Changes to the module
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v2534
New updates to the Hullack Forest
New updates to Troll Quest
New updates to Old Town -
v2535
New loot available in the module
Troll and Hex Cox should now be fully functional
New Exploration area! -
I updated the Tyche's Challenge Quest. Please report any unusual problems. Mostly worried that now that there are a few new options on who to fight that they may not always spawn. Also, awesome new rewards on this quest!
Fixed a bug with the Scholar's Hunt Quest that was causing people to get 80% xp instead of 100%.
All available after the next reset!
Gisette the Cat also moved to higher class location more fitting for a notorious cat burglar selling fenced loot to the highest bidders.
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v2541
40+ new fishing spots across the module with various difficulties and fish
New exp markers here and there to find
New lore added into a couple of areas that needed it! :) -
Caltrops no longer stack infintely.
Many spell alterations have now been fixed.
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Added trap crafting stations to Hardcastle's, Shylock's, and a few hidden locations around the module.
Fixed a problem with the Rogue's Rats which were not always spawning.
Changing around a few maps for quests and exploration areas.
Gave Royal Eagles 2 natural AC and Battle Training vs. Giants. It should be a bit tougher.
Ghostwolf should now spawn in CARES.
A few minor bugs fixed.
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We've made some adjustments to Gilmore's Tower quest. Some of these are straight forward, we try to move secret doors and passages around occasionally so you actually have to search for them and not just metagame them on quests. But more importantly, the quest didn't reflect Gilmore! He has been missing since v1 of CoA (and back then all you needed to do on the quest was quaff and invisibility potion and run to his bedroom, find he wasn't there, and run back).
The v5 version of the quest indicated Gilmore had been summoning a fiend when he disappeared and presumably died. However, that has never been what happened and was inconsistent with his lore. Gilmore as an NPC appears occasionally and some players may be lucky enough to know a little of his strange and complicated story but only if they encountered a DM plot with Gilmore. So we've redesigned his quest so that you can now learn and piece together the clues that let you know what really happened to Gilmore. This also means we've removed the old boss on the quest and put in a new much more thematic boss. His loot tables have been redesigned to reflect that he's not "always gone" from his tower and indicate just where he's been traveling.
This is all part of the effort to make sure we maintain the consistent lore of City of Arabel, while keeping our quests new and fresh when and where we can.
Also, fixed a bug from v1 in Raznor's shop which made a sling cost nearly 90 gold and perhaps added a few new items to his store.
Nebrilimar now sells the Animal Six potion recipes (Bull's Strength etc). This should help make potion crafters a viable option again.
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Quite a few fishing spots updated. Trout are more common
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v2559
Set up a new version of the Haunted Painting quest. The old version was fun and full of unique encounters and challenges; but it was time for a new map and a great way to use a new tileset (the Haunted Interior one). We also have plenty of new monsters who "fit" this quest and could be tossed in. It also uses a brand new treasure table, so new loots to find.
Put the Fallen Citadel of Alumra back in the module. Its harder now too.
My goal here is to keep updating quests, adding more story, more thematic elements, more options on how to finish, optional fights/routes and so on. So share ideas!
Adjusted the location of the Lost Soul quest so that it can be done more, it was too far away in the Haunted Halls for a 1-4th level quest. Now its easier to get to, it is also due a make over soon and definitely a new treasure table!
Have been told the Troll Swamp quest is very buggy, spawns not well placed, etc etc. I put the old version back in which was working well enough.
Fixed Slumming It (Decrepit Tower) quest transitions.
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Fixed problem with Hyde and Jekyl potions spawning in stacks of ten. Jekyl spawns in stacks of 5. That may be too much still, but this is the polymorph potion and we've not noticed too much problem so far with that one. These potions were suppose to only be created in stacks of 1. So expect Jekyl may go down further.
Added a merchant selling various vanilla versions of helmets and the tabard armor models.
The Fighter Only store is back for pure class fighters. Have fun finding where it is, and what you have to do to earn a chance to shop there. This also means Discipline gems are back. The healing on these will be capped in the near future, so do not get carried away.
Lost Souls and Damp Caves both have unique treasure tables now.
Added in updated/fixed Fey Theme spells. See relevant thread.
Bulezeau Demons now have their canon DR.
Haunted Painting now gives 10% gold to reflect that the quest is harder than before.
Adjusted Summons for Greater Spell Focus Necromancy. Added class level and HP to most, some stat adjustments; usually in DEX and STR.
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Fixed Treasure Tables for the following quests, you may notice an increase in XP on all these as well as I correct a bug with the areas:
Worse Things Happen at Sea (Dread Pirate)
Slumming It (Decrepit Tower)
Scrambled Eggs (Githyanki)
Scholar Thief (Hiding Places/Brain Dog)
Bhersken Point (Factory Quest)
Beneath the Springs (Stolen Baby)
Helmland Cave Quest
Fallen Citadel of Alumra (Zombie Angels)Worse Things Happen at Sea: The mini-boss and boss on this event were not set up correctly. They gave far too much XP for far too little challenge. They're tougher now and will put up more fight.
Slumming It: This should now have Normal and not Easy encounters in the crypt levels.
Beneath the Springs: Has more to explore now too, though that comes with more risk of drowning and death.
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Updated lumberjack quest (it has three separate themes in terms of foes–each theme drops different loot from different tables throughout the caves) with lumberjack related items in the base camp. Also a few changes to the quest to make it more useful to woodcrafters (though there may be a bug related to this).
Beefed up summoned ghosts.
Removed what looked like unused resources from the module. It is possible people will be spawning naked though or not at all. Let us know about bugs by posting a report ticket.
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Folks, XP had been turned down on most our quests. I have no idea why, no one has any idea why or what happened. I've corrected this on every quest area (I think). If there is still a quest that yields very little XP, please let me know so I can look at it.
The cost of the Spire Inn and sendings in Maleen's Tower have been turned down. This was mostly to help new characters deal with the cost of doing low level quests and making sendings after gold rewards were turned down significantly on these quests. That said, some of these quests have also had their gold reward turned up and it may be possible some still need a little more gold reward too.
Fixed the transition on Defense of Durmoth, although, it looks like it wasn't actually broken. So let me know if that's working.
Turned up gold reward on Taking Care of Business, it was set at a flat gold reward when quests are suppose to be giving gold per person.
Added gateways to the Haunted Halls so you no longer need to pass search checks JUST to get in and explore them.
Added trap crafting station to Twisted Maze.
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I just changed several things, all related to being damaged for miscelaneous reasons:
Such as -
When you rest, you heal 1 hp per level, previous, this has been represented by you being damaged by magical damage after you finish resting. This should no longer do this, and should simply set your HP to what they should be instead, without damaging you.
Similarly, climb/jump.swim checks, if they damage you, it just changes your HP, it doesnt actually do 'damage' as such. A few other things, like logging in with less than full HP should also work like this now.
Please report any errors with this, or, any other things I may have missed which should use the new system.
Thanks.
Additionally, Evards Black Tentacles, and Entangle should now work properly. Entangle was basically a visual effect before, now it will actually trigger the reflex saves etc that it should.
Feel free to contact us about any other spells similar to these that use area of effects over time, if they don't work right.
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v2573
50+ lore stuff added to the module :) have fun looking -
v2576
New donation options in the bounty system, feel free to PM suggestions on how the areas, groups or a location within could improve if you get one on the list! -
Made adjustments to loot on the following quests:
Dread Pirate Roberts (a few more loot bags should spawn better stuff–and the hole should always appear now I hope!)
Kidnapped Kid (old Fezz kid quest, much better loot)
Chessboard (an extra chest and lots of custom loot)
Sunken Ship (which I think is due an optional sunken part of the ship! with sharks! If I could get someone who was a modeller, I'd have you make me goblin shark riders for this) -
Made a few small adjustments to the Haunted Halls, more will be coming!
Made changes to the way animal companions worked for druids/rangers. Previously, if you were a higher level than your companion it got many neat buffs (those are staying) but if you had a special companion that leveled up to your level, you didn't give it any buffs. This meant the typical "bear" was better than any special companion every time. So, now special companions get a bonus based on your Charisma Modifier, I have debated using a certain fraction of Animal Empathy (maybe 1/3 or 1/4) so feel free to raise this in General Discussion if someone thinks its worth chatting over). Also Cormyrian Mountain Bears were hands-down just the best companion, all other "bears, direwolves, bullette" were getting a minor nerf to their STR to rectify that these creatures were all designed as opponents not companions to help on quests, except the CMB. So CMB now gets this nerf as originally intended in the system. To make up for this a little, CMB now has higher than previous STR, so the debuff won't hurt as much and the CMB can be even more feared!
As I don't really have time to play, let alone play test, I'd like to hear if this helps make the rare special companions "Lone Wolf", "Wounded Cougar" etc to "Tressym", "Royal Eagle" and "Night Wolf" all better companions. Ideally, these are the companions people should want over simply grizzly bears.
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Areas that use the script that causes you to get lost using certain transitions will now give feedback. Many players seemed to think getting lost was entirely random, and not based on a number of factors. Now you'll be able to see that your 'mastery' of the area is going up with time.
Minor updates to CARES tables, more coming.
The old Barbarian shop is back in the module, you get access to it by doing one of two specific midrange quests.
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Edited wand shop to include cantrip wands. In a discussion on wizards and sorcerers always being able to contribute, I realized we didn't even have wands for them, forcing them to rely on bow and arrows without Craft Wand Feats.
Switched out Fivestar Store (like I try to do once a month or so).
Updated Mebrith's bookstore to carry summoning tomes.
Fixed some bugs (namely Ilmateri Tunnel quest no longer has lethal traps I hope).
Changed up the C0G factory quest given by Karla. Many of the aspects of this quest reflected v4 Arabel, it had not been updated for v5 fully. Many of our quests may still have overlooked issues like this, please report such as bugs. Loot tables were also improved greatly.
Added skybox to Eastern Wildlands, removed horribly ugly 'wall of fog' affect. Did the same in Old Town and Arabel Citadel. Please report other areas that have a "wall of fog" or no skybox.
Renamed the High Priestess in the Temple of the Seldarine to High Priestess Rethil, she also had standard human coloration, so I made her moon elf colored which is more suitable.
Deleted all the "fallen trees" from Old Town, these were terrible for pathfinding. If I missed one, please screenshot where it is.
NPCs will no longer use Sander's chopping block as a chair. This is caused whenever you place a Sea Table, its TAG is plc_seatable which our systems reads as "seatable" so NPCs sit on it. Oops!