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Updates
Jul 24, 2013 13:05:59 GMT -5
Post by kalbaern on Jul 24, 2013 13:05:59 GMT -5
Recent Updates as of 07/24/13
It's been awhile since I posted regarding updates, even though they've been added at least twice a week since then.
Bug Fixes: Several script tweaks to have weapon buffs correctly determine the caster level and applicable bonuses.
Random Encounters: The random encounter scripts have been and will continue to be tweaked and expanded. With no random encounters placed in designated low level areas, I've recently removed the "no spawn" option for some of the nastier creatures if you are 5th level or lower. Previously, low level PCs would never spawn things like a ogre, giant, troll and many other encounters that would likely be deemed too hard. Now, even a low level PC or Party can spawn these creatures in should they stray too far away from Orlbar. Remember, "running away" is often a good policy.
Solitary creatures such as most bears and great cats now reflect that habit in their spawns. I.e., you'll generally only spawn one such creature unless near a lair they use.
Many new creatures are being added to our encounter scripts daily. Most are ones missing from "source based" encounter tables, while a few are creatures unique to our interpretation of the Savage Frontiers.
Genral Encounters: Specific "Tribes" of humanoids are also being replaced. While there are still many subsets of them, such as; Orcs, Mountain Orcs and Orogs ... the individual tribes themselves are being removed. This merely frees up resources better used elsewhere as often the majority of "tribal" NPCs were just renamed copies of others found elsewhere. "Bosses" and area names and details still will often denote a tribal designation. Encounters do however spawn according to the relative strength of their previous tribes. I.e. even though we've replaced several orc and goblin tribes with generic ones, goblins and orcs in low level areas will not scale high enough to challenge PCs/Parties in the teens or higher.
Dungeon Updates: There has been a new dungeon added recently, its a bandit's keep found in the Southwoods. Give it a go if your group is in their midteens or higher level wise. Various other dungeons are being tweaked to help limit lag spikes from massive spawns as well as clean up a few pathfinding issues.
In addition, most dungeons are having their encounters checked to help minimise and end encounter from proving waaaaaay tougher than the encounters leading to it. More encounters with a higher degree of difficulty are being set earlier on to help prepare folks for what they'll face later and give them an IC reason to withdraw before they meet with certain doom.
Depending on folks specific computers and graphics cards, a few areas, mostly wooded/forested ones cause a bit of client side graphics lag due to their higher polygon textures. As I get a chance, many of these are having small terrain tweaks made to help lessen the impact. Tweaks range from rescaling or dividing maps to 10x10 or smaller sizes to disabling some of the terrain features that exist as an animation option and using them only when called for. (The new forest tiles have set mushrooms, vines, flowers and brush as an animation applied texture which can be laggier for some players. So limiting how often they are turned on should help a few folks.) Towns: Llorkh now has 80+ extra small areas to explore. These are primarilly connected to doors found in the town that are not specifically for a merchant, temple or inn. I.e., most doors lacking a sign. Encounters are often (there's a few exceptions) random as is the ability to "break into" them. Just attempt to open a locked door normally (click on it) and you'll see interactive emotes from nearby NPCs, a possible "door" conversation or at times nothing.
Llorkh should now have +1 Items in all sizes and flavors with the exceptions of scrolls for mages and axes other than throwing axes. Scrolls for 1rst through 2nd level spells, including our new additions, will soon arrive in Llorkh. Axes, due to an underlying hostility to dwarves in the town will be added in both +1 and +2 variants to a shop coming to Loudwater soon.
What's in the works for coming updates:
- An expantion of Loudwater in both shear size/maps and merchants is in the works. Most items found in Loudwater will bear up to a +2 enchantment and mage scrolls of 3rd and 4th level will be found.
- Underdark expansions. Subsurface areas connecting the "Undermoors" to the underdark will soon be ready along with more connections.
- Several dungeons will soon exit into the underdark as well. Dungeons with "UD" exits will use a scripted exit that allows you to continue on into the UD, exit to near where you entered the dungeon or retire to the Welcome Room and call it a day.
- Non Masterwork Crafting options will soon be added as crafting choices. Mainly these span the same +1 to +3 ranges as existing items, but will lack the weight reductions and other bonuses that the masterwork versions have and thereby make them even more affordable.
Normally, summertime is when I've the most free time. Unfortunately, at least as regards "SF", that's not the case this year. Most likely, I'll be tied up Friday thru Sunday until the middle or even end of August doing work with Habitat for Humanity.
Therefor, I'll be postponing are overdue events abit longer yet. If I get a weekend free, I'll reschedule something as we've lots of new adventures pending here.
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Updates
Aug 28, 2013 21:20:15 GMT -5
Post by kalbaern on Aug 28, 2013 21:20:15 GMT -5
Small update with a new dungeon added today. Look for access to it somewhere in the "Gray Wilds".
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Updates
Sept 11, 2013 13:09:52 GMT -5
Post by kalbaern on Sept 11, 2013 13:09:52 GMT -5
While RL work and obligations have been cutting into my toolset time pretty heavilly. We've still been able to get quite a bit added of late. In recent months, we've been experimenting with expanding the module by placing many areas into a serverside only hak. What this means in terms of building is that with just about every update here, the module's total area count has increased, but it's shear size in memory has shrunken. Encounters, loot respawning, scripts and everything else associated with the module has been running without flaw in these hak'ed areas. What this all means is that we can continue expanding near endlessly and at least for the next year or so the module's size in memory should continue to shrink. I.e., there's no reason, that I can forsee so far at least that we shouldn't eventually exceed a couple thousand areas here. Not only do the hak'ed areas allow growth, but they also allow us to "decorate" them with a bit more detail at times as they will not affect the module's overall size or resources. Here's some of our current goals outlined below. - High Forest expansions scheduled to bring up explorable places to around 600+ maps (includes the Star Mounts, The Lost Peaks, Unicorn Run, etc...). - High Moors expansions scheduled to bring up explorable places to around 120+ maps. - General Underdark expansions scheduled to bring up explorable places to around 600+ maps. - Additional towns are now in the works along with an expansion of Loudwater that will begin appearing emminently. Other towns coming soon are as follows and listed in order of arrival; Secomber, Uluvin, Yartar, Triboar, Red Larch, Daggerford and *insert drumroll here* Waterdeep. - Additional Regions such as the Serpent Hills, Forgotten Forest, Marsh of Chelimber, Misty Forest, The Far Forest, Anarauch Desert, The Fallen Lands and many more are included in our expansion lists. Refer to our map found here: frsavagefrontier.proboards.com/index.cgi?board=savagefrontier&action=display&thread=47 for a better idea of how we are expanding. The only real drawback to our putting many (not nearly all however) areas/maps into a hak is that making changes or corrections afterwards is a bit more difficult or rather time consuming. This just means that many, especially brand new areas, will be first added directly into the module and tested thoroughly. Only then will they be sent into our serverside hak(s). Recent Updates: - 16 New Underdark Areas have been added. - Underdark travel from the "Undermoors" to the "Foot of the Peaks Caverns" is now possible. - "Deep Goblins" located in the Southern Greypeaks now have an exit to the underdark proper as an option. This is however a "oneway" only option and you may not enter their lair from the UD. - "Hammer Halls" now has an exit into the UD as well and is also "oneway". - Random Encounters continue to be tweaked and newly created creatures added to them. - New Mining Area added. Search for it near our UD expansions. Limited mining sprinkled in some new UD maps as well. - "Myrta" in Orlbar now stocks PfE/PfG/PfA and Mage Armor Potions. - Loot that is not enchanted or valued less than 100gp (toolset price, not what a PC can sell it for) is being set as pre-identified. Ths will be a work in progress over the next fseveral posted updates. "Specific" loot drops are also being revamped. Creature loot from kobolds, goblins, etc... is being adjusted and expanded. Placeable loot from things like armor racks, armoires, nightstands, potions/scrolls, various weapons, etc... are all being reset to add not only more variety, but many items that will have minor enhancements or enchantments. - New Mid-Level (10th-20th) Dungeon added (Abandonned Keep). You can find access to it somewhere in the Gray Wilds (Hint: stay north of the stream). - High Moors expansions started to accomodate new dungeons coming soon. Coming soon: - Loudwater will begin growing over the next few updates. Several new shops are slated along with "random" homes and businesses (like in Llorkh) that can be broken into. - Loudwater Library will recieve new "bookshelves" with conversations that open up IC IG "learning" or new recipes, crafting options and clues to quests and dungeons. - Loudwater will soon have a few specialty shops that will pay well for things like books, paintings, statuary and other exotic treasures folks find.
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Updates
Sept 12, 2013 10:59:36 GMT -5
Post by quendros on Sept 12, 2013 10:59:36 GMT -5
Good to hear Kalb!
I look forward to getting all the new haks and such loaded so i can join you all in game once again!
Your old friend,
Q
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Updates
Sept 25, 2013 12:31:42 GMT -5
Post by kalbaern on Sept 25, 2013 12:31:42 GMT -5
Good to hear Kalb! I look forward to getting all the new haks and such loaded so i can join you all in game once again! Your old friend, Q Can't wait to team up once again. Now for info on our latest updates. Updates as of 09/25/13 - Loudwater updates have begun. Stores may come and go during the next week or two as they are updated. New stores will also begin to appear with each update. Two new maps have been added to expand the overall size of Loudwater as well. Many -doorways- will be missing their doors initially as we update, so please hold off on any bug reports related to them. Once merchants are reset and all the new ones added,we'll be dropping in -homes- and other buildings that you can foreably enter as in Llorkh. - Loudwater - Loudwater Longblades has an expanded inventory and prices have been reduced by 10% on their blades. (carries Greatswords, Two Bladed Swords, Bastard Swords, Longswords and Katanas up to +2 enchanments.) - Loudwater - Kairn's Cutlery has been updated. (Carries Daggers and Throwing Knives) - Loudwater - Negan's Armors has been updated. (Carries Heavy Armors) - Loudwater - Vesur's reliable Armors has been added. (Carries Medium Armors) - Loudwater - Cuirass, Inc has been added. (Carries Light Armors) - Loudwater - Frem's Rare Books has been added. (Buys and sells books) - Loudwater - Galleria has been added. (Buys paintings) - Loudwater - Sioland's Helms has been updated. (Carries Helms) - Loudwater - The Unstandard Standard has moved. (Carries Flags) - 20 new maps to explore on the Highmoors. Eventually, the surface maps should cover around 120+ total maps and hold at least 8 dungeons/adventure areas from source materials. ----------------------------------------------------------------------------------- What else is planned and coming soon for Loudwater you wonder? Well, besides updating existing merchants there ... - Potion Shop with expanded selections to include some of our custom spells. - Magic Shop to offer more scrolls and a few wands. - Replacement of the old sewer system. - A few new Inns, Taverns and Temples. - Player Housing options. (Housing in Llorkh will be made available soon and prior to that in Loudwater) - Expanded Crafting options are in the works. ----------------------------------------------------------------------------------- Building has also begun for the town of Secomber and the region SE of the Highmoors known as the Serpent Hills. We'll also begin updating many of the High Forest maps which entails splitting or shrinking many of them to make them more playable for folks with older video cards. Once the exhisting High Forest maps are done being tweaked, we'll unleash the next couple of hundred on you.
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Updates
Oct 14, 2013 21:48:09 GMT -5
Post by kalbaern on Oct 14, 2013 21:48:09 GMT -5
Updates thru 10/14/13
- 8 New High Moor Areas.
- 4 New High Moor Dungeon/Cave.
- Loudwater - Trousers ~N~ Toes has been updated. (Carries Belts and Boots)
- Loudwater - Prentice's Capes and Cloaks has been updated. (Carries Cloaks)
- Loudwater - Selûne's Tears - Jewelry & Gems has been updated. (Carries Rings and buys Gems)
- Loudwater - Loudwater Shield Works, Ltd. has been added (Carries Shields)
- Loudwater - Romar's Scroll Shop was added. (Carries Mage Scrolls)
- Fixed Tannaruk glitch where they often spawned in lacking weapons.
- Loudwater - Rarebrith's Rare Elixirs added. (Carries potions, many of which are new)
- Factions issues with certain undead are being addressed (wraiths attacking skeletons, etc...). Corpreal Undead (non-ghostly/wraith-like undead) will also begin dropping loot, although the instances are much lower than for other types of encounters.
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Updates
Oct 31, 2013 10:22:34 GMT -5
Post by kalbaern on Oct 31, 2013 10:22:34 GMT -5
Update 10/30/13 - Fixed/Reset missing kobold spawns outside their cave in the Gray Wilds. - +5 New High Moors Areas. - +1 New High Moor Dungeons/Caves. - PC Customizing Dummies replaced with "mirrors" in the Welcome Room. New options allow players to select/change their characters portraits. Only Bioware and CEP portraits are supported. If you currently use a custom portrait, you'll lose it and not be able to recover it. - Loudwater - The Choppin' Block has been added. (Carries Axes) - Glove and Bracer Merchant added in Loudwater. (Alley Stall) - New (better) loot assortment for medium scaling "bones". - Low Level Scroll Placeables now have our Custom Spells added as loot. - ID'd various boozes found in "bottle" loot. In addition to the above, I've been going through various loot selections and pre-identifying most items with a toolset value under 100gp if enchanted and making mundane items identified regardless of prices. It just seems silly to have folk need to wait on another PC with decent Lore or worse, pay to have something ID'd by a merchant, only to find out its worthless crap. In the meantime, if you catch a DM IG, feel free to ask them to ID your "crap" if your PC can't.
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Updates
Dec 3, 2013 23:25:33 GMT -5
Post by kalbaern on Dec 3, 2013 23:25:33 GMT -5
Updates thru 12/03/13
- Added custom loot for Orcs.
- Fixed broken transition in "Chugrik Vale"
- Set exit from "Bur'en'oom's Hold" to either exit area or return to the Welcome Room.
- Fixed missing "displacer beast" and "manticore" spawns in Graypeaks.
- Fixed Duergar AIs.
- Added Custom Loot for Dwarves/Duergar.
- New item selection added to the Temple of Kelemvor
- Added Custom Loot for Clerics.
- Mining supplies and other useful things added to a certain Longhammer merchant.
- Fixed the armor for Longhammer Miners and Workers.
- Added Custom Loot for Mages.
- Fixed XP System so that groups that exceed the level gap (from highest to lowest)
actually get the minimum XP for that creature type (min is 1xp for most creatures with
some larger ones having a 2 or 3xp min). Groups had been instead getting a flat 2xp where
they should've gotten 1xp (when the difference between the highest/lowest members
exceeded 10 levels).
- Reimported all areas stored in serverside hak to review and fix a few bugs and
nitpicks.
- Fixed alignment on Drow.
- Reset Gem Drops.
- Elven Guards stationed near or within elven towns will now attack Half Orc PCs that do
not have an "Elf Friend" amulet worn. The "Elf Friend" amulet is only presented to PCs by
an Admin after witnessing or recieving reports from other DMs as to a particular PC's
worthiness. Along with allowing Half Orcs safe entry, the amulet will make available some
merchants previously restricted to non-elves. The amulet can also be conferred to other
non-elven PCs that have also proven themselves worthy and grant access to previously
restricted merchants.
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Updates
Feb 12, 2014 16:14:32 GMT -5
Post by kalbaern on Feb 12, 2014 16:14:32 GMT -5
Updates thru 02/12/14
- General Low Loot has been updated.
- Random Encounters fixed to resolve glitches when spawning based on time of day. (Was mainly a problem during Dawn or Dusk periods.)
- General creature loot drops adjusted. Creatures dropping non-crafting/cooking related items (general loot) will now drop fewer items, but more gold. This should help folks with inventory management issues.
- Southern High Forest Updates: The old 20 maps have been replaced by 50 new exterior maps. All the old dungeons have been relocated to the new maps, though most are found in different areas/directions now. In addition to the original 6 dungeons/lairs, we've added another 6 for you to enjoy as well.
- Work is underway to add custom portraits we can all use IG here. While I've some good choices to parse through and select the best options, I'm having difficulty finding a decent selection for Female Dwarves, Gnomes, Halflings and Female Half Orcs. Please PM me with links to ones you might know of and suggest.
- Fixed glitched tithing conversation for the Chauntea Shrine in Loudwater.
- Summoned Skeletons (levels 1 - 7) now have a conversation with which their master can customise which items are equipped. Skeletal Knights and Skeletal Knight Commanders will remain with set weapons.
- XP from the random and cranky "Adventurers" has been increased.
- Fixed duration on spell: Mantle of Egregeous Might to match its IG description.
- Fixed duration of spell: Death Armor to match its IG description.
- Fixed duration of spell: Spiderskin to match its IG description.
- Adding of Directional Waypoints to existing maps continues.
- Fixed glitch with spell: Greater Heroism subsiding before duration ended when temporary hitpoints were used up.
- Reset loot from "tombs".
- Added new "emote" scripts to goblins.
- Added new "emote" scripts to hobgoblins/orcs.
- Added new "emote" scripts to orogs.
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Updates
Mar 22, 2014 17:38:30 GMT -5
Post by kalbaern on Mar 22, 2014 17:38:30 GMT -5
Updates thru 3/22/14
- Added new "emote" scripts to skeletons.
- Added new "emote" scripts to zombies.
- Added new "emote" scripts to kobolds/ophidians.
- Added new "emote" scripts to lizardmen/troglodytes/sahuagin/yuanti abominations.
- Safe Rest Areas you can port to added; Shining Falls (High Forest) and Serpent Hills.
- Added new "emote" scripts to yuanti.
- Added new "emote" scripts to gnolls.
- Added new "emote" scripts to bullywugs.
- Added new "emote" scripts to alaghis/quaggoths/bainligors.
- Fixed loot drop for animated tomes.
- Added new "emote" scripts to chitines.
- Fixed exit from the "Abandonned Tower" in the Western Graypeaks.
- Set the "treasury" grates in the Goblin Cave (north of Orlbar) to single fire traps and be bashable.
- Foraging now favors druids and rangers.
- "Millo's Staves" has opened up in Loudwater. (sells staves/staffs)
- "Patham's Bone Crackers" has opened up in Loudwater. (sells hammers, maces, flails and morningstars)
- "Trentin's Slender Blades" has opened in Loudwater. (sells rapiers, scimitars and shortswords)
- "Loudwater Bows" has opened in Loudwater. (sells bows ... suprised?)
- "Sulin's Hunting Bows" has opened in Loudwater. (sells bolts, light and heavy crossbows)
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Updates
Apr 23, 2014 16:04:30 GMT -5
Post by kalbaern on Apr 23, 2014 16:04:30 GMT -5
Small update here last night. While it contained mostly fixes and a few tweaks to scripts/areas/creatures, it also contained a new feature which we'll be expanding upon constantly.
- Planetars, Solars and Devas now have a conversation that allows the summoner to request them to cast beneficial spells on the summoner. Exact selections vary by creature and whether they still have the spell available for casting.
The above and other tweaks will continue, so watch for news.
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Updates
May 19, 2014 17:24:15 GMT -5
Post by kalbaern on May 19, 2014 17:24:15 GMT -5
Updates continue, although ... any new areas and other major additions are being held off on until our June 1st hak updates.
- Fixed Druid/Ranger Bat Companion. They had misnamed resrefs.
- Added new "drunken" scripts.
- Tweaked existing NPC ambient emote scripts.
- Fixed Ordered Knight (previously PDK) feats to match their IG descriptions.
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Updates
Jun 20, 2014 7:01:55 GMT -5
Post by kalbaern on Jun 20, 2014 7:01:55 GMT -5
- Fixed most posted bugs from the forum.
- High Forest, Direwood: Has been reset.
- Goblin Fort, North/North-East of Orlbar has been reset.
****************************************
- Crafting expansions have been started. Stay tuned for our new crafting area when ready.
- High Forest, Unicorn Run: Undergoing testing, will open soon.
- High Forest, Eastern Woods: Being reset. Transitions between the Direwoods and Elvenport will be invalid from time to time as its reset.
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Updates
Sept 8, 2014 19:32:02 GMT -5
Post by kalbaern on Sept 8, 2014 19:32:02 GMT -5
Just posting a quick status update here.
The past month has been a little rough. A few times, I've had power outages while in the toolset which have resulted in the module becoming corrupted when I could later reboot. this happened twice and although I have plenty of archived module copies, several days work was lost each time. Things seem calmer now though and updates are continueing.
With our June hak update, several older areas that were stored in a serverside hak were re-imported into the module proper so we could make use of some new terrain options or sprinkle some new placeables on them to pretty them up some. Unfortunately, I missed some areas resulting in some missing maps last week. I apologise and they should all be fixed now.
Unicorn Run - While most of the new scripts and encounters are ready to use in this region, we still need to finish some upperdark cave entrances and lairs there. Overall, the Unicorn Run is one of the safer and quieter regions of the module, but access points to the upperdark will take you to new and dangerous areas very soon.
The Star Mounts - After we get the new upperdark/lairs connected to Unicorn Run we'll then connect the Star Mounts or rather the eastern section of them. In the end, the Star Mounts will have three regions, Eastern, Central and Western all comprising a few dozen or more new maps each. We're also going to use these areas/regions to pay homage to the good old days of PnP by modifying old D&D adventures to fit our setting. Once the Eastern Star Mounts are open for exploration, it'll contain our version of the old D&D Adventure, "Against the Giants - Steading of the Hill Giant Chieftain". Later when the Central Star Mounts appear, part 2 of that adventure series, "Against the Giants - The Glacial Rift of the Frost Giant Jarl" will be included. Later, we'll add part 3, "Against the Giants - Hall of the Fire Giant King" to round it all out. If you're wondering, yes, we do plan on carrying over the whole series with the drow themed D and Q series modules.
Secomber - Secomber is currently being worked on as well. One major factor involved in finishing it has been choosing a suitable tileset for both the exterior and interiors there. Secomber is a small town built on the sides of three hills. Roghly half of its population are halfilngs, so a tileset with both hills and halfling burrows was deemed best. A new tileset added during our June, 2014 hak update was selected for the exterior and I'm sure most will agree with the choice when seen. As for interiors, no tileset for NWN has ever been made that portrays what most think of as a halfling burrow, I.e., something from a scene in The Hobbit or The Lord of the Rings. I've come up with what is a decent workaround the limitations and "Jaynah" claims its about as good as we can do, so we'll have -passable- interiors for the halfling themed ones I hope. Secomber should make its appearance in our module just after we officially open the Unicorn Run areas.
Crafting updates are still being worked on. The crafting hall in Loudwater is now closed. Our new crafting area can be accessed from the Welcome Room. We're still resetting the actual crafting conversations and some options (alot actually) are still pending. Please be patient and new options should appear a few times a week during updates here.
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Updates
Sept 9, 2014 22:23:19 GMT -5
Post by crediblethreat on Sept 9, 2014 22:23:19 GMT -5
The Star Mounts - After we get the new upperdark/lairs connected to Unicorn Run we'll then connect the Star Mounts or rather the eastern section of them. In the end, the Star Mounts will have three regions, Eastern, Central and Western all comprising a few dozen or more new maps each. We're also going to use these areas/regions to pay homage to the good old days of PnP by modifying old D&D adventures to fit our setting. Once the Eastern Star Mounts are open for exploration, it'll contain our version of the old D&D Adventure, "Against the Giants - Steading of the Hill Giant Chieftain". Later when the Central Star Mounts appear, part 2 of that adventure series, "Against the Giants - The Glacial Rift of the Frost Giant Jarl" will be included. Later, we'll add part 3, "Against the Giants - Hall of the Fire Giant King" to round it all out. If you're wondering, yes, we do plan on carrying over the whole series with the drow themed D and Q series modules. This is awesome. And, well, with the mystical nature of the Star Mounts, if you were tempted to include an homage to "Expedition to the Barrier Peaks", another of my faves, I'd certainly have no opposition.
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