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    MadFloyd
    "No challenge, no fun..."
    Name:Madfloyd
    Location:Massachusetts
    Play Times:Whenever I can
    I'm Currently:wishing there were more hours in a day...
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    About Me:
    Design Director, DDO
  • Journal

    Heading into the Bug Fixing Phase for Update 7

    Posted On: August 31st, 2010
    Posted By: MadFloyd
    Tags: , ,
    Posted in: Update 7

     

    We’ve reached Alpha on our development work for Update 7 and now we enter the bug fixing phase. We’ll be fixing both Update 7 development bugs as well as existing (live) bugs and we’ll be doing this from now throughout the end of September.

    I thought I’d list some of the fixes here, especially ones that are known issues and/or might be interesting to players.  Mentioning them here means they’ve been fixed by a dev and passed on to QA for verification. There is always the chance QA finds something wrong with the fix, but if all goes well the fix will be in Update 7.

    I’ll update this periodically.

     

     Wednesday Aug 25

    • Directionally targeted spells (projectiles and the like) will no longer fire in crazy directions when a target is very close to the caster (MadFloyd comments: Fireballs that fired directly upwards have been driving me nuts!)
    • Repeating crossbows should be much more reliable in producing all three shots per load.
    • Summoned monsters will now display their names in Party colors instead of monster colors.
    • When resting, any negative level on you is removed and you get up with all the HP’s that you *should* have (factoring in Heal skill and how far down you were at the time)
    • Monk Spell Resistance from Diamond Soul will now be reflected on your character sheet.
    • Master’s Touch now works on longswords.
    • Clerics will now remove curses if they are able, and if they are not able, they will know better than to try to heal a target immune to positive energy.  Edit: Unfortunately, this fix is limited to hirelings. :)
    • Monsters that do not attack players will now also not attack hirelings.
    • Hirelings should no longer leave the party in the middle of a dungeon.
    • Eldin Thestral, general guild vendor, has been instructed to lower his prices a bit (other guild vendors will also charge less for repairs as well).
    • In Fathom the Depths, if the Treasure Guardian drops its key in an akward place, another copy of the key is now available on top of the platform.
    • The Character Generation Ability screen will now update HP, SP, and Ki to reflect your ability choices
    •  

     

     Thursday Aug 26                                                      

    • Suulomades has been shamed into bringing his treasure into hard and elite modes of Tower of Despair. Horoth had to really yank the chain of command. There was much whimpering.
    • Grazing hits now show up in the combat log.
    • Bless, Prayer, Rage, and Recitation once again affect multiple targets.
    • The two force based alchemical rituals will now function on randomly generated handwraps.
    • Titan’s Grip no longer has a hidden attack speed debuff, and the description now (correctly) always says that it grants a +6 Psionic bonus to strength.  (It’s always given a +6 bonus to strength, but at times didn’t say that.) 
    • Ioun Stones are now visible. 
    • Imploded Training Dummies now reappear after a moment.  (As do those that were erased from existence.)
    • A new recipe has been added to the Dragontouched Sovereign Altar to shatter a undesired Sovereign Rune into … something else.  Any Sovereign Rune can be placed in the Altar with one Draconic Rune to activate this recipe.  The Sovereign Rune will be destroyed, and Runes of some sort will be returned, but the recipe is unpredictable. Oh, and the runes are now identified. :-)
    • Small, Medium, and Large HP and SP Augment Gems will no longer cause Augment Slot Shrinkage upon expiring.
    • Monsters with Epic Wards should no longer appear on non-Epic difficulty settings. 
    • A Radiant Servant’s Turn Undeads should now once again regenerate if they get feebleminded, or their maximum number of turn undeads change by other “indirect” means.          
    •  

     

    Friday Aug 27 

    • Epic Shards, Seals, and Scrolls now drop appropriately throughout the Epic Sentinels line.
    • Drop rates of items and tokens in the Sentinels series have been increased, and all of the sigils have been added to the special end reward list granted on every third completion of The Tide Turns.
    • The temporary change “The Exclusive flag has been temporarily removed from the Epic Staff of Arcane Power.” has been reverted.  The Epic Staff of Arcane Power has been set back to Exclusive as intended, and no longer destroys itself if augment crystals are removed from it in an Epic Altar.
    • Augments can now be cleansed from red dragonscale armors, robes, and docents.
    • Paralyzed or petrified monsters will no longer wander about if blinded.
    • Thrown weapons no longer interfere with regular ranged weapon ammunition.
    • Drop rates for items have been increased in the Inspired Quarter on Hard and Elite.
    • Left mouse clicks will now work after going through a portal in MouseLook mode with Hirelings active.

     

     

    Monday Aug 30th

    • The Adventure Compendium should no longer be blank after logging in.
    • Hirelings will now turn towards their targets when given certain commands that sometimes caused them to not do so automatically.
    • You will no longer need to save vs Death Aura when in Pale Master’s undead form.
    • Your own hirelings will no longer show “Hireling of …” under their name.  They will now just show “Hireling”.  Other players hirelings will still show “Hireling of …”.
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    64 Responses to “Heading into the Bug Fixing Phase for Update 7”
    1. Jules921 Says:

      Awesome news

    2. Gratch Says:

      Cool info Madfloyd.

      Now get back to half-orcs and a new raid for Update 7!!!! Get them in! Go go go! (those are cheering Go’s - not commanding ones). I’ll let Fernando give the commanding ones since he gets paid to be the GO exec.

      So update 9… Any chance on a pass on the real-timeness of the client/server interface given latency (or is that more Phax?). Things like:
      -trying to hit monsters moving away where you ahve to be hitting in front of them for hit detection to go off.
      -the fact that you can jump cast haste on yourself and the haste hits behind but not on you in some cases.
      -casting arc’ed or targetted spells/abilities at enemies when things are in motion and the final resolution is that you’re now out of arc or distance even though you started in-arc/distance but lag/latency caused failure.
      -ranged probably also has some issues here.

    3. Tharlak Says:

      Thanks for the information. Love to see this kind of communication being restored.

    4. Sylvurdragon Says:

      I have to say…

      Thank you

      Thank you

      Thank you

      That is all :-D

      There were three things in there that specifically “bugged” me - Thanks for getting those cleared up!

    5. dunklezhan Says:

      *please* say that you’re hoping to get a fix for the AOE buff spells that no longer work on multiple targets within their area (e.g. Bless, Rage etc). Please? Just a confirmation that its being worked on and the *intention* is to get it into U7? I’ve not seen any comment on this at all since it started, v frustrating.

      We just got someone to come back to the game. He’s subbing. He loves to play a cleric and his first time in a party at low level after coming back he casts Bless and we had to tell him ‘yeah, that doesn’t work at the moment. No idea when they’ll fix it’ which gave a really bad impression.

    6. dunklezhan Says:

      Dang it. I forgot to say:
      First: thanks for posting this list, that’s a really good start and its appreciated, and second: thanks for reading my comment, whether it gets moderated and posted or not.

    7. iamsamoth0 Says:

      Looks like a good list, I hope there is more to come.

    8. sirgog Says:

      Any word on fixes for ToD Suulo chest, Epic TTT chest shards, Epic Last Stand chest Seals, and any others?

    9. Quanefel Says:

      Fireballs shooting straight up? Here I thought tha was just the fireworks spell…

    10. Sanga_Silverthorne Says:

      I have to say I am so thrilled about these fixes! Thanks a lot for addressing them!

      Now can we get our Rage, Prayer, and Recitation spells fixed to effect everyone in the party again?

      PLEASE!!!!!!

      -Jenna- Faithful V.I.P.

    11. HumanJHawkins Says:

      You da bomb. (The rest of the team too).

    12. ArtosKincaid Says:

      Rage/Prayer/Recitation bug fixed? Pretty please?

    13. obeybloodleaf Says:

      sounds good….Thanks

    14. Llathander Says:

      I thought Radiant servent was supposed to make clerics the healers they were ment to be, but it keeps getting nerfed :(

    15. Bolo_Grubb Says:

      can’t wait to see the “Dragontouched Sovereign Altar to shatter a undesired Sovereign Rune” in practice.

    16. Arakasia Says:

      AWESOME TY for the info, now that’s the sort of feedback from game developers that us gamers like… THNX guys, may your paths be green and chests full

    17. nettystreeter Says:

      when do monks get greensteel handwraps lol

    18. Rasczak Says:

      Some good fixes happening. Can’t say I’m impressed with SoS but it’s a start I suppose.

    19. Trishlicious Says:

      Yea! We love you. :) Keep up the wonderful work.

    20. Crazyfruit Says:

      I love you Madfloyd.

      I don’t think anyone I know even knew about the Titan’s Grip attack speed slowdown thingy :o

    21. Arlathen Says:

      Madfloyd: Please, Please, PLEASE say a great Big THANK YOU you to YOURSELF and the other developers who I’m sure have contributed to all these wonderful bug fixes!

      Could you clarify this one tho, a little bit ?: “A new recipe has been added to the Dragontouched Sovereign Altar to shatter a undesired Sovereign Rune into … something else. Any Sovereign Rune can be placed in the Altar with one Draconic Rune to activate this recipe. The Sovereign Rune will be destroyed, and Runes of some sort will be returned, but the recipe is unpredictable.”

      Err, so we can put an unknown sovreign rune into the Sovreign altar with a draconic rune and shatter it into something … else? Or is this a way to *remove* a sovreign rune effect from our DT armor and potentially recover some kind of runes back?

      If its 1, I don’t really see the point … unless your putting in a way to identify Sovreign runes…. or runes in general?

    22. MadFloyd Says:

      Good question and the answer is that the runes are now identified (I updated my post to reflect this).

    23. WolfSpirit Says:

      Awesome Information. We sure do LOVE getting things Fixed. Perhaps some thought on any New Weapons?
      Huh?
      Please?
      Flavor?
      ;-)

    24. Trillea Says:

      All I have to say is THANK YOU *tacklehugs*

    25. The_Cataclysm Says:

      Wow. It is almost like having the weekly list of upcoming changes back. Keep up the great work.

    26. Tharlak Says:

      Thanks MadFloyd. This has been some of the best communication we have received in … ah… years. Wow.

    27. dunklezhan Says:

      Yay bug fixes! Thanks MF - and the rest of the dev team, awesome job, if long overdue.

      If U7 does fix all these bugs - some long standing, some only recently ‘broken’ - without breaking anything else, I think you’ll find this is the most popular update yet.

      If that prediction bears out, I think that should tell you something: I think there are an awful lot of players that would rather everything *works* than get shiny new content.

      Don’t get me wrong - I want shiny new content! But I’d rather the basics worked first.

      Yours for-the-sake-of-your-sanity-desperately-hoping-it-all-works,

      Dunklezhan

    28. TheDearLeader Says:

      I love you,
      I love you.
      Also, can I have your babies?
      No really. I agree with dunklezhan. All this actually happens, and nothing new is broken as a result? I’ll be like, hearts and butterflies head over heels in love with this update.
      Can one give a valentine card to Devs?

    29. Sirea Says:

      MadFloyd for President :p

    30. sirdanile Says:

      Question: Can the Sovreign + 1 Rune ritual spit out a sovreign rune as well as lower level runes? And can you combine lower level runes again?

    31. tethrel Says:

      Thanks so much for your hard work and for letting us know!

    32. Dark_Helmet Says:

      Great communicatio.

      The wife still doesn’t know why I call the kid MadFloyd!

    33. Ovrad Says:

      « A new recipe has been added to the Dragontouched Sovereign Altar [...] Oh, and the runes are now identified. »

      Please please please please please make those identified runes BtA! I’ll give you bacon! ..and chocolate! .. and bacon chocolate! ..and my first-born child! (wrapped in bacon of course)

    34. Sarezar Says:

      This is all amazing. I can’t wait to see if there are even more fixes.

      Did you also fix spells like Mass Hold Monster to work when there is no hard target selected?

    35. Dunfalach Says:

      That is an excellent list, a lot of fixes in there. Glad to see how busy you guys have been! I’m not quite high enough level for the rune fix to matter to me, but it is SO good to see it in there for all the people I know who are.

    36. Carpone Says:

      Along the same line as the Sentinels loot issue, what about A Small Problem not dropping seals? There are half a dozen epic items that cannot be crafted because of this bug.

    37. Garth_of_Sarlona Says:

      ‘Paralyzed or petrified monsters will no longer wander about if blinded.’ Thank you so much for fixing this bug! :) (and all the others!)

    38. ahiru_san Says:

      ‘Epic Shards, Seals, and Scrolls now drop appropriately throughout the Epic Sentinels line.’

      PLZ modification to Epic Small Problem.

    39. DasLurch Says:

      I may have missed this one being fixed in the past, but do not think I have. Any timetable to make Weakened/Enfeebled MOBS go back to being helpless when having zero strength?

    40. Hollowgolem Says:

      I know it’s not fun or glorious to fix bugs, but it’s The Right Thing to Doâ„¢.

      Thank you for making this readily, visibly available.

    41. Sarezar Says:

      @DasLurch: I think this is WAI

    42. Rumbaar Says:

      Thank you for keeping this actively updated. Some much welcomed fixes coming through.

      Hopefully we can keep any newly created bugs to a minimum

    43. Chaosprism Says:

      Great stuff, some old annoying bugs look like they’ve been handily stomped into paste on the pavement.

    44. Nailog Says:

      Everyone’s so blinded by the DT rune change, they missed this …

      “Ioun Stones are now visible.”

      Does that mean anyone wearing one now has a colored light hovering around their heads?

      When can we get the new Ioun Stone Equipment Bar so we can have all of them active at once? :)

    45. sirgog Says:

      Love the ToD fix - finally, people will run Hard and Elite again.

      Any chance you might consider providing a similar incentive to running SoS and Shroud on hard and elite, by upping the drop rates of ingredients, power shards and sovereign runes above Normal?

      I’d suggest changing Shroud so that, in addition to current ingredients, there’s a 5/15% chance (hard/elite) to get a Large Scale in part 4, and a 10/25% chance to get one in part 5, and in SoS, all of Sor’jek’s chests should have a Sovereign Rune (so you get 2 on Hard and 3 on Elite).

    46. Shiler Says:

      So wheres fix for carnival and Red fens epic drop rate bugs?
      another update?

    47. Rog Says:

      so will the force rits also work on the devote handwraps or ram gen only?

    48. Warhulk Says:

      Can’t wait to have my aoe spells back

    49. Sweyn Says:

      Dunno if this has already been asked, but once rage is fixed, will it affect 12 people? Or just 6 like it did before? Also, was rage only affection 6 people WAI? Or was it always intended to affect 12? Thanks

    50. Sweyn Says:

      affecting 6 people*

    51. sephiroth1084 Says:

      Any chance of fixing all of the non-functional class abilities, enhancements and ToD equipment?

      Also, how about fixing the bug where items that add additional uses of a limited ability (Action Boosts, Turn Undead attempts, Rages, etc…) REMOVE those uses EACh time the item is removed? For example, if a fighter equips the stalwart necklace, then unequips it, say, to use a GH clicky, they lose 2 action boosts. If they then remove the necklace again later when fighting a beholder to throw on a Silver Flame Talisman, they’ll lose another 2 boosts.

      In this way, characters can end up losing ALL of their uses of these abilities simply by removing an item too many times.

    52. sirgog Says:

      @Sweyn - Rage affects a number of people equal to one-third of your caster level (so 6 at level 20) in pen and paper D&D. That’s where it comes from, I expect.

      I’d rather this was changed in DDO for convenience sake.

    53. camgib Says:

      The Adventure Compendium should no longer be blank after logging in…

      Music to my ears. Thanks for the fix (and all of the others).

    54. RS-Makk Says:

      Madfloyd - This is great stuff. One question regarding the fix that paralized or petrified monsters will not move when blinded. Does that also Include stunned and/or held? Thanks much.

    55. Dawnsfire Says:

      The Adventure Compendium should no longer be blank after logging in.

      I know this might sound really picky but that one was in my top ten most annoying. Thank you!

    56. lmD22 Says:

      “Directionally targeted spells (projectiles and the like) will no longer fire in crazy directions when a target is very close to the caster (MadFloyd comments: Fireballs that fired directly upwards have been driving me nuts!)”

      Ohh, thanks god!

    57. Says:

      [...] MadFloyd continues chatting about the Bug Fixing Phase for Update 7. [...]

    58. Sarr Says:

      “You will no longer need to save vs Death Aura when in Pale Master’s undead form.”

      Thank you Turbine & MadFloyd!!! :)

    59. Rasczak Says:

      I take back my last post. I am now thouroughly impressed. this is looking to be one hell of an update. The bug fixes are insane, the additions are even better. I won’t be able to complain much after this.

      PrE’s, Races, A lowbie Raid, Adventure Pack, Massive Bug Fixes, Rune ID, UI Upgrade….

      I’m impressed a little :D

      Good job

    60. Shurin07 Says:

      I have to admit that Hirelings AI has gone down the drain and its good to see this is being worked for for the next patch. Awesome stuff! Keep it up!

    61. Shurin07 Says:

      er, worked on >_>

    62. Says:

      [...] var widget_sortby_blogdisplay = “”; var widget_sortdir_blogdisplay = “”; Journal « Previous Post Fixes for Update 7… Part 2Posted On: September 8th, 2010Posted By: MadFloydTags: Update 7 [...]

    63. baletraeger Says:

      Ioun Stones eh?

      /showtrinket off

    64. Says:

      … [Trackback] …

      [...] Informations on that Topic: my.ddo.com/madfloyd/2010/08/31/heading-into-the-bug-fixing-phase-for-update-7/ [...] …

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