Changes to the module
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Don't do Castle Crag for the time being.
Thanks.
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v3646
Eastway updates to symbolize the progress on the village
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Lesser restore no longer removes the effects of any Bigbys spells.
It is otherwise entirely unaffected.
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v3659:
- As of this version leeching XP in quests will be made harder. You will no longer be able to hide safely/AFK half way across the map. To gain XP for a kill you will need to be within the scene of the combat(Doesnt have to be Line of Sight but range). If you are not within said range you wont get the XP for the kill. The team may tweak the range in the coming days and make it even smaller.
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@SpiffyHas:
Don't do Castle Crag for the time being.
Thanks.
Both iterations for Castle Crag are done and working. Feel free to take the quest.
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v3660:
Thunderholme is now open for travel! It will take some time for actual facilities to be available for use, but players may freely come and go now.
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The alteration "spirit projection" also known as "astral projection" has has some changes to how it works.
Specifics aren't available for number crunchers to chew on right now, but here are the basics:
This alteration was intended to be used as a way to scout ahead for mages, when no scout was available.
It was instead used as a vastly superior form of scrying , instead of actually scrying.
This was very hard to balance two entirely different mechanics around and so, the spirit projection spell has been altered to fit it's intended roll more closely.
Using your projection to go into areas with npcs in them, is no problem, and it will work how it always has.
Trying to project near player characters now has a save involved, even without a ward (though wards greatly increase the difficulty of the save to retain the projection, and allow warded characters to pull your name from your mind if the save is critically failed)
This save will be rolled every 6 seconds, and each time, become slightly more difficult to pass.
The result is the spell can be used for scouting on quests and dm events, or exploration, but is too weak to get much more than ten to thirty seconds of "spying" done.
Scrying is now VASTLY superior to spirit projection for the purposes of spying.
This makes it a lot easier to make any future alterations to scrying to balance it, and make it useful for roleplay, and not an I win button.
Thanks.
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v3669:
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Fixed: tracker.php?p=1&t=2706
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Fixed: tracker.php?p=5&t=2703
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Fixed: tracker.php?p=1&t=2657
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Fixed: tracker.php?p=1&t=2702:
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The messages fighters receive(Be it failure to meet criteria or cooldown messages) will no longer spam their entire party and only they will see it.
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Additionally as part of a quality of life thing, I have added additional messages to the Combat stances telling you when its Activated, De-Activated and when the cooldown is over and you can reuse the ability(If there is a cooldown). If you see any issues with it - Post bug reports.
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v3677:
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Fixed: tracker.php?p=1&t=2718
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Changes to True Strike Consumables:
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Due to a decision made by the DM Team, we have decided for the sake of balance to make the following changes to True Strike Consumables:
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As of this version all True Strike Consumables are removed from Stores throughout the server(Be it Potions, Lucky Rabbit Foots, etc). If you find any more of these you must report them and where you bought them from(If bought from NPCs).
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True Strike Consumables can only be obtained now either from Quest Loot(DM/Scripted ones) or through crafting such as Brewing, etc.
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The Price for brewing True Strike Potions was raised as a result.
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The script for True Strike was also fixed and now ALL items will give +10AB(And not just Potions). Only way to get +20AB would be from the actual spell cast by a Mage.
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V3695
Updates to Immersea and Eastway -
Updates to Citadel and North Arabel.
Updates to the IC rumor system that you can spam from npcs. -
V3707 Sandman
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Updated Starwater Gorge area
added Orange Grove
cut down area for High Road to reflect IG map and distance
revised area and added/moved some features -
Added Arabel High Road
Spawns to be added
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V3708
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Alana has moved to Mertoi's Cauldron in Eastway
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Sugnar has moved to The Queen's Embers in Eastway
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Mertoi's Cauldron is now open in Eastway
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The Queen's Embers is now open in Eastway
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Stewad Ryan has moved into Mertoi's Estate in Eastway
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V3709:
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Fixed: tracker.php?p=1&t=2791
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Fixed: tracker.php?p=1&t=2770
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Fixed: tracker.php?p=1&t=2780
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Fixed: tracker.php?p=5&t=2762
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New plot items found throughout quests and exploration areas. You don't need to report possessing these until you hold about 10 of them.
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V3716
- Hidden Valley linked up
Hafling Village - Updates added to areas
- Hidden Valley linked up
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-New Goblin refugee camp added to Old Town.
-New quest, "Alley Kings," added to Old Town in goblin camp. 3-7, 2-8 people minimum!
-New Merchant Added to Old Town, functions like Temons. Check the goblin refugee camp. -
Lowered Minimum Party Required for the following quests:
Slaads (Minimum 3, now 2)
Aunkspeare Investigation (yaesol) dropped from 4 min to 3 min.
Chess is now two mannable, also raised quest cap from 6 to 8 people maximum. Also reduced minimum level to 3
Jarnek's is now minimum 2
Tyche's Crypt Quest is now soloable.
Haunted Painting now only requires 3 people.
Toystore is minimum 2
Fine Establishment (snakes in the brothel) is now soloable.
Slum Tower is now 3 mannable
Castle Assault is now 3 mannable.
Crypts of Trinity Now pays 250 per person
Sunken Ship/Sahuagin is now two mannable
Wretched Wandering is now solo
Sheikh Quest in Stonelands is now solo.
Ruins Quest Minimum 2 (Intellect Thief quest)
Papercut is now Soloable.
Orc Springs is now 3 mannable. -
Changes default Element if the Caster is a Cleric and they have one of the following Domains:
Ooze/Cavern/Earth = Acid
Air/Storm = Electrical
Water = Cold
** If the Caster has the First Domain as Air and the second one as Water - The First Domain will dictate the alteration of the default element.Basically:
If your domains are Ooze/Cavern/Earth, your darkfire will default to ACID
If your domains are Air/Storm your darkfire will default to ELECTRIC
If your domain is Water, your darkfire will default to COLD.
The first domain you select will determine the element it changes to. So if you take STORM and WATER domain, STORM domain supercedes water, and will do ELECTRIC damage. If you took WATER then STORM it will do COLD.Additionally, if a DM deems it appropriate/if you app, we can change your mages/clerics default darkfire/flame weapon casting to any damage type found in the game.
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V3727
- added Headstone Isle
spawns to be tested/balanced - updated Outset Isle
removed neg energy option - added Blue Dragon patrol quest of the Wyvernwater Isles
quest to be fully tested. Working on first test - added Starwater Gorge ( underwater )
temp area for plot ( currently accessable ) - Fixed issues around Stormhorn access and paths
updated trans locations
Advise issue via bug tickets
thanks
- added Headstone Isle