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Post by luckbringer on Nov 1, 2011 8:21:43 GMT -5
- Shortened merchant respawn times.
- Changed attribute bonus spells to always grant +4 (max and empower both give +6)
- Added sonic weapon custom spell (bard)*
- Added acidic weapon custom spell (sorc, wiz)*
- Added shocking weapon custom spell (sorc, wiz)*
*Currently the custom weapon enchant spells will only work on the caster's wielded weapon. I will be adding a targeting wand for custom spells next, to let custom spells be cast on other players/npcs/etc.
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Post by luckbringer on Nov 2, 2011 18:34:58 GMT -5
- Updated Ilthan Island weapon/armor merchant items
- Changed some appropriate placeables to drop metals (iron, steel, mithril, adamantine, cold iron)
- Removed steel and iron from the craft shop (which had only been there for a few days), now that it can be found a bit easier in game.
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Post by luckbringer on Nov 3, 2011 21:39:22 GMT -5
- Added four armor forging recipes for adamantine.
- Added three armor forging recipes for cold iron.
- Added three armor forging recipes for mithril.
- Added adamantine, mithril and cold iron bars to additional drop locations.
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Post by luckbringer on Nov 6, 2011 13:24:14 GMT -5
- Reduced frequency of feather drops (harpies, vulchlings, seagulls) and made a single feather produce more projectiles.
- Updated dynamic spawn system to work with underwater properties.
- Made most underwater areas use dynamic spawns - be wary when going into them!
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Post by luckbringer on Nov 7, 2011 9:51:30 GMT -5
- Added a new forging recipe to create a short sword from a rare wolf's fang.
- Added a new forging recipe to create a dagger from a dinosaur fang.
- Added a new leather recipe to create hide armor from a dinosaur hide.
- Fixed some underwater creatures to scale better.
- Increased CR of some black moon gnolls.
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Post by luckbringer on Nov 10, 2011 10:14:43 GMT -5
- Updated black moon gnolls to use the dynamic spawn system
- Expanded abilities granted to creatures in the dynamic spawn system
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Post by luckbringer on Nov 13, 2011 10:30:51 GMT -5
- Updated Ilthan isle cyclops
- Increased xp for killing creatures equivalent to or greater level than the party.
- Made dynamic spawns increase the difficulty of creatures slightly more.
- Made dynamic spawns increase the difficulty of creatures more for larger party sizes.
- Changed some prices (+3 weapons are more expensive)
- Fixed issues in a number of npc conversations.
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Post by luckbringer on Nov 13, 2011 16:21:42 GMT -5
- Changed stag beetle to use a bite with less damage than cep standard 4d6!
- Tweaked starter area.
- Dominate undead (evil cleric turning) is now turns instead of rounds.
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Post by luckbringer on Nov 14, 2011 9:22:28 GMT -5
- Tweaked ilthan cyclops ac a bit higher
- Made poison weapon last 1 turn instead of 3 rounds
- Fixed bug with weapon finesse + cep weapons and the order of casting cats/bulls
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Post by luckbringer on Nov 17, 2011 9:01:50 GMT -5
- Updated auth system to improve ability for dms to reset account keys
- Tweaked the cost of crafted lore potions
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Post by luckbringer on Nov 19, 2011 9:16:23 GMT -5
- Created a perform & bard song based magical instrument script system. The first instrument will be introduced into the Golden Hart campaign & later some will be in the main module.
- Reduced bank overage costs.
- Modified a few items in Ilthan shops and added three belts
- Added two anti-undead weapons, one anti undead shield and one anti undead armor
- Added leather crafting misc items to an Uarhold shop
- Added a few items to the gypsy shop
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Post by luckbringer on Nov 29, 2011 10:07:05 GMT -5
- Fixed gnoll encounters that had a limited # of respawns
- Updated gnoll and flind on spawn scripts so they all use the dynamic scaling
- Slight change to Cyclopskin cr
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Post by luckbringer on Dec 2, 2011 9:57:21 GMT -5
- Fixed typo
- Fixed some floating objects
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Post by luckbringer on Dec 3, 2011 16:43:59 GMT -5
Added a new island with six new areas (thanks to iamsobadatnwn for making the areas)
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Post by luckbringer on Dec 3, 2011 19:36:31 GMT -5
- Added fire coral harvestable resource (no recipes yet)
- Added harvestable creature item for Forgotten Isle depths (no recipes yet)
- Fixed racial types of two of the new spawns on the Forgotten Isle.
- Fixed dynamic spawn system's max cr. It was not being applied and creatures were scaling up to the party's CR when they were supposed to stop at a certain CR.
- Adjusted difficulty of two creatures on Forgotten Isle.
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