• 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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    @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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    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.

  • Birchwood trees

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    @Mr-Moloch Ran the entire wailing slopes (server version 8840) there was 1 birch tree and no other plant/resource spawns in the rest of the zone/area. Not sure if Ice Lotus was planned for adding back in, but it would make sense in there as well.

  • Goblin Valley: Optional hard encounter

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  • Add some more language nodes for Netherese and Draconic

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    @Eraamion I learned draconic on Poppy from available nodes. Don't think any have been cut off from what she's accessed that I can think of.

  • Second level transmutation spells

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    Mr.MolochM

    I'm extremely dubious that we should make the hands down best second level spell better. Doing this would almost certainly come with a major nerf to the spell, limiting its bonus to no more than +2 to one stat of your choice.

  • Light Miner's Pick

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    Mr.MolochM

    @Erebus As this was the most specific explanation of what to fix, and how to fix it ever - I put it in right away 8826v

  • Monstrous Regeneration

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    C

    Or provide a higher amount of healing over an even greater amount of time. Not for a total of 50 HP, but a multitude of that.

    It's a level V spell. It should be highly impactful.

  • Bospir Prestige

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    Mr.MolochM

    Setting this up is actually on my list, but my list is long without more help. :)

  • Find Traps

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    Mr.MolochM

    @V-Rage DC varies by difficulty of the quest

  • Return invisibility to normal duration with SF Illusion

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    Mr.MolochM

    @Mr-Moloch Invisibility is back to 1 Turn / level.

  • Silvia Cormaeril's shop is empty.

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    Mr.MolochM

    @Mr-Moloch 8725 fixed

  • Trash Can In the Old Gate INn

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    Mr.MolochM

    @TheMinionOfArabel Fixed 8725