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    Module Changes

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    • Mr.MolochM
      Mr.Moloch @Mr.Moloch
      last edited by

      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.

      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 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).

        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

          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.

          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

            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.

            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

              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.

              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

                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.

                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

                  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.

                  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

                    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.

                    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

                      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).

                      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

                        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.

                        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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