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Glim
 
PostPosted: Tue, Nov 06 2012, 21:29 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11d

Server A:
  • Fix to Seven Stars Academy
  • Plot updates and major revamp of Tarkuul (no pun intended... okay maybe intended)
    • IC changes have been listed in the "A Breath in the Silence" thread.
    • Any other changes are simply a OOC revamp of the areas to make them fit better and breath new life into them.
  • Fixed the Blackgaurd Trainer
  • Added The Gibbering Maw (testing phase only)

Server B:
  • Fixed Barak Runedar's stock of available potions
  • Moved Tinnerai Fund chest
  • Typo fixes
  • Fixed the Blackguard Trainer
  • Tweaks to Phane scripts

Misc Changes:
  • Trash Barrels added to Morgan & Sons in:
    • Wiltun
    • Khem
    • Kohlingen (moved closer)
    • Cordor
    • Shadowscape
    • Barak Runedar


 
      
PaladinOfSune
 
PostPosted: Thu, Nov 08 2012, 18:33 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.11e

General:

  • Fixed the Beastmen Trackers shifty behaviour.
  • Cleaned up Kampo's Storehouse due to on-going RP development.
  • Changed War Knight Keep due to on-going RP development.
  • Cleaned up Udos interior due to on-going RP development.
  • A minor modification to the shrine of Caraigh due to on-going RP development.
  • Fixed the unlocked doors in Blue Skies Academy and updated the key (it's in Plot Items, for those who need it).

_________________
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Dev Disco
 
PostPosted: Sat, Nov 10 2012, 10:31 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

4.11f

* Fixed some issues with the Amia South update
* Updated some of the Skull Crags areas

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Mahtan
 
PostPosted: Thu, Nov 15 2012, 23:47 PM 

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Player

Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

4.11G(Yes Capital for Great)

*Major Winya Ravana City Update

*Winya Ravana updated to Worms Seasonal Forest Tileset.

*Updated NPCs, mostly clothing and locations.

*Plot changes to Temple of Corellon

*Plot Changes to Winya Ravana: Library

*Plot Changes to Iron Butterfly

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Glim
 
PostPosted: Mon, Nov 19 2012, 17:02 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11h

Server A:
  • Fix to Underport Tailor for proper merchant deals for Drow
  • Fix to Wharftown's cleric of Selune after the big update
  • Fix to Cordor: West Coast to allow access to the Trainer and birdwatch station
  • Fixed walkpathing around the two sailors by the Cordor: South docks
  • Fixed the gap in Cordor: East aqueduct
  • Updated to the Gibbering Maw (Beta Testing)
  • Change to inc_ds_ondeath to allow for custom loot bins
  • Plot update to Uhm
  • Minor fixes to Winya update
  • Fixed the notice board in the Hin Inn
  • Added Build Funds Chest to Kohlingen City Hall
  • Added Build Funds Chest to Seven Stars Academy

Server B:
  • Change to inc_ds_ondeath to allow for custom loot bins
  • Fix to Elrawen in Edonil to give proper discounts to Drow
  • New Epic Encounter: The Phane
    • The Phane is now accessible to any and all as a one boss encounter of truly epic difficulty
    • A truly unique reward awaits those who can defeat the beast:
      • Temporal Essence will allow you to permanently imbue one item with 10% Divine Damage Immunity
        • This item will only drop once per character, and cannot be traded or refunded once used. Use it wisely.
    • The Phane can only be spawned once per reset and will require a party of 7+ characters and good strategy to beat.


 
      
Glim
 
PostPosted: Tue, Nov 20 2012, 9:50 AM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11h - Hotfix

Server A:
  • Tweaks to the Gibbering Maw
  • Few random bug fixes

Server B:
  • Tweaks to the Phane
  • Few random bug fixes


 
      
PaladinOfSune
 
PostPosted: Sun, Nov 25 2012, 18:02 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.11i

General:

  • Extended the reset timer to 8 hours instead of 4.
  • Added the horn visuals as an option for DMs to add onto PCs (works the same as glowy eyes, wings and etc).

DC Requests:

  • Illusionary Polymorph (Rigela)
  • Luminous Cloud fixes (Lizzie)
  • Scorpion shape (Amarice)
  • Surge of Lunacy (Ravenovf)

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PaladinOfSune
 
PostPosted: Thu, Nov 29 2012, 21:01 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.11j

General:

  • Fixed up the Gulf of Lumorier: Seabed area and adjusted the shark creatures.
  • Changed the fire elemental and air elemental models for the Elder Elemental Wild Shape feat.
  • Added Chronepsis to the available deity choices. He is a True Neutral deity with the domains of: Balance, Death, Dragon, Fate, Knowledge and Time.
  • Added Haven to the cleric spell list. It is functionally similar to the old, pre-nerf Greater Sanctuary with no spell failure, except it always lasts five rounds and gives an additional bonus of Haste. Note that while it was added to the arcane spell book by mistake, this is only a temporary problem and will only function for clerics, so don't waste your spellslots if you're not the right class.

DC Requests:

  • Aura of Weave Annihilation (CouncilofAutumn)
  • Illusionary Polymorph fixes (Rigela)

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msheeler
 
PostPosted: Wed, Dec 05 2012, 22:16 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.11k

General:

  • Module A updated only. Kohlingen Plot stuff.


 
      
Glim
 
PostPosted: Thu, Dec 20 2012, 18:53 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11L for Server A, 4.11K for Server B

Server A:
  • Plot changes to Sandy Beach
  • Plot changes to Kohlingen: Southerwest
  • Plot changes to Tarkuul
  • Plot changes to the Shrine
  • Update to Gibbering Maw (Final Testing & Quests)
  • Fix to some floaty rocks in Skull Crag Foothills
  • Fix to Captain Gustan's travel from Kohlingen
  • Fix to the Kobolds on A's alignment
  • Fixes to Okappa Otama (silent conversation, back option in conversation, and fixed the fish tank)
  • Fix to some of the guard conversations in Cordor with outdated info
  • Fix to one spawn point that was blocked by placeables in Darkhold Keep
  • Fix to one spawn point that was blocked by placeables in Blood Moon Orc Cave
  • Fix to Bendir Dale to allow for the robe exit from the Amia Frontier Deep Orc Caves to work
  • Fixed the Ox typo in Kohl
  • Fixed the Gorged sewer Rats typo
  • Fixed the portraits and voicesets for the female Horned Rat Acolytes
  • Fixed the typo on the Bunny in the Frontier Trader's Refuge

Server B:
  • Minor changes to the Phane encounter
    • Added a better VFX to Stasis Touch so it's easier to tell who's affected
    • Reduced the frequency that Stasis Touch is used
  • Plot changes to Wiltun
  • Plot changes to Alamber Sea Coast


 
      
Glim
 
PostPosted: Fri, Dec 21 2012, 11:08 AM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11L for Server A, 4.11K for Server B - Hotfix

New Dungeon Release! - The Gibbering Maw
  • Four areas designed for a party of Level 4 to Level 6 characters
  • Fits nicely as a destination right after the Kobold Caves, Farmer Holvin will start you in the right direction
  • Custom loot table found only in the Maw, in addition to the standard loot table
  • Custom scripted monster abilities to keep you on your toes
  • Unique and strategic boss encounters, including a two-stage final boss
  • New quest chain that provides a look into the story behind the Maw's sudden appearance
  • Class-based final quest reward

Custom Stuff
  • Fix to Aura of Weave Annihilation (CouncilofAutumn)
  • Orb of the Sun (Glim)


 
      
Glim
 
PostPosted: Sat, Dec 29 2012, 18:47 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.11L4 for Server A Only

Server A
  • Fixed typo on the dart board in the Hinn Inn
  • Fix to the Gibbering Maw Quest chain final quest turn-in & reward
  • Fixes to the final boss in the Gibbering Maw
  • Fixed a chair in a faction base
  • Fixed floating logs in Amia Frontier: East
  • Fix to the Shine transition to Aracnid Valley
  • Fixed the climbing tree in the Shrine


 
      
PaladinOfSune
 
PostPosted: Sun, Dec 30 2012, 19:41 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.12a

General:

  • Overhauled the Thousand Faces widget to include a wider range of forms with a more organised layout, along with a better selection of head choices for humanoid forms. This change is retroactive for people already possessing this widget.
  • Fixed the Scalykind domain so it properly turns reptilians.
  • Fixed the narrow doorway in the Shekat Caves boss chamber.
  • Cosmetic changes to the Negative Energy Demiplane and a scaling back of the difficulty of the boss creature.

DC Requests:

  • Arcane Bond fixes (Dark Immolation)
  • Scorpion shape fixes (Amarice)

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Glim
 
PostPosted: Thu, Jan 10 2013, 20:50 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.12b

Server A
  • Fixed the Nibbler spawn point in West Cordor that was causing inaccessible spawns
  • The monk Panthalo has gone into seclusion for the time being
  • Plot changes to Tarkuul

Server B
  • Added something extra special for the Brog plot. (Be afraid. Be very afraid.)
  • Fixed an incorrect map note in Scath Crann

Misc Changes:
  • Fixed Tenser's Transformation to allow PC mage potions as well as stock potions
  • Fix to the Crop Planting Jobs (Market Gardener & Mushroom Farmer) to include all proper exterior and underground areas respectively (Thanks Selmak!)
  • Fix to the Universal Saves mythal properties so it is properly costed (Thanks Selmak!)
  • Small change to ds_ai2_endround to allow for a temporary bypass of the AI for custom creature commands
  • Added an optional Dev Crit immunity function in nwnx_events for some bosses


 
      
msheeler
 
PostPosted: Wed, Jan 23 2013, 16:50 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12c

General
  • Plot changes to Cordor: North, Wharftown, Edonil, Mu'll Har'ol, Kohlingen
  • Death Domain Summons Changed to
    1: Entomber
    2: Ghoul
    3: Ghast
    4: Wheep
    5: Lesser Blaspheme
    6: Entropic Reaper


 
      
msheeler
 
PostPosted: Thu, Jan 24 2013, 19:36 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12c

General
No change to module version.

Amia B has several new areas that have been linked for public use:
  • Barak Runedar: Port
  • Barak Runedar: Port Baracks
  • Barak Runedar: Great Hall
  • Barak Runedar: Citidel


 
      
PaladinOfSune
 
PostPosted: Thu, Jan 24 2013, 23:00 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.12d

General:

  • Adjusted many of the class widgets (including monk, bard, assassin and more) so that they are weightless. Note that people with these widgets already will have to ask for a replacement from a DM.
  • Fixed Maximus so that it spawns now.
  • Fixed the Arcane Defiance Plate so the pelvis part is craftable. As with the class widgets, people with the present armor will have to ask for a fixed version from a DM.
  • The transition to Ruhn Monastery works properly now.

DC Requests:

  • Risen Thane form (corypx)
  • Slow Dragon Disciple Breath (Jes)
  • Tactical Approach (GreatPigeon)

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msheeler
 
PostPosted: Sat, Jan 26 2013, 4:10 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12d

General:

No change in module version.

Numerous bug fixes in Barak Runedar. For a complete list see this thread.


 
      
PaladinOfSune
 
PostPosted: Sun, Jan 27 2013, 21:56 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.12e

General:

  • Implemented the new Kampo's Storehouse, redubbed Kampo's Trading Post.
  • Added missing Negative Energy immunity to the Risenlord form.
  • Fixed the Spooky Forest in the Shadow Plane so it correctly ignores light sensitivity.

DC Requests:

  • Risen Thane form fixes (corypx)
  • Wooden Gazebo placeable (LetumLux)

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msheeler
 
PostPosted: Tue, Jan 29 2013, 16:30 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12f

General:

A little late on this post but
  • Plot updates to Shrine
  • Brog fixes and updates


 
      
Glim
 
PostPosted: Wed, Jan 30 2013, 17:56 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.12g

Server A
  • Fix to a Nibbler spawn point in Western Cordor Outskirts.
  • Fix to the fishing spot in Northern Cordor.
  • Added debug messages to the last boss in the Gibbering Maw. Please help squash the bug!
  • Typo fix on Cordor random NPC speach.
  • Typo fix on Outlaw Clubbers.
  • Fix to the gate in Western Cordor Outskirts so it checks for helmets.
  • Added basic half-plate to Huar's inventory.
  • Plot changes to Tarkuul.
  • Moved Amilm'ar to allow access to the Underport Interior through his door.
  • Fix to the updated Kampo's. Thanks Sune!
  • Slight bump to the XP given by the small "normal" Gibberlings.
  • Plot changes to Cordor.
  • Fix to the Gibbering Mouther code.
  • Fix to Dergan's portrait in Cordor North.
  • Update to the Burning Dead dungeon critters. Thanks Mosh!

Server B
  • Fix to the Wastrilith code.
  • Typo fix on Outlaw Clubbers.
  • Typo fix on Thabit.
  • Plot change to Western Ceyren's Mill.
  • Fix to the Phane code.
  • New Brog Updates/Fixes. Thanks Msheeler!
  • New UD prep area. Thanks Jes!

Test Server
  • Update mentioned in "Critter Testing" thread.

Misc Changes:
  • Fix to the Lantern Portals.
  • Some changes to the Weaponsmith crafting menu to fix "missing options".
  • Typo fix on Bard Stonesong.
  • Fix to the Suffering Domain prayer. Thanks Selmak!
  • Fix to Darkness Domain prayer.
  • Changes to the Air Elemental Mummy Dust summon. Thanks Mosh!
  • Job System Scroll Holders no loner marked as Plot.


 
      
msheeler
 
PostPosted: Sat, Feb 02 2013, 20:14 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12h

Server B
  • New Release of The Isle of Brogendenstein many many new areas.
  • New Critters and updates to many existing critters for Brogendenstein - Thanks Mosh!
  • New Lighting effects and many updates to Shadowscape - Thanks LetlumLux!
  • Updates to some heal spell scripts - Thank Glim!
  • More bug fixes for Barak Runedar
  • Plot Updates to Barak Runedar


 
      
msheeler
 
PostPosted: Tue, Feb 05 2013, 1:28 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.12i

Server A
  • Numerous Bug fixes - Cordor Gate Guards, Bendir Dale Gate Guard, LoS issues in Shekat Caves.
  • Plot update to Lowland Swamps: Delta

Server B
  • Numerous Bug Fixes - Barak Runedar Citidel & Great Hall Load Screens Changed, Fixed broken transition for Underground Springs and Barbarian Caves, map alignment issue for Ruins of The Underkingdom, Entry.
  • Added some more drow to pallet for DM use.
  • Update to Grundi's Store - Thanks Mosh!


 
      
Glim
 
PostPosted: Fri, Feb 08 2013, 20:25 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.12J

Server A
  • Plot changes to Amia Frontier.
  • Plot changes to Benwick Graveyard.
  • Script Fix for Gibbering Maw.
  • Plot changes to Tarkuul.
  • Plot changes to Wharftown.
  • Kobold starting location is now Kampo's, due to plot changes in Cordor.

Server B
  • Fixes to Brog areas.
  • Plot update to Caraigh.
  • Few critter updates.
  • Fixes to Shadowplane.

Misc Changes:
  • Captain Cat's Spiced Rum (Firecat)


 
      
PaladinOfSune
 
PostPosted: Mon, Feb 11 2013, 0:35 AM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.13a

General:

  • Modified the spell Darkness to change its behaviour against epic bosses.
  • Removed spell component requirements for Isaac's Greater Missile Storm and Time Stop.
  • Modified various code related to being fallen so that it doesn't damage the caster anymore.
  • Fixed an exploit related to the Healer NPCs.

Server A:

  • Salandran Temple - removed the outdated Kampo NPCs from the burn ward.
  • Negative Energy Demiplane- removed the skybox.
  • Nexus Hills: The Falls - fixed the sheep so people can't take them on walks anymore.

Server B:

  • The Ruins of The Underkingdom - fixed the Fire Giant Kennel Masters so they wield weapons.
  • Grumdek Murr: Peak - fixed portal spawn in way point.
  • The Ruins of The Underkingdom: Mines - fixed a critter spawn point causing some critters to get stuck in the walls.
  • Barak Runedar: Port - plot updates.
  • Ceyren's Mill: Indoors - fix for Adeline.

DC Requests:

  • Tactical Approach fixes (GreatPigeon)
  • Illusionary Polymorph fixes (Rigela)

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PaladinOfSune
 
PostPosted: Tue, Feb 12 2013, 1:11 AM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.13b

General:

  • We have re-enabled Raise Dead/Resurrection in the entry, due to the possibility of server crashes. We have also adjusted the death scripts accordingly - any of the former exploits (such as server hopping for a raise) are no longer possible - you can only be raised on the server you have died on.
  • Adjusted the Hemp Rope so it's a little more generous with cliffs you can jump down from now.

Server A:

  • Kohlingen - implemented the newest version of the remake, including many bug fixes and area additions.

Server B:

  • Brogendenstein Port - clothed the poor naked dwarf.
  • Caraigh Asylum - plot changes.

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msheeler
 
PostPosted: Thu, Feb 14 2013, 3:09 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.13c

Server B:

  • Fixed the name of the dwarven trader in Brogendenstein Port
  • Update to Brogendenstein: Manor of Mourn
  • Update to Brogendenstein: The Ruins of The Underkingdom
  • Fixed typo in Brogendenstein: Barak Runedar, Great Hall
  • Fixed missing doorway in Brogendenstein: Underground Spring
  • Bison has been knocked down a notch.
  • Fixed some NPC Portraits in Father Darrian’s Asylum
  • Updated Fernur’s and Ffard’s shops in Barak Runedar
  • Updated Bentiani’s and Karisa’s shops in Shadowscape: City

Server A:

  • Cordor: Theater - Talent scout moved to provide fair access
  • Changed the names of NPC’s in Underport, no longer immersion breaking.
  • Plot update to Tarkuul Portal
  • Fixed Idol of Gond in Kohlingen Interior: Wyvern forge
  • Moved Exorcist out of the gates path in Kohlingen: Greengarden District


 
      
msheeler
 
PostPosted: Sat, Feb 16 2013, 15:42 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.13d

Server B:

  • Fixed area transition Underground Springs to Underground springs deeper.
  • Plot updates to Ceyren’s Mill and Western Ceyren’s Mill.
  • Fixed NPC portraits in Father Darien’s Asylum.
  • Increased number of spawns in Brogendenstein: Grumdek Murr areas.

Server A:

  • Fixed random trap door in Copper industries.
  • Fixed shops in Temple of the Triad’s Light.


 
      
PaladinOfSune
 
PostPosted: Sat, Feb 16 2013, 21:36 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.13e

General:

  • The Knight Commander feat Barricade of Swords has been improved thusly: the shield damage is now 1d10 slashing damage, +2 per Knight Commander level, +1 per Charisma modifier, to a maximum of Knight Commander level. They also gain 5% damage immunity to bludgeoning, piercing and slashing damage, +1% per Charisma modifier, to a maximum of Knight Commander level.
  • The Knight Commander feat Entreatment has been improved to also include a penalty of -2 Attack Bonus to those failing their Will save. The code has also been improved so it should work better at drawing aggro from monsters, though it will no longer work on epic bosses.
  • The Knight Commander feat Bulwark of Vigilance has been improved to an 8% speed decrease per Knight Commander level, rather than 5%. (There may also be additional changes for this feat in the future.)
  • The Master Scout Weapon Essences now last 17 turns, rather than 10 turns.
  • The Master Scout crafting costs far less gold now to reflect our current economy.
  • The pixie subrace has been disabled. This will not affect the small amount of pixie PCs already present on the server. Note that fey can still be requested, but they will be asked to use the feytouched subrace and are subject to the same high standards of submission as pure celestials, demons and devils, as they too are alien, immortal creatures.

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msheeler
 
PostPosted: Mon, Feb 18 2013, 1:58 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.13f

Server B:

  • Fixed naked guy in Ceyren's Mill
  • Fixed Bugsy's Portrait in Ceyren's Mill
  • Updated Trapper and Market Gardner Jobs for new tilesets
  • Fixed water tiles that caused some people to crash for Brogendenstein Undeground Springs and Underground Springs, Deeper.

Server A:

  • Updated Trapper and Market Gardner Jobs for new tilesets.
  • Put in a fix for Quests that were getting bug reports.


 
      
PaladinOfSune
 
PostPosted: Sun, Feb 24 2013, 17:16 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.13g

General:

  • Added the Generic Summoner widget. See here for details.

DC Requests:

  • Earth Shield (Amarice)
  • Feline Empathy (Amarice)
  • Bladesinger Abilities (DerkDerkistan)
  • Head Changer (Ego680)
  • Temporal Displacement (gorgometh)
  • Deep Dragon Shape (Malios)
  • Read Schematic (Nivo)
  • Augment Summoning (psycho)
  • Dragon Idol Spawner (TheLastDragonRider)

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msheeler
 
PostPosted: Sun, Feb 24 2013, 17:33 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

General:

I wanted to list this here since it's been reported in several of the bug threads. Disco updated the mini maps in our data base. This means, for all you explorers and map collecters out there, that your PC maps should all show correctly now under the Amia Player Tools link on the sidebar.


 
      
msheeler
 
PostPosted: Sat, Mar 02 2013, 2:39 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.14a

Server A
  • Plot changes to Tarkuul.
  • Fixed water tiles that caused some people to crash for Gibbering Maw: Edge of Madness.
  • Quest fixes to the Gibbering Maw.
  • Fix to the guards in the Amia Frontier.
  • Fix to Cordor North area settings.
  • Fix to doors in the Hospice and Nomad in Cordor.
  • Added a Trash Barrel to the Bendir Town Hall next to the Morgan's Storage.
  • Made Hil'rash's conversation private rather than broadcast.
  • Plot update to Cordor Library.
  • Plot update to Minmir Bridge.
  • Fixed Mother Victoria in the Salandran Temple.
  • Fixed typos in Velsh's Temple.
  • Fixed Tark's Bone Golems to actually be Constructs.
  • Set the exit portal from the Beastman boss room to Tristram's Path.
  • Fixed Aconite plant position in Skullcrag Foothills.
  • Updated Winya Law sign.
  • Added old bee hive to Kohlingen Feylake District.
  • A few typos fixed in Kohlingen and Drerem's.
  • Plot update to Cordor Watch House, Second Floor.
  • Updated Grove areas.

Server B
  • Pearl of the Desert quest reward now sellable/droppable.
  • Fix to Brog Barb Caves.
  • Fix to Caraigh Tidal Caverns.
  • Fix to Rethgaard NPC voices.
  • Fix to Ffard's Misty Potion supply.
  • Fixed typo on Bidoc's Sarcophagus.
  • Fixed the doors in the Frozenfar Barrows.
  • Fix to pathing in Frozen Wastes Northern Ice Cavern.
  • Fix for dual Bidoc spawns.
  • Fix to the exit for the underground springs, deeper.
  • New quest and two new areas added to Brogendenstein.
  • Plot Changes to Shadowscape.
  • Plot update to Rethgaard.
  • Northern Ground Dodo should now be the bottom of the food chain.

Server C - 25
  • Restored tester rest menu.

Misc Changes:
  • Update to gs_text script for better functionality.
  • Made the Rental Housing conversation Private instead of Broadcast.
  • Typo fix on Ring of the Bear.
  • Made Lichsong have 0 weight to it.
  • Genreal module clean up of stuff no longer used.


 
      
msheeler
 
PostPosted: Wed, Mar 06 2013, 1:50 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.14b

Server A
  • Plot update to Kohlingen: Faylake District.
  • Moved Granit Deposits in Kohlingen: Greengarden District, North.
  • Removed the old Shadowflame Portal in the Forest of Dispair: South East

Server B
  • Plot update to Brogendenstein: Barak Runedar, Port.
  • Fixed missing party trigger in Ruathym: Ostland, Rethgaard.


 
      
msheeler
 
PostPosted: Thu, Mar 14 2013, 22:06 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

4.14c

Server A
  • Amia Forest: Fromian Hive – Removed bug noises
  • Kohlingen: Mayfields – Fixed floating painting.
  • Cordor: East – Fixed Blueskies Academy sign and map pin
  • Cordor: Library – Fixed two floating books.
  • Skull Crags: Upper mountains – Fixed transition from Howling Pass turning you around backwards.
  • Lowland Swamps: Delta – moved some needed NPC outside of the gambling house around back where they are… um… having a smoke break… <.<

Server B
  • Brogendenstein: Barak Runedar, Citidel – Altered ambient sound
  • Frozenfar: Kurag Glacier by the sea – Moved floating ice block
  • Brogendenstein: Ruins of The Underkingdom – Fixed Fire Giant Kennel Masters voice set.
  • Cariagh: all – Fixed Doom Crows and Scare Crows fighting each other.
  • Underdark: Khi'Sull, Temple of the Lurker – Fixed puddles.
  • Underdark: Baphitaur Caves, Lower – Fixed floating puddles.


 
      
Glim
 
PostPosted: Fri, Mar 22 2013, 23:47 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.14d

Server A
  • Fix to Hil'rash so he actually talks again.
  • Fix to temple mother's atire in Salandran temple.
  • Fixed the Scout portraits in Lowlands Delta.
  • Fix to the north and west gates of Cordor.
  • Added a missing quest item back into the module.
  • Added a door to the scribe room in Kampo's.
  • Fixes to the last Tarkuul additions.
  • Fixed some typos.
  • Fix to Shrine of Silvanus in Oakmist Vale.

Server B
  • Plot changes to new drow city.
  • Fixes to Skum critters.
  • Fixed some typos.
  • Fixed the carpet and chair in Rethgaard Interior.


Misc Changes:
  • Removed the Blindness effect from Light Sensitivity.
  • Set Light Sensitivity to have a duration that last only until around night fall (works by hour).
  • Fix to Read Schematic spell (Nivo)
  • Added Wall of Ice spell (Gravemaskin)
  • Two PLCs added for spawner requests (Genar_Detkasa & linlan)


 
      
PaladinOfSune
 
PostPosted: Thu, Mar 28 2013, 20:32 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.14e

General:

  • Reduced the player slots per server to 55, as per this thread.
  • Fixed Banishment so it applies at the targeted location, rather than at the caster's location. Also reduced the area of effect from colossal to huge, meaning casters can now use it without always hitting themselves.

Server A:

  • Reduced the module size to improve stability at peak times. Most of these were outdated resources, but there were several areas also deleted. Note that we aren't going to start stripping away flavour areas of Amia because of this - only the completely useless, untravelled areas were removed. The most noticeable areas out of these are as follows:
    • Formian Hive areas
    • Mylock Hills Crystal Cave areas
    • Nexus Hills: Behind the Waterfall
    • Winya Ravana's fey treehouse

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Glim
 
PostPosted: Fri, Apr 05 2013, 2:23 AM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.14f

Server A
  • Update to the Triumvir Portals to reflect the Yellow Lamp's destruction.
  • Missing stores added back in courtesy of Sune.
  • Fixed the South Cordor merchant stalls.
  • Fixed the Scribe in Kampo's.
  • Re-aligned the Cordor Law pillars in Cordor East.
  • Gave the Astronomy Instructor at the Sandy Beach a better view.
  • Typo fixes.
  • Fixed the Gibbering Mouther attack aura.
  • Plot updates to Guldorand.
    • "Trophie" items have been added to all the creatures in Glinulan's Hold. A representative of the Ministry of Labor in Guldorand will tell you what you can do with them.
    • A reminder that the guards will be checking for Citizenship papers for those wishing to enter Guldorand.

Server B
  • Major Plot changes to the Khem areas.
  • Some new faces have started calling Ralten's Retreat home, and want to re-arrange yours! (hair stylist and tattoo artist)
  • It would seem the Noway Inn has finally hired a proper Cook!
  • A Courier now makes frequent trips between Wiltun and Ceyren's Mill, stopping along the coast road to teach travelers his trade from time to time.
  • A few other minor reshufflings of resources and trainers and merchants in the wake of the Khem plot.
  • Renamed the Abandoned City to Nec'perya as voted by the players.
  • Typo fixes.
  • Small plot update to Ceyren's Mill.


Misc Changes:
  • Fixes to the Light Sensitivity changes (duration should apply properly now)
  • Fixes to Wall of Ice spell (Gravemaskin)
  • Punching Bag PLCs added (LetumLux)
  • Alchemist's Fire now lasts for 10 Turns and doesn't stack with Flame Weapon or Darkfire.
  • Added DoGrapple to AI Include functions to tidy up various mobs and allow future Grapple abilities.


 
      
Glim
 
PostPosted: Tue, Apr 09 2013, 19:53 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.14g

Server A
  • Cleaned up floating PLC in Cordor Central and East.
  • Fixed some NPC dialogue in Guldorand.
  • Fixed the Quagmire Cave (Kobold) exit to the Amia Frontier so there's no orcs in the way.
  • Fixed a floating rock in Amia Frontier East.
  • Fixed a typo on the Curator statue in Tarkuul Undercroft.
  • Typo fix on Beholder Wizards.
  • Fixed the orientation of the Leatherworker's Bench in Wharftown.
  • Set the Winya maps to auto-reveal.
  • Set the two exterior Tarkuul maps to auto-reveal.
  • Minor changes to Cordor West.
  • Set Skull Crag Foothills, Amia Frontier Ruin Hill, East Coast Bendir Bay and Amia Frontier Trader's refuge to Natural areas.

Server B
  • Fixed map pins for Khem region and one spawn point in the Anara Oasis.
  • Fixed typo in the Grumdek Murr Citadel's name.

Server C
  • Four new critters for testing.
  • Fixes to Darkness & Ultravision ready for testing.

Misc Changes:
  • Removed the VFX from the HIPS cooldown (the actual text still pops up).
  • Changed the racial gate speeches to not discriminate against Hoods.
  • Alchemist's Fire now works with Gloves and has been added to the beginning tier loot bins.
  • Removed Empty Potion Bottles from the loot rolls.


 
      
PaladinOfSune
 
PostPosted: Sat, Apr 13 2013, 21:17 PM 

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Joined: 15 Dec 2004
Location: England, UK

Not actually a module update, but worth noting:

As of next reset, quarterstaves and shuriken are now eligible to be used by Monks. They will correctly apply unarmed attack progression and Flurry of Blows.

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Glim
 
PostPosted: Sun, Apr 14 2013, 19:32 PM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.14h

Server A
  • Upped the CR of the Glorag Mur critters ever so slightly, to be in line with their difficulty.
  • General module resource maintenance.

Server B
  • Fixed a typo on a sign in Osthavn.
  • Fixed a floating PLC in Anara Oasis.
  • Fixed floating PLCs in Ruathym Sea of Swords.
  • General module resource maintenance.

Server C
  • Fixes and updates to Jelly scripting.
  • Fixes to the four newest critters.


Misc Changes:
  • Small fix to Light Sensitivity timing (added Debug Messages just in case).
  • Added PLC "X" to the pallet (Gobbledygook).
  • Added Concentrated Holy Water & Holy Water Distiller (alamut).
  • Changes to Identify & Legend Lore Spells:
    • Idenfity now does a straight +15 Lore bonus, with no bonus per caster level.
    • Legend Lore now does +5 Lore, +1 / 2 Caster Levels, + X based on Divination Spell Focus feats.
      (+5 for Spell Focus, +10 for Greater Spell Focus or +15 for Epic Spell Focus)
  • Added a 6 second delay to the "recharging" effect of the Magical Ammo Bag to fix an exploit.
  • Divine Might and Divine Shield now refresh the duration if used before the effect has expired.
  • Custom Feat: Acrobatic Roll (linlan)
  • Custom Item: Axes of Retribution (Aurora)
  • Custom Widget: Axes of Retribution Collector (Aurora)
  • Fixed Death Domain Summons
  • Custom Abilities: Fundamentals (Bini)
  • Inclusions from Sune:
    • Demi-Spell (Alakton)
    • The Beatitudes (Dark Immolation)
    • Spirit Shield (Jes)
    • Darkness Inevitable (Needled)
    • Dragon Idol Spawner fixes (TheLastDragonRider)
  • Fixed Deafening Clang so that the sonic damage stacks with Flame Weapon etc.
  • Fixed a typo in the quest journal entry for Sigmund's Muse.


 
      
PaladinOfSune
 
PostPosted: Mon, Apr 15 2013, 14:22 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.14i

General:

  • Bugfixes to the issues introduced in 4.14h (Divine Shield, dicebag, etc).

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PaladinOfSune
 
PostPosted: Sun, Apr 21 2013, 18:22 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.15a

General:

  • Performed reorganization of a number of merchants on both A and B. Currently, the server has a lot of old, completely useless items, so this is an effort to get rid of the old trash and replace them with useful gear, especially with things we're currently lacking. Note that this will likely take a few updates to completely finish, as it's a lot of work.

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PaladinOfSune
 
PostPosted: Mon, Apr 22 2013, 19:42 PM 

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Player

Joined: 15 Dec 2004
Location: England, UK

4.15b

General:

  • Performed more store reorganizations.
  • Fixed Elemental Shape so it behaves correctly in underwater areas.
  • Removed Time Stop's cooldown and re-enabled scroll functionality again. Note the rest of the spell remains the same.

DC Requests:

  • The Beatitudes fixes (Dark Immolation)

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PaladinOfSune
 
PostPosted: Wed, Apr 24 2013, 17:47 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.15c

General:

  • Performed more store reorganizations.

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PaladinOfSune
 
PostPosted: Thu, Apr 25 2013, 19:52 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.15d

General:

  • Performed more store reorganizations.

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PaladinOfSune
 
PostPosted: Sat, May 04 2013, 22:30 PM 

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Joined: 15 Dec 2004
Location: England, UK

4.15e

General:

  • Went through and nerfed the elemental weaknesses of most monsters by around half. Up until now, we had a culture where the majority of the strongest creatures all had huge elemental weaknesses - this posed problems to balance, as it caused Flame Weapon to be even stronger than intended, and made the wyrmling breath attacks deal absurd amounts of damage.
  • In relation, the divine/positive weaknesses of boss undead were removed. We already cater to undead in spells where it matters (like Sunburst and Greater Ruin), so giving an extra vulnerability on top of this were making spells far too strong (like Greater Ruin on Darkness, for instance). For consistency reasons, the divine/positive weaknesses have been removed from the Shifter undead forms, too.
  • Fixed the Fallen status so it disables the Pray function in the rest menu.
  • Fixed the Pray function so it does not damage you if your alignment does not match your god (it simply does nothing).
  • Changed the bonus AC of the Epic Fiend feat to Dodge so it stacks properly.
  • Changed the spawning rate of some bosses to be more convenient.
  • Fixed some minor stuff/typos.

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PaladinOfSune
 
PostPosted: Wed, May 08 2013, 1:20 AM 

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Joined: 15 Dec 2004
Location: England, UK

4.16a

General:

  • Big shifter update. Details are as follows. Note if a form is not mentioned, then it has not been modified. The Shifter spreadsheet will be updated with the new details tomorrow, including the elemental form details and a more in-depth description of custom abilities.


General
Expertise and Improved Expertise can no longer be used while using shifter abilities (Mindflayer concussion, wyrmling breath, etc). Metamagic can no longer be used on shifter spells.

As an explanation: Expertise/Improved Expertise could be used on forms like Mindflayer to receive a +10 AC for no drawbacks. This was a massive amount of AC and made forms far studier than they should be. With this eliminated, the forms can be balanced a lot easier without having to consider a power spike of +10 AC. Likewise for metamagic: shifters were able to Empower spells such as Ice Storm or even Firestorm, resulting in them easily out-shining any other class in area of effect damage when hasted, making them complete monsters in PvM. Just as with Expertise, removing metamagic allows us to balance the forms better without having to consider certain builds could add as much as 50% damage onto a spell we might give them.

NOTE: if your shifter has any metamagic feats or Expertise/Improved Expertise, you are eligible for a free rebuild to change this. See here for details.


Wildshape I
Wyrmlings: The wyrmling breathes were overwhelmingly strong, especially at low levels, allowing wyrmlings to deal as much as 100+ damage in groups as early as level 12. At later levels, this balances up, but early on, it's simply too much. To fix this, the scaling of the wyrmling breathes have been changed from 15d8 to 20d4. They still end up a very potent force, but don't offer as much damage early on.

Furthermore, the elemental shields the epic wyrmlings possess have been changed. Instead of being an activated ability, they are now permanently on while the shifter is in these forms. There are two reasons for this: the wyrmlings are squishy, so this gives them an easily manageable deterrent. Secondly, it was too strong allowing shifters to use these shields as a wyrmling and change to other shapes, such as the gargoyle or iron golem.

The Fire Elemental shape has also received the same treatment, too.


Wildshape II
Harpy: The Harpy becomes rather flexible in later levels, having large radius stuns, fears and sonic damage. However, early level it's rather weak, so the sonic damage's calculation has received a slight buff for early levels. If this form still isn't working in its current iteration, I'll give it a personal overhaul. We'll see!
Minotaur: It now has full-scaling Blood Frenzy, but it only lasts three rounds. This is designed to turn the minotaur into a strong berserker class, but not feasibly transfer Blood Frenzy onto other fighter forms.


Wildshape III
Basilisk: The Basilisk already has a fairly strong petrification ability which scales with Wisdom and Shifter level. Its pre-epic version is squishy low-level, however, so its gotten 5/+1 damage reduction to help it early on.
Drider: The Drider has high damage output and high AC, along with decent magic abilities. It's received a minor buff of +2 Strength to both pre-epic and epic forms, and I am going to monitor it to see if that's enough incentive to use it more.
Manticore: The Manticore has a +10 Mighty bow in epic, making it surprisingly damaging. However, it didn't really have the strength to make use of it, so I buffed the strength score of both pre-epic and epic by +4.


Humanoid Shape
Drow: The Drow has received a very slight AB decrease and an AC decrease. It's in a good place thematically, but had too much of an AC buff last time with the fact it's already a high mobility form.
Lizardfolk: Oh boy, this form. Offering up to 43d6 divine/fire damage in a colossal radius (yeah, that's not a typo) per round on certain builds, unhasted, this form was a complete monster. Even early on it was fantastic, with Hammer of Gods giving it a big radius which dealt unresistable damage and dazed for long durations. Empowered Cure Critical Wounds offered ridiculous healing potential or incredible undead boss killing. So, it's been changed to Hammer of the Gods/Cure Serious Wounds pre-epic, and Hammer of the Gods/Cure Critical Wounds/Nature's Balance post-epic. Hammer of the Gods' daze duration has been changed to always be 1 round when cast by a shifter, instead of 1d6.

I wanted to keep this form in a good place, but it really needed a big nerf. Sorry guys! Nature's Balance is kept to allow shifters the all-important spell resistance decrease with their poor spell resistance piercing, and Cure Critical Wounds allows them to keep their party in great shape mid-battle, or bring quick death to strong undead targets. And of course, Hammer of the Gods is always useful for crowd control.


Wildshape IV
Dire Tiger: The kitty has gotten a bit of an AC nerf, as it was excessively high. It's the same otherwise.
Medusa: The pre-epic Medusa has been given 2d6 sneak attack, and the epic now has 4d6. With petrification gaze and its new Sneak Attack, the Medusa form is more suited to be a close-distance shooter, whereas the Manticore is better off from a distance.
Mindflayer: Mindflayer is a very potent form, easily one of the best. It offers both high DC knockdown and very high damage which scales all the way to 30. I didn't want to ruin the crowd control this form offers, but they really did need a hit in the damage department. So, their Concussion blast's damage has been split into two components. Now, it deals one half of its damage to the targeted enemy, and the other half in an area of effect around the target (including the target itself). Note the damage is calculated by level + Wisdom modifier, so with the Wisdom modifier being added twice now, it is actually a slight damage increase to the targeted enemy, but a weakening in the area of effect overall.


Undead Shape
Risen Lord: The Risen Lord form itself is fine, but the fact it had Stone Bones was not. Stone Bones was modified to be a Turns/Level spell which gave +3 dodge AC. This means the Shifter gained an overall +3 AC in all forms, as it could use this, and then shift into others. This was not intended, so the spell has been removed, which allows us to balance shifter AC more accurately overall.
Vampire: The vampire had a bit too much AC for a high regenerative mage form, so it's had a bit of a hit there. More importantly is that it's lost Harm - this is just too strong a spell to be able to cast infinitely. Most of all, it allowed a shifter vampire to heal other shifter undead forms to max at any time. While a cool bit of strategy, it pretty much meant two coordinated vampires could wreck anywhere with no risk of death - I've seen it quite a few times myself. So, Harm has been replaced with Vampiric Touch. Now, the vampire can choose between area of effect damage/debuffing with Negative Energy Burst, or single target damage/self-healing with Vampiric Touch.
Spectre: The Spectre has far too much survivability given its undead properties and the fact it had Hide in Plain Sight. It also had too much of a Hide/Move Silently bonus, considering Shifters already receive a +4 Hide/Move Silently bonus from a feat, another +4 Move Silently from One with the Land, and potentially another +20 Hide from Camouflage and Mass Camouflage. So, it's seen an AC nerf and a Hide/Move Silently nerf. Finally, it's Silence spell has been removed. For those who aren't aware: if you're silenced, you're immune to being detected by Listen. Listen is already a weaker choice than Spot, so giving this form a reliable form of being completely immune to it just wasn't fair, especially with how hard the Spectre already is to both detect and successfully damage.

In its place, the Spectre now has 5d6 Sneak Attack instead of 3d6, giving it a bit more sting offensively.


Construct Shape
Stone Golem: The Stone Golem is intended to be the construct version of the Risen Lord, but the fact the construct race is already superior to the undead resulted in a form a little too strong, especially given that it had far higher AC than the Risen Lord. It's had a slight AC nerf accordingly, but other than that, it's mostly the same.
Iron Golem: The Iron Golem was in a good place thematically - it's intended to be a hard hitting bruiser. However, while it's meant to be strong offensively, it was also far too strong defensively, especially given its immunities. It's had quite a bit of an AC decrease, along with a slight AB decrease. It shouldn't have AB equal to a Weapon Master, even with its theme. Its damage reduction has also been changed to 10/+4 from 10/+5. I'm confident it's still a very strong form, despite these changes.
Demonflesh Golem: The Demonflesh Golem had surprisingly high Dexterity for a golem, resulting in one of the highest AC forms the Shifter had. It's seen a bit of a decrease in this department, but it's still plenty tanky.


Outsider Shape
Azer: Minor thing here: Its Flame Weapon can no longer be used with the Book of Transmutation. That wasn't intended behaviour.
Rakshasa: Ice Storm and Flame Strike still remain, marking this form as the obvious area of effect damage dealer now, with the lizardman becoming more of a supportive form. However, Storm of Vengeance was removed - the ability to infinitely cast an area of effect like that is not only a nightmare to server stability, but simply too strong in PvM.
Death Slaad: Another simple thing: Its Chaos Spittle has been changed from Magic to Acid. The ability remains as a good option to dealing with high AC, strong creatures, but gives it a potential counterplay now in PvP. It felt a better option to me than simply nerfing the damage, as that's boring and I didn't want to do it.


Dragon Shape
These forms really are quite strong statistically already - shame on you people for trashing them! It could do with a bit more of a buff to make up for how unwieldy they are, however. So, it's received a +5 to Fortitude and Will saves, its spell resistance is now 32 instead of 28, and it has gained both Weapon Focus and Epic Weapon Focus.

Whew! That was a lot of stuff to type up. As always, these changes can always be adjusted and fiddled around with, as Amia's balance changes are always a work in process - the Shifter is especially a tricky beast, as its uniqueness and many forms offer a challenge to balance that none other classes present. Despite that, I really like the class and am proud of the changes we've made to it here.

Thank you for all the people who helped me on this, directly or indirectly, including Amarice, DerkDerkistan, Feonir, GreatPigeon, Grymia, Hackums, Maglorine, Manarethan, Maverick, Naivatkal, Righteous Anger, Rigela, Sphinx, Terra, treant13 and more.

DC Requests:

  • Eyes of the Sand Tracker (Agnus)
  • Soul Infusion (Gealcath)
  • Soothe (Jes)
  • Cupola of Amplified Silence (linlan)
  • Surging Spite (The1Kobra)

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Terra_777
 
PostPosted: Wed, May 08 2013, 15:05 PM 

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Administrative Developer

Joined: 31 Jan 2007
Location: Sweden

4.16b

General:

*Fixed flurry of blows toggling off when attacking with ranged weapons.
*Fixed devastating critical not working with whirlwind attack.
*Spellbooks/spelluses are saved while shifted and restored when unshifting.
*Fixed Glowy eye widget not being toggle-able upon relogging.

DC:

*Added spell: Control Construct (KnightProtector)
*Added widget: Shadow Affinity (NinjaClarinet)


 
      
Glim
 
PostPosted: Thu, May 16 2013, 5:51 AM 

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Player

Joined: 13 Jul 2010
Location: British Columbia

4.16c

Server A
  • Overdue changes to Tarkuul
    • The Ghostly Kraken Tavern is now open for business!
  • Plot changes to Lowlands Delta
  • Fixed Tristana and Haulfest's conversations (no more wierd quest error)
  • Dragonstone Keep staircase fix
  • Added a portal out after the final boss in the Gibbering Maw to avoid confusion
  • Orb of the Moon placed in Winya Ravana

Server B
  • Temporarily removed the link to Null Time until I can fix the Phane
  • Plot changes to Ceyren's Mill
  • Pearl of the Desert quest reward comes pre-identified now
  • Added a few new critters for future events

Server C (version 4.14i)
  • Added new tester starting area to aid in setting up new test characters
    • One central hub that Devs can link test areas to
    • Random item chests to outfit your test PCs
    • Basic merchants and top tier merchants
    • Free Rest area
  • Fixed the tester rest menu options
    • Added option to port to new tester starting area
  • New Dungeon - Beta Test - Den of Webs
  • Item Sets - Antediluvian Horror

Misc Changes:
  • Added new Jelly and Pudding scripts to both modules
  • Changed the order of the rest menu options
  • Small fix to Shadowcaster Fundamentals
  • Small fix to Acrobatic Roll
  • Fix to Disarm and Improved Disarm:
    • Disarm, whether used by NPC or PC, no matter what area, will now put the item back in its owner's inventory after clearing any quickslot with that item. This will cause a delay in being able to re-equip that weapon, but will avoid any potential lost items.
  • Fixes to Wall of Ice spell
  • Fixes to Light Sensitivity
  • Darkness, Ultravision and True Seeing Fixes
    • Applying Ultravision or True Seeing to someone while they are inside Darkness will no longer remove their darkness-induced invisibility, only the blindness effect.
    • Leaving one area of Darkness staight into another area of Darkness (overlapping) now properly keeps the effects in place, rather than removing them. The effects are only removed once all Darkness AoEs have been exited.
    • Darkness Immunity on creature hides now functions properly and is taken into account.
    • If Ultravision or True Seeing falls off / is removed from a target inside of a Darkness effect, they no longer become permanently blinded.


 
      
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