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Post by luckbringer on Apr 17, 2011 18:10:19 GMT -5
------------April. 17, 2011 ----------
Updated underwater system to remove shield ac underwater (shields are not supposed to work underwater and they look strange while swimming). Heavier armor also is a bit slower underwater.
Mage armor spell modified to give +4 armor ac but scripted to not stack with other sources of armor ac (base or enhancement). This should be a reasonable alternative to swimming in chain shirt/chain mail/etc.
Shield spell modified to give +4 shield ac but scripted to not stack with other sources of shield ac (base or enhancement). This spell should be particularly useful underwater.
Shield bracers added to the module. They give shield enhancement ac, but no base shield ac. Thus a +1 shield bracer gives only 1 shield ac. Shield bracers will function underwater and with two handed or dual wielded weapons.
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Post by Admin on Apr 23, 2011 2:57:37 GMT -5
------------April. 22, 2011 ----------
Manually updated alot of custom creatures CRs by hand since NWNs and CEPs usual CR settings can't be trusted always. Some undertwater creatures have updated CRs to reflect the disadvatage air breathers face underwater. In theory should mean less spawn and they are worth more xp than before. Will start phasing out badly balanced CEP creatures next, and replace them with custom versions. But still don't expect to run around like it is an action server being He-man or She-Ra.
More spell tweeks, even more less sucky spells.
Optimization to some systems.
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Post by Admin on Apr 24, 2011 7:34:48 GMT -5
Easter Egg Hunt - Dropped some non respawning Easter Eggs around the two towns, each egg is worth 10xp and 10gp if you turn them in to a DM.
3 New Underwater Areas added.
Turn Undead updated so that Evil folks rebuke now and have a chance of taking control of one. Watch for possible issues please.
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Post by Wids on Apr 27, 2011 4:16:09 GMT -5
I missed the Easter egg hunt, but the underwater areas and the Turn Undead tinker sound quite interesting.
In the books, Good or Good-leaning Neutral clerics can Turn undead (driving them to flight) with that Turn check involving the cleric's Level, Charisma modifier and the undead's Hit Dice and all, but if the undead are weak enough, the Turn Undead attempt will destroy the undead instead. And Evil or Evil-leaning Neutral clerics can instead Rebuke undead (forcing the undead to cower in place helplessly), but if the undead are weak enough, the Rebuke Undead attempt will dominate and command the undead instead of destroying them. Undead commanded by an Evil cleric may also be bolstered as long as they are near the cleric, lending these undead Turn Resistance if a Good cleric shows up and tries to Turn the Evil cleric's new lackeys.
"Weak enough," in this case, usually means that the undead creature's Hit Dice are equal to or less than half of the cleric's Cleric Level (though modifications may apply to this, such as a magic holy symbol raising the cleric's Turning power, more powerful undead creatures having Turn Resistance or, yes, undead being bolstered by a dominating Evil cleric nearby).
For the purposes of the NWN engine, Turning and Rebuking undead who are stronger than that could be handled the same way, striking the undead with Fear. NWN also already handles Good clerics destroying weaker undead. So would this modification replace that destruction with domination for Evil clerics Rebuking weaker undead?
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Post by Admin on Apr 27, 2011 11:17:37 GMT -5
Non evil clerics still Turn as per NWN
Evil clerics have a chance to dominate 1 undead that would have been destroyed and the rest are rebuked and for the sake of NWN they are held/paralyzed.
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Post by Wids on Apr 29, 2011 6:15:33 GMT -5
Well, I've tested the new Rebuke Undead feature, and it seems to work perfectly. Unlike the D&D books (which allow a cleric to command multiple undead creatures through Rebuking), the NWN engine's apparent limitation of one henchman for each means of summoning or commanding limits the number of undead commanded through Rebuking to one, but that one critter to stand behind can certainly help. And given that a typical cleric has anywhere between 3 and 5 Turn/Rebuke attempts between rests, it's like getting 3-5 summons for free! ;D I also went ahead and followed through on that question I asked Dorkling, and just as it is with the books, Rebuke Undead and Animate Dead don't interfere with each other. So it's possible to walk around with two undead lackeys (one Rebuked and one Animated), and considering that the Rebuked critter will eventually recover his senses and try to thump your cleric in the back, it would be a good idea to have an Animated skeleton or zombie there, watching your back for when that happens. Believe me, your Skeleton Pirate will know that that Rebuked Drowned One has slipped free of your psychic snares before you do.
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Post by Admin on May 29, 2011 6:00:37 GMT -5
-----------May 29, 2011 PM ----------
Five new areas.
-----------May 28, 2011 PM ----------
Respawn system tweeked.
Spell Schools widget system in place. Ask for a widget if you are a specialist wizard. I know of Evokers and Illusionists so far.
Bug Fixes.
------------May 24, 2011 PM ----------
Mostly balance work, critters, familiars, weapons, spells, etc
Spell Schools now get some love. More to come.
More AI personality work.
------------May 15, 2011 PM ----------
Three new areas added.
Other tweeks I forget
------------May 08, 2011 PM ----------
AI and creature personality work. Did a bunch of work to improve the soul and personalities of some species. Also did some AI tweeks to enhance/support their personalites.
------------April. 30, 2011 PM ----------
Balance and tweeks.
No more multiclass XP penalty.
A bunch of Spell tweeks, Some of the weaker/screwed spell school specialists got some boosts to a couple spells in their school. See forums for more details.
Some more CEP monster encounters should be easier now. *eyes the mean old tiny and fine beetles*
Harper scouts have a new "Improvise" ability connected to their potion brewing.
------------April. 24, 2011 PM ----------
Easter Egg Hunt is over.
Couple more spell tweeks, see the forums.
XP and GP Cost for Bew Potion, Craft Wand and Scribe Scroll should be less than NWN default prices.
For example with Brew Potion something that normally costs 250gp and 10xp will now be 200gp and 8xp
------------April. 24, 2011 AM ----------
Easter Egg Hunt - Dropped some non respawning Easter Eggs around the two towns, each egg is worth 10xp and 10gp if you turn them in to a DM.
3 New Underwater Areas added.
Turn Undead updated so that Evil folks rebuke now and have a chance of taking control of one. Watch for possible issues please.
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Post by Admin on Aug 5, 2011 21:25:19 GMT -5
-----------June 25, 2011 PM ----------
More balance work on encounters and monsters. ( bye bye CEP sharks )
Death penalty reduced some.
-----------June 12, 2011 PM ----------
2 new areas
Spell fixes
-----------June 08, 2011 PM ----------
More balance work. Balanced most of the low and middle summons to be the same level as the caster level needed to cast the spell. A couple are one level higher. No more 10th level summoned Dire spiders ( even though tons of other servers still have them ) From this point on, if you let your summons run amok, I will not feel pity for anyone.
Few places have less posion.
Few places have less dispels. I guess the person in the party who didn't end up with any buffs anyways or already was dispelled is out of a job of being a decoy for dispellers. Or folks never figured that tactic out. Bet we all missed out on some great role playing of it.
Did a pass on a bunch of enounters to reduce numbers and critters for some low and mid level wilderness areas. Creature lairs are still their sanctuary so be warned.
Now I am going to ZZZZzzzzz
-----------June 05, 2011 PM ----------
More stuff
-----------May 30, 2011 PM ----------
One new area
Summons got some love so they should be are better balanced and less weaker ones.
-----------May 29, 2011 PM ----------
Five new areas.
-----------May 28, 2011 PM ----------
Respawn system tweeked.
Spell Schools widget system in place. Ask for a widget if you are a specialist wizard. I know of Evokers and Illusionists so far.
Bug Fixes.
------------May 24, 2011 PM ----------
Mostly balance work, critters, familiars, weapons, spells, etc
Spell Schools now get some love. More to come.
More AI personality work.
------------May 15, 2011 PM ----------
Three new areas added.
Other tweeks I forget
------------May 08, 2011 PM ----------
AI and creature personality work. Did a bunch of work to improve the soul and personalities of some species. Also did some AI tweeks to enhance/support their personalites.
------------April. 30, 2011 PM ----------
Balance and tweeks.
No more multiclass XP penalty.
A bunch of Spell tweeks, Some of the weaker/screwed spell school specialists got some boosts to a couple spells in their school. See forums for more details.
Some more CEP monster encounters should be easier now. *eyes the mean old tiny and fine beetles*
Harper scouts have a new "Improvise" ability connected to their potion brewing.
------------April. 24, 2011 PM ----------
Easter Egg Hunt is over.
Couple more spell tweeks, see the forums.
XP and GP Cost for Bew Potion, Craft Wand and Scribe Scroll should be less than NWN default prices.
For example with Brew Potion something that normally costs 250gp and 10xp will now be 200gp and 8xp
------------April. 24, 2011 AM ----------
Easter Egg Hunt - Dropped some non respawning Easter Eggs around the two towns, each egg is worth 10xp and 10gp if you turn them in to a DM.
3 New Underwater Areas added.
Turn Undead updated so that Evil folks rebuke now and have a chance of taking control of one. Watch for possible issues please.
------------April. 22, 2011 ----------
Manually updated alot of custom creatures CRs by hand since NWNs and CEPs usual CR settings can't be trusted always. Some undertwater creatures have updated CRs to reflect the disadvatage air breathers face underwater. In theory should mean less spawn and they are worth more xp than before. Will start phasing out badly balanced CEP creatures next, and replace them with custom versions. But still don't expect to run around like it is an action server being He-man or She-Ra.
More spell tweeks, even more less sucky spells.
Optimization so some systems.
------------April. 18, 2011 ----------
Updated underwater system to remove shield ac underwater (shields are not supposed to work underwater and they look strange while swimming). Heavier armor also is a bit slower underwater.
Mage armor spell modified to give +4 armor ac but scripted to not stack with other sources of armor ac (base or enhancement). This should be a reasonable alternative to swimming in chain shirt/chain mail/etc.
Shield spell modified to give +4 shield ac but scripted to not stack with other sources of shield ac (base or enhancement). This spell should be particularly useful underwater.
Shield bracers added to the module. They give shield enhancement ac, but no base shield ac. Thus a +1 shield bracer gives only 1 shield ac. Shield bracers will function underwater and with two handed or dual wielded weapons.
------------April. 13, 2011 ----------
Bug Fixes
------------April. 09, 2011 ----------
3 new underwater area added
1 new quest and boss added.
1 new cooking recipe added and it's a pretty great one.
------------April. 07, 2011 ----------
People in a party get a loot boost when it comes to gold found now.
Summoned Water Elementals no longer drown, they have some other abilities now. True Water Elementals will still have this ability.
Blah Blah Blah
------------April. 03, 2011 Double Update Day----------
Weapon finesse now works for CEP weapons, with one limitation: if you are dual wielding, you need to wield two CEP weapons for it to work properly.
Basic CepTailor models added to OOC and IC
Another new underwater area added
Underwater Summons now.
------------April. 03, 2011----------
Two new underwater areas to find and explore.
New underwater tech added, to be more Pen and Paper like. Harbor updated with it.
Waterbreathing and Swimming Items added to shops.
Armor and Weapon look changes crafting should give a little xp for success and the cost should be half of what it used to be.
------------Mar. 31, 2011----------
Added chat command /walk to toggle walking. Great for typing while walking as an elf.
------------Mar. 26, 2011----------
New shop with lots of new custom gear.
New custom loot items for mid level loots.
------------Mar. 25, 2011----------
Lots of new custom items and creatures made.
Couple areas I never thought looked good got some visual love.
Tweeks
------------Mar. 22, 2011----------
Couple shop tweeks
Bug fixes and balance tweeks
------------Mar. 14, 2011----------
New Loot items
Prestige Class requirments were reduced/updated/changed check your journal or the forums.
Item price changes and shop adjustments, some up, but most down.
New items added to some shops.
------------Mar. 13, 2011----------
New Party XP system put in.
Some funky AI's fixed.
------------Mar. 12, 2011----------
6 new areas = half of a new island
New Shop
New Recipe added
New RP surprise
Various tweeks.
------------Mar. 10, 2011----------
New area based off PC RP added.
Bug Fixes.
------------Mar. 07 2011----------
A Couple No Damage Weapons added to shops
New loot items
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Post by luckbringer on Oct 24, 2011 8:39:26 GMT -5
------------ October 22, 2011 ---------- Added leather working, enchanting and alchemy crafting stations.
Added 10 new crafting recipes.
------------ October 23, 2011 ---------- Modified the 'limited gold' of some merchants.
------------ October 24, 2011 ---------- Updated throwing axe bandoliers to fix a bug with weight. See a dm for a new masterwork bandolier or just buy a new basic one (price is now 5 gold).
Added a magic throwing axe bandolier.
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Post by luckbringer on Oct 26, 2011 9:19:10 GMT -5
------------ October 26, 2011 ----------
Updated low level shops in Palaggar and Uarhold. I removed some higher level items (most will be re-added to other shops later), but I also adjusted prices and added a few items to deity shops.
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Post by luckbringer on Oct 27, 2011 20:21:11 GMT -5
------------ October 27, 2011 ---------- - Fixed a few minor crafting bugs
- Added two new plants for use in alchemy and enchanting
- Added three new alchemy recipes
- Added three new enchanting recipes
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Post by luckbringer on Oct 29, 2011 13:57:24 GMT -5
- Made it possible for specific weapons to avoid the underwater combat penalty
- Made it possible for one item to grant both water breathing and fast movement underwater
- Added a new crafting material (hint: it can be found underwater)
- Added three new forging recipes (two armor, one weapon)
- Added one new enchanting recipe (shield)
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Post by luckbringer on Oct 29, 2011 22:58:11 GMT -5
- Added a new forging recipe (smithy hammer) with in game hint
- Reduced bonuses on some existing craft/lore items that drop in loot. This is to reward putting skill points into crafting skills or buying the pricier items from shops (which were not reduced).
- Redid +attribute jewelry. If you have existing ones, see me for a trade in.
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Post by luckbringer on Oct 30, 2011 14:51:39 GMT -5
- Fixed faction issues with cyclops shaman
- Updated sheep encounters to spawn fewer sheep
- Added a new intermediate strength cyclops creature
- Minor text nitpicks fixed
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Post by luckbringer on Oct 30, 2011 18:31:59 GMT -5
- Added a small cave to halfway forest (thanks to iamsobadatplaynwn for building it!)
- Added a post spawn modification system. Currently it only works in the new cave & is fairly limited in scope.
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