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msheeler
 
PostPosted: Wed, Oct 14 2015, 17:24 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

5.11h6-14

Server A
  • Continued updates to stability
  • Latest version of fw_include installed
  • More Dynamic Areas - Total list of sections is now:
      Amia Forest
      Amia Frontier
      Beastman Caves
      Bendir Dale
      Benwick Hallow
      Bitter Coast
      Bloodmoon
      Cape Slahk
      Cordor
      Gibbering Maw
      Nexus


 
      
msheeler
 
PostPosted: Tue, Oct 20 2015, 20:55 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

5.11h15

Server A
  • Darkhold and Electric Castle areas are now dynamic
  • Latest versions of fw_include, fw_instance, mod_mod_load and amia_keepalive installed
  • New feature - clocks are now continuous (for A at the moment). What's this mean? When the module reboots from a reset or a crash it will recall the game time setting from the previous run (with in 5 RL minutes) and start the clock from that same point. IG day will now reflect (as closely as possible) the RL calendar. There are some differences:
      1. The server will cycle through each RL day with three IG day/night cycles In other words it wont switch the game day to the next day till a RL day has actually passed..(Explanation for this is that this allows people to log in at different times and still affect the current time line as well as experience different time cycles with in their typical playing time frame)
      2. NWN only functions on 28 day months so the last day of each month will cycle over and over for zero to three days (depending on the month).


 
      
SamTheGiantSlayer
 
PostPosted: Sun, Oct 25 2015, 1:30 AM 

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Player

Joined: 31 Mar 2014

5.11i

Server B
  • Rethgaard area updates
    - Minor design tweaks
  • Ostland area updates
    - Update per recent IC events; idol of Bane fixed
  • Shadowscape area updates
    - Several small fixes to Academy
    - Shadesteel dungeon updated
  • Module time fix
  • Dwarven Vault added
  • Wind Reaper spawn fixed

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
SamTheGiantSlayer
 
PostPosted: Tue, Nov 03 2015, 18:35 PM 

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Joined: 31 Mar 2014

msheeler wrote:
5.11h15

Server A
  • Darkhold and Electric Castle areas are now dynamic
  • Latest versions of fw_include, fw_instance, mod_mod_load and amia_keepalive installed
  • New feature - clocks are now continuous (for A at the moment). What's this mean? When the module reboots from a reset or a crash it will recall the game time setting from the previous run (with in 5 RL minutes) and start the clock from that same point. IG day will now reflect (as closely as possible) the RL calendar. There are some differences:
      1. The server will cycle through each RL day with three IG day/night cycles In other words it wont switch the game day to the next day till a RL day has actually passed..(Explanation for this is that this allows people to log in at different times and still affect the current time line as well as experience different time cycles with in their typical playing time frame)
      2. NWN only functions on 28 day months so the last day of each month will cycle over and over for zero to three days (depending on the month).


  • Okappa's uploaded/dynamic
  • Cordor: East updated

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Thats the way it crumbles ... cookie-wise!


 
      
msheeler
 
PostPosted: Mon, Nov 09 2015, 4:33 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.11h15

Server A
  • Continued dynamic area work: Kohlingen and Skull Crags regions will now be dynamic. These were two HUGE areas so please notify us if you find any buggy transitions.
  • Fix put in for the "Visage of Home" portal in Gibbering Maw.


 
      
SamTheGiantSlayer
 
PostPosted: Thu, Nov 12 2015, 0:57 AM 

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Joined: 31 Mar 2014

5.11i

Server B
  • Shadowscape area updates
    -Box of Masks/Items Merchant added
  • Module time fix v.2
  • mod_mod_load fixed
  • inc_lua updated

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
msheeler
 
PostPosted: Fri, Nov 13 2015, 23:02 PM 

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Joined: 17 Dec 2008
Location: eastern USA

5.11h20

Server A
  • Continuing dynamic area set up. This update moves Quagmires, Mylock Hills, North Bay, Ultrinan, and Underdark to dynamic areas.

General
  • Playertools 1 Initialized: This playertool is the first to be implemented. It will serve as a tool that is eventually going to replace some of the inventory widgets that waste space, while accomplishing the same functionality and more.
  • To get this Playertools: you can type /s f_playertools
  • Player Tools 1 Current Features: Show Party Members, Help with Black Area
  • The date/time of Amia should be correctly updating and persistent.
  • Lua Hooks OnClick for Doors/PLC's
  • Rental Houses can now exit to dynamic areas


 
      
msheeler
 
PostPosted: Tue, Nov 17 2015, 2:36 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.11h21

Server A
  • Update to fw_include to fix new bug that blocked PLCs from creating areas.


 
      
msheeler
 
PostPosted: Thu, Nov 19 2015, 22:38 PM 

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Joined: 17 Dec 2008
Location: eastern USA

Dynamic Area Update

This update was done dynamically so there is not module version change.

Beastman Caves: Putrescent Vaults - Fixed spawn triggers and Beastman King should now spawn.


 
      
RaveN
 
PostPosted: Sun, Dec 13 2015, 5:53 AM 

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Administrative Developer

Joined: 08 Jun 2010

AmiaA_5.11i AND Amia B 5.11i
- Latest includes updated
- Time fixed.. (again)

more to come soon


Last edited by RaveN on Sun, Dec 13 2015, 22:01 PM, edited 1 time in total.

 
      
RaveN
 
PostPosted: Sun, Dec 13 2015, 6:02 AM 

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Administrative Developer

Joined: 08 Jun 2010

AmiaA_5.11i1 AND AmiaB 5.11i1

New XP change details:

-- No party size limit, however bonus does not scale past 6.
-- No ECL limit
-- Progressive scale of a penalty multiplicative of .15 as the distance further grows in ECL gap

... dynamic changes cont (minor changes)
-- Fixed elemental shield bug


 
      
RaveN
 
PostPosted: Sat, Dec 19 2015, 19:31 PM 

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Administrative Developer

Joined: 08 Jun 2010

STATUS: LIVE
- Black areas minipatch until a more proper fix. Black areas should never persist, and evacuate without any movement after 2 seconds of your area load.
> Fixed an issue with explored maps not showing as explored.


 
      
RaveN
 
PostPosted: Thu, Dec 31 2015, 5:24 AM 

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Administrative Developer

Joined: 08 Jun 2010

AmiaA 5.11i2 (Very minor)

- Maintenance Areas now dynamic.


 
      
RaveN
 
PostPosted: Thu, Dec 31 2015, 21:14 PM 

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Administrative Developer

Joined: 08 Jun 2010

AmiaA 5.11j -

Prepared for Maintenance Room upgrades


AmiaA 5.12

- No more auto-requestable LETO required, see character maintenance room
- DC leto's will still need to be LETO'd for now though
- Rest of Amia A now dynamic.


 
      
RaveN
 
PostPosted: Sun, Jan 03 2016, 0:52 AM 

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Administrative Developer

Joined: 08 Jun 2010

Continued:

- BG Aura now properly afflicts players
- Assassin Tool no longer calculates with Spellcraft
- Assassin darkness no longer cares about spell failure
- XP Gain from gathering jobs has a universal 2 minute cooldown.
- Winya now dynamic
- Rental Homes not longer get confused when exiting to a dynamic area.


 
      
RaveN
 
PostPosted: Wed, Jan 13 2016, 5:22 AM 

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Administrative Developer

Joined: 08 Jun 2010

Live Update, no version change:
Plot Updates for a certain Hin Village.
INC, Bendir Dale, Bendir Dale: Hinn Inn, Bendir Dale: Classroom, Bendir Dale: Turf House

1/17/2016 -
- Rolled back to not using Lua hook for creation of dynamic areas.

1/20/2016 -
- Changed the xp cd to be global to all xp gains from job system


 
      
SamTheGiantSlayer
 
PostPosted: Thu, Jan 21 2016, 3:30 AM 

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Joined: 31 Mar 2014

AmiaB 5.11j

Updates
Added: Character Modification Room (Welcoming Area)
  • Head, Portrait, and Voice changer added
Forkstakkr: Belenoth, Halls - Changed to reflect plot
Forkstakkr: Howness - Changed to reflect plot
Forkstakkr: Thordstein - Changed to reflect plot
Forkstakkr: Thykkvi - Changed to reflect plot
Forkstakkr: West Bay - Changed to reflect plot
Forkstakkr: West Coast - Changed to reflect plot
  • NPCs updated; Forkstakkr Guards installed
Plane of Shadow: Shadowscape - Changed to reflect plot
Plane of Shadow: Shadowscape, Interior
  • Quest added - In The Shadow of Shadesteel
Ruathym: Ostland, Osthavn - Changed to reflect plot
Ruathym: Ostland, Ostdur - Changed to reflect plot
Ruathym: Wiltun - Forge fixed, Guige B Large Shield fixed
Ruathym: Wiltun, Keep - Seats fixed
  • Area added: Ostland, Ostdur - Magnus Manor
Snow Beast spawn fixed

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Thats the way it crumbles ... cookie-wise!


 
      
RaveN
 
PostPosted: Fri, Jan 22 2016, 21:34 PM 

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Joined: 08 Jun 2010

- Upgraded SD HiPS no longer makes use of the Shadowdancer Properties hide to function; the cooldown remains the same. ( This does not change the feat whatsoever )


 
      
msheeler
 
PostPosted: Mon, Jan 25 2016, 4:42 AM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update, no version change:

Plot Updates and various small fixes for Cordor: East, Cordor: South, Cordor: Central, Cordor: Sewer Tunnels.


 
      
msheeler
 
PostPosted: Mon, Jan 25 2016, 19:39 PM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update, no version change:

Plot Updates and various small fixes for Cordor:North


 
      
msheeler
 
PostPosted: Fri, Jan 29 2016, 16:54 PM 

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Joined: 17 Dec 2008
Location: eastern USA

AmiaB 511i

Module B has had to be reverted to a prior version due to bugs. Working on an update to bring back work done for 511j


 
      
msheeler
 
PostPosted: Mon, Feb 01 2016, 0:21 AM 

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Joined: 17 Dec 2008
Location: eastern USA

512b

Server A

  • Fix for Lowland Swamps: Ancient Mound, Ruins - replaced the worn ladder with a better PLC so it can be used easier
  • Fix for Lowland Swamps: South - fixed a tag on the way point for returning from the Troglodyte area.

Server B

  • Updated version number as a number of scripts have been added into B to bring it up to date with A
  • Fix for Ruathym: Fortress Wiltun - adjusted cobblestone tiles to fix clipping, added patrol routes for guards and activated random walking for the dogs. Some other minor PLC updates too.

General

  • Update to amia_include
  • update to inc_funs_classes (fix for SD's being booted)
  • update to mod_cli_enter
  • update to se_gen_portal (fix to portal lamps not firing the conversation file)
  • update to inc_ds_records (fix to save and load journal entries for Shadesteel and Trog quests)


 
      
RaveN
 
PostPosted: Wed, Feb 03 2016, 3:25 AM 

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Administrative Developer

Joined: 08 Jun 2010

5.12c - Amia A reset cycle reduced from 8 to 6 hours.


 
      
SamTheGiantSlayer
 
PostPosted: Fri, Feb 05 2016, 14:53 PM 

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Joined: 31 Mar 2014

Live update:
- Plot update: West Cordor, Lowlands Delta
- Small fix to Cordor: North, Rusty Hoe Tap House

Module Update (Amia A 5.12c)
- c_assassintrain.dlg added

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
msheeler
 
PostPosted: Sat, Feb 13 2016, 3:25 AM 

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Joined: 17 Dec 2008
Location: eastern USA

513

General

  • Imported all dynamic scripts to resolve memory leak


 
      
msheeler
 
PostPosted: Sat, Feb 13 2016, 3:27 AM 

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Joined: 17 Dec 2008
Location: eastern USA

513a

Server A

  • Reset length extended to 8 hours again

General

  • imported fw_ai scripts back into modules
  • replaced missing .nss files and rebuilt modules
  • cleaned out dynamic scripts of all but few that are missing .nss files


 
      
msheeler
 
PostPosted: Mon, Feb 22 2016, 19:43 PM 

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Joined: 17 Dec 2008
Location: eastern USA

5.13b

Server A

  • Cordor: East – removed map pin for portal chambers and locked the door too. Unlocked the doors to the Blue Skies Academy.
  • Cordor: East Interior – removed triumvir portal and guards from the old portal chambers.
  • Lowland Swamps: Troglodyte Lair, Caves – set the strength on a trap to the correct level.
  • Lowland Swamps: Troglodyte Lair, Ruins – moved one trap away from transition.
  • The Triumvir: Courtyard – activated portal lamp.
  • Wharftown: Interior – fixed non-animating PLC and transition trigger.
  • Winya Ravanna: Fixed path blocking on walls.

Sever B
  • Brogendenstein: Barak Runedar, Citidel – adjusted Leyline Node to make it easier to use.
  • Ruathym: Fort Wiltun – fixed fences to be path blocking, adjusted a few of the cobble tiles to
  • eliminate graphical shutter, Replaced NPCs with non-functioning shops, Activated “sailing ships”.
  • Ruathym: Fort Wiltun Cellar – Fixed miss named mead cask.
  • Ruathym: Fort Wiltun, Keep – Fixed chairs to right settings and names, relocated Lord Wiltun.
  • Ruathym: Fort Wiltun, Noway Inn – Replaced Instrument maker with non-store variant.
  • Ruathym: Ostland, Havskar – Fixed floating water trough.
  • The 363rd Lair of The Abyss: Caves – Adjusted Spawn locations and trigger
  • Underdark: Uuthli Har’ol – removed dead transitions from the exit.
  • Underdark: L’Obsul, Top – replaced missing NPC for message delivery quest, fixed fences to be path blocking, fixed portal node.

General

  • Added City & Rural tileset to job systems.
  • Fixed missing conversation file for f_file commands.
  • Fixed master scout crafting menu dialog.
  • Fixed Portal Lamps.


 
      
msheeler
 
PostPosted: Tue, Feb 23 2016, 0:49 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

513b1

Server A

Updated conversation files for Triumvir Portal Lamp and Rental Doors to properly clean up old variables when escaping the conversation.


 
      
msheeler
 
PostPosted: Thu, Feb 25 2016, 3:27 AM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update

Server A
  • The Triumvir: Interior - fixed portraits and random conversation files left on NPCs
  • The Triumvir: Courtyard - Removed blank map point.
  • Cordor: East, Blue Skies Academy - unlocked interior doors.


 
      
msheeler
 
PostPosted: Thu, Feb 25 2016, 23:44 PM 

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Joined: 17 Dec 2008
Location: eastern USA

513c

Amia A
  • No A specific updates.

Amia B
  • Updates done to Windreaper.

General
  • Update to musician scripts to fix last errors.
  • Fixed Test 123 message showing up.


 
      
msheeler
 
PostPosted: Sun, Feb 28 2016, 22:31 PM 

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Joined: 17 Dec 2008
Location: eastern USA

5.13d

Amia A
  • Updated AI – Beholder Mage, Gibberslug, Mountain Horror, Mountain Grizzly, Nibbler, Malar Panther, Axe Wielding Construct, Dread Guard, Greater Dread Guard, Hal2000, Hal9000, Ice Golem, Mechanized Guardian, Mindless Slave, Netherese Golem, Pain, Stone Guardian, Sword Wielding Construct, The Mad Gnome’s Battle Suit, Warrior Construct, Arcanos, Enfilinstantai, Imperator, Morningdew, Rockhopper, Cursed Earth Elemental, Flame Spirit, Negative Energy Elemental, Water Elemental, Ettin, Mountain Giant, Mountain Giant King, Mountain Giant Leader, Ogre, Ogre Berserker, Ogre Guard, Ogre High Mage, Ogre Slave, Deep Troll, Deep Troll Archer, Deep Troll Mage, Mountain Troll, Mountain Troll Guard, Troll Summoner, Troll Thug, Lucaf Foot Soldier, Quagmire Bugbear Tamer, Quagmire Forager, Goblin, Goblin, Goblin Chieftain, Goblin Priest, Goblin Rager, Goblin Rogue, Goblin Scout, Goblin Scout Archer, Goblin Warrior, Babylon, Lizardfolk Mystic, Lizardfolk Warrior, Blood Moon Orc, Blood Moon Orc Archer, Blood Moon Orc Champion, Blood Moon Orc Chieftain, Blood Moon Orc Elite, Blood Moon Orc Mystic, Chosen of Gruumsh, True Chosen of Gruumsh, Beastman Berserker, Beastman Champion, Beastman Cut-throat, Beastman Hero, Beastman King, Beastman Shaman, Beastman Soothsayer, Beastman Tracker, Beastman Warrior, Mushroom Pygmy, Mushroom Pygmy, Mushroom Mygmy Chief, Sea Hag, Swamp Witch, Bone Collector, Brain Beetle, Crag Beetle Elite, Crag Beetle Mender, Crag Beetle Queen, Crag Digger Beetle, Digger Beetle, Spitting Fire Beetle, Crag Spider, Dark Spider Forager, Dark Spider Queen, Dark Spider Soldier, Doom Spider, Mountain Aranea, Quamire Spider, Shekat, Bristleback, Shekat Ghost, Shekat Hunter, Shekat Queen, Shekat Queen Consort, Shekat Soldier, Shekat Warrior, Shekat Worker, Shekat Hunter, Skum, Yeti, Astral Deva, Celestial Savior, Hound Watchman, Solar, Shadow Demon, Skum, Blighted Ghast, Dark Ghoul, Ghoul Ravager, Sewer Ghoul, Dead Miner, Dead Slave, Dehydrated Worker, Greater Mummy, Mummy, Quarry Boss, Undead Guardian, Ayreon, Benwick Spirit, Bone Dog, Death Screamer, Demantis, Gorger, Moradel the Doomed, Undead Goblin, Xavier the Accursed, Warrior Ghost, Blighted Skeleton, Blighted Skeleton, Gimdole Warrior, Necro Archer, Necrowarrior, Skeleton, Skeleton, Skeleton, Skeleton, Skeleton, Skeleton King, Tarkuul City Guard, Dread Wraith, Forest Wraith, Gimdole Mage, Phantom, Plate throwing Poltergeist, Blighted Corpse, Blighted Zombie, Blighted Zombie, Curs’d Pirate, Curs’d Pirate, Curs’d Pirate, Curs’d Pirate, Drow Zombie, Vilewhight, Drow Thrall, Winya Archer, Winya Elite Guard, Winya Guard, Winya Knight, Bendir Dale Militia, Cordorian Elite Guard, COrdorian Kinght of Law, Cordorian Mage Guard, Cordorian Scout, Pirate, Pirate Archer, Pirate Captain, Pirate Captain, Uhm Militia, Wharftown Militia, Andiaelle, Muurmuundamned, Splinter, Duke Montgomery, Eilistraee, Justicar, Lloth, Mystra, Salasar, Kohlingen Mage Guard, Silver Dragon
  • Travel Agency: Updated restriction for Nec'perya

Amia B
  • Travel Agency: Updated restriction for Nec'perya
  • Nec'perya: Updated boat captain’s restrictions.

General
  • Update to mod_pla_cmd
  • New nwnx_events.dll deployed
  • New nwnx_effects.dll deployed
  • Fixed Shifter buffs remaining after leaving form. All shifter buffs created via shape ability now only work while in that shape. This also applies to buffs cast on others.
  • Fixed the dispel level for the buffs created by various shifter forms.


 
      
SamTheGiantSlayer
 
PostPosted: Thu, Mar 03 2016, 20:11 PM 

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Joined: 31 Mar 2014

Live Update

***Pending Next Reset to include new areas.***

Amia A
  • Skull Crags: Interior (The Log Jammer) - New Area
  • Skull Crags: Interior (The Logs Jammer: Floors 2 & 3) - New Area

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
msheeler
 
PostPosted: Wed, Mar 09 2016, 20:14 PM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update

Moved and combined all hak files to g:\hak and set up symlinks for modules A and B as well as the test server. This freed up and additional 11.3% of the total hard drive space.


 
      
msheeler
 
PostPosted: Wed, Mar 16 2016, 20:01 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

Live Update

Amia A
  • Bendir Dale - this update swaps out the tileset wall for a PLC palisade that allows a much greater freedom of placement. The walls were brought slightly closer to the inner wall allow people to walk around them with out entering the gated area if they chose so. This also allows for DM events that might have NPCs or critters outside the walls since there is some room there now. This also includes some NPCs that now patrol the area.


 
      
msheeler
 
PostPosted: Thu, Mar 17 2016, 1:43 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.13e

Amia A
  • No A specific updates

Amia B
  • Ruathym: See of Swords – removed old portal that was incorrectly left in.
  • Frozenfar: Fogwood North – Plot update.
  • Frozenfar: Oger Caves – Plot update.
  • Frozenfar: Fort Summer – Plot update.

General
  • Shifter, Stone Golem - Damage reduction changed to 10/+5, bludgeoning immunity change to 10%, slashing immunity changed to 10%, removed Knockdown immunity.
  • Shifter, Iron Golem - Removed Ki Critical feat, removed weapon of choice feat.
  • Shifter, Drider - Removed Increased Multiplier feat, removed weapon of choice feat.
  • Shifter, Gargoyle - Damage resistance (bludgeoning/piercing/slashing) changed to 10/-, damage reduction changed to 10/+6
  • Shifter, Risen Lord - Damage Reduction changed to 10/+5
  • AI - changed the way animals hostile when you get to close to prevent a single one changing factions and attacking other NPCs
  • FW AI – Update done to begin testing herbivore feature
  • Alter Self – Sune magic


 
      
msheeler
 
PostPosted: Wed, Mar 23 2016, 18:44 PM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

Live Update

Amia A
  • Kohlingen: Tritemple District, Mayfields - Fixed some chairs and removed a few non-essential NPCs.


 
      
PaladinOfSune
 
PostPosted: Sat, Apr 02 2016, 23:38 PM 

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DM

Joined: 16 Dec 2004
Location: England, UK

5.13f

Amia B
  • Added new Ki Defense widget to Ruhn Monastery (Frozen Hand Monastery to follow).


General
  • Alter Self fixes.
  • Added Baleful Polymorph custom spell (Maverick).
  • Overhauled monk widgets and added a new one - check this topic for details.

_________________
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"Let's unwrite these pages and replace them with our own words."


 
      
PaladinOfSune
 
PostPosted: Wed, Apr 06 2016, 23:37 PM 

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DM

Joined: 16 Dec 2004
Location: England, UK

5.14

General
  • Feytouched is now a universal race rather than elf-only.
  • Fixed Elemental Shape DC calculation for Call Lightning and Stonehold.
  • Normalized Epic Dragon Knight stats - Prismatic, Red and Silver Dragon summons now have the same Hit Dice and Hit Points. Previously, the Prismatic had a slight advantage and the Red a disadvantage.
  • Fixed duration for Shifter Darkness spell being far shorter than it should be.
  • Updated twinking rules in both welcome areas to reflect rule changes.
  • Removed True Seeing from Pseudodragon familiar - now it gains a scaling Spot bonus instead.
  • Removed True Seeing from Umberhulk shape for the Polymorph spell - it gains a large Listen bonus instead.

_________________
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"Let's unwrite these pages and replace them with our own words."


 
      
PaladinOfSune
 
PostPosted: Tue, Apr 12 2016, 1:21 AM 

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DM

Joined: 16 Dec 2004
Location: England, UK

5.14b

Amia A
  • Changed the Travel Agency's PvP setting to No PvP and brightened up the tile lighting.


Amia B
  • Added the Ki Defense widget to Frozen Hand Monastery.
  • Added the missing Character Modifications navigation orb to Welcome to Amia: Abroad.
  • Rotated Forrstakkr: Thordstein 180 degrees so that it is no longer in Australia and matches up with the map. Added the missing Area Transition to Forrstakkr: Niflwood.
  • Added a Donation plate to Khem: Nes'ek, Cathedral of the Martyr-Saint and fixed some PLC clipping.
  • Grew up the Dire Wolves in Ruathym: Caraigh, Scath Crann from 50% to 90% for the bigger one, and 40% to 80% for the other. The runt was sized up from 40% to only 70%. Changed their portraits from a black dragon, to dire wolf. Changed their bios were relevant relating to their age.
  • Fixed the bio of the Idol of Nobanion in Ruathym: Caraigh, Scath Crann.
  • Plot updates to Frozenfar: Fort Summer. Added an interior Area to the Fort.
  • NPC Lomylith finally moved from L'Obsul, Top to Nec'perya as per plot event.


General

_________________
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"Let's unwrite these pages and replace them with our own words."


 
      
SamTheGiantSlayer
 
PostPosted: Thu, Apr 28 2016, 3:09 AM 

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Player

Joined: 31 Mar 2014

Live Update

Amia A
- Nexus Hills: The Falls
  • Minor update - pending larger update; guards updated, transition to island mass fixed

- Bendir Dale
  • Minor update - pending larger update; plot progression

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
TormakSaber
 
PostPosted: Tue, May 10 2016, 5:06 AM 

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Player

Joined: 16 Dec 2004
Location: Somewhere

Live Update

Amia A

Nexus Hills: Arachnid Valley
Nexus Hills: She'kat Caves
Nexus Hills: She'kat Caves - Deeper


-Small technical change to Arachnid Valley and She'kats to support present day spawning system.
-Added in She'kat Bristlebacks, a She'kat monster type always meant to spawn but was never added due to old spawn database architecture.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
LetumLux
 
PostPosted: Wed, May 11 2016, 7:58 AM 

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Player

Joined: 31 May 2007
Location: Amia IKEA

5.14c ::: Amia A & Amia B
  • The following deities have been added:
      Aasterinian
      Astilabor
      Bhaal
      Garyx
      Hlal
      Ibrandul
      Leira
      Lendys
      Moander
      Myrkul
      Sebek
      Shargaas
      Shiallia
      Tamara
      Thard Harr
      Ubtao
      Yurtrus

    A few of idols were added to be IC accessible.
    An update of the Deity System page is also coming.

  • Sheeler's new custom trigger (see DM log entry for details)
  • Grappling Hook added
  • B only: Standardized some Area naming conventions
  • B only: A few minor L'Obsul fixes


 
      
msheeler
 
PostPosted: Mon, Jun 13 2016, 3:10 AM 

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Player

Joined: 17 Dec 2008
Location: eastern USA

5.14d

General
  • Update to cs_freeze - Added function to account for custom factions
  • mod_acq - Added messages to identify items with properties that are being changed or removed


 
      
msheeler
 
PostPosted: Mon, Jun 13 2016, 3:13 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.14e

General
  • mod_acq - item property swaps, removal and item removals going live. There is a detailed list here.


 
      
msheeler
 
PostPosted: Mon, Jun 27 2016, 4:48 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.14g

Amia A
  • Actand: Cliffside Village - Area updated per plot
  • Actand: Obsidian Caves - New Area
  • Actand: Obsidian Caves, Deeper - New Area
  • Nexus Hills: Dragon Haven - New Area
  • Nexus Hills: Burrows and Cavers - Updated per plot


General
  • Spells updated: Hold Monster, Hold Person, Hold Animal, Sleep, Fear, Confusion, Ball Lightening, Flesh to Stone, Scare
    Confusion: Reduced to 3 rounds Confusion, with a lasting -2 to mental stats for the remaining duration of 1 round/Caster level. Epic Enchantment raises the penalty to -4 mental stats, and adds an extra round to the Confusion.

    Fear: Reduced to 4 rounds duration control, with a lasting Doom effect (-2 AB, -2 damage, -2 skills, -2 saves) for the remaining normal length duration. Epic Necromancy adds an extra round to the Fear.

    Hold Person and Hold Animal: Hold/Paralyze reduced to 2 rounds, with a lasting 20% Slow for the rest of the duration. Spell Focus and Greater Spell Focus each add 5% to the Slow, and epic Enchantment adds 1 round to the duration.

    Hold Monster: Paralyze effect lasts 4 rounds, with a lasting -4 Dex penalty and a 20% slow for the rest of the duration. Spell Focus and Greater Spell Focus each att -1 more and 5% more to the Dex/Slow penalty, and Epic Enchantment adds 1 round to the duration.

    Scare: Each Spell Focus in necromancy adds +2 to the number of HD you can affect, letting an ESF Necromancer affect an 11 HD monster.

    Sleep: Change to flat 3 rounds duration, gives -2 Will Saves for remaining duration. Spell Foci in enchantment each add +2 to the HD the spell can affect total (so 4/6/8/10+1d4 HD), and +1 to the max HD of the spell (so 5 -> 6 -> 7 -> 8)

    Flesh to Stone: Reduced to 5 rounds duration, with a saveless -2 STR and -2 CON attached to it. This does not stack. Epic focus Transmutation adds +1 round.

    Ball Lightning: Now works like an Electrical version of Firebrand, dealing 1d6/CL electric damage to targets in an AoE.
  • us_investigate updated to add epic skill level check
  • mod_acq updated to fix the removal of divine immunity properties from items.


 
      
msheeler
 
PostPosted: Mon, Jun 27 2016, 14:36 PM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update

Amia A
  • Actand: Cliffside Village - Turned around door to Actand: Obsidian Caves so you exit on the correct side and moved the door forward so it wasn't blocked by rock PLCs.


 
      
msheeler
 
PostPosted: Mon, Jun 27 2016, 22:15 PM 

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Joined: 17 Dec 2008
Location: eastern USA

Live Update

Amia A
  • Actand: Obsidian Caves, Deeper - Fixed Bioware container that was left in.


 
      
msheeler
 
PostPosted: Mon, Jul 04 2016, 21:03 PM 

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Joined: 17 Dec 2008
Location: eastern USA

5.14h

General
  • spell updates for - Dominate Monster, Dominate Person, Bigby's Crushing Hand, Bigby's Clenched Fist, Bigby's Grasping Hand, and all cantrips.
  • Fixed secondary effect for hold monster
  • notated out bug message in us_investigate


 
      
msheeler
 
PostPosted: Tue, Jul 12 2016, 2:52 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.14i

General
  • Reinstated updates done with 514i
  • New Spell updates -
    • Cure Light/Moderate/Serious/Critical Wounds - + 1d8 per spell focus in conjuration. Epic Spell focus makes it an AoE effect.
    • Melf's Acid Arrow - +1d6 damage per spell focus in conjuration.
    • Mestil's Acid Breath - 1d6 to damage cap per spell focus. Epic Spell Focus adds 1/2 damage on second round.
    • Neutralize Poison/Remove Curse/Blindness/Deafness - Epic spell focus conjuration adds 1round/lvl immunitry to the effect removed.
    • Cloudkill - +2 to HD for instant death per spell focus in conjurations and for save vs. death. Epic spell focus gives and additional +1d10 acid damage.
    • Mestil's Acid Sheath - Damage reduced to 1d6+1/caster level. Also grants 10/- immunity to the element that is used (fire/cold/acid from BoT). Epic spell focus raises resistance to 15/-.
    • Monstrous Regeneration - Greater spell focus conjuration increases duration to 1 round/caster level. Epic spell focus increases the duration to 2 rounds/caster level.
    • Vine Mine - Entangle has 3d6 piercing damage added, Hamper Movement adds -4 Dex and -2 Reflex saves, Camouflage also adds +4 Move Silently
    • Acid Fog - Each spell focus in conjuration added +1d6 to the secondary damage. Epic spell focus adds +1d6 to the initial damage.


 
      
msheeler
 
PostPosted: Mon, Jul 18 2016, 4:28 AM 

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Joined: 17 Dec 2008
Location: eastern USA

5.14j

Module A
  • Electric Castle - Removed some spells and special abilities from critters in the area that were to powerful for the CR of the area as a whole.

Module B
  • Ruathym, Ostland - Rethgaard Keep - Area updated for plot.

General
  • New Spell updates -
    • Entropic Shield: Each Spell Focus adds 10% concealment vs ranged attacks
    • Remove Fear: Epic Spell Focus grants Immunity to Fear for the duration
    • Lesser dispel: Each Spell Focus adds +2 to the CL cap of the dispel check.
    • Dispel magic: Each Spell Focus adds +2 to the CL cap of the dispel check.
    • Wounding whispers: There were some bugs left in by Bioware that have been fixed. The damage is now rolled for each attack as opposed to once at spell cast. It calculates damage for Empowered and Maximized versions of the spell.
    • Dismissal: Removed the stray +6 to DC that Bioware included for some unknown reason.
    • Greater dispelling: +2 CL to dispel check cap per Spell Focus
    • Aura versus alignment: Both good and evil versions become a Divine damage shield and that the damage shield is 1d6 + 1/2 CL. SR is equal to 13 + CL, with each Spell Focus adding +2 more to the SR vs alignment.
  • Removed all XP penalties for multi-class characters


 
      
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