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Figured I'd update this post, been a while since I did updates.
For history/changelog at http://rebuildeq.com/changelog/ tl;dr: We've added Magician, cleric, a unique ToV/Kael armor aug system, doing a tier-based revamp of end game, and many, many more changes. Stuff we're working on: * The remaining builds * Getting source up to date with latest master. (I finished the merge, just bugtesting). * There's a website revamp in the works with a ground up alla-like clone included. * I'm working on Expeditions for all eqemu servers, and will be leveraging this tech on the server once it's done, too. * I wrote a eqemu patcher, any server can use it, i'm working on incorporating it onto rebuild, and once I'm comfortable with it's performance, plan to add custom models/zones. Lots of stuff going on, will try to post here more often so others can be aware of the happenings. |
I had been busy with work and neglected this server, however.. today i'm patching "megamerge", a patch that involves getting rebuildeq in sync with latest eqemu master.
Patch includes: * Added Monk builds. * Finished bishop line for clerics. * Megamerge gets RebuildEQ's source up to date with latest eqemu master. This is over 1.5 years of commits added to the code, and it includes many changes including a full combat revamp, waypoint update fixes, among countless other major cleanups. * Resetting #builds now costs money level 10 and above. * Shadowknight's Mental Resistance now works. * Zone Experience Modifies have been removed * Monks get their AC bonus without weight concerns. * Fix pet affinity to be available for all classes. UPDATE aa_ability SET classes = 65535 WHERE id = 250; * Bard's Wish now extends songs by 1 tick and works. * Bard, Monk, Cleric, Shaman, Druid, and Rogue procs now show proc chance and passively occur. * Death Ward and Mark of Karn are no longer a cleric spells. Instead, it is part of the builds. * Druid and Shamans no longer get Spirit of the Shrew. * Cleric's Complete Heal was removed. The effect on Donal's Was also changed. * #buff, #teleport, #return, and #resurrect are free until level 10. * #buff no longer gives STR buff or clarity, and gives lesser buffs than before, druids are more viable. * Shadowknight and Paladin's normal melee attacks are reduced by 25%. * Rogue normal melee attacks have a curved bonus, increasing up to 100% at 50+ * Paladin's skills Wave of Marr, Ward of Tunare, Elixir of Might, and Brell's Blessing locations were moved. * Card Distiller is now sold by Nola and works * Did an out of era pass, any items out of era will now be flagged (out of era) but retain cards, so you can safely remove them. #issue while holding any items you believe are in error and were incorrectly flagged out of era. * Added itemscore system. When you consider a player, you will now see an Item score percent based on the highest geared on server of any class. The highest geared player is updated every 12 hours. * DPS was heavily revamped and likely may have errors. They are known and being addresed. * Out of combat regen was reduced in half, as well as the dynamic increase each tick was removed. So, the formula is simply 1% per player in group. level 40+ this is reduced by another half, so 0.5% per player in group. * Any build that relied on a chance for an effect to go off have been revamped to no longer have a chance roll. They can last 0 ticks, however, and their effectiveness likely reduced * Many many other changes to builds, review your class fully to discover what was all changed. * Healers now gain a passive 10% mana tap to all regular melee damage. #toggle buildecho to see the amount regenerated. * Moved many build effects to #toggle buildecho. This can be spammy but helpful when verifying the usefulness of a skill. * Weapon and Armor boxes chances for rares/legendaries have been reduced. * Encounter system has been revamped to be account-wide timers. The frequency has increased, but no longer does character hopping cause new encounters to spawn, it's a universal timer. |
Wow meets eq?
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So, We've added monks, clerics as viable build options!
https://i.imgur.com/aszcyVg.png Discord has been updated to support many styles of broadcasts and in game chat/updates https://i.imgur.com/zq40rIc.png We've introduced an itemscore system. When you consider a player, you see a % based on a class's top geared player on server https://i.imgur.com/k2TG6Q6.png You can also type #itemscore to get a rundown of your gear: https://i.imgur.com/6HKOFLa.png |
The enchanter build trees have been added.
http://rebuildeq.com/builds/enchanter https://i.imgur.com/QiJU4ZR.png |
We have released 2 out of the 3 trees for the Necromancer build!
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When I see these builds all I am thinking is World of Warcraft....
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There is a new patch out for RebuildEQ, lots of bug fixing and a few enhancements. Check it out. http://rebuildeq.com/changelog/2018/05/29/revival/
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Woa this looks really amazing! How well developed is it so far? Is it fun to play through all the levels or are there big gaps in the content and class design?
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this server been in development for a long, long time now... is anything in the end game custom ? are the classes balanced ? is there any realistic timetable on when this server will actually be live ?
I mean, its a neat idea and all, but would love to know where the server stands |
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Rebuild is still working on finalizing builds, as well as other ideas/tech. We are making substantial effort of the last month to work towards going out of closed beta, including a website revamp with a new website, supporting discord connecting, identity configuring, among other stuff all custom.
While players are free to join by request now, it is known there are many bugs to resolve and concerns that need to be addressed, and with the lack of bandwidth of development we have taken our time. Balance is not in place. End game is working towards customization, with a tier system. Even when we go "live" it will still be in a very early prototype level. Rebuild from the start was always an experimentation with no real time lines, when you consider the amount of customization, it makes sense such an ambitious project with a casual dev team will take a while! |
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