Module Changes
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v6881
- CARES updated with new improved FROST ORCS and BUGBEARS! Much love to Echo and Prof
- Various tweaks to faction storages to reflect last months prestige status
- Bug fixes to some hidden triggers
- New curious lore!
- New exciting prestige items, plus updates to some stores
-
v6882
- Kenkus are no longer available as a PC race
- The Mortuary is no longer available as a lesser faction
-
v6891
- CARES updated
- Various areas updated IG to reflect recent IG events
- Abbey updated to reflect recent IG events
-
v6913
- The People's Palace now has a fetch quest
- Updated done IG to reflect recent IG events
- Courier updated
-
v6927
- Module updated to reflect recent IC events
- High Crimmond and Murdered Manticore now has prestige stores, items to be added
- Wages can be collected by dodgy concepts outside the Palace, Palace goers should avoid using these NPCs for wages and Dodgy Concepts should avoid the Palace
- Two new Courier quests have been added IG that can be done outside the city
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v6931:
- Imbuing System released
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V6937:
Lycanthropes have received a boost. Will be live from next reset.
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V6949
Some of the harvestable crafting materials have been updated to stackable versions:
Stacks of 10:
Grains: Barley, Corn, Oat, Rice, Rye, Wheat
Fruits: Raspberry, Juniper Berry, Grape, Eldberry, Cranberry, Cherry, Blueberry, Blackberry
Mushrooms: Yellow, White, Striped, Spotted, Red, Purple, Black,
Nuts: Almond, Chestnut, Hazelnut, Pecan, WalnutStacks of 5:
Fruits: Pear, Apple
I'll work on the leaves & flowers when I have time.
This will apply to newly-harvested materials only.
No, I will not replace the hundreds of plants/nuts/fruits in your inventory for you.
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V6952
- People's Palace updated
- Misrim House Guards updated
- City updated in General
- Areas updated across the mod to reflect recent events
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v6955
Barbarian Changes
Rogue Changes
Starter Store update
Starting Gold increased
Level 4-6 end quest xp doubled
Scummy Store added to module -
v6956
Crafting DC base lowered from 11 to 10
Stackable versions of Owl, Raven, Falcon Feathers added
Stackable versions of Roots: Black Cohosh, Comfrey, Echinacea, Ginger, Ginseng, Terinav
Tailoring Models added to Immersea and Eveningstar
New items in the bazaar -
v6964
- Immersea has been updated with new fishing village features
- Nuggets of ore now offer prestige reward to the Dwarven Embassy
- The rare gem minerals now offer prestige reward to the Elven Embassy
- Treasure Map loot has been updated
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v6965
- New prestige items available in the Dwarven Embassy, Elven Embassy and Sembian Embassy
- Minor bugs fixed to Immersea
- Tweaked some Prestige Store items that were a little too strong or cheap
-
v6966
- White Horde updates to reflect recent developments IG
- Cobalt and Adaminium can now be mined in deadly areas
- Cave of Wickedness is now accessible IG, please note the area is -deadly-
-
v6968
- Tailoring: Boots and Cloaks recipes available
- Adjustmens made to leatherworking stat requirements (55/10/35 dex/con/int)
- New stats on bows/crossbows from wood crafting
- Added prestige points to animal skins
-
v6970
- another attempt at fixing auto AE & animal companions
- Imported Titanium-coated Items to the palette.
- Updated stats on Titanium items https://nodebb.cityofarabel.com/topic/48665/weapon-crafting/6
- Added messenger raven to Misrim estate
- Fixed an issue with deity books only using the last name of a 2-named deity
- Tinkering changes https://nodebb.cityofarabel.com/topic/48638/tinkering/5
- added Cobalt Armors to crafting. recipe levels, ingot requirements, crafting xp, and stats info here https://nodebb.cityofarabel.com/topic/48684/armor-crafting/5
-
v6972
- Bospir's prestige store is now available, items to be made
- Lowbie loot tweaked slightly
- Lowbie loot now offers prestige points (All city quests covered, some outer ones to be done)
-
6973
- Improvements to crafting
- weapon crafters will notice a big jump in xp gained
- wood crafted gear updated
- wood crafting got a small bump in xp gain
- Improvements to crafting
-
6975-6977
Crafting Changes
Alchemy -- increased crafting xp
Gem Cutting and Polishing -- increased crafting xp
Gem Crushing -- increased # of dust from cut and fine gems
Armor Anvil -- increased crafting xp; put game xp on par with other crafting styles
Bakers Oven -- increased crafting xp; increased crafting xp
Silver-Coating Brazier -- increased crafting xp
Titanium Brazier -- increased crafting xp
Brewers Keg -- increased crafting xp; put game xp on par with other crafting styles
Brewers Kettle -- increased crafting xp; put game xp on par with other crafting styles
Brewers Oven -- increased crafting xp; put game xp on par with other crafting styles
Curing Tub -- increased crafting xp, increased recipe level for grizzly, malar panther, polar bear, dire tiger and dire bear
Enchanting Altar -- increased crafting xp
Enchanting Pool - -- increased crafting xp, moved spear from throwing to polearms category
Enchanting Statue -- increased crafting xpFarmers Mill
- increased crafting xp (this was the lowest of all crafting types for xp)
- lowered meal recipes from 2 to 1, adjusted xp accordingly
- lowered flour recipes from 3 to 2, adjusted xp accordingly
- increased malt recipes from 1 to 4, adjusted xp accordingly
Farmers Press
- added required recipe levels on oils (they had 0 for all of them)
- corn/rice/almond RL1, Game XP 5, Crafting XP 20
- chestnut/pecan RL 2, Game XP 10, Crafting XP 30
- hazelnut/walnut RL 3, Game XP 15, Crafting XP 40
- increased crafting xp on juices from 10 to 30
- increased crafting xp on raw parchment from 10 to 20
Hide Rack -- increased crafting xp
Tinkers Furnace -- increased crafting xp
Ink Desk -- increased crafting xp, added to Misrim Estate, People's Palace, Sembian Merchant area in Immersea
Scroll Scribing Desk -- increased crafting xp, added to Misrim Estate, People's Palace, Sembian Merchant area in Immersea
Tinkers Device- reduced number of ingots required for arrow heads from 4 to 1
- reduced number of ingots required for studs from 2 to 1
- reduced number of ingots required for iron spikes from 2 to 1
- increased crafting xp gained
- reduced caltrops recipe from 3 to 1
- reduced compound bow cam recipe from 7 to 5
Tinkers Toolbox
- increased xp gained for making tools
- lowered recipe level for minor traps from 8 to 6, adjusted xp
- lowered recipe level for average traps from 9 to 8, adjusted xp
- left strong traps recipes at 10, but adjusted xp
Tailor's Table
- adjusted recipe levels (down on some , up on others)
- increased crafting xp gain across the board
Mining:
- Reduced "hardness" on mineable rocks
- Coal is no longer marked 'stolen'
Smelting:
- Changed requirements for smelting from 25/75 str/dex to 25/55/20 str/dex/wis
- Reduced number of nuggets required to make ingots (for those that previously required more than one nugget)
Carpenters Bench
- Reduced the output for wood shafts from 2 to 1.
Tinker Shop
- Replaced outdated feathers in tinker shop with updated ones.
Pelts
- Replaced some of the mundane pelts with cool-looking new ones, like this, for dire tiger:
-
Version 6978:
Poison(Quality of Life Change):
The
.POISON
Dot Command have been refactored in order to:- Allow Players to set poison type without breaking stealth
- Easier Application via Dot command
Setting a Poison for Application:
When you wish to set a new Poison type use the following dot command:
.poison set [INSERT POISON NAME WITHOUT BRACKETS]
The name doesnt need to be case sensitive but must be the exact name of the poison!
This will set your selection to that poison until one of the following things happen:- Reset takes place
- You overwrite the type with a different type
- You run out of Vials for that Poison
Applying Poison to Weapons/Ammunition:
Unlike the old dot command version you will no longer have to type .poison left, .poison arrow and all that.
You simply have to type the following dot command:.poison apply
The code will identify your weapon of choice at the moment the dot command was used:
- If you have no weapon equipped - It will try to target your Gloves
- If you have a Ranged weapon equipped it will try to target your ammunition
- If you have both Main-Hand and Off-Hand weapon equipped it will try to target both in succession
In the case of dual-wielding you must have one vial for each weapon.
Each failure will show the appropriate error message.
%(#ff0000)[As always: If you find some exploits, things that are too good to be true make sure to report these right away!]