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    Module Changes

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

      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).

      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

        The Dwarven Brewery delivery quest is back in the module and working.

        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

          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-mockery

          The 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).

          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

            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.

            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

              New Quest

              Check Mate
              https://coa.fandom.com/wiki/Quests

              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

                Updated the Kobold Quest in the Haunted Halls.

                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

                  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.

                  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

                    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.

                    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

                      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.

                      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 Next reset, you will find some areas of the module are dark even during the day. This is not a bug, Nocturne is coming as the main storyline progresses. In-character the shadow of one of the Tears of Selune has put part of the Arabel Tear into perpetual twilight, this began after the mysterious rain of golden coins a few days ago (these areas are already dark in game - but you may notice a major revision to one of these areas designed to make it more fun to explore there, the geography is not "new" assume the forest always looked like that geographically, but some features like the darkness are obviously new. Ask if any of this gets confusing though. :)

                        Mostly, the area was due an update anyway, and this was a good time to do so in a flavourful way that makes this forest feel very different from other forests in game. As always open to feedback and suggestions.

                        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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