Changes to the module
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Another In Progress
-Lokarns door fixed…hopefully.
-Old Eastway is going back for now, while New Eastway continues undergoing upgrades and testing. The gun was obviously jumped a bit, and adjusting to the new patch techniques has proven a little more demanding then originally thought.
-The Farmer Wife selling baked goods got ported over though./
-Adding a horse on the Road to Arabel, if after the next reset, everyone crashes in droves, try and get word to the DM team immediately. The idea is to partially fix the lag generated by occasional horse viewing by loading the animations. Though my understanding of the engine workings in play may be flawed and this won't work.
-Trade mechanism now properly gets rid of the item you traded when paying you.
-The Eclestian Index added ingame.
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A reset has to happen first, as a note.
-Removed Old Iron Throne Headquarters that was still in the mod.
-Fixed some doors that were busted, and some similar instances in other places.
-Lokarn's armor anvil workings should now be accessible, it's been lowered and moved off that platform a bit.
-Dragon Disciples now breathe whatever their color is supposed to. Due to nwn limitations, it'll still show as "X breathes fires" and play a fire visual, but the effects will match up. If you're playing a metallic dragon disciple and want to breathe an elemental instead of a status breath, please indicate this preference to whichever DM sets you up. This can also be changed on the fly with DM oversight.
Some more backend resource cleanup
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In the most minor update ever concieved.
Added some new OA's for DM quests, and pulled a few old ones out.
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Edited areas on Bresk Vampire Quest.
Made cosmetic changes to Sunken Ship Quest; also increased XP reward at the end to make it more in line with other quests in this range. This quest seems like it would be too easy; please advise me if that is the case or not.
Made spawns on Road to Redspring more balanced for the middle-level parties.
Vampiric Mist is immune to its own attacks.
Deleted unused resources.
Set several beds in the Tired Traveler to Plot; someone thought it was funny to smash them all lately.
Lowered treasure value on Narfel chests; they gave too much. Also spun the WP around so they faced the right way.
Added several new creatures for summoning themes.
Made cosmetic changes to a few areas.
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More changes to the module:
- Fixed some chests pointing in wrong directions on lumberjack and Orc Camp
- Some quest givers will now have a description including the level range and party size allowed for their quest
- Changed lightning bolt spell (read the changes with your character token!)
- New limit of items is now applied on persistant storage
- Trash receptacles should no longer delete corpses and artifacts
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Removed a few "Condemned!" from 4 sewer entrances, that should have been removed a long while ago.
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Fixed conversation error on the new Alchemist Quest, I'll be gathering volunteers during the week to help test this.
Reduced XP gain in some areas that could easily be exploited for massive powergaming.
Tweaked Crazy Fey quest slightly.
Hopefully, Vampiric Mists won't still kill themselves on spawn in.
Wyvernstones can be reached without a DM again.
Lady's Challenge now pays 100 per person rather than 150 total to encourage parties and lower the solo'able rewards.
Reduced some of the bigger pay-outs on statues on this quest.
The necromancers on this quest should finally have their undead working properly–but then again--who knows this is my fourth effort. Tell me if it worked.
You can now drown when you're in certain underwater areas. This is in an alpha-stage and will need some testing. If everyone drowns when this module version goes up as soon as they log in--my bad.
Added description to Karin Gallin.
Karin now pays 150 per person for Gilmore's Tower, rather than 200 total.
Added a delay to Gilmore's doors so people walking should now be teleported. We need to discuss this quest, its a bloody mess honestly right now.
Fixed Drinking Fountain in north Arabel.
Fixed the stupid "You manage to drink, but are no longer thirsty." typo--this should be "and" not "but". Its frustrated me for years!
You can now bluff Porry Hatter and tell him you're a wizard. This should allow this quest to be done slightly more often, it is a fun quest.
Removed some Willows from the Glade.
Added an Old Posted Stump to East Arabel Road just to see if it'll work.
Changed the appearance of Twig Blights/Tree Blights. They should look less like humans missing some parts now; but if they look terrible let's change them back. They have descriptions now too.
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Added server messages to the drowning scripts to explain to players what is happening to them.
Customized the devil/demon summoning theme.
Removed some areas that existed only for Fed-Ex quests.
Modifications to Desert Camp area.
Changed the model of the Tree Stump Post thing on the East Road.
Slight boost to Magical El-rats. They now do various elemental damage with their attacks.
Deleted unused resources.
Updates to Kanthea's Tower.
Combined Tailor and Nebrilimar's shops into one area to save space.
Added No Trespassing Sign to abandoned Bhaliir estate.
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- Fixed Oemor's conversation (intel check).
- Deleted unused ressources and replaced a few (mostly skill checks in conversations) so let us know if you face some bugs.
- Refreshed the whole Bazaar scripts.
- Second attempt at adding level range to quest giver NPCs, if you could list NPC quest givers who don't have this in their description, let me know which, make a list.
- Other minor changes.
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Update:
- Removed the area Death Claims You! You will now spawn on a separate island in the fugue where your gears should drop when you die. Let me know if it works if you try it.
- Added persistant storage in the EO
- Added a permanent cell in the EO. Arresting characters in the EO building will now mark them as detained (which makes it last after a reset).
- Modified the EO basement
- Adjusments to the uTool
- Adjusted shackle scripts a bit (EO seal are now keys that allow the use of shackles)
- Frin's door should now close due to the fact she does not let the basement door leading in the sewers open. Because it stinks.
- Changed the City Guard Device again, Teleport should now work properly, only WW and those with WW cloak can use it now
- Fixed a bunch of transitions
- Final adjustments to the Bazaar for now
- Tweaked Oemor's conversaations
- Fixed abner bakery
- Partly fixed the glade Guardian Spirits
- Tweaking of the notebook quest conversations
- Added Wereboar subrace
- Added Werespider subrace
- Added Werebear subrace
- Tweaked werecreature subrace in general, you might notice changes in the stats
- And always more minor details I forget about
- And lots of secret stuff you shouldn't know about! are not really concerned with or might learn about later in a plot!
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-Added Library Display Shelves to Murnilisk's Tower, Museum Library, and Mage's Guild Library. Books can only be added/removed by a DM. Useful plot information may be added to the books by DM, or it could just be random lore.
Players can try to contact a DM in-game to talk to the Librarian to ask to donate a book. Only books read through the Examine screen are possible to be added. Do not hound the DM-Channel if no one replies the first time. They likely are busy.
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A new old quest has been put back in and the difficulty of others has been tweaked.
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- Fixed a bug with animal forms and their hides for the subrace system
- Fixed transitions and turned flags
- Fixed some uTools
- Fixed Porry's conversation
- Fixed other minor details
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Edited the conversation to set Crafting Skills to be easier to find and notice.
Added a new area to the Haunted Halls for exploration.
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Sewers will find a very noticeable change all around due to the end of a recent plot.
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- Merciful Sword Commemoration Library is now at the Former Merciful Sword Compound.
- Donations made to the Museum from the Purple Dragons are now in the module. Time to go visit again!
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Next Reset:
- Some changes reflecting the Shadovar War should be in.
- Two quests previously closed off due to the Shadovar War are open again.
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Adjustments to Narfel Smith quest.
Added a notice in the Chauntea shrine about a reward for the Cornucopia.
Updated South Hills: Springs to reflect recent changes to area.
Made the throne in the Hall of the Lost King usable.
Teleportation Bolts should now fire a message when they move your PC so you don't think you're lag-jumped.
Added new subraces. Janni, Fey-Touched, Githzerai
Fixed summons bug for a DM faction.
Edited Underwater scripts, Janni get a bonus of 10 extra rounds underwater, Water and Air Genasi can not drown.
Performed many bug fixes. (All locked Sept 3, 2008)
Over Run Slums now links to Over Run Sewers as it should.
Gilmore should now pay… fingers are crossed or I move this quest to the QS
Lord Winter now pays the entire party for her quest, not just the speaker.
Froidoc bugs should be fixed.
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Well other DMs would probably have to add lots of stuff to this list, but this is what I worked on in my three last updates.
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Fixed Froidoc's quest
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Added the white stag shape for companions
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Added spawnpoint for lieutenant and higher in officer section of jail
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Added a Ritual Symbol item for those who wish to perform ceremonies
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Worked on the search tools
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Fixed the PDs in central Arabel (yeah they are removed now I know)
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Fixed Pilgrim quest transition
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Changed Jarnek's waypoints in hope that he stays where he must be
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Fixed Dragon Breath for Dragon Disciple and Half-Dragon
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Added a way to give any portrait to PC animal companion (there's already a tool for shapes)
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Another try at fixing Oemor's conversation
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Fixed Parner's dialog for the Slums Tower ending
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Fixed rest in Flynn
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Moved the WW teleportation waypoint in their tower
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PC should no longer forced to hide items when they are searched
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Guard bell won't notify other faction, added a bell (on the gong) for PD that notify them as well as WW
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Updated all alerts (I think there are so many!) linked to the old Guard faction so that they work for both PD+WW and Guard separately
I think that's all, there are likely other small glitches too that were fixed.
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Three of the level 8+ quests have been altered to level 7+ and rebalanced. Please send in any feedback if you do them. The remaining level 8+ quest is in the process of fixing and rebalancing. Other high end content has also been rebalanced.
Gold rewards have been increased by 20% across the board. NPC dialogues may not all reflect this but do not send in bug reports yet as the increase is on a trial basis.
A large dungeon for low level people to explore has been put in. While it is open to high level people, do not be surprised if it seems easy. Otherwise please PM me any opinions/bug reports concerning it.
The changes around the city continue to reflect the changing state of affairs in town.