Changes to the module
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As of 3841:
- Penal Legion Quarters updated. Black Will can provide you guys with buffs.
- Fixes to Crypts of the Triumvirate.
- Raznor no longer sells socket gear.
- Bhersken Point updated- more to come, enjoy the piked heads.
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V3842:
- Fixed Bug: https://issues.cityofarabel.com/issues/60
- Fixed Bug: https://issues.cityofarabel.com/issues/61
- Fixed Bug: https://issues.cityofarabel.com/issues/63
- Fixed Bug: https://issues.cityofarabel.com/issues/64
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V3852
- Changes to costs on Raise and Resurrection, for balance across the server.
Any issues or difference in cost that you believe is an issue, please PM me or send a bug report in.
- Updated Eastway Castle to reflex changes
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V3857:
- Citadel updated to reflect new Warden
- Downtown updated to reflect new Warden
- Militia Tower updated to reflect new Warden
- Castle Eveningstar updated to reflect new Warden
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V3859
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Fixed Guild Hall. Entry point now on the other side of old Lhal Estate
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Warden Hawkin's Estate added. This includes Noble wage chest and was an update/change to the original Lhal estate to keep everything in place
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Some issues/bugs fixed
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v3861
- Stonelands updated
- Poison Water Inn updated
- Anauroch: Southern Border added
- Spelling mistakes inside Arabel fixed, some left
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v3868
- Temple of Green Flames is know live!
- Eastway updated to reflect recent events
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v3869
- Tilverton updated to reflect recent events
- New area called Tilverwood added, acts as a go between Moonsearide/Rauswana and Tilverton
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Heal now does only 100 hp per level of healing.
Heal now only does 10hp of damage per level to undead. -
I found a bug in one of the main scripts that handles utilities and functions in the module. I fixed the bug, but what means we may now FIND MANY MORE bugs in any scripts that were made "since" the bug I found was created. Almost no scripts that needed this main one to function were actually running correctly. Oops. Watch for weird things!
Updated an area in the Underdark to be a little more interesting, ran out of time though unfortunately before I could give it all the functions I wanted--but we'll be back to it more. Salt Marches if you're curious, please provide feedback or ideas on anything else we could do to spice up this area that was 'interesting' but isn't quite yet "AWESOME". Specific CARES for the area are on the way too, hopefully tomorrow.
Fixed Mountain Yew, Juniper, Oak, Green Apple, Occasio trees to all have more HP, so they're not destroyed by a critical hit with an axe.
Any other suggestions for CRAFTING? Oh, yes. I'd like to do some more with crafting soon. Message or post for me.
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- Xmas tree added last night, heard a rumor it was needed :)
Will remind myself to remove it
- Other minor updates to estates and such
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v3879
Update to Smithing
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Drop cost of Occasio Coal recipe from 60 to 40.
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list itemDrop the cost of Tinder from 60 to 40. Tinder is needed to make coal, takes 2 occasio planks and tinder. (Means coal costs 40 gold base now instead of 60).
Drop the cost of store bought coal from 110 to 90. -
list itemI'm making "charcoal" (bs_charcoal); it'll cost a tinder and two oak planks to make. It produces 2 charcoals, so roughly we get:
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list itemCharcoal 20 gold
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list itemCoal 60 gold or 90 in store.
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list itemIron Bars can be made with charcoal now instead of coal. Cost of Iron Bars then moves from 110 gold to 90 gold with store bought coal or 60 to 20 with charcoal. Charcoal can be bought for 30 gold, so its cheaper to make.
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list itemCharcoal recipe is for sale for 4 gold in universal store. Iron Arrow recipe for 60. --these arrows are a cheap consumable players can sell, this will make smithing much easier to level for awhile and always give them a way to make money and take gold from other players.
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list itemCharcoal (20 gold) instead of Coal (60 gold) is now needed to make iron weapons.
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list itemThis puts them around the same cost as woodworking arrows now. (about 20 gold more-but reasonable)
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list itemThis means an Iron Longsword which once cost:
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list item110 coal, plus 220 iron bars, 100 cloth wrappings or 430 gold if you bought it all in a store (or 60 coal, plus 60 iron bars x 2, 100 cloth wrappings) 280 if you harvested everything yourself NOW would cost (35 charcoal, 35 iron bars x 2, 100 cloth wrapping) 205 gold if you buy everything in a shop or 160 if you make it all yourself.
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list itemSimilar treatment to all the other iron weapons. This really puts them all much closer to woodcrafting costs.
Added Cure Potion recipes to Alchemist's shop. These were originally removed so we could update and improve the potion crafting system; if there are "must have" recipes that should be in shops still, let me know. But basic Cure/Animal Buff 2nd level Pots should be available for crafters.
Let me know if crafting stores don't open, I did a thing to make it easier to mod crafting in the future, and hopefully that did not break the stores.
Small number of technical changes to a half dozen creatures; these will just make them easier to work with in the toolset from now one. However, let me know if suddenly they disappear from quests or random spawns (which could happen theoretically)...
Salt Marches should now have a complete overhaul if you want to go there to die or explore. Its now mappable as well if anyone does cartography (does anyone do cartography? Some of you must enjoy map making!)
Minor balance adjustments to Starwater Gorge's Missing Merchant quest, I noticed every group that does this is leaping down through the pit trap, that tells me the trap itself and leaping down a hole without thinking is not risky enough-it should be a little riskier now but let me know. Minor balance adjustment on the more powerful creature that spawns there, should not make a huge difference but the toughest monster on that quest probably shouldn't fire of a level 1 spell when there is a better level 3 spell, and gave it 20 more HP.
Renamed Juvenile Stinger because honestly killing adolescent monsters is silly. Its now a Stinger Soldier, same creature though.
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I forgot to add, a special holiday gift is in the module for everyone. Head on over to Outskirts: Eastern Wildlands to find the midwinter grove!
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Various new items in the factory.
Bully Boots in the toy store should now work (use with caution).
Warforged are now an appable race.
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v3884
- Offering bowls for Akadi, Shaundakul and Lathander in Tilversar: Western Ride Split
- Added trash barrels to Temple of Green Flames, Western Ride and the Rowanmantle Lodge
- Fixed a few spelling mistakes
- Fish fished IG now weight 0.2 but are marked as stolen
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You should start finding meat on animal corpses when you skin them. This will lead into cooking as its developed.
I also fixed a ten year old bug with the bath scripts, soaking in a bath will now both increase the HP gain you get when you rest and have a restorative affect that removes debuffs. It was always suppose to do both.
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Cleric conversion tool added as of next reset. This should spawn on all clerics on login, if you don't have it.
It works like this:
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Target the PC you wish to convert (you will get a message).
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The Target PC will now be able to see a new conversation option in his crafting menu, asking him if he wants to convert.
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If yes, the deity field will be changed. If not, it remains as is.
Enjoy.
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Did a minor update to the Cyrstaline Caverns quest in the Helmlands
Added in a variety of leather belts
Ore now weighs less, while wood now has weight 5 lbs to 2 lbs in range
Midwinter Quest now can be ended correctly -
Adjusted the power on Pike, monster mostly used in the stolen baby kelpie quest. AB was fine honestly, problem is the damage they did d8+4 was way too much. Reduced it so they still are likely to hit, but will do much less damage. Replaced Blood Frenzy (no idea why they were casting spells) with Intensity. Also switched Piranha and Pike appearances, just because.
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Adjusted power levels and spawn frequencies on Paper Cuts quest in the old library. Quest should require a bit more strategy and be less of a mass of summons slaughtering you when you walk in the door.