Module Changes
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v9000
Arbitrarily named Crafting System [AnCS] is live!
Blacksmithing benches and merchants have been replaced with the new crafting system.
How to craftIt's VERY simple to use.
Happy Crafting!
v9001
Virgo the Monster Chef added into the Gilded Venture in v9000 but the prices were wrong
So now I fixed it in v9001 (hopefully)
Virgo's store won't have the fancy food until then.But more importantly I get to say
It's OVER NINE THOUSAAAAAAAAND!
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Updated two more of our Introduction Quests: Sticky Situation and East Arabel Farmlands with new loot, updated monster spawns.
https://coa.fandom.com/wiki/Quests (Would love some help getting quest giver names into this chart.)Balanced our Spider and Slime ooze summons out a little.
https://docs.google.com/spreadsheets/d/125ZF5I6AnODH0qQBB3VIvflQwXH36C4bE1RAVXkEHlg/edit?gid=251118543#gid=251118543 -
Foreboding Ruins Quest Revised
https://coa.fandom.com/wiki/QuestsDid a revision to the Foreboding Ruins quest in Deadwell. Please let me know if anything odd happens, there are a few resized monsters that may be the wrong size still. I don't have time to test that before I go out for the night.
There's also a new skeleton called Skeleton, Drudge. It has some cool features, but let me know if it doesn't seem to work. You'll realize what the feature is probably quickly.Leave feedback here on this, or any quest.
https://forums.cityofarabel.com/category/593/quest-feedback -
New Quest has gone in.
Drow Assassination (House Melurden)
https://coa.fandom.com/wiki/Quests -
v9026
Adjusted the cost of brewing potions, this means almost all potions are now aligned to be cheaper than store- bought (hopefully, please let us know about inconsistencies or things that look too good to be true).
However, potions should cost and be brewed for the amounts shown in this chart basically:

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@Mr-Moloch 9039v will bring a revision to the Mountain Climb quest located on the Dragon Trail; this quest was changed to provide more lore and background to the game world, but also was a reward for one of the players who saved the Primordial in the last metaplot for the server. Each player whose characters sacrificed themselves to save the the Primordial were given a chance to 'reshape' part of the game world, this is the first such of the four projects I've gotten to.
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v9040
Cure Serious Wound Wands found in the module (not those that are crafted by players) will now have 10 charges.
Healing Kits will also all now have ten charges.
This is part of on-going balance changes we began last year that started with players getting maximum HP, monsters getting adjusted to be more in balance with 3.0 D&D rules, changes to crafted gear (that are on-going), and class changes and improvements (also on-going).
This part of the process was to make these wands more something players carry for combat, rather than just common tools to heal between each combat. We want to get to a place where players portraying healing clerics feel useful, wands are a resources to manage during combats, and healing kits exist to patch you up between combats.
There's some discussion of making these wands only used by divine casters in the future as well, no decisions have been reached.
The DM Team is, as always, open to feedback on all these changes.
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A new quest is in the module in the Molten Labyrinth of the Underdark. This was the last of the three new quests we wanted to release in January for the Underdark plot and story; all these quests do tie directly into the storyline that is developing.
Additionally, adjustments have gone in for all wand crafting prices that should better align our wands to the costs of brewing potions/scrolls and the costs of buying them in shops.
We want crafted goods cheaper than you get from stores.
But please let us know of any prices that seem too off, particularly, we're concerned about the costs of crafting low level wands of high level spells being too cheap or powerful.
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Updated a lot of very small things over the last 30 days since the last module update. A lot of this was the build-up of bug reports and working through the last year of suggestions.
The main thing players will notice though is a revision of the cloaks in the general store, most these were undyed and you had to read the description to see what they were, now they are all dyed and have names so you can see quickly what kind of cloak it is.
A lot of the religious cloaks were removed from the store and put into shops that made sense, ie: the Tymoran cloak is is the Tymoran store.
The Selune/Tymora stores also got updated with new items.
Tons of minor adjustments were done to a variety of quests based on player feedback, mostly with an eye toward making the challenge of the quests more fair. A lot of this was tweaking stuff on encounters where more monsters were showing up than we actually intended to show up. When I started to revise all the quests last year, I honestly didn't fully understand how the whole system worked. (Its a nightmare of various formulas.) I have a better bead on this now; that said, odds are high you won't notice even though I can tell. Stuff is probably going to feel more fair and less insanely punishing (on the off-chance you notice).
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The Dwarven Brewery delivery quest is back in the module and working.