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    Module Changes

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    • 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

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      • 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

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

              If you wander the module, you may discover some druid glades are available.

              These glades work on the prestige system, so as you empower them, you will see definite results as they grow due to your care and attention. While druids and rangers will likely have the most to do with these glades, there are some things available for other classes as well - particularly if you're inclined to nature.

              They may be a little buggy; I have certainly never tried to use our prestige system quite this way. Especially the Seelie/Unseelie Glade. If something seems very off, let me know via a Bug Report asap. :) Otherwise, enjoy! I'm already off on the next fun project.

              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

                Wyvernwater Underwater Updates

                There's more to explore in the Wyvernwater: Underwater Area now, the sea elf village has gotten an update and now there are two quests in the area you can go through. The first is an updated version of the Sirene's Sister with improved loot and enemy varieties. The second is a brand new quest for you all to do.

                You can now swim from Immersea to the Deep Dives, with more hidden treasures to find along the way and new threats to encounter. Some of the goal here was to turn the sea elf village into a local hub for underwater adventures and exploration.

                Expect some other minor changes and additions over the course of the next week to these areas; but this is going to be the bigger stuff. We're open to any feedback to help improve these, or any other areas in the module designed for exploration and adventure.

                1edde80e-b348-4d80-89b5-9c04edfbf0da-image.png

                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

                  8942v

                  Did revisions to the Hateful Child; improved variety of spawns, adjusting the quest to have many mobs of undead like its had - but balancing those encounters to be hard rather than a set of overwhelming waves of undead.

                  There is now more variety of enemies, a map that is easier to navigate and view, and a more interesting final encounter with a buffed up boss who doesn't go down before the entire party even realizes he's there fighting.

                  Iron Golem Poison has killed a lot of people via lack of knowing how it works; now when you fail your first saving throw you should get a floating text over your head warning you that you've been coated in a toxic poison that will kill you if you do not take action quickly.

                  Fixed a bunch of bugs, many of them in the druid glades. These should be working as intended now with a few more things showing up as prestige rises for them.

                  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

                    We finally got around to a Hullack Forest redesign; the original area, players said was hard to navigate, difficult to see foes, and just very large without much really in any of the areas. So its all one area now (big still) but one area. There's still polishing to come with the area, little things like plantable trees and garden spots are not in yet but will come along down the road.

                    The yaun-ti quest in there has been revised and updated. The Storm no longer affects this part of the Hullack but you can reach an edge where its clear the Storm has and always did blow so dangerously no one goes beyond that point. Just play it like its always been this way, the Storm originally wasn't suppose to affect the entire Hullack because we always planned to use this as an excuse to revise it.

                    As always open to suggestions and ideas to make this area even more fun to explore.

                    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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                    • ZoolZ
                      Zool
                      last edited by Zool

                      V8951

                      Tent kits now work

                      Campfires and tents now do more to slow the freeezing effect of the storm.

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

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                      • ZoolZ
                        Zool
                        last edited by

                        v8952

                        Made changes to how magical mushroom hallucinations/visions work.

                        You can now drink alcohol to temporarily become immune to the hallucinations.

                        Drinking one drink gives you 2 minutes of immunity to the hallucinations.

                        This is mostly so people can

                        A: talk to NPCS
                        B: Rest

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

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