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    Module Changes

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

      The last module updates did a few big things, so please let us know if anything didn't work properly.

      1). The rest timer is down from 8 hours to 6 hours between rests. Our data tells us the average quest is taking 25 minutes, 15 minutes for our introduction quests; but people could only rest every 32 minutes, so now you can rest every 24 minutes (one game hour = 4 minutes).

      2). Dhedluck and Collinswood have been removed from the module, and we're in the process of removing little used areas as well. The goal here is to consolidate more of our quests around hubs to make it easier to get to them, easier to do a few quests together with a party, and concentrate the player base in a few more specific areas that we can better focus stories around. All the quests and resources in these areas are in other locations now, so actual content isn't lost to players.

      Let us know if anything is odd here, as these changes may have caused unexpected bugs.

      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

        v8339

        We have a complete over haul of the Goblin Valley Quest (Moonsea Ride: Stonebolt Trail, quest giver Red Raven). The quest now includes a few optional mini-events to make it feel more like an adventure. This includes a very dangerous optional area - there is a red-tinted warning message by the transition into it so you know what you're getting into.

        Since this is such a major revision, it'll largely feel like a new quest - some balance points and parts may need adjustments so let us know right away if something is off.

        We did a full update to the Owlbear Quest (Haunted Halls). This includes a major overhaul of the loot tables and rewards to make it feel more like a fair risk-to-reward for a hard quest, and some new variety to enemies and a little more thematic flavour overall to the area.

        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

          Lots of updates lately.

          Changes to monk mechanics have been put in place to increase the viability of monks even in solo-play; monks are often a powerful class but can be very difficult to keep alive in a 4-10th level metagame like ours. Improvements to Wholeness of Body, Iron Skin (+2 flat AC) at level six, moving Ki-Strike up to 8th level, and giving monks Diamond Body (SR 12) at 10th level are designed to make them a little more survivable. These changes are open to feedback at this point. The "Pure Class Monk Store" which was implemented to let monks buy much more powerful equipment to compensate for their low-survivability has been adjusted to reflect these new changes. As with all shops, if you'd like to see an item in them though that you really want - let us know and we can probably add it in.
          https://forums.cityofarabel.com/topic/69271/monks

          Additionally, due to plot progress made by players, the Storm has been pushed back, allowing new areas to be available in game and two new quests (Mother of Monsters and Bronze Works) - these can be found in the Stormlands, Rhimebound City. I like to emphasize that at this point, most the plot relevant clues about the nature of the Storm, what caused it, where it came from can be found in game without a DM even; clues are hidden all over in areas, quests, etc (many other clues have been given out already, and can be learned in game from talking to other players). We as DMs are waiting to see where players want to take this to further develop the plot and story.
          The Quest List was updated:
          https://forums.cityofarabel.com/topic/47168/quest-list/5
          (Additionally, all but one of our missing delivery quests is back in now. These quests are minor, but do give you a reward from walking to one region of the module to another, and hopefully add to the benefit of going out exploring/traveling in game.)

          In the future, there are two simple rules to remember:

          NO SPITTING.

          DO NOT CROSS MISTER MOLOCH.

          https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

          1 Reply Last reply Reply Quote
          • ErebusE
            Erebus Dungeon Master
            last edited by

            v8854

            • A few bug fixes. When reporting bugs, please include as many details of the issue to include area names. It cuts down tremendously on the time required to find and fix these things.
            • Milantra, one of Elhazir's many daughters, is now properly working within her father's shop in the Noble District buying Azure Diamonds.
            • All Giants, to include Fire Giants, will now be skinnable for a chance at recovering their heads. Please report any bugs associated with this.
            • The House of Ash has seen a small update to their NPCs with recent IG events.
            Mr.MolochM 1 Reply Last reply Reply Quote
            • Mr.MolochM
              Mr.Moloch @Erebus
              last edited by Mr.Moloch

              The Hullack Bandit quest, a solo quest that was way out in the Hullack Forest has been revised and relocated to the High Road Stone Cliffs.

              The Gnoll quest on Moonsea Ride: Gnoll Pass has been redesigned, the quest is technically a medium difficulty quest but it is very long and a bit of a test of pacing and endurance so it has a hard quest pay out.

              Finally, in response to the player survey that indicated we needed better end game rewards and improvements to the prestige system; XP that you gain over 50,000 is now converted to prestige when you leave the area at a ration of 15%. This is subject to change.

              To help make sure you have things you want to spend prestige on, we'll be adding some more high end gear to prestige stores. Feel free to suggest items or ideas for prestige here.

              In the future, there are two simple rules to remember:

              NO SPITTING.

              DO NOT CROSS MISTER MOLOCH.

              https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

              ErebusE 1 Reply Last reply Reply Quote
              • ErebusE
                Erebus Dungeon Master @Mr.Moloch
                last edited by

                v8858

                • DM factions now have NPCs that will grant pins associated with Rank 0s. Existing faction PCs (Rank 1 and above) can escort recruits to their respective NPC to set them up with a pin.
                • Each faction now also has a private store, accessible by Rank 0 and above. Currently, they only possess a cloak to represent each faction, but expect more in coming weeks.
                • The House of Ash has seen a large overhaul of their antiquated system--faction uniform is no longer within a prestige store; existing and new characters will need a DM to be fully outfitted.

                House of Ash NPCs

                • Nora -- Faction pin NPC
                • Gravedigger -- Faction store

                Black Wheel Company // Tallery Family NPCs

                • Cousin Finnan -- Faction pin NPC
                • Wern -- Faction store

                Justiciar NPCs

                • Justiciar Aveline -- Faction pin NPC
                • Captain Bocksleiter -- Faction store
                Mr.MolochM 1 Reply Last reply Reply Quote
                • Mr.MolochM
                  Mr.Moloch @Erebus
                  last edited by

                  Wizards now have the same spell progression table as cleric, they must still learn spells from scrolls - but it really didn't make sense in the NWN environment that wizards wouldn't have as many spells they can memorize as clerics. In table top, they get more due to being able to use all the spells in the game and plenty of customized fights curated by a DM. In NWN, you have more fights, less curation and less spells.

                  As always, this balance change will be watched and could change based on feedback.

                  In the future, there are two simple rules to remember:

                  NO SPITTING.

                  DO NOT CROSS MISTER MOLOCH.

                  https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

                  1 Reply Last reply Reply Quote
                  • ZoolZ
                    Zool
                    last edited by

                    As of V8908

                    A new quest can be found. Somewhere.

                    > !!!MOLES for the MOLE GOD!!!

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                    • ZoolZ
                      Zool
                      last edited by

                      v8914

                      Epic monster announcements are now separated in discord.

                      Initial Announcment:
                      General
                      Sending Room
                      Reported Sightings

                      Updates:
                      Sending Room
                      Reported Sightings

                      > !!!MOLES for the MOLE GOD!!!

                      Mr.MolochM 1 Reply Last reply Reply Quote
                      • Mr.MolochM
                        Mr.Moloch @Zool
                        last edited by

                        New Solo Quest is in the module Reeking Sewers, located in Arabel Sewers; while a solo quest, caution is advised as its risk and reward are both a little better than the usual for these.

                        Rebalanced almost all our summons except the Shadows (on the to do list). Many of these were just out of whack with power-level, mostly the result of people tweaking them here and there without good controls on what was being done. So some (fire elementals) were demonstrable worse across the board than others (reptiles).

                        Now the summons are all balanced against a "median" theme which is the default Animals. Summons may be 10-20% on certain categories, or have unique powers, immunities, weaknesses - but they all keep a little closer to that baseline so they're better balanced. They are not equal and some are better than others particularly in specific situations.

                        We'll track everything here (this is a mess of a database for Summons so far because I was using it just for myself but do want to share all the details with players, BOLD indicates a change to the existing stats). We're open to any and all feedback on these changes.

                        https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=251118543#gid=251118543

                        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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