SERVER UPDATES

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Rhifox
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update September 14 2023

General Changes
* Tweaked the formatting on the specialty bag user guide in the hopes of improving readability. This change will not apply to existing bags until something prompts a description update (such as storing/retrieving items).
* Depositing stacks of items into storage will now append the stack size to the item's display name. This should have no effect on the item when it is retrieved, and is only a display improvement for the storage window itself.
This is not a retroactive change. Existing stacks will need to be withdrawn and redeposited in order to display stack sizes.
Single items (i.e. items with a stack size of 1) will not display their stack size.
* Myrkul's banner added to deployable shops.
* Invisible belt appearances added for dwarves, humans, gnome, orcs (halfling and elves use the human skeleton) Leather appearance 5.
* Adding belt item to the nexus shop.
* Empty space in lefthand player menu removed.
* Adjusting the wheat/apple quests so they correctly are on a timer.
* Savras is finally out of Azuth's stick and available as a deity choice for all races.
* Icon changer reincorporated into appkit.
* Armor Optimization is no longer a passive ability. Instead, you use the feat on an item in your inventory in order to optimize or unoptimize it. While optimized, an armor is unable to be dropped or traded.
* New item property: DM Reward. This is property allows DMs to set an item as a DM Reward, making it undroppable and untradeable.
* Improved DM control over weather. They can now set clear skies, rainy weather, stormy weather, or snowy weather. Due to Obsidian bugs, snowy weather doesn't actually create snow fall, it just adjusts fog and ambient sound settings. Snow fall must be done with DM VFX effects.
* Weather system variables adjusted. Changed to use pnp weather tables for now, but might be adjusted further if rain is still too frequent.
* For the purpose of certain weapon checks, light shields count as small, heavy shields count as medium, and tower shields count as large.
* Custom weapon finesse checks now use NWN2 rules rather than pnp rules (that is, weapons on the NWN2 finesse list always qualify, regardless of the size of the character, except for rapiers, which need monkey grip to be finessable for small characters).
* Appearance kit will now auto-refresh itself when activated if the player has the old version that does not include an icon changer option.
* When RCRing, players now have the option when withdrawing xp to transfer alignment values from their previous character to their new one. This only adjusts values within the same alignment bands (Lawful 85 to Lawful 100) - it cannot be used to completely change alignment (Lawful to Chaotic). The purpose of this function is to allow players to preserve DM adjustments between RCRs if RCRing the same character.
Crafting
* Added the Cooking Pot to the list of items that triggers the campfire conversation on a PC Tools campfire, in preparation for allowing PC Tools campfires to be used with Cooking Pots.
Area Changes
* FotD North encounters updated and fixed.
* Various guildhall and player housing updates.
* Appkits can no longer be used in the Nexus. Instead, there's a new door in the Nexus that leads players to an OOC room with good lighting.
* Added missing Cyric priest to Darkhold temple of Cyric.
* Adding some waypoints to Darkwoods for map clarity.
* Slight rebalance of the Osquip blueprint, found in Rockrun Pass.
* Put a roof over a door on the exterior of the Winding Way Inn. Made the door beneath the roof accessible, it should link to the inside kitchen back door.
* Added doors to houses in BG N Farm that did not have any.
* Nashkel has a new Deputy Mayor to rule alongside Ghastkill.
* BG3 main menu theme now has a chance to play in the Nexus.
* Elfsong tavern now sounds like the Elfsong.
* Broken Goblet Update : All credits to Selhan.
* Appearance changer kit for both armor and icons is now updated in every store where it was previously available.
* The Bridge to Beregost from the FAI side has been destroyed by Goblins! All that has been left behind are the stone pillars of the bridge. Rowboats have been set up by the Campfire and respective opposite side to cross.
* Updated remaining shops with healers kit to replace them with bandage kits.
* Convention updated : Player Houses properly show in which region they are implemented in the scry, as any other map. The convention also makes it easy for Dungeon Masters to find those maps for events.
* New Interior area: Fields of the Dead North Interiors. New mini Dungeon with new enemies!
* Update to the Fields of the Dead North Exterior.
* New Spawns and encounters blueprints for the North Fields of the Dead exterior and interior.
* The clergy of Tyr rearranged the court room to be centered around the trial's main protagonists, instead of separated in two.
* The new organization should allow better experience in listening and attending to trials.
* Darkhold is now set to open by default again, given it's been a year since the war has ended.
Class Changes
* Assassins and Blackguards can gain spell progression from the Dragonslayer class. This only affects caster level for their spells.
* Assassin and Blackguard caster level is now calculated properly on login and level up. It will take into account practiced spellcaster feats and any classes that grant spellcasting progression in these classes (just dragonslayer for now).
Spell, Feat, and Ability Changes
* New vfx for ice storm. Now actually looks like a storm.
* Ice Storm now applies a 50% movement speed reduction to targets in its radius for 1 round.
* New feat: Epic Reserve. Epic Reserve allows reserve feats to scale into epic levels, up to approximately 15d6 depending on the character's level (or caster level. Exact details are still being worked out; read the feat description once it goes live for the specifics).
* Umbral Shroud rework. Umbral Shroud now provides 50% miss chance to the target for a number of rounds equal to the reserved spell bonus (eg 9 rounds for 9th level spell) on a failed saving throw and 1 round on a successful one. It also now tracks, and provides a 1 CL boost to, all Shadow subschool spells. Finally, it has a 5% chance per reserve level of blinding the target for one round on a failed saving throw.
* New VFX for jump, tumble, and ki step.
* Darkbolt: Changed from 10d8 to 8d8, Reflex saving throw on damage removed, Fortitude saving throw to resist a 1 round stun added, bringing the spell closer to pnp. The negative component also now ignores resistances (it's untyped in pnp).
* Launch Bolt: Now only adds Ranged Touch Attack Specialization to the first bolt.
* Ice Darts: No longer gains an extra +1 damage for each dart to bring it more in line with other spells of its level (now it's 2d4 per dart, 9 darts total, so up to 18d4). Now fires darts sequentially like launch bolt. Streamlined code.
* Mordenkainen's Disjunction/Disjoin Magic: Now treated as a hostile spell (should break stealth/invisiblity/etc when cast).
* Low Light Vision spell: No longer treated as a hostile spell.
* Assassin and Blackguard now use the same versions of spells that other classes use. Our caster level functions account for assassin and blackguard. This shouldn't cause issues with any of these spells, but please report if problems arise so that they can be fixed.
* The Kaedrin rune of X reserve feats have been removed. If a character has one of these feats, the feat is not removed from their feat list, but will no longer activate. Players can ask a DM for help swapping these.
* Fiery Burst now deals damage in a 10 foot radius instead of 5 feet. 5 feet ranges do not play well in NWN2 due to the way hitboxes and weapon ranges work.
* Hurricane Breath no longer knocks targets down. Instead, it knocks them back by 10 feet.
* All reserve feats are now correctly set as supernatural abilities, and do not have a verbal component.
* All reserve feats now have the same casting time (standard spell casting time).
* Acid Splatter now uses the acid spellcasting visual effects. Umbral Shroud uses the darkness visual effects. Invisible Needle now has a conjure visual effect.
Bug Fixes
* Persistent Spell should stop showing up. Again.
* Suffering domain Pain Touch no longer targets self.
* Missing skull shoulder texture fixed.
* Corrected issues with conversations for herbalist new tools.
* Corrected conversations for Jerta and Red Correl.
* Removed debug code from jump/tumble scripts.
* The Springboard independently activatable script is now connected to the new jump/tumble script.
* Bestow Curse subradial spells should no longer fail their Concentration checks despite succeeding at the check.
* Fixing Svirfneblin conversation on nexus so they'll be able to spawn in Sshamath (Darkwoods).
* Control Henchman (Move) feat should no longer return invalid target.
* Removing context menu rows to attempt to fix DM crashing issues.
* Reverting feat class type fix as it is causing issues with certain kits, classes, and features that disable spellcasting.
* Barbarian Rage should no longer silently fail if you try to reactivate it before the contingent heal effect from a previous rage expires.
* Barbarian Rage should no longer spend a rage use if you try to reactivate it before your current rage expires. (This can happen if you have Extend Rage feats, among other possible reasons.)
* Fix for smite evil failing for high level paladins.
* Removing 'Removed' flag from Dark Moon Heresy deity option. This should now be available for players.
* Non-owners are now correctly allowed to enter the packhorse dialogue (and therefore peek into the SQL saddlebag).
* Packhorse variants whose default name is not "Packhorse" can now be named too. (As a side effect of how this was accomplished, named packhorses can now be renamed without having to buy a new horse.)
* Adjustment to Inspire Courage to prevent it from failing to apply to some targets.
* Added Springboard support to new jumptumble script.
* Dead creatures should no longer be able to make AoOs when using BG's custom AoOs function.
* Fixed Weapon Master feat progression to correctly grant Improved Whirlwind Attack at level 10, as specified in the August 27 patch notes.
* Apple and wheat quests now correctly recognize the player's number of items even if they have more than 6 units.
* When doing a DMFI attack roll, the target should do a dodge animation rather than the attacker when the attacker misses.
* Hiss of Sleep now saves against the caster, instead of an invalid object, so the caster should receive reports on the outcome of saving throws when casting it. Script has been cleaned up as well so that it isn't recalculating the save DC and ID for every target, nor targeting doors and placeables.
* Backgrounds Survivor, Wild Child, and Tale Teller should now correctly respect your skill choices.
* Fixed spell progression formula to account for the character's first level in a casting PRC.
* Flying houses corrected.
* Walkmesh improvement in Temples District.
* Small corrections to strange placeables and walls in Temples District.
* Corrected a few spelling errors when harvesting plants.
* Corrected missing walls and strange black squares in The Ossuary of the Shrine of the Suffering.
* Deadly Defense now properly deactivates if you equip a shield while it is active.
* Crusader Strike now updates if the user's Wisdom modifier changes while the ability is active.
* Assassin Darkness should now work properly.
* Sleep and Deep Slumber should now properly report the roll to the caster.
* Winter's Blast now correctly deals damage in a 15 foot radius rather than 20.
* Added notification of cap and target remaining hit points for MotLD and Death domain Death Touch.
* Death domain Death Touch no longer targets self.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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Rhifox
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Updates September 15-19 2023

General Changes
* Fixes for custom code to determine what is and isn't a valid 2H weapon for features like BGTSCC power attack. Having Monkey Grip should now be a bonus rather than a penalty.
* Temporary fix for new appearance changer and bracers: You can now customize a glove item, then before hitting the apply button swap to your bracer and click apply to apply the glove appearance to the bracer.
* DMs can now cast spells in the fugue, nexus, and dead magic areas.
Item Changes
* Staffs no longer need to be manually attuned, they will use the caster's caster level and spell DC by default, if it is higher than the staff's default caster level. DMs can also set a non-staff item to be treated as a staff for purpose of CL and DCs. Short staves now count as staves for the purpose of this feature. Staves using the old attunement system will be automatically set to unattuned when equipped.
* Redone the code for non-staff magical items. Non-staff magical items cast at the item's caster level, with their pnp DC calculation: 10 + the level of the spell + the ability modifier for the minimum ability score needed to cast that spell (eg for a 9th level spell, 10 + 9 + 4). No feats or abilities that modify DC affect the DC for a non-staff item.
Area Changes
* The "Appearance Customization" tent in Soubar has a proper interior now, as well as a shop that sells some basic clothing and a mannequin.
Class Changes
* Storm Bolt with Stormsinger works again. In addition, given that storm bolt was never listed as a class feature for stormsinger nor was described on storm bolt itself, storm bolt's interaction with the class has been normalized with the intent of reserve feats. Stormsinger storm bolt no longer stacks with other spells, but instead replaces them if the level of the stormsinger ability triggering the feat is higher than any prepared lightning spells (eg if you have lightning bolt prepared, a level 3 spell, but are stormsinger 10, then storm bolt will have 9 dice, due to the storm of vengeance granted by stormsinger 10). This only really affects multiclass bards, as single class bards do not have any lightning spells.
For the purposes of storm bolt with stormsinger, stormsinger thunderstrike is treated as a 3rd level spell, stormsinger call lightning is treated as a 5th level spell, stormsinger greater thunderstrike is treated as a 7th level spell, and stormsinger storm of vengeance is treated as a 9th level spell.
If you run out of uses of bardic magic for that day, storm bolt will no longer be able to trigger from stormsinger, just like other mages.
Stormsinger 10 now qualifies for Epic Reserve.
Spell, Feat, and Ability Changes
* Reserve feats are supernatural abilities and as such should not trigger Attacks of Opportunity when cast.
* Attune Staff feat removed as this is now handled by the spellhook.
* Fix for move henchmen feat version.
Bug Fixes
* Old appearance changers now correctly refresh.
* Corrections to Temple of Tyr courtroom.
* Corrections to Broken Goblet.
* Corrections to some player houses.
* RCR alignment changer should now correctly set values when the original value is between evil and neutral or between chaos and neutral.
* Fix for DM context menu option to modify items disappearing.
* Fix for armor optimization being removed on relog.
* Another fix for assassin darkness.
* Fixes for assassin and blackguard caster level calculations.
* Casting an item or other lower level ability should no longer cause your next subsequent spell cast within the next 6 seconds to have the same caster level as the previous item/spell/ability.
* Spirit shaman epithet feat should no longer be missing its icon.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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Rhifox
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 16 2023

General Changes
* Added new chat command, >CasterDebug [on/off], to toggle reporting of base and final caster levels into the caster's combat log, as computed by the spellhook. These should be the same caster levels then used by the spell script, though some spells add extra adjustments after the spellhook which will not be available to this check.
* Adjusting Light of Mystra lighting property.
* Further refinements to new CL and DC calculation scripts.
Area Changes
* Darkhold caravan to Upperdark now only accepts members of the Zhentarim and allies of the Zhentarim. Members and allies can bring party members with them if desired, however.
* Redesign of the Elfsong Tavern to match with Lore.
* Alterations for the Swordarm Inn to bring it closer to Lore.
* Added placeables behind the bar of the Last Anchor.
* Utility non player characters have been replaced by Gods avatars, following their portfolio. This has no consquence beyond visual update and flavors.
* Adding/moved Barbairan and grey render spawns for North FotD area.
* Update to North Fields of the Dead and North fields of the Dead interiors.
* Small spellswap update fix for creature in Winding Water.
* Updates and additions to North Fields of the Dead
* Large additions to North Fields of the Dead Interiors
* Small Update to High moor Ruins lower floor.
* Some visual and quality of Life Changes to Winding Water Temple.
* Baldur's Gate - Lower city
(Heapside, Eastway, The Steeps, Seatower)
Ambiance :
Lighting has been adjusted. The lower city remains dark and not so well lit as described. There are a few more lighting, they have been adjusted to not overshadow the area, and to not flicker.
During the day, citizens of all kind can be met. They walk along the streets following their actvity (close to the harbor for the dockers, close to temples for faithful, close to guards.. etc). They can be stopped to ask your way around the city. Citizens answer following three types of personalities (Helpful - most of them, Pressed or Annoyed). They indicate the way from the district you find yourself in. Additionally, those people when they see you say something about their activity, about their district, or about what is important for them. Each district has a set of "unique" citizens, and rare encounters (that are just here for flavor)
During the night, the city is not so filled with people, but with cats and rats.
Some rather empty areas have been bettered and now feel more cosy, like small settlements in the district, house rows, gardens, etc. Walls have been added too in that perspective.
Experience
Doors have been readjusted, revisited. Each doorway should have a door. Each door should stay in place.
Terrain, textures, walkpaths have been corrected. The city has finally rebuilt the roads after the destruction of the recent years. They should feel more harmonious. Various stairs have been added. Walkpath should feel better without going through walls anymore.
Transitions along the docks have been bettered, with small fences to indicate you change district.
Far area plane and strange star sky should be corrected. The fog should feel better overall.
Various visual adjustment to correct flying placables, some strange buildings.
Class Changes
* Shadow Adept abilities only activate if the Shadow Adept maintains Shar as a patron deity. No spellcasting works period if you are a shadow adept that has forsaken Shar. No weave, no magic.
Bug Fixes
* Fix for staff and non-staff magic items getting wrong DCs.
* Abyssal Might now correctly has the Evil descriptor and is of the Summoning school.
* Darkbolt now has both the Evil and Darkness descriptors.
* Fixed an issue for spell DCs when cast from a domain slot.
* Correcting a few issues with 3 herbs price.
* Correcting issues with door transitions for Lower City and Sewers.
* Orcs that take Underdark, Northdark background should now correctly receive Undercommon.
* Combat Expertise and Power Attack should no longer be considered spells for the purpose of area effects that remove spell effects.
* Epic Gate should no longer consume two epic spell slots when cast.
* Greater Rainbow Blast is now correctly innate level 8, rather than 7, since the only class that can use it is Wizard/Sorcerer, for whom it is an 8th level spell.
* Blackguard cure and inflict spells should work again.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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Rhifox
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update November 11 and 25 2023

General Changes
* Adjusting the Frost Drake blueprints to not look like a blue dragon, and instead look like the description of a proper ice drake.
* Adjusting gold and exp payout of wheat and apple quests. It was always intended for the quest to reset weekly, but for some reason it does not, so it'll continue to be available after each reset, but the exp and gold has been reduced, overall it still is more exp than intended at first.
* Svirfneblin can now select any gnome deity.
* Adding "Kraak Helzak" to nexus conversation as a default spawn for Good / Neutral PCs and making Soubar spawn show up only to Evil / Neutral PCs
* Another Tint Update for Jude Category armors
* Added one missing cloak, for House Divine
* Added first of Many Armors ability to change collors (from JUDE category). If you want some armors from this cattegory, to have ability to change collors, DM to Antras, send link info etc.
Area Changes
* River Chionthar: Wildfire has destroyed part of the vegetation. Burnt ground, snow and dead trees are now part of the landscape.
* New Area Baldurs Mouth: The Baldur's Mouth was a print shop in Baldur's Gate that disseminated news via broadsheets and town criers.
* Adding mage hunter and inquisitor patrolls in Nashkel. Mages beware!
* Adding Mystic Traveler in Roaringshore (Return to Nexus option)
* Adding Mystic Traveler in Soubar and Mystic Shaman in Uruk Lurra (Return to Nexus option)
* Adding a "Masked Traveler" npc to BG Graveyards that takes you to the Nexus
* Player house additions
* New Alterations to the Gloura Wing "Small Festhall": Main Floor alterations only, added some NPC's to fit lore description
* Adding a bulletin board in the Friendly Arm Inn exterior area
* Moving some merchants from Gloura's Wings Inn to Sshamath market place.
* New map, "Trielta Hills". Accessible through the tradeway south of soubar and corm orp. Uruk lurra is linked to it. CR 6-8
* Added Three Old Keg's Inn. The Three Old Kegs was a well-known inn found in the city of Baldur's Gate. It was widely regarded as one of the best inns in all of Faerun, and was known for its comfortable furnishings and generally somnific atmosphere.
* Lower City Sewers: Permanent non player character have been removed and there is now a chance to meet them and some others around the place, as well as rats and cats.
* Adding the Iron Throne complete interior
* Some workers in the Steeps are busy with the constant influx of ships
* Added the Counting House. It was a Bank/financial center. The Counting House was a fortress-like building with dense walls. Its top two floors were entirely windowless. The seemingly impenetrable structure descended deep beneath the streets of Baldur's Gate. Its subterranean, cylindrical floors served as vaults that stored the shared wealth of many Baldurian patriar families. Only the most vetted of humanoid guards are allowed in the Counting House's depths. Stone golems patrol the twisting lower corridors, while water elementals circle the outside in flooded channels, keeping thieves from tunneling into the magically warded vaults.
* Orc Guards south of Soubar now have proper builds
* Alterations To Frost Castle: Added RP Elements to break mindless loot running! Few new mobs added Frost Giants do like Pets! Hidden rooms added, Pitfall added. A Story to be found within, and careful you might slip on wet ice!
* Adding herbalism system to the new northern areas. These areas are a system of low level dungeons that stretch from the West of Soubar to Uruk Lurra and back, similar to the Hilltop Ruins route at the South. The dungeons include: Beetle Colony level 1, Beetle Colony level 2, Sunscale Fortress, Sunscale Burial Grounds.
* Replacing Underdark: NW of River area with a brand new one -- Underdark: Waterfalls. This new area has the same spawns and other mechanics, a smiliar lay out, but it is now an immersive out doors area. Among other things, it has extra chests, more herbalism collectibles, and a dedicated rest spot with no spawns.
* Undercellar: Some minor placeable fixes / additions, Dartboard created
* Nashkel Prison/Outpost: Completed layout, Conversation scripts (WIP), Cast Magic in Amn and be sent to Prison!, You have been warned! All Hail the Inquisition! Escaping will not be easy!
* Frost Giant King renamed to Frost Giant Jarl. No further changes to the blueprint
* North Tradeway now links to Uruk Lurra again. It also links to Trielta Hills and Triel. Corm Orp and Reaching Woods transitions removed.
* Triel now links to Trielta Hills and Uldoon Trail.
* Corm Orp now links to Skull Gorge and Uldoon Trail. It no longer connects to North Tradeway or Forest of Wyrms.
* Trielta Hills now links to Triel and Reaching Woods.
* Reaching Woods now links to Trielta Hills. It no longer connects to North Tradeway or Skull Gorge (the one-way boat from Skull Gorge still ends at Reaching Woods, though).
* Uldoon Trail now links to Triel and Corm Orp.
* Forest of Wyrms no longer links to Corm Orp.
* Triel castle exterior updates. Accidentally committed an unfinished version of changes to this map in earlier commit, but it's easier to clean it up and leave it live than remove it. Future updates to the map coming soon.
Class Changes
* Bards can now qualify for and receive spellcasting progression from the Feytouched PRC. Bear in mind that like Dragon Disciple, the PRC does not count towards your bard level for songs and inspirations
Spell and Ability Changes
* The spell Hindsight now costs a canary diamond, instead of a regular diamond. Hindsight's description has also been updated.
* Draconic Might now provides +8 (+9 if Draconic Heritage) CHA/STR, up from +4 (+5), if Righteous Glory/Might is active at the time of casting. Similarly, Divine Power now provides +10 STR, up from +6, if Righteous Might is active at the time of casting.
* Abyssal Might's description now includes its fluff material component.
Bug Fixes
* Small correction to citizens scripts in Baldur's Gate, so they properly walk along the streets and don't always wander around randomly
* Transition/Bartenders Appearance Fix in the Elfsong Tavern. Players should be able to click on the stairs, below or the post upstairs to transition in-between.
* Minor Fix to Vault In the Swordarm Inn
* Correction to transition in Heapside
* Temperature system should work again for severe and uncomfortable areas.
* Water Breathing now correctly uses the caster's caster level instead of the target's when calculating its duration.
* Correcting walkmesh issues in various areas.
* Fixing power attack incorrectly estimating what is a 2H weapon for the purpose of 2H bonuses.
* Various functions that check for multiples of a particular item should no longer get special versions of that item (eg resurrection eating planar focus diamonds).
* Heapside: Moved Ol'Joe closer so he does not blends into the wall.
* Temple of Umberlee: Corrected dialog issue with Jalantha.
* Correcting various water height, terrain, and flying placeable issues.
* Fixed a typo in a language cipher.
* Fixed an oversight in the drow dictionary that was causing "house" to fall through to ciphertext.
Dragon Companion should now correctly assign the chosen dragon type to morally Neutral PCs. (It will still enforce the appropriate dragon type for Good/Evil PCs.)
* Fixes to Fields of the Dead North Exterior and Interior Zones: Bridge walkmesh now works properly, Spawns should be less clustered in tunnel, some small decor changes, fixed variables on barbarian mini boss shaman
* Gloura's Wing: Fixed texture error and shapeshifting npc
* Forcibly disabled the baggable item check for quest items. Almost all of them are plot or undroppable by default, and the scripts touched in r943 were also being used by quests all around the server. This should allow various quests to once again be completed.
* Fixed a small error that would not allow a certain creature to spawn in the Mausoleum dungeon.
* Fixing "North" orientation on Trielta Hills ; Adding chests to the area
* Shapechange version of Legendary Ape now properly includes its bite attack.
* Backgrounds that offer a static first choice and customizable second choice should now properly grant their skill proficiencies. This fix should be retroactive.
* Cancelling a background choice should now properly remove old variables.
* Small Fix for Helm cloak in Organisation category, More brith version + on clean cloak
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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