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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 Existing stacks will need to be withdrawn and redeposited in order to display stack sizes.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 — The Witch of Darkhold, a dealer in spirits and black magic
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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 — The Witch of Darkhold, a dealer in spirits and black magic
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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 — The Witch of Darkhold, a 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 — The Witch of Darkhold, a dealer in spirits and black magic
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update January 1 2024

General Changes
* Restoring Charlie's Appearance Changer at DM request. This appearance changer now only works for DMs.
Area Changes
* Adding an Upd-Surface passage, linking Rockrun Pass and Trielta Hills. Maps are blacked out and meant to be disorienting, CR is around 18.
* The ducal palace has been updated.
* Greenfield North map has been added as a non-fighting map to roleplay in flower fields.
* Changing the Wilds area into an immersive out doors zone. The map has a similar layout and the same spawns, but I added some randomized chests, as it was a large map with only 4 chests, and various herbalism collectibles. All transitions remained at their respective corners of the map.
* Changing the subsequent Wilds Descent area into an immersive 3d cave, consisting of multiple plateaus spiraling down and down, until they reach the bottom. The map has a very smiliar layout to the previous Descent, but it now has an optional CR 30 boss at the very bottom of the area. In addition, added herbalism collectibles, and random spawns from the Wilds area on top of what spawns were already at the area.
* Moving Sergeant Schmidt to the Lords' Alliance Embassy.
* The Ziggurat has been revamped.
* North Beregost: A stone bridge was magically created across the river.
* Changing the weather setting per request. Despite the lore stating heavy fog and low visibility, the fog effect has been lessened, and the distant vision has been improved. Changed various signs not being set to "examine" as default action correctly. Lighting has also been adjusted for better visibility.
* Removed Deputy Mayor in Neshkal as Per DM Mimic to reflect players actions.
* Adding the main Hall of the Order of the Radiant Heart in Amn per Dungeon Masters request.
* Due to the efforts of the Amnian inquisition and the strange half-celestial, Castus, magic no longer works within the borders of the village of Nashkel.
Spell and Ability Changes
* Increased duration of Comprehend Languages to 10 minutes/CL, up from 1 minute/CL.
Bug Fixes
* Attempting to reply to a Sending by a character who has logged off should hopefully no longer broadcast the failed reply into local chat.
* Fix to Groundskeeper on Soubar saying strange lines.
* Fixed a typo that was causing opposed attribute checks to use the "attacker"'s ability score modifiers for both rolls. (They would use the correct ability scores - for instance, DEX if the defender's DEX exceeds their STR when defending against a Knockdown - but both modifiers would be taken from the attacker's stats. Other modifiers like size differences or IKD were not affected.)
* Fixed an oversight that was causing speakers of Gnomish to try speaking Dwarvish instead.
* Fixed few minor remaining issues. Added a transition for a quicker exit but not a direct exit. Adjusted the Slip Fall Triggers, hopefully they work now.
* Fixed an oversight that was causing everyone to be treated as proficient with martial weapons.
* Reserve feats now properly no longer play spell chant sfxs, as these are supernatural abilities and have no verbal component.
* Epic Reserve no longer fails to apply if the character is currently on an odd level.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update January 2 and 13 2024

General Changes
* Removing Charlie appearance changer from popup menu again. As this appchanger is now DM only, it's being moved to the DM toolbar instead.
* Bumped flat XP gains from 20 to 55.
* Changed random XP gains from a scaling d[HD] to a constant 2d20.
Area Changes
* Adding a map to meet Athkatla's Council of Six per Dungeon Masters request.
* Roaringshore: Added Transition to new Sea Cave. Sea Cave is a CR 13-16 area.
* Matching Greenfields day and night cycle with Uldoon Trail per player request.
* Elfsong Tavern now simply divides up its two songs between day and night, instead of using a randomization script, as that script fails to synchronize well.
* Adding a merchant in Sshamath and the Wide (More work to come on Merchants).
* Adding revised version of the Wide and Temples District to better reflect the descriptions of the upper city. More work to come.
Spell and Ability Changes
* Epic spells now have a chance to bypass antimagic fields, as per pnp. Whenever casting an epic spell in an area of antimagic, the antimagic field makes a caster level check as if it was a level 30 caster (d20 + 30) versus a DC of 11 + the epic spellcaster's caster level. If your DC beats the antimagic field's roll, the spell ignores the antimagic field.
* Added Rose Wintertal's Fiery Refrain. This is an Enchantment spell for 5th level bards and 6th level sorcerer/wizards and cleric/favored souls. Only servants of the Seldarine, Milil, Deneir, Oghma, Selune, and Sune can use this spell.
* Epic Gate will no longer remove invisibility, sanctuary, or etherealness effects, just like other summon spells.
* The spell Poison now works as per pnp when cast on a creature. On a failed saving throw, it deals 1d10 Constitution damage to the target. This is repeated again after a minute. The saving throw for this spell is 10 + 1/2 caster level + spellcasting ability.
Bug Fixes
* Correcting Ulgoth's Beard along the Chiontar map
* Correcting door in Temples District in Baldur's Gate
* Fixing a dragon.
* Fixing broken transitions at the Underdark: Wilds.
* Ice Storm now obeys Mastery of Shaping.
* Issue with Green Dragon Boss not spawning. Added new trigger for Boss.
* Empower Healing should now correctly add Empower metamagic instead of removing all other metamagics.
* Correcting East of Wyrm's Crossing black ground.
* Correcting Northern Farmlands missing sky.
* Frost Keep: Minor visual fix with ice flooring. Increase Remorhaz HP.
* Gloura Wing: Removed bugged NPC Dancer.
* Ziggurat: Fixed floating corpse. Increased Undead Juvenile Dragon HP.
* Fix for getting stuck on Darkhold's roof.
* Correcting transition errors in the Duchal Palace.
* Correcting Uldoon Trail missing ground.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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DM Honk
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Re: SERVER UPDATES

Unread post by DM Honk »

March 3rd 2024

General Changes
* The female outfits in the Jude category are now tintable.
* Adding four new male dwarven armors with tint maps.
* Refactored drowning a little to be closer to PnP, and revamped Drowning Aura to be accurate to PnP.
- Fixed a bug where getting out of the water (or drowning aura) would not reset any drowning-related counters. The only way to take a new lungful of air would be to somehow make yourself immune to drowning while underwater, which seems to defeat the point of surfacing for air.
- Fixed a bug where the third round of drowning would not actually do anything besides telling you that you're drowning, and continue doing so until you returned to 0 HP (if you ever did). No, Mr. Adventurer, we expect you to *die.*
- Fixed a rule misinterpretation that allowed drowning creatures to keep making Constitution checks to hold their breath. You've already stopped holding your breath, you can't just suck it back into your lungs.
- Fixed a rule misinterpretation that caused creatures to only be able to hold their breath for a number of rounds equal to *half* their Constitution score instead of *twice* their Constitution score. I shall gracefully accept any and all RP-shaped expressions of gratitude for quadrupling your characters' lung capacities.
- Added some more granularity to the drowning messages displayed after your air runs out. If you pass the Constitution check on a given round, you're not drowning *yet*; you're just struggling to hold your breath. If you drown for three rounds without external intervention, you're not drowning anymore; you *have* drowned.
* In the spirit of today's respiratory changes, a long-planned update to iridescent ioun stones.
- Equipping an Iridescent Ioun Stone for the first time after this change goes live will give it the ability to make the wearer permanently breathless, as per PnP. This is in addition to the spell immunities of the current version, though it will render most of those immunities irrelevant.
- Equipping a Lesser Iridescent Ioun Stone will instead only confer amphibiousness, as though from a Water Breathing spell.
* Adding several new tower shield appearances and updating some older ones. Fixing and adding tints and shadows for shield models. Sizing tweaks to shields. Removed tower shields with holes in them.
* All players have been gifted a free 100% RCR for the March 3rd 2024 patch.
Area Changes
* Glouras Wings: Replaced Chairs at the bar to Kemo versions.
* Baldur's Gate Lower City: Change to weather fog and brightness per request. The last update has been partially reverted. The nights are still brighter than they used to be.
* Baldur's Gate Upper City: Separating the upper city shrines map into a map for each shrine, in attempt to solve a loading issue that could cause player to load the map forever.
* Sealed Nashkel Iron Mines Related to DM Ghosts Event.
* Beregost: Added some houses for squatting.
* Baldur's Gate, Splurging Sturgeon Inn: Music set to a tavern theme instead of battle music.
* Cloud Peak Descent Lizard Folks Cave: Slight alterations.
* Uldoon Trail: altered due to DM story changes.
* Blades and Stars Inn: Made appearance alterations. Added another floor.
* Land Ho: Adding ambient music.
Spell and Ability Changes
* Draconic Might and Divine Power now correctly look for Righteous Fury when trying to stack with the spell. Righteous Might is something else entirely.
* Fixed an oversight that was causing Scorching Ray to still apply Arcane Throw to all touch attacks.
* Dismissal and Banishment now only affect outsiders and elementals, as per PnP. (They previously also indiscriminately affected animal companions, familiars, and all summons of any kind.)
* Arcane Fire can now only be counterspelled by dispelling, unless the counterspelling character knows how to cast it (i.e. has the Arcane Fire feat).
Bug Fixes
* Fixes in the Ziggurat: Repaired broken Walkmesh that prevents PC's from entering new area with Half Black dragons. Moved Boss chest off the mound due to difficulty opening chests. Corrected Walkmesh that was preventing Players to enter new area. Made some visual fixes on the main floor.
* Bardic Knowledge should no longer flag as a spell-like ability.
* Fixed an oversight that was causing storage NPCs to treat packhorse items as if they were held in universal storage (including saying they were stored at `Universal Storage Location`). They will now correctly refuse to withdraw packhorse items, and consistently say they are stored at `%PC_NAME%'s Saddlebag`.
* Fixed an oversight that was preventing Arcane Defense: Abjuration from increasing the counterspell DC of all the character's spells by 2 points.
* Removed an undocumented restriction where Oak Friend could only target animals and elementals: The feat description has always said "friendly creature".
* Fixed a bug where the combat style attack counter would forget to count offhand attacks if the character had no TWF feats.
* Fixed a merchant buyback price in the Wide District.
* Fixed a few Hierophant issues:
- Spell progression feats are now only offered for base classes which qualify for the PRC. (For instance, if you only have level 7 casting in the cleric spellbook, then you're only offered cleric progression.)
- Hierophant feats are now properly unlocked when taking Favored Soul spell progression.
* Airballs no longer ignore Mastery of Shaping.
* Whirlpool now respects Mastery of Shaping.
* Fixed a bug where Improved Counterspell would only try to counter Arcane Fire with abjurations of any level (due to all levels of Arcane Fire being defined as abjurations with innate level 0). Instead, and in the spirit of yesterday's commit, it will try to counter it with an Arcane Fire of at least one level above that of the original spell.
* Fixed an oversight where the Spell Extension line was eligible for Extend Spell despite not benefiting from it. It is now eligible only for Quicken, Silent, and Still metamagics.
* Deez's Repulsive Shadow Barrier should now correctly allow crafting of scrolls.
* Fixed a bug that was preventing mutually intelligible languages from being mutually intelligible (except Common-Thorass, which accidentally worked).
Affected languages are:
- Mulhorandi with Thayan
- Damaran with Vaasan Creole
- All elemental languages with each other
* Fixed forced server transition, caused by going to the Wide from the nexus.
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Zanniej
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Re: SERVER UPDATES

Unread post by Zanniej »

April 12th 2024

General Changes
* Roaringshore: Changing loading screen to another one that I found in game files.
* DMs can now delay a server reset even after the reset warning.
* Rods of Resurrection no longer require diamonds. These are considered to have been used in the creation of the item. This change only applies to the rod of resurrection, as a rare item. Scrolls and other consumable forms of raise dead/resurrection still require the user to have diamonds on hand.
Area Changes
* NEW MAP! Pirate Islands is a brand new epic area (cr 28-30), accessible from boat men NPC either from Roaring Shore or from Ulgoth's Beard. The area presents mysterious misty archipelago, as well as the cavern system beneath it and the castle on top of it. The zone is rather challenging, so bring a lot of supplies and trusted comrades!
* Security at Triel has been reduced, and the territory is now open to general movement and trade, no writ required. Enemies of Elturel are, of course, advised to continue to keep a distance.
* Friendly Arm Inn: Donation crate is moved much closer to the merchant.
* Map Alteration: Reflect by Players Actions - DM Ink - Troublesome Goblins summoning demons out of the Abandon Mines. Gust of Winds to forest fires risks more forest fires! Added a small mini dice game for RP'ers within. Plenty of Dust and Ash inside!
* Changed Entire Tileset: Chasm Tiles causes the loot container difficultly to open. Unknown bug that cause S2 to Hard Crash might be related.
* Some NPC Appearance update and added some one liners to help give them some life.
* Map Alterations - Triel exterior
* The Nexus:Location selection dialogues are now displayed in a chat box, like all other conversations on the server, rather than in a cinematic style.
* -Corm Orp-Updated-
No longer heavily post war appearance:
Added Halfling population NPC's, Including Blacksmith / Fish equipment Merchant.
Added the Caravan Camp Lore mentioned ((Decent RP Spot))
Placeables set are from notable mentions as per Volo's Guide pottery, blankets etc.
Added the "Hungry Halfling Inn" Exterior and Interior
The Hungry Halfling Inn is a favorite of traders who travel the Dusk Road. They like its quiet, slightly shabby rooms because their peaceful and feel like home.
Placeables within the rooms represent the notable mentions as per Volo's Guide. ((Details Details!))
* Reaching Woods, Talis: I filled the map with randomly spawned treasure chests; there were none previously.
* North of Beregost: Attempting to fix a walk mesh glitch at the bridge.
* Area Clean Up:

Location: North and Outer Farmlands
- Walkmesh fix as best as I could.
- Added Doors that were missing, adjusted doors so they dont poof after patch goes live.
- Aligned building structures and houses so map looks cleaner.
- Moved some placeables (Wagons) near popular campfire for better view of roads.
- Reposition some market stalls, for player merchants.
* Underdark: The Wilds Descent: Fixed cracks in the cliffs.
* Set Gnoll Den, Whitetooth Cave, and Durmgrist Cave entrances to No Transition and set the names to indicate "no connection"
* Removed Anti Magic Field: As Per DM Mimics Request. Change will be live after next patch
* Minor fix to Dup NPC
* Candlekeep: Updating the plaques with the relevant information about the guides.
* Area Map Touch Up / Minor Fixes
BG Outer Farmlands:
- Aligned some houses, placed doors to houses without doors.
- Cleaned up some wonky Walkmeshes
- Relocated some placeables to help clean up some walkmeshes.
* Replaced Chests in Boss room of the Ziggurat and relocated them a bit. Hopefully they wont be difficult to click on
Spell and Ability Changes
* Guided Shot can now be applied to wands.
* Dreadful Word's description no longer says it ignores mind-affecting immunity. This function has never worked, due to NWN2 hardcoding.
* Spirit Shaman Recall Spirit feat description updated to say it works like Revivify, rather than Raise Dead. The class description had already been updated during the death update, but the feat description still had the old description.
* Bloodstaunch, Stabilize, Revivify, and Recall Spirit all now specify in their descriptions how long they remain viable on a deceased target.
* Status can now target items for the purpose of scroll creation.
* Assassin Clairvoyance/Clairaudience will now correctly query menu results to choose between Spot and Listen.
* Dimension Door can now use virtual runes (as the Teleport spell) within the same map as the caster.
* QoL improvements to Reignite Evocation:
- Reigniting a self-targeted spell no longer requires you to target another creature first; you can target self.
- Reigniting a ground-targetable spell no longer requires you to target a creature; you can target the ground.
- Note: Trying to reignite a spell on a target not supported by that spell (e.g. casting Magic Missile on the ground, or Fireball at yourself) will waste the round without casting anything. However, for simplicity's sake, self-targeted spells will still function normally regardless of the caster's selected target.
Bug Fixes
* Tongues will no longer erroneously grant Animal Empathy when cast on an animal. It is not a real language, ergo it should not be subject to the spell.
* Fixed a misunderstood bit of SQL syntax that was messing with the pagination on the storage UI.
* Altered teleportation feedback to look more like a regular skill/save check instead of the age-old "Roll and bonuses X vs DC Y" message. This is strictly a cosmetic change, no teleportation behavior has changed otherwise.
* Fixed an issue that was preventing physical runes/leaf holders from being placed in storage.
* Fixed an issue where the arena in the Temple of Mystra wouldn't properly confer 50% immunity to sonic damage.
* Ceasing to hold your breath will now correctly reset the number of rounds you've been holding your breath.
* Power Attack should no longer erroneously display incorrect icons.
* Multicast and menu spells will no longer count every invocation of the spellhook towards casting history for the purposes of server transitions and the FAI caster fine. Only the completion of the spell will be counted.

A few examples to illustrate:
- Teleporting with a virtual rune will no longer cause you to lose two castings of Teleport on your next server transition.
- Casting a Sending inside the Friendly Arm Inn will now correctly incur a fine of 500gp (casting one spell) instead of 5000gp (casting for 10 rounds).
- Casting a Sending before performing a server transition will no longer try to devour ten castings (that is not a typo) of Sending upon transition.
* Favored Soul class lore feat finally has had its icon fixed. Apologies for the delay, it kept falling under the table.
* Fixed a typo in the Elven dictionary: "vaulable" should be "valuable".
* Increased Dimension Door range, removed erroneous AoO/Concentration check from Shadow Jump, and fixed a typo that was preventing Assassin Clairvoyance/Clairaudience from firing its spell script.
* Naturally countering an epic spell now correctly decrements the counterspelling PC's epic spell count.
* The counterspelling PC needs to be able to see the caster to counter their spells, not the other way around.
* Mystic Theurge spellcasting progression feats now correctly check for level 3 spells via the milestone feats (e.g. Spellcasting Progression III (Wizard)) instead of base class levels.
* Expeditious Retreat now correctly uses JXGetCasterLevel instead of GetCasterLevel when determining its duration. It will thus respect caster level increases from effects such as Spellpower, Blood Component, etc.
* Align Weapon can now directly target creatures, enhancing their mainhand weapon in a similar fashion to Greater Magic Weapon.
* Align Weapon now correctly affects the target's gloves if they aren't holding any other weapon. The spell could previously only affect gloves if it were cast directly upon them.
Off to greener pastures
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Re: SERVER UPDATES

Unread post by Rhifox »

April 29th 2024

General Changes
* The RCR bot now grants a 24-hour grace period. After you RCR, you may RCR again at full value to correct any mistakes you make during the process of rebuilding. This safeguard is voided once you leave the Nexus. Once this feature goes live, DMs will reject all future requests for build mistake corrections. Any mistakes made after the 24-hour grace period or after leaving the Nexus can only be corrected at the player's own expense.
* Resized texture files for several outfits and removed duplicate files.
* In addition to the divine fall token, DMs can now grant players Weave and Shadow Weave fall tokens, for characters that greatly offend the gods of the Weave and the Shadow Weave. All fall tokens now have icons.
* Bahamut is now available as a deity choice. He has the Air, Cold, Dragon, Good, Law, Luck, Nobility, Protection, and Storm domains.
* All gods with canon heavy pick favored weapon now are favored weapon warhammer on BGTSCC, instead of light hammer. This includes Nobanion, Tiamat, Bahamut, and Thautam.
Crafting and Item Changes
* Standardized Acid Flasks and Holy Water to use the same damage progression as Alchemist's Fire:
Basic: 4d6/3d4+1 direct/AoE damage, up from 4d6/3d4+1 and 2d4/1, respectively
Improved: 8d6/6d4+1, up from 7d6/6d4+1 and 2d6/2
Greater: 12d6/10d4+1, up from 11d6/10d4+1 and 2d8/d4
Perfected: 16d6/14d4+1, up from 15d6/14d4+1 and 2d10/d4+1
* Herbalism
~ Transforming herbs will now match D&D system with a Craft Alchemy roll, instead of a match.
As such, difficulty challenge was barely increased (+8 was the maximum, for 1d20 added). The maximum difficulty challenge is 40. Difficulty challenge are indicated through 3 categories specified on the recipes :
Novice Herbalist [0 - 11]
Initiate Herbalist [12 -25]
Expert Herbalist [Above 25] (There are only a handful recipes above 30)
This might allow more flexibility instead of matching a precise number, while still allowing those who performed in the task at hand to continue to do so with their high investment.
When the roll is successful, there is a "positive sound" (as healing). When the roll is unsuccesful, there is a "negative sound" (as poison).
After clicking [Craft] there is a small delay (2) to allow the engine to display the animation.
~ The character will perform animation according to the task at hand. That might be brewing, shaking, praying, casting. Most of the animations are unsurprisingly "brewing". The character will also perform an emote when taking the herbal preparation in case of success (Hopefully)
~ Allowing a possibility to reattempt to craft the same recipe either after failure or success.
It is displayed as such :
Craft
Failure / Success
Select your next task
-Prepare the same recepe again (they are named)
-Prepare something else (return to main selection menu)
-Leave it alone (exit conversation)
For cooking and herbalism, the recipe now "destroys" the item, instead of taking it into the placeable inventory. This is to avoid an error, and perhaps to help reduce strain on the server with crowded placeables inventories.
Area Changes
* Pirate Islands: Adjusted difficulty a little... Pirate King and Champion of Garagos are no longer disarmable, Pirate King's damage out put and AB were increased. A fix for Chosen of the Star's voice, making it properly female.
* Pirate Islands, Castle: Significantly increased close timer on lever related doors. The first pair of such doors is moved to before the inn and the smithy room, not after. Boss chests now properly remove keys from your inventory.
* Nashkel Iron Mines: Naskhel Mines is shut down. It will no longer be accessible. A replacement dungeon has been added to a location South of Beregost. The replacement has has been altered with new mobs in the CR17-22 range.
*Cliffside Keep: Spawns and supplemental blueprints for Cliffside Keep Depths.
* Lion's Way: Druid circles burned down. Praise Talos!
* Uruk Lurra: The orc town now has its RP interiors, including 9 hats of various themes and the Chieftain's hall. Additionally, Chieftain Grimnail was moved into his new lair.
* FAI: The inn no longer serves Klingon cuisine (dinner plates changed).
Class Changes
* Blood Magus class description changed. The class description now includes mention of the actual pnp blood magus, a spellcaster that learns how to magically control blood after a near death experience. Evil scholarly blood mages are still supported, they are just simply one possible type of character that can access the class.
* Blood Magus now is accessible to LN and LE characters, per 3.5 rules.
* Assassins now qualify for Blood Magus.
* New prestige class: Acolyte of the Skin. Acolyte of the Skin is a 5/10 spellcasting class that grants various fiend-oriented graft abilities, similar to Pale Master. Acolyte of the Skin is available for any Evil-aligned character with at least 5 caster levels in Cleric, Favored Soul, Sorcerer, Wizard, Warlock, Bard, Assassin, and Blackguard. Characters with levels in druid, spirit shaman, ranger, and feytouched cannot access the class, even if meeting other requirements - the natural world does not like fiends.
* Battlerager natural AC is now also inherent AC instead of enhancement bonus AC.
* Stormlord has been changed to reflect its pnp version. It now has higher spellcasting progression, slightly lower damage/burst, and extended storm avatar has been replaced with elemental conflagration (functionally free elemental swarm at CL17). Throwing weapons no longer qualify for the class, nor gain benefits - only spears and shortspears are valid weapons for stormlord.
Spell and Ability Changes
* Homogenising several polymorph spells. All will now check for spells like divine power or tenser's transformation and prevent the polymorph from taking effect if these are active.
* Greater Magic Fang no longer checks racial type. It works on all natural weapons, including unarmed strikes (provided a glove/gauntlet is in the hand inventory slot. There has to be something for it to apply the effect to).
* New feats: Evil Brand and Scion of Sorrow. Scion of Sorrow functions like Disciple of Darkness and Thrall to Demon (though there are no yugoloth patron deity choices). All four feats qualify for the new PRC Acolyte of the skin.
* Hellfire Summon Baatezu is no longer considered a divine feat.
* Righteous Wrath no longer erroneously requires a Tormtar caster.
* Wrath of Torm no longer erroneously allows non-Tormtar to cast it.
* Stormlord weapon buffs are now passively applied to all equipped spears/shortspears, like Silverstar's Moon's Hand.
* Reduced Moon's Hand buffs to +d6 Electrical and +d10 Massive Criticals, down from +d8 and +2d8, respectively, to more accurately represent a shocking burst weapon.
* Dragon Warrior's Elemental Weapon is now always active.
* Crusader's Holy Sword SLA now becomes permanently and automatically active at level 30, instead of simply having its cooldown zeroed out.
Bug Fixes
* Fixed server crashing when attempting to add new variables to an object with DM tools.
* NPCs will now forcibly attempt to reequip the disarmed weapon at the end of the disarm timer. This should hopefully fix a bug where the AI sometimes forgets they should be using a weapon instead of continuing to fight barehanded.
* Fixed Dimension Door range. Door should now correctly query virtual runes.
* DM clear weather function should no longer break an area's fog/far clip settings.
* Fixed to meshes and tint maps.
* Blood Magus is now correctly an 8/10 spellcasting class, instead of a 9/10 class. Its 2da was previously set up incorrectly, causing it to remove a spellcasting level at 6 and 11 instead of 5 and 10.
* Favored Soul spellcasting progression feats now display correctly.
* Fixed a bug where Reignite Evocation would incorrectly take two rounds to cast a spell if targeting the ground.
* Area fixes: Corm Orp-Adjusted some burrows, Adjusted transitions. Forest Of Wyrms-Scaled down the size of the Green Dragon, Another attempt to make Harpoon Spider spawn. North Farmlands-Added some background trees left corner of the map, Added some grass around tiles. Gullykin Tavern-Replaced old benches with kemo ones.
* Changed Passwall and Mass Passwall to correctly work with 5-foot increments instead of 5-meter increments. While this is technically a nerf, slashing its effective range from ~30-350ft to 10-110ft, it should much more reliably pass through obstacles.
* Fixed a bunch of location equality comparisons to actually compare equivalence instead of equality. In addition to the Passwall line, this will affect: Feystep, Jump/Tumble, Rescue and Adventurer dynamic encounters, Analyze Dweomer, Detect Magic, Meteor Swarm, Alarm, Silent Alarm.
* Leira will no longer erroneously sponsor druids.
* Spirit Shaman Recall Spirit is now correctly linked to the BGTSCC description, rather than the vanilla description.
* Moon's Hand and Stormlord Weapon feats now correctly switch off if the Silverstar or Stormlord has Fallen from Grace.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Re: SERVER UPDATES

Unread post by Rhifox »

May 26th 2024

General Changes
* Removed maximum price limit on Mudd.
* Language system upgrades:
Replaced an Animal Empathy message stating that the "speaker" was communicating with a calming demeanor. This is not always the case, so it has been replaced with the more mood-agnostic "animalistic fashion".
Drowsign should now use the correct possessive pronoun for the "speaker"'s gender, instead of always using "their".
Sending and Comprehend Languages now correctly treat Thieves' Cant as a spoken language instead of a sign language.
Tongues now grants all its benefits to the target instead of the caster.
Tongues now correctly provides all the effects of Comprehend Languages.
Tongues no longer grants a temporary language based on the target's race and subrace.
Tongues now allows the user to choose to speak any spoken language in the game, as per PnP.
To activate, use the >tongues [language] command, e.g. >tongues vaasan creole. The command is fully case-insensitive and accepts a limited set of aliases (e.g. vaasan for vaasan creole, cant for thieves' cant...).
When a language has been successfully selected, the DMFI language box will appear as though you had selected the language from the language menu.
If the spell expires while you are still speaking a language you would not otherwise have known, your next message will only be visible to you, and the language box will automatically close.
Tongues now sends a quick message to the target informing them how to use the >tongues command.
Tongues can now target self. Additionally, it can no longer erroneously be targeted at doors and placeables.
* DM Toolbar now has a button to open the Septirage Editor, allowing dynamic editing of DM-placed objects.
Crafting and Item Changes
* Removed space helm appearance, reorganized appearances.
* Fixed a texture issue for tower165.
* Renamed a few shields due to having the same name as other shields.
* Removing two more shields and their textures
* Deleted a few large & tower shields from game to make room for better shields in the future.
* Player-created props now specify whether they were placed by a DM or a player:
-If placed by a DM, they additionally specify the name of the DM avatar who placed them.
-If placed by a player, they additionally specify the username of the player who placed them.
* Removing a few more shields.
* Adding a heavy shield.
* Fixed the smooshed lion face tower shields-they shall be unsmooshed.
* Fixed some shield appearances.
* Texture facelifts to shields
* Added tint maps to said shields.
* Two new custom banners added.
Area Changes
* Small update and changes to Clifside Keep bottom floor area.
* Small update to creature spawns in Cliffside Keep depths.
* Underdark North of Tarpits & South West of River - Minor update-Visual, Lighting , added Hook Horror spawns.
* Ebon Blade guildhall is now the Crimson Watch guildhall.
* South of Beregost Mines - Changed file name from naskel iron mine, added custom boss script, Boss will spawn adds during mid fighting.
Class Changes
* Acolyte of the Skin fiends now have proper descriptions (when examined by players other than the owner). Chain devil is now called Kyton.
* Paladin warhorses and warponies now have correct hit dice and bonus feats for their level.
* Blood Magus now requires 5 caster levels in an arcane spellcasting class instead of the ability to cast 3rd level arcane spells. This means that warlock now qualifies for Blood Magus, and sorcerers and bards can qualify for it at 5th level instead of 6 (sorc) or 7/8 (bard). Warlock invocations cannot be used for blood draughts and scarification.
Spell and Ability Changes
* Comprehend Languages can now target items (and is therefore eligible for the creation of spellcasting items).
* Detect Magic and Analyze Dweomer can also be cast on items now.
Bug Fixes
* Users sharing a router should no longer cause various errors.
* Various shapeshift forms should no longer crash the player and surrounding players.
* Polymorph spell might more accurately detect PC status (or lack thereof), fixing an issue where PCs possessing their familiar cannot receive the PC version of the Polymorph spell effect.
* The Bonus Feat: Improved Shield Bash item property is no longer incorrectly called `Bonus Feat: Shield Bash. This is only a display change.
* Area fixes: Outer Farmlands - Visual Effects with Skybox, Floating Tree. Mines South of Beregost - Fixed Area Transition from 1st to 2nd level. Underdark The Tar Pits - Fixed few walkmesh issues. New Mines South of Beregost - Adjusted Mob Spawns.
* Creature weapons should no longer be ineligible for Insightful Strike.
* Fix for BM removing spell progression at 4 instead of 5.
* Acolyte of the Skin now correctly progresses eldritch blast dice in addition to invocation level.
* Fixed an issue where Divine Might prompted Concentration checks.
* Fixed a bug where the bonus damage inflicted by failing the Will saving throw against Binding Blast would never actually be applied to the target.
* Fixed a few tint maps.
* Fixed an oversight where Sembian Fencing and Athkatlan Tripartite could erroneously (and pointlessly, since they would grant no benefits) be activated with less than 4 attacks per round.
* Flame Arrow now properly respects Mastery of Elements.
* Acolyte of the Skin skin selection should no longer trigger the 'Character invalid.' message on choosing a skin.
* Acolyte of the Skin Babau now has its See Invisibility feature.
* Adjusted summon code to better validate previous summons when logging in and out.
* Fixes for Appraise Creature:
-Mountain orcs are no longer erroneously called gray orcs.
-Air genasi are no longer erroneously called pinkskins.
* Naga model should no longer cause crashes when used by DMs.
* Aberrant Claw now correctly has a duration of 1 round/level, instead of Permanent.
* Horses are now correctly classified as Large creatures. Ponies remain Medium.
* Augment Summoning now correctly applies to Acolyte of the Skin summons.
* Blood Magus draughts and scars now correctly check that a spell is a valid potion or scroll spell, respectively.
* Fixes to some DMFI DM dice rolling functions.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Re: SERVER UPDATES

Unread post by Rhifox »

June 6th 2024

General Changes
* Messages sent into the DM channel are now echoed back to the sender so they get to have a record of what exactly they sent.
* Added several new DM commands.
* Deleted old and redundant blueprints, moved a few npcs to their appropriate categories and changed Faerie Dragons to Dragon Type instead of Fey, as they should be.
Area Changes
* Added a memorabilia as per DM Soulcatcher request.
* Entrance to Bregan D'Aerthe has been moved.
* Adjusted down the fog level in Roaringshore a little.
* Adding a sign indicating that Bladestone Foundation building is open to the public.
Class Changes
* Archmage: Enabled the Mastery of Counterspelling feat now that it's no longer broken.
Prerequisites: Archmage PRC, Improved Counterspell feat. Must be taken as a High Arcana feat.
Costs a level 7 spell slot.
Upon a successful counterspelling attempt, characters with this feat will automatically reflect many offensive spells back at the original caster, as though they had somehow managed to cast the spell at themselves.
Dispels and area of effect spells cannot be masterfully counterspelled.
Spell and Ability Changes
* Counterspelling now correctly accounts for the following CL/DC modifiers:
Epic caster level DC bonus
Shadow Weave bonuses (or maluses; also, Shadow Weave users trying to cast a spell with the Light descriptor will no longer provoke unnecessary counterspell attempts)
Spirit Shaman Blood Magic CL/DC bonus
Any CL/DC bonuses or maluses inflicted by wild magic zones (also, if the spell fizzles because of wild magic, it will not provoke counterspell attempts)
* Raise Dead and Resurrection spells cast by DMs will now unconditionally work on Faithless, fiend worshippers, heretics, and worshippers of dead powers.
Bug Fixes
* Mines South of Beregost: Fix Boss and Mob Spawns-forgot to commit blueprints.
* Being cut off from the Weave no longer prevents you from drinking potions.
* Being cut off from the Weave no longer erroneously prevents you from using the Shadow Weave (unless you've also been cut off from that).
* Fixing stormlord progression to 10/10. Forgot to commit this change during the class rework.
* Fixing Ghost Faced Killer's ghost step using charges of Phantom ghost step as well if PC has both PrCs at the same time.
* Fix for Hellfire Summon Baatezu failing to spawn.
* Revenance, Dead Walk, Extract Water Elemental, and Army of Death can properly spawn again.
* Selecting Brachina, Human with Gate will now properly spawn a Brachina, instead of a Sword archon.
* Gorgons are now correctly Large creatures, not Medium.
* Edit to existing blueprints and new ones, fixing minor errors in them.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Re: SERVER UPDATES

Unread post by Rhifox »

June 13th 2024

General Changes
* New deity changes, bringing BGTSCC up to the full 2nd edition pantheon:
Kelemvor has replaced Cyric as the god of the dead.
Xvim has escaped his prison and ascended as a lesser power. He is now a valid deity for divine spellcasters.
Velsharoon has ascended to divinity.
Finder Wyvernspur has ascended to divinity and can now be selected by PCs.
Cyric has lost a number of his domains. He now only has the Chaos, Destruction, Evil, Illusion, and Trickery domains.
* New attachments models, on back hip (for now, quivers for arrows and one for bolts).
* Gem Bags Container will be placed in several Shops. They will hold "gems only".
Locations:
Maltz Shop
FAI
Neshkal
Soubar
Mist Lake
Sshamath Shop Interior
Blue Lantern Keep
Area Changes
* Kelemvor has replaced Cyric in the Bone Castle, which has had a makeover and is now the Crystal Spire.
* Jergal can now speak with players.
* FAI - Appearance Kit will no longer work outside of the Friend Arms Inn.
* Friendly Arm Inn, Temple of Ilmater- Due to IC choices, the Tomb of Sir Billy has been moved to the temple of Ilmater.
* Renaming remaining Ebon Blade-named objects in Crimson Watch guildhall.
* New DM Map: Underwater Cliff
Crafting and Item Changes
* * Scrolls, wands, potions, or elixirs now require a token XP payment on top.
Crafting consumables cannot delevel the crafter: The crafter must have enough surplus XP to retain their current level.
If the crafter does not have enough XP to craft the item, crafting will fail with an error message, and no resources (including items such as bone wands or blank scrolls) will be consumed. (This is the same as if the crafter didn't have enough gold.)
This change affects Scribe Scroll, Brew Potion, Craft Wand, Alchemist Brew feats, Blood Magus Scarification and Blood Draught, and Hierophant Inscribe Rune
Class Changes
* Monks now receive their pnp class feature Tongue of the Sun and Moon (Ex): From level 17 onwards, monks are permanently treated as though under the effects of the Tongues spell. This includes being able to use the >tongues command to speak any playable language.
Spell and Ability Changes
* Restoration line of spells will not dispel reduce/enlarge line of spells from now on.
* Following the fact players can't dismiss spells cast on them by other players, made sure to fix it for some spells and now PCs can dismiss reduce/enlarge spells cast on them by someone else.
Bug Fixes
* Removing fron hip model nr 37, since, it can crash your character or location.
* Temple of Tyr-Fixing issue with floating/unaligned Warmace
* Disabled Fist of the Forest and Phantom AC scripts, as the AC bonuses for those classes are now being delivered by plugin. This will fix double-dipping issues where both of those classes were getting doubled AC bonuses.
* Evard's Black Tentacles now respects metamagics when determining how many tentacles attack in a given round.
* The heartbeat script for Evard's Black Tentacles now uses the same attack/grapple checks as the on-enter script, thus bringing it in line with the wiki's Notes section. This is just a quick and dirty fix until the spell can be revamped.
* The heartbeat for Chilling Tentacles also inherits its tentacle behavior from its on-entry script now.
* Counterspelling no longer defaults to CL0 if you haven't cast spells that reset.
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Re: SERVER UPDATES

Unread post by Rhifox »

August 25th 2024

General Changes
* Added 2x wands attachment on Front hip, 2x attachments on back hip (daggers).
* Moved some of the models of cloak (like: staff, sword, axe, backpack, crossbow, shield, bow, and others) as models of ACME Belt (to more options for you, gamers).
* Added various amulets as belt options.
* Adding support for NoSpells deities that restrict divine spellcasting but not ability to be raised.
* Removed an outdated and semi-broken chunk of exploit prevention code. The exploit is now more thoroughly and competently prevented by the plugin.
* Removed deprecated code that was causing sacred fists with monk levels to erroneously lose AC equal to their monk AC when wearing light armor (as opposed to simply not getting monk AC in the first place). The bug this was aimed at addressing was already fixed by an earlier version of the xp_dae plugin, but our original workaround was never disabled.
* Removed some modern dresses from the BG category. New content will replace them later.
Fixed some textures and reduced the file sizes
* Removed some duplicate textures.
* Removed some unneeded documents.
* Removed mdbs that are not needed.
* Added male/female Kelemvor and Velsharoon cloaks in org appearances, as well as Kelemvor shields.
* Fixed a mild oversight that was causing storage locations to be unnecessarily SQL-encoded on the storage UI.
* Invisible options for boots, gloves, cloak, belt, helm all added to the Oar category as 1.
* oar_belt02 will allow you to remove your characters hair for easier usage of the helmet hairs.
* Added various masks as cloak and belt options.
* Update for normal map for Flaming fist npc armors, should now looks not like "plastic".
* Various other new and updated appearances.
* Changed the feedback messages on custom skill/attribute checks to more closely resemble NWN2.
* Added new !serverSwap DM command. This should send the DM to the other server's Nexus, using the same destination waypoint as !sendToNexus.
* Changed tga textures into dds.
* Adjusted face texture maps to all have a similar skin tone for an easy matching up with clothing textures. When the update goes live, expect that if you have these heads, your head coloring will likely have changed. Use the Makeover command to change it. You still won't match all clothing options, yes, as they too will be adjusted to a universal skin tone.
* Non-locking doors now close after 60 seconds, up from 15.
* More elven female heads now have tintable eyebrows.
* Adding more tintable eyebrows
**Note from Oarthias: I have tried very hard to make sure I don't miss adding a tint map to the mdbs using the new "white brow" textures to allow for tinting, however, when working with 4,282 head files odds are I will have missed one or two. Your character might find yourself feeling "off color" and have undergone a "scare" so bad that they have white brows for a day or two. If this happens, please take a screen shot, let me know which race and direct message me on discord so I can address the issue and attach the missing texture. I recognize that this can cause hiccups in your RP but please be kind and not be an asshat for better results /customer service.
Area Changes
* Cloud Peaks Mountain Range Requested by DM Ink and Mimic.
* Formian Hive: Increased minimum spawn numbers so that spawns are way less random. 2-9 mobs in one room felt like a too big disparity.
* Update to Fields of the Dead South Crossroads - added some details and doors for interior area.
* Added conversation file for entrance in Southern Fields of the Dead farmhouse.
* Adding NPC's (Farmers) In South Cross Road Farmlands.
* Amn, Nashkal - Most of the Inquisition presence is no more except a few outside and within the outpost prison. - As requested by DM Mimic.
* Adjusted walkmesh and lighting in DM Underwater Cliff map.
* Elfsong changes: Reduce size of tables, they looked overly too big with the stools. Added npc sitable stool
* Blushing Mermaid changes: Fixed some of the lighting. Had shadows turned off back when I was remaking the place. Resized some of the tables. Moved some of the NPC's around
* Player housing and outpost updates.
* Ulgoth's Beard has been destroyed. Herb collectibles are no more available. Instead, Abyssal Blackgrass is available. Beware, standing on abyssal blackgrass' root system or carrying it has effects on healing (mundane & magical), per lore. Abyssal blackgrass can be also used in herbalism. The village is empty and destroyed. Signs of abyssal corruption have grown. The atmosphere is darker. The non player characters are not available anymore, and the transitions to village interiors have been removed.
* Adding a Stablemaster behind the Helm and Cloak/Temple District as per Lore.
* Adjusted Bently's menu closer to Volo's Guide adding certain food stuff.
* Area North Farmlands: Added a little more lighting along paths.
* Merchant Buy Prices changed:
The Wide set to 1450
Beregost set to 1300
Greenest set to 1300
FAI set to 1300
Corm Op 1300
Darkhold Vale 1300
Darkhold 1300
Soubar 1300
Winding Water 1300
Darkwoods 1300
Blue Lanternkeep 1300
Merchant in Zhentrim Outpost North Grottes 1300
* Doron Amar-Added a Stablemaster NPC next to the Inn / Merchant Shop buy price adjustment, Cleaned up some walkmesh areas around the Tavern.
* East Interiors - Added the City Watch Outpost.
* Faction Outpost - Added NPCs.
* Harbor District/ Blushing Mermaid adjusted bartender drinks/food, bringing it closer to Lore.
* Area BG Outer Farmlands, added more details around the Tax man.
* Grey Peaks: Common fire giant creatures restatted. Saving throws are no longer inflated, and other nonsensical defenses have been removed. But take care, adventurer, for their prowess in their respective fields of combat has increased. The EL (encounter level) for Grey Peaks is increased from 27 to 30.
* Added Herb and Gem bag in a merchant in the Wide.
* Shrine of Eilistraee created and added to Server North.
* DM Map Abandon Tower: Added Map Notes.
* Added City Watch Prisoner Holding Map.
* Various guildhalls updated and added.
Crafting and Item Changes
* Shortstaves are now considered monk weapons and are thus eligible for Flurry of Blows.
* Shortstaves now have the same proficiency requirements as quarterstaves.
* Shortstaves are now correctly found on the weapon tab in shops.
* Changed the way Mudd's commission works:
Reduced the upfront posting fee to 3% of the list price, down from 10%. For instance, if you want to sell an item for 100gp, you will need to pay 3gp to post it. Unfortunately, this change is not retroactive: You will not be reimbursed for items you have already posted.
Added a sales fee equal to 7% of the list price. For instance, if you successfully sell an item for 100gp, you will receive 93gp when you pick up your earnings. Unfortunately, this change is retroactive: The sales fee will be deducted from items you have already posted.
Increased the maximum commission to 50,000gp, up from 5,000gp. (This is tracked against the sum of the posting and sales fees. Consequently, the posting fee can never exceed 15,000gp, and the sales fee can never exceed 35,000gp.)
* Items posted for sale with Mudd now remain listed for 7 days, up from 3 days.
* Moved certain item types from the Miscellaneous tab to the Craft tab:
Potions and Elixirs
Scrolls
Wands
Most herbs (hopefully)
Most herbal products (hopefully)
This change is not retroactive. Items already posted for sale will remain in the Miscellaneous tab.
* Extended the limits of the Craft tab. Each player is allowed to post 6 items for sale in the Craft tab, for a server-wide maximum of 200 items. (For reference: Other tabs are limited to 3 items per player and 100 items in total.)
* Wand weight reduced.
Spell and Ability Changes
* As a higher-level version of Dismissal, the Banishment spell now correctly receives the difference between the spell's caster level and a given victim's hit dice as a bonus (or possibly malus) to its Will DC. The lesser spell was already receiving this bonus as specified in the SRD, but Bioware mistranslated the stronger spell's mechanics.
* Frenzy (the Frenzied Berserker class feature) now confers a +6 (+10 Greater) frenzy bonus to Strength (previously enhancement, probably, on account of it stacking with rage bonuses) for the duration of its effect. This should allow it to stack with Strength bonuses from non-rage sources, in addition to the previous behavior of stacking with Strength bonuses from rage.
Note that the +12 cap on ability score bonuses is still in effect as of the time of writing, so some or all of that Strength may be wasted when using Frenzy and Rage simultaneously, especially in tandem with Bull's Strength or a Strength item.
For clarity: All ability score bonuses except Rage are enhancement bonuses, unless explicitly stated otherwise (as in this change note). Bonuses from Rage are, unsurprisingly, rage bonuses instead.
* Feral Stance (the Fist of the Forest class feature) now confers a +4 rage bonus to Dexterity (previously +4 enhancement) for the duration of its effect. This will allow it to stack with Dexterity bonuses from other sources.
* The Righteous Glory/Fury paladin spells now confer +4 sacred bonuses to their respective ability scores (previously a scaling enhancement bonus designed as a vague approximation of stacking with other enhancements). The order in which the buffs are applied will no longer have any impact on their net effect, and a few exploitable edge-cases will no longer exist.
* Body Of The Sun spell and Reach To The Blaze racial feat (fire genazi) got their radius increased from 1.524m (5ft) to 2.3m(7.5 ft) which should make them trigger on enemies more reliably. This change is purely technical and spell should still be considered as "very close range". Though, increasing range is the only way to make game limitations less punishing when PC fights something that model size is bigger than regular humanoid.
* Creatures immune to disarm now only receive a +10 bonus to their check to avoid being disarmed, instead of flat immunity.
Bug Fixes
* Spelling Fix in Eastway District.
* Mass Fowl can now be properly dispelled from a creature. The 5-minute death timer on PCs now correctly checks that the spell is still active (i.e. hasn't been dispelled or dismissed) before killing them.
* Fixed an issue where failing the CON checks while drowning would not have any negative consequences.
* Quest Fix - Missing Plate
* Selecting No Patron or Ao should no longer restrict the player character from being raised. While it is impossible to get divine spells with these patron deity choices, they should still allow the character to be raised normally.
* Fixed an error where Fists of the Forest with the Demonic domain (admittedly a highly improbable combination) would receive 1d8 unarmed damage instead of 2d4.
* Fix for "Cover identity" feat of Master Spy not working in some situations when disguised.
* Fixed an issue where drowning creatures wearing regeneration items (or otherwise being constantly healed) would never die, and would get stuck in an endless cycle of fainting and waking up until acted upon by an outside force. Drowning creatures will now always die after three consecutive rounds of drowning, and will not wake up before they have stopped drowning.
* Stormlords now correctly receive Electric Resistance 30 instead of DR 30/- at level 9.
* Power Attack now correctly allows damage doubling with 2-handed weapons while flurry of blows is activated.
* Characters should no longer get stuck in a weird half-dead state when they drown.
* Fixed a regression that caused PCs to once again hold their breath for a number of rounds equal to only half their CON score instead of twice their CON score.
* Fix for Darkhold gate conversation getting wrong variable condition.
* Fix for Disarm Offhand only disarming mainhand.
* Steeps: Placed some doors where there were non. Shifts some placeables that were overlapping or half way in a wall. Some minor Terrain fixes. Fix some ships that where too high out of the water.
* Updated the salmon blueprint to use a fish icon instead of an octopus icon.
* Custom skill/attribute checks now correctly succeed when the check result is equal to the DC. For opposed checks, this shifts the advantage from the "defender" to the "attacker", e.g. a Knockdown roll will now succeed if it matches the target's STR/DEX roll.
* Daggercast and Arcane Throw should now correctly respect No Damage properties on daggers, removing the base d4 damage from their bonuses.
* Minor punctuation correction on fishing feedback messages.
* The Breathless feat now correctly conveys breathlessness.
* Air genasi will receive the Breathless feat the next time they log in. Their racial feat list was accidentally granting the Shipwreck Survivor feat from SoZ all this time.
* The Kruthik beetles have gained their vermin properties skin and creature weapons. Now Kruthik will instinctually bite instead of throwing untrained punches offering free attacks of opportunity.
* Corrected various infinite loops in scripts.
* Fixed a possible bug where Ray of Frost might have been adding double sneak damage on an arcane sneak attack.
* Corrected numerous instances of incorrect spelling of powerful (was powerfull) and useful (was usefull).
* Modified TKL Performer in an attempt to get it to stop popping up for others who didn't activate it. Will need to continue to monitor the issue.
* North Farmlands: Fixed some floating houses.
* Fixed FAI ambush encounter not resetting.
Plugin Changes
* Septirage's Aspect Manager no longer causes equipped armors to reset their stat card to cloth.
* Dae Plugin now corrects an issue with the turd eating algorithm not properly transferring over the reclaimed player's id to their equipped item's effects target. This allows removal of the unequip/equip logic at login. Should also fix issues where dodge ac was being counted more than once on some items under some circumstances. The mod will update all equipped items to the reclaimed player id during turd consumption.
* Dae Plugin updates:
Removes the incorrect extra attack monks received while in flurry mode.
Corrects use of EpicLevel in classes.2da to now be the maximum levels that can be taken pre-epic. This in conjunction with MaxLevel can allow supporting level 20 PRCs.
Adds new function for adding new extra feat use feats (none planned but ability is there now).
Adds support for Smite Good and Impromptu Sneak Attack scaling their number of uses per day past level 10.
Corrects elemental sheet damage to not crit and to obey damage resistance, damage vulnerability, and damage immunity.
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Re: SERVER UPDATES

Unread post by DaloLorn »

October 4th, 2024

Areas
Baldur's Gate, Gray Harbor
  • Adding more interior maps for Warehouses as a lot of roleplay is going in there. Hopefully it would provide opportunities for more roleplay:
    • One in Eastway, busy and active
    • One in The Steeps, darker and quiet
    • One in Seatower, under the Flaming Fist banners.
Amn, Cloud Peaks
  • Adding a new map: Cloud Peak Valley. It is a frozen river and a frozen lake and waterfall in a snowy valley in the heights of the Cloud Peaks. It is meant to replace Cloud Peaks Mountain Range. It is a non hostile map.
    All credit to Heretic for the ground work.
  • Adding a new outpost in the Cloud Peaks.
Mechanics
  • Added >flourish [on/off] command. Like the older >manyshot command, this automatically attempts to use the duelist class' Flourish feat at the end of a combat round (thus queueing it for the start of the next).

    Thanks to cosmic ray for suggesting it!
Bug Fixes
  • Fixed an issue that was preventing Consecrate/Desecrate from lasting more than a few seconds.
Additionally, an announcement from Ged!
Okay, so AoS' old Caldera controller has finally been retired, and the BIC Watchdog is now taking over. Here are the new commands:
  • All commands are removed from your bio once they've been triggered. If they haven't been triggered, make sure that you have the appropriate PC for Hair, Head, Makeover, or Underwear. Make sure it's the right gender and subrace if you're trying to run !:makeover, !:head, or !:hair.
  • !:makeover, !:head, and !:hair work as before
  • !:underwear copies your Underwear PC's hair colors to your underwear colors. (The base armor look you see when you have no armor/clothing equipped)
  • !:tail toggles your tail on or off. You do not need to keep the word tail in your bio anymore.
  • Command "slots" have been enabled. You can use !:hair2 to copy the hair of your PC with the first name Hair2, for example. Try not to have too many Hair PCs sitting in your vault taking up space, or we'll have to set a limit.
European player, UTC+1 (+2 during DST). Ex-fixer of random bits. Active in Discord.
Active characters:
  • Zeila Linepret
  • Ilhara Evrine
  • Linathyl Selmiyeritar
  • Belinda Ravenblood
  • Virin Swifteye
  • Gurzhuk
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Re: SERVER UPDATES

Unread post by DaloLorn »

October 8th, 2024
  • Restored a prematurely deleted conversation for Khabynn Find-All in the Wide.
  • Fixed the locks on the new Lower City warehouses.
  • Doors and placeables in the Cloud Peaks Valley are now correctly indestructible.
  • Miscellaneous tweaks and fixes.
European player, UTC+1 (+2 during DST). Ex-fixer of random bits. Active in Discord.
Active characters:
  • Zeila Linepret
  • Ilhara Evrine
  • Linathyl Selmiyeritar
  • Belinda Ravenblood
  • Virin Swifteye
  • Gurzhuk
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