Module Changes
-
Updated a lot of very small things over the last 30 days since the last module update. A lot of this was the build-up of bug reports and working through the last year of suggestions.
The main thing players will notice though is a revision of the cloaks in the general store, most these were undyed and you had to read the description to see what they were, now they are all dyed and have names so you can see quickly what kind of cloak it is.
A lot of the religious cloaks were removed from the store and put into shops that made sense, ie: the Tymoran cloak is is the Tymoran store.
The Selune/Tymora stores also got updated with new items.
Tons of minor adjustments were done to a variety of quests based on player feedback, mostly with an eye toward making the challenge of the quests more fair. A lot of this was tweaking stuff on encounters where more monsters were showing up than we actually intended to show up. When I started to revise all the quests last year, I honestly didn't fully understand how the whole system worked. (Its a nightmare of various formulas.) I have a better bead on this now; that said, odds are high you won't notice even though I can tell. Stuff is probably going to feel more fair and less insanely punishing (on the off-chance you notice).
-
The Dwarven Brewery delivery quest is back in the module and working.
-
Please note following months of discussion with the player base and DM Team, moving forward the Animal Buff Spells (Bull's Strength, Endurance, etc) will all do a flat +4 bonus. The spell can be extended, but not maximized or empowered.
Additionally, we added a new cantrip.
Vicious Mockery
https://forums.cityofarabel.com/topic/71020/vicious-mockeryThe honest reason was so I could go through the process of adding a new spell. Now I know how to do this, so we can make more new spells if there are suggestions that can work with our scripting, and make some adjustments to a few spells (ie: we'd like to make the Trout Backstroke, Toad Leap, etc spells be a single spell that works off a radial menu for example).
-
Carving Stations are now in for players who want to pursue gem crafting (which just gets gems for the current Jewelry crafting at the moment - it'll eventually move to the new system too), and wood/bone crafting.
Open to feedback on the new recipes, its also easy to add recipes to the new Black Smithing and Carving Systems. So feel free to suggest ideas.
-
New Quest
Check Mate
https://coa.fandom.com/wiki/Quests -
Updated the Kobold Quest in the Haunted Halls.
-
Leatherworking/Tailoring should all be live in v9140.
As with anything, feedback is welcome. Had a lot of conversations with players about what would be available in the new crafting for these and carving; but there's always room for improvement.
NOTE: That suggestions to add whips/mauls and some monk weapons were made. They'll go on the list for whips/mauls. Monk weapons, I need to get around to adding the feats for those first.
Wonderous Item crafting should be in next week and I'm really hoping to get basic alchemy done by the afterweek.
-
Alchemy and Wonderous Item Crafting are now on the new system.
A DM can help if this will affect your PC because you had levels in the old crafting system.
Open to any and all suggestions for items, recipes, properties - new or existing. This is very much a new system with a lot of flexibility and ease of use for DMs to adjust.
-
Woodcutter Hatchet was not cutting trees properly, (hopefully) it will now. If yours isn't working after v9145 ask a DM to rename it to "Woodcutter's Axe" and it should work.
Did some spell improvements for druids.
Flame Lash now does 1d6 damage / 2 Caster Levels bringing its damage into range with other second level spells like Gedlee's Electric Loop, but it remains a single target spell. It also forces a Fortitude Check or blinds the target for 1 round / 2 caster levels.
Healing Sting now does 1d12 + Caster Level Damage and heals you for a similar amount. This is what the canon spell does, shifting damage from 1d6 which was NWN default.
Spike Growth should now be a magical affect, so resting and dispel should remove it.
-
@Mr-Moloch Next reset, you will find some areas of the module are dark even during the day. This is not a bug, Nocturne is coming as the main storyline progresses. In-character the shadow of one of the Tears of Selune has put part of the Arabel Tear into perpetual twilight, this began after the mysterious rain of golden coins a few days ago (these areas are already dark in game - but you may notice a major revision to one of these areas designed to make it more fun to explore there, the geography is not "new" assume the forest always looked like that geographically, but some features like the darkness are obviously new. Ask if any of this gets confusing though. :)
Mostly, the area was due an update anyway, and this was a good time to do so in a flavourful way that makes this forest feel very different from other forests in game. As always open to feedback and suggestions.