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    Module Changes

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    • ZoolZ
      Zool
      last edited by

      As of V8908

      A new quest can be found. Somewhere.

      > !!!MOLES for the MOLE GOD!!!

      1 Reply Last reply Reply Quote
      • ZoolZ
        Zool
        last edited by

        v8914

        Epic monster announcements are now separated in discord.

        Initial Announcment:
        General
        Sending Room
        Reported Sightings

        Updates:
        Sending Room
        Reported Sightings

        > !!!MOLES for the MOLE GOD!!!

        Mr.MolochM 1 Reply Last reply Reply Quote
        • Mr.MolochM
          Mr.Moloch @Zool
          last edited by

          New Solo Quest is in the module Reeking Sewers, located in Arabel Sewers; while a solo quest, caution is advised as its risk and reward are both a little better than the usual for these.

          Rebalanced almost all our summons except the Shadows (on the to do list). Many of these were just out of whack with power-level, mostly the result of people tweaking them here and there without good controls on what was being done. So some (fire elementals) were demonstrable worse across the board than others (reptiles).

          Now the summons are all balanced against a "median" theme which is the default Animals. Summons may be 10-20% on certain categories, or have unique powers, immunities, weaknesses - but they all keep a little closer to that baseline so they're better balanced. They are not equal and some are better than others particularly in specific situations.

          We'll track everything here (this is a mess of a database for Summons so far because I was using it just for myself but do want to share all the details with players, BOLD indicates a change to the existing stats). We're open to any and all feedback on these changes.

          https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=251118543#gid=251118543

          In the future, there are two simple rules to remember:

          NO SPITTING.

          DO NOT CROSS MISTER MOLOCH.

          https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

          Mr.MolochM 1 Reply Last reply Reply Quote
          • Mr.MolochM
            Mr.Moloch @Mr.Moloch
            last edited by

            If you wander the module, you may discover some druid glades are available.

            These glades work on the prestige system, so as you empower them, you will see definite results as they grow due to your care and attention. While druids and rangers will likely have the most to do with these glades, there are some things available for other classes as well - particularly if you're inclined to nature.

            They may be a little buggy; I have certainly never tried to use our prestige system quite this way. Especially the Seelie/Unseelie Glade. If something seems very off, let me know via a Bug Report asap. :) Otherwise, enjoy! I'm already off on the next fun project.

            In the future, there are two simple rules to remember:

            NO SPITTING.

            DO NOT CROSS MISTER MOLOCH.

            https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

            Mr.MolochM 1 Reply Last reply Reply Quote
            • Mr.MolochM
              Mr.Moloch @Mr.Moloch
              last edited by Mr.Moloch

              Wyvernwater Underwater Updates

              There's more to explore in the Wyvernwater: Underwater Area now, the sea elf village has gotten an update and now there are two quests in the area you can go through. The first is an updated version of the Sirene's Sister with improved loot and enemy varieties. The second is a brand new quest for you all to do.

              You can now swim from Immersea to the Deep Dives, with more hidden treasures to find along the way and new threats to encounter. Some of the goal here was to turn the sea elf village into a local hub for underwater adventures and exploration.

              Expect some other minor changes and additions over the course of the next week to these areas; but this is going to be the bigger stuff. We're open to any feedback to help improve these, or any other areas in the module designed for exploration and adventure.

              1edde80e-b348-4d80-89b5-9c04edfbf0da-image.png

              In the future, there are two simple rules to remember:

              NO SPITTING.

              DO NOT CROSS MISTER MOLOCH.

              https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

              Mr.MolochM 1 Reply Last reply Reply Quote
              • Mr.MolochM
                Mr.Moloch @Mr.Moloch
                last edited by Mr.Moloch

                8942v

                Did revisions to the Hateful Child; improved variety of spawns, adjusting the quest to have many mobs of undead like its had - but balancing those encounters to be hard rather than a set of overwhelming waves of undead.

                There is now more variety of enemies, a map that is easier to navigate and view, and a more interesting final encounter with a buffed up boss who doesn't go down before the entire party even realizes he's there fighting.

                Iron Golem Poison has killed a lot of people via lack of knowing how it works; now when you fail your first saving throw you should get a floating text over your head warning you that you've been coated in a toxic poison that will kill you if you do not take action quickly.

                Fixed a bunch of bugs, many of them in the druid glades. These should be working as intended now with a few more things showing up as prestige rises for them.

                In the future, there are two simple rules to remember:

                NO SPITTING.

                DO NOT CROSS MISTER MOLOCH.

                https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                Mr.MolochM 1 Reply Last reply Reply Quote
                • Mr.MolochM
                  Mr.Moloch @Mr.Moloch
                  last edited by

                  We finally got around to a Hullack Forest redesign; the original area, players said was hard to navigate, difficult to see foes, and just very large without much really in any of the areas. So its all one area now (big still) but one area. There's still polishing to come with the area, little things like plantable trees and garden spots are not in yet but will come along down the road.

                  The yaun-ti quest in there has been revised and updated. The Storm no longer affects this part of the Hullack but you can reach an edge where its clear the Storm has and always did blow so dangerously no one goes beyond that point. Just play it like its always been this way, the Storm originally wasn't suppose to affect the entire Hullack because we always planned to use this as an excuse to revise it.

                  As always open to suggestions and ideas to make this area even more fun to explore.

                  In the future, there are two simple rules to remember:

                  NO SPITTING.

                  DO NOT CROSS MISTER MOLOCH.

                  https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                  1 Reply Last reply Reply Quote
                  • ZoolZ
                    Zool
                    last edited by Zool

                    V8951

                    Tent kits now work

                    Campfires and tents now do more to slow the freeezing effect of the storm.

                    > !!!MOLES for the MOLE GOD!!!

                    1 Reply Last reply Reply Quote
                    • ZoolZ
                      Zool
                      last edited by

                      v8952

                      Made changes to how magical mushroom hallucinations/visions work.

                      You can now drink alcohol to temporarily become immune to the hallucinations.

                      Drinking one drink gives you 2 minutes of immunity to the hallucinations.

                      This is mostly so people can

                      A: talk to NPCS
                      B: Rest

                      > !!!MOLES for the MOLE GOD!!!

                      1 Reply Last reply Reply Quote
                      • ZoolZ
                        Zool
                        last edited by Zool

                        v8958

                        Allows for quickslots to be cycled using a new UI element

                        f4914595-9b1d-4b68-8532-991d54f931da-image.png

                        Left and right arrow cycle through quick slot sets.

                        Having the L button active (yellow underline) will load as soon as you change set.
                        Having it unselected, just changes the number.

                        Hitting S, will save your current quick slot layout, to the currently selected numbered set for later loading.

                        This can be closed using the X, or minimised using the arrow on the title bar.

                        You can re-open it using your Quick slot Token (everyone gets one now - upon being granted it, it saves your current quick slots to set 1)
                        79b58156-4561-450c-8788-be2a17f1b11a-image.png

                        > !!!MOLES for the MOLE GOD!!!

                        1 Reply Last reply Reply Quote
                        • ZoolZ
                          Zool
                          last edited by Zool

                          v8961

                          You can buy spell books from the merchant in the noble district, when you own one, examining it will bring up an interface to save and load spell load outs. Each book can have 12 load outs saved in it, you can name the load outs by editting the text next to the load and save buttons, then saving.

                          Books are unique, so you can have several.
                          You can rename spell books in the same way you can rename bags
                          Use the PC Mode Switch to target them, and type

                          .rename NEWNAMEHERE

                          The books are real items that can be traded or stolen, not OOC items.

                          They are only useful to:

                          Cleric
                          Druid
                          Paladin
                          Ranger
                          Wizard

                          49fb1d4b-e013-41df-b1e1-0f52424d840a-image.png

                          > !!!MOLES for the MOLE GOD!!!

                          Mr.MolochM 1 Reply Last reply Reply Quote
                          • Mr.MolochM
                            Mr.Moloch @Zool
                            last edited by

                            v8969

                            Minor bug fixes.

                            Some testing of CNR system to add in new metals, plants, and harvestables for crafting update. Players probably won't notice anything since a lot of this is in inaccessible areas or so rare right now that the spawn odds won't show up.

                            Adjusting the power of the warehouse quest encounters for the Red Wizard side; this quest was probably harder than intended based on feedback. Please update me with ideas/thoughts for this or any quest.

                            In the future, there are two simple rules to remember:

                            NO SPITTING.

                            DO NOT CROSS MISTER MOLOCH.

                            https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                            Mr.MolochM 1 Reply Last reply Reply Quote
                            • Mr.MolochM
                              Mr.Moloch @Mr.Moloch
                              last edited by

                              v8969 will also see changes to polymorphs.

                              These changes are almost entirely minor buffs; details are here in the green text on the last column telling you what changed with Wizard Polymorphs and Druid Polymorphs.

                              Druids
                              https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1290161559#gid=1290161559

                              Wizard
                              https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1900092520#gid=1900092520

                              In the future, there are two simple rules to remember:

                              NO SPITTING.

                              DO NOT CROSS MISTER MOLOCH.

                              https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                              Mr.MolochM 1 Reply Last reply Reply Quote
                              • Mr.MolochM
                                Mr.Moloch @Mr.Moloch
                                last edited by

                                v8971 will fix an exploit with the Strength Domain's Greater Bull's Strength stacking with Bull's Strength. It will also cap GBS at 7 if you're level 10 or less. This allows it to function as a free Empowered Bull's Strength, but stops the exploit allowing +12 strength by stacking these two spells in the right order.

                                Again, please always tell us about things that are clearly too good to be true. It keeps the game more fun and fair.

                                In the future, there are two simple rules to remember:

                                NO SPITTING.

                                DO NOT CROSS MISTER MOLOCH.

                                https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                Mr.MolochM 1 Reply Last reply Reply Quote
                                • Mr.MolochM
                                  Mr.Moloch @Mr.Moloch
                                  last edited by

                                  8971v

                                  Update to Planar Binding and Lesser Planar Binding to use our custom summons instead of defaults. This should make Lesser Planar Binding better and make Planar Binding a little less extremely over-powered. These summons may still need to be adjusted, just so you're forewarned (albeit, maybe up or down, need to watch them first and see).

                                  In the future, there are two simple rules to remember:

                                  NO SPITTING.

                                  DO NOT CROSS MISTER MOLOCH.

                                  https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                  Mr.MolochM 1 Reply Last reply Reply Quote
                                  • Mr.MolochM
                                    Mr.Moloch @Mr.Moloch
                                    last edited by

                                    v8975 we're starting to update to the new blacksmithing, metal desposits for mining will start changing as you will find the new metals that will be available, we're also going to adjust where metal spawns a little so that certain areas aren't the 'best' to go mining for everything but rather you get more reward for exploring everywhere. Some metals will appear in more specific kinds of areas, ie: some metals may appear in more volcanic areas more likely.

                                    These changes are intended to make it more useful and fun to explore when you're looking for resources; the goal is not to make it extremely hard to find anything (outside the fact that copper is more likely and easy to find than platinum). So if something feels way off (too easy to find, or too hard to find) please give feedback so we can adjust and tweak things.

                                    In the future, there are two simple rules to remember:

                                    NO SPITTING.

                                    DO NOT CROSS MISTER MOLOCH.

                                    https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                    Mr.MolochM 1 Reply Last reply Reply Quote
                                    • Mr.MolochM
                                      Mr.Moloch @Mr.Moloch
                                      last edited by

                                      v8976

                                      Small bug fixes.
                                      https://forums.cityofarabel.com/topic/69963/sea-elf-village-inn
                                      https://forums.cityofarabel.com/topic/69964/keen-edge-sorcerer
                                      https://forums.cityofarabel.com/topic/69961/warm-waterfall-missing-variable

                                      Fixes to some of our existing insect monsters to align their stats to 3.0 rules better.

                                      Greater Sleep didn't really stack compared to Sleep since GSF and SF made it better, so applied the same benefits to Greater Sleep as follows Sleeps 4d4 HD of creatures in AoE (lowest HD first to 12 HD max per creature; Will save negates) for 1 round/level, SF increases 4d4 HD roll by 25%, GSF removes max HD of creature that can be effected and increases 4d4 HD roll by 50%

                                      All drakes should now drop Drake Scale a 5 PP items, Hook Horrors should now all drop claws -- you have to skin all these though.

                                      In the future, there are two simple rules to remember:

                                      NO SPITTING.

                                      DO NOT CROSS MISTER MOLOCH.

                                      https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                      Mr.MolochM 1 Reply Last reply Reply Quote
                                      • Mr.MolochM
                                        Mr.Moloch @Mr.Moloch
                                        last edited by

                                        @Mr-Moloch 8789v

                                        Updated taverns to now have a Tavern Patron, these patrons will share rumors, plot hooks, story information when you talk to them. The system is set up to tell you a random rumor, and then time must pass before the NPC will tell you something else. Sometimes, they don't have rumors to share; so its worthwhile to check back.

                                        Updated the bazaar with a few more items, again, the idea with bazaar is sometimes you get ripped off, sometimes you get a really good deal. Its a risk that should feel like it pays off more than it doesn't.

                                        The necromancer and rogue only stores were accidently removed, they're both back now in the module - but you will need to find them. There's more than one NPC who sells necromancy gear now too so there's less chance we accidently delete him in the future.

                                        Adjusted the loot payout on Ants quest; turned out it was never actually set up the way it appears to have been originally intended - leading to its payout having way too many scrolls. You'll find a much better variety here now.

                                        In the future, there are two simple rules to remember:

                                        NO SPITTING.

                                        DO NOT CROSS MISTER MOLOCH.

                                        https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                        Mr.MolochM 1 Reply Last reply Reply Quote
                                        • Mr.MolochM
                                          Mr.Moloch @Mr.Moloch
                                          last edited by

                                          The Storm is losing energy, Moonsea Ride, King's Forest, Hillmarch, and Redwood areas should no longer have storm energy.

                                          Please help me out and report other areas where it should obviously be fading; the Stormlands are still present in the module because of spoilers and some areas the storm still blows fiercely (Stonelands). In most other spots, it should slow or disappear.

                                          In the future, there are two simple rules to remember:

                                          NO SPITTING.

                                          DO NOT CROSS MISTER MOLOCH.

                                          https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                          Mr.MolochM 1 Reply Last reply Reply Quote
                                          • Mr.MolochM
                                            Mr.Moloch @Mr.Moloch
                                            last edited by Mr.Moloch

                                            Improvement made to Cartography system. You now earn 50 XP for completing a map of any area, and 10 XP for each Point of Interest that you map out. This should make cartography more rewarding for players who want to explore around the whole module mapping places.

                                            Please report any unusual behavior this causes that seems too good to be true. The estimation is you'll earn about 150 xp at most for mapping any single area.

                                            Updates to the Flags Held High Quest, should have more interactivity to it and the inn looks like its actually the expensive inn that the Pride of Arabel is suppose to be instead of a seedy tavern. More updates likely to come here though. Loot tables expanded greatly so a lot more variety of things to find here.

                                            In the future, there are two simple rules to remember:

                                            NO SPITTING.

                                            DO NOT CROSS MISTER MOLOCH.

                                            https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                                            Mr.MolochM 1 Reply Last reply Reply Quote
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