Changes to the module
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Rangers can now find campfires in an area with their tracking skills.
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The .poison chat command is now available.
You can read all the details here. Just don't forget to target the poison vial with your PC mode switch ahead of time because that breaks stealth as much as simply using a poison vial.Lycanthrope PCs should get bonus combat feats. Combat feats related to "unarmed strike" get converted to combat feats related to "creature".
I modified the script that make NPC guards attack stuff they don't like (such as familiars, large animals, outsiders, exiled PC they recognise…). If you notice weird faction bugs going on, this change is probably the cause, so just inform us about it.
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Donating gold to shrines and temples now improves your chances of a deity save. This new system will require several tweaks and adjustments in the future I'm sure.
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Some minor changes to the World Serpent Inn.
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Players should now be able to take the Alchemist Quest.
Updated the Hullack Forest.
Removed Ashby Castle Areas from Hullack.
Cosmetic changes to the Vast Swamp.
Fixed the Caravan Merchant dialogs so you can't get the oxen without having the quest.
A sign in the Trading Coaster now explains when caravans leave.
Did various bug fixes.
Adjusted Flame Weapon Spell to use reagents, this now means casters can adjust the damage type the spell creates (Fire, Cold, Electrical, Positive, Negative, Acid are currently available.) In the future, I will add Sonic and a check so that clerics casting the spell use their Domain to determine their elements. Meaning clerics of Auril would automatically use Cold damage when they cast Darkfire.
Flame Weapon and Darkfire both work like this. Both may now be Empowered and Maximized-which they couldn't before. There are in-game ways to discover what the reagents are, so its not entirely trial by error. Please report anything usual with the spell that may result in exploitable or over-powered behaviors.
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Changes to Familiars
All 'magical familiars' are being replaced by standard familiars.
Hell Hounds replaced by Dogs
Panthers by Cats
Raven remains Raven
Bat remains Bat
Pixie replaced by Chicken
Fairy Dragon replaced by Spider
Ice Mephit by Beetle
Imp by Parrot
Eyeball by Rat
Fire Mephit by Snake
Psuedodragon by LizardThere will be (in an upcoming update) methods in game to find and gain one of the old style 'magical' familiars–plus new potential varieties of familiars, including things like tressym.
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Some minor changes to East Way.
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@Fresh:
Some minor changes to East Way.
LOL
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Added a new Nada-alternative quest somewhere in Arabel. It might be imbalanced right now, so I recommend getting a DM before you do it. Otherwise, bring an invisibility potion!
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Froidoc, Gladstone, and Nada's quest all are on the new treasure system. You may find unique items on these quests, please advise the DMs if you find anything over powered.
Trolls quest is now level 5-9 instead of 5-10. The difficulty of the quest was modified in regards to the dangers of entering swamp water.
Fixed Porry Exploit
Added TWO new quests. That's right. TWO.
Added something new for Barbarians to find.
Removed glow from Book-Keeper's Staffs (it wasn't suppose to glow), gave their Plate the same properties their Leathers have.
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The next reset will:
Add 34 new bard song effects!
These effects are all scripted, to use them, you purchase the Bard Song: music item and use its Activate Power. The song plays automatically the next time you activate your bard song.
17 songs use Bard Song. 17 songs use Curse Song.
Please report any bugs, over powered abilities, etc. to the DMs as soon as you can.
Prices for the Bard Song music items may be off, if some are over-priced and under-powered, or vice-versa, again, let the DMs know.
The Scholar Hunt quest is fixed too.
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- Fixed some bugs, including the glitch with bardsong
- Added the tying rope to NPC merchants shop, it is now available to everyone (delay for escape attempt was reduced from 10 to 5 minutes)
- The darkness spell should work now
Darkness grants 50% concealment to everyone inside. Additionally PCs inside are blinded and receive the temporary feat Hide In Plain Sight while they are inside the darkness area of effect. NPCs inside suffer from a 50% miss chance, -4 to AB and -2 to AC if they are not immune to blindness (this simulates a blindness effect without completely blowing up their AI).
Note: A blinded creature is subject to sneak attacks, this means you will be able to sneak attack PCs and DMPossessed NPCs in darkness. You'll have to take advantage of HIPS to get sneak attacks on NPCs in darkness.
Please report any bug or glitchy behavior with this spell (the HIPS feat is applied on a hide and I am aware there was some trouble with equiping sometimes, let me know if it still happens).
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Marliir's March: North Gate has seen a change over due to an IG plot. Please tell me of any bugs that are found.
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Added three new subraces.
Githyanki, Kobolds, and Lizardfolk.
Githyanki have +2 DEX, CON; -2 WIS; Darkvision, Daze 1/day, SR 5 + Level (Note: SR is not currently working on the module, I need to look into why). Favored class is fighter.
Kobolds have -4 Strength, +2 Dexterity, -2 Constitution, +1 Natural AC, Darkvision. Their favored class is sorcerer.
Lizardfolk have +2 Strength, +2 Constitution, -2 Intelligence, +5 Natural Armor, +4 to Swim and Jump checks (not currently supported), and can hold their breath ten times as long as a human (not currently supported-right now they get 10 extra rounds).
These subraces are partially linked to current on-going plots. Specifically, the githyanki invasion and the Gromfian settlement.
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Next reset, all Curst NPCs will have the proper Curst properties, no more sneak attacking these undead!
Also, I fixed, I hope, all the bugs on the Bard's Island Quest. There should be no more TMI Errors when the quest begins, the traps will be resetting properly, the various keys should spawn (one on every time through, the optional key spawns randomly-but will actually spawn now).
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With any luck, the Ilmateri Pilgrim quest is now bug free. My fingers are crossed.
Thank you to Voular who submitted a really wonderful remake of the Temple of Ilmater. We don't normally accept player made submissions for areas for a number of reasons, but this one was too good to pass up.
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As of next reset;
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Changes for my last 3 module updates:
- Fixed the glitch with the reward for the Notebook quest.
- Improved the AI of faction NPC when they help faction PCs with arrests.
- Fixed the problem with chitinous armors for druids that could be found on Nada (old armors will still be buged).
- Fixed a glitch with the spell Negative Energy Burst when used to heal undeads.
- Fixed the multiple spawning of the Lost Ring
- Worked on the Pride of Arabel SpawnPoint
- Increased the strength of the spell Ice Storm.
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Mostly updates to the module to reflect recent events, but Celas has new dialog in his conversation to discuss the various districts of the city–several updates to northwest Arabel to reflect the results of some player actions in that area.
It'll show up after the next reset.
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Tried to fix a lot of bugs. Remember, you don't need to report an unfixed bug every day but bumping a thread a month or so is appreciated.
Wyvernwater should now be less deadly.