Changes to the module
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Were-beetle subrace implemented.
Half beetle subrace implemented.
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Ettercap subrace available. Please report any bugs related to appearance with this one.
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Updates to: Temple of Furies, and Citadel, as of next reset.
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You can now rest in heavy armor.
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Trash barrels everywhere
Bloody ears no longer a must to enter the ruin gardens
Lhal's Estate updated
Adventure's Guild retired -
Dwarven Embassy Updated
Thunderpeaks Updated
Thunderholme Quest removed, now available as an explorative area
Various bug fixes sorted
Alleyways should work a bit smoother now
Frosties quest NPC is now located in the Thunderpeaks
Pit no longer has ant queens, drows or death beetles
Twisted Maze and HC Estate can now see sendings -
v3030
Dwarven Embassy Update
Arabel, North Update
Arabel, North: Ruins Update
Arabel, North: Interiors UpdateGnomes, dwarves and halfling NPCs can be seen moving over to Arabel, North. Elves and humans are now the strongest majority in the Citadel
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New crafting stations to various places, lore added to various loot chests and also some reflection on recent events IG
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v3032
Updated to Arabel North, gate issue now solved
Meister Karl has moved to the market in Arabel North
Stores in Arabel North are not no longer locked
Eveningstar and Castle Too Expensive has had some updates!
Thunderholme can now be reached
LOADS of bug reports fixed -
Shaved off size on Maleen's Spire, should be much less laggy etc now
Seldarine Shrine is gone from Spire, FOIG for further details -
Numerous loot changes across quests. Some were fine, others were buffed, rest were balanced.
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v3072
bug fixes:
tracker.php?p=1&t=2087 (also put a note on it not to dye it)
tracker.php?p=1&t=2091
tracker.php?p=1&t=2090
tracker.php?p=1&t=2093
tracker.php?p=1&t=2141 (variable was misspelled iBaseMaterial instead of iBasicMaterial)
tracker.php?p=1&t=2111
tracker.php?p=1&t=2131
tracker.php?p=1&t=2113
tracker.php?p=1&t=1859
tracker.php?p=1&t=2128added spawnpoint to Hardcastle estate
added additional retainer bedroom to HC estate
removed duplicate buzzer in HC estate
added bellchain to Kanthea's Tower
added trash barrels to Kanthea's Tower
increased the buying power of the Reader brothers -
v3073
Changes to Animal Bone Arrows and Dire Animal Bone Arrows viewtopic.php?p=967372
Moved NPCs back from the cage in Shylocks. This is not your cue to start spamming AoE spells, but hopefully this will solve some of the issues. BE SMART!Bugs fixed/addressed
tracker.php?p=1&t=1989
tracker.php?p=1&t=1894
tracker.php?p=1&t=1417
tracker.php?p=1&t=2057
tracker.php?p=1&t=2014
tracker.php?p=1&t=2144
tracker.php?p=1&t=2056
tracker.php?p=1&t=2141
tracker.php?p=1&t=2037 -
Dwarven embassy now serves only as an embassy, dwarven faction has been retired
Thunderholme is now closed off IG and Thunderpeaks been updated
Penal Legionnaires have been set up as real guards
Armigers now act like real guards -
Militia barracks now based in Arabel North
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v3090
Army Camp is now completed and open to the public
Militia Barracks Door now function normally
Crown Forces are now located in Army Camp
Crown Forces bells are now located in Army Camp
The Eastern Citadel Gate has been retired
Citadel has been updated to reflect the departure of the poor
Ilmater temple has moved to Old Town
Citadel has been updated to reflect recent Militia changes -
v3093
Conscript wages should be available
Conscript door should now unlock
PD/WW/PDKs replace your private room keys with the new ones in the room key bag
tracker.php?p=1&t=2191 should be fixed -
v3095
tracker.php?p=1&t=2192v3096
bugs fixed
tracker.php?p=1&t=2166
tracker.php?p=1&t=971
Added variables to Hardcastle estate; HC Guards should spawn there now -
v3098:
Added a neat and cool contraption/invention/doomsday weapon - Will be unveiled In-Game.v3099:
Fixed: -
v3101:
Fixed:-
tracker.php?p=1&t=2185 -- Player input will be needed to ensure the mentioned bellow is fixed and working as intended.
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Fixed various issues regarding Passive Abilities of Kits going missing. Fixed scenarios: Gem Socketing, Death and Beatdown/Sparring. Regaining the missing Passives will be automated with a timer of 10-20 seconds in those key scenarios.
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After dying, once you Respawn/Get Raised and leave the Fugue the Passives will be re-added after 15 seconds.
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After Socketing a Gem into an item the Passives will be re-added after 15 seconds
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After Beatdown/Sparring it is said the Passive are also taken. Once Subdual affects are removed, the Passives will be re-added after 15 seconds
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