Brogendenstein: Barak Runedar - Hot fix to some broken bits.
Mythal Fix - Now the increased weight won't count towards the power limit for mythal crafting, this is something that has been broken since the mythal system launched and is now fixed thanks to Sune!
"Heroic Throw" or "Javelin Throw" feat fix added in
Quagmire Set Temple areas Updated to reflect DM plot (Quagmire Temple of Sseth Thamas Cystern, Quagmire Temple of Sseth Thamas Ereb, Quagmire Temple of Sseth Thamas Damn't, Quagmire Temple of Sseth The Forgotten Library, Quagmire Temple of Sseth Thamas Oreb)
Demonreach updates and tweaks going in for testing
Warlock changes - Eldritch Cone has been changed into Eldritch Sphere, a 5 meter pulse centered on the caster. Using an Eldritch Cone widget will automatically convert it into Eldritch Sphere.
Faction scripts added in and a bunch of bugs addressed (Hopefully this is one of the last updates and the system is ready to go!!!)
Faction system now has all of the job system PLCs included
Benwick Hollow Saladran Temple Inner Sanctum head fix
Tropical Island, Bronto Bar put back in and fixed
Demonreach moved to A by popular demand.
General
Terrifying Rage finalllllyyyy fixed. The DC is based off of this formula, like it was suppose to be months back. Terror Rage DC: Barb Level / 2 + Con Modifier + Base Intimidate Skill / 3 + 1 (Skill Focus Intimidate) + 3 (Epic Skill Focus Intimidate).
-Abyss is now dynamic - New Epic quest now works (journal entry is not working properly yet so just ignore it) "The Dead Merchant" Look for the NPC named Lenny by the transition to the wastes.
_________________ Active Characters: Eugene Quickfingers - Feytastic Hin Sorcerer Norick Darkmoore - The Mage with a Kick Ricket Ashgather - The Hin with Attitude
Faction scripts updated. The gateway plc should be working now. I had to remove the job system PLCs for the time being, there has to be an extensive design of an additional function to handle them otherwise they wont function.
Amia A
Benwick Hollow Silent Bay got a boatman to Demonreach
Demonreach Cove got a second boatman to Hollow Silent
-Khem is now dynamic, also added in the old areas that used to be there to reflect the rebuilding around Khem, some NPCs that were in Nesek have gone back to Djedet, old hunting areas now back. -Alambar Sea made dynamic -Fixed the epic Boss Darkness, he now has TS so you can;t spam him with darkness spells.
_________________ Active Characters: Eugene Quickfingers - Feytastic Hin Sorcerer Norick Darkmoore - The Mage with a Kick Ricket Ashgather - The Hin with Attitude
Fixed the gateway PLC not saving properly on faction areas (I hope!)
Amia A
Demonreach: Hangman's Cove:
Cut down on the number of NPCs by about a third
Gave Proper sound files
Changed Area Music
Gave Proper loading screen
Added Map loading script to area
Added Map Waypoints
Fixed issue with phasing through walls
Fixed a few destructible PLCs
Rest of Demonreach saw tweaks and bug fixes as well.
East Coast: Creepy Wetlands is now a faction rental area! Kampos is the one renting and offering the workforce for the land and the PvP rules of Demonreach DO NOT apply to this area.
Blood Moon Pass: Cave is now a faction rental area! Kampos is the one renting and offering the workforce for the land and the PvP rules of Demonreach DO NOT apply to this area.
Amia Forest: Oakmist Vale - Adjusted Nobanion's Idol (kept the statue, removed scripts, added invisible PLC with same scripts for Nobanion) to address path finding issue to the lion statue. Added a few decorations around the idol that seemed sort of fitting of a hunter god.
Labyrinth Primordial: Massacre: no is_area WP
Null Time: no is_area WP
Ruins of Udos Dro'xun: no OnEnter Script
The Stinkpot Warrens: no is_area WP
Trackless Sea: Tropical Island, Lighthouse: no is_area WP
Khem, Djedet:Spruced up to look a bit newer, made all the doors match, added CS_MAP_REVEAL - int - 1 to Djedet so map is shown fully, changed heads of the guards so they don't all look like the same guy, changed lighting and music
Khem, Kafele's Tavern: Added is_area waypoint, added bar to bartender, changed lighting and music, spruced up the tavern a tad
Ambushed Underway: Made sure the Whispering Rift transition took you to the Whispering Rift, made half-dynamic
Khem, Shops: Spruced up to look a bit newer, changed lighting and music
Khem, Lost River: Removed "goes nowhere" transition, added plants and things to reflect some type of green due to event in the past, removed extra quest giver
Khem, Home: Fixed issue with rental doors in Djedet taking you to Nes'ek - had to make new "houses" with proper doors and tags.
Whispering Rift: Added waypoint that will get people out of Ambushed Underway
Forrstakkr: Howness, Interiors - This houses the new Guard Barracks, Jail, and Library + School
Forrstakkr: Howness, Leyline - As its name suggests, this is the leyline building added to Howness. A new area was made to keep a larger interior area from being made permanent
Moved Thordstein NPCs to Howness in proper areas to reflect IC events
Shepard instructor near bridge to ACTF in Howness
Refining pot moved behind Olaf's Smithy in Howness
Armorsmith instructor moved to inside Olaf's Smithy
Textile jobs NPC instructors and merchants moved to Snorrison's Tailors in Howness
Quest receiver/giver Vinni moved to Forrstakkr: Howness, West Coast
Quest giver Thirmir moved to Forrstakkr: Howness, West Coast
Emptied (mostly) Thordstein due to no one living there
Moved Thorgrim to docks near the new Harbormaster's Office
Face check gates added in Howness
Created docks for Howness, West Bay
Moved storage buildings to Howness, West Coast
Created building to surround Howness' leyline node [New area to keep a large interior from being permanent]
Updated conversation files for Snorri, Vinni, and Gudmund; reflects Thordstein to Howness move
Created Howness Jail
Created start of Forrstakkr Guard Barracks - rest comes when enough RP has been accomplished
Created library and school
Moved Jorlief to an office in Barracks - no more smelling ox poop for him!
Changed females in Thirsty Marauder with male voice sets, giving them proper ones
Changed some females to guards throughout Forrstakkr
Fixed door to Thirsty Marauder so it will now function properly - just clicking the door once will jump you inside, no more double clicks, yay!
Delete random sack of flour on road to Thyvikki from Howness
Built building around leyline node in Howness per IC events, move guards inside
Updated signs in Thordstein
Place face check gate in Thordstein
Kept Ulf the White in Thordstein - gave him new home too, all that room and all from people going to Howness
Made portal building interior in Thyvikki - no portal until RP happens to my understanding
Moved ship to Thordstein to allow some way onto the island for those who are banished - confirmed with Rigela - no need for locations elsewhere to change, it's still in Thordstein, just outside the walls and away from guards
Made Hallow trigger in West Bay
Found out attempting to make "better" walls for Howness only results in file area bloat, so crossed it off. Not going to double area size for new walls when old are fine and can be said IC they are reinforced
Finished dynamic area process
General
ds_j_journal_act - added tilesets to the Trapper and Market Gardner jobs
"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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