should address the issue where an instance would not </NORMAL>
<NORMAL>progress past Phase 1 in some circumstances.</NORMAL>
<NORMAL>- Numerous raid management systems fixes have been made.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Chat ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Players in shrouded form will not auto-join class chat channels.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Pets ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Pets will once again receive HP from their items.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Regen ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Regen will work properly after becoming your main character after being a shroud. Iksars rejoice.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** PvP ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You can no longer loot an item from someone else's corpse if you kill them in an arena.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Evolving Items ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You can now see the final result after adding an augment to an item.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Spells ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Detrimental spells will not be marked as used if used in a non-combat zone like PoK.</NORMAL>
<NORMAL>- Several Ranger spells have been modified once again:</NORMAL>
<NORMAL>* Ward of the Hunter - Replaced the ATK bonus, lowered the double attack bonus to 3%.</NORMAL>
<NORMAL>* Howl of the Predator - Replaced the ATK bonus, lowered the double attack bonus to 3%.</NORMAL>
<NORMAL>* Strength of the Hunter - Replaced the ATK bonus, removed the double attack bonus.</NORMAL>
<NORMAL>- Greater Familiar is no longer an instant cast spell. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Skills ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Berserker axe throwing skills have had their timers modified. The stun and snare type abilities will now be on one timer, and the jolt and </NORMAL>
<NORMAL>volley sets will be on another.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>- The EverQuest Team</NORMAL>
<NORMAL>_____________________</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL><NORMAL>*** New Default UI Skin ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- We have updated the default UI skin with new art and icons! This is the same artwork that has been on display on our Escape to Norrath server </NORMAL>
<NORMAL>(www.escapetonorrath.com) and our test server. For those of you that prefer to use the old default UI Skin, you can type /loadskin default_old in </NORMAL>
<NORMAL>your chat window and it will allow you to use the old default UI.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Events and Seasonal Festivities ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Zigan Ribshard in the Plane of Knowledge has a few friends he'd like you to meet. Speak with him for more information regarding seasonal </NORMAL>
<NORMAL>festivities.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>Community Summit Related Items:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- There is a new filter option on the guild bank to narrow your search.</NORMAL>
<NORMAL>- Added a "guildbank" argument to /outputfile, allowing a player to dump the guild bank to disk. NOTE: This can only be used in the Guild Hall.</NORMAL>
<NORMAL>- Players should now be able to withdraw items from the Guild Bank deposit area (if they're a Guild Banker).</NORMAL>
<NORMAL>- Added Stun and Strikethrough filters/color selectors.</NORMAL>
<NORMAL>- Players now have an option in the options window to determine whether or not they want other players to see them with their helm. "Show My </NORMAL>
<NORMAL>Helm" </NORMAL>
<NORMAL>- EverQuest now uses the system mouse. While in windowed mode you can freely move the mouse around as you can with any other application running </NORMAL>
<NORMAL>in a window.</NORMAL>
<NORMAL>Mouse pointer customization can be done on a UISkin level. Just make your own .cur files with the appropriate names. (Please see the default </NORMAL>
<NORMAL>directory for the .cur names.)</NORMAL>
<NORMAL>- There's a new command to launch a web browser from the chat window. Just type /www and check it out. Also for additional flexibility, /url is </NORMAL>
<NORMAL>available.</NORMAL>
<NORMAL>- There's a new command to launch an application. Check out /system for usage.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>New arena zone headed to Stormhammer! </NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Please be aware that if you login to Stormhammer and download the new arena.eqg, that file will need to be deleted if you want to login to a </NORMAL>
<NORMAL>server other than Stormhammer. This file is located in your EverQuest root directory.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Raid invites can now be done across zones via "/raidinvite name"</NORMAL>
<NORMAL>- Bandaging other players will appear to give a healing effect again.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Audio Triggers ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Audio triggers are sound effects that are played when certain patterns appear in the chat window. You can make audio triggers to play any sound </NORMAL>
<NORMAL>you want when something you want to be sure not to miss appears in the chat window. This might be /tells from specific friends, certain buffs </NORMAL>
<NORMAL>fading, or any other event you can think of that has a text message associated with it. The window used to configure your Audio Triggers can be </NORMAL>
<NORMAL>accessed via the EQ button -> Actions -> Audio Triggers.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>There are a couple key ideas that make up Audio Triggers. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Audio Triggers are a collection of text patterns associated with a sound effect. The window shows a list of all active audio triggers. They are </NORMAL>
<NORMAL>sorted by priority so that the first pattern that matches text in the chat window will be the one and only sound that is played. This allows </NORMAL>
<NORMAL>patterns to be made, for example, "tells you" and "yourbuddy tells you" that may have different sound effects. The "Move Up" and "Move Down" </NORMAL>
<NORMAL>commands allow you to control which patterns will be tested first. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Creating a new trigger is a simple matter of typing text in the "Pattern" field, selecting a sound in the "Sound" control, and pressing "Create". </NORMAL>
<NORMAL></NORMAL>
<NORMAL>The other controls include:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>* Apply - changes the sound selected for the current pattern. Note that changing a pattern requires a new pattern to be made.</NORMAL>
<NORMAL>* Play - plays the currently selected sound again.</NORMAL>
<NORMAL>* Delete - delete the currently selected trigger.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Trigger Sets</NORMAL>
<NORMAL></NORMAL>
<NORMAL>Trigger Sets are similar to choosing a UI skin. Each trigger set represents a set of patterns associated with sounds that is stored on a </NORMAL>
<NORMAL>per-character basis. You can switch trigger sets by selecting the drop-down control and selecting among the listed options. Unless you have </NORMAL>
<NORMAL>installed custom Audio Trigger sets, you will only see the "default" entry. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Each trigger set is stored as a folder in the AudioTrigger folder in your EverQuest directory which can contain .wav files unique to that trigger </NORMAL>
<NORMAL>set. The goal here is to provide a way for the player community to create and share their own Audio Trigger sets that people find useful for </NORMAL>
<NORMAL>different classes or play styles, much like they have done for custom UI skins. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>An example of a useful trigger set may be a set of patterns </NORMAL>
<NORMAL>you want to hear a special sound effect when the effects fade off so you can be reminded to be sure to equip this weapon again. You would put in </NORMAL>
<NORMAL>"The Avatar departs." as the pattern, and select whatever sound you want to have played when this buff fades away. </NORMAL>
<NORMAL>There are many possibilities. Due to the differences in play styles, there is no way to predict what settings people might prefer so the default </NORMAL>
<NORMAL>settings are empty. We encourage players to discover and share ways to make this a fun part of their gameplay. </NORMAL>
<NORMAL></NORMAL>
<NORMAL>Notes on customizing Audio Triggers:</NORMAL>
<NORMAL></NORMAL>
<NORMAL>* Any .wav files found in the folder .\AudioTriggers\shared will be made available to all Audio Trigger sets in the Sound selection control. You </NORMAL>
<NORMAL>will probably want to put most of your custom sounds in this folder, unless you are making custom Audio Trigger sets.</NORMAL>
<NORMAL>* Creating a new Audio Trigger set is similar to making a new UI skin. It's not complicated but it's not built into the UI. Create a folder in </NORMAL>
<NORMAL>.\AudioTriggers\NewTriggerSetName and put any .wav files specific to this trigger set in there, and you will be able to start using the new </NORMAL>
<NORMAL>trigger set the next time the program is started.</NORMAL>
<NORMAL>* User settings for each Audio Trigger set can be found in .\userdata\AT_TriggerSetName_CharacterName_ServerN ame.ini. You can copy these files to </NORMAL>
<NORMAL>other characters as needed. You will probably want to include a sample of this if you make an Audio Trigger set that you plan to share because </NORMAL>
<NORMAL>this is what contains all the details on each specific trigger pattern and sound.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>The above instructions are available in-game via the help button on the audio triggers window. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Shrouds/Monster Missions ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Tribute will now be properly disabled when in shrouded form.</NORMAL>
<NORMAL>- GuildTribute is now properly disabled when in shrouded form.</NORMAL>
<NORMAL>- You cannot guild invite someone who is shrouded.</NORMAL>
<NORMAL>- Adjusted the power scaling of Spirit Shrouds level 55 and above. As you unlock higher tier shrouds you will see a larger difference in their </NORMAL>
<NORMAL>power level.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Items ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Light Amphibian Hide Slippers now have the effect "Form of Protection"</NORMAL>
<NORMAL>- Cultural Charms will now be able to receive augments.</NORMAL>
<NORMAL>- Whisps of Potameid Hair will now drop occasionally from some of the Potameids in Jagged Pine.</NORMAL>
<NORMAL>- The experience required on many of the intelligent items has been reduced significantly to bring them more in line with evolving items. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Tradeskills ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Charm Patterns now stack better!</NORMAL>
<NORMAL>- Players will now be able to make journeyman's charm patterns instead of cloth caps! </NORMAL>
<NORMAL>- The spells Night Stalker and Night's Beckon now use the proper thickener. </NORMAL>
<NORMAL>- Saltpeter and Crystallized Sulfur should drop about 10 times as often as they did in the past. </NORMAL>
<NORMAL>- Pan Seared Orange Tuna will no longer magically transform your non stick frying pan into a stew pot if you make a mistake while making it.</NORMAL>
<NORMAL>- Radiant Titanite of Quickening and Pure Quickening can now be made by rogues.</NORMAL>
<NORMAL>- Scribe Rikik in Rathe Mountains found the inventory that he had lost during the move from Gukta.</NORMAL>
<NORMAL>- The spell Light of Order will now use the proper ink.</NORMAL>
<NORMAL>- The Darkhollow Geode task changed. Only Artisans will accept the Geode.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** NPCs ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Cartographer Slipgear is reviewing his notes and discovered that some of his maps are not properly accredited. Speak with him if you have </NORMAL>
<NORMAL>provided him with a map but not received credit for it. </NORMAL>
<NORMAL>- The Knight of the Dread Sun will now make his appearance more often.</NORMAL>
<NORMAL>- Atheling Plague has decided that heights aren't to his tastes, so he has left his tower.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Quests ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Added a new quest to reward players for completing the mission story arcs in Darkhollow. Speak with the old shiliskin fortune teller in </NORMAL>
<NORMAL>Undershore for details. </NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** UI ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- There is now a button on the Options/Display page to "turn off" your helm's graphic.</NORMAL>
<NORMAL>- You will now see all text color options.</NORMAL>
<NORMAL>- If you cancel a coin selection and then attempt to select crystals instead, the crystals will now appear on your cursor and not the coin.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Miscellaneous ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You will now be able to remove gold from your shared bank or regular bank if you die with an item on your cursor.</NORMAL>
<NORMAL>- When using Find to find the Fishing Supply merchant you will no longer lock up.</NORMAL>
<NORMAL>- Seru's animations are now fixed.</NORMAL>
<NORMAL>- If a character dies while LD, Charmed or Feared the corpse can will be able to be dragged by the appropriate people.</NORMAL>
<NORMAL>- We have fixed any remaining issues with setting a portion of your experience to go to AAs and then losing regular experience.</NORMAL>
<NORMAL>- Client stability fix. This specifically happened while raiding with many many different types of particle clouds being used.</NORMAL>
<NORMAL>- The issue involving the loss of a portion of a player's mana, hitpoints, and endurance after zoning is now fixed.</NORMAL>
<NORMAL>- We have fixed the issue involved with the loss of half a player's mana, hitpoints, and endurance after zoning from a death.</NORMAL>
<NORMAL>- Added some additional logging and error-checking to the Plane of Time. These changes should address the issue where an instance would not </NORMAL>
<NORMAL>progress past Phase 1 in some circumstances.</NORMAL>
<NORMAL>- Numerous raid management systems fixes have been made.</NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Chat ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Players in shrouded form will not auto-join class chat channels.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Pets ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Pets will once again receive HP from their items.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Regen ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Regen will work properly after becoming your main character after being a shroud. Iksars rejoice.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** PvP ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You can no longer loot an item from someone else's corpse if you kill them in an arena.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Evolving Items ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- You can now see the final result after adding an augment to an item.</NORMAL>
<NORMAL></NORMAL>
<NORMAL></NORMAL>
<NORMAL>*** Spells ***</NORMAL>
<NORMAL></NORMAL>
<NORMAL>- Detrimental spells will not be marked as used if used in a non-combat zone like PoK.</NORMAL>
<NORMAL>- Several Ranger spells have been modified once again:</NORMAL>
<NORMAL>* Ward of the Hunter - Replaced the ATK bonus, lowered the double attack bonus to 3%.</NORMAL>
<NORMAL>* Howl of the Predator - Replaced the ATK bonus, lowered the double attack bonus to 3%.</NORMAL>
<NORMAL>* Strength of the Hunter - Replaced the ATK bonus, removed the double attack bonus.</NORMAL>
<NORMAL>- Greater Familiar is no longer an instant cast spell. </NORMAL>
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<NORMAL>*** Skills ***</NORMAL>
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<NORMAL>- Berserker axe throwing skills have had their timers modified. The stun and snare type abilities will now be on one timer, and the jolt and </NORMAL>
<NORMAL>volley sets will be on another.</NORMAL>
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<NORMAL></NORMAL>
<NORMAL>- The EverQuest Team</NORMAL>