Darkhold and Electric Castle areas are now dynamic
Latest versions of fw_include, fw_instance, mod_mod_load and amia_keepalive installed
New feature - clocks are now continuous (for A at the moment). What's this mean? When the module reboots from a reset or a crash it will recall the game time setting from the previous run (with in 5 RL minutes) and start the clock from that same point. IG day will now reflect (as closely as possible) the RL calendar. There are some differences:
1. The server will cycle through each RL day with three IG day/night cycles In other words it wont switch the game day to the next day till a RL day has actually passed..(Explanation for this is that this allows people to log in at different times and still affect the current time line as well as experience different time cycles with in their typical playing time frame) 2. NWN only functions on 28 day months so the last day of each month will cycle over and over for zero to three days (depending on the month).
Darkhold and Electric Castle areas are now dynamic
Latest versions of fw_include, fw_instance, mod_mod_load and amia_keepalive installed
New feature - clocks are now continuous (for A at the moment). What's this mean? When the module reboots from a reset or a crash it will recall the game time setting from the previous run (with in 5 RL minutes) and start the clock from that same point. IG day will now reflect (as closely as possible) the RL calendar. There are some differences:
1. The server will cycle through each RL day with three IG day/night cycles In other words it wont switch the game day to the next day till a RL day has actually passed..(Explanation for this is that this allows people to log in at different times and still affect the current time line as well as experience different time cycles with in their typical playing time frame) 2. NWN only functions on 28 day months so the last day of each month will cycle over and over for zero to three days (depending on the month).
Continued dynamic area work: Kohlingen and Skull Crags regions will now be dynamic. These were two HUGE areas so please notify us if you find any buggy transitions.
Fix put in for the "Visage of Home" portal in Gibbering Maw.
Continuing dynamic area set up. This update moves Quagmires, Mylock Hills, North Bay, Ultrinan, and Underdark to dynamic areas.
General
Playertools 1 Initialized: This playertool is the first to be implemented. It will serve as a tool that is eventually going to replace some of the inventory widgets that waste space, while accomplishing the same functionality and more.
To get this Playertools: you can type /s f_playertools
Player Tools 1 Current Features: Show Party Members, Help with Black Area
The date/time of Amia should be correctly updating and persistent.
-- No party size limit, however bonus does not scale past 6. -- No ECL limit -- Progressive scale of a penalty multiplicative of .15 as the distance further grows in ECL gap
STATUS: LIVE - Black areas minipatch until a more proper fix. Black areas should never persist, and evacuate without any movement after 2 seconds of your area load. > Fixed an issue with explored maps not showing as explored.
- No more auto-requestable LETO required, see character maintenance room - DC leto's will still need to be LETO'd for now though - Rest of Amia A now dynamic.
- BG Aura now properly afflicts players - Assassin Tool no longer calculates with Spellcraft - Assassin darkness no longer cares about spell failure - XP Gain from gathering jobs has a universal 2 minute cooldown. - Winya now dynamic - Rental Homes not longer get confused when exiting to a dynamic area.
Live Update, no version change: Plot Updates for a certain Hin Village. INC, Bendir Dale, Bendir Dale: Hinn Inn, Bendir Dale: Classroom, Bendir Dale: Turf House
1/17/2016 - - Rolled back to not using Lua hook for creation of dynamic areas.
1/20/2016 - - Changed the xp cd to be global to all xp gains from job system
Updates Added: Character Modification Room (Welcoming Area)
Head, Portrait, and Voice changer added
Forkstakkr: Belenoth, Halls - Changed to reflect plot Forkstakkr: Howness - Changed to reflect plot Forkstakkr: Thordstein - Changed to reflect plot Forkstakkr: Thykkvi - Changed to reflect plot Forkstakkr: West Bay - Changed to reflect plot Forkstakkr: West Coast - Changed to reflect plot
NPCs updated; Forkstakkr Guards installed
Plane of Shadow: Shadowscape - Changed to reflect plot Plane of Shadow: Shadowscape, Interior
Quest added - In The Shadow of Shadesteel
Ruathym: Ostland, Osthavn - Changed to reflect plot Ruathym: Ostland, Ostdur - Changed to reflect plot Ruathym: Wiltun - Forge fixed, Guige B Large Shield fixed Ruathym: Wiltun, Keep - Seats fixed
- Upgraded SD HiPS no longer makes use of the Shadowdancer Properties hide to function; the cooldown remains the same. ( This does not change the feat whatsoever )
Fix for Lowland Swamps: Ancient Mound, Ruins - replaced the worn ladder with a better PLC so it can be used easier
Fix for Lowland Swamps: South - fixed a tag on the way point for returning from the Troglodyte area.
Server B
Updated version number as a number of scripts have been added into B to bring it up to date with A
Fix for Ruathym: Fortress Wiltun - adjusted cobblestone tiles to fix clipping, added patrol routes for guards and activated random walking for the dogs. Some other minor PLC updates too.
General
Update to amia_include
update to inc_funs_classes (fix for SD's being booted)
update to mod_cli_enter
update to se_gen_portal (fix to portal lamps not firing the conversation file)
update to inc_ds_records (fix to save and load journal entries for Shadesteel and Trog quests)
Fixed Shifter buffs remaining after leaving form. All shifter buffs created via shape ability now only work while in that shape. This also applies to buffs cast on others.
Fixed the dispel level for the buffs created by various shifter forms.
Moved and combined all hak files to g:\hak and set up symlinks for modules A and B as well as the test server. This freed up and additional 11.3% of the total hard drive space.
Bendir Dale - this update swaps out the tileset wall for a PLC palisade that allows a much greater freedom of placement. The walls were brought slightly closer to the inner wall allow people to walk around them with out entering the gated area if they chose so. This also allows for DM events that might have NPCs or critters outside the walls since there is some room there now. This also includes some NPCs that now patrol the area.
-Small technical change to Arachnid Valley and She'kats to support present day spawning system. -Added in She'kat Bristlebacks, a She'kat monster type always meant to spawn but was never added due to old spawn database architecture.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Nexus Hills: Burrows and Cavers - Updated per plot
General
Spells updated: Hold Monster, Hold Person, Hold Animal, Sleep, Fear, Confusion, Ball Lightening, Flesh to Stone, Scare
Confusion: Reduced to 3 rounds Confusion, with a lasting -2 to mental stats for the remaining duration of 1 round/Caster level. Epic Enchantment raises the penalty to -4 mental stats, and adds an extra round to the Confusion.
Fear: Reduced to 4 rounds duration control, with a lasting Doom effect (-2 AB, -2 damage, -2 skills, -2 saves) for the remaining normal length duration. Epic Necromancy adds an extra round to the Fear.
Hold Person and Hold Animal: Hold/Paralyze reduced to 2 rounds, with a lasting 20% Slow for the rest of the duration. Spell Focus and Greater Spell Focus each add 5% to the Slow, and epic Enchantment adds 1 round to the duration.
Hold Monster: Paralyze effect lasts 4 rounds, with a lasting -4 Dex penalty and a 20% slow for the rest of the duration. Spell Focus and Greater Spell Focus each att -1 more and 5% more to the Dex/Slow penalty, and Epic Enchantment adds 1 round to the duration.
Scare: Each Spell Focus in necromancy adds +2 to the number of HD you can affect, letting an ESF Necromancer affect an 11 HD monster.
Sleep: Change to flat 3 rounds duration, gives -2 Will Saves for remaining duration. Spell Foci in enchantment each add +2 to the HD the spell can affect total (so 4/6/8/10+1d4 HD), and +1 to the max HD of the spell (so 5 -> 6 -> 7 ->
Flesh to Stone: Reduced to 5 rounds duration, with a saveless -2 STR and -2 CON attached to it. This does not stack. Epic focus Transmutation adds +1 round.
Ball Lightning: Now works like an Electrical version of Firebrand, dealing 1d6/CL electric damage to targets in an AoE.
us_investigate updated to add epic skill level check
mod_acq updated to fix the removal of divine immunity properties from items.
Actand: Cliffside Village - Turned around door to Actand: Obsidian Caves so you exit on the correct side and moved the door forward so it wasn't blocked by rock PLCs.
Cure Light/Moderate/Serious/Critical Wounds - + 1d8 per spell focus in conjuration. Epic Spell focus makes it an AoE effect.
Melf's Acid Arrow - +1d6 damage per spell focus in conjuration.
Mestil's Acid Breath - 1d6 to damage cap per spell focus. Epic Spell Focus adds 1/2 damage on second round.
Neutralize Poison/Remove Curse/Blindness/Deafness - Epic spell focus conjuration adds 1round/lvl immunitry to the effect removed.
Cloudkill - +2 to HD for instant death per spell focus in conjurations and for save vs. death. Epic spell focus gives and additional +1d10 acid damage.
Mestil's Acid Sheath - Damage reduced to 1d6+1/caster level. Also grants 10/- immunity to the element that is used (fire/cold/acid from BoT). Epic spell focus raises resistance to 15/-.
Monstrous Regeneration - Greater spell focus conjuration increases duration to 1 round/caster level. Epic spell focus increases the duration to 2 rounds/caster level.
Vine Mine - Entangle has 3d6 piercing damage added, Hamper Movement adds -4 Dex and -2 Reflex saves, Camouflage also adds +4 Move Silently
Acid Fog - Each spell focus in conjuration added +1d6 to the secondary damage. Epic spell focus adds +1d6 to the initial damage.
Electric Castle - Removed some spells and special abilities from critters in the area that were to powerful for the CR of the area as a whole.
Module B
Ruathym, Ostland - Rethgaard Keep - Area updated for plot.
General
New Spell updates -
Entropic Shield: Each Spell Focus adds 10% concealment vs ranged attacks
Remove Fear: Epic Spell Focus grants Immunity to Fear for the duration
Lesser dispel: Each Spell Focus adds +2 to the CL cap of the dispel check.
Dispel magic: Each Spell Focus adds +2 to the CL cap of the dispel check.
Wounding whispers: There were some bugs left in by Bioware that have been fixed. The damage is now rolled for each attack as opposed to once at spell cast. It calculates damage for Empowered and Maximized versions of the spell.
Dismissal: Removed the stray +6 to DC that Bioware included for some unknown reason.
Greater dispelling: +2 CL to dispel check cap per Spell Focus
Aura versus alignment: Both good and evil versions become a Divine damage shield and that the damage shield is 1d6 + 1/2 CL. SR is equal to 13 + CL, with each Spell Focus adding +2 more to the SR vs alignment.
Removed all XP penalties for multi-class characters
Users browsing this forum: No registered users and 3 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum