Changes to the module
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a whole bunch of spell alterrations, but especially the death touched sorc themed spells, have been "fixed" as some of them probably werent using the right DC's properly, or were hitting friendlies when they shouldn't have been, or both.
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Fixed a problem with the druidic bone stave recipes not working.
Fixed a problem with certain elementals not working for both hardcastle weapons, and druidic staves.
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Various bugs have been fixed, some quite old ones.
If anyone wish to test Ashby and see if part 2 is possible again, please let me know.
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All alteration scrolls that weren't scribing should be fixed. This includes Scry and the Cloak of Shadows. The Elemental Orb spells should now function correctly.
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The rust attack used by rust monsters will now corrode your items, not destroy them. Corroded items can't be used, and will possess the weight of the original item. It will be named "Rusted ".
These can be repaired to reverse the effects of corrosion, but that won't be in game for a couple of days. In case you get an item corroded, keep it with you until the repair system is online.
I will eventually make the "Rust attack" available to players as well, through spells, weapons and the like, as well as counters.
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Should be able to dispel invisibility separately from the crafting menu after the next reset.
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Snowdrop and Snowflake are removed Immersea Selunite Shrine after IC events. FOIG.
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Flavour and lore added IG, NPC rumours have been updated.
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The rust remover item should be available in Neb's shop.
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v3038
Added in updated Adventurers' Guild. Inform me of issues. I think I got everyone's stuff transferred over.
Fixed transition to Lhal estate
put doors back in HC & Lhal estatesBugs addressed/fixed:
tracker.php?p=1&t=1881
tracker.php?p=1&t=1890
tracker.php?p=1&t=1882A few cosmetic updates/fixes/changes.
New areas for exploration being added in slowly. When you find them and there are issues, PM me. -
v3044
Balor has been removed from mertoi optional
Red Dragon has been replaced on scramble with a wyrmlingThe reason these has been changed is for epic creatures like balor and dragons are for Epic DM events, slaying such creatures should be VERY special and not part of daily questing. That way, when players do come upon facing such creatures it will be an epic tale to tell for everyone to hear. Any previous balor/dragon slaying in quests have been removed, thus no character can claim to be a dragon slayer or balor slayer simply for they did a quest. If you wish to slay dragons or balors, you earn your way towards it and make yourself a legend!
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XP gain has been editted. You should now gain XP more slowly from level 7 upwards.
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XP gain has been editted. You should now gain XP more slowly from level 7 upwards.
About the above.
We've re tweaked the amounts. You'll still gain XP slower once you hit level 7, but there are some caveats.
Taking more people on a quest gives everyone more XP as the end quest reward. This is to try and promote larger groups being good, instead of "three manning it" being optimal.
Xp is not divided by the number of people on a quest anymore, it's a flat amount now, plus the bonus for extra party members.
But yeah, you still should be gaining XP slower than before. Please give us reports on XP amounts on quests if you think they are too low or too high.
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Karla has moved to the new hardcastle factory
new hardcastle factory area available in Arabel, North
couple of bugs fixed -
v3063
Messenger boy added to eveningstar
Sender added to Eveningstar and Hullack Forest
Buff Mage now available in Hullack and Old Town
PD barracks got a security update
Lhal's estate got a security update
Githyanki treasures now also spawning in hatch chamber
EXP marker removed on quests which no longer needs them
Gnome Spirit Quest has been removed due to too many bugs
20+ Bug reports solved
Respawning outside Arabel now sends you to Eveningstar
Secret Doors in Alleyways should now function as planned -
The Spell banishment no longer instantly kills player characters with the outsider racial type as this was never intended and was merely an oversight when we made players have the correct racialtypes, in order to make weapons and armour work against them correctly.
Now, banishment will instead send such characters back to their spawn points.
After all, none of the races that have the outsider racial type, have the fugue plane as their plane of origin anyway, and in fact, I think all of them (or at least, most) are native outsiders, meaning the prime is their homeplane.
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The above also includes the spell "Dismissal"
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Various loot changes on commonly done quests. Feedback appreciated.
Update to the Temple of Furies.
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Far sight ward is now the counter for spirit projection.
It had no counter before this, so… it was a bit mental.
Now a basic farsight ward will break the spirit projection, and a greater one will give you a chance of pulling the name out of the mind of the one projecting. (note, abjurers get bonusses to this, and specialised abjurers cast farsight ward as though its the lowest form of greater farsight ward)
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ElementalOrb (positive) on the fey mancer, is now "Rainbow Orb"
Which randomly selects damage type from fire, acid, electrical, cold, sonic, and negative, instead of what it was, which was positive, which is a damage type we want to avoid, as well as being pretty OP as it's entirely unblockable.
Now you have a chance to use negative damage, which is harder to block, or one of the elemental damages (sonic counts as elemental oddly enough)