City of Arabel
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Search
    • Register
    • Login

    Module Changes

    Scheduled Pinned Locked Moved Announcements
    402 Posts 9 Posters 116.7k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Mr.MolochM
      Mr.Moloch @Mr.Moloch
      last edited by Mr.Moloch

      A big change that deserves a note:

      We've reduced damage bonuses on crafted gloves and whips. In many cases, these damage bonuses were unjustifiable for our power-setting; monk gloves that do 2d6 bonus just by the math means a monk could do over 100 damage in a single round of combat. A bonus of 1-4 damage is in the maximum line with our current power-setting.

      Full-Transparency, this is where we're aiming to take loot, this is a living document and subject to change and discussion with the whole community; but it is the currently goal-post.
      https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1995821587#gid=1995821587

      The same issue applies to whips, you can dual-wield these off-hand and they give a free bonus feat. But some of these whips did 2d6 + damage, effectively letting players dual-wield a greatsword that gives them a free disarm. So whips likewise, were reduced to a bonus of 1 to 1d4 + 2 damage.

      None of this affects existing items, just future crafting items.

      Finally, be aware, we want to start the process of rebalancing crafting, adjusting prices to be consistent to our new changes to potions (crafting should still be slightly cheaper than stores be it crafting, imbuing, etc). There's a Discord discussion for this.

      Moving on some power increases and QOL improvements -

      Divine Favor now works as standard NWN again. Implemented by player request.
      https://nwn.fandom.com/wiki/Divine_favor

      Skinning creatures should now take 2.75 seconds instead of 6 (QOL improvement by player request).

      Monks will begin to see some improvements to their class as well - Wholeness of Body will now heal 1/2 max HP and cast restoration on the monk rather than 2 HP / level. Monks will see some other changes quite likely, and hopefully, this will allow a refactoring of the "monk only" store because our philosophy is we shouldn't have to rely on items to keep a class balanced, we should balance the class.

      As always, open to any and all player feedback on all of this. Crafting is big, so open to any and all help there too.

      I redid the encounters, loot tables, and boss for the Fungal Cave quest - some really odd issues were plaguing this quest and it should work more as intended now.

      Its also very possible that you can craft Wands of Lessor Premonition now, but I'm not 100% sure I did all the steps to make that happen; I hope I did.

      In the future, there are two simple rules to remember:

      NO SPITTING.

      DO NOT CROSS MISTER MOLOCH.

      https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

      Mr.MolochM 1 Reply Last reply Reply Quote
      • Mr.MolochM
        Mr.Moloch @Mr.Moloch
        last edited by

        The last module updates did a few big things, so please let us know if anything didn't work properly.

        1). The rest timer is down from 8 hours to 6 hours between rests. Our data tells us the average quest is taking 25 minutes, 15 minutes for our introduction quests; but people could only rest every 32 minutes, so now you can rest every 24 minutes (one game hour = 4 minutes).

        2). Dhedluck and Collinswood have been removed from the module, and we're in the process of removing little used areas as well. The goal here is to consolidate more of our quests around hubs to make it easier to get to them, easier to do a few quests together with a party, and concentrate the player base in a few more specific areas that we can better focus stories around. All the quests and resources in these areas are in other locations now, so actual content isn't lost to players.

        Let us know if anything is odd here, as these changes may have caused unexpected bugs.

        In the future, there are two simple rules to remember:

        NO SPITTING.

        DO NOT CROSS MISTER MOLOCH.

        https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

        1 Reply Last reply Reply Quote
        • 1
        • 2
        • 17
        • 18
        • 19
        • 20
        • 21
        • 21 / 21
        • First post
          Last post