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CD Module Changelog v2

Started by Vincent07, Jul 06, 2018, 05:07 PM

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Vincent07

CD Module v4.00

-Hak v3 files are required as of this update.

Update:

-Script implementation of Swordmage abilities and new spells.


Changes from the v3 Changelog:


Swordmage:

-Blinkplate implemented as +8 AC instead of +6.

-Fellfrost Cross damage increased. Damage now scales with Swordmage's level.

-Lightning Fury damage increased. Damage now scales with Swordmage's level.

-Void damage on a successful save increased.

-Incinerate damage increased. Damage scales with Swordmage level to a higher degree.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00b


Scripts:

-Fully disabled the Sorc PrC code that was freezing some sorcs even without PrCs. (The system didn't really work anyway.)

-Fixed the wrapper that advanced head appearances so some of the new ones can show up.

-Fixed a catch in the Spellhook that prevented Channel Spell from working for Arcane Warrior

-Fixed the damage type of Swordmage's Flame Gauntlet, and lowered the damage die to d6s

-Updated the /featfix command to add the 4 missing feats for Arcane warrior that were not being granted.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00c


Swordmage:

-Added a 1 second delay to Weaponized Arcana to fix the AB bug.

-Lightning Fury should hurt the initial target now.

-Flame Gauntlet now does 50% reduced damage to Golems.

-Discern Arcana now properly adds to Spellcraft.


Items:

-Corrected a number of shield and weapon appearances that the Hak update broke.


Areas:

-Added a placeholder for the Undercity so it can be traversed. The path down from the King's wood works, the teleport key works, as does the portal outside Arabel.  Currently the Toy Box, Waukeen Temple, Thayvian Tower, and Outskirts are linked up. Shaun the Mind Flayer merchant is also available.  The area is otherwise very bare bones.

NPCs:

-The 2 nobles in Arabel Palace District have proper appearances now.

-The 2 Knights in the Kelemvorite Temple are no longer creepy twins.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module v4.00d


Swordmage:

-Lightning Fury will now actually damage the initial target. Really. I promise.

-Weaponized Arcana no longer fires OnEquip. Now you must type /arcana to get the buff. This should also let you not use it if another caster has a more powerful GMW available.



Spells:

-Mass Death Ward will now work on the Event server.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00e

Scripts:

-Fixed an issue with the Caster Level calculations for Swordmages when they are dispelled.


Areas:

-New Sunite temple put in - Made by CDLurker.

-Edits to the NE district of Arabel for the new temple. - By CDLurker

-Revision and edits to the Sunite temple store to put it in line with others.

-Changed a ballista placeable in Mountain Home from useable to static so the boss won't get caught on it. Also moved said creature's spawn point farther from it.

-Regular Ogre Mage  creatures no longer cast Dispel Magic. The High Ogre Mage still does.

-Fixed Swordhaven's teleport point. There was a key mismatch between the area tag and teleport variable for the old Stonehaven area name.

-Repaired the old Ironguard teleport point that was outside Stonehaven. It is now Desolate Valley.

-Plot flagged treasure containers in the Curst dungeon that were not.

-Plot flagged treasure containers in the Caverns of Death area that were not.

-Adjusted a number of spawns in Caverns of Death.  Touching the tomb is now a really bad idea. But the loot in it is better.  There will be a more extensive encounter overhaul of this dungeon in the near future.

-Icegloom: Increased the chance the Boss chests actually spawn items. Slight improvement to the Dragon's chest.

-Lava River Cavern: Implemented proper Boss loot. Drops after killing Hob should be somewhat improved over what is found in Icegloom.  Adjusted spawn positioning in the final room so that Hob's Guardian should pull with him.  Slightly reduced the self-healing amount for Hob's Guardian, and slightly tweaked Hob's abilities. Removed Fire Auras from the Fire Elementals.

-Moved the rope placeable in Sunset Mountain Crater that allows transitioning to the Bottom of the Crater. It should activate more reliably now.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00f

Areas:

-Redid some decorations in the Arabel Central plaza

-Fixed some loot variables, and generally improved loot in Azurephax's chamber in Valley of Broken Sky

-Improved loot in Oliani's chamber in Lightning Peak

-Severely culled Dispels in Lightning Peak

-Dramatically increased final loot in the Lower Bloodhorn Fire Giant's area.

-Removed Dispel from Bandit Wizards in the Semberholme Quiet Farmhouse

-Improved loot in the Semberholme Quiet Farmhouse.  Note: The actual loot room here is behind a Secret Door.

-Most doors in the Semberholme Quiet Farmhouse are no longer locked.

-Improved loot in the Semberholme Bugbear Ruins

-Fixed the doorway between Deep Rock Dwarven Tomb East and West. It no longer permanently locks after it is opened once.

-Unlocked most doors in the Deep Rock Dwarven Tomb and generally improved loot.  

-Removed Greater Dispel from the Hellrock Dwarven Wizards

-Removed door locks from Den of the Beastlord, and improved loot.

-Increased loot in Solitary Spire. Note, most of it is in the Crypt. Added a chest on the very top floor, in the back.

-Labeled the portals in Semberholme Murky Swamp, and improved loot.

-Improved loot in Semberholme Deep Old Woods Cave

-Adjustment to spawn placement in Lava River Cavern – King's Chambers. Experimentally changed AI on Hob's Guardian to see if she'll be less selfish with healing.

-Kelemvorite and Sunite Temple Guards have put their weapons away.

-Highmoon Guards have put their weapons away and ceased wearing full-face helmets in town.  Few have had appearance changes so they aren't all clones.

-Velethuil Guards have put their weapons away.

-Eveningstar Militia have put their weapons away.

-The door to the Weeping Crypt is unlocked.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00g


Areas:

-Fixed loot containers in Oliani's chamber in Lightning Peak. Increased loot drops in other containers in Lightning Peak as well.

-Removed a few more Dispels that I thought I'd previously removed in Lightning Peak.

-Removed Dispel from Male Bandit Wizards in the Semberholme Quiet Farmhouse.

-Redid the spawn outside the Deep Rock Dwarven Tomb. It now uses the same creatures as the interior spawns.

-Removed the Dragon Cemetery area outside Crailoth's lair. The Deepgrave Portal now goes directly to his lair.

-Made the naming pattern for Deepgrave areas more consistent

-The 3rd floor of Ogre Lord's Redoubt will no longer have a day/night cycle.

Creatures:

-Changed Azurphax and Crailoth to the new colored dracolich models

-Sarrick the Fence will now speak to players who have ranks in either Open Lock or Disable Device, rather than checking for specific classes. He will continue to also speak with anyone who has Thieves Cant.

-Corrected Damage resist and immunity properties on the Marilith skin.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.00h

Scripts:

-Legend Lore: Now identifies every item in the target's inventory, rather than buffing the Lore skill. Extend will no longer do anything, for obvious reasons.

-Flame Gauntlet: Damage reduced to d6 + d6/caster level

-Lightning Fury: Damage reduced to d6 + d6/caster level

-Fellfrost Cross: Cold Damage increased to d6/caster level

-Practised Incantations: Now  increases CL by 5 instead of 4.

-Empowered Arts: Now properly extends Blinkplates and Chaos Slash as the description states.

-Issacs Greater Missile Storm: Individual Missile damage un-nerfed. Is now 2d6 again.

-Subrace Setter's scripts updated to account for hak change skill point increases.

-Word of Recall may no longer be cast in an area that is dimensionally warded or anchored.  Some other areas may also prohibit use of this spell.


Areas:

-Fixed all of the loot containers in Valley of Broken sky that were not properly generating items.  Also removed numerous locks and traps on said loot containers, or changed them to one-shot, rather than continuous.

-Darkened the second area of Valley of Broken Sky caverns to match the first.

-Decorated Arabel Central for Halloween


Creatures:

-Removed IGMS from regular Cultists Mages.

-Fixed Lightning Peak Balors not despawning.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.01a

Areas:

-Arabel updated for winter.

Spells:

-Fixed a bug in Knock that caused the target to attempt to unlock nothing.

-Spikes now works on all weapons allowed by the Druid Weapon Proficiency feat.

-Swordmage's Elemental Protection duration increased to 24hrs.

Items:

-Ioun Stones ability buffs now last for 24 hours.

Classes:

-Shadow Adept's Shield of Shadows ability lasts 10x as long, and has had the vfx bubble disabled.

-Druids now gain a Dodge AC bonus if wearing light or medium armor and using no more than a large shield. The bonus is +2 at level 5, and +4 at level 10. This is the same as the bonus Barbarians get, and stacks with it.

Misc:

- New commands added for jumping summoned animal companions and familiars. They work just like the /jumpsum command. Respectively they are /jumpani and /jumpfam
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module 4.01b


Scripts:

-Fixed a bug in the previously implemented AC gain for Druids.

-Fixed a bug in how Duelist Precise Strike was applied. It should now properly apply 1d6 or 2d6 extra damage, rather than random damage values.


Creatures:

-Varyxia, Nauzhoryl and Faeriophax are now all vulnerable to Sneak Attack damage.

-Hob's Bound Guardian has had Drown removed so she'll stop killing herself.


Areas:

-Minor alterations to Lava River Caverns to fix an unintended path that skipped a large chunk of the dungeon.

-Fixed the Underground River exit under Caverns of Death. For real this time.

Items:

-Corrected Spellsword > Arcane Warrior usage restrictions on: Dwarven Warhelm, Shield of War, & Battlemaster's Helmet
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

CD Module EE 4.01e


Scripts:

- The /flytool command should work again.

- Updated the Module OnTalk event with new commands.

- Fixed a compile error in vc_ratrewxp.nss

- Fixed a compile error in mk_inc_pixel.nss

- PrC Spell Grant code for Sorc and Bard re-enabled by FireWraith. Journal explains the system. Command is ?addknownspell class X . Class is sorc or bard, X is spell # out of Spells.2da.

Areas:

- Arabel is now free of snow and the Winter Holiday decorations have come down.

- The OOC room safe exit now works again. You can no longer be permanently trapped there.

- Removed a problematic placeable door in Caverns of Death - Tower.


Creatures:

- Sahaguin Warriors are now properly evil and have a more appropriate voiceset.


Misc:

- Added a new journal entry to list various commands that have been added and were never listed.

- Added new commands to hide and show helm and cloak. They are: "/hidehelm", "/hidecloak", "/showhelm", and "/showcloak".

- Enabled Sticky Combat Modes.  Enjoy.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Fire Wraith

CD Module EE 4.01h


Scripts:

-Added a /walk command for elves to toggle walk and run mode.
-Added a /setportrait command allowing you to change your portrait to a new filename (15 characters maximum).
-Characters can now adjust their height in the OOC room via the Model Adjuster, up to +/- 10% of normal scale.
-The Shadow Double spell has been reenabled with new/updated scripting. Please report any issues with this to us immediately.

Areas:

-Gickimaldo's in Immersea has obtained a supply of imported Katanas for sale.


Creatures:

-The Scribing merchant should give better directions now.



Misc:

-In-game date and Story/Chapter has been updated in the login message.
-Weapon Focus, Weapon Specialization, Improved Critical, Epic Weapon Focus, and Epic Weapon Specialization feats for CEP weapons should work now.
-The Despawn script should be a little more aggressive about pruning hostile creatures in areas it runs in now.
-Added a /nodespawn command for DMs to toggle the above aggressiveness off/on, in case they need to run quests in said areas.






"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shaw

"So long as you harbor love for this world, ever shall there be a place for you in it. Your adventures will never end."

Vincent07

CD Module EE 4.01i

Scripts:

-Adjustment to the Despawner to prevent destruction of placed monsters in dungeons.  Setting an INT of "NoDespawn" on a creature will stop the Despawner from eating it.

-Addition to the OnSpawn scripts to allow for monsters to be scaled on spawn in. Requires a set FLOAT named "Scale".  1.0 is considered 'normal' 100%. 0.01 to 0.99 would be 1% to 99% 2.0 would be 200% etc

-Added DM commands to rescale possessed NPCs.


Items:

- Increased the Craft Armor skill bonus on Greater Artificers Gloves

- Added DM widgets to rescale target NPCs / Items / Placeables
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Fire Wraith

CD Module EE 4.01j


Scripts:

-Items enchanted via enchanting forges should now have a commensurate gold piece value adjusted to them, to a maximum of 64,000gp.

-Weapon and Shield options on the tailoring models should now correctly copy any weapon or shield, not just default ones. This should allow you to copy and adjust any such item now correctly.

-Added a /resetarea command for DMs to reset the area they're in to the initial load state. Will not work with any players/other DMs in the area. Also will port the DM using the command to the starting area of the server (necessary to purge the old area).

Areas:

-Recent tunneling activity by the ants beneath the infested warehouse in Arabel has widened one of the tunnels enough to allow adventurers to reach the Ant Queen's chamber.

Misc:

-The Height/Scale conversation in the OOC room should now list an equivalent height based on your race and gender.

-Players are now able to scale their height to +/- 20% rather than 10%.




"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shaw

"So long as you harbor love for this world, ever shall there be a place for you in it. Your adventures will never end."

Fire Wraith

CD Module EE 4.01k


Scripts:

-Bards with the appropriate magical crafting feats should now be able to enchant items. Bards use the same Arcane Forges as Wizards and Sorcerers.

-Spellcasters with the appropriate magical crafting feats should now be able to disenchant items at an appropriate enchanting forge. This destroys the item (presently limited to weapons, armor, and rings) for a chance of producing one or more enchanting shards based on the disenchanted item's properties. Note that Skill bonuses and Spell Slots are not presently supported by this (but will be added in the future). The chance of generating shards increases with the power of the item being disenchanted.

-Added a chat command of /setvoiceset to change your voiceset (you'll need to reference the 2da line number - so /setvoiceset 123 for example).

-Tweaked the DM /resetarea command to address some bugs with it.

Areas:

-Wandering ghosts in the Haunted Farmhouse should no longer despawn when the area is empty of players.

-Added CEP weapons and some others to the starting area merchant, so new players won't be stuck unable to buy their preferred weapon


Misc:

-Crafting shards found in treasure (or from disenchanting) will now have a gold piece value. This does not affect shards from before this update.




"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shaw

"So long as you harbor love for this world, ever shall there be a place for you in it. Your adventures will never end."