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 Post subject: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:00 pm 
Square Enix
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Patch 1.16 is now live! All of the changes mentioned in recent days have been implemented, including the introduction of several new sidequests, and continued improvements to playability and convenience via system-side adjustments begun in patch 1.15a.

View all of the official particulars.



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 Post subject: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:00 pm 
Square Enix
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Event
Sidequests have been added.
When all of the prerequisite conditions for undertaking a sidequest have been met, an exclamation point (!) icon will appear over the head of the NPC offering it. While on a sidequest, this icon will also appear above NPCs to whom you must speak to in order to progress. The icon will also appear at NPC locations on the map and minimap.
* Enemies defeated as part of a sidequest do not yield skill points, experience points, or loot.
* The term "sidequests" is the new official designation for what was previously referred to as "miniquests" in several Letter from the Producer posts.
After completing synthesis of an item requested by a local levequest, it is now possible to immediately begin synthesis of another of the same item without having to access the "Requested Item" interface.
Local levequests have undergone the following changes.
Players can now choose from among the suggested rank categories of 1–, 20–, and 40– from the local levequest accept/refuse interface.
* Suitably ranked local levequests are now more readily available.
* When levequests of the same name are available at the same time for different ranks, only one may be selected.
The amount of skill and experience points attainable via local levequests has been reduced.
The names and objectives of several levequests have been changed. (see table below)
Before   After
Pole Positioning
The poles used to hold up the tents in Camp Nine Ivies have grown old and rotten, and must be replaced before said tents collapse and cause severe injury to the men and women stationed within them. The Holtwatch has petitioned the Oak Atrium to create and deliver the lumber to be used in the rebuilding effort. The guild, however, cannot risk the lives of its acolytes by sending them into the wild, and therefore seeks volunteers with the craft and courage to travel to Camp Nine Ivies and carry out the requested synthesis. Interested parties should deliver the finished items to camp quartermaster Troegmoer.
Pole Positioning
The poles used to hold up the tents in Camp Nine Ivies have grown old and rotten. The Holtwatch has repeatedly petitioned Wood Wailer headquarters to send them lumber to be used in the rebuilding effort, but construction projects in other locations have been given priority, preventing the flow of supplies into the camp, and ultimately forcing the men and women stationed in Nine Ivies to use whatever they can to repair the poles─including their battle-issue wands and radicals. As it seems an arrival of new poles is absent from the foreseeable future, the Holtwatch has instead opted to petition the Oak Atrium to create and deliver a batch of magicked weapons to use as replacements for the ones holding up the tents. The Carpenters' Guild, however, cannot risk the lives of its acolytes by sending them into the wild, and therefore seeks volunteers with the craft and courage to travel to Camp Nine Ivies and carry out the requested synthesis. Interested parties should deliver the finished items to camp quartermaster Troegmoer.
Springripple Rising
A violent thunderstorm recently caused the Springripple to overflow and flood the outlying areas of the Honey Yard and Nine Ivies. In addition to displacing many of the local peasants, this flood also was responsible for the destruction of several crates stored in the area's Holtwatch camp. To replace the lost materials, the Nine Ivies quartermaster, Troegmoer, has sent a request to the Wailing Barracks for another shipment of chain sheets to replace those that were lost. The Barracks is, in turn, seeking skilled armorers to craft the requested items and deliver them to the East Forest.
Springripple Rising
A violent thunderstorm recently caused the Rootslake to overflow and flood the outlying areas of Longroot and Tranquil Paths. In addition to displacing many of the local peasants, this flood also was responsible for the destruction of several crates stored in the area's aetheryte camp. To replace the lost materials, Camp Tranquil quartermaster, Juliembert, has sent a request to the Wailing Barracks for another shipment of chain sheets to replace those that were lost. The Barracks is, in turn, seeking skilled armorers to craft the requested items and deliver them to the South Forest.
Arboreal Alchemy
Trees all round Nine Ivies are dying due to an infestation of burrowing moths. After secreting an acidic substance onto the bark that burns away a tiny hole to the wood inside, the vilekin then lays its eggs. Upon hatching, the larvae dine on the tree's sap, slowly draining it of its lifeblood. To keep the trees alive, the Holtwatch stationed at the area's camp have begun watering the trees with an alchemically concocted growth formula, but the damage is far more widespread than they first believed, and their supply of the formula has begun to dwindle. Black Rabbit Traders is currently seeking those with talents in the art of alchemy to craft and deliver a fresh batch of the requested formula to the Camp Nine Ivies quartermaster before the whole forest is destroyed.
Arboreal Alchemy
Trees all around Tranquil Paths are dying due to an infestation of burrowing moths. After secreting an acidic substance onto the bark that burns away a tiny hole to the wood inside, the vilekin then lays its eggs. Upon hatching, the larvae dine on the tree's sap, slowly draining it of its lifeblood. To keep the trees alive, the Holtwatch guards stationed at the area's camp have begun watering them with an alchemically concocted growth formula, but the damage is far more widespread than first believed, and their supply of the formula has begun to dwindle. Black Rabbit Traders is currently seeking those with talents in the art of alchemy to craft and deliver a fresh batch of the requested formula to the Camp Tranquil quartermaster before the whole forest is destroyed.
Restocking the Stockade
The wood used to build the stockades surrounding Camp Crimson Bark has become rotten with age, prompting the gatewarden stationed at the camp to rebuild the protective barrier. While the stockades themselves will be erected by sentries, the Holtwatch has petitioned the Oak Atrium to create and deliver the lumber to be used in the rebuilding effort. The guild, however, cannot risk the lives of its acolytes by sending them into the wild, and therefore seeks volunteers with the craft and courage to travel to Camp Crimson Bark and carry out the requested synthesis. Interested parties should deliver the finished items to camp quartermaster V'olhmyn.
Restocking the Stockade
The wooden wands and radicals used by the men and women stationed at Camp Crimson Bark have become worn and worm-eaten with age, prompting the gatewarden stationed at the camp to petition the Oak Atrium to create and deliver a batch of new weapons for her conjurers. The guild, however, cannot risk the lives of its acolytes by sending them into the wild, and therefore seeks volunteers with the craft and courage to travel to Camp Crimson Bark and carry out the requested synthesis. Interested parties should deliver the finished items to camp quartermaster V'olhmyn.
Flowers for Steel
While the practice of oiling swords to prevent them from rusting is common around the realm, the Brass Blades take the act one step further by using oil infused with the flower that happens to be their unit's namesake. For the unit currently stationed at Camp Black Brush, that flower is lavender, and therefore they are in constant need of freshly crafted lavender oil. The Jolly Raptor is seeking skilled alchemists to create the requested item and deliver it to Camp Black Brush quartermaster Mimina.
Treating Steel
While the practice of oiling swords to prevent rusting is common around the realm, some Brass Blades take the act one step further by using only hand-crafted oils and lanolin infused with a variety of exotic fragrances such as clove and lavender. This is the case with the unit currently stationed at Camp Black Brush, and as a result, they are in constant need of freshly synthesized oil. The Jolly Raptor is seeking skilled alchemists to create the requested items and deliver them to Camp Black Brush quartermaster Mimina.
Preserving the Region
When not defending the local smallfolk from ferocious beasts or making preparations for an Amalj'aa invasion, the Brass Blades stationed at Camp Bluefog enjoy making jellied preserves from the sweet local berries. Honey necessary to sweeten the jelly, however, is difficult to come by in the remote location, so the camp must have the substance delivered regularly to their outpost. To fill this moon's order, the Jolly Raptor is seeking skilled alchemists to create the requested item and deliver it to camp quartermaster Gerlac.
Preserving the Region
Recent repairs to weapons and armor have depleted Brass Blades supply stocks at Camp Bluefog. Alchemically crafted materials, however, are difficult to come by in the remote location, so the camp must have the substances delivered regularly to their outpost. To fill this moon's order, the Jolly Raptor is seeking skilled alchemists to create the requested items and deliver them to camp quartermaster Gerlac.
The recommended ranks of a number of levequests have been changed to address disparities between the synthesis rank of their requested items and the approximate rank needed to reach the associated aetheryte.
* Requested items have also been adjusted to reflect the new levequest ranks.
View a complete list of levequest rank changes.
The recipes for items synthesized on local levequests will no longer be displayed under the Recipes tab.
* Recipes displayed under the Recipes tab prior to the release of patch 1.16 will remain.


Battle
The size of certain enemies has been adjusted.
* Changes in size have no effect on an enemy's attributes or toughness.
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.
* Hostile enemies are those that will attack PCs unprovoked.
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.
The names of the following enemies have been changed:
Before   After
Peridot Doblyn Heliodor Doblyn
Guivre (in certain areas) Branded Drake
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn
The following enemies no longer suffer damage when using the Cluster Geyser ability.
Diaphanous Doblyn / Heliodor Doblyn / Quartz Doblyn / Sphene Doblyn
MP now automatically regenerates while in passive mode.
The recast timers for the following abilities have been reduced from 60 seconds to 30 seconds.
Dowse / Dowse II / Dowse III / Dowse IV / Dowse V / Prospect / Prospect II / Prospect III / Prospect IV / Prospect V / Triangulate / Triangulate II / Triangulate III / Triangulate IV / Triangulate V
The Steadfast status no longer wears off as a result of slight movements.


Items
When the optimal class or optimal rank for a piece of equipped gear is met, that item's condition will deteriorate at a reduced rate. If both values are met, the deterioration rate will be slowed even further.
The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%.
Repair materials for the following items have been changed:
Item Before   After
Frayed Cotton Doublet Vest Velveteen Fent Cotton Fent
Graphics have been changed for the following items when equipped:
Bronze Needle / Iron Needle / Steel Needle / Hedgemole Needle / Thousand Needle
Certain items have undergone the following changes:
The degree of difficulty for the following synthesis recipes has been adjusted:
Item Before   After
Canvas Half Apron (Black) Rank 11–20 Rank 21–30
Steel Plate Rank 21–30 Rank 31–40
Siltstone Wheel Rank 11–20 Rank 21–30
Cursor functionality for the synthesis interface has been adjusted.
Navigation from the Requested Items interface when beginning synthesis has been adjusted.


System
The clock text command now displays the following information:
Countdown timer for Guardian's Favor
3-D effects displayed when a new rank or level is obtained have undergone the following changes:
Effects will no longer overlap with other on-screen elements
Display size has been increased.
Display time has been lengthened.
The status icon interface is now outlined in blue when moused over for ease of viewing.
Targeting can now also be done in the following ways:
and keys
Clicking on a target's display name
Camera distance settings can now be adjusted while locked onto a target.
Targeting modes that cycle through only specific target types can now be enabled when using a gamepad.
Targeting modes can be selected by using the ↑ and ↓ keys, or the up and down directional buttons mapped to Target/Menu Navigation on a gamepad.
Targeting Modes Targets
All selectable targets
Self, other PCs, friendly NPCs
Self, other party members
* Available only while in a party.
Attackable targets
The Journal has undergone the following changes:
Current quests, sidequests, regional levequests, and local levequests are now all displayed on a single list.
Numbers representing the currently underway and maximum possible number of quests and guildleves are now displayed.
A Sidequests category has been added to the list of completed quests.
The log auto-hide feature now becomes temporarily inactive while the Configuration » Chat Log » Font Color settings are open.
Retainers can now be summoned even when placed in other locations.
* Summoned retainers cannot be sent back to their previous location.
* Retainers operating stands will have their stand closed upon being summoned.
The following new entries have been added to the in-game multilingual dictionary:
Category Entry
Game Terms Leve Sharing
Game Terms Leve Link
Game Terms Markets
Game Terms Regional Levequest
Game Terms Local Levequest
Game Terms Item
Game Terms Support Desk
Game Terms Physical Bonus
Game Terms Recipes
Game Terms Item Search
Game Terms Notorious Monster
Game Terms Emote
Game Terms Behest
Game Terms Anima
Item search results now display a "" next to the names of retainers selling the item being searched for by the stack.
Certain enemy mark icons have been changed.
Icons of certain items and actions, which can be obtained by exchanging with guild token, have been changed.
The emote list now displays the text command for each emote.
The following changes have been made to increase the pace of gathering:
Opening and ending actions sped up
Off hand action animations sped up
Gamepads now support the following functionality:
Log/Journal scrolling
Use the gamepad Target/Menu Navigation buttons while holding the Main Menu button.
Camera Distance Settings
Use the gamepad Camera contorls while holding the Auto-run button. Press up to zoom the camera in, and down to zoom out.
Multi-character collision has been removed entirely.
Lalafell hair style #4 has been modified.


Fixed Bugs
The following bugs have been addressed:
A bug wherein pressing the End key caused the camera to revert to default settings.
A bug wherein the name of a PC to whom a /tell was sent was appearing in the multi-lingual dictionary's Audience entry.
A bug wherein guildleve details displayed before and after accepting a levequest were not consistent.
A bug wherein target enemies would spawn repeatedly on the levequest Necrologos: Levinshower.
A bug wherein players are able to participate in Behest with more than 16 players and there could be time where they are unable to make an advancement.
A bug wherein the wind attack attribute for the throwing weapons Bronze Azagai and Iron Azagai was displayed as 0%.
A bug wherein the head slot items Weathered Spectacles (Black), and Weathered Spectacles (Green) were mislabeled as being Unique.
A bug wherein execution of the gladiator action Rage of Halone could be canceled once selected.
A bug wherein the bomb of an enemy's Titan's Anger ability would appear immediately in front of the targeted PC.
A bug wherein enemy graphics were not displaying properly after using the Explosion ability.
A bug wherein enemy graphics were not displaying properly after defeating a PC using the Surge ability.
PC display names shook significantly during movement.
* During downhill movement, display names moved up and down in a blinking manner, but interpolating measures have addressed this issue.


Known Bugs
The main scenario quest “Never the Twain Shall Meet” cannot be advanced when the skip option is selected during a cutscene.
* The quest advances normally when the skip option is not selected.
When the party leader leaves the instanced battle area during the main scenario quest “Toll of the Warden,” party members remaining in the instance and engaging in combat are unable to advance.
* Should a party leader exit, remaining party members are asked to also leave the instance to prevent this.
When accepting the local guildleve "World-weary Soles," it sometimes appears in a different recommended rank category than the actual one.
On the sidequest “Have You Seen My Son,” the item White Ash cannot be obtained from bomb embers that die as a result of their own Explosion ability.



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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:12 pm 
Crumpet
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bah:

Quote:
* Enemies defeated as part of a sidequest do not yield skill points, experience points, or loot.

lol:

Quote:
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

huh:

Quote:
Lalafell hair style #4 has been modified.

woo:

Quote:
MP now automatically regenerates while in passive mode.


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:18 pm 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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Ketrebu wrote:
bah:

Quote:
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

huh:


Glad I've been getting my solo grind on the past couple days instead of waiting for next week


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:44 pm 
Onionhead
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i like the aggressive enemy marker
and the changes to local levequests
but i havent logged on yet to see

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 4:57 pm 
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I think we knew that the doblyn change was coming, so I'm not too surprised there. Even in just struggling to find grinding locations in the 20's, I think that leves are for sure the way to go until 40+, when you can capitalize on Tam-tara basement, raptors, and the like.

'course now that less people may grind on Doblyns, R20-30 grind parties may be okay.

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 6:09 pm 
Crumpet
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Holy cow MP regen is faaaaast.

Percentage wise it's about half the speed of HP. So if standing still gives you full HP in like 20 seconds, it gives you full MP in 40 seconds.

Honestly I was actually expecting 1MP/tick, lol.

EDIT: Nice, I hadn't seen a crafting leve above R30 in Uldah ever, and now I log in and pick up an R50.


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 6:33 pm 
Onionhead
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u think they'll nerf mp regen?
looks like mana consumption strategy is probably pointless now, whereas in ff11 it played an enormous role

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 6:35 pm 
Crumpet
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Depends if it'll still regen if you or your party are in battle or not. I think HP does though as long as your weapon is put away you'll continue to regen HP even if a monster is hitting you. I'll try later I guess.


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Thu Mar 03, 2011 6:38 pm 
Onionhead
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i like how i randomly called it mana consumption. been playing secret of mana lately and its in my head irl.

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KAYNE WHERE HAVE YOU BEEN? RUBY AND REINHELD ARE PLAYING NOW

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 2:45 am 
Honey Muffin
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I hope they adjust down some of the mob sizes in the future, it's a little bit much.

Running into a rat or squirrel the size of a dog reminded me of this:


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 5:50 am 
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I think the marker for aggressive enemies is stupid and is making it less dangerous to explore. Other than that I think I like all the changes. Especially the name bug when going down ramps.

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Yarr wrote:
Ulgokiem sounds like the name of an anal STD. Why anyone even listens to that douche bag is beyond me.

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i love how half of this thread is about racism in america and the other half is pictures of kittens


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 8:57 am 
Even Match
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Dmitry wrote:
I think the marker for aggressive enemies is stupid and is making it less dangerous to explore.

^


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 11:27 am 
Onionhead
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yea i guess the marker doesnt really make much difference. i already know what aggros and what doesnt.

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 1:27 pm 
Crumpet
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So what undocumented changes have we found?
  • Icons next to people names (LS Crests, Bazaar icons, etc) are now bigger.
  • You can have both the bazaar and repair icons next to your name at once now.
  • Names of characters when in the distance are now bigger.
  • Characters and their names now fade into existance much more gracefully.

Another cool one I just found:
  • If you accidentally let a synthesis round time out you now get a louder audiable "bloop" noise to grab your attention again.

Anything else?


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 1:59 pm 
Onionhead
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did anyone mention that it no longer says Off Hand in your craft window if you don't have an Off Hand equipped?

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 3:30 pm 
Star-Spangled Subligar
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Im happy about the MP change. I want to start really getting into Spell DD.

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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 3:48 pm 
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Ketrebu wrote:
So what undocumented changes have we found?
  • You can have both the bazaar and repair icons next to your name at once now.




Pretty sure it's been like that.

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[In Yarr we trust.]
Yarr wrote:
Ulgokiem sounds like the name of an anal STD. Why anyone even listens to that douche bag is beyond me.

Ponuh wrote:
i love how half of this thread is about racism in america and the other half is pictures of kittens


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 Post subject: Re: Patch 1.16 Notes (03/03/2011)
PostPosted: Fri Mar 04, 2011 4:07 pm 
Crumpet
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Dmitry wrote:
Ketrebu wrote:
So what undocumented changes have we found?
  • You can have both the bazaar and repair icons next to your name at once now.




Pretty sure it's been like that.

I thought it was, but somebody insisted it was added yesterday so I put it on there. I never bazaar stuff and only put things up for repair when I have an LS member in front of me about to repair it, so I didn't really know otherwise.


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