• Change High Road South Horn Combat Music

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    Mr.MolochM

    @Zolm said in Change High Road South Horn Combat Music:

    Area name: High Road, South Horn
    Server Version: Arabel version 9137

    Issue Description: The current combat music is a musical que of roughly 15 seconds that loops badly, is repetitive and VERY low quality (Like youtube rip bad quality) is there a possibility of changing this out for something else?

    What is the theme name anyway?

    fbd21bb2-01fa-4921-979a-7fb9f01b59e3-image.png

    Changed it to something else though.

    e4a1f5e0-a963-4213-b47d-e08f02a1c91b-image.png

  • UD settlement spawn point

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  • UD settlement messenger

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  • Old Gate Inn adjust the rest area further from the door

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  • Make gauths explode upon death

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    P

    Excellent. Magic damage boom is a fun touch!

  • New Southhorns

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    P

    @Mr-Moloch Lookin good!

    0e68d3c2-410e-4d5a-8c2c-4d52fafe3cfe-image.png

  • Malak of Tempus should raise dead

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    V-RageV

    I think he can.

    Just have to be a Tempan to access the convo.

    It should be available to everyone imo

  • 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)