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    Module Changes

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    • 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

        1 Reply Last reply Reply Quote
        • 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!!!

          1 Reply Last reply Reply Quote
          • 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!!!

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

              v8958

              Allows for quickslots to be cycled using a new UI element

              f4914595-9b1d-4b68-8532-991d54f931da-image.png

              Left and right arrow cycle through quick slot sets.

              Having the L button active (yellow underline) will load as soon as you change set.
              Having it unselected, just changes the number.

              Hitting S, will save your current quick slot layout, to the currently selected numbered set for later loading.

              This can be closed using the X, or minimised using the arrow on the title bar.

              You can re-open it using your Quick slot Token (everyone gets one now - upon being granted it, it saves your current quick slots to set 1)
              79b58156-4561-450c-8788-be2a17f1b11a-image.png

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

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

                v8961

                You can buy spell books from the merchant in the noble district, when you own one, examining it will bring up an interface to save and load spell load outs. Each book can have 12 load outs saved in it, you can name the load outs by editting the text next to the load and save buttons, then saving.

                Books are unique, so you can have several.
                You can rename spell books in the same way you can rename bags
                Use the PC Mode Switch to target them, and type

                .rename NEWNAMEHERE

                The books are real items that can be traded or stolen, not OOC items.

                They are only useful to:

                Cleric
                Druid
                Paladin
                Ranger
                Wizard

                49fb1d4b-e013-41df-b1e1-0f52424d840a-image.png

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

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

                  v8969

                  Minor bug fixes.

                  Some testing of CNR system to add in new metals, plants, and harvestables for crafting update. Players probably won't notice anything since a lot of this is in inaccessible areas or so rare right now that the spawn odds won't show up.

                  Adjusting the power of the warehouse quest encounters for the Red Wizard side; this quest was probably harder than intended based on feedback. Please update me with ideas/thoughts for this or any quest.

                  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

                    v8969 will also see changes to polymorphs.

                    These changes are almost entirely minor buffs; details are here in the green text on the last column telling you what changed with Wizard Polymorphs and Druid Polymorphs.

                    Druids
                    https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1290161559#gid=1290161559

                    Wizard
                    https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=1900092520#gid=1900092520

                    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

                      v8971 will fix an exploit with the Strength Domain's Greater Bull's Strength stacking with Bull's Strength. It will also cap GBS at 7 if you're level 10 or less. This allows it to function as a free Empowered Bull's Strength, but stops the exploit allowing +12 strength by stacking these two spells in the right order.

                      Again, please always tell us about things that are clearly too good to be true. It keeps the game more fun and fair.

                      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

                        8971v

                        Update to Planar Binding and Lesser Planar Binding to use our custom summons instead of defaults. This should make Lesser Planar Binding better and make Planar Binding a little less extremely over-powered. These summons may still need to be adjusted, just so you're forewarned (albeit, maybe up or down, need to watch them first and see).

                        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
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