Module Changes
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Major Change: Potion prices are now back to standard D&D/NWN prices for potions. This is an immediate change that lays the foundation for a bigger change coming down the line, specifically, we'll be adjusting pay outs on quests moving forward for higher consistency than we've had so far.
Many of our orc spawns have had minor adjustments to their stats and abilities. Some more varied spawns will appear on the Calantar Road Orc quest - challenge shouldn't change much, but a few enemies will have usually a 5% better chance to hit.
Be aware - more enemies that should have Blindsight (ex. Oozes) will have it now. This was an oversight I believe in the past.
Various Boars in the game use to have a number of rages they would use one after another, standing their raging instead of fighting. They should no longer do this.
Additional creatures will be appearing in random encounters created by the CARES system - the goal here isn't to make anything more challenging or dangerous, more just to give you all more variety in what you find when out exploring.
Quest Type XP Pay Gold Pay 4-6 Introduction Quests 150 150 4-10 Solo Quests 250 250 6-10 Medium Quests 350 350 7-10 Hard Quests 400 450 Please let us know if you find quests that are outside these ranges or values (too high or too low) except quests on the Wyvernwater Islands (they will all pay 50 gold more than typical). Eventually, quests in very difficult to reach locations, or that take a very long time to complete [ex. Gnolls at 60 minutes on average] will also get additional payouts in XP and/or gold. It will take some time to implement this though.
The DM Team is open to feedback on these changes; we think it will benefit the community.
Some spell changes:
Name School Bar Cle Dru Pal Ran S/W Components Target/Radius Range Spell description Monstrous Regeneration Conjuration - 5 5 - - - V,S Single Target Touch The target creature regenerates 5 HP per caster level. Clairvoyance/Clairaudience Divination 3 3 Knowledge 3 - - 3 V,S Personal Self You gain +10 spot and +10 listen for 1 minute per level. Spell Focus Divination and Greater Spell Focus Divination increases the duration by one-minute each. Find Traps Divination - 3 2 - - 3 V,S 30 meters Personal Reveals all traps within 30 meters to the caster. With Spell Focus Divination, traps are revealed to your allies. With Greater Spell Focus, traps with a Disarm DC less than 10 + your base Knowledge Lore are disarmed. Lesser Premonition Divination - - 4 - - 4 V,S Single Touch Grants the caster 10/+1 damage reduction, 5/+2 damage reduction and 20% concealment for one turn per caster level; Spell Focus Divination increases concealment by 5%; Greater Spell Focus increases that concealment by 10% above base. -
The Ancient Watch Tower Quest got some updates and redesign. Our data said it was the most often done Hard quest right now.
1). I noted almost everyone used tunnels to get to it because it was hard to reach; now you can just walk north from High Road Haunted Halls to reach it.
2). Most undead on the quest were redesigned; can't lie, these weren't made to provide any semblance of a challenge to players before with a few notable exceptions. They should be hard, but fair now. Some had effects that could kill a player with a failed saving throw; they still have this, I didn't change it (just letting folks know).
3). Added a chance to do a little more roleplaying of your character on the quest.
4). Treasure tables were updated to have a wider variety of loot and rewards.
5). The boss is no longer a pathetic chump I hope, he should feel like a boss fight now on a hard quest.As always; these updates are designed to make quests more fun (not more lethal, even with the caveat this is still suppose to be a hard quest). If we overshot/undershot the mark, let us know. I'll help out to fix errors in appropriate ways. Feedback is always very welcome and taken seriously!
Due to IC actions, an agent in the Historic district now is offering people ship passage to the Immersea Isles; seems the Black Wheel is cutting some deals with someone.
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The third part of the Stormbreaker Isle trilogy; the Ancient Temple quest given by the Ominous Cave has been tweaked based on viewing some different groups doing it.
There was a specific bug with one encounter that used a NWN hak resource instead of one of our custom resources that created an unbalanced situation. This is now resolved. The optional boss fight NPC's AB was much too high, this was lowered and some of his DR was removed to make him more manageable.
The overall loot rewards (especially consumables) was increased so players are more likely to walk out ahead.
Polar Bear Gloves had their damage reduced from d6 slashing d6 cold to do d4 slashing and d4 cold (this is still probably too powerful for monk gear; but a little more reasonable than monks doing 200% extra damage with a flurry of blows).
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I've made adjustments to some of our familiars - in terms of power - they're all over the place with some just being awful and some pretty good. They should now be in more the same range, useful to keep a solo-wizards/sorcerer alive in a pinch or at low-levels; maybe useful in specific situations elsewhere.
Open to feedback on these.
Likewise, did some tweaks to bring summons (Reptiles, Constructs, Animals, Fire Elementals) into more a general alignment of power.
Open to feedback on these as well.
There's a new way to gamble in the Twisted Coin; rat races!
A player made this years and years ago for CoA, but the old DM team had never wanted to put a casino into the game; now that we have, I could finally use it.
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Moved the Halfhap quest again from Bospir to the Masoner's Bridge, renamed it East Way Village quest and redid the elementals on it to reflect our metagame (they lacked elemental damage previously) and to be a little more manageable for a solo quest; gear and treasure lists were updated.
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Did some adjustments to the new quest Hell Cows in the Icy Tower to fix bugs.
Fixed a problem with the Halfhap (now East Way Villages) quest exit sending you to Tilverton instead of the quest start area.
Bospir and Immersea now have some better items in their Prestige VIP stores.
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Minor updates to the optional part of ants quest - mostly new loot rewards, but some tweaking of the ants (probably won't be noticeable to players much) but also a new ant can spawn.
Most importantly - Treasure maps now lead to a lot more loot options. If you have an idea for a loot option you'ld like to find using a map, let me know and I'll add it.
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Big revision to the Warm Waterfall quest; there are already a lot of quests in this loop that have animals and elementals as foes. So now it has spoilers and, as you'ld expect, more dwarves since you're suppose to be fighting dwarven mercenaries.
Treasure tables entirely updated, conversations changed to reflect the lore/story better.
Enemies from this quest will also be appearing in areas of the module now.
Improved the variability of enemy spawns on Barrenstone after feedback from a player that the spawns were repetitive; this was good to hear because it helped me find a bug that was preventing the 8 new kinds of fairies I made for this quest earlier this spring from appearing.
People also complain about the layout of this map, revising it fully would take awhile, so I've added a climb check in the most useful place to help you get around quicker and kept it very easy.
Fixed some reward items appearing on quests that didn't have charges, particularly the museum quest revision - looking at you Ashes of St. Darmos the Lucky.
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Healing kits are going through some changes (and they're not set in stone - expect adjustments as we tweak and test) -- but currently their weight is reduced to 0.2 pounds (you may see them at 0.0 right now, that will adjust soon). They now have charges, and the AC penalty when you use a kit is (at least temporarily) removed right now.
We want healing common, especially for the solo players, but healing wands really undermine the challenge the game should present during combat; sure heal up all the way between combats. So this adjustment is part of the process of getting there, you probably also notice a decrease in healing wands on most quests -- the goal is to shift toward kits between fights to heal up and to save the wands for combat.
But this is a big process to figure out, and we'll welcome all the player and community feedback we can get so that we get this right.
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Polymorph (the spell) is yielding some strange unbalanced problems (Umberhulks with 50 AC almost) I'm going to make some adjustments here; with a restoration of Umberhulks back to their NWN default stats for now). Will look for any player feedback folks want to send on this - I hope to someday let wizards get a few more polymorph options like druids get (but this will take time to figure out and implement - unless someone with great scripting knowledge wants to grab a few projects).
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v8821
Based on the Prestige earned by Bospir, there will now be a shop connected to the Shrine of Mystra in Noble District, the Champion of Sune in Noble District, and the halfling Catana in Eastway Outskirts. This represents the growing power of the Council of Faiths, if Bospir prestige drops, the stores shut down.
Also big thanks to @Emoteen who volunteered to join the Artisan's Guild and made a lot of tasty snacks in the taverns. Its the little touches!
If you want to help our Artisan Guild with scripting, building, or server maintenance - please let me know! We have projects ranging from "so simple we can teach you in a few minutes" to "so vastly complicated only one DM even knows how to do it so it would be good to have two people". Its a great way to help keep CoA fresh and alive.