Title: Patch Notes Post by: Segoris on July 10, 2012, 08:06:00 AM Patch 1.0.1 (http://www.thesecretworld.com/news/update_notes_1.0_launch#update_1_0_1) (the patch notes in that link appear to be a continual listing so all notes appear to be on that same page)
Title: Re: Patch Notes Post by: Numtini on July 10, 2012, 06:11:36 PM And a new sever opened, despite the fact that nobody's being queued or screaming. I'd have to guess their numbers are very significantly up to do that without any pressure.
Title: Re: Patch Notes Post by: Sky on July 10, 2012, 11:19:50 PM I was unable to create my third character on Arcadia earlier this evening :(
Title: Re: Patch Notes Post by: HaemishM on July 11, 2012, 09:29:52 AM And a new sever opened, despite the fact that nobody's being queued or screaming. I'd have to guess their numbers are very significantly up to do that without any pressure. Every time I've logged in recently, Arcadia has been listed as "Full" and I peeked at my buddy's login screen who has 3 characters on different servers and they were all listed as full as well. I have no idea what kind of numbers that translates into, but a guess based on that evidence is "pretty good." Based on the fact there have been no login queues and no real server donwtime, I'd qualify that by saying "but not crushingly awesome." Title: Re: Patch Notes Post by: Falconeer on July 17, 2012, 05:33:24 AM Patch Notes 1.0.2
Quote UPDATE NOTES 1.0.2 MISSIONS Sharing Side missions should now work even when the character receiving the new mission already has one or two Side missions. New achievements are available for 500, 1000 and 5000 completed missions. London London Underground (Templar): Fixed an issue that would sometimes cause the mission to suddenly pause itself. Fixed the timing of the audio on Zamira's cinematic. Into Darkness (Templar) - Co-op Parking Garage: "Investigate the lower levels" now triggers with better timing. Seoul Added an extra check towards the mission goals to support instances where the player finds themselves back in the Dojang instead of in Seoul. The Blue Mountain The Benevolent Conspiracies Pausing the mission during Tier 2 should no longer prevent the players from completing the mission. Furthermore, the items used during the mission can still be picked up during the Tier they are used in by grabbing them from the correct soldier corpse. Pausing the mission will no longer remove the Checkmate beacon from the player's inventory. For those who already lost their Checkmate beacon, on Tier 5 you can pick it up again from the dead soldier's bag. The Blue Harvester will now drop his loot. Reduced the spawn rate of Familiars during the final tier of 'The Breakfast Cult.' Off the Menu: Fixed an issue that would sometimes leave Bloodfang (Tier 3) stuck in his lair. Further changes have been made through the various camps of Blue Mountain to make sure the mob density is reasonable, that you can run through the camp while avoiding some of the combat and that when you fight mobs it's harder to accidentally pull adds that should not be pulled. The zones addressed were: Southern Beach Skull Island Draugs Mansion's Surroundings Blue Ridge Mine Entrance Haunted Forest Abandoned Building (asylum) Northern Ak'Ab camp Western Beach Orochi Camp Zombies Pumpkin Patches The Scorched Desert A Shadow Over Egypt: The health of the summoned mini golems has been lowered. City of the Sun God Warrior Spirit of Hemitneter during "Blood and Fire" should now have more hitpoints and dps. The mission "Heavy Metals" should now correctly get sorted under "City of the Sun God" for completed missions in the Mission Journal. Black Sun, Red Sand Killing the Black Pharaoh and dying at the exact same time now allows players to complete the mission. Corrected an issue with Akhenaten's Death Awaits ability. Blood and Fire: Fixed an issue with the Hemitneter's Clasp that would prevent players from restarting the mission during tier 1. The Dark Places: The filth attacks from the Soul Corruptor should no longer persist after leaving the Ravine of the Champion. Kingsmouth The Hunger : Fixed an issue (this time for good) where the Voracious Wendigo could become stuck at 50% health and immune, but kept attacking. Corpse Clingers now summon a zombie when casting 'Scent of Blood'. The Savage Coast The Black House: Carrie Killian's ashes should now respawn correctly. Carnival of Souls: the item „Winter's Monocle“ received at the end of the mission can now be removed from the inventory. Theme Park Tycoon The sound of the Octotron no longer persists after completing tier 2. Dying during the Angry Clown encounter should no longer make the clown immortal. Winter's Plans can no longer be deleted from inventory. The Shadowy Forest The Architect encounter has been tweaked a bit to make it slightly less difficult. Tenebrae should no longer be using placeholder abilities. The Cellar Door: this is again a solo instance, as intended. The Scorched Desert High Cost of Dying: Corrupted Water Guardian is now easier to kill. Nathifa is now less difficult to kill. Caahs the Soul Spawn now has a spawn animation. The Big Terrible Picture Both the flames and crystals puzzles should now reset correctly. The crystals for Tier 3 can now be interacted with correctly. Between a Rock and a Hard Place: Tier 2 can now be completed correctly. DUNGEONS Nightmare minibosses will again drop epic items. The chance for an epic Glyph kit is unchanged. All items dropped by minibosses are now Bind on Pickup. If you log out inside a dungeon, your character will now still be inside that dungeon instance when you log back in. Polaris (Nightmare): Ur-Things now disappear before the Ur-Draug's Veil phase is lifted. The Slaughterhouse Based on player feedback, various effects throughout the dungeon have been improved. Fixed an issue with hate on the Aleksei-Chetyre adds. The Ankh Melothat's debuffs will end when he dies. Checkpoints in Hell Raised and Hell Eternal should now function correctly for players joining these dungeons while they are in progress. Hell Raised - Recursia Triggerthings have had their hitpoints reduced by 20%. Elite and Nightmare Triggerthings are unchanged. Phase 3 will now trigger at lower health. Elite and Nightmare modes are unchanged, and will continue to trigger at the previous (higher) values. It is no longer possible to avoid the Triggerthing spell Biomeltdown by pressing close to the fight entrance. Recursia should now successfully cast Anima Eruption at any target in the fight, regardless of range. Hell Raised - Machine Tyrant The Machine Tyrant should now hit his targets more consistently. The Anima Vortex for removing the Machine Tyrant's Anima Overcharge should no longer permanently disappear when waiting to begin the encounter. The Darkness War The Mayan Battle Mage's loot will now always spawn on the ground. Fixed an issue where The Bloodhound could replicate himself. GUI Gear manager builds can now be updated without having to first delete the previous build. Need/Greed windows no longer disappear if you resurrect to a point where you should still be allowed to loot the items. Fixed an issue that caused custom chat tabs to lose subscription to some chat channels on zoning. Sprint buff indications have been updated so you can now see which sprint upgrade you are using. LORE Lore piece 5 in Agartha has been made easier to find and access. 'And Did Those Feed in Ancient Time' no longer unlocks when completing only 'Chariots of Fire'. CRAFTING Nightwatch Glyph crafting kits are now Bind on Pickup. COMBAT 'Volatile Current' should no longer randomly stop working. Casting 'Crimson Theatre' should no longer break the Ascendant encounter (Hell 2) and the Halina encounter (The Facility). NPCS Cassandra King now looks younger and more attractive! Villagers around Transylvania will reply more responsively to clicks for random chat phrases. CLOTHING/ITEMS Claimed clothing will now show the same name in the Dressing Room as in the Item shop. A correct grey variant of 'Patterned Cargo Pants' is now available. The 'Male Dawn Leathers' clothing item will now correctly appear in the players Dressing Room instead of the inventory. The Warrior deck outfit is no longer causing characters to look bald. 'Cutoff harness' clothing will no longer cause invisible arms if worn with a 'Sports bra'. 'Purple Quickened Anima' can now be bought at Rank 8 as intended. Fixed an issue where certain items could not be bought at faction vendors when levelling up several faction ranks at once. Hair should no longer clip through baseball caps and other headwear. BANK/MAIL Fixed error on dragging items between different pages in the bank. You can no longer walk away from the bankers while the delete confirmation window is onscreen. The right click menu on bank now has a subtle background. Pressing ESC now closes the delete mail dialog. When deleting an item from the cabal bank, the dialog message now correctly references the cabal bank instead of the inventory. You can now press ENTER to confirm the delete mail action when the window is up. The unread mail icon now is cleared when all mail is read. Fixed an issue where it was not possible to use up/down arrows after deleting cash in a mail. Compose Mail is now the top window when clicking the compose window button. Clicking on an unread mail will now highlight it. The 'Take all attachments' button now greys out when taking items. The sort function for attachments and dates are now working. Sorting mail now ignores lowercase/uppercase. The Expand Size Limit button now greys out and can no longer be used when you upgrade your bank to the maximum size. The "To:" field on mail now includes an option to send to a friend or cabal member on your friends list. You can now only send 6 attachments on your mail. The "to" field is now limited to 40 characters. The message when trying to send a character bound item by mail has been clarified. It will now say „Item can't be sent by mail. It must be in your storage and cannot be bound to your character.“ You are now presented with a sound along with a "you've got mail" message. The sound and message are displayed once per received mail. The mail notification icon now quickly blinks 5 times when new mail is received. You will now receive a message explaining to wait if you try to send several messages in a too short amount of time. SOUND Some missing German audio files have been added. Some missing sounds have been added to Transylvania Some missing sounds have been added to the laboratory location in Amity House GENERAL The speed and animation for walking backwards has been slightly increased. Fixed an issue where some anima wells in dungeons were not being discovered properly. User preferences/settings should now be saved correctly and remain, also when connecting to the game from different computers. Fixed an issue where auto run was being interrupted randomly. Fixed an issue where your screen would become dark after resurrecting in The Blue Mountain. Fix some collision issues in Fusang. The Secret World now has new desktop icons. Character nicknames can no longer end with a '-'. Title: Re: Patch Notes Post by: Njal on July 17, 2012, 07:04:04 AM Nice list of fixes. Especially the Autorun interrupt.
Title: Re: Patch Notes Post by: Tyrnan on July 24, 2012, 05:12:39 AM Update Notes 1.0.3
Title: Re: Patch Notes Post by: Falconeer on July 24, 2012, 05:22:06 AM I can bear with these ridiculous patch notes considering that we are gonna get the first big update next week if... THEY FIXED THE GODDAMN CHAT.
Title: Re: Patch Notes Post by: Tyrnan on July 24, 2012, 05:53:17 AM I can bear with these ridiculous patch notes considering that we are gonna get the first big update next week if... THEY FIXED THE GODDAMN CHAT. Yeah it's really starting to get annoying now. Latest update on it:Quote from: Morteia Hey Everyone! I'm popping in here just to reassure you that this a high priority issue that the team is currently investigating and attempting to fix. I can say, without a shadow of a doubt, that new ideas are being testing and worked on as I type, and the team is not losing focus on this issue. While we have attempted to fix this problem multiple times (and sadly unsuccessfully), we will not stop trying until it's fixed. Please don't think that your words and posts go unheeded! You have all been so wonderfully patient and understanding about the many chat issues, and we have nothing but thanks for you in regards to that. The latest update I have is that this chat issue won't be addressed in the upcoming patch (1.0.3), but is most likely going to be fixed in 1.1. I will get confirmation on this for you guys tomorrow so that you have verified information. Thank you again for your patience and understanding. It really does mean quite a bit to know that the community is so supportive! We also understand your need for these channels to work, and totally want this issue fixed yesterday too. :P So it should be fixed in a week :why_so_serious: Title: Re: Patch Notes Post by: Falconeer on July 24, 2012, 06:07:08 AM Can you give me a link to that thread, please? I want to keep an eye on it and bump it when necessary.
Title: Re: Patch Notes Post by: calapine on July 24, 2012, 06:38:29 AM Can you give me a link to that thread, please? I want to keep an eye on it and bump it when necessary. http://forums.thesecretworld.com/showthread.php?t=46177 (http://forums.thesecretworld.com/showthread.php?t=46177) Title: Re: Patch Notes Post by: Segoris on July 24, 2012, 02:27:40 PM Quote Custom UIs should now work again. :heart: Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 07:15:56 AM Update notes for 1.1 (http://forums.thesecretworld.com/showpost.php?p=1314856&postcount=3) - The servers (and the patch) are live.
Quote "Issue# 1: Unleashed" - Update 1.1 - July 12th Highlights Seven brand new missions, two new Nightmare Mode dungeons and the Marketplace are now all available as part of The Secret World Issue #1: Unleashed. Please click here: http://thesecretworld.com/news/the_s...2012_unleashed for more information about the new missions in Issue #1. (Psst, complete all the new missions for a new achievement and unique clothing rewards!) :drillf: :drillf: :drillf: Top changes The Marketplace The Marketplace is now available in London! All tradable items can be listed and searched for via the search options in the Marketplace UI. This UI is accessible via the bank NPCs in London Only items from your personal storage can be listed and they will occupy a slot in the bank until they are sold Listings show up from all players on all dimensions All items are listed for 7 days after which point they time out All listings have a 10% up front cost based on the listing price. This cost is refunded if the item sells All successful sales are subject to a 5% broker fee upon sale General The ‘/say’ and ‘/shout’ chat commands now work properly Improved animations when interacting with objects It is now impossible for players to make their characters nude When using the ‘high’ graphics settings, screen will no longer become blurry in some areas The Orochi-Group.com website will not crash the in-game browser Filth Rain does not follow players to other zones Players can no longer attach character-bound items to mail Changing eye colour now works properly for all heads in character creation Certain heals will no longer generate hate on friendly targets Players will not be able to consume the Elixir of Life when already at full health Certain monsters, such as the Royal Sadists, will not attack the player when dead Dungeons Introducing two new Nightmare Mode dungeons: The Ankh and Hell Fallen. These dungeons are built to be extremely challenging, and the enemies and encounters in these dungeons will test your build-making, gear, group composition and combat skills to the limit Dungeon bosses and mini-bosses now only drop one loot bag The Ankh: Akhenaten, the Black Pharaoh, is now immune to crowd control effects and will no longer despawn, then respawn with full health PvP The anima full-screen effect will no longer persist if the player has entered a PvP Battlefield Players can no longer enter PvP Battlefields while in Anima form. They will be resurrected upon entry GUI Trying to split a stack when the player inventory is full will no longer cause that slot to malfunction Mission decals will not disappear when a player teleports out of a zone Weapons Hammer: The “Smash” ability will now always have an animation Missions General Seven brand new missions are now available to all players as part of our first free monthly content update, Issue #1: http://thesecretworld.com/news/the_s...2012_unleashed Crafting items for a mission should now fulfil the goals of that mission Into Darkness will no longer shut players of any faction out of the instance for any reason if they have not yet completed the mission Solomon Island Kingsmouth That’ll Leave a Mark: The trapped survivor should now spawn at the trap only if he has been killed or the mission has been completed The Savage Coast Another Bug Hunt - Tier 2: Players can now turn in their dog tags to Sarge when in the appropriate area The Black House: Carrie Killian's ashes should now reappear correctly Crustacean Curse - Tier 2: Mission will now award XP as intended Winter’s Legacy: Jacob Smythe will now spawn as intended Taking the Purple - Tier 2: Players can now spawn the ambushers if another player fails this mission Blue Mountain Off the Menu - Tier 2: This mission should no longer reset after a player had added the sedative to the meat The Haunting - Tier 3: The Delapores now respawn if players leave using their Agartha Conduit and zone back into the instance Dawning of an Endless Night: Players can no longer get stuck in the Dreaming Prison Dawning of an Endless Night: Players who have exited the dream before completion will now have a marker directing them back to the Dreaming Prison Dawning of an Endless Night - Tier 5: Joe Slater cinematic should now play properly in all situations Egypt Scorched Desert The Big Terrible Picture - Tier 3: Prisms should now work properly King of the Hill: Vortex Grenades, Fragmentation Grenades, and Landmines will now only work in the appropriate area The Last Legion - Tier 3: Monsters should no longer disappear during cinematic and Legion should spawn correctly The Last Legion - Tier 3: Killing Legatus Aulus should now reward credit for players who are on the same step City of the Sun God The Eye of Horus: Keeper Garran and Keeper Sh’ar now spawn as intended The Eye of Horus: Pausing this mission will no longer cause the Eye of Horus to disappear from players’ inventories The Way of Things: Tiers 2, 3, and 4 have been made more multiplayer friendly with multiple improvements Black Sun, Red Sand - Tier 9: Akhenaten, the Black Pharaoh will no longer despawn, allowing the mission to be completed Halls of Lost Records - Tier 6: Activating the defense mechanism will update the mission for all players present in the room Foundations - Tier 3: Examining the tablet now updates the mission properly Transylvania The Besieged Farmlands The Cost of Magic - Tier 5: Ritual can be completed as intended The Carpathian Fangs The Castle: This mission is now repeatable Exit Strategy - Tier 4 : The Orochi communications terminal now works as intended The Shadowy Forest Mortal Sins - Tier 10: Only one player at a time can now interact with the water of life puzzle letters Mortal Sins - Tier 20: Players can now re-enter the tomb if needed Last Dance of the Padurii - Tier 4: Pausing this mission will no longer cause the Humming Music Box to disappear from players’ inventories The Draculesti - Tier 4: Once all of the explosive spots are full, players who placed explosives get credit for this mission Fatal Framing: This mission will now reward XP as intended Who Comes and Who Goes: Goal text will now correctly ask the player to “Find the Abandoned Tunnel” Oliver 'Tarib' Kunz Senior Community Manager Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 07:17:58 AM Fluffy version of it. (http://thesecretworld.com/news/the_secret_world_issue_1_july_2012_unleashed)
Quote NEW MISSIONS! Carter Unleashed: An action mission set at the Innsmouth Academy on Solomon Island, where the player gets to know more about the exceptionally gifted student Carter. Exploring the hallway below the academy, Carter will need help controlling her powers -- before they get completely out of hand. Crime and Punishment: Bestselling horror author Sam Krieg came to Solomon Island to write his latest novel -- but there's more to it than that. Through this investigation, the player will dig into Krieg's works and the mind of an obsessed fan to learn more about the dark and hidden history of Solomon Island. Hell & Bach: Daredevil reporter Daniel Bach is working on the story of all stories, his shot at finally winning a Pulitzer. For years, he's been chasing the ghost of Theodore Wicker, only to end up trapped at the Overlook Motel outside Kingsmouth Town. But Wicker's story doesn't end here -- nor did it start here. Following the bread crumbs back in time, the player will investigate the mystery of Wicker, and learn more about what brought him to the gates of hell...and beyond. Funeral Crasher: Eleanor Franklin only has her cats and her ghosts to keep her company at her mansion in Blue Mountain -- and now the ghosts are getting restless. When the dead themselves are spooked, the living must pay heed. The 3rd Age: There have been Ages before ours, and the evidence lies beneath. In Egypt, the sand is thin, and the remnants of past Ages are beginning to spread their influence across the world. The Seven Sentinels hold the key to an investigation that begins in the present, and delves deep into the distant past. Red Handed: It wasn't chance that brought Dr Varias to this distant part of the Carpathians at this particular point in time. Following in his father's footsteps, Varias is attempting to unravel the mystery of the Red Hand. Why did they build a vast facility beneath this desolate region? What were they doing here? And how was Varias' father involved? In this investigation, we answer some burning questions about this secret Soviet era genetic research project -- and how it ties into the events of the present. But that's not all! Another mission awaits observant players on Solomon Island -- one that explores a character that may be more than she pretends to be... NEW NIGHTMARE MODE DUNGEONS! Two dungeons are receiving new Nightmare modes: The Ankh and Hell Fallen. Increased challenges, increased rewards, and a chance to test new builds, new synergies and to put your team to the test against some of the toughest and fiercest challenges in The Secret World! Who will be the first to conquer The Ankh and Hell Fallen in Nightmare mode? When 'Unleashed' is unleashed, we will find out! THE MARKETPLACE! Unleashed also contains the brand new, cross-dimensional Marketplace, allowing players to sell, trade and ship items to other players, no matter where they're playing. The Marketplace will be an integral part of The Secret World's growing economy, giving players more flexibility when it comes to how they equip their characters, and how they procure PAX. AND MORE! Of course, issue #1 is jam-packed with other updates and changes -- and astute players may even notice the ongoing construction in New York, London and Seoul, as new tenants prepare to move in. The Secret World is a LIVING world, and it will keep growing and changing through this issue and all upcoming, monthly issues. And this is only the beginning. Issue #2 is already on its way, and if you like this month's content, you're going to LOVE what's next! Dr Aldini is sharpening his scalpels, the Ockham triplets are readying their scissors and razors, and the first auxiliary weapon is being assembled -- so stay tuned for August's major update, to be revealed soon! The Secret World issue #1: 'Unleashed' goes live on July 31st, and is available for free to all players. Highlighted text: hidden quest? Sweet... Title: Re: Patch Notes Post by: Miasma on July 31, 2012, 07:27:41 AM Highlighted text: hidden quest? Sweet... I am going to assume it is just the quest with Beaumont's lady "friend" that was in beta and removed at release that they already mentioned was going back in.Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 07:38:11 AM Oh yeah, considering it's not in the list that's definitely the one. Yay I love it.
Title: Re: Patch Notes Post by: Njal on July 31, 2012, 08:00:28 AM Yeah but did they fix the chat groups bug? I assume not. :heartbreak:
Title: Re: Patch Notes Post by: Segoris on July 31, 2012, 08:42:44 AM From the "Things You Like" Thread:
They actually managed to fix the custom chats. :heart: Of course any other channel still loses it's sub when you zone but ah well, baby steps. So I'm going to say mostly. Title: Re: Patch Notes Post by: Ard on July 31, 2012, 09:18:24 AM At least it's back to the way it was a few weeks ago. That's a start.
Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 09:29:56 AM Yeah. Chances are the "fix" has been to just revert back to a previous backup. Haha.
Title: Re: Patch Notes Post by: trias_e on July 31, 2012, 09:40:33 AM Looks like there are 5 new investigation missions this patch. This pleases me.
If you want to know where they are: http://www.reddit.com/r/TheSecretWorld/comments/xfzh9/patch_11_unleashed_consolidated_info_thread/ Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 09:50:28 AM 5 new investigations?
Title: Re: Patch Notes Post by: Rasix on July 31, 2012, 09:53:45 AM Looks like I'll have to wait a bit before tackling those. :awesome_for_real: I just have no patience for most of the investigation missions.
"Ohh, you want me to write this down and apply some sort of cipher? Yah, not gonna happen." Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 09:57:18 AM I give myself about 30 minutes. If I can get anywhere in 30 minutes usually I am hooked and in love with it. If I get nowhere, it's spoiler time and I feel a bit bad but whatever GIMME XP NAO!
I completed a few investigations by myself and I felt awesome. Most recent, Angels & Demons in Egypt. Made me feel like I am good at this stuff (I am not). Title: Re: Patch Notes Post by: cironian on July 31, 2012, 10:01:24 AM The cipher part is fun, for me. But having to retype long blocks of text from the game window into a text editor is just an unnecessary waste of everyone's time. It wouldn't have killed anyone to put in a "copy to clipboard" button. That's where I break down and just google for "pastebin quest name" even at the risk of catching spoilers. Because fuck that.
Title: Re: Patch Notes Post by: Falconeer on July 31, 2012, 10:05:05 AM Are you talking about Angels and Demons cironian? If that is the case
Title: Re: Patch Notes Post by: cironian on July 31, 2012, 10:11:03 AM Worst offender: Signal Effect in Egypt. Which, I think, has the icon for a minor mission although it's a one-time mission mostly about decoding stuff. That one has giant walls of code.
Title: Re: Patch Notes Post by: Tyrnan on July 31, 2012, 10:12:46 AM Just a warning, Hell and Bach appears to have a few bugs. There's a minor spelling mistake in the book in tier 1 and the tier 3 puzzle sequence seems to be borked right at the end. I'm putting in the right sequence but it's not accepting it...
Edit: Ok, figured out what the problem was... Title: Re: Patch Notes Post by: trias_e on July 31, 2012, 10:49:58 AM Worst offender: Signal Effect in Egypt. Which, I think, has the icon for a minor mission although it's a one-time mission mostly about decoding stuff. That one has giant walls of code. Yeah, fuck that mission. It is really an investigation mission and I believe gives XP to that effect. But the amount of code you'd have to type in an external browser is just silly. That's the only mission I've had a problem with though, at least so far. Title: Re: Patch Notes Post by: Ingmar on July 31, 2012, 11:11:37 AM Personally my threshold for the investigation missions where I'll look up what to do, is if I know *how* to do it but don't feel like doing the grunt work - like the
Title: Re: Patch Notes Post by: Sjofn on July 31, 2012, 11:29:31 AM My way of solving investigation missions is trying for about five minutes before asking Ingmar "HOW U DO." Although now that we're playing together, I am actually more patient with figuring shit out. I don't figure much out, of course, I'm mostly just there for moral support for Ingmar.
Title: Re: Patch Notes Post by: Ingmar on July 31, 2012, 11:32:12 AM At least you knew what a prayer board was!
Title: Re: Patch Notes Post by: Sjofn on July 31, 2012, 11:34:43 AM This is true!
Title: Re: Patch Notes Post by: kildorn on July 31, 2012, 12:09:12 PM The morse code one bugged me because it said go find parts, so I looked up the model number of the thing on the fake website, and wrote down the parts required to repair, and found those parts.
No, you have to collect all the shit even stuff you don't need, and just click the thingy. Overthinking investigation quests for the lose :( Title: Re: Patch Notes Post by: Ingmar on July 31, 2012, 12:11:14 PM The morse code one bugged me because it said go find parts, so I looked up the model number of the thing on the fake website, and wrote down the parts required to repair, and found those parts. No, you have to collect all the shit even stuff you don't need, and just click the thingy. Overthinking investigation quests for the lose :( I did the same thing. Title: Re: Patch Notes Post by: Zetor on July 31, 2012, 12:34:41 PM The morse code one bugged me because it was too freaking fast... there was no slow-down control and I didn't have the patience to jot down one-two signals every time I listened to it. Of course I could've downloaded a morse app like this one (https://play.google.com/store/apps/details?id=org.jfedor.morsecode) (check out the download statistics btw :awesome_for_real:) and have my phone do the heavy lifting, but :effort:
Title: Re: Patch Notes Post by: trias_e on July 31, 2012, 12:53:17 PM I am stubborn so I eventually transcribed that shit. It was certainly hard, and I had never done anything with morse code before. So fast! But I was quite proud of myself for getting that done, since at first it seemed utterly impossible because it was simply too fast. Yes, it wasn't a hard puzzle, but it was hard to actually do, and very satisfying to finish it. Not something I'd want to do every play session though. Plus now I know my numbers and S.O.S. in morse code. Educational!
Title: Re: Patch Notes Post by: Sjofn on July 31, 2012, 01:03:33 PM The morse code one bugged me because it said go find parts, so I looked up the model number of the thing on the fake website, and wrote down the parts required to repair, and found those parts. No, you have to collect all the shit even stuff you don't need, and just click the thingy. Overthinking investigation quests for the lose :( That's bizarre, it let me do it just picking up the stuff listed on the site? Title: Re: Patch Notes Post by: kildorn on July 31, 2012, 01:08:36 PM When I did just the stuff from the site, then clicked the thingy it failed and restarted with "go get shit"
I would up looking it up on a walk-through and it told me to just pick up EVERYTHING. Which seemed completely contrary to investigation quests. Title: Re: Patch Notes Post by: Sjofn on July 31, 2012, 01:15:01 PM Dunno what that's about, as I just picked up the stuff I needed and fixed it! Clearly my Templar is better at fixing shit than you are.
Title: Re: Patch Notes Post by: Zetor on July 31, 2012, 01:16:53 PM Yea, I also made a list of stuff I need and only picked them up... the next phase of the quest probably only checks if you have the 'right' items in your inventory, but doesn't penalize you for having 'bad' items. Maybe in the dark pre-beta ages they took away all the items and gave a "BZZZT WRONG" message until you got the EXACT items (and only those) in your inventory... I also imagine they changed it to be more permissive after receiving the third death threat disguised as a bug report. :why_so_serious:
Title: Re: Patch Notes Post by: Rasix on August 01, 2012, 12:37:22 AM Wow, they nerfed tacos hard.
1) Now have a casting time. 2) Cannot be used if you have ANY dot left on you. So, hello to post victory dot death since it seems like some common blood and poison stacking dots unstack one at a time and stack to 10 counts of 10. But yay, they stack. :uhrr: And, seems this patch randomly deleted a bunch of crap out of people's bags. I lost tons of healing and HOT potions. Ingmarr actually had one of his weapons deleted. FUNCOM :awesome_for_real: Title: Re: Patch Notes Post by: Sjofn on August 01, 2012, 12:53:49 AM I managed to not have anything deleted from my bags, hooray!
Title: Re: Patch Notes Post by: Miasma on August 01, 2012, 06:37:03 AM That tradepost isn't anything to brag about either. Looks and works like it was slapped together quite quickly.
Now I have to check my bags when I go home, most of it is just green which drop like rain in Carpathain fangs anyways. Title: Re: Patch Notes Post by: Riggswolfe on August 01, 2012, 07:44:05 AM Wow, they nerfed tacos hard. 1) Now have a casting time. 2) Cannot be used if you have ANY dot left on you. So, hello to post victory dot death since it seems like some common blood and poison stacking dots unstack one at a time and stack to 10 counts of 10. But yay, they stack. :uhrr: And, seems this patch randomly deleted a bunch of crap out of people's bags. I lost tons of healing and HOT potions. Ingmarr actually had one of his weapons deleted. FUNCOM :awesome_for_real: I thought at first that it had deleted all my weapons and talismans. It didn't. They are just invisible on my paperdoll! They're still there but on my doll it looks like I have nothing equipped. Title: Re: Patch Notes Post by: Segoris on August 01, 2012, 07:45:52 AM Additionally, some people reported their bags were empty or missing lots of items, some reported after disabling their mods the inventory items showed up again.
I'm guessing that isn't the case here, and I'm not sure if it's true or not, but worth mentioning anyways in the off chance it helps. Title: Re: Patch Notes Post by: kildorn on August 01, 2012, 08:44:51 AM I had that happen to me un-modded a while back. Like 7 items in my inventory just went poof for about an hour (including a quest item I was trying to find), and I got them back by moving shit around in my inventory.
Title: Re: Patch Notes Post by: HaemishM on August 01, 2012, 08:46:30 AM The patch totally called my CustomUI and I'm just not arsed enough to bother trying to reinstall it. Luckily, my damage meter, no intro movies and topbar information overload still work.
Title: Re: Patch Notes Post by: calapine on August 01, 2012, 08:52:37 AM The patch totally called my CustomUI and I'm just not arsed enough to bother trying to reinstall it. Luckily, my damage meter, no intro movies and topbar information overload still work. Curse has a test-client of it mod-tool for TSW. Allows downloading and automatic installing from the curse site. Not all mods support it yet, but it makes things a lot easier. http://testclientupdate.curse.com/ Title: Re: Patch Notes Post by: Falconeer on August 01, 2012, 08:54:00 AM No intro movies?!
Title: Re: Patch Notes Post by: HaemishM on August 01, 2012, 08:55:08 AM Removes the 4 annoying intro movies that are nothing more than stylized logos (http://www.secretui.com/downloads/info7-NoIntroMovies.html).
Title: Re: Patch Notes Post by: Falconeer on August 01, 2012, 09:02:04 AM Ah, ok. I thought it removed cutscenes.
Title: Re: Patch Notes Post by: Rasix on August 01, 2012, 09:24:33 AM Additionally, some people reported their bags were empty or missing lots of items, some reported after disabling their mods the inventory items showed up again. I'm guessing that isn't the case here, and I'm not sure if it's true or not, but worth mentioning anyways in the off chance it helps. They're just gone. Haven't come back yet. They could be hiding in my inventory somewhere, but they were just in two small custom bags. And the entire stacks weren't gone, just incredibly decreased in size (like 10+ potions down to 2 or 1). Just odd but not unexpected really. I don't use any mods. Title: Re: Patch Notes Post by: Flinky on August 01, 2012, 10:07:52 AM Disassembling items now gives you the main component AND the runes from any glyph applied. :heart:
Title: Re: Patch Notes Post by: Ingmar on August 01, 2012, 10:55:04 AM Additionally, some people reported their bags were empty or missing lots of items, some reported after disabling their mods the inventory items showed up again. I'm guessing that isn't the case here, and I'm not sure if it's true or not, but worth mentioning anyways in the off chance it helps. They're just gone. Haven't come back yet. They could be hiding in my inventory somewhere, but they were just in two small custom bags. And the entire stacks weren't gone, just incredibly decreased in size (like 10+ potions down to 2 or 1). Just odd but not unexpected really. I don't use any mods. Yeah and my pistols were not just invisible, they were gone. Couldn't use pistol abilities, when I equipped a new one nothing magically popped into my inventory, etc. I'm also not running any mods. Luckily I am only using 1 pistol active normally. Title: Re: Patch Notes Post by: Tyrnan on August 01, 2012, 11:03:54 AM (Psst, complete all the new missions for a new achievement and unique clothing rewards!) :drillf: :drillf: :drillf: Just in case anyone is curious, this is what is looks like:(http://i47.tinypic.com/30coayh.jpg) Title: Re: Patch Notes Post by: HaemishM on August 01, 2012, 12:11:45 PM Disassembling items now gives you the main component AND the runes from any glyph applied. :heart: Please tell me that's not a bug. Title: Re: Patch Notes Post by: Ard on August 01, 2012, 12:14:48 PM It's only about a fifth of the total runes that make up the glyph, but it's better than nothing.
Title: Re: Patch Notes Post by: Lantyssa on August 01, 2012, 01:40:50 PM It's very nice. It seems like I'm sometimes getting an extra material or two on disassembly, too.
Title: Re: Patch Notes Post by: calapine on August 07, 2012, 08:50:23 AM Update 1.1.1 - August 7th With this update we have enabled TXAA, and The Secret World is the first game in the world to support this anti-aliasing technique! This requires the newest NVIDIA Kepler (600) series of GPU. To enable TXAA in the video options of the game select "TXAA 2x" or "TXAA 4x" as your anti-aliasing under the video options of the game. These drivers are schedueled to go out of beta (WHQL) around the 13th of August. Missions Solomon Island Kingsmouth Town The Pick-Up: The mission can now be paused and resumed again later at the correct tier where it was left The Orochi Scientists now fight back The Savage Coast Carter Unleashed: Carter will no longer be seen running straight through the ladder and the wall at the end of the mission Carter Unleashed: NPC Familiars found in the basement of the academy are now hanging from the hooks instead of floating in thin air The Black House: The pentagram will disappear when the player solves the puzzle Blue Mountain Funeral Crashers: Fixed an issue that prevented players from resuming their mission if it was paused on tier 5/5 Funeral Crashers: Added a journal entry for tier 5 of the mission Dawning of an Endless Night: Fixed an issue that could cause players to be stuck on tier 15/18 when activating the wards in The Blue Mountain and disconnecting Egypt The Scorched Desert The Last Legion: The Mission now properly resets when a player disconnects during the fight The Last Legion: Players going in PvP while doing the mission will no longer block the mission for other players The Last Legion: The Orb of Aten is no longer an interactive object after starting "Defeat the Legion" From Below: Dr Shirui and Experiment SB118 are now spawned correctly City of the Sun God Halls of Lost Records – Tier 5: The Nodes of Mystical Energy inside the Chamber of Satis will no longer enter an infinite cooldown The 3rd Age: Players can no longer interact with the sarcophagus before they have assembled the key, as intended The 3rd Age: The first goal will now only update if you get the Strange Metal Clockwork Key in your inventory Using the Altar of binding will now update the goal and will no longer cause the altar to become uninteractable Black Sun, Red Sand: The mission now has a mission description Transylvania Besieged Farmlands The Summoning – The Plague: The bosses and mobs now always drop loot when defeated The Shadowy Forest The Drăculeşti - Tier 4: Players must now pick up the explosives and detonators individually so that they may receive the items correctly The Drăculeşti - Tier 4: When you interact with a placed explosive, you will now receive a message indicating it has already been used Dungeons/Lairs Hell Raised Nightmare: We have determined that mobs in Hell Raised Nightmare had an unnaturally high Defence Rating. This caused a frustrating number of glances, even for superbly-equipped players who had mastered the dungeon. Though the Hit Rating requirements of this dungeon remain high, we've adjusted them down to be more in line with the difficulty of gearing for the other Nightmare modes The Master Planner achievement now enforces the proper requirements of never changing your build, as intended Hell Fallen When he summons the second Machine Tyrant, the first machine Tyrant no longer remains active (unless in Nightmare mode) If players are killed before Wicker's explosion kills them during the Ascendants encounter, a duplicate Wicker which leads the boss and/or adds outside the encounter location should no longer spawn After defeating the Ascendants during the last fight, the lootbag dropped can now be opened immediately Hell Eternal Infernal Overwatch's summon spell "Klaxon Call" can no longer be interrupted Eblis's loot should no longer drop in inaccessible locations Soviet Fort Halina Ilyushin should no longer cast Spite whenever she feels like it. She should also stay in her arena, as the program intended The Facility Lasers will stop doing damage when they are no longer visibly hitting the player The Ankh The damage from the Orochi Dead Ops encounter has been toned down Nightmare: After walking in and out of the Filth in the dungeon, the Filth Undertow effect no longer remains on the player Nightmare: The Dimensional Reaper summoned by Doctor Klein is no longer invisible Darkness War Wayeb-Xul encounter: Bomb Mayans are no longer running towards the player and they will now always explode at 0 health PvP Fusang Project The "Capture a Facility" mission should again give the correct amount of Black and White Marks of Venice Weapons Fists: Turn the Tables and The Scarlet Arts will now build counters on Hot Iron Blades: Mobs with Resistances should no longer resist the DoT effect applied by Sling Blade Hammers: Passive abilities that proc on critical hits will now affect Hell to Pay Blood Magic: Particles are now shown correctly instead of orange and green squares [size=14t]Items[/size] The Charged Ward Generator can no longer be traded, as intended The items acquired during King of the Hill will no longer affect the Monsters outside its intended location Fixed some clipping issues with hats and hair When purchasing the "Friend of the Darkness" title from the item shop, you will now also get the correct title Localization The notes received during the mission "Crime and Punishment" - Tier 1 will no longer display black squares instead of letters General London: Entering Tabula Rasa will no longer leave the character in the middle of empty space Agartha: Fixed an issue with a Gatekeeper spell that could not be avoided by players New cabals can again be created normally The Nightmare achievements for Master Planner (Ankh and Hell Fallen) are now visible in the achievements window The achievement "Corvophobia - The Poe (chase away 50 flocks of ravens)" should now update correctly Attacking the shield/barrier of a boss or mob will now correctly generate hate Lairs and region bosses will now automatically be locked to the player/group that summoned the boss Title: Re: Patch Notes Post by: Segoris on August 07, 2012, 09:09:56 AM Outside of the Fusang facility token fix, great patch.
Title: Re: Patch Notes Post by: Falconeer on August 07, 2012, 09:37:30 AM NEW OUTFIT IN THE ITEM STORE! :drillf:
The "Original Gangster". Title: Re: Patch Notes Post by: Quinton on August 07, 2012, 10:31:02 AM Fixed some clipping issues with hats and hair If hats actually work for me now this will be the best patch evar! Title: Re: Patch Notes Post by: Rasix on August 07, 2012, 10:32:16 AM Yah, my Palin hair ends up poking out of most hats. Made the Weiss Knight outfit unwearable.
Title: Re: Patch Notes Post by: Tyrnan on August 07, 2012, 10:39:00 AM Two of the three hats on the vendor in London are fine for me now. The military one still clips when viewed from the sides or behind though.
Title: Re: Patch Notes Post by: calapine on August 15, 2012, 07:43:21 AM Quote Update 1.1.2 - August 15th General Removed the need to chew tacos - they can now be consumed in under a second. Note: We cannot be held responsible for choking or other health risks related to rapid food consumption Improved the cast and cooldown times on the Faction Mark items (please note: the cooldown of Mark of the Illuminati will also be changed accordingly in the next update) Using Faction Marks will not put players in combat anymore Fixed an error when trying to connect to Facebook Fixed an issue where some characters could not authenticate with the chat server The target decal option setting will now be saved properly Fixed an issue where flying NPCs would slide across the ground The ingame browser will no longer crash when a download link is opened (it will rather just be ignored) Dungeons Polaris: The Ur-Draug will now do a line of sight check after agroing a character to make sure he can actually see that character. If not, he'll resume patrolling The Ankh: Reduced the health of Melothat by 20% Hell Fallen – Nightmare: Reduced the health of the Endjineers Hell Fallen – Nightmare: The Arch-Myrmidon's Phalanx can no longer be purged, and is only removed when his soldiers are killed Hell Fallen: Ascendant ninjas have gone back to ninja school and learned how to not run away A new, more attractive and less cluttered buff marker for Nightmare dungeon timers has been added. This is purely visual, and doesn't change how the system works at all The Facility: Soviet laser targeting systems have been upgraded. Lasers will no longer follow you back to the Anima Well Missions London – Amity House Virgula Divina: Fixed an issue which caused some players to be unable to move after watching a cinematic in the mission Kingsmouth The Pick-Up: One of the 3 doors will always allow the player to pass through to the other side Blue Mountain Detritus Prime: Fixed an issue that prevented players from completing the mission The Savage Coast Ami Legend: The Tenebrous Brood Ravager should now always spawn during tier 2 The Shadowy Forest Last Dance of the Padurii - Tier 3: Capturing Music Essence from spirits must now be done individually if players are to receive the Humming Box correctly. As such, team credit for these goals are now disabled City of the Sun God Halls of Lost Records: Resolved an issue preventing players from interacting with the nodes Title: Re: Patch Notes Post by: Miasma on August 15, 2012, 09:12:34 AM Quote Last Dance of the Padurii - Tier 3: Capturing Music Essence from spirits must now be done individually if players are to receive the Humming Box correctly. As such, team credit for these goals are now disabled Why on earth did they do that instead of fix the humming box? I hated that quest even when credit was shared. Those Padurii are the worst mobs in the game bar none. |