I'm not sure if it's because of Monster Type or, more likely, Base Instincts equipped but my Level 3 Rabbit has access to Cure, Dia, Stone, Virus, Curse, Knight's Minne, Indi-Poison, Poison, and Valor Minuet. I expect high level Monsters to have a crazy assortment of spells and abilities via Instincts.
Edit:
Embrava and Kaustra by Level 5, but can't actually cast it. ("Time Mage Rabbit cannot cast Embrava.") Likely due to not having SCH 2hr active. They didn't think that one through.![]()
Young Wet Rabbit![]()
I wish rdm got virus and curse at lvl 3 even lol
Young Wet Rabbit readies Wild Carrot.
http://images.wikia.com/vampirediari...at_I_mean_.png
I'm unable to launch the game into Test Server, I get a Direct 3D error. The regular game works fine. Neither windower launcher or the vanilla POL launcher will work. Any ideas?
I know ROM10 was noticed a while back, but I hadn't updated the test client for a few months and noticed today during my client update that some large files (A couple are 5.4 MB and 7.3 MB, a bunch of 1.0 MB ones) were added. They seem large enough to maybe be zones or something... Has anyone mined these files lately? I'm very curious to know the contents of them.
The past times I've checked that ROM10 for the test server it contained monstrosity stuff. That "lobby" area was technically a new zone, but it's just Abdajhalis Puraganoi or however the fuck it's spelled. The only difference is it had some bushy clumps of trees blocking the two paths further in to make it a small make-shift lobby. I'll go check into the stuff you noted.
Edit: yeah the 7mb file is Abdajahls Purgaointheadothe island and the other 1mb files are something else. Not sure what they're for but not zone files.
So the new UI is Live on the Test Server.
imgur : 4p6UOn5.png
(can't post URLs)
here u go
Spoiler: show
looks a little rough but i can see it working once they finetune it and make the necessary cosmetic changes.
Now that there's more space to display stats I wish they could "fix" the packets (or whatever it's needed) to display more data.
What I'd want ideally is:
- Attack
- Ranged Attack
- Magic Attack
- Accuracy
- Ranged Accuracy
- Magic Accuracy
- Defense
- Magic Defense Bonus
- Evasion
- Magic Evasion
Red is what we get already.
Blue is... well, not sure it would make sense to list those tbh.
But at least Acc/Eva/Att for physical attacks (melee and ranged) would be apreciated.
Do they really need to send that data from the server? Can't it be something calculated directly client-side?
Also if you can test something, do they allow you to change font size? One thing I've always wished for was to reduce the font size so I could save screen space (don't really need it to be that big)
I wonder how this will play out with Addons/Plugins and especially dat mods.
There doesn't appear to be a font size option, only new settings seem to be for if you want things to appear in Log1 or Log2.
I remember them saying it's programmed in LUA for custom addons to be loaded so it may be customizable that way.
Yet default font in that chatbox looks slightly smaller than the current default one? Or is it just my impression?
Spira @ which resolution did you take that screenshot?
I'd love to read how some of the most prominent Windower4 addon developers feel about this new UI. Like Byrth and others.
I guess there is no way to turn this UI off, it just "happens", right?
I have mixed feelings. On one hand I'm excited, on the other hand after getting "used" to this crappy UI for 11yrs I feel like it's gonna be kinda messy and annoying to get rid of certain habits/expectations.
Last but not least, some time ago Tanaka mentioned about turning macros from group of 20 (10+10) into groups of 30 (10+10+10).
Yet on the screenshot I only see the typical 2.
Having a third bard would have made sense imho.
One for Alt, one for Ctrl, one for Alt+Ctrl.
Same on pad. One for left trigger, one for right trigger, one for both.
that wasn't me.. but i've since hopped in to try the UI for myself.
its fairly interesting.. shows quite a fair bit of promise. will post pics in a bit
ok here goes..
Spoiler: show
tl;dr, still seems to be in early development. clunky due to the way targeting features work. you can click to select the spell, but then you have to target something (eg yourself) and somehow its not obvious or intuitive that you need to do it again. keyboard flow is slightly different and as expected you can't really navigate windows too well with it. no means to jump between windows afaik. all the old hotkeys that pop up windows(eg. ctrl-i) do not work. i wouldn't worry about it visually tho since they can probably just apply a skin atop it once its finalized.
i wouldn't expect more stats to be shown in this UI format tho.. unless they manage to put it into the old UI as well. i'm pretty sure they'd want info displayed on both UI to be "balanced".
Thanks *a lot* for all the screenshots.
Yeah it looks like they're more further behind than I assumed they would have been.
Can you check if the quick magic list (accessible from the context menu when you click on a target or on yourself) is any different from the normal magic menu which you screenshotted? (The one from the main menu).
Looks like it's gonna be a mess for those who play with a gamepad, but as long as they restore hotkeys and allow pad users to at least access context menu and main menu from pad, it should be fine.
Yeah really, with that alone I'm sure it would be perfect.
And maybe do something about triangle/Y, the button used to access chatlog/bufflog etc.
Speaking of which, did they increase the total number of buffs which can be displayed on each row? In the current UI it's something like 10 per row
I'm truly sorry to SE, but that new UI looks like they botched it together in RPG Maker 2000.
i think they're the same. i actually used the quick magic list. you can toggle the magic list to show only what you can currently use or everything you've learned.
to be honest if they finetune the UI enough I'd totally see myself using it. I (will be) playing XIV and would very much like to keep both control schemes as close as possible. I even changed it so movement is done on the numpad.
it probably looks as basic as it does as there's no point in applying style sets before finalizing the functional layout of the UI