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EQGame.exe for 06/10/09 Patch...

Here is the EQGame.exe for today's patch :)

Doubt I will have time today to work on it, am job and apartment hunting at the moment (moved back to NYC). Perhaps tonight I can help with the offsets.

p.s. did not see any attachment.
 
attachment and patch notes:

June 10, 2009

*** Highlights ***

- Some items from the Seeds of Destruction expansion have had right-click effects added to them. Additionally, the power of some of the clicks on the highest end Secrets of Faydwer items has increased slightly.

- Poisons have had a small change to make them slightly harder for NPCs to resist. The PvP resist rate remains the same.

- New titles are now available for players who have done exceptionally well in the group version of the Dragons, Dragons, Dragons event.



*** Items ***

- Some items from the Seeds of Destruction expansion have had right-click effects added to them. Additionally, the power of some of the clicks on the highest end Secrets of Faydwer items has increased slightly.
- Air, Earth, Fire, Ice and Prismaridescent essences can now be combined with inert cores and core gearing kits in re-gearing kits to make steam or gyro cores. The inert cores are sold by Automated Vending Unit V in Dragonscale Hills. Additionally, the re-gearing kits have been reduced in price.


*** Spells ***

- The Wizard’s Mindfreeze spell should properly trigger procs from the Mana Recursion line.


*** Tradeskills ***

- Old buff poisons have had their contact ability moved to the same slot as the current new poisons. This is intended to make them no longer stack.
- Poisons have had a small change to make them slightly harder for NPCs to resist. The PvP resist rate remains the same.
- Rogue only DPS Poisons have had their hate reduced further.


*** Raids ***

- The basepop in the Mansion raid instance is now locked to the raid events. Most NPCs near raid bosses will not re-appear in the zone if that boss doesn’t spawn.


*** Miscellaneous ***

- Luminescent and Incandescent Culling Vortexes are now available upon completion of your third theme in Seeds of Destruction (The Void D).
- New titles are now available for players who have done exceptionally well in the group version of the Dragons, Dragons, Dragons event.
- Raised the cap on combat abilities to 200. This fixes an issue that was causing some individuals to be unable to learn new melee abilities from tomes.
- Fixed a problem with the voice chat bar that caused it to re-appear every time you zoned if voice was enabled.
- You can now scribe up to 90 pages worth of spells in your spellbook.
- Made various fixes to pet commands that were allowed or disallowed incorrectly.
- Clicking on your pet's target in the pet info window now targets your pet's target.


*** UI ***

- Fixed a crash related to the welcome screen.
- The friends list on the welcome screen now displays anonymous or roleplaying characters but with an "unknown" zone.
- The welcome screen friends list now uses the longer description of the zone name.

- Changed Files -

EQUI_Animations.xml
EQUI_BuffWindow.xml
EQUI_ShortDurationBuffWindow.xml


- The EverQuest Team
 
Incorrect client version :(

Always happens on patch days. These are the days where we sit here and talk about how much we depend on MQ2 to play.

I tried to 2 box this morning and my wrist started to hurt :)

I'll be glad when a working source is up for us to compile
 
i dont depend on MQ :) only reason I ever pay for this forum was to find out is there any way to trade no-trade items. there wasnt. and tho i use MQ only for /combine and map tracking, even that cant be provided here. thats sad. why ever ask money in first place?
 
i dont depend on MQ :) only reason I ever pay for this forum was to find out is there any way to trade no-trade items. there wasnt. and tho i use MQ only for /combine and map tracking, even that cant be provided here. thats sad. why ever ask money in first place?

I'm rather curious where you come about this information. I have a combin macro (/mac combine) included in the macros folder, and the Map hacks are all part of Basic MQ2 and are most definitely part of the compile. Have you tried toggling the Mapfilters (/mapfilter "option")? As momma always says, "Remember, when you Assume you make an Ass of U and Me."

This is not a flame, so please don't take it as so. But I've recieved a few PMs lately stating that the compile sucks because it doesn't include Option A or Option B. Well, it includes a majority of the most used and requested plugins out there, you just need to turn them on. (/plugin pluginname)

And if there IS a plugin you want, and it's not in the compile, I'm alway open to adding it as long as I have access to the source and the author has not informed me not to include it.
 
You are great JMO, i' ve have used your stuff for a year now and just resigned up for another year, keep up the good work and support

@$$ kissing is turned off now
 
no, this is for those that are still helping with the docrack codes and mq2 while they don't have a subscription.
 
We are also becoming much more organized so that we don't over tax JMO. If you have a plugin request or a bug ...

POST IT!

Simple as that .... When bugs or missing plugins are reported we respond to it ...

"If you don't post it ... it will not come ... " - From the classic movie, Field of Bones

-Alatyami
 
New Source up, but probably not even worth compiling. I'd say there will be a patch tomorrow to fix the 65K hit bug.
 
Vanilla posted ... Im curious about that bug also ....
 
I'd like to exploit it a bit before it's fixed. I know a cleric who wants to hit 85... =p
 
There is a thread on EQLive forums about it. Melee are randomly hitting for 65K+. They have yet to figure it out. It's rare so far, but been reported instances of long streaks of hits of them. One monk had over 3 million damage to Crystalline Tyranot in like 6 seconds, so I'm sure it will be emergency patched fast.

Here is a link to the post: Patch bug: 65k hits, anyone?
 
I'm rather curious where you come about this information. I have a combin macro (/mac combine) included in the macros folder, and the Map hacks are all part of Basic MQ2 and are most definitely part of the compile. Have you tried toggling the Mapfilters (/mapfilter "option")? As momma always says, "Remember, when you Assume you make an Ass of U and Me."

This is not a flame, so please don't take it as so. But I've recieved a few PMs lately stating that the compile sucks because it doesn't include Option A or Option B. Well, it includes a majority of the most used and requested plugins out there, you just need to turn them on. (/plugin pluginname)

And if there IS a plugin you want, and it's not in the compile, I'm alway open to adding it as long as I have access to the source and the author has not informed me not to include it.

Hi Lord JMO :) I have great respect for you and thank you for answering. I was kinda pissed off that my MQ didnt work after patch and when I replaced EQgame file. I had no idea MQ has to be re-compiled aswell.

Keep up the good work!
 
EQGame.exe for 06/10/09 Patch...

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