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Rhifox
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Re: SERVER UPDATES

Unread post by Rhifox »

Server Update March 12 2022

General Changes
* UUID foundation added. UUID allows for identifying characters even if their name changes or their kemo tool is deleted.

* Character creation times added. Creation times only count for characters created after this update, or else ones that haven't logged on for several years.

* RCR now calculates XP on deposit instead of withdrawal. 100% tokens must now be on hand when depositing XP, not when withdrawing it. In addition, characters who qualify for major class/feat/etc changes can now be automatically detected by the RCR tree. This will give a qualifying character one free RCR to adjust to the changes. Once this character has used this free Warlock RCR once, they cannot use the free Warlock RCR again. Note that this makes use of the character creation time feature. Very old characters who have not been logged on for several years and thus gain a creation time post-patch must still request a 100% token from DMs.

* RCR tree conversation now more clearly tells you if you have stored XP or not, and whether or not you can access it with your current character.

* Starting conversation will now show Outer City rather than Eastern Farmlands.

* Roaringshore now has a rest zone outside the inn by a bench.

* Bench fix for Blade and Stars interior.

* Blunt will now accept traps. FAI, Beregost, and Nashkel merchants will identify for same price as Blunt.

* Triel transitions now check for approved guild keys as well as writs. Guilds with favorable relations with Elturel/Triel no longer need a writ for each individual member. Valid guilds include Radiant Heart, Darius Company, Rocky Creek, and Halls of Light. Friendly guilds currently without guild keys must continue to use writs (for obvious reasons). If anyone that should be on this list is missing, please get in touch with me or admins.

* New boulder throw script now actually sends attack roll message to PCs.

* Underdark spawn moved from Darkwoods to Mist Lake.

* Vicious Strike Fix left weapon missing vfx fixed.

* Stuffed Troll and Placard added to the Belching Dragon Tavern.

* Duke Entar now has a portrait.

* Negative energy immunity overflow fixed.

* Various new and updated icons.

* Reworked Temple of Mystra loading screen.

* Fix for Palace Guardian halberd description.

* Persisting XP toggle, reducing cross server teleport delay from 6 to 2.

* Fix of the new future EDE guild key. Two maps renamed to fit system.

* Weather updates. Areas with Rhifox weather now have fog adjustments to make them more atmospheric. Also updated DM weather tool to support adjusting fog on Rhifox weather maps.

* Updated appearances for several old mob types, along with several new options for other ones.

* Several epic weapons with attack bonus changed to enhancement bonus to match weapons of similar power level.

* Weapon type comments in most piercing weapons fixed to no longer show in-game. (does not affect stores at this time)

* Unwanted rat tails with the newer hoods with hair removed.

* Kobold size fixed. They're Small creatures, not Medium.

* S1 DM areas teleport impede fix. Additional Temple of Mystra fix. House Divine teleport impede.

* Added a plain cloak to starter store.

* Bladestone uniform adjustments.

* Blunt's shop now actually looks like it's well-traveled (added mud and road textures).

* Lion's Way fixed to have the new weather properties.

* One sewer transition should no longer send players to the Shadow Plane.

* More logging.

* Minor spelling, transition, area, and bug fixes.

Classes
Warlock

* Kaedrin blasts (Repelling, Tempest, Undead Bane) removed. These blasts have instead been turned into proper eldritch essences (Repelling, Tempest) or modes (Bane). Repelling and Tempest now have custom vfx effects. (Tempest Blast, Repelling Blast)

* Brimstone Blast, Hellrime Blast, and Tempest Blast are merged into a new eldritch essence: Elemental Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. Brimstone deals fire damage with chance to inflict a DoT, Hellrime deals cold damage with chance to inflict a penalty to Dexterity, and Tempest deals electrical damage with a chance to daze.

* Hindering Blast and Repelling Blast are merged into a new blast: Forbidding Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. Repelling Blast now knocks the target back by 5d6 feet if it fails a saving throw along with its original effect of knocking the target down. Hindering Blast now slows for 6 rounds instead of 1.

* Bewitching Blast and Noxious Blast are merged into a new blast: Cursing Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. In addition, Bewitching Blast confusion now lasts 2 rounds, while Noxious Blast daze now lasts 4 rounds.

* Binding Blast now deals an additional 2d6 magical damage.

* Eldritch Cone no longer hits allies, and now gains 50% extra range and +1 to its DCs if you have Eldritch Master.

* Eldritch Doom now bypasses Evasion, and gains 50% extra radius and +1 to its DCs if you have Eldritch Master.

* Warlocks may now select the Ability Focus (Blasts) feat, which raises blast DCs by 2.

* Warlocks may now select Extra Invocation feats. You may only select Extra Invocation feats for invocations up to one level below your maximum. This means you may select bonus Least invocations at level 6, Lesser invocations at level 11, and Greater invocations at level 16. Dark invocations can never be selected as Extra Invocations. Eldritch blast shapes and eldritch blast essences cannot be chosen with extra invocations.

* Flee the Scene's range of effect is now identical to Haste.

* Dark Premonition is now breachable, like Premonition. Its vfx has also been updated.

* Retributive Invisibility can now have its concealment removed by Invisibility Purge, like Greater Invisibility.

* Tenacious Plague now gains a bonus to AB equal to the Warlock's Charisma modifier. In addition, as long as one swarm hits its target, the target must make a Fortitude saving throw against poison or be dazed for one round. This save can only happen once per round, regardless of how many swarms hit the target. Tenacious Plague also lasts 6 rounds, and no longer hits allies. The number of swarms you can create is now caster level / 4 instead of caster level / 3.

* Utterdark Blast negative levels can now stack.

* Lure Shadow Demons invocation no longer has a 20 round cap.

* Ill Omen is now ESL 7 instead of 4. In addition to the -2 AC, Ill Omen now also applies the effects of Greater Evil Eye (-6 AB, -4 Saves, -8 to all skills).

* Dreadful Word is now ESL 7 instead of 4. In addition to its normal effects, it now has a 10% chance to outright kill any target that fails their saving throw. Furthermore, the spell now deals 3d6 points of damage even if the target succeeds at their saving throw. In addition, Dreadful Word now correctly displays its actual radius.

* Charm now lasts one round per level.

* Darkness now works like pnp Darkness: it is no longer targeted on the ground but instead radiates from and travels with an object or creature. It provides 20% concealment and lasts one minute per level (maximum 5 minutes). Darkness cannot be removed by Gust of Wind.

* Darkness's original role is now taken up by Fog Cloud, available to Druids/Shamans, Wizards/Sorcerers, and Warlocks (as Breath of the Night, a least invocation). Fog Cloud is a placed AOE zone that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Fog Cloud lasts one minute per level (maximum 5 minutes), and can be removed with Gust of Wind.

* Hellspawned Grace improved, and new Lesser polymorph invocation Spider-Shape added. Both invocations now use the vermin shape script and stats, both get fiendish attributes (like fiendish summons), with warlock Spider-Shape being -3 to all attributes per HD range compared to cleric/cavestalker spidershape. This means that at maximum stats (>22 HD), Spider-Shape gets 25 Str, 25 Con, 25 Dex, DR 3/+1, and +1 Fire damage, while Hellhound at maximum stats (>22 HD) gets 28 Str, 25 Con, 25 Dex, DR 3/+1, +1 Fire damage, Dodge, Darkvision, Improved Initiative, and Blindfight. Spellcasting is not permitted in either forms (aside from Hideous Blow and any earlier buffs, ofc). 100% spell failure has been added to spider domain, warlock spider, and warlock hellhound shapes.

* Primal Speed is now a Least invocation.

* All invocations now have their own descriptions, rather than some piggybacking off of other class's descriptions. Several have updated vfx as well.

* All invocations (with the exception of Dreadful Word) are now consistently Somatic-only spells, and no longer have voice lines. Most already were Somatic, but a few leftovers had Verbal. Spell-like abilities in pnp have no somatic or verbal components, other than Warlock spell-like abilities, which use Somatic ones. Dreadful Word still has a verbal component because it is explicitly a spell that involves speaking.

* Frightful Blast no longer has an HD limitation.

* Caustic Web is now ESL 6.

* Misty Vision is now a Greater invocation.

* Starting at level 2, the Warlock can cast the spell detect magic at will.

* Dark One's Own Luck no longer provides a Cha bonus to all three saving throws. The Warlock must now choose which saving throw they wish to increase when they cast the invocation.

* At first level, the Warlock can now choose their pact from a number of options: Devil, Demon, Fey, Slaad, Celestial, or Other. Depending on what pact the character chooses, they may get a bonus language. Devil pact provides Infernal, Demon pact provides Abyssal, Fey pact provides Sylvan, and Celestial pact provides Celestial.

* At first level, the Warlock receives a class lore feat. This feat has no mechanical effects, but provides a longer description of warlock lore than the main class description.

* Hindering Blast and Binding Blast now have sound effects.

* Eldritch Blast hit vfx now work when firing a standard eldritch blast.

* Firestride Exhalation can now be aimed like other cone spells.

* Dread Seizure now lasts a number of rounds equal to the warlock's caster level.

* Beshadowed Blast blind/flatfooted now lasts 3 rounds.

* Several new invocations have been added, detailed below.

Dark
- Eyes of the Oracle: The Warlock can cast the spell eyes of the oracle. This invocation was made years ago, but its 2da was set improperly so it didn't work before.

Greater
- Penetrating Blasts: Penetrating Blasts grants the warlock a +4 bonus to caster level checks to overcome spell resistance, and all eldritch blast attacks made while Penetrating Blasts is active have a chance of lowering the target's SR by 5 if they fail a Will saving throw. Penetrating Blasts lasts 24 hours.

- Enervating Shadow: The Warlock radiates a cloud that grants 50% concealment at night, underground, or while the Warlock is standing in a cloud of Darkness (their own or someone else's). Any creature that enters the cloud must make a Fortitude saving throw or take a -5 penalty to Strength for 5 rounds. Enervating Shadow has a 5 round duration.

Lesser
- Baneful Blasts: Undead Bane Blast has been replaced with Baneful Blasts. Baneful Blasts grants the warlock an additional 2d6 damage against a chosen type of foe. When the invocation is used, the warlock selects a racial type (using the ranger's FE list) as their bane. Baneful Blasts lasts 24 hours. The chosen Bane cannot be changed until the character rests.

- Crawling Eye: The Warlock may cast scrying. When Crawling Eye is cast, the Warlock removes one of their eyes, which grows limbs and can travel at high speeds. Because they have lost one of their eyes, the Warlock takes a 1 point penalty to their Constitution for the duration of the spell, as they must take time to grow a new eye.

- Witchwood Step: The Warlock is immune to web, paralysis, slows, and any other movement-affecting ability, as by the spell freedom of movement.

- Warlock's Call: The Warlock may mentally communicate with others, as by the spell sending.

- Spider-Shape: The Warlock can polymorph into a spider, as if by the spell spidershape. Warlock spider forms are fiendish.

Least
- Heartfire: Quill Barrage has been replaced with Heartfire, and it is now only available to Feytouched, who gain it at Feytouched 4 (sorcerer Feytouched characters gain Extra Spell Heartfire instead). As the druid and bard spell, creatures affected by Heartfire do not benefit from the concealment normally provided by darkness, displacement, invisibility, or similar effects. They also take 1d4 points of fire damage if they fail a Fortitude saving throw, or half on a successful check.

- Miasmic Cloud: The Warlock radiates a cloud of mist that grants the warlock 30% concealment against melee attacks. Any creature that enters the cloud must make a Fortitude saving throw or take a -2 penalty to Strength and a -2 penalty to Dexterity until they leave the cloud. Miasmic Cloud lasts one minute per level (maximum 5 minutes) and can be removed by Gust of Wind.

- Soulreaving Aura: The Warlock harvests spiritual energy from every foe they slay with their eldritch blast, gaining a number of temporary hit points equal to the hit dice of the slain target (up to a maximum of 10) for a number of rounds equal to the target's hit dice (again a maximum of 10). Soulreaving Aura lasts for 24 hours.

- Call of the Beast: The Warlock can speak with beasts and animals, as if by the spell Speak with Animals. Call of the Beast lasts for 24 hours.

- Swimming the Styx: The Warlock grows gills and webbing between their digits, allowing them to breathe underwater. Swimming the Styx lasts for 24 hours.

- Breath of the Night: The Warlock can cast the spell fog cloud.
Order of the Bow Initiate

* Ranged Precision is changing to a combat style mode. Ranged Precision reduces your total attacks to 2 (before Rapid Shot/Haste) but increases your damage per shot by 1d6 at level 1 and for every odd OOBI level, ending at 5d6 at OOBI 9.

* Instead of Sharp Shooting, Blind Fight is given for free at level 6.

* Sharp Shooting is moved to level 10. Sharp Shooting fires a single arrow that, if it hits, negates enemy DR for the next 3 rounds. In addition, Sharp Shooting removes any missile protection effects the enemy might have, such as Storm Avatar. Sharp Shooting can be used 3 times per day.

* OOBI has high Reflex and Will saves, rather than Fort and Reflex. This is more accurate to pnp and the lore of the class.

* OOBI no longer gives Hide and Survival as class skills.

* Bow initiate features only work with shortbows and longbows.
Systems
Pets

Pets have been added to BGTSCC. Pets include cats, chickens, dogs, dalmatians, cattledogs, dobermans, hawks, pigs, rabbits, rats, snakes, tarantulas, and weasels. They can be purchased at the Wide in Baldur's Gate and the market in Sshamath. More pets and store locations can be added at later dates.

Pets are bought as cage/collar items. These items can be used to summon, dismiss, and name your pet. Pet names are tied to the individual item, so you can have multiple pets of the same type with different names. Only one pet can be called at a time, but they use their own summon slot and will not override other summons or familiars. Pets work as summons rather than familiars; they cannot be directly controlled, but can be moved around with the Control Henchman feat.
Portraits

Crom Portrait Uploader added to the server, allowing players to upload and use their own portraits. These portraits are set to your account and cannot be selected by other players.

The portraits selection UI can be accessed by double-clicking on the character's portrait / head view in the character sheet panel. Clicking the upload button generates a random and temporary access token, and opens the upload page in the browser. On the upload page, players can send their portrait image files. The portraits are automatically resized if needed, and converted to the appropriate format for NWN2 (TGA).

Once portraits are uploaded, players can return to NWN2, click the refresh button and select their new portraits with the Set button.

New portraits are automatically downloaded by other players on the server, as long as those players have the Client Extender. Players without the Client Extender cannot see the portraits.
Spells and Abilities
* Death Knell is now a 10 minute/level buff. Whenever you kill a target while Death Knell is active, you gain 1d8 temporary hit points, +2 Strength, and +1 caster level for a number of rounds equal to the hit dice of the slain target (to a maximum of 5 rounds, or 10 extended).

* Darkness now works like pnp Darkness: it is no longer targeted on the ground but instead radiates from and travels with an object or creature. It provides 20% concealment and lasts one minute per level (maximum 5 minutes). Darkness cannot be removed by Gust of Wind.

* Darkness's original role is now taken up by Fog Cloud, available to Druids/Shamans, Wizards/Sorcerers, and Warlocks (as Breath of the Night, a least invocation). Fog Cloud is a placed AOE zone that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Fog Cloud lasts one minute per level (maximum 5 minutes), and can be removed with Gust of Wind.

* Water domain 3rd level spell Darkness is replaced by Fog Cloud.

* Obscuring Mist is now available for 1st level clerics/favored souls, druids/shamans, and wizards/sorcerers. Obscuring Mist places a cloud at your feet that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Once dropped, the cloud does not move. Obscuring Mist can be removed with Gust of Wind.

* Swarm spells also no longer have a 20 round cap.

* Primal Speed is now a level 2 spell for Druids/Shamans and Wizards/Sorcerers and a level 1 spell for Rangers.

* Firestride Exhalation can now be aimed like other cone spells.

* Water Breathing now has a buff frame vfx.

* Entangle and Vine Mine Entangle now actually work. Did not have an on enter script before, meaning it only applied the debuffs if cast directly on a target or on heartbeat. Also, its movement speed reduction was set to a slow effect, not a movement speed reduction effect... so basically the movement speed reduction part of this spell never actually worked unless it was targeted directly against you. Entangle now also has duration and range closer to pnp: 2 rounds per CL, and 40ft radius instead of 20ft.

* Briar Web has a new vfx. Now works like pnp. Now deals 2d6 damage instead of 3 damage on a failed save, and also entangles (stops movement) on a failed save. 50% movement speed reduction while in the area, and also provides 20% cover to everyone inside the web and 50% concealment against and miss chance towards ranged targets. 2 rounds per CL duration. 20ft radius.

* Trip Vine has a new vfx. DC is increased by 2 if someone Charges into the area. 2 rounds per CL duration.

* Spike Growth now works as a trap and no longer has a visual component. Characters with trapfinding can evade it with a successful Search check.

* Spike Growth and Trip Vine now get bigger areas of effect as the PC levels up. Spike Growth starts at Huge (20 ft radius) while Trip Vine starts at Medium (10 ft radius), and both spells gain an additional 5 ft for every 4 levels (Spike Growth) or 5 levels (Trip Vine). The range increase continues between levels 30 and 40, giving high CL nature casters additional range over CL30 characters.

* Equalizing AOE radiuses to proper values. Some AOE effects might see small increases or decreases in radius, but nothing huge.

* RecallHenchman now works instantly when clicked.

* Teleport spells now tell you when you botch instead of just randomly failing without any feedback.

* Creating new techsmith bombs now saves the CD to Kemo tool so that relogging can't be used to reset the cooldown.

* Swarm summons no longer have a 20 round cap.

* Fix for dragon form abilities not appearing for silver dragon shape.

* Dragon knight fixes, scrying refacto.

* Wrong area name for trace teleport fixed.

* Added a check for polymorph while counterspelling.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update March 13 2022

General Changes
* Description and spelling fixes.

* Cross-server transition delay reverted back to 6 seconds to try and fix crash loops people are experiencing.

* Fixes to more of the female hoods and added missing female hood clones

* Hairs added for female and male genasi.
Classes
Warlock

* Warlock pacts can now be properly selected even if taking your first warlock level later than character level 1. Note if you already RCRed after the March 12th patch and didn't get your pact, you will have to ask a DM to get you the appropriate feat. The feats to request are:

Devil: 3494
Demon: 3495
Fey: 3496
Slaad: 3497
Celestial: 3498
Other: 3499
Spells and Abilities
* Death Knell targeting fixed for its new effects.

* Assassin/BG Darkness targeting fixed for its new effects.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Hotfix March 24 2022

General Changes
* Slight change to weather script to make sure rain chances are appropriate for the current month.

* Warlock NPCs should now be able to use their blast abilities again.

* Sshamath pet shop should now open.
Spells and Abilities
* Soulreaving Aura and Death Knell last 10 rounds regardless of the HD of the target. Spell descriptions and death Knell message will still report a different number of rounds for now since I missed fixing that, but it will last a full 10.

* Several feats a few shapechange forms were supposed to have moved from their blueprint to their hide item to make sure they apply correctly.

* Miasmic Cloud and Enervating Shadow DCs should now work correctly.

* Cavestalker vermin shape should now work again.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Hotfix March 27 2022

General Changes
* Weather script no longer tries to apply fog effects to non-player/DM-controlled objects.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update April 29 2022

General Changes
* Loot percentages adjusted to make looting a little more rewarding.

* HP is now a more worthwhile attribute to roll on RIG items. Not only will it roll higher amounts, but it will also increase an item's sale price.

* All RIG armor types can now roll many different types and materials. These types and materials can adjust AC bonus, Dex maximum, armor check penalties, ASF, weight, cost, and so on. Some of the new types allow druids to use non-metal versions of metal armors.
Hidden: show
Armor Types
- Duskwood Breastplate (non-metal mithral breastplate variant)
- Ankheg Plate (non-metal mithral full plate variant)
- Wildwood (non-metal armor variant, slightly better weight)
- Leafweave (rare superior padded, leather, studded, and hide. increased Dex bonus, -5% ASF)
- Shell Armor (Non-metal breastplate, slightly worse skill check, slightly better spell failure)
- Wood/Bone Armor (Non-metal chain shirt, slightly worse skill check, slightly better spell failure)
- Thistledown (very rare superior padded armor, increased Dex bonus, 0% ASF)
- Bronzewood (non-metal armor and shield variant, slightly better skill checks and weight)
- Chitin (non-metal armor and shield variant, slightly better weight)
- Darkleaf (very rare superior non-metal mithral armor variant. Increased Dex bonus and one armor tier lower than normal)
- Spidersilk Armor (very rare Underdark-only superior padded armor, increased AC bonus, -1 skill checks, 10% ASF)
- Entropium (very rare superior heavy armor. One armor tier HIGHER than normal, increased AC bonus, better skill checks and ASF).

Materials
- Spidersilk
- Chitin
- Thistledown
- Flesh
- Leather
- Cloth
- Bone
- Wood
- Shell
- Ankheg
* Melee wooden weapons can now roll metal properties, such as cold iron and alchemical silver. Like axes and halberds, this is reflected in metal parts of the weapon (such as steel caps on the ends of a quarterstaff).

* Baseline RIG items now roll as masterwork items. Masterwork items have +1 AB if a weapon and -1 armor check penalty if armor. This does not affect store or loot table items at this time. This also does not affect any existing items players may have looted.

* RIG mithral, adamantine, duskwood, and zalantar are now masterwork items as specified by pnp.

* RIG gauntlets can now drop with metal material types. Spike gauntlets (+1 piercing) can also drop.

* RIG mage-specific items (which determines how likely mage properties appear on the weapon) now include dagger and shortstaff.

* RIG accessories (eg jewelry, boots, bracers) are now more likely to roll skills.

* Use Limitation: (Alignment) is now treated as a negative property. This means it is rolled at the same time as other negative properties, rather than separately. This will slightly increase the chance of higher quality items, while slightly lowering the chance of debilitating negative properties.

* New druid-usable variants of bearskin and tigerskin armor added to epic store.

* New mage staffs added to stores. All new mage staffs now default to a minimum caster level of 8. In addition, mage classes now gain access to the Attune Staff feature, which allows them to use their own caster level to determine the effects of staff spells, instead of the staff's caster level. This should make staffs a much more valuable piece of gear for mages.

* Converted some large environment objects (walls, mausoleums, other structures) in BG Graveyard to static placeables so they properly obstruct lines of sight. This should prevent enemies from using ranged attacks against players who are obscured by walls in most cases.

* DM challenge map test per DM Spartacus request. Related waypoints added in various zones. Some area renames to align with the system. Small tile fix in Haunted House.

* Many new icons.

* New banners from AsuraKing. Includes Black Abbey, Candlekeep, All-Seeing Eye, Rocky Creek, Crescent Moon, Everwinter, Zhentarim, Darkhold, Order of the Black Rose, Northern Barony, and Sons of a Second Dawn (bit late, I know, but Barry made these last year and I just got around to implementing them now that I know how to make new placeables). These banners have been placed outside of their respective guild headquarters.

* Darkhold gate is now closed. Guild or friendship tokens are required for entry into the courtyard. Underdark entry now also allows entrance with friendship tokens.

* Uruk Lurra crater site re-added (which also opens access to beetle cave).

* Corm Orp's population has fled, either to Darkhold or out of the Sunset Vale. A Hellrider army now camps here instead.

* Maluses/Flaws NPC dialogue in the Nexus updated to give more clarification on what it is giving, as well as asking for confirmation from the player, so that it does not confuse (and subsequently penalize) newbies.

* The beginnings of a Radiant Heart outpost can now be found at the River Chionthar.

* Dabron Sashenstar has moved to a nicer address. Honk.

* Added Baldur's Gate City Guard player uniforms and other DM blueprints.

* Everwinter estate now has teleport impede, app kit use, and a new loading screen.

* Gurri language choice added.

* New staff stores added at the School of Necromancy and the School of Mages in Sshamath. Other staffs have been placed at various stores in the game world on both the surface and the Underdark.

Classes
Divine Classes

* Clerics, Druids, Favored Souls, Paladins, and Rangers can no longer cast spells of an alignment opposite to their deity (eg, a Good deity will not grant Evil spells).

* Spirit Shamans can no longer cast spells of an alignment opposite to their own alignment (eg, a Lawful spirit shaman will not be able to receive spells from Chaotic spirits).
All Spellcasters
* All spellcasters now receive the Spellcasting lore epithet feat, which explains the principles of spellcasting in Faerun (with specific details depending on the exact type of spellcaster you are).

* All spellcasters now receive the Attune Staff feat. This feat can be used to allow you to use your own caster level when casting spells from a quarterstaff item. Attuned quarterstaffs cannot be traded until the attunement is removed. Only one quarterstaff can be attuned to you at any one time, and you may only make a single attempt at attuning a quarterstaff per reset. Paladins and rangers can only attune to one-half their caster level. If the staff has use limitations, you must make a DC 20 UMD check to attune the staff.
Hierophant
* Favored Soul now qualifies for Hierophant. To qualify for Hierophant, a Favored Soul must have 19 Wisdom.

* Hierophant now checks for qualification on level-up, not just login.
Systems
Magic Expansion

* Pnp descriptors (eg Acid, Evil, Mind-Affecting) and subschools (eg Healing, Teleportation, Shadow) have been added to all spells. This framework greatly extends the ease with which we can code functions that have different effects based on the type of spell.

* Epic spells now work closer to pnp implementation. Firstly, epic spells now use standard spell calculation to determine their DCs. For this purpose, they are treated as if they were level 10 spells. Secondly, rather than each spell having its own independent number of uses, epic spellcasters now receive a number of epic spell slots that they can use on any epic spells they have. The number of slots an epic spellcaster receives is determined by Lore skills and by the number of epic spell feats the character possesses. For every epic spell feat you have, you gain 1 epic spell slot. You receive an additional 1 epic spell slot for every 10 (base) ranks in the highest of your Lore: Arcana, Lore: Nature, or Lore: Religion skills. You do not gain any extra epic spell slots for having a high Intelligence/Wisdom/Charisma score. Epic spells with multiple uses no longer have a cooldown between uses - for the purposes of casting an epic spell, they function just like any other spell.

* EffectConfusion and EffectInsanity now work closer to pnp. Confused creatures to have a 10% chance to attack the caster, 10% chance to act normally, 30% chance to wander aimlessly, 20% chance to run away from the caster, and 30% chance to attack the nearest creature. Insane creatures have a 10% chance to attack the caster, 20% chance to wander aimlessly, 10% chance to run away from the caster, and 60% chance to attack the nearest creature. In addition, when the random check causes them to attack the closest target, they will try to prioritize NPCs before attacking players, though this still seems a bit unreliable.
Spells and Abilities
* Hellball is now full rainbow, and includes 10d6 Cold damage on top of its other damage types. This gives it a total of 50d6 damage instead of 40. In addition, Hellball now has a Tremendous range (up from Huge). However, there is a 5% chance of the mage suffering a 10d6 backlash due to the chaotic power of the hellball.

* Epic Call Lightning Storm now does 40d6 damage, up from 35d6.

* Damnation now has an additional +5 to its DC. However, its death effect is now blocked by dimension anchor/lock, as it is a teleportation spell. Only the death effect is affected by this lock, all other effects continue to work as normal. If the death effect is blocked, the spell is treated as if the target had failed its saving throw.

* Vampiric Feast now has the Death descriptor and obeys death immunity, like Avasculate, and it now only affects living targets, but its shadow is now 20 HD instead of 9, with significantly better stats and a new appearance (One-of-Many model).

* Entropic Husk now has the Death descriptor and obeys death immunity, but its range has increased from small to medium.

* Epic Mass Heal now also removes many status effects and ability damage alongside its healing.

* Dragon Knight now benefits from summon-buffing feats (eg Spell Focus Conjuration or Beckon the Frozen). Dragon Knight will also last for 50 rounds, up from 30. Dragon Disciples and Dragon Warriors casting this spell have doubled duration. Dragon Knight dragons will also cast their spells at CL 20.

* Epic spell descriptions have been updated to more accurately reflect their epic spellcasting design. They list what seeds are used in their construction, and some descriptions have been updated to accommodate this.

* Epic spells are no longer restricted by caster class, as defined by epic spellcasting rules. This is one of the perks of epic spells. However, Epic Mass Heal requires an investment of 24 points in Lore: Religion in order to be taken by non-divine mages, due to using the Heal seed.

* Warlocks can now qualify for their epic spells at Eldritch Blast 8d6, ensuring that they always qualify for epic spells at an appropriate level for their invocation access regardless of their multiclassing. Pure warlocks will unfortunately qualify for epic spells one level later than they used to, but all other warlock builds will qualify much sooner than previously as they no longer have to wait until they have 16 levels in the base warlock class despite progressing in warlock through Hellfire or other warlock PRCs.

* Chaos now uses EffectInsanity instead of EffectConfusion to distinguish it from Confusion (the claim that it bypassed Mind-Affecting immunity was never accurate, as that is hardcoded).

* Dragon Scales: Dragon Scales has been changed to level 3 and renamed Dragonskin. It provides Natural AC at a similar progression to Spiderskin, along with 5-20 DR to a specific energy type based on which dragon you choose when casting the spell (acid (green), electricity (blue), fire (red), cold (white)). Characters with the Draconic heritage gain an additional 1 AC from this spell. Dragonskin lasts 10 minutes per level and can only be used on the caster.

* Eyes of the Oracle now provides +2 to AC and saves naturally, increasing to +3 if the character has the Draconic heritage feat.

* Firestride Exhalation now works closer to pnp. You have the choice when casting the spell to use it simply as a fire cone, or to teleport forwards a short distance during the spell's effect.

* Light spell has a new 'Bright White' option. This option is already available through the 'No Choice' option, but it will now be more clear for players that feel they need this increased lighting effect.

* Scrying sensor should now correctly bypass rolls for party members.

* See Invis spells no longer spot the sensor for scrying. Warlock crawling eye can still be seen with see invis as it's a physical object.

* Saving against the spell recalls the sensor but does not on its own allow the subject to know they were being scried on or to determine who sent the sensor. Detect Scrying will now be the only way to detect scrying and trace a scrying sensor back to its source.

* A single target gets one save per reset against a single caster's scrying sensor. If you pass the save, any further attempts at scrying near you will automatically fail. If you fail the save, you can no longer make saves against that caster's scrying sensors until the next server reset.

* Mage Armor, Improved Mage Armor, and Shield no longer have duration visual effects, as these spells are described as being invisible effects in pnp.

* Baneful Blasts, Penetrating Blasts, and Hideous Blow now apply an icon while their effects are active.

* Death Knell and Soulreaving Aura now apply an icon when their effects are active.

* Hellrime Blast now applies Wetness effect.

* New spell: Insanity. Insanity is a level 7 sorcerer/wizard spell that casts confusion against a single target. This spell is permanent.

* New spell: Life Ward. Life Ward is a level 4 cleric/favored soul spell that protects a target against positive energy. While this has the obvious effect of protecting undead from heal spells, Life Ward also has an offensive use. Any creature under the effect of Life Ward is immune to all positive energy, including friendly healing spells. If Life Ward is cast against an enemy, that enemy gets a Will save to negate the effect.

* New spell: Animate Plants. Animate Plants is a level 7 druid/spirit shaman spell that summons 3+ plant creatures of 8-12 HD for 1 round per level. Alternatively, the spell can be used to cast a heightened entangle.
Bug Fixes
* Attempted fix for pets failing to transition.

* Fix for CK gate trigger and friendship token.

* Added a missing apostrophe in the insert query for bg_death_log. This will hopefully fix the syntax error and allow proper death logging to occur.

* Eldritch Doom now correctly bypasses Evasion.

* Extra Invocation: Ignore the Pyre now has its full list of options.

* Order of the Bow Initiate now correctly grants Blind Fight at level 6.

* Skuldask Watercave walkmesh fixed.

* Small fix of a transition between the Crystal Mine and Iron Mine Exterior.

* Wizard specialists should now correctly get their school display feat, instead of the Generalist feat.

* Midani language should now correctly appear in-game.

* Alchemy benches in School of Necromancy, School of Mages, and Elixirs should now work properly.

* Olin Gisir now correctly allows for its spell progression feats to be selected at level 1.
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 May 4 2022

Area Changes
Candlekeep
* Petrified gnome statue removed.

* Grave marker added for Gunthar, a player character that was permakilled a few months ago by Jalib after threatening Edelgarde.

* Ol' Bess has passed on. F's in chat. Now Young Bessie is in her place.

* Pia has grown up a few years. She's got her wings and tail now. Oh dear.

* A certain two children are wandering around Candlekeep now. They're probably destined for nothing of significance, really.

Classes
Sorcerer, and Bard
* Sorcerers and Bards now receive class lore feats at level 1 (or login, for older characters). This lore provides full details about the class from sourcebooks.
Wizard
* Wizards now receive class lore feats at level 1 (or login, for older characters). This lore provides full details about the class from sourcebooks.

* Specialist wizard feats now provide expanded lore on each school of magic and the general inclinations often seen in those kinds of specialists.
Systems
Wild/Dead Magic Setup

* All "spells" given appropriate UserType setting in order to facilitate proper use of Wild/Dead Magic functions. This will allow for granular functions that ensure non-magical abilities are not affected, only properly magical ones (spells and spell-like abilities = 1, supernatural abilities = 2, feats = 3, items/special = 4).
Spells and Abilities
* Cone of Cold now has its pnp range of 60 feet, up from 30.

* Epic spells are now treated as spells and require Concentration checks.

* Bard songs Cloud Mind, Fascinate, and Song of Requiem now require Concentration checks.
Bug Fixes
* Olin Gisir now gets its first secret at level 2 so that it does not cause issues with taking the spell progression at level 1.

* Feytouched now properly receives its Heartfire choice at level 4 rather than level 5.

* Dragonskin DR now calculates correctly.
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 May 19 2022

Bug Fixes
* Warlocks can now correctly select epic spell feats on level up.
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 July 1 2022

General Changes
* Due to major changes in this patch, the next two weeks until July 14th will be a 100% RCR period. If a player is unable to log in during this period, they will still get one free 100% RCR whenever they return to the game.

* Storage vendor temporarily added to Nexus for RCRing.

* Wizards can now transfer spells when RCRing. Please see information placard in Nexus on specifics before RCRing a wizard.

* New areas: Upperdark - Formian Hive (Epic); Underdark - North of Mistlake; Underdark (Epic) - Forgotten City (Epic); Surface - Reaching Woods Eldath Shrine; DM Maps - Undercity.

* Updated areas: Surface - Reaching Woods (darker nights, destroyed old Eldath shrine); Surface - House Vale Interior and Exterior rework; Surface - Bladestone Foundation stage tweak and storage; Surface - Outer City player house added; Surface - East Chionthar River, Radiant Heart bridge updated and new quest added to the map; Undercity - Bhaal temple removed.

* New weather effects now apply to all maps.

* Creature speeds have been increased to 90% of player speed, instead of 75%.

* Many new icons, most done by the talented Nastya Raynor/Kopo. Nastya is no longer a member of staff, so we want to thank him for the amazing work he's done over the years in improving the professional look of BGTSCC.

* New seasonal dryad blueprints.

* New quest NPCs and items for DM Spartacus.

* New vfx for sneaking, making it clear to onlookers that you were sneaking if they spot you.

* Spellgaunts no longer have Improved Disarm.

* Traps set by players should no longer trigger unless the two characters are hostile with each other. If a PC is killed by a trap, it is treated as a pvp death if the trap was set by a player, rather than a pve death.

* Updated Light Sensitivity and Light Blindness effects, now more pnp accurate.

* Server transition changed from East River Chionthar and Northern Tradeway to East River Chionthar and Thundars Ride.

* PCs can no longer cast spells in the Fugue.

* Removing minimum item valuation from KEMO auction system.

* 4 second delay added between each player when DMs use the JumpParty/JumpAllPlayers commands to reduce crashes when using this function.

* Tieflings can now choose between either Infernal or Abyssal languages when starting new character or via special one-time use feat for existing characters.

* Updated class description for Dissonant Chord and Stormsinger to indicate that these classes will not progress number of Bard songs per day after epic levels. Progression will be fixed later.

* LoS block flag added to CityMCollBOX.

* Change to default creature spawn_in script to allow SEFs being applied to them upon spawning.

* Packhorses no longer leave your party in combat. Protection of the horse is player responsibility.

* Human subraces now receive a custom version of Quick to Master that provides them their bonus feat choice after they create their character. The list pops up on login or when using the Quick to Master feat. The bonus feat must be chosen at level 1. Once a feat is chosen, or once the PC reaches level 2, this option will no longer be available.

* Surface/UD restrictions removed. Quests are still subject to UD/Surface restrictions.

* Ogre Cave -> Titanfist transition removed. Characters must use other routes to move between the surface and Underdark. Additional routes will be put in in a coming patch.

* Update of BG area for DM Spartacus as DM Challenge area.

* Damage levels names for characters changed to be a little more realistic. Characters move from Healthy to Winded, Fatigued, and Exhausted, before becoming Injured, Gravely Wounded, Bleeding Out, and Dead or Dying.

* Character Menu now shows the PC base skill points along with the total modded value -> "Base | Total".
Loot and Items

* Loot tuning.

* Bloodstaunch now serves a "smelling salts" function. Bloodstaunch acts like stabilize+raise dead, but is single target only. Bloodstaunch is available in some stores in limited quantities and can drop as loot.

* Adamantine gauntlets can no longer drop, as they don't work.

* Many quest items, keys, and stackables reduced in weight. This updates blueprints in the module, it will not update your current items. To get the new weightless items you will need to buy them (for the kits) and reach out to a DM (for the keys). Old keys will work the same, so if you don't have any problems with encumbrance, you don't have to do anything.

* New armor appearances from AsuraKing.

* Adding Jude (athornforyourheart) and Liv's (GaiaGirl/LivT) gift pack from TRoN Server. This pack includes mostly Northman type attire, along with new shields and axes.

* Whips no longer grant Disarm, as Disarm is now a base ability. Existing whips will now show Improved Disarm, but this is removed when the item is equipped (unless it's the Tendril of Kossuth. Improved Disarm is now a baked-in bonus for that whip). All whips passively grant bonuses to disarm now.

* Items that grant Taunt and Craft Trap skill bonuses no longer do so, due to the merging of these skills into Intimidate and Set Trap. Existing items will still show these stats, but they do nothing for the PC. Equipping an item with these bonuses will remove the bonus.

* Light flails should now benefit from weapon finesse.

* Shortspears should now benefit from power attack (but they cannot be 2H'ed).

* Herbal forms of healing, primarily harvestables, ignore ToT divine spellcasting blocks, as they are mundane items. Several non-magical forms of healing are also available in stores, but these come in limited quantities.

Classes
All Base Classes

* All base classes now receive a class lore feat that provides the full class description for your class, as well as relevant notes about its RP and what regions of Faerun that class is most likely to hail from.

* All base classes now also receive a set of lore feats relevant to that class's RP. These lore feats describe various aspects about the world of Faerun and the people who dwell there. This includes barbarian tribes of Faerun, what ki actually is, what defines a spirit, the code of conduct expected of a paladin, and so on.
All Spellcasters

* All spellcasters now receive progressive Spell Progression feats. These feats correctly tally up all of the caster's spell progression classes to get your proper spell level with both base class and PRCs. This functionally allows feats that previously had requirements based on spell level that only covered base class to now work off of combined base+PRC level. This means, you will now be able to take Extra Spell Slot feats properly up to one below your max level (eg Extra Spell Slot 8) even if you only have 6 levels of wizard or sorcerer or whatever. Likewise, for warlocks and Extra Invocations and epic spells.
New Class - Mystic Theurge
* Details for the class are available here.
Sarol'Veldruk
* QoL change: Skillful Maneuvers converted into 3 standalone feats with a shared cooldown from a sub-radial feat to minimize number of required clicks to activate.

* Requirements change: Class no longer requires GTWF, requiring a natural Dexterity score of 19 and the feat Improved Inititive. GTWF is now granted automatically at level 5.

* New VFX: Skillful Maneuvers now have their own unique activation VFX to better identify the powers.
Man-at-Arms
* New feature: Vigilant Defender, level 5. Vigilant Defender allows an MaA to add their class level to an opponent's tumble check DC to move through their space.

* Men-at-Arms no longer have Tumble as a class skill.
Thief Acrobat
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can't roll less than 5 for the selected skills, , even in combat.

* Thief Acrobats can no longer use their abilities while using a shield heavier than light.

* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).

* Agile Fighting now grants KD immunity starting from level 4. In addition, the first bonus from Agile Fighting is granted at level 2, up from 1, and the second bonus is granted at level 4, up from 3.

* Improved Knockdown is now granted at level 3, up from 2.

* Springboard is now a buff to the Tumble action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.
Duelist
* Elaborate Parry no longer gives extra deflection AC per 6 ranks of Parry. It now gives a dodge bonus to AC equal to the number of levels the character has in Duelist when using Fighting Defensively or Parry.
Rogue
* Rogues can now select Skill Mastery (Acrobatics) with their rogue bonus feats. A character with skill mastery can't roll less than 5 for the selected skills, even in combat.

* New feature: Hide in the Shadows is replaced by the new Create Diversion ability. Instead, rogues can now select Hide in Plain Sight (indoors) starting at level 16 with rogue bonus feats. If they already have either HiPS (indoors) or HiPS (outdoors), they can select unrestricted HiPS with rogue bonus feats.
Phantom
* New feature: Greater Ki Dodge, level 18. Greater Ki Dodge increases the concealment provided by Ki Dodge from 25% to 50%

* Phantom now gains additional ki uses equal to Wisdom modifier.

* Phantom AC increases at every 5 levels instead of every 10.
Cleric
* All leveling packages removed, since they granted illegal domain combinations.

* Lolth now has Whip as her favored weapon, instead of Dagger.
Invisible Blade
* Invisible Blade Bleeding Wound now bypasses DR.
Paladin
* New feature: Warhorse, level 5. Warhorses are an animal companion for paladins. They cannot be ridden (yet), but will help in combat.
Monk
* Monks now get the choice between Improved Grapple, Improved Knockdown, or Improved Disarm at level 6.
Order of the Bow Initiate
* Ranged Precision now checks if Rapid Shot is turned on for attack calculations.
Shadow Adept
* Shadow Adepts no longer need to have 850gp to cast Shadow Walk. This is only a validation change; Shadow Adepts were already capable of casting the spell without material components, but were erroneously required to have the material components anyway.
Hunter
* New feature: Trapfinding, level 1.

* Disable Device is now a class skill for Hunters.
Wilderness Stalker
* New feature: Outdoor HiPS, level 10.
Whirling Dervish
* New feature: Springboard, level 10. DC is 10 + WD level + Dex mod.
Pale Master
* Pale Master now requires 8 points in Lore: Religion to qualify for the class.
Techsmith of Gond
* Now requires Craft (Engineering) in place of Craft Weapon.
Order of the Bow Initiate
* Now requires Craft (Carving & Sculpting) in place of Craft Weapon.
Warsling Sniper
* Now requires Craft (Textiles & Leatherworking) in place of Craft Weapon.
Shifter
* Warlocks can now qualify for Shifter if they are level 6 or above and have at least 13 Charisma.
Systems
Combat Actions

* Pen-and-paper combat actions have been added. This includes two new GUIs, one for activating martial actions and a second for controlling companions and henchmen. These GUIS allow combat actions to be performed even while polymorphed.

* Grappling: Players can now grapple targets. Grappling allows a character to immobilize another creature, while being immobilized in turn. Once immobilized, the two characters can continue to attack each other, but cannot cast spells with somatic components (without using Still Spell), stealth, or use scrolls. A grappled character can be pinned, preventing them from attacking, using items, or casting spells that aren't entirely mental. When you are pinning a character, you can only perform unarmed damage (and sneak damage), rather than normal weapon attacks. You cannot cast or use items, either. PCs have the options to subdue a character while they are pinned as well. A subdued NPC is "petrified" and can be moved from the area by the PC. Grappling triggers an attack of opportunity and fails if you take damage and fail a Concentration check.

Full details for grappling are provided in the feat description. You can improve grappling by taking the Improved Grappling (which removes the AoO), Grapple Focus (+Greater and Epic versions), and Legendary Wrestler feats. Enlarge Person also increases the chances of success when grappling.

* Shield Bash is now automatically granted to all characters. The free version of Shield Bash, however, causes you to lose your shield's AC bonus while bashing. The feat version of Shield Bash (which continues to work normally, allowing you to bash while keeping your shield AC) is renamed Improved Shield Bash.

* Knockdown is now automatically granted to all characters. The free version of knockdown gives the target a chance to knock you down if you fail your attempt. If you are using a weapon conducive to knocking people down (such as whips, scythes, sickles, and so on), you are disarmed instead of knocked down if your opponent succeeds on their rebound if you failed your initial knockdown attempt. Improved Knockdown can be selected with feats and makes you count as one size larger. Enlarge effects now count for the purposes of knockdown bonuses. As the full set of knockdown feats is now 1 free + 1 feat, any characters with both KD+IKD will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat.

* Disarm is now automatically granted to all characters. The free version of disarm gives the target gets a chance to disarm you if you fail your attempt. Disarm can be used against the target's mainhand, their offhand (except shields), or their gloves. You gain a bonus or penalty on your disarm attempt based on the size and type of your weapon. Improved Disarm can be selected with feats and grants a +4 bonus to your disarm attempt. As the full set of disarm feats is now 1 free + 1 feat, any characters with both D+ID will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat.

In addition, most mobs with weapons can now be disarmed.

* New action: Jump. All characters can use the new Athletics skill to Jump across terrain. To perform a Jump, you make an Athletics check, with your jump distance equaling your check. If you fail your jump (due to trying to jump much further than your skill allows for), you are knocked down at the end of the jump. Your maximum jump distance is equal to 30 feet. This maximum distance will be adjusted to take into account movement increasing (and decreasing) effects in the future.

* New action: Tumble. All characters can use the Tumble (now called Acrobatics) skill to Tumble around an opponent. To perform a Tumble, you make an Acrobatics check against a DC of 25. If you succeed, you tumble forwards up to 8 meters. In addition, you can make a Tumble check while knocked down against a DC of 35 to immediately end the knockdown effect and 'kip-up'. This check is automatically made for you on all new implementations of Knockdown (see above), reducing KD duration from 6 seconds to 2.

* New action: Fighting Defensively. All characters can now choose to fight defensively. Fighting Defensively confers a -4 penalty on attacks for a +2 bonus on AC.

* New action: Create Diversion. All characters can use the Bluff and Hide skills to hide in plain sight. Create Diversion requires the character to make a Bluff check, opposed by Sense Motive, against all creatures outside of your party in a 40 foot radius around you. If you succeed at this check, you must then make a Hide check, opposed by Spot, at a -10 penalty. If you succeed at both checks, you hide in plain sight. This check can be made easier or bypassed by blinding the opponent, being inside of a cloud that grants 50% concealment, being invisible, and so on.

Until mobs can be reworked, mobs use their HD plus or minus a random amount to determine their Sense Motive score.
Time of Troubles Impact

* Wild magic is now in effect for all spell or spell-like magic (items included). Wild magic confers a chance on every spell to either cast normally, fail, get turned back on the caster, afflict a random target, cause shimmering lights to appear around the caster (but otherwise work normally), or gain +2 DC and be maximized.

* Divine casters are unable to cast spells of 4th level or higher or make turning attempts. Spells of 0-3rd level work normally (aside from wild magic chances), as do feats and abilities. If a priest is in the same area as their god's avatar, they can cast all of their spells.

* Some physical signs of the Time of Troubles may make themselves apparent.
DMFI

* DMFI Dice Roller can now be used to roll Initiative, Attacks, and to show current AC or HP.

* Added the option to force a text block to be in all-caps, via the _ symbol. For instance, taking an extreme example from Drow: _I_ will translate to USSTAN (the current faulty behavior), but I will now correctly translate to Usstan. All-caps source words containing more than one character will still automatically translate into all-caps without explicitly requiring _. (For instance, OF will still translate into Elven as EO.)

* Added the option to force individual characters to translate to ciphertext, via the ^ prefix (as per the dictionary 2DAs).

* Both of the above symbols can no longer be used in any other way when the language tool is open.

* Speaking with DMFI languages no longer performs auto-animations.
Skills
* Extra Skill feats are no longer available for general selection. Instead, class skills are now fully unlocked once a class or feature grants you access to it. Characters can invest in class skills on any level as long as that skill is a class skill for at least one of their classes (or is granted by another feature, such as history feats or domains). This means that, if you take a rogue level, hide will be still be available to you as a class skill even if you later level up as a fighter, even though hide is not a class skill for fighter.

Any characters that have previously chosen Extra Skill feats will have that feat slot refunded. You will not be required to RCR to select a replacement feat or respend refunded points if the skill is no longer a class skill for you.

* Skill Focuses for custom BG skills no longer count towards skill caps. They now work just like skill focus feats for vanilla skills.
New Skills

* Athletics (Strength). Athletics is a combined skill governing the pnp skills of Climb, Jump, and Swim, and handles various other feats of strength DMs might call for. For the purposes of mechanics, Athletics is mainly used for the Jump action. Jump allows characters to jump a number of feet equal to the DC (DC 5 = 5 feet), up to a maximum of 30 feet. Failing the DC still lets you jump (up to your check result), but you are knocked down at the end of the jump.

* Craft (Intelligence). Several new craft skills have been added (Metalworking, Engineering, Textiles/Leatherworking, Food Preparation, Carving/Sculpting, and Scribing). These have no functionality at present beyond RP/DM plots (except for Craft (Engineering), which is used now to set traps), but these will be expanded in a subsequent patch.

* Profession (Wisdom). Several profession skills have been added (Farming/Gardening, Forestry, Hunting/Fishing, Mining, and Other). These have no functionality at present beyond RP/DM plots (except for Profession (Hunting/Fishing), which is used in fishing at a better rate than Survival), but these will be expanded in a subsequent patch.

* Ride (Dexterity). Ride is used for controlling mounts. Ride has no functionality at present beyond RP/DM plots, but this will be expanded when mounts are added (hopefully sometime this year).

* Linguistics (Intelligence). Linguistics is a combined skill governing the pnp skills of Speak Language, Forgery, and Decipher Script. Every 5 ranks invested in Linguistics grants the character one new language. There are no mechanical effects of Forgery and Decipher Script at present, but an opposed Linguistics check would be used in any DM plot involving forgery, detecting forgery, or reading ancient documents.

* Gather Information (Charisma). Gather Information is 'urban search', used for finding out information about local people, places, rumors, and so on. Expect this to be used frequently in DM plots.
Updated Skills

* Craft Armor and Craft Weapons have been merged into Craft Metalworking (or Craft Textiles/Leatherworking, for non-metal armor).

* Craft Trap and Set Trap have been merged into Craft Engineering.

* Intimidate and Taunt have been merged into Intimidate. Taunt is now the Intimidate action of Demoralize. A successful Intimidate check on a target applies the shaken effect (-2 AC, -2 AB, -2 to all saves, -2 to all skills), at a DC of the target's HD + its Wisdom modifier modified by its size and the size of the taunter. Mitigated by resistances/immunities to fear. Demoralize applies to just one target, and lasts for 3 rounds. Demoralize has a 3 round cooldown.

* Tumble is now Acrobatics (Dexterity). Acrobatics is a combined skill governing the pnp skills of Balance and Tumble (Perform (Dance) could be considered part of it, too). Acrobatics now allows tumbling past opponents (DC 25 check to move behind your opponent), and to immediately end any Knockdown effect on you with a kip-up (DC 35). This is not Knockdown immunity -- you must use the Tumble action from your combat actions bar to break an ongoing KD effect manually. In addition, new Knockdown functions (like the new Knockdown code) will reduce the duration of a successful knockdown on you from 6 seconds to 2 seconds if you succeed at the kip-up check. Tumble/Acrobatics still applies its passive +3 AC bonus for now, but this will likely be turned off and moved to buffing Fighting Defensively AC instead during the PvE rework.

* Parry is now grants the character a +4 bonus to AC while active. If you have 5 or more ranks in Parry, this bonus is increased to +6. If you have 25 or more ranks in Parry, this bonus instead increases to +10.
Synergy

Synergistic skills have been updated. The following skills provide synergy with each other:

It's possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as combat actions.

* 5 or more ranks in Athletics gives a +2 bonus on Acrobatics checks.

* 5 or more ranks in Bluff gives a +2 bonus on Diplomacy checks, Disguise checks, Intimidate checks, and Sleight of Hand checks.

* 5 or more ranks in Linguistics gives a +2 bonus on Use Magice Device checks.

* 5 or more ranks in Lore (Arcana) gives a +2 bonus on Spellcraft checks.

* 5 or more ranks in Lore (Architecture/Engineering) gives a +2 bonus on Search checks.

* 5 or more ranks in Lore (Dungeoneering) gives a +2 bonus on Survival checks when underground.

* 5 or more ranks in Lore (Local) gives a +2 bonus on Gather Information checks.

* 5 or more ranks in Lore (Nature) gives a +2 bonus on Survival checks when aboveground.

* 5 or more ranks in Lore (Nobility/Royalty) gives a +2 bonus on Diplomacy checks.

* 5 or more ranks in Search gives a +2 bonus on Survival checks when following tracks.

* 5 or more ranks in Sense Motive gives a +2 bonus on Diplomacy checks.

* 5 or more ranks in Spellcraft gives a +2 bonus on Use Magic Device checks and a +1 bonus to spell saving throw for ever 5 ranks the character has.

* 5 or more ranks in Survival gives a +2 bonus on Lore (Nature) checks.

* 5 or more ranks in Parry gives a +2 bonus to Dodge AC when using Parry mode. 25 or more ranks in Parry gives a +6 bonus to Dodge AC when using Parry mode.

* 5 or more ranks in Use Magic Device gives a +2 bonus on Spellcraft checks.
Spells, Feats, and Abilities
* Armor Optimization now adjusts actual base armor and armor check penalty, instead of applying it as a dodge/skill bonus. Improvements are shown on the armor's description when examined.

* Armor Optimization now operates differently per type. Heavy Armor works as normal, granting -1/-2 ACP and +1/+2 AC. Light and Medium armor instead have -1/-2 ACP and gain +1 max Dex bonus for Armor Optimization and +1 AC for Greater Armor Optimization, for a total of -2 ACP, +1 Max Dex, +1 AC with Greater.

* Armor Optimization now now counts for new armor materials, unless they reduce armor rank.

* Weapons, shields, and armor can now be equipped regardless of proficiency, but equipping a weapon you do not have proficiency in confers a -4 penalty on attacks. Armor or shields confer their armor check penalty as a penalty on attack rolls and various extra skills.

* Bastard swords, katanas, and dwarven waraxes now count as martial weapons if used in two-hands. Exotic weapon proficiency is still needed to wield them in one hand without penalties.

* New script for Guards and Wards spell.

* Deadly Defense now deals 1d6 damage, up from 1d4.

* Epic Prowess and Armor Skin can now be taken multiple times, up to +10, like other epic feats.

* Backstab flanking area made a little more flexible.

* Standardized metamagic code.

* Sembian Fencing now allows a maximum of 3 attacks, up from 2.

* Smite Infidel now counts both Cleric and Divine Champion levels.

* Smite Good now includes Divine Champion levels.

* Deadly Defense now activates automatically when using combat expertise, parry, and fighting defensively (see above).

* Combat Expertise and Improved Combat Expertise have been merged into one feat. This feat can be selected to grant a bonus of -1/+1 AB/AC up to -5/+5 AB/AC. As the full set of combat expertise feats is now just 1 feat, any characters with CE+ICE will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat.

* Power Attack and Improved Power Attack have been merged into one feat. This feat can be selected to grant a bonus of -1/+1 AB/Damage up to -5/+5 AB/Damage. As the full set of power attack feats is now just 1 feat, any characters with PA+PA will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat. Power Attack is no longer exclusive with Combat Expertise.

* Freedom of Movement and Freedom can now be used to protect against grappling.

* Tortoise Shell, Foundation of Stone, Stone Body, and Iron Body now reapply their movement speed penalty if your Freedom of Movement spell wears off. Freedom of Movement will also cancel the movement speed penalty of Tortoise Shell/Stone Body/Iron Body even if cast after those spells have already been applied.

* Tortoise Shell movement penalty reduced to 33%.

* New feat: Goad. Goad allows a character to compel a mob in melee range to attack them for one round. Goad requires a minimum of 13 Charisma and a base attack bonus of +1. Goad applies instantly, and has a 6 second cooldown.

* Spells and most items can no longer be used while Parry mode is active.

* Genasi racial abilities no longer have verbal or somatic components.

* New vfx for Darkvision and Low Light Vision.

* Ki-step will announce end of 2-min CD period with floating text over PC's head.

* New Antipathy effect for certain areas. Functions like pnp.

* Protection from Alignment, Magic Circle against Alignment, Aura versus Alignment, and the angelic Protective Aura feat no longer grant full mind immunity against their chosen alignment.

* The above spells/feats, and the Spirit Shaman class features "Blessing of the Spirits" and "Warding of the Spirits", now provide immunity to charm/dominate effects from all sources. (Not ported from PnP: Such effects will not resume if the spell expires.

* Protection from Alignment has had its duration reduced to the PnP-accurate 1 minute/CL, down from 1 hour/CL.

* Magic Circle against Alignment has had its duration reduced to the PnP-accurate 10 minutes/CL, down from 1 hour/CL.

* Aura versus Alignment now correctly grants AC/save boosts against all alignments, as per PnP. (Previously only granted against the chosen alignment.)

* Stabilize now stabilizes characters that are bleeding out and restores characters who have fallen. Characters who are stabilized are knocked down and unable to move or act for two minutes (exact timer subject to change upwards, considering this spell's AOE effect). A character brought back by stabilize is considered to have been close to death, but not actually dead.

* Raise Dead renamed to Revivify and now has a one-round cast time even when cast by a cleric. It otherwise functions as normal. In comparison to stabilize, Revivify restores more HP and has no KD or inability to act, refluffing it as, essentially, a battle rez. Revivify, unlike the very clear implications given by the 'Raise Dead' name, can also be fluffed to support raising people from death or simply stabilizing the only-mostly-dead.

* Resurrection now takes 10 rounds to cast, up from 5, as it is the high power (and generally, more RP-focused) of the raise dead options.
Bug Fixes
* Multiround spells should now be cast at caster CL instead of base spell level.

* Wagons Ho maps now obey player water breathing effects.

* MaA abilities should no longer cause the character to briefly drop combat.

* Eldritch Blast Focus should now properly provide +2 to Eldritch Blst DCs.

* Gnome illusion affinity should now work correctly.

* Dimension Door and Fey Step should no longer disable Rapid Shot and other modes.

* Cavestalker abilities should now work more reliably in the UD.

* Wrack should now apply its appropriate debuffs.

* Verona should no longer destroy her own chests.

* Many wall textures fixed to no longer glow in light.

* Lore fix in Oghrann's Great Hall.

* Epic spell slots should no longer reset when relogging.

* Shell armors no longer display Ankheg description.

* Giant boulders now automatically hit on natural 20.

* Dragon Disciple CL should now be correct.

* Sister Jeanna's name for Island Berries quest should now be accurate.

* Bountyhunt, invaders, and treasureroom dynamic encounters should now work correctly.

* Silver dragon should now have its breath weapon.

* Fixed an issue that was causing the RIG to output generic names for mage-specific items.

* Fixed a bug that was causing Maximized Azure Flame to only deal 4 damage per round.

* Fix for shifter owlbear bite creature weapon referencing non-existing blueprint. Owlbear shifters will now have proper 3 creature weapons instead of 2.

* Sshamath shop area: Fixed a tile issue. Also lowered the light level a bit.

* Fixing several cases where an = should have been an == in scripts.

* Fix for movement speed in shifter forms.

* DMs should no longer receive erroneous illegal domain messages.

* A paladin NPC in a combat area is now properly killable.

* Corrected the HD limit on the Dryad form's Greater Sleep SLA. Was supposed to be SHIFTER_LEVEL * 2, but was implemented as SHIFTER_LEVEL.

* Fixed a number of AoE spells to correctly fetch metamagic from the caster instead of thinking they are the caster. Those spells will now correctly apply Maximize/Empower metamagics.

* Fixed a number of inconsistencies between the description and implementation of Meteor Swarm. The spell will now always deal the correct amount of damage (see wiki for damage values), and properly handle critical hits on touch attacks. (Note: Arcane Throw and Arcane Sneak Attack do not apply to Meteor Swarm at this time.)

* Added missing return types 111 EFFECT_TYPE_SCALE for EffectSetScale() and 112 EFFECT_TYPE_KNOCKDOWN for EffectKnockdown() to nwscript function int GetEffectType(effect eEffect);. By engine default they were erroneously returning EFFECT_TYPE_INVALIDEFFECT.

* Vault of the Dead exit portal no longer does a group conversation.

* Spirit shamans no longer appear on every crafted item, and favored souls should now appear on any crafted item a cleric can use.

* PCs can no longer cast spells or use items while petrified.

* Favored Souls of Tempus now receive the correct Weapon Specialization feat.

* Petrify effects on players now wear off after 5 minutes if they are not killed before then.

* Various spelling, grammar, and formatting fixes in descriptions.

* Fixed interior setting for three Underdark areas.

* Fixed Water level in North Water Cave (Thundar Bat cave).

* Fixed walkmesh in WW Water cave.

* Fixed Sapphire Ooze so its corpse decays.

* OOBI sharpshooting no longer has endless loops and should apply appropriate damage.

* Ice Troll Berserker feat name is no longer yellow.

* Fixed upstairs room tile at Northern Lights.

* Pets should now be able to cross transitions.

* Dreadmaster cohorts are cohorts, not summons, and shouldn't be able to be dismissed with spells.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: SERVER UPDATES

Unread post by EasternCheesE »

Feat/Skill transfer explained.

First and most important. If you use Feat/Skill swapper instead of RCRing your PC, you should never delevel that PC otherwise your swapped feats/skills will get removed while your old feats/skills will not get refunded again.
Should you have specific leveling skill distribution which will cause you to lose your maximum skillpoints or you see something is bugged, please use RCR instead to make a fresh clean PC that is guaranteed to not have issues with feat/skill swapper.
In general, if it's not brand new PC you made after ToT patch (july 1, 2022), we highly recommend you never deleveling such PC.

Second important part: Do no level up your PC while in process of feat and skill swapping. First finish feat and skill swap and only then level your PC. This is a technical limitation we have to have in order to make things as smooth as possible.

In the update, there will be no free picking of Cosmopolitan Feats (Extra skill: X feats). Such feats will be removed from all PCs and skillpoints in these skills will be refunded in case skill becomes cross-class skill and has more than ((PC HD +3) / 2) skillpoints in it. EG, if you had Cosmo UMD with 33 ranks in it and after Cosmo removal you lose UMD as your class skill, your UMD will be set to 0 and 33 skillpoints will be refunded to you. If you are lvl 21 (so (21 + 3 ) / 2 = 12 max skill allowed crossclass) and your UMD skill is <= that 12, your UMD skill will not be set to 0 and you will have 12 points.

Also, you will get Class Skill: N feats for all skills that are considered class skills for all classes you have. Eg:
You make a fighter/wizard gish. Picking wizard level gives you access to Spellcraft. Now, spellcraft will always cost you 1 skill point to level regardless if you currently pick Fighter level or Wizard level. That applies to all skills PC must have. In other words, all class skills become PC skills and can be raised on leveling any class they have without 2 for 1 cost.

Skill points will always be refunded for Craft Weapon and Taunt since those skills do not exist anymore.

if you have Improved Combat Expertise, Improved Power Attack, Improved Knockdown, Improved Disarm and any Extra SKill : N feats, you will be refunded these as feat points and feats itself will be removed from your PC. You will be able to cash in those feat points with "Time Of Troubles Feat Replacer" feat. Keep in mind that not all feats can be picked with it as system checks the requirements for removed feats and uses them to determine what feats qualify for replacement.

In order to use your refunded skill points, you need to use "Spend Refunded Skill Points" feat.
Important part: DO NOT LEVEL UP WHILE IN PROCESS OF ADDING REFUNDED SKILLPOINTS. On level up, you will lose that feat and the only way to fix your PC would be RCR.

As of spell transfer: If your PC is a wizard, when you RCR PC, your spells will be stored. For exact rules about how and when to withdraw your spells, please read the signpost we added between RCR Tree and Spellswapper Djinni.


Your ideal order of actions when you qualify for feat and skill refund:
1) Use "Time Of Troubles Feat Replacer" feat. When you use it, you will get message about how many feat points you have.
2) Use feat replacer to spend all your feat points. Save characater.
3) Use "Spend Refunded Skill Points". When you select the skill, cyan color means it's your class skill, white color means it's not. For class skill, you spend 1 for 1 skillpoints. For Cross-class skill, if you don't have Able Learner, it's 2 for 1, otherwise still 1 for 1. Cross-class skills can't be leveled above (PC HD + 3) / 2 levels even with Able Learner. If you are level 20, it always rounds down, so 23 / 2 = 11 in this case.
4) Once you spent all skill points, click "close" button in your Skill Refund GUI.
5) You will be automatically booted from server shortly after it. It's needed to make sure everything is set up correctly.
6) You can relog immediately after, now you are free to Level up and go see the world.
User avatar
Endelyon
Posts: 3606
Joined: Sun Jul 06, 2014 4:24 am

Re: SERVER UPDATES

Unread post by Endelyon »

I brought JEGS up. Don't expect skill/feat transfer stuff to work great there, it uses a local vault so things get weird.

Should probably (mostly) work for new characters though.
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update July 7 2022
(and some hotfixes between July 1st and July 7th)

General Changes
* Vanilla background feats (Wild Child, Survivor, etc) removed. Instead, players now only choose region feats at character creation. They will then receive a choice of character background after they enter the Nexus for the first time (for both new and old characters). The backgrounds offered by this function grant the character two free class skills. If one of the character's classes (now or later) grants those same class skills, the character instead receives a +2 bonus to those skills from that background. Eg, if you take the Burglar background, which grants Move Silently and Open Lock, while also taking the Rogue class, which also grants Move Silently and Open Lock, you will instead receive a +2 bonus on Move Silently and Open Lock from having the Burglar background.

* PC Tools and Open Henchmen Bar functions moved from context menu to the player menu on the bottom left of the screen. The Henchmen button on this menu can now turn off the Henchmen GUI.

* Save Game and Load Game have been removed from the Esc menu and replaced with a Save Character button.

* Removed the buzzball and added some ambient metallica to river's library.

* Reaching Woods Pools rainbow adjustment.

* Chatter sound removed from Broken Goblet barkeep.

* Armor class breakdown is now shown as a tooltip when hovering over AC section on character sheet and inventory screen.

* Wild magic effects when casting a spell now have a visual effect.

* Halls of Inner Light exterior altered to reflect ToT destruction.

* Slightly increased chances for some ToT chaos effects.
Loot and Items
* Light Flails and Heavy Flails are now more clearly differentiated in their item type name.

* Light Flails now have basic options and can drop from RIG.

* Flails with (Flail) in the name correctly commented out.

* Fix for removed skills dropping on RIG items.

Classes
Duelist
* Elaborate Parry no longer gives extra deflection AC per 6 ranks of Parry. It now gives a dodge bonus to AC equal to the number of levels the character has in Duelist when using Fighting Defensively or Parry. This is actually implemented this time.
Swashbuckler
* Now receives Intimidate as a class skill, due to having lost the Taunt skill in the previous patch.
Paladin
* Warhorse feat is now given to all paladins of 5th level and above, even if they were created before the patch. Warhorse is no longer erroneously included on the paladin spell list.
Warlock
* Warlock Word of Changing goristro now has its axe back, with some improvements. Word of Changing Planetar forms slightly reduced in AC. In terms of damage to AC, the forms now go (highest damage) Goristro <-> Planetar <-> Cornugon (highest AC).
RP Tools
* Bio editor and conditional examine now save prefab descriptions to the database. This means examines and conditional examines should transfer between RCRing characters as long as the character's name is the same. Note: Before RCRing, make sure to manually resave all your stored bios/CEs! They aren't automatically saved to the database yet, so any bios/CEs predating this change may be lost!
Spells, Feats, and Abilities
* Shield Charge now only requires Improved Shield Bash. It no longer requires IKD.

* Fighting Defensively and Combat Expertise now only turn off when changing gear if you equip a ranged weapon. Power Attack only recalculates when changing weapons.

* Combat Expertise, Power Attack, and Disarm have been split into individual feats for each option, so they can be placed on the hotbar individually.

* Combat Expertise, Power Attack, Fighting Defensively, and Control Henchmen can now be activated while moving.

* Agile Fighting is now passive. It only turns off if a wrong armor or shield type is equipped or the character becomes encumbered.

* Tumble action now correctly makes tumble checks against all nearby opponents, rather than just one, with each check you make increasing in DC by +2 for each one you have to make. If you fail a check, you still move, but are stopped when you come in contact with something. If you are tumbling away from someone, you are still likely to move the full distance, as long as nothing is physically blocking you.

* New Knockdown and Disarm now properly close distance to the target creature.

* Basic Knockdown, Disarm, and Grapple now trigger AoOs from hostile creatures. If you are hit by the AoO, you must make a Concentration check against the attack roll. Failure on this check interrupts the action. Improved versions of these feats removes this AoO.
Bug Fixes
* Fix for rogues receiving bard spellcasting progression I instead of rogue lore feat.

* Fix for new PCs not receiving their class skill feats the first time they log in (note: characters who RCR into the same name on the same reset will not get their class skills until next reset or until leveling).

* Control Henchmen should now properly be instant.

* Fix for broken characters in server update messages.

* Fix for magicstaff not counted as proficient weapon for wizards.

* Persistent Spell no longer shows up on spellbooks.

* Extra debug messages removed.

* Shaman exorcism should no longer be feat swapped away by the feat swapper.

* Avatars should no longer count as being nearby when they are not in the same area as the player.

* Divine Might and Divine Shield are selectable again.

* Various combat actions are no longer treated as being permanently on cooldown if used from the hotbar.

* Fix for an Outer City floating house.

* Sembian Fencing now provides 3 attacks instead of 1.

* Helmites can now cast spells.

* Stance bar now updates from temporary sources of CE and PA.

* Fixes for Darkvision and Low Light Vision vfx.

* Epic spell slots should now decrement properly.

* Fix for daylight adaptation having old prereqs.

* Diversion should properly hide characters now.

* Antipathy heartbeat no longer tries to tell the area to move to the transition, rather than the player. It also no longer paralyzes the player.

* Wild magic no longer tries to change warlock blasts to maximize spell.

* ORH bridge broken door fixed to stop causing crashes.

* Mobs should now be able to use Demoralize properly.

* IKD now properly provides bonuses for KD attempts.

* Disarm no longer destroys the PC's gloves.

* The Demoralize feat no longer erroneously targets self.

* Fixes for Divinate extend.

* Multiround spells should once again work properly.

* Thief Acrobat springboard DC fix.

* Whip disarm removal should now only remove old Disarm feat from whips of the base item types, not the Tendril of Kossuth or other whips that might receive Improved Disarm.

* Fix for divine items not being affected by ToT.

* Fix for feat swapper incorrectly requiring 14 in a stat instead of 13 for replacing feats that had required 13 in a stat.

* Fix for feat swapper incorrectly requiring 1 BAB instead of 0 BAB for replacing feats that had no BAB requirement.

* A fix for ToT system thinking every divine PC is Bhaalite in disguise in terms of checking avatar presence.

* Restoration magic no longer removes AB decrease for new custom combat modes. Lesser Restoration also no longer removes Extraordinary and Supernatural effects in general.

* Power Attack now supports rolls of up to 48 bonus damage.

* Feint should no longer have a 6 second cooldown.

* Fix for warlock extra invocations not taking levels in warlock progression classes into account.

* Sounds ninjas should now be destroyed more quickly after being called.

* Unarmed attacks should now properly count as finessable.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update July 18 2022
(and some hotfixes between July 7th and July 18th)

General Changes
* DMFI skill rolling now defaults to plain ability roll if you are untrained in the skill.

* New backgrounds, converted from old ones:

Devout (Concentration and Lore: Religion)
Confidant (Sense Motive and Bluff or Diplomacy)
Polyglot (Linguistics and free language)
Survivor (Survival or Hide and Spot or Listen)
Talent (Bluff and Perform)
Tale Teller (Bluff or Perform and Lore Local or Lore History)
Troublemaker (Sleight of Hand and Craft Engineering)
Wild Child (Survival or Acrobatics and Hide or Move Silently)

* Wild magic no longer maximizes spells, as this breaks all other metamagic the character casts. Instead, it grants +4 to CL and +4 to DC.

* New heads made by Naku35.

* House Vale minor interior fix of a few placeables + lighting increased & outdoors a few extra lamps by request.

* Fixed mob spawns further from entry point to Thundar's ride when coming from East River Chiontar.

* Fixes for some new appearance models.

* RCR period extended until July 21st.

* East Chionthar gates no longer auto-lock.

* New player houses.

* MP some appearance numbers have changed, your outfit if suddenly different is still in game but under a different number. Changed for loot drop appearances-dev requested.

* Fix of a Bladestone door being locked & storage conversation key condition.

* Added map note for player house in Outer City.

* Added some logging to server reset.

* Surface/UD survival synergy checks on heartbeat now only check once per minute.
Loot and Items
* Divine potions and magic items now work again, but divine scrolls are still limited to level 3 spells and below.

* RIG threshold for setting a loot item to unidentified raised. This should ensure that items with very weak/few properties or none at all no longer require identification.

* Added wiping oKemo class skill/old cosmo variables related to class skills when PC RCRs. A possible fix for class skills not being granted until server reset when PC RCRs into same name within same server reset.
Spells, Skills, Feats, and Abilities
* Lore Arcana changed to trained only to be consistent with other lore skills.

* New jump code. Should be better able to bypass some walls (but not perfect) and now goes up to 40 feet. DC now accounts for height.

* Demoralize now moves closer if out of range.

* Jumping from GUI now has a range finder targeting circle to help with calculating distance.

* Improved Knockdown now prevents the rebound KD attempt from your target if you fail your KD.

* Epic spell slots now saves variables on kemo tool, making it better remember your previous remaining number when relogging.

* Global cooldowns of 1.5 seconds added to instant abilities to prevent people from spamming them a hundred times per second.

* New action modes and shield bash should no longer disappear with rest.

* Refinement of how scribing scrolls chooses icons for the scroll.

* Blood mage crafting features updated to use modern BG crafting functions (blood draught allows selecting caster level when crafted, both blood draught and scarification will show the CL of the spell on its item properties like other potions/scrolls).
Bug Fixes
* Power Attack feat name fixes.

* Fixes to Antipathy scripts.

* Fix for feat selector ignoring stat pre-requisites.

* Fix for epic spell slots defaulting to 0 if the character has more than 10. Now caps properly at 10.

* Wizard/Sorcerer spell items should no longer be blocked by ToT divine magic limitations.

* Sanitizing pc_on_heartbeat.

* Improved fix for Ability Focus Eldritch Blasts.

* Fix for light affected races can't pick daylight adaptation.

* Favored Souls no longer get polyfixed but Sorc/Spirit Shaman/FS all get polyfix variables applied regardless.

* ToT chaos effect should actually work now.

* Sembian and Athkatlan now only get turned off on unequip if you're unequipping a weapon.

* BG selection UI should not remove scroll bar when clicking on a background.

* Loading screen info card fix.

* Demoralize should now work properly from hotbar.

* Fix for warlock metamagic bug.

* Power Attack should now recalculate when offhand item is switched, even if it's not a weapon.

* Final fixes for river library/player housing, fixed the storage convo again, didnt seem to stick last time.

* Repelling Blast only tries to knockback creatures.

* Fix for Power Attack 2 not firing from gui.

* Fix for weapon proficiencies being checked in poly and wildshape.

* Fixes for RCR spelltransfer.

* Feint now correctly requires 13 INT instead of 13 DEX again.

* Sembian Fencing now correctly counts from the fourth attack onward. (Previously counted from the third attack, because it previously limited the user to two attacks.)

* Fixing rogue description so it doesn't mention Greyhawk deities.

* Better detection of unarmed for deadly defense. Defaults to bludgeoning damage if no weapon is valid.

* Fix for DoAoO func that was adding calculated DC to player's roll instead of adding it default DC.

* Some new abilities should no longer count as 'spells' when interacting with spell failure effects.

* Fix for spirit shaman giving favored soul progression feats and vice versa.

* Phantom now properly removes AC if a shield is equipped.

* Fixes for power attack not turning back on when changing gear, and for game showing CE or FD being turned off when equipping a wrong weapon despite one of them not being on.

* Fix for disarm opposed check not being calculated properly resulting in almost guaranteed success for player against pretty much any mob.

* Mass Drown now properly bypasses bludgeoning DR like normal Drown.

* Dragon Knight no longer checks for having remaining uses for Extended Summoning.

* Feat swapper should now properly check your first class for determining access to spellcasting feats.

* Fix for brutal strike not detecting new PA. Same for other strike that had no chance to detect new CE.

* Epic spells should no longer be usable by divine casters for the duration of ToT, as with other >3 level spells.

* Fixing crafted items having a second caster level item property.

* Fixed a TMI scenario on entangle when used against an incorporeal creature.

* Potential TMI fix for sharpshooting.

* Fixing Greenest home location option.

* Fix for Power Attack recalculation when changing weapons.

* Fix on pc_on_loaded TMI due to trying to remove a self-referring node in scry list in collections library.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update September 25 2022

General Changes
* New tintable versions of various outfits.

* AsuraKing appearances should now be available from the appearance kit.

* Some new outfits.

* Added feature which allows disabling the 100 cap for EFFECT_TYPE_DAMAGE_INCREASE and EFFECT_TYPE_DAMAGE_DECREASE.

* New NPC portraits.

* As the Time of Troubles continues, wild magic is getting more wild. Wild magic weather should finally work, increased duration of wild magic earthquakes, many new effects when triggering wild magic while casting spells.

- Darkhold Bane shrine no longer has its magical effect, due to Bane's death. In addition, Zhentarim Elite have been replaced with Storm Watch soldiers, due to Fzoul being replaced by Manshoon. Several banners also updated with new Asura banners.

- New DM NPCs.

- New Antras armor hak added to module.

* Names fixed on two items.
Skills and Abilities
* Removed Tenser's transformation unequipping weapons on PC after spell ends since it's no longer needed. Every weapon is equippable by default.
Bug Fixes
* Bigby Interposing Hand will no longer stack with itself when cast by the same caster. This only applies to the spell as cast by mobs, as player ones do not have this issue.

* Sewer quest fix.

* Bugfixing springboard, was applying fortitude save to wrong target.

* Adjustments to programmed image spells to get them to not use their abilities or items, hopefully.

* Texture fixes for various appearances.

* Fix for a misaligned door in the lower mausoleum.

There were also a few updates over the last few months with other content, but no news posts were made for them, sorry. Copy pasting the SVN logs here:
Hidden: show
Resources
BOT
— 07/19/2022
Revision: 1422
Author: Oarthias

Message: MP texture issue fix
Resources
BOT
— 07/19/2022
Revision: 754
Author: planehopper

Message: CaPiTaLiZaTiOn matters. Door & more fix for player housing keys
Revision: 1710
Author: planehopper

Message: Player housing storage fix
Resources
BOT
— 07/19/2022
Revision: 755
Author: planehopper

Message: Various housing updates - seating, walkmesh, and convo
Revision: 1711
Author: planehopper

Message: Commit stable convo S2
Resources
BOT
— 07/19/2022
Revision: 1423
Author: DaloLorn

Message: The Nightwalker shape's creature skin now correctly grants the new Light Sensitivity feat. (As do any other items granting Light Sensitivity.)
Resources
BOT
— 07/19/2022
Revision: 1424
Author: DaloLorn

Message: Once again setting Feint to correctly require 13 INT instead of 13 DEX. :eyes:
Resources
BOT
— 07/19/2022
Revision: 1712
Author: Ewe

Message:
infrastructure: Removed SET NAMES utf8; that was prepended to every query. This will lower the cost of queries slightly.

It is no longer needed because the new xp_mysql provides a charset option in the xp_mysql.ini where we've set utf8mb4. In older versions of this plug-in the charset was erroneously hardcoded to latin1 which was not the correct charset for NWN2.
Revision: 1713
Author: Ewe

Message:
infrastructure: Removed unneeded SET NAMES from library system.
Resources
BOT
— 07/20/2022
Revision: 1425
Author: Rhifox

Message: Tlk update.
Resources
BOT
— 07/20/2022
Revision: 1426
Author: Rhifox

Message: Sound sfx files for custom combat manoeuvres, since sound ninjas aren't being cleaned up properly.

Also fixing some typos in weaponsounds 2da.
Resources
BOT
— 07/20/2022
Revision: 1714
Author: Rhifox

Message: Script changes sound changes.
Resources
BOT
— 07/20/2022
Revision: 1716
Author: Rhifox

Message: Fix for springboard saving throw.
Resources
BOT
— 07/20/2022
Revision: 1717
Author: Endelyon

Message: Recommitting Hakken's updated conv to s2 so it isn't overriden.
Revision: 756
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 757
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Revision: 758
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Resources
BOT
— 07/20/2022
Revision: 759
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 1718
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Resources
BOT
— 07/20/2022
Revision: 1719
Author: Ewe

Message:
Updated create table statement to current and verified count query uses index.
Resources
BOT
— 07/20/2022
Revision: 1720
Author: Ewe

Message:
Updated create table statement. Changed drop to truncate and combined query.
Resources
BOT
— 07/20/2022
Revision: 1721
Author: Ewe

Message:
Updated create table to latest. Verified select is uses index.
Resources
BOT
— 07/20/2022
Revision: 1722
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1723
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1724
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Revision: 1725
Author: Ewe

Message:
Updated create table to latest.
Revision: 1726
Author: Ewe

Message:
Updated create table to latest. Got rid of full row scan table existence check.
Resources
BOT
— 07/20/2022
Revision: 1727
Author: Ewe

Message:
Updated create table to latest.
Resources
BOT
— 07/20/2022
Revision: 1728
Author: Ewe

Message: * Updated create table statements.

* Removed full table scans on every module load.

In total improves on_module_load script to ~350ms from ~3612ms and will prevent this time from growing as the database grows.



* Added missing create table for pwswaptimer.

* Fixed player pw empty string only being set for s1.

* Removed unnecessary includes.
Resources
BOT
— 07/20/2022
Revision: 1729
Author: Ewe

Message:
* Removed unused include.
Revision: 1730
Author: Rhifox

Message: RCR tree now supports withdrawing previous character's exact alignment value when withdrawing exp.

Note that this only allows adjustments within the same alignment range: You can't create a Lawful Neutral character and then change them into a Chaotic Good character when withdrawing exp.
Resources
BOT
— 07/20/2022
Revision: 1731
Author: Ewe

Message:
* Removed unused include.
Resources
BOT
— 07/20/2022
Revision: 1427
Author: Rhifox

Message: Fix for Techsmith checking for deprecated skill focus craft weapon instead of craft engineering.
Resources
BOT
— 07/20/2022
Revision: 1732
Author: Ewe

Message:
* Removed two includes from the includes list that were not used by this script.
Revision: 1733
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1734
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1735
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Resources
BOT
— 07/20/2022
Revision: 1736
Author: Ewe

Message:
* Removed include from the includes list that was not used by this script.
Revision: 1737
Author: Ewe

Message:

s2: Finally can delete this do-nothing include that was included by all those other scripts.
Revision: 760
Author: Ewe

Message:

s1: Finally can delete this do-nothing include that was included by all those other scripts.
Resources
BOT
— 07/21/2022
Revision: 1428
Author: EasternCheesE

Message: Fix for techsmith skill focus: engineering not counting for class requirements.
Resources
BOT
— 07/21/2022
Revision: 1429
Author: EasternCheesE

Message: Reverting my commit cause it was already fixed by Rhifox.
Resources
BOT
— 07/23/2022
Revision: 1740
Author: planehopper

Message: Set hive area to interior
Resources
BOT
— 07/23/2022
Revision: 1741
Author: Rhifox

Message: Programmed Image-type spells now use standard summoning code.
Resources
BOT
— 07/23/2022
Revision: 1742
Author: Rhifox

Message: Fixing compile errors.
Resources
BOT
— 07/23/2022
Revision: 1744
Author: Rhifox

Message: Fixing some compile errors.
Resources
BOT
— 07/24/2022
Revision: 1745
Author: EasternCheesE

Message: Toning down formian myrmarchs as i created them too strong for cr 22 zone.
Resources
BOT
— 07/24/2022
Revision: 1746
Author: EasternCheesE

Message: Making formian hive and forlorn ruins a bit more bright.
Resources
BOT
— 07/24/2022
Revision: 1430
Author: Rhifox

Message: Tlk updates.
Revision: 1431
Author: Rhifox

Message: 2da updates.
Resources
BOT
— 07/24/2022
Revision: 1747
Author: Rhifox

Message: Storage dialog no longer allows option to select deprecated kemo storage, only BG storage. Players have had 4+ years to withdraw anything they might have had in kemo storage, so we're removing the functionality. If anyone still has anything in the old storage system, please contact staff.

This doesn't affect BG storage, which is what most players use. So if you are not using the old storage, you can ignore this message.
Resources
BOT
— 07/24/2022
Revision: 1432
Author: Rhifox

Message: Tlk updates.
Revision: 1433
Author: Endelyon

Message: Illegal character feat name/description/icon updates.
Resources
BOT
— 07/24/2022
Revision: 1748
Author: Endelyon

Message: Fixing compile error.
Resources
BOT
— 07/24/2022
Revision: 761
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 1749
Author: Endelyon

Message: Automated commit of latest valid moduledownloaderresources.xml / module.ifo.
Revision: 762
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 763
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Revision: 764
Author: Endelyon

Message: Automated sync and commit of utc files to server 1.
Revision: 765
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Resources
BOT
— 07/25/2022
Revision: 1434
Author: Oarthias

Message: Fixes to overlapping numbers in the MP clothing.
Resources
BOT
— 07/27/2022
Revision: 766
Author: Endelyon

Message: Automated sync and commit of changed script source to server 1.
Revision: 767
Author: Endelyon

Message: Automated sync and commit of compiled scripts to server 1.
Resources
BOT
— 07/27/2022
Revision: 1762
Author: EasternCheesE

Message: Removing debug messages from GlobalCooldown i forgot to remove.
Resources
BOT
— 07/28/2022
Revision: 1763
Author: EasternCheesE

Message: Fix for grapple not working from ui.
I accidentally wrote feat id as 2786 while it's 2876.
Resources
BOT
— 07/28/2022
Revision: 1765
Author: EasternCheesE

Message: Changed Jump DCs:
1) If jump is smaller than 11 feet, DC is static 5.
2) If jump is bigger than 10 feet, then DC is 10 + distance + height2.
3) Creatures can't jump up higher than their reach 1.5.
Height is only added in case it's bigger than half the creature reach (2 ft for tiny, 4 ft for small, 8 ft for medium, 16 ft for large, 32 ft for huge creature).
Thus, a medium sized creature will have 10 + distance DC in case their jump height doesn't exceed 4 feet. This doesn't apply to jumping down, DC is never added to such jumps, but PC can and will receive damage if jumping from too high ground.

Also, fixed unnecessary sanitation about negative damage bonus in northlander hewing i added before. The function does already return proper value even if passed parameter is less than 1.
EasternCheesE — 07/28/2022
My bad, i didn't expect discord to eat * sign. Please read formula as follows: 10 + distance + height * 2
Resources
BOT
— 07/28/2022
Revision: 768
Author: Lux

Message: A few area updates:

Toggled a sign to examinable in Beregost.
Nudged patrol waypoints in Outer City.
The former Halls of Inner Light don't need to smoke anymore.
Roaringshore Broken Goblet area upgrades.
Resources
BOT
— 07/28/2022
Revision: 1766
Author: EasternCheesE

Message: Added height limitation to tumble.
Creatures now can't tumble up for height bigger than half of their size reach.
(2 ft for tiny, 4 ft for small, 8 ft for medium, 16 ft for large, 32 ft for huge creature).
EasternCheesE — 07/28/2022
Just to clarify, it means that tumbling up is only possible if tumble height is <= 1 ft for tiny, 2 ft for small, 4 ft for medium, 8 ft for large, 16 ft for huge creatures.
Resources
BOT
— 07/28/2022
Revision: 1435
Author: Ewe

Message:
xp_bg work-in-progress.
Resources
BOT
— 07/29/2022
Revision: 770
Author: Lux

Message: Beregost player house interior fixes & put a floor back in Nashkel tavern.
Resources
BOT
— 07/29/2022
Revision: 1767
Author: Lux

Message: Blueprints sync.
Resources
BOT
— 07/29/2022
Revision: 1436
Author: Ewe

Message:
xp_bg: First pass on replacement finesse system to obsolete script based solution.
Resources
BOT
— 07/29/2022
Revision: 1768
Author: Ewe

Message:
Script update which will allow bgjegs item creator to let players remove item properties successfully without needing to be a DM.
Resources
BOT
— 07/29/2022
Revision: 1437
Author: Ewe

Message:
bg_soz_tools: Removed idelexpiretime="0.1" from jewelry case.
Resources
BOT
— 07/29/2022
Revision: 1769
Author: Ewe

Message:
Script update which will allow bgjegs item creator to let players add item properties successfully without needing to be a DM.
Resources
BOT
— 07/29/2022
Revision: 1438
Author: Ewe

Message:
Updated screens for item modifications (mostly for BG JEGS):
* Removed idleexpiretime
* Changed priority to SCENE_SCRIPT
* Added backoutkey so that you can hit ESC key to close these quickly
Revision: 1439
Author: Ewe

Message:
Repacked bg_soz_tools.hak
Resources
BOT
— 07/29/2022
Revision: 1440
Author: Ewe

Message:
Probably someone made a copy paste mistake, fixed name of UIButton on BG JEGS Change Desc. button.
Resources
BOT
— 07/29/2022
Revision: 1770
Author: Ewe

Message:
BG JEGS:

Change Desc. button on item creator now properly enables Make Changes button which is needed to complete item description change.

Changed feedback message for item description being changed.

Corrected an incorrect logging message on another script.
Resources
BOT
— 07/30/2022
Revision: 1441
Author: Ewe

Message:
xp_bg work-in-progress.
Resources
BOT
— 07/31/2022
Revision: 772
Author: planehopper

Message: Updates and fixes to player housing
Resources
BOT
— 08/02/2022
Revision: 1772
Author: Rad-Icarus

Message: Update and fixes to Winding Water shopping area.
- Added some new products and removed mundane armors from general stores
- removed duplicate item in clothing shop
- restored missing items to herb shop
- minor changes to appearance and tweaked lighting to area
Resources
BOT
— 08/03/2022
Revision: 1773
Author: DaloLorn

Message: Vampiric Touch now correctly interacts with Daggercast and Arcane Sneak Attack.
Resources
BOT
— 08/03/2022
Revision: 774
Author: Lux

Message: Player house & Nashkel exterior changes. Some walkmesh fixes, turned down night light a bit and added a few more street lamps. Fishing spots now give sweet water fish instead of salt and there are more of them.
Resources
BOT
— 08/03/2022
Revision: 1774
Author: Lux

Message: Sync. Also tweaking scripts two NPCs of the Eldath pools.
Resources
BOT
— 08/04/2022
Revision: 1775
Author: Lux

Message: Two conversation fixes.
Resources
BOT
— 08/04/2022
Revision: 1776
Author: EasternCheesE

Message: As it was told, Deneir followers can cast their magic freely in Candlekeep and it's interiors because Deneir mostly stays in Candlekeep during ToT.
Made it so. This only affects Divine spells of lvl 4+, Wild magic is still in place.

On technical side: added a check so when Deneir follower tries to cast a spell, it checks if they are inside any of CK-related areas (only castle and it's interiors are covered).
If you still can't cast after update, please ping me.
Resources
BOT
— 08/08/2022
Revision: 1777
Author: Ewe

Message:
Slight tweak to bg_storage to avoid some SQL errors from bad input.
Resources
BOT
— 08/08/2022
Revision: 1442
Author: Ewe

Message:
xp_bg work-in-progress
Resources
BOT
— 08/08/2022
Revision: 1778
Author: Ewe

Message:
Fixed incorrect spelling of the word "separate" in several NPC messages.
Resources
BOT
— 08/12/2022
Revision: 775
Author: Rad-Icarus

Message: Cliffside Keep - new area added! REV 0.0

- Cliffside Keep Epic Dungeon area added
- Updated Cloakwood NW to allow entry
- Added four new epic enemy types
- associated item/conversation/ encounter files
Resources
BOT
— 08/14/2022
Revision: 1443
Author: Rhifox

Message: Bane and Torm no longer grant divine powers.
Resources
BOT
— 08/14/2022
Revision: 1779
Author: Rhifox

Message: Programmed Image fix.
Resources
BOT
— 08/15/2022
Revision: 1444
Author: Rhifox

Message: Tlk update.
EasternCheesE — 08/17/2022
We had incorrect teleport DCs for formian hive, forlorn ruins, north of mist lake and forgotten city.
I changed our settings for game to treat them as proper UD areas in that regard. If you still can easily teleport from there to surface and back, please inform me (if DC is too low). Also, if you get super high DC for teleporting to these areas from UD, please report as well.
This change is effective immediately, no patch is needed.
Resources
BOT
— 08/19/2022
Revision: 776
Author: hakken

Message: Temple of Torm in Baldurs Gate is now empty and abandon after the death of Torm in ToT, both exterior and interior.
Resources
BOT
— 08/20/2022
Revision: 1780
Author: Endelyon

Message: - Latest compiled scripts (server 2)
Resources
BOT
— 08/20/2022
Revision: 777
Author: Endelyon

Message: - Server 1 file sync
Revision: 1781
Author: Endelyon

Message: - Latest valid MDL (server 2)
Resources
BOT
— 08/20/2022
Revision: 778
Author: Endelyon

Message: - Latest valid MDL / module IFO (server 1)
Resources
BOT
— 08/21/2022
Revision: 779
Author: Rad-Icarus

Message: Updated Cliffside Keep area, hopefully this fixes the central door unlocking issues and the invisible Phantom Sentry problem'

- fixed locking scripts for boss key doors
- fixed appearance issue with Phantom Sentry spawn not being visible
Resources
BOT
— 08/23/2022
Revision: 780
Author: Endelyon

Message: - Latest valid MDL (server 1)
Resources
BOT
— 08/23/2022
Revision: 1445
Author: Rhifox

Message: Torm turned back on for divine characters since he gets resurrected after ToT. Existing Torm characters should use the honor system with regards to not using divine abilities while he is dead.
Resources
BOT
— 08/23/2022
Revision: 1782
Author: Endelyon

Message: - Latest valid MDL (server 2)
Revision: 781
Author: Endelyon

Message: - Latest valid MDL (server 1)
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update September 26 2022

General Changes
* ToT earthquake effects made less frequent and no longer affect the Nexus.

* NPC heartbeats now also apply PC heartbeats, thus they will gain benefits from all the heartbeat mechanics PCs do. This includes things like Parry AC, stealth icon, and so on.

* ToT weather reduced from 40% chance per reset to 20% chance. It's a heavy effect, a near 50/50 chance is probably a bit too much.

* Reducing file size for some textures.

* Updated armor and stats for new DM NPCs.
Bug Fixes
* Robe MP 42 fix.

* Fix for death effect being will save instead of fortitude save (given most of save-or-die spells are fort save and given it's not enchantment school).

* Fixed an issue that was preventing Demoralize Opponent from correctly applying AB and saving throw reductions.

* Tint map and AK appearance kit fixes.

* Fix for hair clipping through two helmets, fixing specular color on male version.

* NPCs now use the new proficiency system when spawning in. This should hopefully prevent them from spawning in naked because of missing the proper proficiencies.

* Typo fix for wild magic power increase text.

* Flaming Fist armor is now identified by default so if it does get unequipped, they can actually put it back on.

* Fix for undocumented cosmo +2 to skills turned off as it seemed to be affecting unrelated feats too.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
User avatar
Rhifox
Posts: 3962
Joined: Wed Jan 13, 2016 2:34 am

Re: SERVER UPDATES

Unread post by Rhifox »

Server Update October 2 2022

General Changes
* Magic sword base item name change to be less confusing in toolset.

* New ToT effect.

* Tint choices changed with appearance kit should now be recorded on the item and told to the player when changing tints. This will only work with new tints applied after this patch, previous ones won't be retrieved.

* Removing some extraneous blueprints.

* Updated textures and tints for an athorn helmet.

* Adding another DM NPC blueprint.

* Resized BG by BG helmets 136 and 137 human male and human female to better fit player heads.

* Added new ioun stone vfx's. These don't (currently) apply to the belt ioun stones.

* Looted wands made actually useful. Now come with 50 charges (or more), unless the wand is a spell above normal wand limits (eg finger of death), which are single use instead. Many looted wands, especially damage ones, are now looted with caster level 15, making them more useful. Particularly powerful effects like displacement and haste still have their lower caster levels, but still gain the benefit of more charges on the wand than before.

* DM NPC updates.

* First update of Baldur's Gate redesign with Temples upgrades and shrines addition.

* Counterspell reworked to try and fix issue with identical/school spells not being valid for counterspell and with dispels always using highest level dispel first. Counterspell no longer has a range check (you still need to be within Long range to activate Counterspell mode on someone, but once it's active, the range of the spells used don't matter).

* Some work on faction system foundations.

* Some updates to new DM NPCs.

* Removing redundant NPC blueprints.

* Swamp skyrings added to skyring 2da so they can be used on maps.
Bug Fixes
* Storm Watch NPC guards should no longer randomly walk around when created with a spawner.

* Fixing tint maps.

* Fix for AK directory not showing up in app kit.

* Hopefully fixed the epic ninja robes so they can be changed by old appearance changer. Appearance set to Cloth 1 and removed all accessories (people change the appearance of everything anyways, so this gives a clean slate).

* A small fix for Arcane Fire not being set to Su.

* Fix for skill feat mod. Needed to preserve a clobber register. Needs further testing.

* Bug fix on Finesse system.

* Fixing some NPC appearances.

* Removed duplicate version of a boot model that was preventing it from being tinted.

* Small under-the-hood changes for mimic sticking.

* Looted wands given the (Type) to {Type} fix so that it does not appear in the in-game name.

* Fixes for Formian hive and Forgotten city areas that were not properly marked as UD areas.

* Updating a missing file.

* Correction to light, path and unusable doors in new Baldur's Gate Temples.

* Correction to have the Priest of Gond properly appear in the new Temple.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic

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