Changes to the module
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I totally did this :
/forum/viewtopic.php?p=529591#529591 -
Crafters should also be able to alter their cloak appearance next reset.
You can just change their appearance once (after creation). It works the same way as helms. -
- Changed the script when you equip an armor, PCs should be forced to wait for 1 or 2 rounds now
- Altered Rumtum's lab a bit
- Judges should be able to speak to the NPC guards in the jail now
- Suicide should be blocked in jail areas
- It should be clear now that suicide is an OOC option and that you need a DM to suicide IC (we had some trouble with people killing themselves IC and leaving nothing behind…)
- Crown coffers should now be fixed
- First version of the arrest scripts with the uTools is ready for testing
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There are now a few areas in the module that are difficult to reach and highly dangerous wherein players can find placeables. If you reach these objects and use them, you'll be rewarded exploration experience. This should only happen once in your character's lifetime–if you can repeat the XP gain it is an exploitable bug and the DMs should be alerted ASAP.
Combined Nanook's Tower into Arabel, Northeast: Homes.
Moved bazaar merchants to NW:Arabel. Removed the old "bazaar" area, moved the back alleys over.
Removed the Red Sword Inn due to lack of business, its shut down.
Moved the "back alley" in the bazaar to a spot just off in the slums.
Connected South Arabel to Southwest Arabel, removed the bazaar area.
Removed a number of out-dated scripts, conversations, and areas. Let me know if anything odd resulted from this.
Put in fixes for the utools.
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Pure Rangers will now receive a +2AC Dodge bonus against each of their Favored Ennemies.
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The Wyvernwater area has now had an extensive makeover. Please place any feedback or bug reports in the usual places.
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Added a few new monsters; they'll be sure to make appearances eventually.
Moved the Shrine of Malar into Caves2. Added a donation bowl to the shrine.
Grimmied up the House of Morning in Eveningstar to reflect its lack of a cared for nature.
Cosmetic changes to Thunderway to reflect some canon landmarks.
Combined the Pride of Arabel and Bathhouses into one area, which are also linked by an underground tunnel for the Pride's "elite guests". The area is now called "Central: High Class Interiors". Granted, the Pride is still closed.
Combined the Shrine of Selune into the East Way : Interiors.
Added a system to support player Fishing. Its a minigame, you shouldn't make a fortune off it even if you're good or lucky, but players can compete to catch the longest fish and there may be a surprise or two if you look around in the right places.
Created Wizard Guild NPCs; Varrel Foxmantle, Hobore Cooperson, Vanosh, and an NPC for Lord Gutnomer.
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Minor updates to Mage Guild Cellar.
Various fixes on Bresk quest; loot that wasn't spawning before should, the prisoner is really back (but may have bugs please report these).
Strange Clay Golems are back to the challenge they are suppose to be, but there is now a hint on how to fight.
Fixed a few other bugs. Check bug forum.
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– Made the sending guys give back gold if you cancel
-- Added sending systems to Immersea and Eveningstar (in the Inns)
-- Made you break stealth and dispel invis when dying
-- Changed Red Knight domains to Strength and War from Protection and War
-- Allowed Kossuth clerics to be any alignment except CG and CE (hopefully) -
Kossuth clerics still need to be wanded by a DM for their spells, the fix did not work, sorry!
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–Lowered the difficulty on the Kidnapped Kid Quest a bit.
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To cope with the fact that our server's average level is kind of low, Duration for Clarity is now:
20 rounds + (1 rounds / level)
We have implemented this change to add to the usefulness of this counter due to the fact that our server being a low-magic server, the spellcasting classes are at a definite advantage over non-spellcasting classes.
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Low level druid-only fed-ex quest added in a druidy area. Not sure if it actually works, so report all bugs in the bug reports forum, please!
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Did some redesigning to the Stormhorns, the encounters there should be a little more varied now.
Adjusted the balance on the Magical Chess quest.
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Updated the Anauroch Desert Camp, more updates may come to it in the future. The Bedine's conversations should now reflect current in-game occurrences.
Minor bug fixes all around.
Unlocked the Pride to Baths door.
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Major updates to Maysen's Lost Ring quest. The ring is now found in one of several different areas, more secret doors all over, more area to explore. New friends to make on the quest in one of three new colors!
Fixed a bug with the Ilmaterian Caria's conversation so you can access the new Ilmateri store.
Fixed Ilmateri Meat Delivery Bug.
Adjusted Toy Quest Spawns significantly, the quest is now balanced as it is intended to be.
Merrippi moved his shop and has had his quest updated to use the new quest system and not be the old bugged version.
Updated to Sandrio's General Store.
Unlocked the QS_Treasure waypoints for the piles of gold on Toy Quest, locked piles of gold is odd.
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Features of v256
- Entangled and paralyzed people will most likely no longer be arresteable now (while they can't move)
- Changed crafting potion limit to 5 per day
- Update of the arrest tool system
- Autorelease by NPC guards is added for temporary arrest
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Adjustments to swim checks made, PCs are no longer penalized for the weight they carry, only for their armor check penalty.
Added a new quest called Below the Springs in Flynn for low-level parties.
Reduced the experience reward on the new Alchemist quest.
Added a few new monsters. Have fun dying to them.
Removed most the left over debris from the Shadovar war on Marliir's March.
Updates to Flynn Interiors and Exterior.
Gypsy faction can now unsummon their magical companions.
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I entirely rehauled the Toy Quest, it should no longer have bugs, overpowering spawns, spawns appearing the wrong locations, or a boss monster that destroys himself.
Fixed variables on Pilgrim's Quest, this quest is meant for characters above level 7 in a party of 3 or more.
Moved the chest on Bard's Island quest, hopefully fixing the DividebyZero error.
Fixed a problem with the persistent storage in Mage Guild Member rooms.
Made it slightly easier to get to the Toy Shop in NW Arabel, I like the maze like feel of the area-but even I was getting lost finding things.
Fixed swimming check bugs to properly record armor encumbrance.
Minor change to the Below the Spring Quest, which will increase the risk for being underwater.
Various cosmetic changes to the city, removing war debris, propaganda that is severely out of date. (Let me know about other out of date things.)
Tweaked up Immersea's shops so there are some reasons for players to go there to buy stuff.
Cosmetic changes to sewer to reflect in-game occurances.
Moved Edrim Kreig for similar reasons.
Removed the Callahan Warehouse. Removed Underdark Tunnels Upper, edited down Underdark Tunnels Lower.
Fixed a few small bugs, like the exploration XP in the spoiler.
Really fixed the Ilmateri Meat Delivery Quest so it spawns with the meat. Every time.
QS Below the Springs end quest XP reward reduced to better reflect its difficulty (or ease in this case).
Raised Chess Quest Journal XP by 50 (meaning 10 more XP on average for a party-the 20% reduction made a big difference a level 6 PC made about 490 XP so I'm just making it a round number).
Adjusted power of the Strange Clay Golems, they hit far too hard. They're suppose to be tough to kill, not slaughtering machines.
Reduced the difficulty of all the spawns on Kanthea's Quest to better reflect the current power-level of the server.
Maze Traps on the Bresk Quest work again!
Nerfed the War Domain Theme, judging by its sudden popularity, it became obvious they were too powerful. This domain is meant to do lots of damage, but be easy to kill–the opposite of the animatron theme that is suppose to be hard to kill, but do lousy damage.
Improved reliability of a monster chugging an See Invisibility potion. A 2nd level spell is not a "get out of danger free" card.
Added Potions of Armor, Shielding, Blur, See Invisibility to Mereppi's shop; ensured his prices are higher than those crafter's are charging, let me know if there is an inconsistency there.
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The ruins below Arabel have become slightly more dangerous to reflect on-going situations with plots.
Succubus was removed from the Toy Quest to make it less difficult.
Several bugs were fixed.
Commoners in east and northeast Arabel now discuss their feelings on the state of the city and rumors.