December 4th 2024
* >POS command added. This gets you your current position, good for debugging if the developer needs a location on the map.
* Sharp Teeth Woods: An event has changed the woods slightly.
* Darkhold: Roof door now goes to bottom floor. Removed a trigger. Attempted to sort lighting in one of the rooms.
* Reaching Woods, Talis: Rebalanced.
Only night-time spawns were changed. During the day, it still spawns hobgoblins. Might be changed in the future.
Creatures were empowered to CR 24, to be on par with the main Reaching Woods area.
Shades were given shadow properties they lacked and permanent concealment.
Shades spawn in stealth, trying to ambush characters. They were given shadow dancer levels.
The area now spawns high tier randomized chests.
* Illithid Hive and its interiors: Rebalanced.
Common changes:
The area is now a proper CR 25 epic zone.
According to the above, all the monsters had their CR adjusted, ranging from 23 to 27, and the boss being 30. They now provide XP according to their level.
Due to CR increase, the monsters were empowered, with all of them having bigger hp pool, ab, saves and ac. Power of their psychic abilities, however, remained the same. All monsters were given a moderate SR.
The area now spawns randomized chests of epic value, instead of static low level chests that were previously. Number of chests was insignificantly increased.
The area's corridors are now trapped.
Monsters lost some of their natural ac, which was replaced with other sources (dodge, deflection).
Random spawn rate was increased. It doesn't affect monsters that spawn through encounters.
Specific changes:
Illithid Sorcerers were renamed to Illithid Wizards, according to the class they have in their sheet. They were given full Spell Penetration feat line.
Intellect Devourers have a small chance to daze on hit. They were given an aura that decreases save throws of the nearby characters. They no longer have dwarven racial feats.
Brain Golems received DR 10/adamantine and knock down feat.
Witnesses received evasion feat.
Ulitharids were empowered more than other monsters, except for their psychic abilities. They received mind-affecting immunity and true seeing.
Elder Brain Tentacles received full Spell Penetration line, immunity to mind affecting, to knock down and true seeing. Each of the tentacles received Epic Spell Focus for different schools. DC of their spells was significantly increased.
* Oghrann Ruins and Oghrann Great Halls: Rebalanced.
Common changes:
Kanahraun drow were given more brutish looking faces, to represent what these beings are.
Every monster lost a certain amount of natural ac, that was replaced through other sources (dodge, deflection, shield), attached to their equipment.
All casters were given full spell penetration feat line, to make them less helpless against drow characters.
Many creature weapons had 1 or 2 electrical damage bonus, it was re scaled to 1d4.
Specific monster changes:
Kanahraun Savages are no longer monkbarians. Monk was removed from their character sheet, replaced with more rogue and barbarian levels. They still maintain their large move speed as it was their distinctive feature. Power level: the same.
Kanahraun Reavers now have playable races on their favored enemy list, including Gnomes, Dwarves and Elves. They were given Bane of Enemies feat, and their fighting style was changed from Two-Weapon to Archery, to better represent their role. Power level: increased.
Kanahraun Warriors received small increase in armor class, to reflect the advantage of holding a tower shield. Their weapon received some additional enhancement bonus. Power level: increased.
Kanahraun Soothsayers lost their low level spells, in order to decrease their spell pool, making them focus on more impactful magic. Power level: the same.
Kanahraun Warrior Lords were given some epic fighter feats for the weapon they wield, making them a little stronger. Power level: increased.
Priestesses of Azzanoth no longer have a list of strange immunities (knock down, mind affecting, phanatasms, paralysis, hold, and so forth). To compensate a bit, they were given practiced spell caster (wizard) feat they previously lacked. Power level: decreased.
High Priestess (boss) was given extra ac, hp, a powerful weapon and True Seeing. She can use epic spells now, but can no longer cast Bigby's Crushing Hand. Power level: increased.
* BG - Temples District: Fixed a transition going from Temples District to Citadel.
* BG - The Wide: Floating barrel now has gravity.
* Cloudpeak Foothills: Blink Dogs are Lawful good creatures and are no longer hostile. Instead something else can spawn here.
* Mushcap Mushroom/Dragon Mushroom appearance changes so they aren't invisible.
* Triel: Fixed a floating house, and terrain adjusted. Fixed names of NPCs.
* Sea Cave: Walkmesh Bake.
* Greypeak Mountain Side: Bones are finally responding to gravity.
* Black Abbey: Interior is now disconnected due to an event.
* Cloud Peak: Debris cleared and partially cleared.
* All domains with the ability to turn specific racial subtypes working properly.
* FAI: Placables adjusted and fixed.
* Pass without trace is no longer a group effect spell.
* Gibberling caves: Beast of Malar adjusted with a Blood-Crazed Panther.
* Glimmerwoods: Floating placeables fixed.
* Bandit Cave: Minor tweaks for map markers and object renames.