Just to reiterate, I'm not actually adding new spawns to areas, I'm instead sifting through the 500+ spawns we have and balancing them all out on the same 'challenge rating' scale. An epicly time consuming process to be sure, when you consider it takes rougly an hour to do 10 spawns.
Anyway, I'm on the home stretch, so if you have noticed anything else since this post, or would like to speak up now, this is the time.
Also thanks to those who posted so far, there's been some good catches.
duracele wrote:The shadow in durlags dispelled my CL 27 sorc. Got the feeling his CL might be too high.
Think I fixed it, though its hard to know for sure its the one you speak of. There's a lot of shadows for DM's to choose from that don't spawn.
Bad Omens wrote:Shadows in Spirit Troll Cave, spam HiPs, ignore DR in their attacks, also have a really high BAB for mid epic area.
Spirit Troll cave was quite unbalanced in relation to the rest of the server. Sorted.
NegInfinity wrote:Trolls in troll claws have deflect arrow feat for no reason. Their fort save also seemed too high.
Protection from Arrows removed from the Troll. The fort seems fair though, as they are monstrous/giants after all.
NegInfinity wrote:Beetles, Phase spiders and trolls (in troll claws) upon death attempt to murder the player by spawning items in their inventory in hopes that that will encumber the player.
Sorry, remind me what they spawn in your inventory that encumbers you? Or is it like spider legs, beetle bellies etc?
Done.
NegInfinity wrote:I think one of the beginner zombies -either the ones in the UD crypt or the ones in graveyard had incorrect DR type on them. I think they had DR bludgeoning instead of DR slashing.
Long time ago, minotaur chiefs in mino dungeon used to be lawful good barbarians. I'm not sure if it was ever fixed. I think it wasn't.
Well spotted, fixed. As for minotaurs, Luna fixed them awhile back.
NegInfinity wrote:Numerous speaking races do not name player race correctly.
Ras did a great job to add speaking spawns, so lets just put this down to those spawns being bad at identifying other races
Blackhorizon wrote:Magic missile spamming goblin shaman(s) on the road North of Beregost are killers, especially when you happen to get more than one, if you can't deal with them swiftly enough or cannot counter them with healing to give you time.
Some new spells added to the Shaman and renamed to 'Crusader'. With random spells in effect with this spawn overhaul, no one needs worry about spamming casters again. Sometimes they will cast spells inappropriately to the situation, sometimes they won't. Luck of the draw.
joleda wrote:Could some displacer beasts not displace themselves after 0.1 seconds of combat? It's a lot easier to attack them from range since they get stuck and won't charge or anything, which is an exploit.
Sorry, that is script related and I can't script. I can use scripts, but I can't alter them.
YourMoveHolyMan wrote:None of the bandits in the tradeway south of the bridge zone (the zone inbetween the bridge, and FAI) appear to have a race setting.
Good catch! Some of them were set to "Outsider" which perhaps the creator of them took to mean literally.
Shad wrote:Ghosts in the BG Graveyard. Crits prone. They are undead, how could they?
Thanks! I remember those guys and thinking the same thing! The wandering spirits... fixed.
Shad wrote:Blink Dogs among giants. They spawn phase spiders "pincer chitterings". And their CR too high
Hmm, I'm unable to find these spawns in the toolset...sorry.
Shad wrote:Prismatic Wyrm near the nagas cave entrance. Prismatic. Wyrm. One of most powerfull in the world Creatures in PnP
Changed to another Dragon type instead..