PIF Silvergate

Archives => Asheron's Call 2 => Topic started by: MrChee on September 19, 2004, 10:06:16 AM

Title: Sept. Prop changes
Post by: MrChee on September 19, 2004, 10:06:16 AM
Here they are!:


   * Many solo monsters have had their XP yields raised. Note: these changes apply to solo monsters only (not group monsters). Look for more detailed information on these changes next week.

   * Personal Mining Assistant: Survey checks are now marked on the minimap.  Each time a player uses a surveyor’s map, a colored diamond will appear on their minimap marking the attempt.  Diamond color will determine the proximity of the check:

         o Red: “somewhere within the map’s borders”
         o Orange: “not too far”
         o Yellow: “close”
         o Green: “very close”

     When you have located the mine, the minimap will be cleared.


   * The drop rate for all Rare “purple-text” Items has been increased.
   * The drop rate of one-time use Rare “purple-text” Items (such as the Sangog Brothers) has been increased within the three versions of Sigil “cache” chests.
   * The Rare Item "Magroot" is now stackable up to 50 units and restores 200 Focus instead of the former 100.
   * A bug in one of the treasure system tables was making it impossible to find Hero loot with low Arcane Lore on most monsters.  Hero loot should now possess more reasonable AL requirements.
   * Some Armor-reducing effects on treasure items were not working correctly, and have been fixed .
   * Aconite is out of season, and will not be as common a sight on the landscape.
   * The pre-August stats for Sclavus Scales have been restored .
   * The drop rate has been increased on Moarsman Fins and Reaper Horns.
   * The drop rate has been increased on Reckoning Gems, and they also now appear in the three Sigil Chests.


   * SHRETH Base portals are no longer portal-tieable or recallable.
   * Players should no longer become stuck when falling in the Message from Home Dungeons.
   * The Rifts, Golems and Shadows found on Omishan have had their levels reduced. These monsters now range from level 24 to 28 for solo monsters, and 30 to 34 for group monsters.
   * The Gauntlet quest has been given a makeover:
         o There is now a separate quest for each level band: 20-24, 25-29, 30-34, 35-39, 40-44, and 45+.  Different level bands start their quests fighting different level monsters so as not to require higher level players to fight monsters far below their level.
         o Alternate monsters from level 25 to 45 have been removed, so each successive monster is 2 levels higher than the last until level 45. A new level 65 monster has been added, and two of the mid-level monsters have been replaced with new combatants.
         o Players are not penalized for going on to defeat successively more difficult monsters no matter how high level the monsters are compared to the player.  None of the experience awards are modified by "challenge level."
         o All Gauntlet quest experience rewards have been revised using a consistent percentage-of-level system. Many lower level awards have been reduced, but some of the higher level rewards have been increased.
         o If a player fails to teleport to the next monster in the sequence when they defeat their opponent, they can go back to the beginning and use the Gauntlet Portal to re-enter at the correct stage of the quest.
         o Problems "leaving pets behind" after a victorious player teleports should be fixed.


   * Craft XP rewards have been improved for all Weaponcrafting, Armorcrafting, Toolmaking and Spellbinding skills. Trait costs for these recipes have been adjusted to conform to the new reward scheme. Practice Recipes should now be the best way to grind Craft XP regardless of the player’s skill level.
   * Trait Vendors will now offer starter tools in their shop inventory.
   * Quest Recipes have been organized by category, and frequently-used recipes like Saddles and Mana Charges have been moved to the top of the list.
   * New Practice Recipe trinkets added.


   * Improvements have been made to the physics of missile attacks, and players should see an increase in accuracy.
   * Fire FX should no longer torment players eternally.
   * We've fixed a portion of the Lightless Breach where players could get stuck behind a wall.
   * The Tumerok Invoker's Ancient Malediction and Tormenting Gale skills were not taking Major Max Damage into account.  This has been fixed
Title: Re: Sept. Prop changes
Post by: AncientOne on September 20, 2004, 12:18:45 AM
Really nice fixes, thanks Chee.

By the way we really miss you in game, I know your busy but you deserve your relaxation time too. Hope to see you in game soon.
Title: Re: Sept. Prop changes
Post by: MrChee on September 20, 2004, 09:41:10 AM
Yes, I miss playing too :)

and yes, I have been busy,  but resnet has died down quite a bit,  so I think that its pretty much down to me juggling classes with game time now.  

Hopefully I'll be in more soon!

Title: Re: Sept. Prop changes
Post by: MrChee on September 20, 2004, 09:52:38 AM
from Ramen:
The September prop is scheduled for Wednesday, the 29th.

Title: Re: Sept. Prop changes
Post by: ShiftyEyes on September 22, 2004, 05:05:11 AM
I'm just glad to see that we won't get perma-flamed during SHRETH and kvk.
Title: Re: Sept. Prop changes
Post by: AncientOne on September 29, 2004, 04:24:38 AM
I just spent the morning mining, since the office is powerless and i am on forced vacation. Back to the point, I really love the way it marks the mini map until you find the lode. I'm going to enjoy mining with this new system.
Title: Re: Sept. Prop changes
Post by: Mutius on September 29, 2004, 07:11:39 AM
Yay, no more perma-fire!
Title: Re: Sept. Prop changes
Post by: eureka1 on September 29, 2004, 10:34:01 AM
It kind of added to my "enchanted" look.  ;D ;D ;D
Title: Re: Sept. Prop changes
Post by: AncientOne on September 29, 2004, 10:48:20 AM
Eureka, I have noticed several times a character called Eureka Jr. Is she a friend of yours? Sorry if this has been asked before.
Title: Re: Sept. Prop changes
Post by: ShiftyEyes on September 29, 2004, 12:36:35 PM
It kind of added to my "overcooked meat" look.  ;D  ;D  ;D\

Title: Re: Sept. Prop changes
Post by: eureka1 on September 29, 2004, 08:49:38 PM
Hi, Ancient.  No Eureka Jr is another person but named himself after me to make me laugh.  He's a 14-yr old boy in Canada.  When I first met him, he was about to do Ikeras Soulbound, so my AC2 monarch and I helped him through it.  It turned out that he was a trial member named Monkeycooler.  I became his first AC2 patron.  He then formed trial after trial because his parents wouldn't let him buy the game.  He must have had about 10 different trial members.  When his parents finally bought him the game he was so excited and asked if I'd mind if he named his character after me, and of course I didn't.  It was a total honor.

What's funny is that my friend Murphie's Law thought it was great that someone did this to me, so he created an alt and named it Medeara Jr. to make Medeara laugh.

One day, I was standing by the Crag Nexus waiting for an OMV and Eureka Jr was also there.  We were talking and someone asked me if I was talking to myself! lol

If you see EJ (I call him MiniMe) in AC2 please tell him hello and that I miss him.
Title: Re: Sept. Prop changes
Post by: ShiftyEyes on September 29, 2004, 09:09:29 PM
It's just another one of Eureka's million adoring fans.
Title: Re: Sept. Prop changes
Post by: AncientOne on September 29, 2004, 09:25:13 PM
Will Do
Title: Re: Sept. Prop changes
Post by: MrChee on September 30, 2004, 05:25:41 AM
From dev Bearcat:

Hi guys...a quick Crafting update:
Indeed, all is not well with the Crafting/Loot changes.

There are two unrelated problems to be resolved:

- Gold costs were accidentally increased too far on L45+ crafted items and Spellbindings.
- Tsys items were NOT intended to beat the stuffing out of Csys items.

However, the following buffs to Crafting were implemented successfully:

- Practice Recipes no longer cost Gold; instead, they earn quite a bit of it.
- Spellbinding Practice Recipes no longer require Trophies. Instead, they can practice for the same costs and rewards as the other Item Crafting disciplines.
- Trait costs for high-level, high-Tier items are much lower now. For example, a L55 Tier 5 weapon costs almost 2,000 less Mined Trait and 1,200 less Butchered Trait than before, assuming a perfect 2:1 exchange of Mined Trait for Refined Trait. Even despite the incorrect Gold costs, this is probably a better deal.
- All L25+ recipes give much better CXP yields per unit of Trait than they did before. This improvement peaks with L60 items, where players get 2.6 times as much CXP per unit of Trait than they did using the old numbers. (Almost tripling our CXP yields is a Very Big Deal!)

I'm currently writing up the changes to the Craft System, so there will be more information available very soon. I'm sorry a full write-up wasn't ready in time for the Monthly Guide; the blame is mine.

So, what does this mean for Crafters?

- Practice Recipes are working just as intended. You should find them much more lucrative, both in terms of CXP and Gold income, than before.
- Items above L45 cost a little too much Gold, and items above L55 cost a lot too much Gold.
- The Loot changes are a totally separate issue which we're still investigating. However we resolve this issue, we will not let allow Tsys items to beat Csys items except in the rarest of cases.

I recommend that Crafters hold off on creating any big-ticket items for the next couple of days while we sort out what's going on with the Csys/Tsys changes. However, Practicing is safe (and much improved over August), so there's no reason not to Practice in the meantime.

Don't worry, we're getting it straightened out, and we haven't gone mad. Yet. Thanks for your patience, and I'll let everyone know more as soon as possible.

Title: Re: Sept. Prop changes
Post by: AncientOne on September 30, 2004, 06:13:07 AM
Question, What are the greater trump cards and how are they used?
Title: Re: Sept. Prop changes
Post by: ShiftyEyes on September 30, 2004, 06:23:24 AM
I was wondering that myself A1.
Title: Re: Sept. Prop changes
Post by: MrChee on September 30, 2004, 06:36:44 AM
I looked into this for ya,  and found this:

The cards conceal many secrets. I cannot claim to have learned more than a fraction of them myself; this pamphlet contains a few of my discoveries.

The Dereth Tarot consists of two kinds of cards: Lesser Trumps and Greater Trumps. The Lesser Trumps are similar to the familiar playing cards used in various games, consisting of 14 ranks in 4 suits, namely the Ace through King of Swords, Skulls, Scepters and Drums. The Greater Trumps are not in any suit, and each has its own title and description.It is said that in the past there were many more trumps extant, but only twelve are currently known.

Greater Trumps may be combined together magically to form melds. Only a few combinations of Greater Trumps in the many millions of possibilities can be combined in this manner, and short of trying them all, there is no way of knowing how many valid combinations exist. Many Seekers keep their discoveries secret, but I will break the seal of silence to give a simple example: the trumps called 'The Living Moon' and the 'Shattered Moon' may be combined to form a simple meld known as 'Twin Moons.' It is said that the more trumps which are combined to form a meld, the greater the power.

Once a meld is formed, it may not be broken apart. The Greater Trumps involved in the meld are lost forever for other purposes. In fact, melds are so magically charged that they may not even be traded from one Seeker to another; a meld is an expression of personal spiritual power that will forever be attuned to the maker.Melds may be used to transform ordinary Lesser Trumps into powerful tokens called Fate Cards. Some Fate Cards can convey their power to items such as arms and armor, and other Fate Cards provide a magical benefit to any who care to meditate on their mysteries.

The interaction between melds and Lesser Trumps is a mystery in and of itself. The Fate Card which results from the application of a meld to a Lesser Trump is to some extent determined by the meld, to some extent determined by the Lesser Trump, and to some extent, apparently, by the individual psyche of the Seeker performing the magical operation. While I cannot claim to have a complete understanding of this mystery, I will say this: Many Fate Cards are determined in some manner by the suit of the Lesser Trump in combination with the meld. Fate Card power seems to vary widely from one operation to another. It is my belief that the rank of the Lesser Trump plays an important part in determining the power of the resultant Fate Card.


It sounds like there are different recipes that you can "meld" together, to create "fate cards" that will instill buffs for yourself/weapons/armor when used, and I've also seen people report significant XP rewards too.  I'm not certain if the effects are permanent or temporary though

You meld them together using these craft recipes:

failed attempts do not consume the cards.
I'm guessing the greater number of cards used, the more powerful the buff (and consequently the more difficult the combonation).

I'll keep an eye out for recipes, and post em up if i find some.

Title: Re: Sept. Prop changes
Post by: eureka1 on September 30, 2004, 09:28:17 AM
:) @ Shifty
Title: Re: Sept. Prop changes
Post by: Donavan on October 01, 2004, 07:13:41 AM
Interesting, I've notice more cards lately but haven't done anything with them.  i try to save fix cards for others,,, like drums for AH, and so fouther.  I'll have to pay more attentions to this.

Thanks, and miss ya in games.