Coming Soon: Discussion Thread (2021)

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VillageGreenWitch
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Coming Soon: Discussion Thread (2021)

Unread post by VillageGreenWitch »

Rad-Icarus wrote: Tue Jan 05, 2021 12:01 pm Coming to the next update:

A brand new two floor dungeon complex under the high moor.

This a CR 12-13 area meaning it's ideal for high teens party. The theme is something like an abandoned water temple with a cavernous sewer below.

Ideal for a party of three or four levels 15-18 There is a boss, but that boss is subject to change.
All new enemies.

Also:
Tweaked the Winding Waters shop interior, and added a few RP clothing items.
Added a tax office to the Eastern Farms, replaced the old tower.
:shock: 8-)

Sounds great - all of it, actually.
Thanks a lot! :)
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Theodore01
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Re: Mudd's is moving

Unread post by Theodore01 »

Ariella wrote: Thu Jan 21, 2021 5:06 pm A relatively small change due to the server split. All Mudd's located on the north side or Underdark have been relocated to indoor locations. That's Soubar, Rockrun, Sshamath and mist lake. The location of their new interior entrance has been kept roughly the same with map markers in case you can't find them. At this stage Rockrun, Sshamath and Mist Lake share an interior and as such it will be possible to use Mudds as a form of quick travel for all you underdark players. This might be subject to change in the future.
please no more unnecessary transitions :cry:
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Re: Mudd's is moving

Unread post by EasternCheesE »

For UD, since they already have portals and it's a "City of Magic", after all, this can be justified. As soon as those locations are a 3 min safe walk with caravaneer from each other anyway, adding portal won't make life easier too much.
Since, getting from BG to Nashkel is a more challenging thing than getting from Sshamath to Rockrun.
The only drawback is that surface players will have lower risk going to Sshamath since they won't need to appear in Varalla's and Mist Lake where they are not welcome and can be assaulted.
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Re: Mudd's is moving

Unread post by Thaelis »

LazyTrain wrote: Thu Jan 21, 2021 5:45 pm I'm proud of them, they finally got enough scrimpings to afford a proper auction house.
Are you kidding? 10% commission?! That family is the richest in Faerun
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Oarthias
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Re: Bag Test

Unread post by Oarthias »

Ariella wrote: Wed Feb 03, 2021 3:14 pm Hello Everyone!

One of the many things I have wanted to see in BG are bags of holding and we are right around the corner of that being a possibility. However before they can be added we need to run a stress test to ensure that their addition will not effect the stability of the server.

To this end I will be adding a special "Testing Bag" that will have a 100% weight reduction to the starting store in the nexus. If you wish to help in this test all you need to do is grab this bag, fill it full of junk and open it every now and again. Report in this thread or to me in PM any lag experienced or delays in load time of excess.

Do not however put anything important in the bag. The bag will be removed from your inventory along with everything in it at the end of the test.

I will post here again once the bag is live and testing starts!.

Sincerely,

Ariella
Reading this made me as giddy as Vani eating a bubbly pie!

Oh, I do hope this testing proves to go well. I need these bags in my life.
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Re: Bag Test

Unread post by yyj »

Bag not added yet, right?
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Ariella
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Re: Bag Test

Unread post by Ariella »

Not yet I will post here when it's added. Which will be right after our next server split test.
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artemitavik
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Re: Bag Test

Unread post by artemitavik »

Heck, I'm not even caring if it's a bag of HOLDING. I just want some bags for organization.... :)
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selhan
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Re: Bag Test

Unread post by selhan »

*After waiting ten years of such news he falls and feints *
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Thaelis
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Re: Bag Test

Unread post by Thaelis »

*fantasizes about putting Sirion in a bag of holding where he will be trapped for all eternity*
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Re: Bag Test

Unread post by Kitunenotsume »

I would like to confirm whether the bag has a restriction preventing other bags being placed within it, or being placed itself within other containers (like chests, barrels, etc.) , as that has been my observation for at-will server crashes on previous servers when the game engine fails to parse nested inventory arrays.
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Re: Guild Hall Skill Modifiers

Unread post by Ewe »

Ariella wrote: Mon Feb 08, 2021 5:01 pm It's important to remember that Guild halls are not intended to be indestructible fortresses, they are intended to be RP hubs for groups.
Can you elaborate on this? Does this mean pass through walls and teleportation are allowed now? I was under the impression they were actually impenetrable fortresses by design. Because as a player if there's a guild door that cannot be entered, picked, destroyed, or passed through by any means then that door is indestructible.
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Rhifox
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Re: Sorcerer Changes

Unread post by Rhifox »

Ariella wrote: Tue Feb 23, 2021 10:43 pm Hello all!

Next update the sorcerer class will gain diplomacy and intimdate as class skills. In addition they will gain one extra spell of each level, you will need to either level up or RCR to gain the effects of these changes.

Level 8 - one extra 1st level spell
level 12 - one extra 2nd level spell
level 12 - one extra 3rd level spell
Level 14 - one extra 4th level spell
level 16 - one extra 5th level spell
Level 16 - one extra 6th level spell
Level 18 - one extra 7th level spell
Level 20 - one extra 8th level spell
level 20 - one extra 9th level spell

If you don't want to RcR you won't have to. You just won't receive the benefit.
To clarify, this is spells known.
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darwin.evenwood
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Re: Sorcerer Changes

Unread post by darwin.evenwood »

Hello, will it work as a pure class feature?
I mean is it tied to pure class levels or will it work for multiclass also like a “sorcerer spellcasting progression” feature?

Sorry for my bad English, don’t know if the question is clear.
Thanks for the efforts and improvements.
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Ariella
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Re: Sorcerer Changes

Unread post by Ariella »

Spell progression
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