• XP marker Narration availability

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    Mr.MolochM

    @Perdition I hopefully have this done now.

  • Return "Light" stones to the server

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    Mr.MolochM

    @O-louth Took a stab at this using Elemental Essence. Pretty sure it'll work.

  • Spawn Points for Redspring and various glades

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    Mr.MolochM

    @EyeOfGruumsh Done for Redspring, added a rest tent there too.

  • Lower prestige cost of Blur & Barkskin packages

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    Mr.MolochM

    @Erebus Set them all to 500 since shield was a little cheaper and the others were a little too much.

  • beholders death ray

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    ZoolZ

    Actually, the code had been removed, I've put it back in, so it does protect against it, and the save will be vs death, not just fort, but fort vs death (so +vs death items will be useful)

  • Addition of sign outside Dwarven Brewery

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    P

    This is a good suggestion and has my vote of approval.

  • Move Underdark: Upperdark - Miruvore Basin rest area

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    Mr.MolochM

    @ShadowRealm We can just increase the size of the area, move the rest spot further from and keep it all in one area. Its easier to track later on if the area needs to come up or 'things happen'. So you go in a transition, move at least 4 squares from any area enemies can spawn, and rest in that spot.

  • Review some of the Mystran Temple Prestige Shop Armors

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  • Old Gate Meeting Rooms

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    INOWANNAI

    @Mr-Moloch
    There's also a meeting room in the gilded venture, near the rat races.

  • Hag Horrific Appearance DC

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  • Arabel: Noble District update

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    Mr.MolochM

    @V-Rage Its on my To Do but I keep fixing bigger problems when I have time. :)

  • Wyvernwater: Deep Chasm

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    P

    Personally, I do like the idea of the referenced area or another nearby option available for a moment's rest to prepare for and encourage the engaging with the various quests.

  • Make Evards +1 damage not +2

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    L

    You can change this by editing nw_s0_evardsa and nw_s0_evardsc.

    As it is now:

    nw_s0_evardsa 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO); nw_s0_evardsc 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO);

    For +1 instead:

    nw_s0_evardsa 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE); nw_s0_evardsc 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE);

    The grapple logic preceeds the paralysis check. Grapple determines how many of the tentacles aimed at the target succeed. Since it compares

    nTentacleGrappleCheck = d20() + nCasterLevel + 8; vs nOpposedGrappleCheck = d20() + nOppossedGrappleCheckModifiers;

    where

    nOppossedGrappleCheckModifiers = GetBaseAttackBonus(oTarget) + GetAbilityModifier(ABILITY_STRENGTH, oTarget); (and +4, or +8 if large or huge)

    i.e. if a level 10 wizard casts evards vs a level 10 human fighter, up to seven tentacles will try to grapple the target with an opposed check of d20 + 18 vs d20 + 14 or so highly likely 4-6 tentacles will hit the target per round. If a target is hit in a round, it rolls fort against paralysis (duration of paralysis is one round)

  • Make all Potion Bundles equal cost from prestige stores

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    E

    @TheMinionOfArabel 600 makes sense to me. Each of these potions individually cost about 120 gold in the historic district. A nice even 1:1 (pp:gp) for potions that are pretty easily dispelled.

  • Add a trash barrel to the Fugue

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  • Some scrolls in NPC merchant stores are missing

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    Mr.MolochM

    This is the closed suggestions. If you post things in here, I'll miss them since I don't ever look at the closed stuff since I already fixed it.

  • Adjustments to King's Forest bandits quest

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    E

    I have tested the updated and moved quest.

    Did it in two with Poppy yesterday. It was a change to the better for sure, two things that make it less fun now: no big clustered spawn(s) anymore to enjoy an AoE on, and the big backspawn scare does not have a substitute.

    Also, the second spiked barricade in that winding corridor after the tight spot passage does not have any monsters/spawn behind it so it feels somewhat redundant.

  • Necromancer Store in the HoA

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    ErebusE

    Standard necro store will be available as of next reset.

  • Limit the distracting effect of mushrooms to until the next rest only

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    ZoolZ

    @YuritheHarsil said in Limit the distracting effect of mushrooms to until the next rest only:

    Free very exploitable poweful buffs. The halucinations are very fine.

    They need some work if they are still seen as free.

    The distractions didn't quite cut it I guess. I'll figure out something else at some point. Trying to balance it so people still use them, while them not being entirely "free" is tough, but I expect that as soon as we add "direct" mechanical negatives, they'd be thrown away and barely ever used, which isn't the idea.

    (And in terms of economically free - they were originally designed to have a direct gold cost and be EXTREMELY rare as loot drops - then -someone- added them to a quest loot table.

  • Zombie Warriors

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    Mr.MolochM

    There were a few issues with these guys, so I made these adjustments while I was in there fixing the rest.