Module Changes
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A big change that deserves a note:
We've reduced damage bonuses on crafted gloves and whips. In many cases, these damage bonuses were unjustifiable for our power-setting; monk gloves that do 2d6 bonus just by the math means a monk could do over 100 damage in a single round of combat. A bonus of 1-4 damage is in the maximum line with our current power-setting.
Full-Transparency, this is where we're aiming to take loot, this is a living document and subject to change and discussion with the whole community; but it is the currently goal-post.
https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1995821587#gid=1995821587The same issue applies to whips, you can dual-wield these off-hand and they give a free bonus feat. But some of these whips did 2d6 + damage, effectively letting players dual-wield a greatsword that gives them a free disarm. So whips likewise, were reduced to a bonus of 1 to 1d4 + 2 damage.
None of this affects existing items, just future crafting items.
Finally, be aware, we want to start the process of rebalancing crafting, adjusting prices to be consistent to our new changes to potions (crafting should still be slightly cheaper than stores be it crafting, imbuing, etc). There's a Discord discussion for this.
Moving on some power increases and QOL improvements -
Divine Favor now works as standard NWN again. Implemented by player request.
https://nwn.fandom.com/wiki/Divine_favorSkinning creatures should now take 2.75 seconds instead of 6 (QOL improvement by player request).
Monks will begin to see some improvements to their class as well - Wholeness of Body will now heal 1/2 max HP and cast restoration on the monk rather than 2 HP / level. Monks will see some other changes quite likely, and hopefully, this will allow a refactoring of the "monk only" store because our philosophy is we shouldn't have to rely on items to keep a class balanced, we should balance the class.
As always, open to any and all player feedback on all of this. Crafting is big, so open to any and all help there too.
I redid the encounters, loot tables, and boss for the Fungal Cave quest - some really odd issues were plaguing this quest and it should work more as intended now.
Its also very possible that you can craft Wands of Lessor Premonition now, but I'm not 100% sure I did all the steps to make that happen; I hope I did.