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Post by kalbaern on Dec 4, 2015 2:00:35 GMT -5
Small update tonight (there's been several small ones the past two weeks as well). One major new feature has been implemented tonight.
EXPLORATION XP!!!!!!!
Most maps will now grant a small XP reward to each PC the first time they visit them. The XP rewarded is 10 + your current level. I'd considered doing a flat 25xp at first, but was worried that especially with newer PCs requiring less XP between levels, that eventually I'd start seeing newer PCs trying to stealth or invis or flat out run through areas just to rack up XP and level faster (which is kind of silly as you'd lack the income to match your levels equipment wise early on). So I compromised with the 10 + your level reward instead. The reward is for individual PCs only, regardless of whether or not they are in a party. It's only awarded on your very first visit to maps where it is enabled. So even if others in your party got a reward in the past, you still will if it's your very first visit. This system will also help folks recall areas they've explored in the past and alert them when they stumble into new ones.
Here's the list of other recent updates by dates as well.
10/25/2015 - Completed latest hak updates and posted them.
11/01/15 - Updated Server to use newest haks.
11/05/15 - The following areas/regions have been removed pending updates to them: Highstar Lake, the High Moors and the Serpent Hills. - Began resetting follow distances on summons.
11/12/15 - Removed hak "savfron_tile5" from module. It was retexturing many of our underdark areas unfavorably. I'll likely select a different set of tilesets for our next hak update (not until after the new year at best and might even be springtime). - Highstar Lake region added to module. No encounters ready yet however.
11/13/15 - Finished resetting follow distances on summons. Let me know if I may have missed any.
11/15/15 - Expanded our "epic" encounters for High Forest Areas.
11/16/15 - Began adding encounters to Highstar Lake region. This is a work in progress still.
11/17/15 - Moved Troglodyte Lair to Highstar Lake region.
11/18/15 - Added new dungeon, "Giant Ants" to Highstar Lake region. - Added an NPC to Highstar Lake region which will purchase your foraged herbs for a premium price.
11/25/15 - Added new dungeon, "Crypts of Khilseith" to Highstar Lake region.
11/27/15 - Several more maps have been populated in the Highstar Lake region.
12/01/15 - Corrected spelling for "Chani's" displayed name. - Fixed OOC exit from new Gnoll dungeon in the Eastern, Central High Forest. - Made tweaks to area reset scripts.
12/03/15 - Added "Exploration XP System". XP reward will be 10 plus the PC's current level. - Highstar Lake - Midway Isle has been reconnected and can also be accessed from the Realms Teleporting NPC again. There are no encounters there as of this update tonight, but will be soon.
-kalbaern-
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Post by kalbaern on Jan 21, 2016 22:03:27 GMT -5
I've just uploaded our latest updates to the server. They are pretty massive in scope, but yield very little new content. Mainly factions have been reorganized, Boss XP/Loot scripts tweaked and lots of scripts cleaned up. From here on, we'll be able to refocus on actual content additions. 90% of our NPCs have had new faction assigned or their current one tweaked. So please post anything you deem odd with behaviors. Here's the list of recent and current updates here. 12/05/15 - Added Resting Area, "Highstar Lake - Moorsedge Village - Burnt Out Inn Cellar". 12/12/15 - Reset Goblin Loot. - Fixed Cleaner for Graypeaks - Hidden Lake (wasn't eating camping stuff). - Reset Goblinoid Caster Loots. Also increased chances to drop for these types of creatures. - Regional weather System implimentation has begun. I need to update all maps and set a few variables on each, so the results will be sporadic for the near future. Its a pretty basic and low impact system (I hope) and will just make weather conditions match between one area and the next ... better. I.e., Rain or snow should follow you through transitions when areas are of the same general or regional type. An example would be that it could start raining while you're in Llorkh and continue on each map of your trip clear to Loudwater. It could also stop raining and clear up halfway during the trip just as easilly. Chances of snow or rain will begin as you enter mountainous regions and of course, in winter themed maps, it'll mostly be snow that occurs. After reviewing some of the pre-made weather systems available, I've opted for my own scripted version as the weather will mainly be for RP and visual affects only. I've no plans to impliment overly burdensome weather effects that inflict penalties when not properly equipped. While realistic, such systems often add an undue burden on lower level PCsand just clog up inventories with redundant gear. 12/26/15 - Weather system is still being implimented. It requires that every map be opened and variables set, so its a time hog. Two thirds done with our 1200+ areas though. 12/28/15 - Midway Isle is once again "inhabited". A small dungeon has also been added to this isle. 01/03/15 - Completed server wide weather system. 01/04/15 - Custom NPC Faction reworking begins. You'll soon see several new reactions or behaviors between various types of NPCs. Examples: Gnolls and Orcs will no longer like each other, Goblins and Kobolds will quarrel and many other tweaks. 01/07/15 - Fixed "tiny" mind flayers (a few used the "mind flayer kid" appearance by accident). - Resolved issue of meenlocks fearing each other. - Changed factions for many animals such as foxes, weasels and raccoons so they no longer attack PCs (unless attacked first). 01/08/15 - Fixed "carcass eater" appearances. Somehow they used the random dog script set. 01/10/15 - Fixed issues with "deepspawn" sometimes attacking its own spawns (creatures it spews forth). 01/13/15 - Moved several hundred areas back into a server side hak once again. 01/20/15 - Completed updating of NPC factions. Please post any observed oddities. 01/21/15 - Updated hosted module.
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Post by kalbaern on May 21, 2016 10:27:09 GMT -5
My recovery seems to be going pretty well. Just had my stitches removed and can now even begin bending my mangled knee slightly, which makes sitting in front of a computer slightly more tolerable or at least tolerable for longer periods of time before needing to lay down and elevate it awhile.
That being said, I've begun working on updates that include both new regions of the Savage Frontier as well as completing some of our unfinished ones. So stay tuned, there's a lot of new content I'll be announcing soon.
In most cases, the "new stuff" will often get added and then tested IG before an official announcement is made.
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Updates
May 28, 2016 19:25:57 GMT -5
Post by hungrycrow on May 28, 2016 19:25:57 GMT -5
Glad to hear you are getting better.
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Post by kalbaern on Jun 21, 2016 12:44:39 GMT -5
Over the past few weeks, we've added a new region and a few dungeons scaled mainly to higher level PCs here (17-20+). - New region: High Forest - Eastern, Northern (This is the northern most region along the Delimbyr and due north of Elvenport. Its also where "Hellgate" is located and can soon be found in all of its glory, or rather blasted shell of its past that is. Only 10 of the 24 maps have encounters right now, but updates are due this week.) - New Dungeon: High Forest - Eastern, Central - Lair of the Malarites (Map 22 of this region. Use your imaginations as to what it holds. Warning, this dungeon scales much, much higher than our other "Black Blodded Pard" areas. - New Dungeon: High Forest - Eastern, Northern - Cairnhold of Aschel (Lets call this one a crypt ) I've been updating at least weekly (sometimes more as I tweak things). Many times I'll hold off announcing actual "new stuff" however, until it has been tested and I'm content with it. Yes, content. I'm rarely ever "happy" with my work and would spend three months perfecting each map only to redo it again if I lacked some self control ... which is often tenuous with me.
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Updates
Oct 9, 2018 18:12:28 GMT -5
Post by kalbaern on Oct 9, 2018 18:12:28 GMT -5
Time to start announcing things once again. Work is finally slowing a little, no more PT though it'll be a few years before my final operations and recovery is complete. Anyhow, I can at least tolerate being vertical for much longer periods and I am able to spend more time in the toolset once again. So expect new things as well as completions to old things here in the next few months. As usual, only "completed" things will appear in my announcements, though often when I update, lots of things get fixed or added. Often the "changes" aren't readily apparent to players and will go unannounced. These are things like rewrites of existing scripts to make them more efficient or tweaks to a map and/or its placeables to improve path finding. Today's update (it'll go live about 9:45pm EST, just before the weekly outing) has the following that is announced:
- Quasits, Imps and various Mephits no longer summon random creatures/animals. Quasits and Imps might at times call for aid from their fiendish allies though.
- Summon Ally now can be selected from the crafting menu like other summon spells (when you have it memorized for use). If as a cleric, your domain is not represented, the spell defaults to a randomized summon creature result. Currently supported domains include; Animal, Air, Earth, Fire, Water, Death, Evil, Plant (new addition), Good (new addition). Coming this fall/winter, the options will further expand to include some racial specific options as well as deity based options for some gods. Currently, only the above listed domains are available though. Now, if you have two supported domains, you can select a different option for each level of the spell. EX: If you have both the Air and evil Domains, You could set Summon Ally I to Air and summon and air elemental, then select Evil for Summon Ally II and get a goblin with that spell. Those with the Animal Domain now have "animals" instead of elementals for their Summon Ally V thru IX.
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Wids
Knight Champion
Dances-with-Otyughs
Posts: 394
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Updates
Nov 29, 2018 0:27:23 GMT -5
Post by Wids on Nov 29, 2018 0:27:23 GMT -5
So that just leaves Destruction, Healing, Knowledge, Magic, Protection, Strength, Sun, Travel, Trickery and War, right? What do you think would be good creature types for these Domains and the Summon Ally spells? Maybe something like fae clerics and nymphs (for Healing), bulls, orcs, ogres and giants (for Strength), grigs, leprechauns, mimics and satyrs (for Trickery), animated weapons and/or armor (for War), puddings, jellies, gelatinous cubes and rust monsters (for Destruction), aberrations from flying eyes to intellect devourers to illithid elders (for Knowledge), shadows, driders, deathlocks and other products of magic gone awry (for Magic, of course), and whatever else? (We appreciate everything that you've done for the server world, Kal. Keep up the great work! )
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Post by kalbaern on Aug 13, 2019 11:25:32 GMT -5
I know, despite many an update, I seldom remember to post here. So, once again, I'll try and remember to make forum announcements to keep folks informed. In the past month, I've also been updating the "News and Updates" sign in the Welcome Room and added a trigger there that announces the date of the most recent update so folks know when they should read it.
There's a lot going on right now in the module. A lot of small things are being done to finish fleshing things out. Old quests and dungeons are getting tweaks, NPCs of all types are becoming more "regional", IE, goblins and orcs and such are now spawning more and more with tribal or clan or gang names assigned to them. Random emotes whether the shouts of a foe during combat or when you've damaged them or just the general natter of townsfolk are constantly being expanded. New stores and items are trickling in. New areas and dungeons are being added almost weekly. The Savage Frontier and Surrounds is alive and ever growing!
Recent updates:
7/20/19 - New "Loot" in the form of sacks or boxes or cartons of various food items used for cooking are trickling into the loot system. All based on a player suggestion (Thank you, "Wids") for "packs of butter" so you don't need to buy individual sticks constantly when making a "recipe" that calls for it.
7/23/19 - A new Low Level (1st - 6th) Dungeon has been added to Orlbar. It is highly recommended that you explore it as a group, if possible.
7/29/19 - After testing and adjusting encounters, the "New" Dungeon added to Orlbar has had it's OOC Level Restriction raised to 10th Level. The location of this dungeon was suggestted by several players the past few years, but was added to "The List" first when suggested by "Hungrycrow" here. "The List" really does exist! Sometimes "other things" simply have a higher priority is all.
8/2/19 - Fixed the appearance of the "Formorian Giants". A New Dungeon has opened in the Central - Eastern Graypeaks. More loot tweaks as well as several nitpicks fixed. Henchman based "Pets" added to the palette here and after a little more testing will soon be found for sale, as rewards for dungeons or quests and other things. Check the forums for details.
8/5/19 - New "Horde Death" script being tested in a few selected creatures. Upon slaying the final critter in each horde spawn, loot should be dropped now. Example: IE, you spawn three goblins and each gets replaced 4 more times during the encounter. When the 5th goblin of each of the original 3 is killed, it'll drop loot of some type. "Which" creatures are being tested ATM will remain unanounced while testing.
08/06/19 - The following "hordes" will now drop loot when you kill the last of each spawned. Deep/Mountain Goblins, Drow Skeletons, Elven Skeletons, Elven Zombies and Skeletal Pirates.
08/07/19 - The following "hordes" will now drop loot when you kill the last of each spawned. Skeletons, Zombies, Bugbear Thralls and Bugbears.
08/08/19 - The following "hordes" will now drop loot when you kill the last of each spawned. Deep/Mountain Goblins, Gibberlings, Gnolls, Goblins, Hobgoblin Thralls, Hobgoblins, Kobolds and Lizardmen.
- Tweaks to the new Orlbar Well dungeon. Added some new encounters and yet another new creature type there (though it's also a random spawn).
08/09/19 - The following "hordes" will now drop loot when you kill the last of each spawned. Orcs and Orc Thralls.
- Humanoids in the "The Hills Have Eyes" encounters have finally been named. Humanoids (and at some point the giants once I make some scripting adjustments to them) will now be denoted as members of the "Hills Alliance".
- Tweaked the newest creature (zombie commoners found in the Orlbar Wellsprings) so that when a "horde", the replacement creature no longer is identical to what was last killed. Now each "replacement" will have one of the four appearance options (two male and two female variants) randomly each time.
- Humanoids in the "Bur'en'oom's Canyon/Hold" encounters have finally been named. Humanoids (and at some point the giants once I make some scripting adjustments to them) will now be denoted as members of "Bur'en'oom's Gang".
08/11/19 - "Fixed" summoned Mummies. They had a Scimitar, that while a nice visual touch actually made them less effective as they then failed to use their "Mummy Slam" fists which do a little more damage and inflict disease upon a saving throw failure.
- "Fixed" summoned Skeletal Warriors. They lacked the "creature skin" used on other skeletal types here which sets our skeletal types here as vulnerable to bludgeoning while resistant to slashing and piercing damages.
- "The Forge of the Flame Arrows" is officially open for exploring. It's located in the "Central, Eastern Graypeaks". The dungeon is designed for groups ranging from 15th to 30th level. Trying to "solo" it is not recommended, but as always ... never disallowed.
- A long awaited supply caravan from Cormyr has arrived at "Clan Longhammer". Go see "Helgrin" there for all of your "dwarfy" needs.
- The door to the "Teleporting Room" is now locked. Teleporting will soon require that a character has first actually visited the area or region they are teleporting to. Towns will have a trigger located on the map with a "map pin" denoting where to go to register it as a future option you can short cut to using our "Teleport Mage". Characters that are Guild Members or own a Home will also be able to travel directly to these locations when teleporting is again enabled. Travelling to destinations using boats, caravans or walking overland is still fine. When the Teleporter is once again active, it'll be considered an exploit to have well travelled characters porting "others" to various locations for the express purpose of "adding a location" that the less travelled character can now use themselves. Players caught doing this will be penalised by having their character editted and given an undroppable token which prevents them from ever teleporting again. Example: If you have a friend who is now playing a dwarf and you use your dwarf to teleport them to "Clan Longhammer", you are cheating. If you travel to Llorlkh then go east, then north and show them the overland route (there's another route too) then all is well in the world. Why limit the teleporting? Firstly, it was always intended to work in this manner. Lack of uninterupted time to set "switches" and finish the various scripts forced it lower on "The List" here. Secondly, in the past couple of years many New Players have gotten frustrated by using the feature to visit places far more dangerous than they could possibly survive. Sure, a low level elf porting to Elvenport is fine, right up until they venture a half dozen paces into the woods surrounding it. Having to explore and "find" places in game before short cutting to them helps minimize the risks and makes sure characters can actually survive the regions they port to.
Ongoing - Some existing areas are being updated constantly. Usually these entail various "fixes" to encounters, floating placeables, unaccessable loot, new loot types (containers and or contents) or the small details like giving humanoid races that spawn in a tribal or clan designation. These tweaks in most cases won't be individually announced, but the Area's Name will include a "+" before and after it to denote it has been finalized.
-kalbaern-
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Post by kalbaern on Sept 5, 2019 18:54:14 GMT -5
Updates have been occurring almost daily for the past month now. Unless it's something noteworthy, I haven't been updating the sign in our Welcome Area. Here's an up to date list of the recent stuff (and I updated the sign as well).
08/13/19 - "Fixed" the dwarven clan merchant, "Helgrin". I had his stores misnamed.
- Removed 24 redundant "Thrall" humanoids from the palette as our new "naming system" sets their designations when needed now. With our unique system, the 60 or so goblins that are used in game here can represent almost 1,800 unique versions as their names and affiliations change while you travel around the server. When you consider that many of them are also randomly outfitted with weapons and other things, the variety actually approaches 10,000 variants by the time you've explored and found every last clan, tribe and gang having goblins. When you consider the various orcs, bugbears, hobgoblins, giants, trolls, ogres, townsfolk, guards, bandits and other NPCs here on "The List" for custom naming, we'll have in the end over a quarter million variants using around a thousand creatures on the palettes.
- Reset the encounters in "Stone's Throw Pass" so that lower level players trying to reach the dwarven clan will now face "Mountain Ogres" instead of "Stone Giants". This in no way means that characters can safely walk to the dwarven hold. It's still a dangerous jaunt, as it should be. It just means that small lower level groups have a better chance of surving the journey.
08/14/19 - The Teleport Mage is now taking customers on a limited basis. Currently, just Towns have been enabled. You will first have to revisit these areas by another means before teleporting to them is enabled for your character. Use your "mini maps" and go to the marker that says "Set Teleporting to this Area" and that place will will now be stored as a location you can port to from the teleport mage. As an added incentive, you will get a one time reward of 100xp for each porting marker found. Additionally, you'll be able to view lists of where your character is allowed to teleport too on the in game crafting menu under Character Info / See a list of places I can port to.
08/15/19 - Fixed issues with Mongrelmen. They had too large stacks of ammunition (99 rounds / reset to 20 rounds like most creatures use here) which changes their desired behaviour in combat. Most of our hostile NPCs only have 20 rounds of whatever ammo type they need. This makes them then have to switch weapons and engage in melee when they run out which keeps things interesting here.
08/17/19 - Teleporting to racially restricted areas is now enabled. Setting teleporting to surface rest areas is a WIP with just a few currently enabled.
08/18/19 - Teleporting to surface rest areas is now enabled. The list has expanded. Some regions with restable locations may still be excluded as the surrounding maps are still a WIP. Ex: You cannot port to the rest maps in The Unicorn Run areas as the entire region is still being developed, even if you can explore most of the region already. Teleporting to newly enabled areas will be announced as they are added. There are now 5 Towns and 28 Surface Rest Areas to go find. With the 100xp reward for each you find, it should make up for the inconvenience of rexploring old regions of the server.
08/23/19 - Reinstated the Disarm XP for the random traps that spawn in on the ground. Due to the mechanics of the NWN Game Engine, XP is only gained by disarming the traps. There is no XP if the traps are recovered. I've also fixed the scripts for Projectile/Spell Traps (Completely rewrote them actually). We only had two dungeons using them (and they've not worked in a few years), but you'll soon see more of them in both new and existing dungeons.
08/26/19 - Giants, Ogres and Trolls of all types now have random names. Additionally, the following new creatures will begin to appear in the module: Mountain Giants, Fire Trolls, Ice Trolls and Scrags (aquatic trolls).
- Fixed several nitpicks reported by players recently.
08/28/19 - Fixed glitched New Player System. I meant to delete the old script from 2009 and deleted the more current version instead. All is good now.
- "Ngozt" Bugbear Warrens are now open for testing. This dungeon is on the same map as the recent "Forge of the Black Arrows" goblin dungeon. Tread carefully. Soloers should take extra precautions. Actually, even groups should.
- Athachs now have random weapons (Heck, if you have a script to give them names you may as well give them random weapons too!). This should make them a bit more challenging.
08/31/19 - Tweaked the "Abandonned Home" quest in Orlbar. "Rope" can now be found there which players need to access the new "Wellsprings" area beneath the town's wells. I've added a few new encounters to this area as well. It's no longer just "dead rats" (undead rats).
09/01/19 - Orlbar is seeing more traffic, mainly due to an increased Zhentarim presence of late. Rumors abound as to why their numbers have swollen.
09/02/19 - Road traffic between the major towns has increaded. Please step aside for the "Drovers" as they've enough troubles just avoiding pesky bandits and others seeking them harm along their routes. Traffic may flow from either direction along well travelled roads. While carts and carriages appear to transition, they really do not. They instead just disappear when they reach a transition, so don't bother trying to follow them or simply RP you fell behind if you do.
- Cows/Cattle with random appearances have been added to the module. They'll mainly be found penned near farms or barns.
09/04/19 - Dire Boars and Razor Boars added as encounters. Dire boars are simply tougher than the normal boars. Razor Boars are a variety that should most should avoid engaging if possible.
- Flying Snakes now come in four random colors. Why? Because we can! Just like our Will-o'-Wisps and Pixies and Cows and lots of other critters, if multiple appearance options exist, I'll most likely make use of them.
- kalbaern -
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Updates
Nov 6, 2019 12:38:39 GMT -5
Post by kalbaern on Nov 6, 2019 12:38:39 GMT -5
Just another catch up post to list recent updates. The sign in the Welcome Room is updated at least weekly, this is for those who find it easier to view online. Questions or comments are always welcome.
09/06/19 - The rest areas in the Unicorn Run Region can now be teleported to (You'll need to go find them to make them valid destinations first).
09/09/19 - Tweaked random encounters in the High Forest. Added a few "emotes" for various creature spawns. Epic Encounters there have also been expanded. Not all (But most) are deadly. Sometimes it'll just be a better than normal random loot container, extra herbs and "other things" as I expand our creature selections and other things.
- Made a few tweaks and consolidated the unique scripts for Bugbear AIs. Two scripts now replace twelve used in the past.
- Ogres, Verbeegs (Hill Giant) Formorian and Frost Giant "Troops" now have random weapons. Specialty NPCs like the casters, chiefs and others generally have a specific weapon still.
09/14/19 - Various "Fey" have been updated. Pixies, grigs and others now have random names for more flavor. Most fey can now call upon aid by summoning other fey when needed.
- Minimum XP from creatures has been raised. The minimum XP for any creature is now set at 2 points. Creatures previously yielding just one XP now grant 2xp. Further, those creatures that had a higher minimum (2 or 3 points) have increased their base XP by a point as well. Characters that are in a party and dead should now also continue to recieve XP from their other party member's kills when in the same area. This should help alleviate some of the poor decisions made trying to get allies back on their feet regardless of the danger still.
09/15/19 - Added a check in the regen script for trolls to "not" speak when down on the ground and just regenerating. Untested. Let me know if you see any still being mouthy when near death.
- Made a few tweaks and consolidated the unique scripts for Goblin AIs. Two scripts now replace sixteen used in the past.
09/16/19 - Tweaked Grayrenders once again. Still trying to find an unbroken "ability" that suits them (The default howl they employeed before has apparently been bugged and never resolved since NWN's original release. Nor has anyone else ever made a fix to date that I could find.)
09/22/19 - General update to several scripts.
09/30/19 - A complete rewrite of the Armor Crafting Scripts has been finished. Previously, each item that could be crafted used a seperate custom script. So each new craftable addition would just further bloat our module with more and more scripts that rarely actually get used. Since each script was basically a copy-n-paste version of all the rest with only things like the item made, xp costs, gp costs, level required, feats and materials needed being different in each version, I rewrote them to utilize values set on each crafting station to set all of these for whatever is created. IE, Expanding the current options for Padded Armors meant I'd have to add another 26 scripts to cover the 30 variants that we'll have (originally, each station had 4 variants of Masterwork Armors, Base Armor up to +3 ... or 4 total choices). Then I'd need to add another 26 scripts for each additional armor class covered later. The new script set consists of 30 scripts total. These scripts will be used by each crafting station as I convert them. They have also been designed to handle ALL future custom crafting including the ability to craft unique magic items of various sorts by spell casters.
Updates to crafting staions will soon begin. Updates will be made in numerical order starting with AC1-Padded Armors and then AC2-8 will follow in order once the initial new Padded Armor Station is ready. AC0-Clothings will come after all of that as there will be several stations for those by class.
Most armors will soon be craftable to an increased AC bonus of +5 instead of the previous cap at +3. Why? Because at epic levels various casters can already buff beyond +3 and this helps level the playing field for folks playing all the rest of the classes. Of course, along with these more powerful variants, DCs will rise as will the XP and GP required not to mention the minimum level to craft them.
The crafting updates will roughly follow the following order: 1) AC1-8 Armors, 2) AC0 Clothing, 3) Helms, 4) Shields, 5) Ranged Weapons, 6) Ammunitions, 7) Thrown Weapons, 8) Melee Weapons, 9) Boots, 10) Gloves/Bracers, 11) Amulets/Necklaces, 12) Rings, 13) Belts. After all of these, new options for Wands, Rods and Staffs will be added. Miscellaneous items like Books and Instruments are planned at the very end.
New material requirements are being added, especially for the current armors being increased from +3 to +5. These new materials correspond with recent additions to creature drops or found loots. The conversations on the crafting stations display "what" is needed to create each item along with other things like minimum level required or class restrictions. Make sure you check the updated stations as they are added and see what you might need to find or save in the future. Depending on your class(es) and various feats, some options may not appear for your viewing. EX: To view the Padded Armor options, you need to be able to use padded armor (have the light armor feat) so mages might not see anything and instead get a messsage letting them know they lack the light armor feat instead. If your PC is a fighter, they will see a few options, but not always the same as those viewable by a rogue or ranger.
There is no set ETA for the coming changes other than "As I can get to them". Expanding crafting is a tedious chore. It requires creating new item templates, making the new item appearances "decent" so a player doesn't feel compelled to run off and change it before equipping it and adventuring (sure, many will still modify the looks), setting the various values on the stations to make the items and then slipping the new items into a serverside hak so we don't bloat the actual module and keep slim and trim to add new areas that are always in the loop. At a minimum, I'll try and whip up at least one crafting update a week.
10/01/19 - The Masterwork Padded Armor Station has been updated. Go check it out.
- Kobold AIs and weapons have been updated.
10/02/19 - SKum and Muckdweller AIs and weapons (Skum only) have been updated.
New Behir Loot Added (Better and/or more gems now found).
10/03/19 - The Masterwork Leather Armor Station has been updated.
- Lizardman AIs and weapons have been updated.
- New scripted spawns created to manage ambient encounters (mainly in or near towns and along roads) for things like skittish bunnies and squirrels. The new scripted trigger will also serve double duty to create hostile encounters of a set type in many other areas that I want both a placeables and creatures to appear together. This also allows me to begin swapping out our area cleaning scripts to use just a single version server wide instead of the numerous variants by region/dungeon/terrain type used now. 10/05/19 - Cora no longer wanders the streets of Orlbar and has moved into her pie shop. She will buy most berries and fruits for double what other merchants do. Berries and fruits are purchased in lots of 10 only. An XP reward is also given when turning them in. XP rewards equal half the GP she pays for the item(s).
10/06/19 - Troglodyte AIs and weapons have been updated.
- "Casey Sarnek" the Tanner near Orlbar has been updated to use the new "generic" script set for buying hides, skins and pelts. Now we have two NPCs using the exact same scripts with different results. This same system will soon replace all the NPC Quests and further make it easier to add more in the future.
10/07/19 - Fixed naming of Hobgoblins that are encountered in "The Hills Have Eyes" areas.
10/08/19 - Tweaked NPC caster AIs to hopefully be more efficient.
- Tweaked AIs for sneaky NPCs.
- Swapped out placeables for the random squirrel spawning. Their trees often trapped them inside the trunk. Fixed typo which was causing the rabbit's holes to not appear as well.
- Asabi AIs and weapons have been updated. Huh? What are "Asabi"? They are a type of lizardfolk that dwell in hot dry regions. No, you probably can't find any yet IG, but you shall very soon. I'm merely going through the toolset and updating NPCs from top to bottom in the order they appear and Asabi are found under the Lizardfolk Grouping along with kobolds, lizardmen, troglodytes, ophidians, yuant-ti and others.
10/09/19 - Inserted missing waypoint for carts/carriages on the Delimbyr Trail - Hero's Rest map.
- Corrected the names of "Rainments" to "Raiment". Thanks to -craftnburn- for catching the misnaming.
10/10/19 - Ophidian AIs and weapons have been updated.
10/11/19 - Yuan-Ti AIs and weapons have been updated. All Yuan-Ti variants now have some new abilities to bring them closer in line with their PnP abilities. Note that in most cases yuan-ti now fight smarter than they used to. This goes for most creatures with AI updates in the past month or two. So be prepared for suprises and the need to change tactics at times.
- New creature "Yuan-Ti Histachii" added to the module.
- New Creature "Yuan-Ti Half Blood" added to the module.
10/12/19 - Minotaur AIs have been updated.
10/14/19 - Generic AI tweak for all casters to implement Summon Ally properly (if they have it). Other of our custom spells will slowly be added to the mix in AIs for more diversity. Often I've avoided using them for NPCs as the core AIs lacked support to actually select and cast them. This will also have a global effect on familiars, companions, henchmen types and summons as I tweak things. Summoned/called NPCs in your party will soon be a little more useful and do things like heal and buff party members on their own (will often depend on whether they are in combat with something or not).
- Orc AIs and weapons have been updated. Just basic orcs though. Dark/Deep Orcs, Mountain Orcs and Orogs are still pending.
10/17/19 - Mountain Orc AIs and weapons have been updated.
- Ogrillon AIs and weapons have been updated. Fixed Ogrillon alignments. They were Neutral, corrected to Chaotic Evil per sources.
10/18/19 - Dark Orc AIs and weapons have been updated.
10/19/19 - Token based summons now have their owner's name as a prefix (These are the tokens found as occasional loot that can call a badger, black cat, fox, bear, etc... that acts as a henchman).
10/23/19 - The "Abandonned Keep" in the Gray Wilds is closed for remodelling and a small expansion. It'll still house a clan of Xvarts when it reopens. We'll announce when it's open again.
- Gnoll AIs and weapons have been updated ... this includes the Flind and Ghuuna variants.
- Forms taken when polymorphing or shapeshifting now merge weapons, armor and items that you had equipped. Base stats for forms have been reduced as the core NWN forms upped the normal AC and ability bonuses to mimic merging but not actually incorporate it.
10/24/19 - NPC casters can now employ Mass Buffing spells and Summon Nature's Ally spells properly.
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10/25/19 - Fixed script error that kept "Ghuunas" from taking their hyena form.
- Mummy AIs and weapons have been updated. Use caution as mummies that are casters are much more effective now.
10/26/19 - Vegepygmy AIs updated.
- Xvart AIs and weapons updated.
10/27/19 - Swapped out all of our well and other descent/climb down scripts with one of our new generic "check if has" scripts. 8 redundant scripts deleted.
10/28/19 - Wood Xvart AIs and weapons updated.
10/29/19 - General AI update to enable NPCs with 10 or more skill points in set trap to set traps if hostile. Since 10 points in the skill is required, most lower level PCs won't exerience this often if at all. NPCs will also either have to have a racial affinity for traps (such as kobolds or bugbears) or or levels in a character class that is adept at trapping (EX: rogue, bard, assassin, ranger or harper scout). Whether or not a qualifying NPC sets a trap is random. Base chances to set a trap vary from 5-20% per round. The exact base chance any individual NPC sets a trap depends on their race and or classes. EX: Normal kobolds won't set a trap, but a "Kobold - Footpad" has a chance (assuming it has enough skill points). The traps set are generally minor ones and can be disarmed (XP reward for disarming) or recovered by a player's character (no XP reward when recovered due to how NWN handles traps on the ground).
While the scripted commands are now set, each individual NPC that will have this ability still needs to have a "switch" set on them to enable it.
NPCs that are "horde/swarm" variants will not have this ability even if they otherwise meet all of the above requirements.
When not in combat, many of our "trapper" NPCs will attempt to pick up traps set by PCs. Usually a PC who keeps their set trap skill maxed out will have too high a DC on their traps and the NPCs either can't see them or won't attempt to pick them up because they know they'll fail even if they did spot the trap. PCs who cross class in trap setting or are multiclassed and lack points in the skill are more likely to see a trap or two disappear if the NPC spots them before combat has begun. This is not a new behavior here. It's existed for ten years or so already. I just wanted to point it out.
There will be no announcements as to exactly which NPCs can set traps. NPCs with previous AI updates are being reviewed and "toggled" first. Others will be set as I do their racial/faction AI updates.
10/31/19 - The "Ruined Keep" (Xvarts) has reopened in the Gray Wilds. There is a further expansion there that is still being completed, but the "Xvart" part is restored (and expanded).
- Fixed unreachable cloak (loot) in Orlbar - Condemned Home.
- Fixed unreachable bones in Gray Wilds - Tomb.
11/02/19 - Tweaked AI for trappers (reduced percentages of them setting traps).
11/03/19 - Icy/Frozen Waste encounters updated.
- New creature "Wooly Mammoth" added.
11/04/19 - New creature "Yeti" added.
Small updates are made almost daily here. "Small" updates are generally just minor bug or nitpick fixes or a tweak to something else recently updated that needed it after further testing by players. Announced updates appear on the update sign in the Welcome Area and usually (sometimes I forget) the message trigger as you enter the door to Orlbar is set to alert players of the most recent update date.
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