This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
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New beta version 1.18 of the SGE

Author: SIMU-MYKE
Date: 11/29/2007 2:29:59 PM


A new beta version 1.18 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.18 29-Nov-07



o Changed the way the character list is stored.
This fixes a buffer overflow if the user
has more then 32 characters.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=305

Ithzir Initiate and Seer Spell Updates.

Author: GS4-MESTYS
Date: 11/29/2007 12:48:01 AM


Ithzir initiates and Ithzir seers, two of the more mental monsters of Old Ta'Faendryl, have been updated to take an increasingly more proactive role in the art of player character combat. Their respective offensive spell repertoires are now less focused on disabling, and more on causing damage.

Along with this update, the Ithzir will no longer receive a warding bonus to Corrupt Essence (703), nor will they reflect mental magic as the old Forget spell.

Hunters of Old Ta'Faendryl are advised to proceed with greater caution while acclimating to these latest developments.

-M.

This message was originally posted in Hunting and Combat, Old Ta'Faendryl Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=58&message=3938

Sacrifice Verb Updated

Author: GS4-OSCURO
Date: 11/28/2007 6:51:51 PM


The sorcerer verb SACRIFICE has been updated to display messaging when the cooldown has expired. Additionally, while the cooldown is active, SPELL ACTIVE, as well as the StormFront Active Spells window, will display its presence.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Sorcerers, Sorcerer General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=29&topic=28&message=10960

Re: Enhanced Nodes and Experience Absorption Changes

Author: GS4-WARDEN
Date: 11/28/2007 6:42:08 PM


The following change has been rolled in:

The Adv. Guild Bounty experience rewards will now be fully applied to your "to be absorbed" experience up until you become moderately "saturated". Any reward in excess of that amount will have half applied to your "to be absorbed" experience and half will be absorbed instantly.

For people who turn in their bounties while at a "must rest" state, this will result in about half of the instant absorption they have been gaining over the past week. For those who turn in bounties at less than "must rest" state, this will result less instant absorption (potentially none), and more time spent saturated.

Warden

This message was originally posted in Help for Players, The Experience System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=2&topic=6&message=668

Enhanced Nodes and Experience Absorption Changes

Author: GS4-WARDEN
Date: 11/20/2007 5:46:03 PM


We are implementing some changes to experience and absorption, primarily to encourage more player interaction. These changes include the following:

Enhanced Experience Absorption In Major Gathering Places
-- Major gathering locations in every major realm (see list to follow) will now enhance your rate of experience absorption, above and beyond what a normal node will provide! While most of these nodes are public, all CHEs will also receive this benefit in the Common Room (or equivalent) of their primary house (not annexes). MHOs may coordinate with their guru to purchase an enhanced node for a Common Room (or equivalent) in their building, provided the room is either open to the public or the MHO is sufficiently large and active to support a "members only" location.

Adventurers Guild Bounty Rewards
-- The total amount of the experience rewards will remain the same; however, two thirds of the reward will be granted directly to your absorbed experience. The remaining one third of the reward will be granted as unabsorbed experience, as it is currently.

Logic Bonus Changes -- The benefit of Logic bonus on experience absorption has been changed from a multiplier of the base amount to an addition to the base amount. When on a node or in town, you will absorb an extra (Logic Bonus/5) experience every pulse. When in a hunting area, you will absorb an extra (Logic Bonus/7) per pulse. For most players this will result in a small improvement while on a node and no significant change when in a hunting area.

Enjoy!

Warden

Enhanced public nodes (Note that in some cases, a room was not previously a node. In those cases, the room is now a true node with this enhanced absorption benefit.)
Wehnimer's Landing:
Raging Thrak, Trophy Room
Wayside Inn, Garret
Landing Tower East
Helga's Pub Room
Frith's Inn, Main Saloon
Town Square Central
Garden Niche
Small Park
Voln Courtyard
Hearthstone, Foyer
Hearthstone, Courtyard

Teras:
Ghorsa Isle, Tower
Dragonspine and Krodera
Adventurer's Rest, Deck

Solhaven:
North Market
Liabo Plaza
Marshtown
Beacon Tower
South Market

River's Rest:
Town Commons
Sanctuary

Icemule Trace:
Town Center
Tavern Burrow, Ale Street (well)
Commerce Burrow, Giantman Path
Honeybeer Inn, Tap Room
Thirsty Penguin, Parlour
Clovertooth Hall, Main Lobby
Voln Ice Garden

Zul Logoth:
Crystalline Cavern

Pinefar:
Trading Post, Greatroom

Ta'Illistim:
Hanging Dais
Glamesine Var (fountain room)
Glamesine Var (small garden park)
Briarstone Court, SW
Briarstone Court, W
Briarstone Court, NW
Moonglae Inn, Rooftop Park (northernmost)
Shimmarglin Inn, Fountain Room
Veythorne Manor, The Glowbark

Sylvarraend:
Town Commons (with barrel)

Ta'Vaalor:
Amaranth Court (between gemshop and furrier)
Amaranth Court (obelisk)
Garden of Ancients (small bench)
Victory Court (bench)
Victory Court (Kai statue)
Ravelin, Wyvern Plaza

Four Winds Isle:
Gardenia Commons
Sea Breeze Tavern, Front Porch

Cysaegir:
Linsandrych Common (with bench)

Miscellaneous:
Cavern of the Ages (ledge room)

CHEs:
Phoenix - Library
Argent Aspis - Trophy Room
Arcane - Hall of Lords
Paupers - Commons
Brigatta - Common Room
Twilight - Warble's Parlor
Silvergate - Private Lounge
Sovyn - Courtyard
Sylvanfair - Rogal-Keli Hall
Helden - Great Hall
White Haven - Founders Hall
Obsidian Tower - Greatroom
Beacon Hall - Common Room
Rone Academy - Elanthian Library
Willow Hall - Garden
Moonstone Abbey - Lounge

This message was originally posted in Help for Players, The Experience System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=2&topic=6&message=563

Warrior Tricks Update: Appraise

Author: GS4-COASE
Date: 11/20/2007 3:48:26 PM


WTRICK APPRAISE has been updated! Using it on your foes will now also reveal their current stance level. You may also view the stance levels of each person and creature in the same room as yourself by using WTRICK APPRAISE ALL.

Coase

This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=2479

Teras OOC Meeting - Portals

Author: GS4-LIIA
Date: 11/20/2007 11:46:14 AM


Tonight is the OOC meeting for Teras Isle! Please tell your friends (and enemies, what the heck!). Anyone with an interest in the development of the Rock is invited.

Portals (a hammered steel door) will be found in the following locations, and will be opened just before the meeting:

Teras Isle: Dragonspine and Glaes
Solhaven: Marshtown, Surde's Pier
Wehnimer's Landing: Wehnimer's, Locksmehr Wayhttp://www.blogger.com/img/gl.link.gif
River's Rest: River's Rest, Dilapidated Pier
Ta'Illistim: Ta'Illistim, BriarStone Keep
Ta'Vaalor: Ta'Vaalor, Mistydeep River Dock
Icemule: Icemule Trace, Jailhouse Path
Zul Logoth: Zul Logoth, Crystalline Cavern

See you all at 8:30pm Eastern.

-Liia

You tap your invar volcano pin and fiery red sparks and grey ash come out of the top!
You are fondly reminded of home.

This message was originally posted in Towns, Kharam Dzu. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=12&message=4234

Instrument Inspection.

Author: GS4-MESTYS
Date: 11/18/2007 11:03:47 PM


Aspiring artists may now choose the tool of their musical craft with a bit more conviction, as instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.

-M.

This message was originally posted in Bards, Instruments. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=24&topic=44&message=1000

Jewelers Now Buying Higher End Jewelry

Author: GS4-WARDEN
Date: 11/17/2007 2:23:16 PM


Gem and jewelry dealers across Elanthia have changed their practice to now purchase jewelry with values up to 50,000 silvers (previously 25,000). This should ensure that high end jewelry found as loot is sellable at shops, as sometimes imbedded jewelry exceeds the 25,000 silver limit.

If you previously counted on the 25K price limit to ensure you didn't accidentally sell a precious item, take care to note the new, higher limit.

Warden

This message was originally posted in Game Design Discussions, Treasure System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=13&message=1277

Alchemy Recipe Updates

Author: GS4-NAOS
Date: 11/17/2007 10:11:45 AM


A large number of Alchemy recipes have been updated.

The core of this update addresses the difficulty of collecting the large numbers of gems requried for training Potions and Trinkets skills. The majority of Alchemy recipes that previously used whole gems have been changed to use powdered versions of the same gem.

Additionally, the Alchemy shops in pure guilds will now stock a selection of powdered gems for sale. The gems available in a given guild are dependant on realm, and the requirements that profession has. If there are powdered gems that seem to be missing, and yet required in an Alchemy recipe, please post here and I will be happy to look into it.

Along with this update, the previously missed changes to Minor Spiritual recipes should now be live, including boil or simmer in many recipes that lacked either before.

As usual, ASK the skilled masters in your local guild hall to UPDATE your recipes books to have any recipes you have written updated.

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5424

Cure

Author: GS4-ESTILD
Date: 11/16/2007 1:57:28 PM


The Empath verb CURE has been updated. Previously, the caster would have to prepare the necessary healing spell, then would use this verb to specify which exact location to heal. Now, you can skip right to targeting the location and the verb will prepare the necessary spell automatically.

>cure right leg
You concentrate while murmuring the simple, mystical chant for Limb Repair...
Your spell is ready.
Your right leg feels better.
Cast Roundtime 3 seconds.

The Stormfront Injuries Panel has also been updated to make use of this new mechanic, instead of just preparing a spell. If a user clicks on a specific wound and knows the appropriate healing spell, it will act as though the user typed CURE . If you are currently logged in the game, you will need to log out and back in to make use of this new Stormfront feature.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1573

Locker Transport Fees Slashed!

Author: GS4-STRATHSPEY
Date: 11/15/2007 8:42:55 PM


Effective immediately, the rates for transporting a locker to a new town (or swapping lockers between towns for Premium subscribers) are as follows:


Standard 1,000 silvers for delivery in 2 hours. (Formerly 25,000 silvers for 3-day service)
Express 10,000 silvers for delivery in 30 minutes. (Formerly 100,000 silvers for 24-hour service)

The new rates are effective for service between all towns.

Empath Design Direction

Author: GS4-WARDEN
Date: 11/14/2007 8:29:17 PM


At the start of GS4, we announced that Empaths, as Mental-Spirit hybrids, would eventually be losing access to the Major Spirit list and gaining access to the Minor Mental list. At the time, Empaths were a strong service class with weak combat abilities, and our intention was that access to the Minor Mental list would help not only by emphasizing their hybrid Mental nature, but also by providing additional combat options to the class.

As part of our continued development of Empaths and looking forward to the Minor Mental list, we have re-evaluated the design direction and have decided to no longer pursue converting Empaths from Major Spirit to Minor Mental. This decision was not made lightly; it is based on a review of the current state of Empaths and the ramifications of the change in lists.

As we have continued development of Empaths in the years since the release of GS4, we have made substantial improvements to their combat abilities. Empaths can now hold their own in combat using spells such as Bone Shatter, Wither, Empathic Assault, and Harm. With Empaths no longer needing the Minor Mental list to address their shortcomings in combat, the need for and benefits of the conversion diminished substantially. The class is in good shape currently, and with the upcoming lore review, guild skills, and a handful of remaining open spell slots available for enhancing the class further, we consider making a foundational change to the class to be unwarranted. In a nutshell, we're following the maxim: if it ain't broke, don't fix it.

Some players may be wondering if this means the Minor Mental list is no longer planned for development. It absolutely is. Developing the Minor Mental list is one of our primary projects for 2008, in support of the release of the Monk class, and later, Savants.

This decision also does not mean that we no longer consider Empaths to be hybrids, or that their magic no longer has a Mental aspect to it. The Empath spell list (1100s) will certainly continue to reflect their Mental/Spirit hybrid nature in its spells.

Warden

This message was originally posted in Empaths, Developer's Corner - Empaths. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=2&message=1899

Crushing Shadows.

Author: GS4-MESTYS
Date: 11/13/2007 10:04:09 PM


The dark vorteces of the Broken Lands have been made susceptible to a wider variety of weapons. Any weapon that has the potential to do crushing damage will be able to be used against the shadowy beings, but any non-crushing damage will be entirely ineffective.

Vorteces' spell resistances and susceptibilities remain unchanged with this update.

-M.

This message was originally posted in Hunting and Combat, Wehnimer's Landing Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=54&message=2566

Major Sanctuary (220) Updated!

Author: GS4-OSCURO
Date: 11/13/2007 9:59:55 PM


Major Sanctuary (220) has been updated to include deity-specific messaging for casters that are CONVERTed to a particular god. The messaging upon entering and exiting the sanctuary, as well as the room descriptions themselves, are all affected. This is thanks to the talent of GM Thandiwe and GM Xayle.

Additionally, the duration on Major Sanctuary has been changed from 30 seconds per caster level to a base of 10 minutes + 30 seconds per rank in the Major Spiritual Circle.

The new spell description can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1534

Wights and BCS

Author: GS4-VARULV
Date: 11/13/2007 1:51:43 PM


The ground beneath you begins to boil violently!
Fiery debris explodes from the ground!

So familiar, and yet something seems different...

Must be that new BCS flavor! Arch wights, wood wights, and tomb wights have been converted to BCS, bringing them up to modern standards. Happy hunting, and don't forget to check your encumbrance!

~Varulv

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=5092

Sanctuary Updates

Author: GS4-OSCURO
Date: 11/13/2007 1:37:54 PM


The spells Minor Sanctuary (213) and Song of Peace (1011) have received some updates. Many general sanctuary mechanics have been updated, as well. These updates include:

- The spells Calm (201), Living Spell (208), Silence (210), Bind (214), Slow (504), Sounds (607), Mass Calm (619), Holding Song (1001), Lullaby (1005) and Song of Noise (1017) are all now considered spells of war and cannot be cast in any form of sanctuary.

- Hiding is now allowed in sanctuaries.

- 213 and 1011 have been given a failure rate when cast in the presence of hostile creatures. All creatures over the level of the caster contribute to the failure rate based on the level difference. All creatures beyond the first that are at least 10 levels below the caster's level add a small amount to the failure rate. Training in Spirit Lore, Spirit Summoning for 213 and Mental Lore, Telepathy for 1011 reduces the failure rate of the spell.

- 213 has been changed to a base 10 minute duration.

- The caster of a 213-created Minor Sanctuary may now STOP 213 to end their sanctuary in 10 seconds.

- Sanctuaries now give a warning to the room shortly before they expire.

- Empaths and Clerics may SENSE a 213-created Minor Sanctuary.

- Scarab creatures (most commonly found when generated by traps) will now leave a sanctuary after they've left the body of the person that triggered the trap.

- Minor Demons previously could only interfere with the creation of 213 sanctuaries. This has been extended to 1011 sanctuaries.

- Abyran'sa demons can (as before) break 213 sanctuaries. Imps can now break 1011 sanctuaries.

- In the breaking and interfering formulas, the defender (sanctuary creator) has been given an opposing d100 roll, unlike before when only the sorcerer got a die roll. Additionally, a bug was fixed where the sanctuary strength was determined by Cleric spell ranks rather than Major Spiritual spell ranks. Previously, failing a break attempt was very unlikely. The new formula more properly examines the opposing casters' strength.

- Creatures now cast the same version of 213 as players rather than their own unique version. That is, they're now subject to the rules of casting, just like any other spell. This includes ability to fail due to armor hindrance as well as having their sanctuary interfered with or broken by a demon.

- A new item has been introduced; jagged glossy black shards, which have 3 charges (rubs) to break 213 or 1011 sanctuaries. These will start out as being released in small numbers through the treasure feeders, but will become available via Sorcerer Trinkets in Alchemy with GM Naos' next alchemy update, and (perhaps), by other means in the future. These items follow a similar breakage formula as demons, however the Magic Item Use skill increases the chance of breaking rather than sorcerer spells and demonology ranks.

The new spell descriptions for Minor Sanctuary and Song of Peace can be found here:

http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#213


http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1011


= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1599

Meditate

Author: GS4-ESTILD
Date: 11/13/2007 11:11:10 AM


Meditate, profession-based or from a chrism effect, has been updated to no longer account for the player's stance in determining the bonuses it provides. In addition, attacks from creatures will now interrupt it.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1555

Of Familiars and Gates

Author: GS4-NAOS
Date: 11/13/2007 12:39:26 AM


Spell 930, Familiar Gate, has been updated!

The update is mostly of the under-the-hood variety, addressing some outstanding bugs and general wokiness of the previous version.

Spell messaging has been updated to be a bit more gate-like, and the physical 'gate' created is now "a shifting portal" instead of "some swirling mist." The portal may still be referenced as "swirling mist."

Gates will close when their caster passes through, though if the caster is leading a group, as many group members as possible will also pass through with the caster before the gate closes.

Gates should stay open a bit longer on average for lower level casters, and the number of individuals who can pass through a gate before it closes may have changed; both depending on the caster's particualr training. Wizard Base spell ranks and Elemental Mana Control skills are key to mastering the spell.

The formula for success is unchanged, minus one addition. Wizards will find that knowledge of the Familiar Gate spell is now accompanied by knowledge of the "gate" rune. This rune may be drawn upon an appropriate surface, and the resulting runestone will provide a bonus to success equal to 15% plus 1% per 10 skill bonus of the caster's Magic Item Use skill when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone's power, and typical runestones will be created with one charge.

--
Naos

This message was originally posted in Wizards, Wizard Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=31&topic=11&message=6268

Mass Spells and Pets

Author: GS4-OSCURO
Date: 11/12/2007 10:53:58 PM


The spells Mass Elemental Defense (419), Mass Colors (611) and Mass Blur (911) have been updated to have more intelligent logic when dealing with creature casters and creature members of a player's group. When one of these spells is cast by a player or a creature group member, the spell will affect all members of the owner's group, including creatures. Creature group members include animal companions (630), animates (730), sympathetic creatures (1120) and escortees from the Adventurer's Guild tasks.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1580

Teasure: Magical Items.

Author: GS4-ESTILD
Date: 11/12/2007 8:28:38 PM


The following spells have been added to the random treasure generator: Mass Interference (217), Divine Wrath (319), Empathy (1108), Wither (1115), and Cry For Help (1116).

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1572

Zul Logoth's Cavern Get More Colorful

Author: GS4-AIZA
Date: 11/11/2007 8:49:45 PM


Newcomers to are often not accustomed to the beautiful stone and metal structures set within the breathtakingly beautiful underground scenery that is Zul Logoth. In an effort to promote the fabulous Grevnek culture, a giant, multicolor mushroom has been constructed within the Crystalline Cavern at the nexus of the city. Within the enormous fungus, interested parties can find a lovely variety of cavernous-inspired dyes to add a splash of color to their drab belongings. Stop by soon and try it out. You'll dye for it!

Brought to you by the Zul Logoth Tourism Board.

This message was originally posted in Towns, Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=1&message=112

Raise Dead (318) and Treasure

Author: GS4-ESTILD
Date: 11/9/2007 7:51:48 PM


Raise Dead (318) has been removed from randomly generated treasure (scrolls, magical items, etc.), but it's not prohibited for special releases.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1436

New beta version 1.17 of the SGE

Author: SIMU-MYKE
Date: 11/6/2007 2:44:19 PM


A new beta version 1.17 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.17 06-Nov-07



o Fixed password loading when switching between
accounts. This bug happened in version 1.16.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=291

New beta version 1.16 of the SGE

Author: SIMU-MYKE
Date: 11/2/2007 6:49:20 PM


A new beta version 1.16 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.16 02-Nov-07



o Fixed a bug that caused multiple entires for the
same username.

o Fixed tabbing between controls and added reverse
tabbing with shift+tab.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=280

EG Closing Date

Author: GS4-LOTHWYN
Date: 11/2/2007 1:06:34 AM


Hello everyone,

Just a reminder that Ebon Gate 2007 will be closing in both instances on Sunday (November 4th)--likely in the afternoon, or whenever I log on. So make sure you get your fits of shopping, digging, knocking, slabing, and gaming out of the way now so you're not left wanting.

I want to thank all of you who came this year and I hope you've enjoyed yourself.

Lothwyn

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=5&message=13150