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    Module Changes

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    • 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

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

                  After module version 9161 getting around the module to different regions will be a lot easier. This is mostly for people with limited playtime who don't mind shelling out a little gold to save time to get to the Helmlands, Miruvore Basin, Wyvernwater, Stonelands, or Haunted Halls.

                  Also did a lot of bug fixes and implementing suggestions made by players. As always, open to new ideas from people.

                  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

                    Did a revision of the High Road, Stone Cliffs area. Specifically, needed to add a portal to a spoiler due to the actions of the Royal College PCs. And we wanted that portal to be found on the Stone Cliffs (which you couldn't climb before). Now you can climb the cliffs, the area looks very different since we needed to use a different tileset - but IC its the same area.

                    There are a few bugs I caught, let us know if you find others. https://forums.cityofarabel.com/topic/71978/stone-cliffs-map-update

                    I'll fix this likely tomorrow morning or tonight.

                    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

                      By popular request, revised the Dragon Trail, Drakewood to use a different tileset that is less visually disruptive. IC consider this area the "same" as its always been.

                      Quest wiki updated with return of Gilmore's Tower.
                      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 Mr.Moloch

                        Hey folks, I'm still taking a break from DMing to play a character. However, I am also still updating/fixing bugs in the module. The next update has a bunch of stuff.

                        Revised Arabel Old Tomb & Darendaal's Tomb with more loot and monster variety, and balance adjustments.

                        Adjusted loot in Ant Net Quest, some of which was too good for a solo quest and really belonged on a Team Quest (particularly looking at potion pay outs).

                        Revised Ant Net Deeper significantly, it is now a separate optional Team quest you can complete after finishing the first part of the ant quest. The quest was revised for balance, monster variety, loot variety, and lots of secrets and lore to find.

                        Minor bug fixes to the Gilmore Quest and High Road Stonecliffs.

                        Bospir Haunted Hill (Rotting Jake Quest) was a intro quest located out in Bospir so very few people got to do it, and the area was plain and kind of empty. Its been revised to be a Team quest, more balance/variety in loot and monsters, more ambiance in decor.

                        Redid Silence of the Lambs quest (Rotting Jake), this was a intro quest way outside Arabel that no one did really. Now its a Team Quest. It also was a very empty quest, a little more horror elements now going through it.

                        Revised Tessaril's Tower to improve loot variations and remove some of the traps that were using the old default trap system (it honestly, had way too many traps anyway).

                        X3_S2_pdk_Rally Purple Dragon Rallying Cry ability was 1 round, it is now 1 Turn Per PD Level.

                        Edited coacs_imbue_inc so that Spellblades making wands can now use the wands they make. Just copied what was done with Divine Souls, so 99% sure I did it right.

                        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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