Module Changes
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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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8683
Some NPC updates in King's Plaza
https://forums.cityofarabel.com/topic/67376/ritual-dagger-blood-vials/3
Edits to traps on these questsOld Tomb
Bospir Forgotten Graveyard
Deadwell Blistering Ruins
Precept Quest
Abyssal WoodsVisual edits to
Calantar's Way: Blisterfoot
Tilverton
High Road Stonefliffs
Arabel Library
Outskirts: Moonsea Ride -
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.
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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.
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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. -
Updated Sorcerers:
Spell Regeneration timers were increased:
https://forums.cityofarabel.com/topic/48592/sorcererTo offset this, we decided to increase spells known for sorcerers a little per this chart:
https://forums.cityofarabel.com/topic/48592/sorcerer/4Did 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!
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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 -
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 HallsAlmost 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.
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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.
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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?
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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.
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.