SERVER UPDATES

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Duster47
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Re: SERVER UPDATES

Unread post by Duster47 » Thu Jun 16, 2016 5:42 pm

Update 16June2016 ~21:30 hour

From Rasael:
- Dimension Door range set to Long.
- Shadow Jump range set to Long.
- Battle Howl now passes the correct ability-Id to charge, to trigger itself.
- Languages now use the original DMFI mechanic to determine how many you should know.
- A number of exploit fixes.
- Amplify set at Listen +10, following long QC conversation.
- Airball and Whirlpool only spawn one elemental, for now.
- Ki Step is restrained by Dimensional anchors.
- Ki Step now costs 3 uses of stunning fist.

Other:
- Another attempt to get the shrine in Temple of Kossuth to accept donations. If this fails I am just going to delete/static the cursed things. Plus fire-walk adjustments.
- WOST-South should be less spooky
- Triel ... darned if I remember :?

Keep in mind the language indexes now load over time, so expect some l^a^n^g^u^a^g^e^ issues for first 20-30 minutes after server re-start.

As always, post bugs in appropriate forum or add to existing relevant thread.
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.

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Duster47
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Re: SERVER UPDATES

Unread post by Duster47 » Thu Jun 23, 2016 7:32 am

Overnight 23June2016

About 10 problem quests were temporarily disabled. You will know it if you come across a "Temporarily unavailable" or similar phrasing from quest NPCs. The quests will be re-activated once we resolve the problems with them.
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.

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Maecius
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Re: SERVER UPDATES

Unread post by Maecius » Tue Jul 19, 2016 1:03 pm

Updated 2 July 2016:

- Overall recompile: No errors.
- General crash-proofing.
- Some refactoring.
- AI Tweak to prevent hostility when spells hit NPCs.
- Fix for Invisibility Sphere.
- Target verification logic tweak for the misdirection line of spells.
- More bug-fixing.

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Wed Jul 20, 2016 4:28 pm

July 20, 2016

Script update. Release notes per Rasael:
- DMFI language login info adjusted: No regional language. Extra languages equal to intelligence modifier.
- DMFI Languages: Classes which grant languages you already have won't give free language point anymore.
- Recompiled a number of DMFI and Server scripts because their language library-includes were changed.
- Deleted a number of obsolete scripts.
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- Ki step adjustnments, on-going.
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- Invisibility framework: resets its on / off state properly now, when it determines whether to reset visibility lists.
- Without the framework (explanation): You would stay visible to anyone already in the area, until their visibility list updates through a transition.
- Retributive Invisibility: now properly set as type 'improved_invisibility'.
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- Kits mechanic added: for QC testing only.
- Paladin kits: Solar Channeler, Cavalier, Divinate.
- Monk kits: Longdeath Monk.
- Cleric kits: Solar Channeler.
- Deleted obsolete scripts.
- Committed non versioned scripts for versioning.
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- One hander: Durations reduced to one round max, stacking reported as too powerful in QC.
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- Object persistence crash proofing.
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- Persistent Spells: Crash proofing and recompile.
- Dispellable creature death event: adjusted to use summoning framework.
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- Bladedance: Crash fix.
- Bladebend: Crash proofing.
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- Detect Magic & Analyse Dweomer: Refactoring.
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- Bear Warrior: script refactored, only Bear Warrior rage effects will now be removed when Bear-Rage expires (Formerly removed all buffs of a certain type).
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- Persistent spells interaction: Code refactored.
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- Persistent Spells: Code optimization and debugging.
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- Added consecration / desecration variables to appropriate areas, such as temples.
- Added teleport passes to candlekeep.
- Added roleplay XP boost in tavern areas.
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- Underdark variables set.
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- Bigbies: Retargeting code bugfix. Did not verify target reputation correctly, could end up targeting party members or allies.
- Bigbies: Uses the original bigby effects when the hand creature attacks.
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- Summon porting to master: Jump action instead of jump command.
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- Shield Slam: Character set as commandable again if target dies. Could get stuck as not-commandable.
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- Ki step: No longer instant. Should be interruptable. And plays an animation.
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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Fri Jul 22, 2016 12:46 pm

Removed minimum level requirements from the PW as per QC discussion and Rasael's approval.

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Fri Jul 22, 2016 1:16 pm

Kits: Require QC tool.
- Character kits: hard validation of QC item, just in case.
- recompilation of opener script.
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- Combat Strike mechanic: Replacement actor made more reliable.
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- Trigger_collission_on: Crashproofing.
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- One hander: Spammy tumble check fix.
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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Fri Jul 22, 2016 4:58 pm

- Crash proofing: finalizing.
- Retributive invsisibility: Round per level.
- Nixie's Grace: Round per level.
- Death System: character state saving reliability improved.
- Location storage: reliability improved.
- Various other bug-fixes.
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- Bigby Spells: Faction handling mistake fix.
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- Kits: Verification of all your kits occurs when you login.
- Kits: Sound-off of levels in all kits no longer mentions kits you don't have any levels in.
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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Thu Jul 28, 2016 9:59 pm

7/23/2016
- Code refactoring.
- Retributive Insivibility: duration scales with casterlevel.
- One Hander: triggers more often.
- Appraise Creature: target validation was too stringent, adjusted.
- Combat Focus: triggers per encounter.
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7/24/2016
- Appearance Changer: Level restriction removed.
- Arcane Fire: Removes invisibility and stealth.
- Bigbies: only one hand can affect the same target at any time.
- A number of scripts were refactored.
- Cavalier Kit: now allows half-elves, halflings, half-orcs.
- Cavalier Kit: no longer removes Divine Health.
- Cavalier Kit: description explicitly mentions training in and service to a human society.
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7/25/2016
Remove effect script: Refactored and removed old code.
- Exploit fix: Kemo scry should no longer be droppable via campfires.
- Exploit fix: momentary spell failure added whenever a spell is cast.
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7/26/2016
- Arakes death fix suggestion.
- Craft XP set to use float (f), not the double data type (no f). Doubles cost more memory.
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7/28/2016
- Cavalier Kit: Favored Enemy feat progression, per QC.
- Retributive Invisibility: Revert pending QC discussion.
- Appraise Creature: mechanic updated to latest BGTSCC framework code.
- One Hander: Timer mechanic update.
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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Sat Jul 30, 2016 10:46 am

7/30
- Introduction messages: link to https://bgtscc.net updated to http://www.bgtscc.net.
- Analyse Dweomer and Detect Magic now work via Appraise Creature.
- Appraise Creature: Now also reports for non-disguised targets.
- Retributive Invisibility: Reverted following to QC decision.
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- Refactored Analyse Dweomer and Detect Magic.
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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Sun Aug 21, 2016 3:52 am

8/21/2016:

Re-introduced the JIT Script Compiler to our NWNX4 plugins. This will increase module performance, and developers should now be able to code scripts in C# should they desire as well.

The above was removed on 8/21/2016 following repeated crashes. Will investigate whether this can be adjusted for stability before trying it again.
Last edited by Maecius on Sun Aug 21, 2016 2:25 pm, edited 1 time in total.
Reason: Removed JIT Script Compiler due to server crashing.

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Mon Aug 29, 2016 7:52 am

This morning, I converted our PC Tools databases over to SQL and touched up our SaveCharacter script function (tweaked it and moved it from player_inc to hss_pc_tools_inc). If you had any macros, they will unfortunately be lost and will have to be set again (though they will persist after that). This change provides several benefits. Most notably:

When you hit the "Save Character" button, now, and it says "Your character and location have been saved," that (GASP) your character and location WILL ACTUALLY BE SAVED! :o

Hopefully this should also make characters save more reliably overall any time that the SaveCharacter function is called for, and reduce an (insignificantly small, perhaps?) amount of stress on the module, as NWN2's default database style is rather taxing compared to using an SQL back-end.

The space you save in has to be "walkable," so if you're too sitting in a chair or too close to a placeable or something like that, it might not work. I made an edit to the script, after reset, to make it only save your new location if you're already in a valid walkable area (otherwise, it should still default you to the one before that), but if Mystra doesn't give you a choice for a "last location" when you SHOULD for all intents and purposes have one, it's because my edit failed and you saved in one of these "invalid" spots. :) I'll get that bit worked out soon (but it is no different than our save function now, it's just that I didn't discover how any of this worked until earlier today).

Cheers, loves!

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Sat Sep 03, 2016 7:25 pm

I tightened up the location saving system. It should be working pretty smoothly now based on my tests on server 2 (though these changes won't be live for server 1 until after a reset period, I think).

Let me know in the coming days if there are more issues with it.

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Mon Sep 19, 2016 7:56 am

Rasael's changes, I think I missed the 8/13 ones:
8/13
- Disguise mechanic: Overhauled following QC recommendations.
- Disguise mechanic: Bluff synergy removed.
- Disguise mechanic: Disguise boosting feats now factor in immediately when you disguise, passively.
- Disguise mechanic: When you disguise your average disguise DC is shown, meaning + 10 instead of a d20 roll. (no roll actually factors in anymore, its just to show the average)
- Disguise mechanic: Disguise spells give a bonus of up 10 disguise DC, on top the target's disguise skill.
- Appraise Creature mechanic: Overhauled following QC recommendations.
- Appraise Creature mechanic: Feedback variety expanded, details depending on the roll and check.
- Appraise Creature mechanic: Detection now uses spot or sense-motive, whichever is highest.
- Appraise Creature mechanic: Detecting a disguise is an opposed roll. Both creatures silently roll d20 + relevant skill.
- Appraise Creature mechanic: Various circumstances such as items worn, proximity, lighting, darkness, factor into the detection DC.

9/18
- Combat Focus: Removed target tag check, trigger every 240 seconds, if in combat.
- Kit release: Cavalier and Divinate.
- Script refactoring.
- rh_giant_user_defined: infinite loop removed. Code cleaned up.
- Cures and Mass Cures now account for Faith Healing.
- Cures and Mass Cures should no longer auto-maximize.
- Disguise sizes bug-fix.
Also, we've made a change thanks to Aspect of Sorrow to our acquire/unacquire scripts that should save your character whenever you receive or lose an item. This should cut back drastically on the possibility of item loss in the event of a server crash.

Certain quests that were disabled previously should now be re-enabled, including quests in Soubar and Durlag's Tower.

For that matter, if you missed it, we've had a huge area overhaul over these last months by our area builders (granted some of these have been in for a while, I thought it was important to list them somewhere).

You will notice changes throughout the world, new places to explore and adventure, and new experiences to be had. New areas include Dragonspear Castle and Avernus, Uldoon's Trail, and Greennest, and a trail east of Wyrm's Crossing along the Chionthar. Old areas some of you may have not visited yet have received quite a few upgrades. Durlag's Tower, South of Beregost, the Cloudpeaks (north and south), the Lion's Way, and the Forest of Wyrms have all had quite a face lift. Meanwhile Soubar, the Boareskyr Bridge, and surrounding areas have been revamped for low level players with plenty of dungeons and quests to be found, and new areas like Ulcaster's Ruins will be coming soon. Also, the Netherese Maze and surrounding areas will be reconnected to a point in Durlag's Tower in an upcoming update.

There's no time like the present to get out there and adventure. Thanks for your continued support, BGTSCC. :)

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Thu Sep 29, 2016 9:39 am

An update from tfunke.
Area Fixes:
BG, Regional Interiors Fix: Fix Castorius spawn section (cave tileset issue involving walkmesh) and add 'Collision On' triggers to each entrance.
Dragonspear Exterior: Fix the side exit from upper floors dragonspear to exterior castle.
Tradeway south of Farmlands: Floating rock
Tradeway south of Beregost: Floating rock and tree
Durlag's Tower Exterior: Massive floating rock
Durlag's Tower Labyrinth Level 4: Bunch of stuff
Lion's Way: fix no-rest issue
Avernus, exterior: MPWC spawn for the aspect of bel, to avoid duplicates, minor tweaks

Area Overhauls:
BG, Farmlands Graveyard
Woods of Sharp Teeth, South
Roaringshore (have removed a double switchback as requested by Duster and the area is now not as "tall".. this was tricky, but got there in the end).


Conversations:
conv_durlags_islanne: teleport away now works, but only for surface characters.
conv_puddleboots_rival: switched ga_journal function to a quest_set one
conv_soubar_winding_way_bar switched ga_journal function to a quest_set one
conv_puddleboots_rival : switched ga_journal function to a quest_set one
pq70_compass_riddles
pq01_maltz : had to switch a ga_journal function to a quest_set script function instead to fix lo'zeng quest

Scripts:
creature_frostworm_death

Creatures:
bgc_dt_fissionslime_cr30
bgc_dt_phoenixguard_cr30
bgc_dt_arcticbear_cr30
bgc_dt_demonknight

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Endelyon
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Re: SERVER UPDATES

Unread post by Endelyon » Wed Oct 12, 2016 2:41 pm

10/12/2016
Ulcaster's Ruins and the Shadow Plane Map created by gedweyignasia/tfunke.
-Ged’s line of scripts for ulcaster + new secret door system and other relevant scripts, plus a ton of tweaks and fixes during beta stage.
Ulcaster bugfixes following live-testing on Chambordini's test server:
Many thanks to Chambordini for identifying these issues. Plus further thanks to Tsidkenu, and Matelener for additional bug testing of the area.
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- Candlekeep Quartermaster conversation Fixed issue #
- Mags Repeatable Quest/Infinite exp loop Fixed issue #
- Jewelry Case dialogue replaced with new version Fixed issue #
- servers.XML reflects server2 ADL now.
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UD Mob Edits
UD Trog and Spore Mob Edits
-modified 3 spore cave mobs + area mob spawner
-modified 3 nw of river mobs
-tweaked ud_pincer bounty item
Underdark Wilds + Misc Updates
-modded 4 drider spawns for wilds2
UD Sewers
-modified 2ea slime mobs
MMORPG Spawn Update - corrected Darkwood spawns (reverted to older version)
MMORPG Update - corrected East of Mistlake and Drider Wilds 1 spawns (reverted to older version)
Upperdark Areas

- 20 areas (2 exterior/18 interior)
- Modified Riverrift and moved transition
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Upperdark Rockrun NPC's + Conversations

-All characters in Rockrun + Conversations
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Upperdark Additions

- Mining script added
- Modified some conversations in Riverrift
- Conversations leading from the Upperdark to the Surface/Underdark added (waypoints need to be moved)

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Upperdark Mobs

- 18 new mobs added
- 6 mobs modified in River Rift
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MMORPG Upperdark Update

- Modded MMORPG scripts with Upperdark mobs
- Compiled scripts
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Upperdark Mod

- Moved River Rift transitions in 2 areas to Upperdark
- Moved Oghrann transition to Upperdark
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Corrected Shadow Jump to prevent players from teleporting in areas that do not permit this.
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Fix for Ki Step and Shadow Jump teleport_impede flag forgot to actually block the teleport.
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Upperdark/Underdark Updates

- Rerouted boat from spore caves to mist lake
- Added boat from mist lake to spore caves
- some tweaks to mist lake
- added NPCs and waypoints to kraak helzak and orc home (not adding dialogue just yet)
- added waypoints to upd sham/orc/dwarf areas
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module.IFO updated when new areas were added.
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My first try with Commit to SVN.
Updated Order of the Lions Pathfinder Hall IAW PM request. Mainly revert to pre-war/orphans condition. Added connection to the sewer and put one caretaker NPC in BG-East interiors.
I also ran full Server and Client compilers to get a complete local Client LZMA and Server/Module folder, though I did not include here the changed MDR.XML. It also shows I changed Module.IFO but I don't think I really did change it.
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Forgot to include Collions On trigger in previous Pathfinders Hall update. Added them.
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Fixed some floating placeables in the Trade Way South of Beregost.
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OnModuleLoad should now use the appropriate ingame time, persisting across module loads. TIMESCALE = 4 means that 15 minutes of realtime is 60 minutes ingame. This gives 4 continuous days ingame for every realtime day.

Note that the ingame day will always be the same as the current date unless the server runs for more than 6 hours, but day/night will move forward continuously across resets.
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Fixed bug that would allow Ki Step and Mislead to bypass teleport impede on an area.
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Updated South of Beregost area to fix transition to Xvart Village.

Thanks to Seymor for reporting the issue.
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Upperdark Entrance/Exit Updates

- Added ssham entrance to mist lake osquip transporter
- Added kraak entrance to Kraak Helzak npc in mine area
- Added darkhold entrance to darkhold caravan
- Added orc entrance to Orc Home npc near entrance
- Added everyone else surface entrance to troll claw ogre cave
- Moved Coven of Darkness entrance/exit to Blackrock area at DM request
- Modified several conversations and added 2 for entrance/exit purposes
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Changed ki step fix to only affect areas flagged with the variable "jump_impede" = 1, as it was pointed out that too many areas have teleport impeded.

jump_impede should ONLY be flagged in areas where jumping to a different position would allow players to exploit the area AND collision_on triggers have been laid so that KEMO chairs cannot be exploited to bypass collisions.
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Sshamath Update

- Tweaked 2ea duegar appearances
- Added gems to gem shop
-Fixed wilds2 to new Durlag double door issue + tweaked walkmesh
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Dialog for Thayan Enclave merchants.
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Made The Nexus a dead magic zone.
Added dead magic zone trigger blueprint to BG Custom Triggers.
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Compiled the following quest related coversations (dialogues) - 10 dialogue files
convo_avernus_aspectofbel
Lo'zeng Quest
Maltz Quest (ties in with lozeng)
All 4 elemental quest conversations (at durlags)
Puddleboots predicament(s) (several convos)
Durlags compass room puzzle
Durlags convo
Rats quest convo (fixed) as well as soubar_barkeep_convo which is tied in
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Just confirmed a few of the durlag challenge conversations again to triple check them.
Fix to epic challenge spawns in durlags, as 3 out of 4 of them were not updating journal upon death.
Fixed Blazing Skyspear (weapon) in Epic Store, from material silver-->to material alchemical silver.
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