October Bugfix Thread Wrap-Up, List of All Fixes

The October Bugfix Month is in the books, and it was a great event! So it’s time to wrap up the event with a (hopefully) complete list courtesy of Darthtzarr and our Dev Tracker. We’re listing and categorizing all fixes so you guys have it easier to go through the ones that matter to you the most. Please note that most of the stuff won’t hit live until Module 13, as stated in the FAQs.

Contributors

Before we get to the devs’ work, we’d like to list the top community contributors to the bugfix thread. Please note that this list only consists the top posters by volume. Overall 225 players posted to the thread, which is an absolute amazing amount of participation!

20+ posts

artifleur, beckylunatic, darthtzarr, einsieg, eliybeats, jumpingmorks, mamalion1234, preechr#2215, roadkill#6177, thefabricant, tolkienbuff

10+ posts

armadeonx, bellkazi, brewald, checkmatein3, eldeskal, frozenfirevr, jaime4312#3760, mageddo#6766, micky1p00, nirafelos, pitshade, ravenskya, rjc9000, scathias, someonedies, theguiido, trgluestickz, vida44

Class Related

  • Many CC immunities such as Villain’s Menace are now making the player immune to CC powers in pvp

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Control Wizard

  • Icy Terrain now deals damage to frozen enemies
  • Storm Spell deals proper damage on later ticks for some powers
  • Teleport
    • Teleport should no longer hold the CW in place, and cause rubberbanding
    • Teleport should no longer require a too high stamina threshold
  • Offhand bonuses for Arcane Power Field and Evocation now work
  • Combustive Action no longer debuffs the caster when using specific powers
  • Smolder / Rimefire Smolder should now correctly benefit from Chilling Presence’s damage bonus
  • Sudden Storm’s Arc effect will now properly scale with the Player’s stats
  • Imprisonment should now correctly grant 1 stack of Spell Twisting
  • Ray of Enfeeblement has had several beneficial changes, including bugfixes

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Devoted Cleric

  • Prophecy of Doom cooldown now properly resets if the target dies
  • Daunting Light is now able to hit Compy dinosaurs on all terrain
  • Hastening Light stops proccing when not equipped
  • Devoted Cleric’s off-hand Artifact Power Terrifying Insight no longer double stacks

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Great Weapon Fighter

  • Come and Get it now procs with most powers
  • Slam can now critically strike enemies
  • Punishing Charge’s charges are now properly displayed on the tooltip
  • Mighty Blade has been slightly altered to be more clear / consistent
    • Mighty Blade now increases your damage when striking more than 1 target
    • Mighty Blade’s scaling is now 2/4/6/8/10% increased damage
  • Daring Shout and Threatening Rush should no longer mention Mark-removal
  • Steel Grace/Resolve are no longer incorrectly named in several locations
  • Wicked Strike artifact bonus was buffed and changed to be more clear
  • Slam and potentially some other powers should properly proc weapon enchantments

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Guardian Fighter

  • Jagged Blades now procs correctly on any power that targets and damages a foe
  • Paladin and Guardian Fighter block animations no longer fail to actually block on activation
  • Paladin and Guardian Fighter block mechanics are no longer delayed by roughly 45 milliseconds
  • Guardian Fighter taunt no longer overwrites at-will marks

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Hunter Ranger

  • Aspect of the Pack off-hand bonus now works at rank 4
  • Cordon of Arrows now crits from long distances
  • Ambush now deals the correct amount of damage when used with Bear Trap
  • Warden’s Courage: Now correctly lowers the Damage Resistance Debuff penalty applied to yourself
  • HR’s careful attack now procs weapon enchantments at all
  • Rain of Swords is no longer aimed in the character’s direction instead of at the cursor
  • Rain of Arrows no longer misses if it does not hit the target directly in the center
  • Shooting Longstriders Shot through an ally no longer measures to the ally instead of the intended target

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Oathbound Paladin

  • Paladins now play the correct animation while blocking
  • Bane now counts as using an encounter power for feats and effects when Devotion path uses it on allies
  • Paladin and Guardian Fighter block animations no longer fail to actually block on activation
  • Paladin and Guardian Fighter block mechanics are no longer delayed by roughly 45 milliseconds

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Scourge Warlock

  • Brood of Hadar now procs Creeping Death
  • Flames of Empowerment offhand bonus should work now
  • Fiery Bolt’s curse synergy is no longer based off of the Warlock’s target instead of the entity receiving the damage
  • Pillar of Power can now critically strike
  • Murderous Flame is no longer double mitigated by level 73 monsters
  • Vampiric Embrace now gives temp HP on curse consume
  • Immolation of Spirits now benefit from Warlock’s Curse or Tyrannical Curse
  • The re-activation of Wraith’s Shadow now correctly benefits from Warlock’s Curse
  • Several Scourge Warlock powers now correctly proc weapon enchantments
  • Soul Scorch now correctly ticks 6 times
  • Tyrannical Curse:
    • Now properly benefits from armor penetration.
    • Is no longer double mitigated by higher level enemies
    • No longer causes an SW to deal less damage when used in single target
    • No longer deals less damage to level 73 enemies
    • Has received some beneficial changes

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Trickster Rogue

  • Smoke Bomb and Path of the Blade now proc weapon enchants
  • Smoke bomb ability coefficient shouldn’t fluctuate any longer
  • Tenacious Concealment has had some changes made to it. This is to ensure that it gets a consistent boost at each rank-up and to fix some bugs with the power itself.
    • Tenacious Concealment: Now grants 20% Stealth Loss reduction at each rank (Including rank 1)
    • Tenacious Concealment: Now grants 5% Stealth Regeneration at each rank (Including rank 1)
    • Tenacious Concealment: No longer grants Stealth Regeneration while taking damage
    • Tenacious Concealment: Rank 4 should now properly function with the Artifact Off-hand bonus
    • Tenacious Concealment: Rank 4 should no longer cause the Stealth Loss Reduction to be worse than Rank 3
    • Tenacious Concealment’s Artifact Off-hand bonus increased to 20% Stealth Loss Reduction
  • Dying during Lurker’s Assault no longer prevents stealth gain
  • Shadowborn was changed to have a clearer use
  • Shadow of Demise no longer has ownership issues with multiple TRs

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Boons

  • Displace Fate Boon no longer displays the bloodtheft enchantment visuals
  • Many Chult campaign boons now give item level
  • The Mercenary Outpost should now give critical severity
  • Tyranny of Dragon’s boon Dragon’s Thirst tooltip now correctly states 4/5/6%
  • Cold Shoulder no longer procs far too often with no ICD
  • Aura of Hope:
    • Now affect allies
    • Correctly lasts 10 seconds

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Dungeons, Achievements and Environment

  • All campfires in dungeons should now allow swapping loadouts
  • The campfires in the four Chultan Temples now allow you to swap loadouts
  • The lore entry for Split-Ti no longer shows up under the heading for Blackdagger Ruins rather than Chult
  • Traveling merchant HEs in Reclamation Rock now clean up properly
  • River District Guards no longer wander off their post
  • In the Ghost Stories instance in Neverdeath Graveyard, there is no longer an invisible wall that doesn’t belong
  • Several cutscenes can now be skipped
  • FBI
    • The invisible wall before the Hati fight is now removed when Hati is killed
  • MSVA
    • The door inside MSVA can now be entered with fewer than 10 people
  • Domination and PVP
    • Potion power-ups in pvp maps can now be picked up after being touched by a stealthed rogue
    • Reviving allies in IWD PVP zones now consistently counts towards the PVP achievement
  • Demogorgon
    • Demogorgon phase 1 now completes when you get gold
    • Killing Gorristro too quickly no longer ends in a silver reward, not a Gold reward
    • While allies are watching the cutscene for the demogorgon trial, you will no longer be randomly teleported back to the dias periodically
  • Tiamat
    • Tiamat victory is no longer delayed by six seconds after killing the heads
    • In the Tiamat trial, if anyone attacks any head before it fully rises it no longer becomes invulnerable/glitches
  • MSP
    • At the gate before the second boss in MSP, the Spellchanged Maw can no longer get spawned into a wall
  • POM
    • Prophecy of Madness phase timer now resets for phase 2 if you reach gold in phase 1
  • TONG
    • Falling off the final platform in ToNG no longer sends players back to the first trap in the dungeon
  • Achievements
    • The achievements for reaching first on the dungeon scoreboards (paingiver etc.) now track performance properly
    • Achievements that can no longer be completed have been removed from the game

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Companions and Mounts

  • Companions
    • Legendary companion bonus shouldn’t fluctuate any longer
    • Shadow Demon should no longer kill people instantly in open world pvp
    • The Zhentarim Warlock power tooltips have been reworked to better match their effects
    • Teleporting companions no longer die immediately at the Dragon Turtle
    • Tank and Defender companions now state all taunt powers in their tooltips
    • Flying companions now follow players while mounted
    • Hawk and Owl now have a shorter than normal aggro range
    • Sprites now have a usual trigger range when following players
  • Mounts
    • All mounts can now properly cancel their spacebar animation and no longer get stuck in terrain
    • Mounts that are already in a player’s stable now register for collections
    • Many mounts and companions now correctly register in the collection when they are obtained

Items and Rewards

  • Tome of Ascendance now correctly applies a debuff for Illusion
  • Primal Ring 1% bonus is now stacking if you have two of them equipped
  • The single target effect of the Lightning Enchantment now takes the player’s crit chance into account
  • Bronzewood enchant should no longer stack in certain scenarios
  • Symbol of Air now has a cooldown of 60 seconds at Mythic rank
  • Tome of Ascendance
    • Firesoul (artifact) is granting an 1.1% buff per enemy instead of a 11% damage buff per enemy
    • Firesoul (artifact) the defense portion of this effect now works properly
    • Illusion (artifact) is reducing damage resistance instead of increasing it
  • Weapon enchantments should now work consistently with all powers
  • Entity powers shouldn’t be proccing weapon enchantments on every tick. Any class that loses a significant portion of damage should be compensated.
  • Feytouched
    • Feytouched enchantment is now granting its damage buff to the user on ranks that deal an area of effect burst
    • Feytouched enchantment no longer has its cooldown extended when used by Icy Terrain and Pillar of Power, even if it was already on cooldown
    • Feytouched enchantment now procs weapon damage hits on daily powers
    • All powers now correctly proc the Feytouched enchantment
    • Certain powers will no longer remove the Feytouched enchantment buff early
  • Chultan and Masterwork crafting recipes can no longer be purchased if you already own them
  • Primal (chult gear) is no longer bound to character on purchase
  • You can once again buy Pioneer (chult gear) for other classes
  • All League (chult gear) recipes are now correct or no longer missing
  • Mirage Weapon set bonus no longer procs CW feats and weapon enchantments
  • Lesser identification scrolls now work properly
  • Some descriptions for RP items are now correct

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UI, Animations and FX

  • Frozen Treasures campaign task in Icewind Dale should stop prompting the Kessel’s Retreat Key function instead
  • Several powers that apply decals on the ground (Icy Terrain, Pillar of Power, etc) no longer cover up red zones
  • When using a race change token to change your gender, emotes now reflect the gender change
  • Guild log now mention who kicked someone from the guild
  • Guild logs now differentiate between leaving a guild and getting kicked from a guild
  • An export command has been added for guild logs
  • Alliance title no longer overrides guild title when switching titles
  • Many items can now be bought in bulk or are no longer limited to purchasing only 20 at a time
  • List of 52 (!) minor fixes the art team has been working on

That’s 122 total bugfixes, or almost four per day. Even if your fix hasn’t made the list, it’s hard to complain about the pace. The amount of fixes is awesome, and as we’ve learned on a recent livestream the event that internally is labeled as #Rocktober includes even more stuff. The whole team was working on improvements and the bugfix thread only one part of it. So kudos to the devs, which seemed to have as much fun as the players!

What’s your favorite fix? Which crucial ones were missed? Share your thoughts in the comments below and visit the corresponding thread on our message board!

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13 thoughts on “October Bugfix Thread Wrap-Up, List of All Fixes

  • November 7, 2017 at 7:27 am
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    Thanks for the list 😀

  • November 7, 2017 at 8:24 am
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    An export command has been added for guild logs – what is the command please?

  • November 7, 2017 at 8:35 am
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    Are they all online yet? I saw some of them but it doesn’t seem like they are all online.

    • November 7, 2017 at 11:48 am
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      Most of the changes will not go live until Mod13.

  • November 7, 2017 at 9:03 am
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    Now we just have to test all that stuff to make sure it was all fixed and not just lies. I swear when i use PoD on my DC it does not reset when victim dies .

    • November 7, 2017 at 11:47 am
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      That fix is not live yet. It’s fixed in Mod13, not Mod12b.

  • November 7, 2017 at 1:11 pm
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    Don’t understand if they have a fix why not fix it on next patch rather than wait until next mod . One would think the devs will be busy enough at that point . Then also just because they fix a bug does not mean the fix does not cause more bugs.

  • November 7, 2017 at 2:29 pm
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    burlyfish, the devs have several game builds that they work on. Some are far into the future with mod 14 stuff (dev work, QA testing on those), some are mod 13 (dev work and QA testing) and then there is the live stuff.

    The devs explained a while back that the process from dev work through testing and to live is 3-4 weeks if everything goes well, if stuff broke in testing then it goes back around again. (as you say, sometimes fixes make more bugs)

    Lots of these changes were the low hanging fruit but they still need to be tested and the changes there also have an impact on whatever they are developing for mod 13, hence why most of them didn’t get pushed forwards and we will get everything at once in mod 13

  • November 7, 2017 at 3:05 pm
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    Fixing the Tiamat head glitch, well that’s about bloody time… I have probably seen someone complain/wonder about that every week for a few years.
    Still, I will believe it when I see a TR dropping smokebomb and the head still comes up.

  • November 7, 2017 at 3:38 pm
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    I was so happy to find this thread to at least be able to tell people exactly what was going to be fixed. I was bummed to see the Mod 13 tag on most of them, considering I don’t even know when that will be.

  • November 8, 2017 at 2:54 am
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    That’s precisely why they don’t push all the fix at the same time and immediatly. They identified the gus and prepared a fix for them in October, but the majority now have to go through QA to determine if the fix for this bug doesn’t break something else, if everything is WAI, etc.

    Some of the bugfixes were included in mod 12B already, like the CW teleport bug, and the last Thursday patch brought some others bugfixes. I guess they’ll continue to push October bugfixes every week until mod 13.

  • November 8, 2017 at 9:42 am
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    Thank you so much for this list guys. I can’t believe they fixed both Tiamat bugs! 🙂 So happy to see those on the list.

  • November 8, 2017 at 9:43 am
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    Also, now no one can blame Icy Terrain if they get killed in a red zone.:)

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