After 20 years on the server and about half of that at the DM helm, it's time to take a break.
xoxo,
Echo
After 20 years on the server and about half of that at the DM helm, it's time to take a break.
xoxo,
Echo
should have alchemists acid property, for whomever fixes it
@Erebus
Inn_Store != Inn_Shop
@jalafoon then that was a bug.Because it should not have been able to be accomplished, but that seems to have been resolved
The first potion is purchased through prestige shop and is intentionally limited for who could use it. It should not be combined with a generic potion that anyone can use.
@jalafoon said in Bloodstone Pendant:
the very concept of such a thing is non-canon in THIS version of the server.
correct. no souls are consumed. just hold off on using the item until someone edits the script.
this was not intentional
it's leftover from v3? v4? idk... when "bloodstones" were a thing and ; you used them and it shifted your alignment and did evil stuff
apparently, the script still exists that looks for the word "bloodstone" in the name of something and applies the effect regardless of what the thing is
when i made the pendant i did not know the scripts still existed - it's supposed to be a generic "bloodstone", not a soul-containing evil magic thing, because in canon bloodstones were used for "diseases or poisons to be removed".
the code just needs to be commented out of coa_spelloverride
script. If no one gets to it before I'm done with my break, I'll do it.
if someone else does get to it, you need to comment out lines 339-347
@Mr-Moloch @Zool
Added NPCs for upcoming stuff
Minor quest updates
Cosmetic changes to various areas
based on player suggestion, I added Fishmongers to 4 locations: high crimmond, irondrake, dhedluk, collinwood
https://forums.cityofarabel.com/topic/67518/ice-spider-cave-too-fast-ticking-damage-and-cold-immunity-does-not-work/6
Updated traps with TrapLevel variable on :
Removed old CNR spawners from
https://forums.cityofarabel.com/topic/67591/pc-corpses-dont-spawn/2
imported updates for the quest system
imported changes to guards in various city & outskirts areas
https://forums.cityofarabel.com/topic/67465/immersea-island-ferry-system/2
https://forums.cityofarabel.com/topic/67698/helmlands-hyphae/2
imported moloch's quest changes for fey, goblins, and cleanup crew
imported folklores changes to various areas
https://forums.cityofarabel.com/topic/67470/golem-summoning-books/7
removed some of the PointOfInterest Tag from placeables in Eveningstar
imported some areas for moloch
resolved gilded helm issue https://forums.cityofarabel.com/topic/67676/crafting-gilded-helm-returns-no-item-on-success/5
resolved long stave of oak issue https://forums.cityofarabel.com/topic/67662/long-stave-of-oak-requires-hickory-instead-of-oak/3
resolved flame touched bracer not having charges https://forums.cityofarabel.com/topic/67651/flame-touched-bracer-no-charges/2
Resolved Grig's harp not having any charges https://forums.cityofarabel.com/topic/67650/grig-s-harp-no-charges
resolved locust wing boots not having charges https://forums.cityofarabel.com/topic/67649/locust-wing-boots-no-charges/2
fixed traps on all the wyvernwater quest areas and redwoods quest areas
removed a lot of old/unused items/ scripts/ conversation files
imported moloch's HP changes
resolved Gilded Chain Mail issu https://forums.cityofarabel.com/topic/67735/gilded-scale-mail-recipe-success-doesn-t-yield-any-item/2
Started the groundwork to add a bounty hunter for fish.
cleaned up old/unused NPCs and areas
water tub changes - you can now fill empty bucket and make holy water at the same station via conversation - this combined 5 scripts into 2, and 3 conversations into 2.
ZQA: Hillmarch, Ogre Cave: Added waypoints to test unbound ore nodes
visual changes to haunted halls & eveningstar
Water Tubs: I had put the wrong convo script in the OnUsed. Replaced with correct scripts.. Water tubs should work again. Added updated water tubs to collinwood interiors and high crimmond. Removed old "holy pools" since their function is now covered by the water tubs
High Crimmond https://forums.cityofarabel.com/topic/67871/high-crimmond
Wild Cooshee https://forums.cityofarabel.com/topic/67872/gooshe-spawns-in-the-hullack/3
Gavel Hall Spawn Point https://forums.cityofarabel.com/topic/67860/gavel-hall-spawn-point-not-working/2
Historic Farmland traps https://forums.cityofarabel.com/topic/67855/zqa-arabel-historic-farmland-minor-electric-trap/2
those are supposed to be caltrops projectile traps.
idk why they dont work. but they definitely shouldnt be electrical traps.
replaced with something else 8696