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    Module Changes

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    • EchoE
      Echo
      last edited by Echo

      8636

      fixed issues with new poison appearances

      8637

      • https://nodebb.cityofarabel.com/topic/55705/helmsland-elementals-needs-more-loot added loot
      • added a few loot items in the knightswood quest
      • https://nodebb.cityofarabel.com/topic/66771/haunted-halls-kobold-quest
      • https://nodebb.cityofarabel.com/topic/66363/slumdog-remove-sneak-attack
      • https://nodebb.cityofarabel.com/topic/66804/frigid-cavern added correct ondeath script. also added some loot items
      • https://nodebb.cityofarabel.com/topic/65985/ancient-watchtower/8
      • Sick Black Bear - adjusted stats to represent it being "sick"
      • https://nodebb.cityofarabel.com/topic/66763/broken-bottle-shack
      • https://nodebb.cityofarabel.com/topic/64717/downtown-quest-does-not-scale/5
      • https://nodebb.cityofarabel.com/topic/66783/slumlord
      • https://nodebb.cityofarabel.com/topic/66283/precept-quest added new willowisp varieties. also most of the encounters were set to "easy". I set them to "normal". this should pull more variety.
      • https://nodebb.cityofarabel.com/topic/66471/owl-bear-lair/2
      • https://nodebb.cityofarabel.com/topic/56167/redwood-undead-
      • https://nodebb.cityofarabel.com/topic/65157/the-angry-bone-r-tribe/12 increased end gp payout from 400 to 600

      "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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      • EchoE
        Echo
        last edited by

        8638

        • updated the treasure maps in the chest that it pulls from when you get a 'furled up map' to the new map descriptions - might be easier for you to find stuff. thanks to @TheMinionOfArabel for help with descriptions
        • https://nodebb.cityofarabel.com/topic/66963/bogstone-amulet
        • https://nodebb.cityofarabel.com/topic/66958/swim-suit-properties-missing/3
        • https://nodebb.cityofarabel.com/topic/66957/summoned-alligator
        • https://nodebb.cityofarabel.com/topic/66953/wyverns-on-hullack-passage-quest-not-in-harvest-system
        • https://nodebb.cityofarabel.com/topic/66946/quest-warm-waterfall/2

        "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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        • EchoE
          Echo
          last edited by

          8639

          • https://nodebb.cityofarabel.com/topic/66986/copper-scale-mail-bug
          • fixed an issue with one of the librarian's reference books found in shamrock garden
          • edited lowbie quest loot tables to identify items (only on 4-6 quests)
          • https://nodebb.cityofarabel.com/topic/66983/copper-crafting lowered copper rivets cost from 15 to 7
          • https://nodebb.cityofarabel.com/topic/66997/oak-shields-cost
          • added some debug code to sort out this bug https://nodebb.cityofarabel.com/topic/66951/bospir-special-prestige-shop-requires-collinswood-prestige-points
          • https://nodebb.cityofarabel.com/topic/66971/underground-lower-passage-xp-placeable-trapped

          "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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          • Strife and DiscordS
            Strife and Discord
            last edited by

            Version 8644 Changelog:

            Fixes:

            • https://nodebb.cityofarabel.com/topic/67044/traps-on-tessaril-s-tower
              • This fix is not just for the Tessaril Tower quest but should encompass the entire server. This means you will start seeing proper thematic traps and not Spike traps everywhere
            • Various exploits fixed
            • https://nodebb.cityofarabel.com/topic/67036/kings-queens-abyss
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            • EchoE
              Echo
              last edited by

              Sorry, havent posted my stuff in a while:

              8640

              • Attempted fix of wraith rage https://nodebb.cityofarabel.com/topic/61098/wraith-rage. Now that I know the fix worked, I can adjust what it spawns

              8642

              • removed some mysteriously appearing triggers in the HoA
              • adjustements to the Frigid Cave quest after feedback from players and watching them run it a couple times
                • fixed polar bears - had wrong set of scripts so they werent being skinned properly
                • boosted the stats of the Frigid Cave yeti boss
                • made variants of yetis since they werent spawning in the Frigid Cave quest due to high CR
                • maybe fixed the frigid cavern not doing cold damage over time
              • https://nodebb.cityofarabel.com/topic/67016/bronze-vs-copper-boots-same-stats
              • some adjustments to radiance/motes. this will affect both Tessaril's Tower and the Goldfeather Haunted Ruins quests. Hopefully, they will both be better now. Feedback please.

              8643

              • fixed an issue/exploit with the arabel farms (insects) quest
              • set some of the flora waypoints on the Wyvernwater isles to TREE so players can get twigs for campfires
              • started working on a new quest for Shadowmire Isle

              "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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              • EchoE
                Echo
                last edited by

                8645

                • https://nodebb.cityofarabel.com/topic/67035/some-wood-recipe-errors/ not sure about the club but fixed the staff
                • https://nodebb.cityofarabel.com/topic/67038/dwarven-knot-cloak-missing-charges
                • finalized the Wraith Rage creatures. it should scale now for barb level
                • https://nodebb.cityofarabel.com/topic/66843/ more places to get loot and new/different loot added
                • https://nodebb.cityofarabel.com/topic/67031/banded-ice-dwarf-mail

                "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                • Strife and DiscordS
                  Strife and Discord
                  last edited by

                  V8649 Change Log:

                  Trinity System Related Work:

                  Continued work on a new feature called Unbound Nodes. These will mimic the logic we have for Wild Flora(Not plantable ones) which can then be added to various quests or DM events(If needed).

                  Death System Related Changes:

                  We have tweaked the XP penalties, lowering them from their current level. The changes are as follows:

                  • Respawn XP Penalty reduced from 25% to 20%
                  • Raise Dead XP Penalty(Via PC/NPC Priest or Scroll) reduced from 15% to 10%
                  • Resurrection XP Penalty(Via NPC or Scroll) reduced from 10% to 5%
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                  • EchoE
                    Echo
                    last edited by Echo

                    8650

                    apparently i forgot to actually upload v8648 so ... made all those changes again

                    • adjusted traps in > Redwoods: Cursed Outpost
                    • https://nodebb.cityofarabel.com/topic/67058/fungal-ruins-quest
                    • https://nodebb.cityofarabel.com/topic/67054/white-lion-on-old-cnr-instead-of-trinity
                    • https://nodebb.cityofarabel.com/topic/67021/herb-collector-quest
                    • edits to gilded boots recipe & added gilded helm recipe
                    • https://nodebb.cityofarabel.com/topic/66251/some-issues-crafting-gilded-armors
                    • put Santa back into storage (finally)
                    • https://nodebb.cityofarabel.com/topic/67065/hag-s-heart-on-sirine-quest
                    • https://nodebb.cityofarabel.com/topic/67075/dana-s-house
                    • https://nodebb.cityofarabel.com/topic/67070/quests-that-need-traps-to-be-reviewed/6

                    8651-8655

                    Strife magic

                    8656

                    • https://nodebb.cityofarabel.com/topic/67076/spirit-warded-amulet-at-hoa-store/4
                    • Worked on a new set of quests

                    8657

                    • House of Ash shop adjustments https://nodebb.cityofarabel.com/topic/67064/shops-help-needed/13
                    • https://nodebb.cityofarabel.com/topic/67070/quests-that-need-traps-to-be-reviewed/7
                    • Bandit Camp quest in Hullack forest
                      • imported Moloch's updated bandit areas
                      • changed out bioware default wolves & spider for coa creatures
                    • Barrenstone quest
                      • several traps in the barrenstone quest did not have a type variable set so they were all defaulting to spike. changed them to other stuff for variety

                    8658

                    • https://nodebb.cityofarabel.com/topic/67130/pfe-doesn-t-work-against-mountain-orcs/4
                    • https://nodebb.cityofarabel.com/topic/67148/crafting-bug-wooden-stakes
                    • https://nodebb.cityofarabel.com/topic/67149/crafting-bug-oak-quarterstaff
                    • https://nodebb.cityofarabel.com/topic/67069/poison-gas-traps-on-hillmarch-ogres-quest adjusted some of the gas traps
                    • more work on a new set of quests

                    "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                    • EchoE
                      Echo
                      last edited by Echo

                      8559-8661

                      Strife magic

                      8662-8663

                      Deth magic

                      8664

                      • https://nodebb.cityofarabel.com/topic/67215/mystical-artifact-unreachable
                      • https://nodebb.cityofarabel.com/topic/67216/snaking-tunnel-blocked-passage
                      • https://nodebb.cityofarabel.com/topic/67214/secret-door-canyon-of-the-scourge
                      • https://nodebb.cityofarabel.com/topic/67231/knightswood-quest
                      • https://nodebb.cityofarabel.com/topic/67148/crafting-bug-wooden-stakes
                      • https://nodebb.cityofarabel.com/topic/67182/inaccessible-poi-in-firefall-vale

                      8665-8666

                      Strife magic

                      8667

                      • updates to tilverton
                      • updates to king's plaza
                      • https://nodebb.cityofarabel.com/topic/67287/hillmarch-ogre-warlord/7
                      • https://nodebb.cityofarabel.com/topic/67288/non-existent-lvl-5-plant-summon
                      • new monsters added ... go find them :)

                      8668

                      • another attempt at fixing plant summon v - tested in game, fix worked
                      • Edited all the trap waypoints on Clean Up Crew/Necro Gobbos
                      • edited all the trap waypoints in Pride of Arabel quest
                      • https://nodebb.cityofarabel.com/topic/67312/alicia-glimmerstroke-isn-t-evil
                      • https://nodebb.cityofarabel.com/topic/67181/discrepancy-on-forum-for-air-genasi
                      • Fixes to some gem/ore nodes in the stonelands
                      • more updates to king's plaza

                      "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                      • Strife and DiscordS
                        Strife and Discord
                        last edited by

                        V8670 Changelog:

                        General Changes:

                        • Infra changes support in code
                        • New NUI Assets added for future work
                        • New Placeables introduced for Builders' courtesy of @Zool

                        Trinity Related Changes:

                        Infra work to support Unbound Nodes is now completed and moving into QA stage.

                        What are Unbound Nodes?

                        Currently all our Resource Nodes(Ore, Stone, Crystals and Soil) are persistent in the DB and are spread across several regions. The Unbound nodes are not persistent and going to be utilized in quest areas.

                        What does it mean?

                        It means that we will now be able to set said resource nodes(Like Wild flora) to spawn in relevant quest areas based on quest difficulty mapping. This means some of the more rare materials will have a chance to spawn in hard quests, etc.

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                        • EchoE
                          Echo
                          last edited by

                          8683

                          Some NPC updates in King's Plaza
                          https://forums.cityofarabel.com/topic/67376/ritual-dagger-blood-vials/3
                          Edits to traps on these quests

                          Old Tomb
                          Bospir Forgotten Graveyard
                          Deadwell Blistering Ruins
                          Precept Quest
                          Abyssal Woods

                          Visual edits to

                          Calantar's Way: Blisterfoot
                          Tilverton
                          High Road Stonefliffs
                          Arabel Library
                          Outskirts: Moonsea Ride

                          "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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

                            8693

                            Per suggestion made on Discord, Lliira store now carries some musical items (mundane), duplicates of items from the Scribe store, and a few select themed items connected to Lliira and Denier (some of these are marked only use if you have the deity; UMD is fine also though).

                            The Back Alleys quest now has a fourth theme available for players to introduce new characters to another one of our heretical cults.

                            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

                              Hit enter too soon : Also updated Exotica's Store with some new gear; let me know if anything seems off with this store; we're trying to give players some expensive cool thematic gear to buy, but if something is off - talk it over with me please.

                              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

                                Completed some player suggestions:

                                1). QOL changes to Gavel Hall.
                                2). Conjured fire elementals will now glow.
                                3). Scare works as requested here: https://forums.cityofarabel.com/topic/66807/improvement-for-scare?_=1743808033966
                                4). NPCs on the Barrenstone quest, and part of the fairy trilogy of quests are adjusted now, some balance issues fixed where these were not set up appropriately for quests of these levels (mostly in the form of being too dangerous).
                                5). Raging Goblins were much to wise...not anymore.
                                6). Updated Deadwell region in response to player actions.

                                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

                                  Updated Sorcerers:

                                  Spell Regeneration timers were increased:
                                  https://forums.cityofarabel.com/topic/48592/sorcerer

                                  To offset this, we decided to increase spells known for sorcerers a little per this chart:
                                  https://forums.cityofarabel.com/topic/48592/sorcerer/4

                                  Did a revision to Troll Bog quest designed to increase variety of spawns you'll face, and to remove the problem of Swampomancer being the only troll to spawn when you take a high level party into the area. Please give feedback as with any of the quest updates we're doing. More coming!

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

                                  NO SPITTING.

                                  DO NOT CROSS MISTER MOLOCH.

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

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                                  • EchoE
                                    Echo
                                    last edited by Echo

                                    8686

                                    Added NPCs for upcoming stuff
                                    Minor quest updates
                                    Cosmetic changes to various areas
                                    based on player suggestion, I added Fishmongers to 4 locations: high crimmond, irondrake, dhedluk, collinwood
                                    https://forums.cityofarabel.com/topic/67518/ice-spider-cave-too-fast-ticking-damage-and-cold-immunity-does-not-work/6
                                    Updated traps with TrapLevel variable on :

                                    • Kobold Quest (in the sewer)
                                    • Maela's Sewers
                                    • Ants Quest (also added variety - they were all set to Tangle)

                                    Removed old CNR spawners from

                                    • ZQA: Immertrail Yeoman Bridge
                                    • ZQA: Immertrail Woods
                                    • ZQA: Immertrail Western Cliffs

                                    https://forums.cityofarabel.com/topic/67591/pc-corpses-dont-spawn/2


                                    8687

                                    imported updates for the quest system
                                    imported changes to guards in various city & outskirts areas
                                    https://forums.cityofarabel.com/topic/67465/immersea-island-ferry-system/2


                                    8688

                                    https://forums.cityofarabel.com/topic/67698/helmlands-hyphae/2
                                    imported moloch's quest changes for fey, goblins, and cleanup crew
                                    imported folklores changes to various areas
                                    https://forums.cityofarabel.com/topic/67470/golem-summoning-books/7


                                    8689

                                    removed some of the PointOfInterest Tag from placeables in Eveningstar
                                    imported some areas for moloch
                                    resolved gilded helm issue https://forums.cityofarabel.com/topic/67676/crafting-gilded-helm-returns-no-item-on-success/5
                                    resolved long stave of oak issue https://forums.cityofarabel.com/topic/67662/long-stave-of-oak-requires-hickory-instead-of-oak/3
                                    resolved flame touched bracer not having charges https://forums.cityofarabel.com/topic/67651/flame-touched-bracer-no-charges/2
                                    Resolved Grig's harp not having any charges https://forums.cityofarabel.com/topic/67650/grig-s-harp-no-charges
                                    resolved locust wing boots not having charges https://forums.cityofarabel.com/topic/67649/locust-wing-boots-no-charges/2
                                    fixed traps on all the wyvernwater quest areas and redwoods quest areas


                                    8691

                                    removed a lot of old/unused items/ scripts/ conversation files
                                    imported moloch's HP changes
                                    resolved Gilded Chain Mail issu https://forums.cityofarabel.com/topic/67735/gilded-scale-mail-recipe-success-doesn-t-yield-any-item/2
                                    Started the groundwork to add a bounty hunter for fish.


                                    8692

                                    cleaned up old/unused NPCs and areas
                                    water tub changes - you can now fill empty bucket and make holy water at the same station via conversation - this combined 5 scripts into 2, and 3 conversations into 2.
                                    ZQA: Hillmarch, Ogre Cave: Added waypoints to test unbound ore nodes
                                    visual changes to haunted halls & eveningstar


                                    8696

                                    Water Tubs: I had put the wrong convo script in the OnUsed. Replaced with correct scripts.. Water tubs should work again. Added updated water tubs to collinwood interiors and high crimmond. Removed old "holy pools" since their function is now covered by the water tubs

                                    High Crimmond https://forums.cityofarabel.com/topic/67871/high-crimmond
                                    Wild Cooshee https://forums.cityofarabel.com/topic/67872/gooshe-spawns-in-the-hullack/3
                                    Gavel Hall Spawn Point https://forums.cityofarabel.com/topic/67860/gavel-hall-spawn-point-not-working/2
                                    Historic Farmland traps https://forums.cityofarabel.com/topic/67855/zqa-arabel-historic-farmland-minor-electric-trap/2

                                    "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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

                                      v8706

                                      Arabel Updated Significantly - This represents one of the largest module updates I've ever been part of, outside a full module rebuild. This represents over 100+ hours of work by the entire team to put together; but we do still apologize that we know its size means there will be bugs to hammer out this week.

                                      Historic District and Noble District entirely redesigned.
                                      Over 15 areas updated to reflect recent events connected to the coming of the Storm.

                                      Incomplete List -
                                      Arabel Outskirts: Calantar's Road
                                      Arabel Outskirts: Moonsea Ride
                                      Arabel Outskirts: High Road
                                      Arabel Outskirts Eastway
                                      Arabel House Goldfeather
                                      Arabel House Mossmere
                                      Arabel Interiors
                                      Arabel Sewers
                                      Eveningstar
                                      Calantar's Way
                                      Aunkspear
                                      East Way Road: Bospir
                                      Haunted Halls

                                      Almost every area of the module the touches the storm was also edited. Some areas are now within the storm and inaccessible (it'll be obvious when this is the case.)

                                      Added two new areas of the module to explore (these are VERY DANGEROUS but you'll also get a clear visual representation of just how dangerous so you'll know you want to leave before that representation of the danger reaches the obvious bad point.)

                                      Quest Redesigns
                                      Shamrock Garden was entirely redesigned, now in the Arabel Library; will have more enemy variety, a selection of thematic loot that is updated, and connects directly into the new setting.

                                      Haunted Mansion was given a major facelift, now connects directly into the danger of the Storm and the last few weeks of plot and storyline. New opportunities to roleplay with some of the deranged workers.

                                      Warehouse Quest new quest giving some indications about how desperate some people are to escape the storm, partially built on the memories of the original from v2 of the module. This is entirely updated version.

                                      Calantar's Road Orc Quest - added substantive new story elements, reduced the length (but not the challenge of the quest). This isn't finished, more polish will come here.

                                      Haunted Ruins -- Major redesign of enemies, new loot.

                                      Tessarils Tower -- Added a new theme of enemies, redesign of existing enemies, fixed setting that locked out variety of things that should have spawned there, more thematic loot added to the tables.

                                      Edits to almost every conversation that gave directions to an introductory quest; in theory, you can now follow from NPC to NPC to do about 60% of the introduction quests. Some you will still have to go looking for. Same adjustment to the Letter Delivery Quest.

                                      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

                                        v8709

                                        Just a ton of bug fixes - PLEASE check bugs people have reported and let us know if the fixes worked so we can clear these. :) Big thank you to folks reporting anything that looks even remotely wrong, I want to clean house quick.

                                        Also, put 5th level wizard scrolls into the wizard shop. Player suggested this was a useful tweak to help wizards, originally, they were taken out because sorcerers may use them - but - and I think this matters - that's why quests give players rewards, so they can buy things. :) If it becomes a problem, we'll just look at the gold price.

                                        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

                                          Many more bug fixes.

                                          ECL has been removed for most application subraces; it now remains at +1 ECL only for lycanthropes.

                                          Oh, and have you found the new casino?

                                          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 Mr.Moloch

                                            v8713

                                            Improvements made to the rat summoning theme to bring it closer into alignment with the other themes in terms of power and utility. Rats tend to be sneaky and work well with stealth builds. Think low damage, stealthy abilities, but good AC and AB to allow them to distract foes.

                                            Deer, rabbits, and squirrels should start acting like herbivores, if you attack one, it will not cause all other docile animals to become hostile to you - so if you kill a deer for a hide, cows won't attack you in town. These animals should also run from players even if you don't attack them.

                                            Adjusted the Flagons Held High (Traitor) quest in the Pride of Arabel. Our data indicated the boss on this quest was the most dangerous NPC in the module in terms of players killed this week (that included Avalanche). This NPC has been redesigned to better match the power-level you expect on an introductory quest, its damage shifted from dual wielded 2d4 weapons to 1d4 weapons, its HP went from 70 to what should be found on a low-level rogue. The final encounter went from a minimum of 5 creatures to a minimum of 3 creatures spawning.

                                            This quest is still due a redesign, but our data indicated it needed an immediate fix.

                                            503cb5dc-cca5-45e2-8b8a-b00014406336-image.png

                                            If you look at the data, Red Wizards and Thayan Warriors also killed a lot of players, the Warehouse quest was meant for 6-10th level PCs in a party. It was accidently set at a testing status (1-10th level characters of 1-10th level). This is now better aligned to our other 6-10 quests.

                                            Mithril Boots were adjusted in terms of power. SR 16 was too powerful, and data backed this up too. Instead of SR, the boots give a Haste (5) for 5 charges with 50 charges total. There were some excellent ideas for revising the boots, but some of those proposed by players would require adding haks to create powers the game doesn't have (such as saves vs spells). Data showed that these were the single most purchased item in the module's stores; beating out potions in the amount of gold players put down for them. That was a strong indicator they were overpowered.

                                            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
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