dtm_samuraib16_ESO wrote: »It's EXPLICITLY said to be for Plus Members.ZOS_GinaBruno wrote: »
NOWHERE I found a line saying Craft Bag is a BASE GAME UPDATE...
If I am mistaken (having overlooked the part), then please be so kind to quote that here.
ZOS_GinaBruno wrote: »OVERVIEW
Welcome to The Elder Scrolls Online: Tamriel Unlimited v2.4.0—the Dark Brotherhood DLC game pack!
The base game patch also features an abundance of new features including poison-making as an extension of the Alchemy system, improvements to item set traits, more enhancements to the Grouping Tool, nameplates, item locking, Craft Bags for ESO Plus members, and more. And, of course, the highly anticipated removal of Veteran Ranks. We’ll be publishing a deep-dive of Veteran Rank removal on our website later next week, but in the meantime, you’ll find the top-level details in the patch notes below to get you started.
In addition to all the new features and major updates, we have made many fixes and improvements to the overall combat and gameplay (including many stamina-related changes), content throughout the game, itemization, UI, and more.
We hope you enjoy our latest update, which will be approximately 3.2GB in size, and look forward to reading your feedback!
NEW FEATURES / UPDATES / BIG CHANGES
- DLC Game Packs
- Dark Brotherhood
- Marked for Death
- New World Bosses and Delves
- New Passive Skill Line: Dark Brotherhood
- Changes to Imperial City
- White Gold Tower & Imperial City Prison
- Runeboxes
- New Motifs
- Dark Brotherhood Loyalty Reward: Personality
- Item Sets
- New Mementos
- New Titles
- Base Game Patch
- Veteran Rank Removal
- Poison-Making
- Grouping Tool Improvements
- Item Trait Improvements
- Improved Cyrodiil Vendors
- Updates to Sanctum Ophidia
- Craft Bags
- Item Locking
- New Collectible Functionality & Changes
- New Dye
- Additional Character Slots
- Nameplates
- Character & UserID Display
- Character Sheet on Gamepad Mode
- Enchanting Improvements
- Harvest Nodes
- Armor Improvements
- Combat Animation Prioritization
- Pickpocketing Improvements
AVAILABLE TEMPLATES
KNOWN ISSUES
FIXES & IMPROVEMENTS, DLC GAME PACKS
FIXES & IMPROVEMENTS, BASE GAME PATCH
ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
Base Game Patch
Veteran Rank Removal
Veteran Ranks have been completely removed from the game in this update! Your strength after level 50 is now simply your number of Champion Points. As Champion Points are gained much faster than Veteran Ranks, this will allow you to advance more rapidly and start getting the best gear in the game faster.
- You’ll keep all your hard-earned attribute and skill points you received from gaining Veteran Ranks, and new players will instead earn them while leveling up to level 50.
- You will receive 2 points every level that ends in a 5
- You will receive 3 points every level that ends in a 10
- You will continue to get 1 point for levels 2-49
- You will receive 10 Champion Points as soon as you hit level 50 if your account doesn’t have any Champion Points already.
- We will be awarding a one-time bonus of 2.5 Champion Points per Veteran Rank gained on your highest level character when you first log in when Dark Brotherhood is released!
- Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16.
- Reaching level 50 with a second character means you can immediately equip gear up to your account’s Champion Point value since Champion Points are shared across all characters on an account.
- Old Veteran Rank Items and monsters will now display Champion Points.
- For items, this describes the number of Champion Points required to equip them.
- For monsters, the number of Champion Points describes the monster’s strength.
- Every Veteran Rank is equivalent to 10 Champion Points.
- For example: A monster that used to be VR12 will now be Champion Point 120.
- Monsters will now scale up faster in difficulty through veteran zones.
- Experience gain rules will continue to function as they did for Veteran Ranks:
- Mobs 40 Champion Points below your level will grant 75% of their normal XP.
- Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
- Abilities no longer increase their cost by 1% per Veteran Rank, but will now increase at their normal rate for every 10 Champion points, up to a cap of 160.
- Most abilities will cost about the same, but cost reduction abilities should return more predictable results.
- Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.
- Silver and Gold zones have been releveled to account for the increased speed at which you gain Champion Points.
- The Champion Point cap will remain at 501 for this update.
- The Character Select screen now indicates how many Champion Points your account has.
- Item tooltips have been updated to support the removal of Veteran Ranks.
- Level requirements for items previously referencing Veteran Ranks will now reference Champion.
- Gold Value has been moved to the bottom of the tooltip.
- Guild, Friends, and Group lists now display Champion Points for anyone above level 50, rather than their Veteran Rank.
- The XP bar has been modified to show Champion progression after hitting level 50.
- Loot history will now include the enlightenment bonus when showing XP gains.
Poison-Making
You can now use the Alchemy system to create a wide array of dangerous poisons! Using new and existing reagents mixed together in a new type of solvent (oils), these poisons can be equipped alongside wielded weapon sets and have a chance to be applied to your enemy during each heavy or light attack of the associated weapon(s).
- Poisons, unlike other equipped items, are consumed as they are applied.
- Poisons are also subject to dilution, with each effect becoming less potent as more effects are added.
- Oils are sourced from various deadly monsters throughout Tamriel.
- The new reagents have been added to many critters and monsters throughout Tamriel, and create multiple new effects for both potions and poisons.
- While a weapon set has a poison equipped, any weapon enchantments on that weapon set are temporarily suppressed.
- Master’s Weapons and Maelstrom Weapons have their unique-ability modifying effect suppressed, while their stat bonus is not suppressed.
- Weapon tooltips have been updated to support poisons.
- When a poison is equipped, the weapon enchant and charge will be suppressed and replaced by the poison description and count.
- Added indicators for Armor Durability, and Weapon Charge/Poison.
- On a side note: When any piece of equipped armor is broken, an indicator will appear near the ability bar.
- When a weapon for your current weapon set has no poisons equipped and runs out of weapon charge, an indicator will appear near the ability bar.
Grouping Tool Improvements
The Grouping Tool has undergone additional improvements for this update. We’ve taken steps to address disruptive behavior with this tool, such as leaving a group as soon as the dungeon starts or abusing the power of group leader by removing friendly players.
- You can now initiate a Ready Check to ask your group if everyone is ready (no need to jump up and down anymore!)
- A Ready Check will pass if everyone responds yes, fail if someone says no, and fail if it times out. The option to initiate a Ready Check is present in the Group Menu.
- You can type /readycheck into chat to initiate a check.
- Groups can vote to kick party members
- In order to initiate a vote, the option can be found by right clicking a player character’s name in the group UI.
- A vote to kick ultimately requires a majority vote and can be initiated by anyone in the group. A 4-player group thus requires 3 votes to remove someone.
- Leaders of groups formed through the Grouping Tool can no longer disband the group or remove other group members.
- Added a 15-minute cooldown to re-queueing once you have successfully formed a group.
- Completing the activity you queued for will reset the timer. If you join a group in progress and kill the final boss 4 minutes later, your timer clears. You don’t then have to wait another 11 minutes.
- The cooldown will be displayed in the group UI at the bottom when trying to queue for a dungeon.
- This is all part of an ongoing process to continue to improve the Grouping Tool – look for additional improvements in future updates!
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Improved Cyrodiil Vendors
In this update, we’ve made a number of improvements to the vendors you find in Cyrodiil:
- All armor sold by the Rare Items Merchant (Adhazabi Aba-daro the Golden) in exchange for Alliance Points now has the Impenetrable trait.
- Armor she sells for gold is unchanged, and has either the Infused or Divines trait.
- Armorers, Leatherworkers, Clothiers, Weaponsmiths, and Magus vendors in Cyrodiil now sell boxes of green-quality non-set items.
- These boxes have a 10% chance to instead award a blue-quality set item.
- Elite Gear Vendors in Cyrodiil now sell boxes containing blue-quality set items.
- These boxes have a 5% chance to instead award a purple-quality set item.
- Items received from these new boxes scale to your level and Champion Point total at the moment you open the box, up to and including Champion 160.
Updates to Sanctum Ophidia
Venture once again into the depths of Sanctum Ophidia!
- Sanctum Ophidia now features a Normal version in addition to the Veteran version.
- New surprises await as the denizens of the Trial have attracted the aid of a new Bannerman, the Serpent Fang.
- Stonebreaker and Ozara have had their difficulty increased. As a result of this change, their accompanying rewards have been improved.
- Items and Weapon sets obtained in this Trial have been updated to max level, which is now Champion 160.
- Sanctum Ophidia will now scale to the level of the Trial leader, much like Dungeons do currently.
- When you start the Trial at max level (Champion 160), you will qualify for the Leaderboards.
- Points for Leaderboards are awarded in the same way as other Trials (monster kills, vitality bonus and time).
Craft Bags
ESO Plus members will now receive access to the Craft Bag.
- Craft Bags are an additional inventory section which does not count against your inventory limit, is shared across all characters on the account, and can hold an effectively unlimited number of all basic crafting supplies.
- If your membership expires, you will still have access to the resources stored in your Craft Bag, but you will be unable to add any new materials to it.
- Loot that goes to your Craft Bag has a special call out in the Loot History.
- Crafting Materials from your inventory and account bank will automatically go to the Craft Bag upon login.
- Items can be manually retrieved from the Craft Bag in maximum stacks of 200. Retrieved items can also be manually stowed back into the Craft Bag.
Item Locking
Equipment can now be locked to prevent accidental deletions, which will prevent you from destroying it, converting it to Imperial, and marking it as junk.New Collectible Functionality & Changes
- If playing using a keyboard/mouse, right-click the item and select Lock. In Gamepad mode, press Y/Triangle on an item to bring up Actions for that item, then select Lock.
- Locking an item will remove it from the following:
- Vendor – Sell
- Guild Store – List
- Trade
- Mail – Send Mail
- Guild Bank - Deposit
- Craft Stations – All sections
- The list of available item actions has also been reordered to put more commonly used actions towards the top.
- Brand New Categories
- Hats: No explanation needed!
- Personalities: Take on a new attitude by changing the way you stand, move, and even some emotes
- Modular Usage
- You can now apply multiple collectibles simultaneously!
- Polymorphs and skins have been separated out from the costume category, and two new categories (hats and personalities) have been added.
- This means you can have a hat, costume, skin, and personality all applied at the same time! And of course, you can combine these with your existing equipment to create your perfect look.
- The Costumes category has been renamed to Appearance.
- An indicator will appear next to each sub-category when something from that category is visible on your character.
- Equipment and Collectibles that are hidden now have information in the tooltip communicating their hidden status.
- Polymorphs override all other appearance change options with the exception of personalities.
- Collectibles in Character Select
- Active Appearance Collectibles (Hats, Personalities, Polymorphs, Costumes, Skins) can now be seen from the Character Select screen, in addition to your active mount and/or pet!
New Dye
Viridian Venom is a new dye acquired by learning all of the Alchemy traits on the new reagents introduced with Poison-Making.
Additional Character Slots
You will now be able to purchase additional character slots through the in-game Crown Store!
- You’ll be able to purchase up to four additional slots. Once you buy the maximum amount, the option will be greyed out.
- Information about purchasable character slots will appear on the Character Select screen when you max out your character slots, and there are additional slots available for purchase.
- Note: You can purchase additional slots any time, not just when you’re maxed out.
Nameplates
A new option for Nameplates has been added to the Settings menu. This controls the display of character names or UserIDs, Alliance icons, and health bars above characters in the world.
- These settings can be toggled for Self, Group Members, Friendly NPCs, Friendly Players, Enemy NPCs, and Enemy Players.
- Names are off by default.
- Defaults for existing health bar settings remain unchanged in that they show up for injured player characters and enemies.
- There are new health bar settings for group members and damage that are on by default.
- Defaults for Indicators remain unchanged.
- You can control when nameplates display on any of the above units, and when they highlight on any of those units.
- Nameplates can be set to show player’s titles if they have one selected.
- Nameplates can be set to show guild names as well.
- Guild names are shown based on the guild tabard you are wearing.
Character and UserID Display
You will now see both the character name and UserID when targeting another player character, and when receiving most notifications from other players.
- An option for Display Name has been added to the Interface section.
- This setting controls which name is listed first when both names are listed (e.g. Target Frame), and which name is shown when only one name is shown (e.g. Group Frame).
Character Sheet on Gamepad Mode
The character sheet has been broken up into two new sections:
- Attributes: Contains combat related stats
- Description: Contains non-combat related stats
- We also added XP progress to the next level, as well as Enlightened information to the Description section.
Enchanting Improvements
We’ve implemented a number of changes and improvements to Enchanting:
- Enchantment glyphs no longer have an upper limit on the equipment they can be applied to. This means a lower level enchantment can now be applied to a higher level piece of gear.
- All harvestable runestones will now provide at least one Essence and Aspect runestone per harvest.
- Potency runestones no longer need to be harvested, with every tier of both polarities now available for purchase from any enchanting vendor, including Alliance Point enchanting vendors.
- The overall power of weapon enchantments has been significantly increased.
Harvest Nodes
Resource nodes that spawn in battle leveled zones (such as Orsinium or the Gold Coast) now come in two varieties and provide crafting resources based on either your combat level or your rank in the associated material-use passive.
- When the resource node spawns, it has an even chance to be based on either level or passive rank.
- For example, if you are Level 3 and have purchased Metalworking up to Rank 5, half the ore nodes found in scaled zones will be Iron, and half will be Ebony.
Armor Improvements
We have begun an effort to improve clipping and floating issues seen with a large amount of our armors and costumes. A test batch of updated armors will be available with this patch. In each of the cases listed, there should be a significant improvement with shoulder pad and tasset floating/clipping. We will target additional armors for future updates based on your feedback.
- Undaunted Armor and Motif
- Dark Brotherhood Light, Medium, and Heavy Armor
- Aldmeri/Daggerfall/Ebonheart Alliance Armor and Motifs
Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
Pickpocketing Improvements
When stealing from an NPC, their profession is now displayed on the pickpocket prompt. An NPC's profession influences the type of goods they are likely to be carrying, so picking the pocket of a Priest (or Cultist!) gives you a better chance at religious goods than stealing from a Scholar or a Smith.
UnBelievaBill wrote: »… Crafting bag access and usage for subscribers is a great start. But I think that those longer termed invested subscribers deserve a bit more even handed treatment, especially since those subscribers are really even barely tolerating the mediocrity that is ESO... (Lag in pve, broken game mechanics, more nonsensical costumes and mounts as opposed to meaningful endgame content and DLC, etc)...
In all cases it is mentioned for plus members.NewBlacksmurf wrote: »dtm_samuraib16_ESO wrote: »It's EXPLICITLY said to be for Plus Members.ZOS_GinaBruno wrote: »
NOWHERE I found a line saying Craft Bag is a BASE GAME UPDATE...
If I am mistaken (having overlooked the part), then please be so kind to quote that here.
@dtm_samuraib16_ESO
It's not under DLC. And I'm not wanting to mislead so I'm quoting what's written. In the base game patch ZOS decided to lock the feature behind ESO Plus. You've misquoted the article and replaced the feature in a different section than where ZOS put it.
See belowZOS_GinaBruno wrote: »OVERVIEW
Welcome to The Elder Scrolls Online: Tamriel Unlimited v2.4.0—the Dark Brotherhood DLC game pack!
The base game patch also features an abundance of new features including poison-making as an extension of the Alchemy system, improvements to item set traits, more enhancements to the Grouping Tool, nameplates, item locking, [red]Craft Bags for ESO Plus members,[/red] and more. And, of course, the highly anticipated removal of Veteran Ranks. We’ll be publishing a deep-dive of Veteran Rank removal on our website later next week, but in the meantime, you’ll find the top-level details in the patch notes below to get you started.
In addition to all the new features and major updates, we have made many fixes and improvements to the overall combat and gameplay (including many stamina-related changes), content throughout the game, itemization, UI, and more.
We hope you enjoy our latest update, which will be approximately 3.2GB in size, and look forward to reading your feedback!
NEW FEATURES / UPDATES / BIG CHANGES
- DLC Game Packs
- Dark Brotherhood
- Marked for Death
- New World Bosses and Delves
- New Passive Skill Line: Dark Brotherhood
- Changes to Imperial City
- White Gold Tower & Imperial City Prison
- Runeboxes
- New Motifs
- Dark Brotherhood Loyalty Reward: Personality
- Item Sets
- New Mementos
- New Titles
- Base Game Patch
- Veteran Rank Removal
- Poison-Making
- Grouping Tool Improvements
- Item Trait Improvements
- Improved Cyrodiil Vendors
- Updates to Sanctum Ophidia
- Craft Bags
- Item Locking
- New Collectible Functionality & Changes
- New Dye
- Additional Character Slots
- Nameplates
- Character & UserID Display
- Character Sheet on Gamepad Mode
- Enchanting Improvements
- Harvest Nodes
- Armor Improvements
- Combat Animation Prioritization
- Pickpocketing Improvements
AVAILABLE TEMPLATES
KNOWN ISSUES
FIXES & IMPROVEMENTS, DLC GAME PACKS
FIXES & IMPROVEMENTS, BASE GAME PATCH
Then on the same notes I'm quoting the detailed part of base game patch. Notice it's one of the base game patch topics which ZOS decided to lock behind the sub. It's clearly a base game patch feature.ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
Base Game Patch
Veteran Rank Removal
Veteran Ranks have been completely removed from the game in this update! Your strength after level 50 is now simply your number of Champion Points. As Champion Points are gained much faster than Veteran Ranks, this will allow you to advance more rapidly and start getting the best gear in the game faster.
- You’ll keep all your hard-earned attribute and skill points you received from gaining Veteran Ranks, and new players will instead earn them while leveling up to level 50.
- You will receive 2 points every level that ends in a 5
- You will receive 3 points every level that ends in a 10
- You will continue to get 1 point for levels 2-49
- You will receive 10 Champion Points as soon as you hit level 50 if your account doesn’t have any Champion Points already.
- We will be awarding a one-time bonus of 2.5 Champion Points per Veteran Rank gained on your highest level character when you first log in when Dark Brotherhood is released!
- Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16.
- Reaching level 50 with a second character means you can immediately equip gear up to your account’s Champion Point value since Champion Points are shared across all characters on an account.
- Old Veteran Rank Items and monsters will now display Champion Points.
- For items, this describes the number of Champion Points required to equip them.
- For monsters, the number of Champion Points describes the monster’s strength.
- Every Veteran Rank is equivalent to 10 Champion Points.
- For example: A monster that used to be VR12 will now be Champion Point 120.
- Monsters will now scale up faster in difficulty through veteran zones.
- Experience gain rules will continue to function as they did for Veteran Ranks:
- Mobs 40 Champion Points below your level will grant 75% of their normal XP.
- Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
- Abilities no longer increase their cost by 1% per Veteran Rank, but will now increase at their normal rate for every 10 Champion points, up to a cap of 160.
- Most abilities will cost about the same, but cost reduction abilities should return more predictable results.
- Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.
- Silver and Gold zones have been releveled to account for the increased speed at which you gain Champion Points.
- The Champion Point cap will remain at 501 for this update.
- The Character Select screen now indicates how many Champion Points your account has.
- Item tooltips have been updated to support the removal of Veteran Ranks.
- Level requirements for items previously referencing Veteran Ranks will now reference Champion.
- Gold Value has been moved to the bottom of the tooltip.
- Guild, Friends, and Group lists now display Champion Points for anyone above level 50, rather than their Veteran Rank.
- The XP bar has been modified to show Champion progression after hitting level 50.
- Loot history will now include the enlightenment bonus when showing XP gains.
Poison-Making
You can now use the Alchemy system to create a wide array of dangerous poisons! Using new and existing reagents mixed together in a new type of solvent (oils), these poisons can be equipped alongside wielded weapon sets and have a chance to be applied to your enemy during each heavy or light attack of the associated weapon(s).
- Poisons, unlike other equipped items, are consumed as they are applied.
- Poisons are also subject to dilution, with each effect becoming less potent as more effects are added.
- Oils are sourced from various deadly monsters throughout Tamriel.
- The new reagents have been added to many critters and monsters throughout Tamriel, and create multiple new effects for both potions and poisons.
- While a weapon set has a poison equipped, any weapon enchantments on that weapon set are temporarily suppressed.
- Master’s Weapons and Maelstrom Weapons have their unique-ability modifying effect suppressed, while their stat bonus is not suppressed.
- Weapon tooltips have been updated to support poisons.
- When a poison is equipped, the weapon enchant and charge will be suppressed and replaced by the poison description and count.
- Added indicators for Armor Durability, and Weapon Charge/Poison.
- On a side note: When any piece of equipped armor is broken, an indicator will appear near the ability bar.
- When a weapon for your current weapon set has no poisons equipped and runs out of weapon charge, an indicator will appear near the ability bar.
Grouping Tool Improvements
The Grouping Tool has undergone additional improvements for this update. We’ve taken steps to address disruptive behavior with this tool, such as leaving a group as soon as the dungeon starts or abusing the power of group leader by removing friendly players.
- You can now initiate a Ready Check to ask your group if everyone is ready (no need to jump up and down anymore!)
- A Ready Check will pass if everyone responds yes, fail if someone says no, and fail if it times out. The option to initiate a Ready Check is present in the Group Menu.
- You can type /readycheck into chat to initiate a check.
- Groups can vote to kick party members
- In order to initiate a vote, the option can be found by right clicking a player character’s name in the group UI.
- A vote to kick ultimately requires a majority vote and can be initiated by anyone in the group. A 4-player group thus requires 3 votes to remove someone.
- Leaders of groups formed through the Grouping Tool can no longer disband the group or remove other group members.
- Added a 15-minute cooldown to re-queueing once you have successfully formed a group.
- Completing the activity you queued for will reset the timer. If you join a group in progress and kill the final boss 4 minutes later, your timer clears. You don’t then have to wait another 11 minutes.
- The cooldown will be displayed in the group UI at the bottom when trying to queue for a dungeon.
- This is all part of an ongoing process to continue to improve the Grouping Tool – look for additional improvements in future updates!
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Improved Cyrodiil Vendors
In this update, we’ve made a number of improvements to the vendors you find in Cyrodiil:
- All armor sold by the Rare Items Merchant (Adhazabi Aba-daro the Golden) in exchange for Alliance Points now has the Impenetrable trait.
- Armor she sells for gold is unchanged, and has either the Infused or Divines trait.
- Armorers, Leatherworkers, Clothiers, Weaponsmiths, and Magus vendors in Cyrodiil now sell boxes of green-quality non-set items.
- These boxes have a 10% chance to instead award a blue-quality set item.
- Elite Gear Vendors in Cyrodiil now sell boxes containing blue-quality set items.
- These boxes have a 5% chance to instead award a purple-quality set item.
- Items received from these new boxes scale to your level and Champion Point total at the moment you open the box, up to and including Champion 160.
Updates to Sanctum Ophidia
Venture once again into the depths of Sanctum Ophidia!
- Sanctum Ophidia now features a Normal version in addition to the Veteran version.
- New surprises await as the denizens of the Trial have attracted the aid of a new Bannerman, the Serpent Fang.
- Stonebreaker and Ozara have had their difficulty increased. As a result of this change, their accompanying rewards have been improved.
- Items and Weapon sets obtained in this Trial have been updated to max level, which is now Champion 160.
- Sanctum Ophidia will now scale to the level of the Trial leader, much like Dungeons do currently.
- When you start the Trial at max level (Champion 160), you will qualify for the Leaderboards.
- Points for Leaderboards are awarded in the same way as other Trials (monster kills, vitality bonus and time).
[red]Craft Bags
ESO Plus members will now receive access to the Craft Bag.
[/red]
- Craft Bags are an additional inventory section which does not count against your inventory limit, is shared across all characters on the account, and can hold an effectively unlimited number of all basic crafting supplies.
- If your membership expires, you will still have access to the resources stored in your Craft Bag, but you will be unable to add any new materials to it.
- Loot that goes to your Craft Bag has a special call out in the Loot History.
- Crafting Materials from your inventory and account bank will automatically go to the Craft Bag upon login.
- Items can be manually retrieved from the Craft Bag in maximum stacks of 200. Retrieved items can also be manually stowed back into the Craft Bag.
Item Locking
Equipment can now be locked to prevent accidental deletions, which will prevent you from destroying it, converting it to Imperial, and marking it as junk.New Collectible Functionality & Changes
- If playing using a keyboard/mouse, right-click the item and select Lock. In Gamepad mode, press Y/Triangle on an item to bring up Actions for that item, then select Lock.
- Locking an item will remove it from the following:
- Vendor – Sell
- Guild Store – List
- Trade
- Mail – Send Mail
- Guild Bank - Deposit
- Craft Stations – All sections
- The list of available item actions has also been reordered to put more commonly used actions towards the top.
- Brand New Categories
- Hats: No explanation needed!
- Personalities: Take on a new attitude by changing the way you stand, move, and even some emotes
- Modular Usage
- You can now apply multiple collectibles simultaneously!
- Polymorphs and skins have been separated out from the costume category, and two new categories (hats and personalities) have been added.
- This means you can have a hat, costume, skin, and personality all applied at the same time! And of course, you can combine these with your existing equipment to create your perfect look.
- The Costumes category has been renamed to Appearance.
- An indicator will appear next to each sub-category when something from that category is visible on your character.
- Equipment and Collectibles that are hidden now have information in the tooltip communicating their hidden status.
- Polymorphs override all other appearance change options with the exception of personalities.
- Collectibles in Character Select
- Active Appearance Collectibles (Hats, Personalities, Polymorphs, Costumes, Skins) can now be seen from the Character Select screen, in addition to your active mount and/or pet!
New Dye
Viridian Venom is a new dye acquired by learning all of the Alchemy traits on the new reagents introduced with Poison-Making.
Additional Character Slots
You will now be able to purchase additional character slots through the in-game Crown Store!
- You’ll be able to purchase up to four additional slots. Once you buy the maximum amount, the option will be greyed out.
- Information about purchasable character slots will appear on the Character Select screen when you max out your character slots, and there are additional slots available for purchase.
- Note: You can purchase additional slots any time, not just when you’re maxed out.
Nameplates
A new option for Nameplates has been added to the Settings menu. This controls the display of character names or UserIDs, Alliance icons, and health bars above characters in the world.
- These settings can be toggled for Self, Group Members, Friendly NPCs, Friendly Players, Enemy NPCs, and Enemy Players.
- Names are off by default.
- Defaults for existing health bar settings remain unchanged in that they show up for injured player characters and enemies.
- There are new health bar settings for group members and damage that are on by default.
- Defaults for Indicators remain unchanged.
- You can control when nameplates display on any of the above units, and when they highlight on any of those units.
- Nameplates can be set to show player’s titles if they have one selected.
- Nameplates can be set to show guild names as well.
- Guild names are shown based on the guild tabard you are wearing.
Character and UserID Display
You will now see both the character name and UserID when targeting another player character, and when receiving most notifications from other players.
- An option for Display Name has been added to the Interface section.
- This setting controls which name is listed first when both names are listed (e.g. Target Frame), and which name is shown when only one name is shown (e.g. Group Frame).
Character Sheet on Gamepad Mode
The character sheet has been broken up into two new sections:
- Attributes: Contains combat related stats
- Description: Contains non-combat related stats
- We also added XP progress to the next level, as well as Enlightened information to the Description section.
Enchanting Improvements
We’ve implemented a number of changes and improvements to Enchanting:
- Enchantment glyphs no longer have an upper limit on the equipment they can be applied to. This means a lower level enchantment can now be applied to a higher level piece of gear.
- All harvestable runestones will now provide at least one Essence and Aspect runestone per harvest.
- Potency runestones no longer need to be harvested, with every tier of both polarities now available for purchase from any enchanting vendor, including Alliance Point enchanting vendors.
- The overall power of weapon enchantments has been significantly increased.
Harvest Nodes
Resource nodes that spawn in battle leveled zones (such as Orsinium or the Gold Coast) now come in two varieties and provide crafting resources based on either your combat level or your rank in the associated material-use passive.
- When the resource node spawns, it has an even chance to be based on either level or passive rank.
- For example, if you are Level 3 and have purchased Metalworking up to Rank 5, half the ore nodes found in scaled zones will be Iron, and half will be Ebony.
Armor Improvements
We have begun an effort to improve clipping and floating issues seen with a large amount of our armors and costumes. A test batch of updated armors will be available with this patch. In each of the cases listed, there should be a significant improvement with shoulder pad and tasset floating/clipping. We will target additional armors for future updates based on your feedback.
- Undaunted Armor and Motif
- Dark Brotherhood Light, Medium, and Heavy Armor
- Aldmeri/Daggerfall/Ebonheart Alliance Armor and Motifs
Combat Animation Prioritization
We adjusted the combat animation priority so that you will see impacts and effects for each ability and attack fired when played in rapid succession, without it affecting DPS. Blocking mechanics have been excluded from this change based on feedback from the last PTS testing cycle.
Pickpocketing Improvements
When stealing from an NPC, their profession is now displayed on the pickpocket prompt. An NPC's profession influences the type of goods they are likely to be carrying, so picking the pocket of a Priest (or Cultist!) gives you a better chance at religious goods than stealing from a Scholar or a Smith.