Just another small update to what I've been up to these past few days.
Qeynos Hills is 90% finished, the hub zone is finished, and all class charms have been fixed and have changed up a bit.
I have finished editing the spell file so that 99% of spells on this server are using the old school spell graphics.. this took me FOREVER and was horribly tedious but was well worth it.
First things first, class charms.
- Warrior - Defensive proc group rune that scales by level
- Paladin - Defensive proc group heal that scales by level
- Shadowknight - Defensive proc lifetap that scales by level
- Cleric - 10% chance to twincast a heal, small chance on casting a heal to proc a group hot that scales by level
- Druid - 5% chance to twincast a heal, small chance on casting a heal to proc a very small hot on the person you healed that then explodes into a group heal that scales by level (my personal favorite).
- Shaman - 5% chance to twincast a heal, small chance on casting a heal to proc a group spell that allows your groupmates to proc a dot/slow (dot scales by level).
- Wizard - 10% chance to twincast a nuke, small chance on casting a nuke to proc a mana over time on yourself. (not charm related but i've changed the settings a bit to allow wizards to crit nuke at level 1, with a little bit of an increased chance than normal.)
- Necromancer - DoT duration increased by 2 tics (12 seconds.) Small chance on casting a dot/lifetap to cause your pet to do a pretty big aoe nuke, this stuns your pet for a little while to allow him to recover.
- Mages - 5% chance to twincast any nuke, decent pet buff clicky.
- Enchanter - The only charm I have not been able to find something reasonable to put on, someone help me.
- Rogue - Innate haste plus a chance to proc a backstab
- Monk - Innate haste plus a chance to proc 2 flying kicks.
- Ranger - Innate Endless Quiver, Increased bow damage.
- Bard - Adds a weapon proc that procs a group overhaste that scales by level.
Thank god I've finished with these, I've put a lot of work in making sure these are good, I still have some balancing to do with them, but that will happen once I open beta and see them in action more than just me running around with them.
Qeynos Hills: A solo-friendly zone for levels 5+
This is your next zone after you're finished with yard trash in Qeynos, or maybe even after you found a group and done the sewers. I've made sure that this place is very well populated so that if there's a ton of people in the zone everyone will be able to exp. While this zone is solo friendly, there ARE some things in it that will ruin your day and that solo players should avoid.
I've added a few miniquests in here to help with leveling.
Teaser pics:
http://eqtownship.net/hillteaser1.png
http://eqtownship.net/hillteaser2.png
http://eqtownship.net/hillteaser3.png
http://eqtownship.net/hillteaser4.png (Old school spell graphics o yeeeeee)
What's next?
I still am gonna spend the rest of tonight, (it's 3:30am) fine-tuning and just trying to make Qeynos Hills as best as it can be before beta. Next I will be editing Blackburrow which is another group zone for levels 10-20. My plan is to change the zoneline of Surefall Glade and the Karanas.. Surefall Glade POSSIBLY may lead to the Warrens which will be another dungeon, but that isn't set in stone yet. The Karanas will be leading to another qeynos hills type zone that will be open and soloable.
Blackburrow will be soloable at the entrance, but once you get further down it will be group oriented.
As always thanks for reading, I hope to keep developing at a steady pace so I can get a beta out as soon as possible!