SERVER UPDATES

Getting Started and Connecting, Changelogs and Announcements

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Rhifox
Retired Admin
Posts: 3391
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update September 25 2022

General Changes
* New tintable versions of various outfits.

* AsuraKing appearances should now be available from the appearance kit.

* Some new outfits.

* Added feature which allows disabling the 100 cap for EFFECT_TYPE_DAMAGE_INCREASE and EFFECT_TYPE_DAMAGE_DECREASE.

* New NPC portraits.

* As the Time of Troubles continues, wild magic is getting more wild. Wild magic weather should finally work, increased duration of wild magic earthquakes, many new effects when triggering wild magic while casting spells.

- Darkhold Bane shrine no longer has its magical effect, due to Bane's death. In addition, Zhentarim Elite have been replaced with Storm Watch soldiers, due to Fzoul being replaced by Manshoon. Several banners also updated with new Asura banners.

- New DM NPCs.

- New Antras armor hak added to module.

* Names fixed on two items.
Skills and Abilities
* Removed Tenser's transformation unequipping weapons on PC after spell ends since it's no longer needed. Every weapon is equippable by default.
Bug Fixes
* Bigby Interposing Hand will no longer stack with itself when cast by the same caster. This only applies to the spell as cast by mobs, as player ones do not have this issue.

* Sewer quest fix.

* Bugfixing springboard, was applying fortitude save to wrong target.

* Adjustments to programmed image spells to get them to not use their abilities or items, hopefully.

* Texture fixes for various appearances.

* Fix for a misaligned door in the lower mausoleum.

There were also a few updates over the last few months with other content, but no news posts were made for them, sorry. Copy pasting the SVN logs here:
Hidden: show
Resources
BOT
— 07/19/2022
Revision: 1422
Author: Oarthias

Message: MP texture issue fix
Resources
BOT
— 07/19/2022
Revision: 754
Author: planehopper

Message: CaPiTaLiZaTiOn matters. Door & more fix for player housing keys
Revision: 1710
Author: planehopper

Message: Player housing storage fix
Resources
BOT
— 07/19/2022
Revision: 755
Author: planehopper

Message: Various housing updates - seating, walkmesh, and convo
Revision: 1711
Author: planehopper

Message: Commit stable convo S2
Resources
BOT
— 07/19/2022
Revision: 1423
Author: DaloLorn

Message: The Nightwalker shape's creature skin now correctly grants the new Light Sensitivity feat. (As do any other items granting Light Sensitivity.)
Resources
BOT
— 07/19/2022
Revision: 1424
Author: DaloLorn

Message: Once again setting Feint to correctly require 13 INT instead of 13 DEX. :eyes:
Resources
BOT
— 07/19/2022
Revision: 1712
Author: Ewe

Message:
infrastructure: Removed SET NAMES utf8; that was prepended to every query. This will lower the cost of queries slightly.

It is no longer needed because the new xp_mysql provides a charset option in the xp_mysql.ini where we've set utf8mb4. In older versions of this plug-in the charset was erroneously hardcoded to latin1 which was not the correct charset for NWN2.
Revision: 1713
Author: Ewe

Message:
infrastructure: Removed unneeded SET NAMES from library system.
Resources
BOT
— 07/20/2022
Revision: 1425
Author: Rhifox

Message: Tlk update.
Resources
BOT
— 07/20/2022
Revision: 1426
Author: Rhifox

Message: Sound sfx files for custom combat manoeuvres, since sound ninjas aren't being cleaned up properly.

Also fixing some typos in weaponsounds 2da.
Resources
BOT
— 07/20/2022
Revision: 1714
Author: Rhifox

Message: Script changes sound changes.
Resources
BOT
— 07/20/2022
Revision: 1716
Author: Rhifox

Message: Fix for springboard saving throw.
Resources
BOT
— 07/20/2022
Revision: 1717
Author: Endelyon

Message: Recommitting Hakken's updated conv to s2 so it isn't overriden.
Revision: 756
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 757
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Revision: 758
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Resources
BOT
— 07/20/2022
Revision: 759
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 1718
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Resources
BOT
— 07/20/2022
Revision: 1719
Author: Ewe

Message:
Updated create table statement to current and verified count query uses index.
Resources
BOT
— 07/20/2022
Revision: 1720
Author: Ewe

Message:
Updated create table statement. Changed drop to truncate and combined query.
Resources
BOT
— 07/20/2022
Revision: 1721
Author: Ewe

Message:
Updated create table to latest. Verified select is uses index.
Resources
BOT
— 07/20/2022
Revision: 1722
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1723
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1724
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1725
Author: Ewe

Message:
Updated create table to latest.
Revision: 1726
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Resources
BOT
— 07/20/2022
Revision: 1727
Author: Ewe

Message:
Updated create table to latest.
Resources
BOT
— 07/20/2022
Revision: 1728
Author: Ewe

Message: * Updated create table statements.

* Removed full table scans on every module load.

In total improves on_module_load script to ~350ms from ~3612ms and will prevent this time from growing as the database grows.



* Added missing create table for pwswaptimer.

* Fixed player pw empty string only being set for s1.

* Removed unnecessary includes.
Resources
BOT
— 07/20/2022
Revision: 1729
Author: Ewe

Message:
* Removed unused include.
Revision: 1730
Author: Rhifox

Message: RCR tree now supports withdrawing previous character's exact alignment value when withdrawing exp.

Note that this only allows adjustments within the same alignment range: You can't create a Lawful Neutral character and then change them into a Chaotic Good character when withdrawing exp.
Resources
BOT
— 07/20/2022
Revision: 1731
Author: Ewe

Message:
* Removed unused include.
Resources
BOT
— 07/20/2022
Revision: 1427
Author: Rhifox

Message: Fix for Techsmith checking for deprecated skill focus craft weapon instead of craft engineering.
Resources
BOT
— 07/20/2022
Revision: 1732
Author: Ewe

Message:
* Removed two includes from the includes list that were not used by this script.
Revision: 1733
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1734
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1735
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Resources
BOT
— 07/20/2022
Revision: 1736
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1737
Author: Ewe

Message:

s2: Finally can delete this do-nothing include that was included by all those other scripts.
Revision: 760
Author: Ewe

Message:

s1: Finally can delete this do-nothing include that was included by all those other scripts.
Resources
BOT
— 07/21/2022
Revision: 1428
Author: EasternCheesE

Message: Fix for techsmith skill focus: engineering not counting for class requirements.
Resources
BOT
— 07/21/2022
Revision: 1429
Author: EasternCheesE

Message: Reverting my commit cause it was already fixed by Rhifox.
Resources
BOT
— 07/23/2022
Revision: 1740
Author: planehopper

Message: Set hive area to interior
Resources
BOT
— 07/23/2022
Revision: 1741
Author: Rhifox

Message: Programmed Image-type spells now use standard summoning code.
Resources
BOT
— 07/23/2022
Revision: 1742
Author: Rhifox

Message: Fixing compile errors.
Resources
BOT
— 07/23/2022
Revision: 1744
Author: Rhifox

Message: Fixing some compile errors.
Resources
BOT
— 07/24/2022
Revision: 1745
Author: EasternCheesE

Message: Toning down formian myrmarchs as i created them too strong for cr 22 zone.
Resources
BOT
— 07/24/2022
Revision: 1746
Author: EasternCheesE

Message: Making formian hive and forlorn ruins a bit more bright.
Resources
BOT
— 07/24/2022
Revision: 1430
Author: Rhifox

Message: Tlk updates.
Revision: 1431
Author: Rhifox

Message: 2da updates.
Resources
BOT
— 07/24/2022
Revision: 1747
Author: Rhifox

Message: Storage dialog no longer allows option to select deprecated kemo storage, only BG storage. Players have had 4+ years to withdraw anything they might have had in kemo storage, so we're removing the functionality. If anyone still has anything in the old storage system, please contact staff.

This doesn't affect BG storage, which is what most players use. So if you are not using the old storage, you can ignore this message.
Resources
BOT
— 07/24/2022
Revision: 1432
Author: Rhifox

Message: Tlk updates.
Revision: 1433
Author: Endelyon

Message: Illegal character feat name/description/icon updates.
Resources
BOT
— 07/24/2022
Revision: 1748
Author: Endelyon

Message: Fixing compile error.
Resources
BOT
— 07/24/2022
Revision: 761
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 1749
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 762
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 763
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Revision: 764
Author: Endelyon

Message: Automated sync and commit of utc files to server 1.
Revision: 765
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Resources
BOT
— 07/25/2022
Revision: 1434
Author: Oarthias

Message: Fixes to overlapping numbers in the MP clothing.
Resources
BOT
— 07/27/2022
Revision: 766
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 767
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Resources
BOT
— 07/27/2022
Revision: 1762
Author: EasternCheesE

Message: Removing debug messages from GlobalCooldown i forgot to remove.
Resources
BOT
— 07/28/2022
Revision: 1763
Author: EasternCheesE

Message: Fix for grapple not working from ui.
I accidentally wrote feat id as 2786 while it's 2876.
Resources
BOT
— 07/28/2022
Revision: 1765
Author: EasternCheesE

Message: Changed Jump DCs:
1) If jump is smaller than 11 feet, DC is static 5.
2) If jump is bigger than 10 feet, then DC is 10 + distance + height2.
3) Creatures can't jump up higher than their reach 1.5.
Height is only added in case it's bigger than half the creature reach (2 ft for tiny, 4 ft for small, 8 ft for medium, 16 ft for large, 32 ft for huge creature).
Thus, a medium sized creature will have 10 + distance DC in case their jump height doesn't exceed 4 feet. This doesn't apply to jumping down, DC is never added to such jumps, but PC can and will receive damage if jumping from too high ground.

Also, fixed unnecessary sanitation about negative damage bonus in northlander hewing i added before. The function does already return proper value even if passed parameter is less than 1.
EasternCheesE — 07/28/2022
My bad, i didn't expect discord to eat * sign. Please read formula as follows: 10 + distance + height * 2
Resources
BOT
— 07/28/2022
Revision: 768
Author: Lux

Message: A few area updates:

Toggled a sign to examinable in Beregost.
Nudged patrol waypoints in Outer City.
The former Halls of Inner Light don't need to smoke anymore.
Roaringshore Broken Goblet area upgrades.
Resources
BOT
— 07/28/2022
Revision: 1766
Author: EasternCheesE

Message: Added height limitation to tumble.
Creatures now can't tumble up for height bigger than half of their size reach.
(2 ft for tiny, 4 ft for small, 8 ft for medium, 16 ft for large, 32 ft for huge creature).
EasternCheesE — 07/28/2022
Just to clarify, it means that tumbling up is only possible if tumble height is <= 1 ft for tiny, 2 ft for small, 4 ft for medium, 8 ft for large, 16 ft for huge creatures.
Resources
BOT
— 07/28/2022
Revision: 1435
Author: Ewe

Message:
xp_bg work-in-progress.
Resources
BOT
— 07/29/2022
Revision: 770
Author: Lux

Message: Beregost player house interior fixes & put a floor back in Nashkel tavern.
Resources
BOT
— 07/29/2022
Revision: 1767
Author: Lux

Message: Blueprints sync.
Resources
BOT
— 07/29/2022
Revision: 1436
Author: Ewe

Message:
xp_bg: First pass on replacement finesse system to obsolete script based solution.
Resources
BOT
— 07/29/2022
Revision: 1768
Author: Ewe

Message:
Script update which will allow bgjegs item creator to let players remove item properties successfully without needing to be a DM.
Resources
BOT
— 07/29/2022
Revision: 1437
Author: Ewe

Message:
bg_soz_tools: Removed idelexpiretime="0.1" from jewelry case.
Resources
BOT
— 07/29/2022
Revision: 1769
Author: Ewe

Message:
Script update which will allow bgjegs item creator to let players add item properties successfully without needing to be a DM.
Resources
BOT
— 07/29/2022
Revision: 1438
Author: Ewe

Message:
Updated screens for item modifications (mostly for BG JEGS):
* Removed idleexpiretime
* Changed priority to SCENE_SCRIPT
* Added backoutkey so that you can hit ESC key to close these quickly
Revision: 1439
Author: Ewe

Message:
Repacked bg_soz_tools.hak
Resources
BOT
— 07/29/2022
Revision: 1440
Author: Ewe

Message:
Probably someone made a copy paste mistake, fixed name of UIButton on BG JEGS Change Desc. button.
Resources
BOT
— 07/29/2022
Revision: 1770
Author: Ewe

Message:
BG JEGS:

Change Desc. button on item creator now properly enables Make Changes button which is needed to complete item description change.

Changed feedback message for item description being changed.

Corrected an incorrect logging message on another script.
Resources
BOT
— 07/30/2022
Revision: 1441
Author: Ewe

Message:
xp_bg work-in-progress.
Resources
BOT
— 07/31/2022
Revision: 772
Author: planehopper

Message: Updates and fixes to player housing
Resources
BOT
— 08/02/2022
Revision: 1772
Author: Rad-Icarus

Message: Update and fixes to Winding Water shopping area.
- Added some new products and removed mundane armors from general stores
- removed duplicate item in clothing shop
- restored missing items to herb shop
- minor changes to appearance and tweaked lighting to area
Resources
BOT
— 08/03/2022
Revision: 1773
Author: DaloLorn

Message: Vampiric Touch now correctly interacts with Daggercast and Arcane Sneak Attack.
Resources
BOT
— 08/03/2022
Revision: 774
Author: Lux

Message: Player house & Nashkel exterior changes. Some walkmesh fixes, turned down night light a bit and added a few more street lamps. Fishing spots now give sweet water fish instead of salt and there are more of them.
Resources
BOT
— 08/03/2022
Revision: 1774
Author: Lux

Message: Sync. Also tweaking scripts two NPCs of the Eldath pools.
Resources
BOT
— 08/04/2022
Revision: 1775
Author: Lux

Message: Two conversation fixes.
Resources
BOT
— 08/04/2022
Revision: 1776
Author: EasternCheesE

Message: As it was told, Deneir followers can cast their magic freely in Candlekeep and it's interiors because Deneir mostly stays in Candlekeep during ToT.
Made it so. This only affects Divine spells of lvl 4+, Wild magic is still in place.

On technical side: added a check so when Deneir follower tries to cast a spell, it checks if they are inside any of CK-related areas (only castle and it's interiors are covered).
If you still can't cast after update, please ping me.
Resources
BOT
— 08/08/2022
Revision: 1777
Author: Ewe

Message:
Slight tweak to bg_storage to avoid some SQL errors from bad input.
Resources
BOT
— 08/08/2022
Revision: 1442
Author: Ewe

Message:
xp_bg work-in-progress
Resources
BOT
— 08/08/2022
Revision: 1778
Author: Ewe

Message:
Fixed incorrect spelling of the word "separate" in several NPC messages.
Resources
BOT
— 08/12/2022
Revision: 775
Author: Rad-Icarus

Message: Cliffside Keep - new area added! REV 0.0

- Cliffside Keep Epic Dungeon area added
- Updated Cloakwood NW to allow entry
- Added four new epic enemy types
- associated item/conversation/ encounter files
Resources
BOT
— 08/14/2022
Revision: 1443
Author: Rhifox

Message: Bane and Torm no longer grant divine powers.
Resources
BOT
— 08/14/2022
Revision: 1779
Author: Rhifox

Message: Programmed Image fix.
Resources
BOT
— 08/15/2022
Revision: 1444
Author: Rhifox

Message: Tlk update.
EasternCheesE — 08/17/2022
We had incorrect teleport DCs for formian hive, forlorn ruins, north of mist lake and forgotten city.
I changed our settings for game to treat them as proper UD areas in that regard. If you still can easily teleport from there to surface and back, please inform me (if DC is too low). Also, if you get super high DC for teleporting to these areas from UD, please report as well.
This change is effective immediately, no patch is needed.
Resources
BOT
— 08/19/2022
Revision: 776
Author: hakken

Message: Temple of Torm in Baldurs Gate is now empty and abandon after the death of Torm in ToT, both exterior and interior.
Resources
BOT
— 08/20/2022
Revision: 1780
Author: Endelyon

Message: - Latest compiled scripts (server 2)
Resources
BOT
— 08/20/2022
Revision: 777
Author: Endelyon

Message: - Server 1 file sync
Revision: 1781
Author: Endelyon

Message: - Latest valid MDL (server 2)
Resources
BOT
— 08/20/2022
Revision: 778
Author: Endelyon

Message: - Latest valid MDL / module IFO (server 1)
Resources
BOT
— 08/21/2022
Revision: 779
Author: Rad-Icarus

Message: Updated Cliffside Keep area, hopefully this fixes the central door unlocking issues and the invisible Phantom Sentry problem'

- fixed locking scripts for boss key doors
- fixed appearance issue with Phantom Sentry spawn not being visible
Resources
BOT
— 08/23/2022
Revision: 780
Author: Endelyon

Message: - Latest valid MDL (server 1)
Resources
BOT
— 08/23/2022
Revision: 1445
Author: Rhifox

Message: Torm turned back on for divine characters since he gets resurrected after ToT. Existing Torm characters should use the honor system with regards to not using divine abilities while he is dead.
Resources
BOT
— 08/23/2022
Revision: 1782
Author: Endelyon

Message: - Latest valid MDL (server 2)
Revision: 781
Author: Endelyon

Message: - Latest valid MDL (server 1)
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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Rhifox
Retired Admin
Posts: 3391
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update September 26 2022

General Changes
* ToT earthquake effects made less frequent and no longer affect the Nexus.

* NPC heartbeats now also apply PC heartbeats, thus they will gain benefits from all the heartbeat mechanics PCs do. This includes things like Parry AC, stealth icon, and so on.

* ToT weather reduced from 40% chance per reset to 20% chance. It's a heavy effect, a near 50/50 chance is probably a bit too much.

* Reducing file size for some textures.

* Updated armor and stats for new DM NPCs.
Bug Fixes
* Robe MP 42 fix.

* Fix for death effect being will save instead of fortitude save (given most of save-or-die spells are fort save and given it's not enchantment school).

* Fixed an issue that was preventing Demoralize Opponent from correctly applying AB and saving throw reductions.

* Tint map and AK appearance kit fixes.

* Fix for hair clipping through two helmets, fixing specular color on male version.

* NPCs now use the new proficiency system when spawning in. This should hopefully prevent them from spawning in naked because of missing the proper proficiencies.

* Typo fix for wild magic power increase text.

* Flaming Fist armor is now identified by default so if it does get unequipped, they can actually put it back on.

* Fix for undocumented cosmo +2 to skills turned off as it seemed to be affecting unrelated feats too.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
User avatar
Rhifox
Retired Admin
Posts: 3391
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 2 2022

General Changes
* Magic sword base item name change to be less confusing in toolset.

* New ToT effect.

* Tint choices changed with appearance kit should now be recorded on the item and told to the player when changing tints. This will only work with new tints applied after this patch, previous ones won't be retrieved.

* Removing some extraneous blueprints.

* Updated textures and tints for an athorn helmet.

* Adding another DM NPC blueprint.

* Resized BG by BG helmets 136 and 137 human male and human female to better fit player heads.

* Added new ioun stone vfx's. These don't (currently) apply to the belt ioun stones.

* Looted wands made actually useful. Now come with 50 charges (or more), unless the wand is a spell above normal wand limits (eg finger of death), which are single use instead. Many looted wands, especially damage ones, are now looted with caster level 15, making them more useful. Particularly powerful effects like displacement and haste still have their lower caster levels, but still gain the benefit of more charges on the wand than before.

* DM NPC updates.

* First update of Baldur's Gate redesign with Temples upgrades and shrines addition.

* Counterspell reworked to try and fix issue with identical/school spells not being valid for counterspell and with dispels always using highest level dispel first. Counterspell no longer has a range check (you still need to be within Long range to activate Counterspell mode on someone, but once it's active, the range of the spells used don't matter).

* Some work on faction system foundations.

* Some updates to new DM NPCs.

* Removing redundant NPC blueprints.

* Swamp skyrings added to skyring 2da so they can be used on maps.
Bug Fixes
* Storm Watch NPC guards should no longer randomly walk around when created with a spawner.

* Fixing tint maps.

* Fix for AK directory not showing up in app kit.

* Hopefully fixed the epic ninja robes so they can be changed by old appearance changer. Appearance set to Cloth 1 and removed all accessories (people change the appearance of everything anyways, so this gives a clean slate).

* A small fix for Arcane Fire not being set to Su.

* Fix for skill feat mod. Needed to preserve a clobber register. Needs further testing.

* Bug fix on Finesse system.

* Fixing some NPC appearances.

* Removed duplicate version of a boot model that was preventing it from being tinted.

* Small under-the-hood changes for mimic sticking.

* Looted wands given the (Type) to {Type} fix so that it does not appear in the in-game name.

* Fixes for Formian hive and Forgotten city areas that were not properly marked as UD areas.

* Updating a missing file.

* Correction to light, path and unusable doors in new Baldur's Gate Temples.

* Correction to have the Priest of Gond properly appear in the new Temple.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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Rhifox
Retired Admin
Posts: 3391
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 9 2022

General Changes
* Update for armor tint.

* Clutter begone! Moved many blueprints around, removed obsolete ones, removed redundant categories of creatures, added lots of tags to untagged monsters, fixed appearances of a few npcs.

* Tentative TLK entries for the flight and respiration upgrades.

* New Map - Fields of the Dead South. Updates to transitions and map notes on connecting maps.

* Adjusted the conversation dialogue to the new NPC priest of Torm.

* Update for BG guard uniforms.

* Dead magic in BG zones, including guildhalls. Magical vfx like magical lights are not removed just because this is too much work for a short term dead magic period, but RP that they are off as well. *Edit* Due to resource names and tags being different, the code for this didn't work. As a quick fix, dead magic only applies in Thayan Enclave and Temple of Mystra, as the focal points of magic in BG.

* Removing thayan enclave dispel traps due to dead magic in BG.

* Because of just how much magic vfx the Temple of Mystra has, that one got a direct tweak. All magical lights and effects in the Temple of Mystra have been removed due to dead magic in the city. Also, the portals no longer work. This is why you don't over-rely on magic, kids. Hope those portal rooms have actual non-magical means of access or some people might starve.

* Magical lights removed from exteriors of buildings in east district.

* Adding a vfx.

* Boareskyr Bridge destroyed due to Bhaal's death. Winding Water river poisoned across several maps. This has also become a dead magic zone as a result.
Bug Fixes
* Fix for black lines bug on patch notes hopefully.

* A few minor corrections and shadows issues.

* Update to Wagons Ho merchant to maintain relevance to trading area at DM Spartacus's request. Updated NPC wouldn't give an option to update, so deleted file in bgsever1 then copied in the file again and it then allowed me to update it. Hopefully the replacement NPC will work with the new items now.

* Cows should no longer spawn badly wounded.

* More updates on the new temple maps.

* Fix for some armors not working.

* Display bug fix for several backgrounds.

* Walkpath corrected in the Temple of Umberlee.

* Minor corrections to few flying placables in the Temple of Torm and Ilmater.

* Wild magic should now properly ignore Supernatural abilities.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
User avatar
Rhifox
Retired Admin
Posts: 3391
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 14 2022

General Changes
* Updates to Roarinshore to better reflect the activity of a village "nestled" along the creek.

* Update to Wagons Ho merchant to maintain relevance to trading area at DM Spartacus's request.

* Adding a key to the Broken Goblet tavern.

* Added light flail to weapon finesse via updated plug-in functionality. They should be usable with weapon finesse now.

* Removed charcoal burner camp from FAI exterior.

* Updated priest of torm dialog.
Bug Fixes
* Bug fixes for Baldur's Gate temples.

* Correcting locked doors in the Broken Goblet tavern.

* Extended Summoning feat now properly extends Epic Dragon Knight to 100 rounds (from base 50). It was previously using the Planar Cohort feat instead.

* Small fix for RIG not producing light flails.

* Fixing two blueprints that couldn't be spawned in-game.

* Removed undocumented +2 bonus from cosmo/class skill feats.
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 25 2022

Highlights
* The Time of Troubles is now over, with all that that entails.

* New Surface/Underdark passages. The exact specifics won't be provided here, but in short, most routes now require going through CR 22+ dungeons, as well as making Survival skill checks (modified by things like torches/darkvision/maps) in order to avoid getting lost. Some existing transitions have been altered, feel free to regard it as a lasting effect of the Time of Troubles. New routes are not marked with mapnotes, they must be discovered by exploration.

* New temperature system. Certain hot or cold environments will periodically inflict heatstroke or hypothermia upon player characters, dealing damage and fatiguing them on a failed Fortitude save. Placing PC Tools campfires in cold areas will keep nearby characters warm, fully resisting the damage from a failed Fortitude save will prevent fatigue, and epic Survival checks (DC 60+) will remove the need for a Fortitude save. Extremely hot/cold areas will still apply some damage regardless of Fortitude/Survival checks, but this damage will not fatigue the character even if it is not fully resisted.
General Changes
* Abbot Sulnar found his missing hand and his missing eye. Also, spent some time at the local cosmetics store and had a little facelift.

* New acme armors.

* Rework of DM blueprints.

* LA army removed from Corm Orp. LA and Zhent diplomats remain inside the town hall with Lord Dunast.

* Bart re-added to Corm Orp. Attempted fix for Darkhold-Corm Orp transition.

* Updated respiration checks to account for Amphibious/Breathlessness feats.

* Deity updates. Cyric and Iyachtu Xvim added (Xvim doesn't grant spells yet). Finder Wyvernspur finally grants spells canonically. Gilgeam is now dead and no longer grant spells. Waukeen is now missing and no longer grants spells. Bane, Bhaal, Myrkul, Herne, and Ibrandul are dead but still grant spells, just other gods provide spells through them (Cyric for Bane, Bhaal, and Myrkul, Malar for Herne, and Shar for Ibrandul). New heresy religions: Risen Sun, Dark Moon, Three-Faced Sun (not selectable for divine spellcasters yet). New monster deities for pve rework, not available to players.

* Tlk updates. Several deities now have actual descriptions of their general nature and dogma. This will eventually be expanded to cover all deities, but this will be a gradual process.

* Update on a Dungeon Masters map.

* Adding the shrine of Waukeen to prepare future implementation of Baldur's Gate maps (entry possible through the Sword Coast Commercial Exchange for now, it will have its own entry later).

* Added identifying variables to all BG city maps to support city-wide scripts (like dead magic).

* 1 second delay when applying Knockdown removed.

* Dead magic now properly affects all of BG city. To avoid penalizing new players, it is limited to inside the city walls so that it doesn't affect the graveyard and bandit cave.

* Small revision to the South Fields of the Dead map.

* New Surface/Underdark passages. The exact specifics won't be provided here, but in short, most routes now require going through CR 22+ dungeons, as well as making Survival skill checks (modified by things like torches/darkvision/maps) in order to avoid getting lost. Some existing transitions have been altered, feel free to regard it as a lasting effect of the Time of Troubles. New routes are not marked with mapnotes, they must be discovered by exploration.

* Blackrock and Kro's Labyrinth are no longer linked.

* Kro's Labyrinth and Formian Hive are now Underdark areas, not Upperdark ones. They are linked to each other via the previous Blackrock entrance in Kro.

* Titanfist Mines are now linked to Troll Claws Old Mines level 2, instead of Formian Hive (or Ogre Caves before that).

* New temperature system. You now take damage (and possible fatigue) from being in areas that are overly hot or cold. Server 2 areas have been adjusted with this system, server 1 will be adjusted later. Placing PC Tools campfires will warm you up in a cold area.

* Underdark rat horses no longer go between Undrek Naudal and Sshamath/Illithids/Mist Lake. Mist Lake boat no longer connects to Rockrun.

* Jump and Tumble can no longer be used when slowed.

* ToT effects turned off.

* Most UD dungeons now correctly prevent resting, and many also block teleportation.

* Update to Doron Amar :
- Housing available, as close as we can get to Elven culture (And as such, the map can be visited a little further)
- Vegetation modified to better reflect the forests as described in lore (ancient forest, moisture and moss, mists, high oaks and weeping willows)
- Addition of a building for a future Temple of Angharradh (No interior yet)
- Addition of a garrison (No interior yet)

* Endure Elements no longer grants ablative DR against elements. It now only grants immunity to frostbite/heatstroke, as per the SRD.

* Stonespear Sapper speed reduced, as they're too fast now after the mob speed adjustments.

* Uruk Lurra friend token added for future content.

* Added a second route to Uruk Lurra upperdark outpost from beetle caves, to better support newbie orcs progressing their leveling content.

* Celebrimbor armor version with long skirt added to ACME.

*Broken Goblet minor changes :
- Attempt to make a bar interractible
- Made the non-walkable line thiner to allow trade between players over the bar
- Changed a chair

* Drowning mechanics for underwater zones. Only applies to DM underwater zone for now.

* Several s2 DM maps now use temperature mechanics (snowy areas, mainly).

* Epic Survival checks (60+) prevent temperature fortitude saves. Automatic damage from extremely hot/cold areas will still apply, but the fort save will never roll (and thus the character cannot become fatigued from temperature).

* Boat to Mist Lake from Forgotten City removed. The Forgotten City harbor is now exclusively for boat travel to and from the Underdark/Upperdark.

* Updating s1 maps with temperature mechanics. Only most obvious ones right now, others might come in later after a more thorough search.

* Rockrun portal to and from UD auction house removed.

* New ACME cloaks.

* Completely resisting heatstroke/frostbite damage (via racial, class, item, or spell DR against fire/cold) from a failed Fortitude check will no longer inflict fatigue. (In effect, possessing DR 4+ against fire/cold damage will render you immune to temperature-based fatigue.)

* Fire spells cannot be cast in underwater zones unless making a successful Spellcraft check. Fire supernatural abilities can't be used in underwater zones at all.

* Removing ToT fluff feat and MotD.
Bug Fixes
* Corrections to Nashkel, Roaringshore and Ilmater's Temple.

* Other corrections and minor validated changes after players' requests in Baldur's Gate Temples.

* Fixes to dragon disciple tlk entries.

* Fixing a helmet tint map.

* Fixed a bug where non-petrification uses of EffectPetrify (e.g. the Entomb spell) were treated as real petrification for the purposes of breathlessness and removal by Stone to Flesh. Only effects that actually petrify the target will be subject to Stone to Flesh and exempt the target from needing to breathe. (Being frozen by Burst of Glacial Wrath will also confer breathlessness, but cannot be undone by Stone to Flesh.)

* Bugfix for Wagons Ho to replace greengrocer's items for DM Spartacus.

* Correcting the name of a priest in Kossuth's Temple.

* Fix for Vargouille familiar not working.

* Fix for Red Wizard qualification feat not being granted to players with the Mulan and Rashemi human subraces.

* Shimmering lights wild magic effect should now have a visual effect.

* Fix for wild magic whispers so you only get one whisper, not multiple.

* Goad now correctly checks Intelligence score, not Intelligence modifier. It also now has its 10 base DC.

* Fixed some logical errors in the temperature code.

* Flooding code compiles again.

* Fix for mp armor.

* Correction to the appearance changer not working in Vale Estate.

* Frostbite/heatstroke save DCs now properly grow with each successive save.

* Rogue HiPS (Indoors) should now work.

* Greater Dispel Magic should now be a valid spell for counterspelling.

* Crusader now grants the new Power Attack instead of the old one at level 5+.

* Bladesong Style will no longer forcibly deactivate if a Bladesinger/Deathsinger has Duelist/Invisible Blade levels. (It still doesn't stack with Canny Defense/Unfettered Defense, but it will now correctly take the greatest AC bonus, as implied by its description.)
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 26 2022

General Changes
* UD Kopo epic weapon vendor moved from Undrek whatever (the Upperdark one) to Sshamath Darkwoods.

* Upperdark <-> Underdark travel checks now inform the player that extremely high Survival DCs is caused by traveling without a light source (or darkvision).

* DC adjusted for one Upperdark <-> Underdark route.

* Rework of pet code, pet cages now have their blueprints saved on the cage by default. Pet cages now have a generic Call Pet ability rather than needing to have a specific one for each individual cage. This only affects new cages, old ones will continue to work as previously.

* Raven pet cage added.

* Pet store updates.
Bug Fixes
* Correction to walkpath issue in the Temple of Torm.

* Corrections to walkpath issues in Roaringshore.

* Missile Storm should correctly maximize again.

* Fix for acme female cloaks, should now not fly up.

* Fix for textures gloves and helm for elven armor.

* Fix for ebony armor set.

* Adding missing helmet for dragon bone set m+f.

* Varalla's Path <-> Varalla's Passage transition fixed.

* Contingent Summoning is no longer erroneously still affected by ToT.
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 28 2022

Bug Fixes
* Fixing a helmet tint map again.

* Fixing visible walkmesh helper on Varalla's Path.

* Adding missing DC checks for an Underdark route.

* Create Diversion now ignores dead bodies.

* Unarmed damage function for grappling now checks for new Power Attack.
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update November 14 2022

General Changes
* Next in line for environmental effects: lava and fire. Entering a pool of lava causes 30d6 fire damage per round and half that for 1d3 rounds after you leave. You are also slowed by 50% as long as you are in the lava. In addition, it also sets you on fire. Being on fire deals 2d6 damage for each round you fail at a DC 15 reflex saving throw. This function is not yet added to most lava areas, but will be added in a coming patch.

* Being in an underwater or water-flooded area now applies a max level wetness effect to the PC.

* Cold and heat temperature damage has been doubled, reflecting that PCs get maximized HP pools.

* Elaborate Parry now provides AC equal to half of the Duelist's level, down from full Duelist level.

* Mountain orc subrace added. Orcs are now a racial category which includes mountain orcs and gray orcs. (Tanarukks are still under planetouched, half-orcs still separate like half-elves).

* Added weapon proficiency icon for Mountain Orcs.

* Orc domain changed to use new orc racial icon instead of gray orc icon.

* Weapon Proficiency (Mountain Orc) added. Mountain Orcs always have proficiency in greataxes.

* Dragon Disciple dragon color feats moved to class features category, out of history feat category.

* Script changes to support mountain orcs.

* Cyric now takes his place on the Bone Throne in the fugue. Jergal's appearance has also been updated to his ToT look.

* Rockrun is no longer available as a Nexus starting point.

* Added a chance of dropping Bloodstaunch on the T5/T6 medkit tables.

* Improved the odds of getting +10 kits on the T5 medkit table.

* T6 medkit table can no longer drop +6 kits, only Bloodstaunch or +10 kits.

* Fixed an issue where some low-tier "specific" loot tables were redirecting to generic tables for the same tier. They now redirect to generic tables for the next tier, more closely matching the original intent of those redirects.

* Zeroed out the chances of receiving "class-specific" loot drops if you were looting as certain classes. The logic for those drops was fundamentally broken, anyway. The probability of rolling items from the miscellaneous tables has been increased accordingly for those classes.

* Teleportation Circle no longer incorrectly allows you to teleport an infinite amount of people per reset. Instead, it correctly enforces a limit of 1 traveler per 3 caster levels per reset. (So a minimum of 5 travelers/reset for CL17, 10/reset for CL30, etc.) For bidirectional teleportation circles, this limit is tracked separately for each endpoint. NOTE: While the wiki specifies a duration of 1 month, this has never been the case, and Teleportation Circle has always had a 1-week duration. This is not changing in this commit.

* Stabilize Portal is no longer just an RP spell. As per its description, it recharges a teleportation circle to full power (resets the expiration timer to 1 week, and resets the traveler limit to the maximum for the circle's caster level without having to wait for a server reset) in exchange for 1500gp. This spell must be cast separately for each endpoint of a bidirectional teleportation circle; it is possible for one endpoint to expire weeks or even months after the other if they are not consistently recharged.

* Seal Portal is no longer just an RP spell. As per its description, it makes a dispel check against the targeted teleportation circle, with no CL limit. (High-CL casters may therefore find casting a lower-level Seal Portal preferable to spending a level 9 slot on Disjunction/Disjoin Magic.)

* Teleportation Circles now persist additional variables required for the Analyze Portal fixes.

* Added tint map to "Cyric" armor in AK category.

* Added a small selection of armors for gnomes in AK category.

* Added adventurers guild banner.

* When irreparably lost in the Underdark, transitions to the other side no longer work. This is to make it less confusing to understand. You will still receive a message telling you that you are lost and need to return back the way you came.

* Tunnelrun Scout in River Rift no longer takes players to Rockrun.

* Updated "Restorative Ointment" into the lore version of "Keoghtom's ointment", which is a popular ointement that has the same effect. The item is less generic.

* Updated ginseng icon to better reflect the herb ingame.

* New organisation / god cloaks in Organizations category.

* Removed the Ring of Ilmater's Chosen from the loot tables, per DM request. This was not meant to be granted to anyone besides Saint Merielle.

* Erroneously looted Rings of Ilmater's Chosen will now be deleted on login and replaced with a random item rerolled from the same loot table.

* Many BG-specific forms of spell failure (like dead magic zones, forbidden spells, or grappling) will now prompt the spell failure voiceover and spell fizzle vfx.

* New voicesets ported from Pathfinder: Kingmaker: Pragmatic Pathfinder (Male), Amiri, Octavia.

* Warlock outfit reverted to its pre-MotB appearance. No more black leotard.
Area Changes
* Appkit enabled on one of the Kraak Helzaak maps.

* Moved a plaque in the Chapel of the Red Knight (Temple of Tempus).

* Reworked the transition between Chapel of Waukeen and Sword Coast Commercial Exchange.

* Added the transition between Temple of Helm and its underground parts.

* Altered the shadows intensity in the Temple of Ilmater & Orphanage, minor corrections.

* Forgotten City encounter triggers updated to support new boat entrance.

* Small update to Roaringshore. Fog Optimized and a few other small tweaks.

* Attempt to improve trapdoors transition in the Temple of Ilmater.

* Darkhold inner keep gate unlocked. Gate captains added to inside the keep to adjust outer castle gates with more flexibility.

* Selmiyeritar guildhall no longer allows players to enter without a key, which caused players to get trapped inside.

* The residents of Boareskyr village have built a makeshift wooden bridge over the ruins of the old one.

* Quick and dirty conversion of Darkhold temple of Bane to a temple of Cyric.

* Varalla Path Underdark exit now requires correct keys to be used, like the boat. This only affects the Underdark exit, not the Sshamath exit.

* Fixing various doors that got broken due to fixing door blueprints in a previous commit.

* Bridgefort door locks fixed.

* Added map notes and some exterior updates to Darkhold.

* Father Marcus removed from the Temple of Ilmater as requested by Dungeon Masters, after the old man's death.

* Moved Mother Juna from the Orphanage to the Temple of Ilmater, upon Dungeon Masters request.

* Added Khalso's honorific title as "Revered Brother", upon Dungeon Masters request.

* Changing DH exterior music.

* Captain Vanders is now Lady Julia Vanders. DM NPC blueprint for her also added.

* Dead Magic has now faded from the city of Baldur's Gate.

* Custom area music restored to the server. Many other new tracks added for future area design.
Bug Fixes
* Characters not wearing armor now correctly receive a -4 DC reduction on Fortitude saves against heatstroke.

* Fix for RCR tree not allowing you to decline using your ToT 100% RCR.

* Correction to strange patterns in the water in Thundars Ride.

* Reapplying slow movement when Tortoise is on but FoM isn't now lasts an hour instead of 12 seconds (it is removed if it detects the spell is done, this is just about preventing it from constantly reapplying every 12 seconds).

* Varalla's Path set to interior and underground.

* Bigby 5 should properly spawn the hand for players.

* Minor corrections to the Temple of Ilmater and the Temple of Tyr (Light, walkpath, readable book...).

* Upperdark<->Underdark travel routes should no longer incorrectly give the lost surfacer flag to UD characters.

* Dragon Disciple elemental immunity feat correctly sets a spell id for the effect.

* Dragon Disciple energy immunity will return if for some reason the disciple doesn't have any of the required feats.

* Medieval City placeable blueprints fixed for builders.

* Several door blueprints fixed for builders.

* Spell Synthesis is actually Spell Surge.

* Fixed a couple of faulty interactions with Maximize Spell.

* Fixing Cult of the Dragon longsword bonus damage (changing from non-working slashing to piercing).

* Another fix to Underdark maze transition script getting variables for surfacers and underdark characters mixed up.

* Minor correction to the balcony in Torm's Temple.

* Fix for mountain orc not granting great axe proficiency.

* Various minor correction in Baldur's Gate temples (placables position, locked door, floating objects, usable targets in Temple of Tempus for mechanical training).

* Attempt to correct the non collectible shurbs in the Tranquil Pools of Eldath.

* Adjustments to Darkhold map to fix transition to Corm Orp.

* Uruk Lurra beetle cave <-> Upperdark transition should now work.

* Greater Restoration now correctly removes EffectInsanity.

* Auril and Uthgar now correctly grant Weapon Specialization Battleaxe.

* Players above the water in submerged/partially submerged zones should no longer be getting the slow down effect.

* Power Attack will now correctly recalculate damage when a shield is equipped/unequipped.

* Rescue encounters without preset guards should no longer fail if the map hasn't spawned any hostile NPCs yet, instead retrying a few times in case the NPCs spawn.

* Fix for Bane not being selected by divine casters. Reminder that any Banite divine casters are actually receiving their spells from Cyric, and this may not be a permanent arrangement. It is not recommended to roll new divine spellcasting characters that follow Bane.

* Scroll/potion/wand crafting should no longer generate with missing texture icons.

* Ranger lore feat icon fix.

* Myrkul is now correctly identified as a dead power.

* Ducal palace ambient sounds should no longer loop over and over and over.
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update January 3 2023

General Changes
* Divine spellcasters are now able to select heresies and dead gods as patrons. By default, divine spellcasters with these patrons do not receive spells. However, the character can take the Heretic of the Faith or Servant of the Fallen feats in order to gain spellcasting. These feats, like True Believer, also grant a +2 to Lore: Religion.

* Stabilize and Bloodstaunch now only work up to 5 minutes after death. Revivify and Recall Spirit now only work up to 10 minutes after death. After this time, players must use Raise Dead, Resurrection, or an NPC priest in order to raise the character. Raise Dead now costs 5 diamonds to cast, and Resurrection now costs 10 diamonds or 1 canary diamond. Diamonds can now drop throughout the leveling experience. NPC priests now cost 6000 gp to raise a deceased character. NPC priest cost may eventually be adjusted, due to this value artificially limiting the player market cost of diamonds. Self-rezzing at the Fugue continues to work as normal.

* Player characters at level 21 or above now have a maximum bleedout threshold of Constitution score x2. In addition, mobs now have a chance of changing targets after downing a player. This only occurs if they have other targets in the area. Most newbie zone mobs will not attack downed players at all. All dying characters now have a 10% chance per tick to stabilize and begin healing, rather than a Fortitude save.

* The No Deity patron has been divided into two separate patrons: No Patron and Faithless. The default choice is No Patron, and any character that currently has No Deity will now have No Patron. No Patron simply reflects a character having not yet chosen a patron, but still respecting and worshiping the gods. The Faithless patron reflects the active choice of rejecting the gods entirely.

* Characters who serve a heresy, dead god, archdevil, demon prince, or who are Faithless can no longer self-rez by default, and they cannot be resurrected with the Raise Dead or Resurrection spells by default. They can still be brought back with Stabilize, Bloodstaunch, Revivify, or Recall Spirit, up to the maximum of 5 minutes (Stabilize/Bloodstaunch) or 10 minutes (Revivify/Recall Spirit) after death. Heretics with the Heretic of the Fallen Feat, dead god worshipers with the Servant of the Fallen Feat, archdevil worshipers with the Disciple of Darkness feat, and demon prince worshipers with the Thrall to Demon feat can self-rez and be resurrected normally. Faithless characters can never self-rez or be raised if dead longer than 10 minutes. This only affects heretics/dead god worshipers/archfiend worshipers/Faithless characters, characters who follow all other gods continue to play normally aside from the new time limits on different abilities detailed above.

* The Wish and Miracle spells have been added. These spells have no mechanical effects. They are DM-only spells and each use involves a DM request and quest arc to develop and acquire the proper materials for the desired effect. Wish and Miracle can be used to bring back heretics/dead god worshipers/archfiend worshipers/Faithless characters who have died after the 10 minute maximum, with DM support. Wish/Miracle cannot be used to bring back Permadeath System characters at this time, as that is an OOC system rather than an IC one (and better reflects characters whose souls refuse to come back).

* The Restoration line of spells now takes several rounds to cast. 3 rounds for Lesser and Normal Restoration, 6 rounds for Greater Restoration.

* Casting a multicast spell from an item no longer bypasses the multiround cast, unless the item is a potion. Sorry, hellfire warlocks and users of sending amulets. This will still only expend one use/charge of the item.

* New type for cloaks (visual one) + cloaks.

* DM Spartacus trigger request to make droppable skill check triggers for high crime areas.

* Mother Juna's dialog updated. (Removed Father's Marcus emotes, dialog rewritten to fit her personality more. Mechanics and choices remain unchanged.)

* Endure Elements and Water Breathing now have their own effect entries on the character sheet, allowing players to more easily tell whether the spells are still active.

* Updated lucky fishing hat and RC fishing pole to use Profession:Hunting/Fishing skill rather than survival. Newly purchased items should reflect the change.

* Sshamath Conclave members now have unique appearances.

* PC Tools button re-added to context menu.

* Henchmen bar Attack/Move functions split for better usability.

* Toggling the henchmen bar off now persists between sessions.

* PCs will now be killed if petrified for longer than 5 minutes.

* Added a day to the duration of Teleportation Circles to allow players to safely schedule their stabilization on the same day (and hour, if desired) of the week without worrying about schedule slip. Previously, the duration being exactly 1 week meant that it would have to be stabilized earlier and earlier every week. This change does not retroactively apply to circles last stabilized/created before it went live, but it does apply to attempts to stabilize those circles after the update.

* Renaming healing shrub blueprints to the new names of the healing items.

* All classes that grant fighter bonus feats now allow selection of feats from the combat update (grappling feats, goad, armor skin/epic prowess 2-10). Feint can also now be chosen with fighter bonus feats.

* All new characters now receive 3 bloodstaunch items to provide information on this mechanic and give some buffer against deaths in new player groups.
Area Changes
* The city of Baldur's Gate has been completely redesigned. It has gone from 3 Districts (Eastern, Docks, Palace) up to seven districts. These new districts are:

- Eastway, featuring The Temple of Mystra, The Elfsong Tavern, Baldur's Mouth (News and rumors), The Blade & Stars, Maltz Forge, Aello's Clothing, Zachary's Barbershop, an elven settlement, the old Pathfinder Hall, the low lantern tavern, the harbormaster's office.

- Heapside, featuring The Blushing Mermaid Tarvern, The Splurging Sturgeon Tavern, Sorcerous Sundries, Temple of Ilmater, Orphanage.

- The Steeps, featuring the docks warehouses, The Counting House, The Iron Throne, an halfling settlement, Temple of Umberlee.

- Seatower, featuring the hissing stones Bathhouse, a drawven settlement, Seatower - the naval base of the Flaming Fist, The Flaming Fist Keep with the Temple of Tempus and a training ground inside.

- The Wide, featuring all kind of shops, the Sword Coast Comercial Exchange, A chapel to Waukeen, a Shrine to Oghma, a Shrine to Lathander with a staircase to the rose portal, Patriars estates, House Darius, Ramazith tower, Undercellar entrance, Arena, Thayan Enclave, Three Old Kegs Tavern.

- Temples District, featuring the Duchal Palace, The Helm & Cloak, The City Watch Citadel entrance, The Temple of Torm, The Temple of Tyr, The Temple of Gond, The Museum of Gond, a graveyard for notable people tended by Gond priests, Patriars estates, Lords' Alliance Ambassy.

- Manorborn District, featuring major patriars estates, the Hall of Inner Lights, The Temple of Helm, The Temple of Tymora, Everwinter Estate, House Vale Estate, the White Mask Theater, House Darius entertainment pavilion, Seven Suns Mercantile, mages estates, the shelves of many books.

- The Undercellar, a non-combat sewers map.

* North Farmlands has also received an update. It has significantly more housing, while the arena has been moved into the city at the Wide.

* Update to Baldur's Gate City Guards.

* Renamed all server 1 areas display names to have them consistant with each other. Leaning towards full names and lore accuracy. (Example BG became Baldur's Gate.) All areas have a kind of general location, such as Baldur's Gate, Amn, Candlekeep, Cloak Wood, The Trade Way.. etc.

* Edited the River Chiontar in all server 1 maps. (Chiontar, East along the river, East of Wyrm's Crossing, Wyrm's Crossing, Baldur's Gate, Ulgoth's Beard along the river). The river's water is now the same color all along. Terrain changes the perception of depth, becoming more bluish when we come close to the sea.
The water also now flows from East to West. The movement of the water will be visible, and might give a greater impression of water current.

* Removed the old map of Mercy's Orphanage that was burnt in the farmlands. Mercy's Orphanage has been in Baldur's Gate with a dedicated map for some time now.

* New medium epic area with with one evil (start soubar and one good quest (start Burning troll inn).

* Adding conversations for player housing.

* Addition of Alexander Marshall's player house.

* Addition of Shandril Brightmantle's player house.

* Adding dynamic encounter in Triel.

* Everwinter Estate update.

* Adding new svirfneblin village of Neblinstone and its transitions. Also temporarily repupulating Rockrun with its new residents until next map is complete.

* Update to Conclave meeting room in the Stonestave. Now it actually has 13 seats.

* Stonestave walkmesh adjustments and some more decorations
Bug Fixes
* Update for acme gloves, fixing their textures.

* Thundar's Ride graphical bugs fixed.

* Doors fixed in the Temple of Torm, Nashkel, High Hedge, and North of Beregost.

* Correcting unusable door in Temple of Ilmater after previous attempt to correct doors that had been changed.

* Adding cooldowns to background/feat/skill selection gui menus to avoid players rapidly clicking through things and causing them to get stuck with wrong choices.

* Updated Mother Juna's deity to poperly set Ilmater. Corrected her healthpool to have her full health.

* Corrected a walkpath issue that appeared randomly in the Temple.

* Added missing blueprints from the Cliffside Keep.

* Fix for background/feat/skill list not populating.

* Correction to Baldur's Gate Temple of Torm after player feedback.

* Made so acrobatics check is made basing on dex, not str.

* Failing the teleport check when casting Teleportation Circle will now correctly take away gold.

* Using Search for Shadow/Mirror Walk instead of Concentration now works correctly. (You can still use Concentration-4 if this is more than your Search skill.)

* Shadow Adept levels are correctly added to Search checks for Shadow/Mirror Walk.

* When using Search for Shadow/Mirror Walk, the Skill Focus: Search feats are used instead of Skill Focus: Concentration to boost your teleport rolls.

* Fixed some bugs that were causing Agile Fighting to randomly stop granting the extra +1 AC for having the Combat Expertise or Fighting Defensively modes enabled.

* Whip description no longer says it grants the Disarm feat, as Disarm is alaready available to all characters.

* Invalid deity/domain check now checks both first and last name, rather than just first name.

* Correction of missing walkpath in Baldur's Gate graveyard.

* Wood of Sharp Teeth is now properly a natural area.

* Correction to the conversation in the Temple of Umberlee.

* Phantom AC should now recalculate on gear changes more reliably.
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Endelyon
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Joined: Sun Jul 06, 2014 4:24 am

Re: SERVER UPDATES

Unread post by Endelyon »

Update notes are here, everyone give a big thanks to Steve for these!


THANKS STEVE!!!!

IC/IG Technical changes:
  • Svirfneblin characters now spawn at Neblinstone.
  • Fix for pet cages saying call cat instead of call pet.
  • Attempted fix for water breathing icon not appearing.
  • Fix for stoneskin shrubs in Reaching Woods not being usable
  • Mobs no longer are affected by wild magic despite ToT being long over. Adjustments to wild magic effects in spellhook for any future wild magic content.
  • Updating Mystra's domains to be Good instead of Law, and her alignment from LN to NG. Also fixing the issue that prevented LE characters from following her (which is supported by Faiths and Pantheons).
  • All creature skins possessed by a PC will now be destroyed on rest
  • Cataclysmic Quakes and Sacrificial Flare no longer erroneously damage allies.
  • DMs no longer need to carry a bagful of diamonds to use Raise Dead or Resurrection.
  • Ankheg Plate should no longer be trying to pass itself off as Mithral Full Plate. (This is not a retroactive fix.)
  • Optimized and patched the “bleedout” scripts a bit. Should prevent a few bugs that have been observed lately.
  • Rapiers of Shielding (or Shield Rapiers) no longer use tag-based scripts to deliver their Shield AC. Instead, they are given an appropriately-tiered AC Enhancement (Shield) bonus feat property when first equipped, which takes over from there. The net result is that you will be able to safely use Charlie's Appearance Changer to edit your rapiers…also, the bonus feat will not be visible until after you first equip the weapon, both for the sake of upgrading all existing instances of the weapon, and for the sake of dodging icky toolset stuff.
  • Storage related: Renaming a PC will now automatically migrate their BG storage vault to the new name. WARNING: This does not affect KEMO storage or packhorses, since they're not in SQL and I don't know how (if at all) they can be migrated. Make absolutely certain that you have recovered all items from those locations before asking a DM to rename your PC.
  • Runes/Teleportation mechanic:
    • Migrating virtual runes to SQL for reliability and cross-RCR persistence.
    • Added functionality to convert virtual runes to physical runes and vice versa. Using Manage Locations on a marked rune in your inventory will try to save it as a virtual rune; using it on an unmarked rune will bring up a popup to let you decide which location to mark it with.
    • Teleportation circles should now correctly receive all their variables when spawned.
    • Hotfix for marked physical runes spontaneously self-destructing. They now just become untradable, undroppable, and unsellable, instead.
  • Spoons and staves should no longer be considered illegal by guards. Hopefully.
  • Major Deployable Items update:
    • Adding over 160 deployable to support roleplay and initiatives. Reducing cost to 1 gold. There are whopping 100 new banners and 50 other items for you to mess with. Not convinced yet? Just look how it goes when you consecrate em! Order today, available at many shops for just 1GP! And if you are Big Bad Guy/Lass, step no further, because for mere 1 gold, you can desecrate those for such an effect! Pleasing your beloved God never felt so easy! Just contact your local Temple merchant for Banners and your deeds will make their way to history books in no time! P.S. Big thanks to Ashenie for a brilliant idea and hard work. Smaller thanks to me for wasting 4 hours to make 20-liner of a script to actually work.
  • Updated jewelery box UI to include more equip-able effects
  • Adding tint maps to some BG helmets
  • Healer's Kit update:
    • They should now be sold as bandage kit.
    • Updated heal kit tags in static loot tables
    • Adding tools to merge healer's kit together for those who know a little about medicine. (Requires Heal 10 -20) : Available in Candlekeep infirmary, Ilmater's infirmary, Soubar and Baldur's Gate Sorcerous Sundries & Mist Lake. If your guild has a place with an infirmary, please contact us.
    • Adding surgery tools in crafting areas and healing places
  • Adding Friendly Arm Inn guards armor set
  • Whips should now be tintable, be gone ugly orange.
  • Hip appearance options added for elf subtypes
  • Dwarven and elven hip accessories
  • Small fix for the description of Halibut, now properly addressed as a fish. This will only affect newly fished fish.

OOC Technical Changes:
  • Server reboot counter bugfix… Fixed server reboot counter for real this time!!! Fix for server reboot counter localvar. Thanks, Dalo!
  • BG music returned to Nexus (s1). BG music returned to Nexus (s2).
  • Fix for henchbar attack/move buttons not working. Fixes to henchbar script.
  • Adjustment to background script (mystery wrapped in an enigma).
  • Adding Xaltar high res children model/texture update.
  • New exploit mitigation and tracking. Players duplicating items will silently be tracked so that those doing so intentionally can be banned.
  • Added an extra safeguard to prevent certain instant/near-instant effects (e.g. Tumble, Jump, Grapple, Sudden Aegis...) from being erroneously reapplied on login. This should reduce the odds of spell reapplication interfering with the item swapper. (This does not target the same issue as the previous commit, but it does target a similar issue most recently flagged by metaquad4 in #bgtscc-general.)
  • Clock now syncs to the server clock again. Turns out the relevant function call was accidentally dropped back before the ToT started.
  • Added a ">LEVEL" command that will just display your PCs total level removing need to count it manually.
  • 3b20 enforcement scripts updated for 3b30.
  • DMFI tools will receive a 1% weight reduction (as in "weight is 1% of normal", not "weight is reduced by 1%") item property on the first login after the patch.

Race Changes:
  • Fix for mountain orcs not being able to set themselves as a UD character.
  • Fix for UD races picking where to spawn
  • Gray Orcs have their IG size/height increased (should be equal to or greater than Half-Orc).

Spell Mechanics Changes:
  • Fix for broken endure elements effect icon.
  • Fix for followers fiend/heresy/dead god patrons not being able to cast divine spells from items.
  • Teleportation related changes:
    • Should have fixed an issue where the origin side of a teleportation circle would only spawn when the destination map was initialized. (This made unidirectional portals virtually useless, and meant that bidirectional portals only worked vaguely as designed if you expected to mostly use the destination endpoint before the origin endpoint. Which... could have had interesting implications, actually, in certain contexts...) NOTE: There is another ongoing issue where Stabilize Portal doesn't seem to correctly affect the circle's expiry date. Investigation is still underway, but no clue what did it yet.
    • Spells blocked by dimension locks or teleportation wards should now specify whether the lock/ward is at the origin or the destination point. (No more "You sense that a ward in your vicinity is impeding your spell" when the offending ward is halfway across the server). Spells checking multiple maps for wards (like teleportation) should fail on warded origins before they have a chance to fail on warded destinations.
    • Greater Teleport no longer autofails on natural 1s. IIRC, it's not supposed to autofail, but may have been broken in a previous update.
      Experimental changes to Teleportation Circle. NOTE: Due to the scope and scale of the changes, the spell may break in a number of ways. I'm optimistic, though! (But then, I thought my last round of changes to Stabilize Portal worked...)
    • Major overhaul of database persistence surrounding teleportation circles. If everything goes according to plan, Stabilize Portal will correctly extend circle duration.
    • Teleportation Circle might work with virtual runes now. Maybe. Prepare a spare casting, just in case you need to fall back on physical runes. (Still doesn't support cross-server teleports, though.)
    • Teleportation Circle can now be targeted on self. (For virtual runes.)
    • Between script revisions 120 and 123, the net effect should hopefully be that teleportation circle AoEs no longer fail to spawn on area init. There is, however, one more bug (AFAIK) that hasn't been addressed. When a circle AoE is instantiated, it is bound to whichever PC caused the instantiation (whether by casting Teleportation Circle or by initializing an area containing a teleportation circle), as if it were an ordinary AoE spell. As a result, and assuming I understand it correctly, the AoE will despawn if its "owning" PC either rests or logs out. However, if the map is left empty long enough to reset, the next PC that enters (and thus reinitializes) the map will instantiate a new AoE. In short: Circles should work, but until I fix this last bug, I'd steer clear of putting their endpoints in densely populated social hubs such as the BG Outer City or Friendly Arm, lest they disappear "randomly" and remain defunct for hours before the map is finally given a chance to reset and respawn the AoE. (Or is forcibly reset by a server reset.)
    • Added a feedback message when trying to use a teleportation circle that is being blocked by teleportation wards or dimension locks.
    • WIP implementation of passwords and keys for teleportation circles. They still can't be set without direct DB access (Analyze Portal still needs to be implemented), and there's no support for actually speaking a password yet (so passworded circles can't be used at all)... but the same backend code was needed for an unrelated QoL improvement. Speaking of the QoL improvement: If a teleportation circle leads to a location with a keyed teleportation ward (like most guild halls, probably), the circle will now try to teleport everyone in its radius if someone with the key enters it. (As opposed to the behavior before this commit, where only the keyholder would be teleported.)
    • The AoE effects for Teleportation Circles should no longer despawn under any circumstances unless successfully dispelled/sealed. Now I just have to eventually get around to implementing Analyze Portal.
    • Fixed TLK entries for Stabilize Portal and Teleportation Circle to no longer incorrectly state the spell lasts 30 days. This is only a display change.
  • Multicast spells should no longer go through the full casting cycle after a server transition (or any event that is misinterpreted as a server transition). Should resolve viewtopic.php?f=25&p=947938#p947938.
  • Arcanists are no longer erroneously required to also be high-level warlocks to take Epic Mass Heal.
  • Epic spell slots are now tracked in SQL, allowing more accurate recovery of unspent slots between sessions. this will zero out your slots for the first login after it goes live
  • Implemented Touch of Healing from Complete Champion/Kaedrin's Class Pack. Having a Conjuration (Healing) spell above level 2 prepared (all of which should be listed in the feat's description) allows you to heal 3 HP per level of your highest-leveled Conjuration (Healing) spell as an at-will SLA. It cannot be used to harm undead, and it cannot raise the target's HP above 50% of their maximum HP. Cleric spontaneous healing is not eligible for Touch of Healing: An actual Conjuration (Healing) spell must be prepared. (Also note that Sorcerers, Wizards, and Warlocks do not have any Conjuration (Healing) spells except Epic Mass Heal!)
  • Epic spells can now be used to trigger reserve feats if they meet their trigger conditions. (For instance, Hellball is a fire, acid, lightning, sonic, cold spell, so it can be used to trigger any elemental reserve feat.)
  • Updated the trigger list for Hurricane Breath to correctly include BG's homebrewed air spells, such as Airball and Whirlwind.
  • Shades no longer qualifies for Rune of Flame and Fiery Burst.
  • All reserve feats (except Umbral Shroud) now grant a +1 bonus to caster levels for any spell that meets their trigger conditions (besides level requirements
  • Burning Hands, for instance, will still be boosted by Fiery Burst despite being level 1, because it is a fire spell).
  • Prevented reserve feat CL bonuses from stacking. A spell can only receive +1 CL from reserve feats, no matter how many feats it qualifies for.
  • Remove Blindness/Deafness is now correctly a Conjuration (Healing) spell as per PnP.
  • Revenance is now correctly flagged as a Summoning instead of a Healing spell.
  • Raise Dead is now correctly flagged as a Healing spell.
  • Umbral Shroud is no longer erroneously subject to Concentration checks (for consistency with other reserve feats).
  • Touch of Healing can now only be used with divine or bardic magic. Epic Mass Heal will only qualify for the feat if it is obtained via epic divine spellcasting.
  • Protection from Alignment correctly respects automatic metamagics now.
  • Added spell level entries for the Align Weapon, Bestow Curse, and Greater Bestow Curse subspells, so they'll respect automatic metamagics now.
  • Having your spell caught by a reactive counterspell from a shapeshifter without the Natural Spell feat will no longer prematurely abort the spell without a counterspell check. It will simply not attempt to counterspell.
  • Primal Speed now correctly applies an extra +1 Reflex to casters with Draconic Heritage. (For whatever good that does to either the spell or the feat... )
  • Hold Person now correctly makes saves versus Mind-Affecting Spells.
  • Thunderlance now correctly respects Empower/Maximize metamagics, and more accurately replicates the Lesser Dispel advertised in its description.
  • Adding a creature hide to these Shapechange forms (these shapes should now have their proper elemental/physical immunities and the like):
    • Bebilith
    • Cornugon
    • Dragon, Black
    • Dragon, Blue
    • Dragon, Bronze
    • Dragon, Mist
    • Dragon, Red
    • Dragon, Silver
    • Fey
    • Fire Giant
    • Frost Giant
    • Hydra
    • Iron Golem
    • Marilith
    • Marut
    • Nightwalker
    • Slaad
    • Werewolf Lords
  • Dispels should now correctly report all affected spells, with neither incorrect nor missing labels.
  • Counterspelling fixes:
    • Epic spells can now consistently be used as their own counterspell.
    • Effects that would prevent a character from casting a spell (petrification, daze, domination, paralysis, knockdown, grappling, silencing, etc.) now also prevent them from using that spell as a counterspell. (Due to technical limitations, this does not check metamagics, so stilling/silencing a spell will not defeat grappling/silencing for the purposes of counterspelling. Only the base spell's components are checked when enforcing grapple/silence restrictions.)
    • Fixed a syntax error that was preventing stilled silent spells from being treated as unidentifiable (and thus explicitly requiring dispels to counter).
  • Fixed Life Ward to correctly interact with AoE healing spells. Also fixed some bugs with some of the Mass Cure spells.
  • Various feat-spells are now correctly attributed to their respective caster classes. Some probable effects of this: Divine feat-spells should no longer erroneously work if you are unable to cast divine spells. (Also, Paladin/Ranger featspells will no longer erroneously work for Crusaders/Hunters.)
  • Deflection should correctly apply bonuses from various class features (like Spellpower or Blood Magic) that may or may not have previously been applied. (Does anyone bother to use Deflection anyway? I never noticed it might be broken before.)
  • Player-cast Bigby's Hands/Fists now correctly pass their spell IDs to the spell resistance function, making them deplete mantles like any other persistent spell (like Web). Additionally, fixed some broken checks that were allowing multiple player-cast Bigby's Hands/Fists of the same type to affect the same target, whilst simultaneously forbidding any player-cast Bigby spell from affecting a character that was under the effect of an NPC-cast Bigby's Crushing Hand. Preemptively fixed an issue that would have caused some player-cast Bigby spells to not work anymore because they were trying to convince the AI to not spam them at their target.

Class Changes:
  • *Hunter:
    • Hunter traps will now show saving throw results to the hunter. Fixed an issue that was causing Hunter Trapping to be recast on login. (No more random hunter traps appearing in the Nexus or on server transitions!)
      * Hunter Trapping now correctly scales off Craft (Engineering) instead of the removed Craft Trap skill.
    • Blackguards of archfiends are now correctly prohibited from using divine spells and feats.
    • Blackguards of heresies and dead powers now correctly require the Heretic of the Faith or Servant of the Fallen feats, respectively, to use divine spells and feats.
    • Fallen priests are no longer erroneously prohibited from using non-divine feats.
    • Divine feats such as Turn Undead are now correctly lumped in with divine magic for the purposes of worshipping heresies, archfiends, or dead powers.
  • Moving Dragon Disciple immunity feat to new rows. Redistributing Dragon Disciple elemental immunity. Refactoring Dragon Disciple to use Energy Resistance instead of Energy Immunity.
  • Possible fix for Battlerager AC bonus. Fix for battlerager granting old versions of armor proficiencies.
  • Secret of Health now correctly grants the advertised 30 HP instead of 22 HP at Olin Gisir level 10.
  • Fix for bear warrior bear UI referencing old knockdown feat.
  • Thief Acrobat:
    • Springboard DC formula now checks for the highest DC boost when accounting for class bonuses, not the highest class level. (In other words, a Thief Acrobat/Whirling Dervish multi-class will no longer suffer DC penalties if they don't have twice as many WD levels as they do TA levels.)

Monsters/mobs/NPCs:
  • Kuo-toas are now monstruous humanoids instead of reptiles, encounters updates and adding more variants.
  • Setting mummy lord as a heroic boss (Gullykin Tombs?? Vault of the Dead?).
  • Proper spawn when entering the area north of Mistlake from the new cave entrance towards forgotten caverns. Bodyguards at the center in the forgotten city now properly attack and Aboleth and his 2-4 servants are back, added chest. Forgotten caverns spawns Kuo-toa.

Feat Changes:
  • Blinding Strike no longer applies blindness to creatures with immunity to blindness, including oozes and dragons.
  • Dagger changed back to Piercing, instead of Slashing-Piercing. Daggers are piercing/slashing again. This time without breaking Precise Strike. All daggers will have the Extra Melee Damage: Slashing property added to them (if they do not already have it) when they are first equipped after the patch.
  • Grapple description no longer describes removed death effects version of pin attacks. Pin attacks are unarmed strikes made with grapple checks.
  • Refactoring and optimization of on-equip and on-unequip hooks. Also, Agile Fighting should now correctly recognize encumbrance right away, and will also deactivate if the character is somehow slowed down.
  • Extra Invocations, Extra Spell: Heartfire, and fey/fiendish heritage SLAs will now use the appropriate caster levels. (Warlock, Sorcerer, and PC level, respectively).
  • Springboard no longer automatically triggers when using the Tumble action.
  • Daggers will now properly gain the slashing damage type (and reapply Expose Weakness, and some other things) when equipped.
  • Whirlwind Frenzy now correctly detects if you already had a shield equipped on activation, and applies the appropriate penalties. Additionally, it no longer erroneously stacks with Flee the Scene, as a haste-like spell that also grants an extra attack.
  • Epic Mass Heal and Damnation are now correctly present on the wizard bonus feat list.
  • Fix for monk improved grappling not doing stuff. Thanks Plastered Porg/ Dread Omega for reporting and pinging Devs. A small fix for monk improved kd/grapple/disarm. If PC has monk version of them, they will be automatically grant regular version in order to prevent possible feat waste by accidentally picking them. It will be a waste cause our scripting checks for either version of improved grapple/kd/disarm and applies bonus once even if PC has both.
  • Disarm will no longer apply -4 check penalty for being unarmed if disarmer PC has improved unarmed strike.
  • Made improved knockdown/disarm/grapple non-active feats. They work automatically when you use regular versions of them. They just tell script that you have em so you get the bonus.
  • A fix for NH and Athkatlan when used with shields. There was not check of offhand item is a shield. Thus, if someone had weapon + shield while also having GTWF (common shield basher scenario), their total attacks were erroneously counted as if they had 3 more of them leading to BAB 26 PC (6 APR) going to 1/1/1/1 instead of 2/1/1/1 with Northlander hewing. It's same method that used in Athkatlan, so they both now should count attacks correctly including other TWF feats in regards of shield.
  • Added a check to shield charge to actually check for shield being in hand. Thanks Declan Nash for mentioning. Shouldn't even bother making a touch attack for Shield Charge if no shield is equipped. (But should send a feedback message telling the user not to be sneaky!)
  • Added the AC Enhancement (Shield, +X) feat series, and enabled them as item bonus feats.
  • Improved Counterspelling actually works now.
  • Reserve feat improvements:
    • Rainbow Blast and Greater Rainbow Blast now progress Runes, for consistency with their progressing the regular elemental reserve feats. (Looks like they shouldn't progress anything, though, since they technically have the Light descriptor in PnP... but that's a topic for another day.)
    • Acid Storm and Acid Fog now correctly count as level 6 spells for acid reserve feats.
    • Runes are no longer retroactively depowered if the caster spends their triggering spell. (Not that this is an altogether likely scenario, given their short lifetime... but it also has the side effect of reducing the amount of places I need to touch to update an elemental reserve trigger list! )

Various Additions and Corrections to Baldur's Gate city maps:
Manorborn:
  • Removed the transition to Hall of Inner Light's interior properly
  • Corrected the suspended bench in Sashenstar Estate
  • Corrected House Vale shrine door transition
  • Added Missing doors
Seatower:
  • Corrected walkpath issues on Rooftops
  • Attempt to correct burried doors
  • Attempt to correct door size
  • Corrected flying and burried placables
  • Addition of Flaming Fist Citadel yard map comprising Flaming Fist Headquarters, a training ground with dummies and targets, barracks and the Temple of Tempus, shrines to the Red Knight and Valkur. Non player character for quests related to the Flaming Fist have been moved in this yard.
  • Addition of the Hissing Stones Bathhouse interior with possibilities to take curative salt bath, rose petal baths, seaweed baths and thermal bath. The area is restricted and characters need to wear the silk robes of the Bathhouse available in store to get inside, to match the lore.
The Steeps:
  • Corrected transition on rooftop
  • Added missing doors
  • Adjusted terrain before a few houses without breaking walkpath
  • Charity Kitchen, Iron Throne and Counting House properly tagged as not implemented yet (interior) Temples District
  • Corrected the promenade around the castle
  • Temple of Torm corrected
  • Missing doors added
  • Walkpath adjusted before burried doors
  • A few additions to the small aquatic garden around the Temple of Umberlee
  • Correction of a walkmesh not working properly
  • Attempt to correct difficult walkpath in the Temple of Umberlee
The Wide:
  • Reworked the stairs in front of the shrine of Lathander
  • Added stones for the chains near Heap Gate
  • Removed sewer transitions
  • Adjusted auction house
  • Attempt to resize doors
Heapside:
  • Moved Jeanna next to the Temple of Ilmater Eastway
  • Corrected missing doors
  • Corrected missing floor
  • Corrected floating placables
  • Added laws in each district
  • Removed duplicated non player characters
  • A few refinement on Caldwell estate, and balcony made walkable
  • Lighting adjusted around Caldwell estate
  • Corrected lack of collision around Silvershield Estate
  • Properly readded locked doors in Everwinter Estate
  • Removed the arena sign in Northern Outskirts
Temples District:
  • Addition of the citadel map, including gardens for the Duchal Palace as described in lore.
  • Addition of City Watch Citadel's yard from Temples District in Baldur's Gate
Outer Cit :
  • Moved a piece of meat from the butchery to be less visible per player request.
The Wide:
  • Attempt to correct the missing transition from the sewers.
  • Correction on a player house
  • Various small corrections in Baldur's Gate
Baldur’s Gate (general):
  • Added Variables to Everwinter Estate to use appearance changer
  • Remodeled the access to the gray harbor in Eastway to avoid a gap in the ground
  • Corrected placables and transitions in eastway
  • Corrected rooftops in Eastway
  • Corrected placables, doors and signs in The Steeps
  • Added another passage to climb the roofs in the Steeps (It was long intended)
  • Removed a wrong sewer transition in Seatower
  • Corrected a few walls in the veterant quarters in Seatower
  • Correcting a hidden door blocking walkpath in The Steeps
  • Flaming Fist soldier and gear update
  • Correction to Northern Outskirts display name
  • Lower City sewer entrances.
  • Added missing Flaming Fist Soldiers in Seatower
  • Updating names on sewer waypoints.
  • Sewers entrances for Steeps and Wide.
  • Various correction to flying and burried placables in Baldur's Gate
  • Turned big yellow trees in eastway to fade to help visibility
  • Added a small wooden construction in The Steeps for sewer dirty water thrown into the Chiontar as described in lore and to match walkmesh
  • Turned back several static doors into usable ones when they allowed to access another area (House Vale, Temple of Torm, Gondar Cimetary...)
  • Attempt to correct door size (As they resize automatically, it can be an unending attempt. They also don't show in the toolset as resized)
  • Added several missing doors
  • Corrected gaps around walls
  • Darkened terrain beyond the city walls so it doesn't show on map
  • Various little changes and removals of unintended placables in the city
  • Turned several signs to default examine when used
  • Corrections to Shandril's House
  • Attempt to correct transition to the Undercellar
  • Attempt to correct water in Eastway
  • Added trash barrels in all districts (more or less depending on the district ambiance)
  • Several small alteration and corrections to walkmeshes
  • Added an interior for Flaming Fist Watchtower (end of walkway)
  • Completed the walkway to now properly patrol along the lower city wall and get a view over the lower district
  • Corrected several door issues
  • Updated Flaming Fist armors and soldiers with Antras' design
  • Addition of a Giant Ballroom in Caldwell's Esate
  • Removed the undead in the undercity after some time following Time of Troubles and Bhaal's Temple cleansing
  • A few additions to the destroyed Temple of Bhaal in the Undercity
  • Addition of an interior for the Spurgling Sturgeon
  • Re-addition of Pathfinder Hall
  • Addition of the rebuild Halls of Inner Light into a Temple of Sune for the city
  • Adding four merchants in the wide and undercellar to sell deployable
  • Pathfinder Hall is properly added in Eastway
  • Spurgling Sturgeon added in Heapside
  • Iron Throne interior added in The Steeps
  • Addition of lore messages when visiting the city. Those represent common and basic knowledge about the city, its activity and what is to be seen. It also describes the general ambiance of each district. This will be paired with more present non-player characters in the future.
  • Addition of the Baldur's Gate carriers company, proposing services to move goods and people across the city for 500 gold. Caravans and horses aren't properly allowed in Baldur's Gate so they have to carry everything.
  • Adding signs to help find key locations in the city.
  • Under the reason of visibility for travelers and citizen alike, the city watch was quick to add another information post, separating the information for the upper and lower city. In the early morning, the post were already added in each district of the city.
Reaching Woods:
  • Small expansion of the area. Coordinated light ambiance Few details added and flying placeables removed Attempt to make the damages on the old fountain of Eldath more visible.
  • Adding a Cave for Gnoll cultists
  • More details added to the Gnoll Cave (Not linked yet)
Gullykin:
  • Adding a dragon trophy per Dungeon Master's request
Greenest:
  • Temple of Chauntea revised to match lore descriptions. It is now split between an outer garden inside the wood walls, and a small chapel. The interior is smaller than it used to be. In the garden, the shrine donation mechanic has been added. You can also plant seeds. No items are required, and no harvest is yet possible.
Player Housing:
  • Addition of the Cradle of Growth
  • Addition of The Run a Rig in Roaringshore[
Area Changes:
  • Neblinstone boat transition fixes.
  • Rockrun (Blue Lantern Citadel) added as a home location for those who earn the friendship of the Blue Lantern (Blue
  • Lantern friendship token added).
  • DM Spartacus addition to BG Tradeway Cave II for Thieves Guild
  • Lairkeeper outside the vampire cave near ziggurat can now forcefully be attacked by conversation. She will then drop a key.
  • Expansion to the Cliffside keep Epic Dungeon area. Revised top floor and new floor Minor fixes to audio and text.
  • Supplemental files for the Expansion to the Cliffside Keep epic dungeon area.
  • Aboleth now has longer perception range so the fight can't be cheesed
  • Revamped Sharpteeth South area. Old map backed up
  • Renamed Sharpteeth North to Sharpteeth West. Added bunnies.
  • Blueprint for Phantom Guard Commander alternate boss. Updated and fixed loot table in Cliffside Keep expansion Added new Phantom armor commander encounter
  • Added Vault of the Dead to Cloudpeaks Descent. #undead4lyf
  • Opening up Sshamath's Augur Court so players can buy Citizenship declarations without DM help. Also giving it a new interior.
  • Thanks to druid involvement, trees around the Friendly Arm Inn have regrown (Dungeon Masters request).
  • Update to Vault of the Dead mmorpg spawn table
  • Addition of two new monsters (but what are they?!?)
  • Adding Vault of the Dead to server 1 (Cloudpeaks region)
  • Adding back the elemental hauler guy to neblinstone
  • Fixing inconsistent kraak helzak transition rules
  • Change to forgotten city UD-UPD transition, now it's in the North of Mistlake map
  • Soubar & Sshamath: Addition of 4 merchants for deployables
  • Adding spawns to Talis. Note that these are placeholders until someone can make the blueprints. For now, these placeholders are around CR 14, eventually that should rise to around 24
  • Boars along the Chiontar near Ulgoth's Beard will now stay further from the road.
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