Module 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.
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Please note following months of discussion with the player base and DM Team, moving forward the Animal Buff Spells (Bull's Strength, Endurance, etc) will all do a flat +4 bonus. The spell can be extended, but not maximized or empowered.
Additionally, we added a new cantrip.
Vicious Mockery
https://forums.cityofarabel.com/topic/71020/vicious-mockeryThe honest reason was so I could go through the process of adding a new spell. Now I know how to do this, so we can make more new spells if there are suggestions that can work with our scripting, and make some adjustments to a few spells (ie: we'd like to make the Trout Backstroke, Toad Leap, etc spells be a single spell that works off a radial menu for example).
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Carving Stations are now in for players who want to pursue gem crafting (which just gets gems for the current Jewelry crafting at the moment - it'll eventually move to the new system too), and wood/bone crafting.
Open to feedback on the new recipes, its also easy to add recipes to the new Black Smithing and Carving Systems. So feel free to suggest ideas.
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New Quest
Check Mate
https://coa.fandom.com/wiki/Quests -
Updated the Kobold Quest in the Haunted Halls.
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Leatherworking/Tailoring should all be live in v9140.
As with anything, feedback is welcome. Had a lot of conversations with players about what would be available in the new crafting for these and carving; but there's always room for improvement.
NOTE: That suggestions to add whips/mauls and some monk weapons were made. They'll go on the list for whips/mauls. Monk weapons, I need to get around to adding the feats for those first.
Wonderous Item crafting should be in next week and I'm really hoping to get basic alchemy done by the afterweek.
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Alchemy and Wonderous Item Crafting are now on the new system.
A DM can help if this will affect your PC because you had levels in the old crafting system.
Open to any and all suggestions for items, recipes, properties - new or existing. This is very much a new system with a lot of flexibility and ease of use for DMs to adjust.
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Woodcutter Hatchet was not cutting trees properly, (hopefully) it will now. If yours isn't working after v9145 ask a DM to rename it to "Woodcutter's Axe" and it should work.
Did some spell improvements for druids.
Flame Lash now does 1d6 damage / 2 Caster Levels bringing its damage into range with other second level spells like Gedlee's Electric Loop, but it remains a single target spell. It also forces a Fortitude Check or blinds the target for 1 round / 2 caster levels.
Healing Sting now does 1d12 + Caster Level Damage and heals you for a similar amount. This is what the canon spell does, shifting damage from 1d6 which was NWN default.
Spike Growth should now be a magical affect, so resting and dispel should remove it.