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Module Update

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Module Update Empty Module Update

Post  J. Persinne Tue Apr 19, 2011 3:57 pm

We are now running v4-18-11 of the module:

-Made some alterations to the XP script, namely that 1) it is no longer possible to delevel below level four, 2) the script is now a bit more lenient about when to grant bonus XP, and 2) exceptionally high CR creatures now grant slightly more XP than they did before.
-Some anti-griefer security measures have been taken.
-Some undisclosed stuff.

J. Persinne

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Post  J. Persinne Sat May 14, 2011 1:30 pm

Module Update: May 14, 2011

-Increased the duration of Grease's knockdown effect slightly.
-Altered Ice Storm damage progression: it now deals 3d8 Bludgeoning damage, as well as 2d8 cold damage + 1d8 cold damage / 3 caster levels above the sixth.
-Altered Magical Bolt damage progression: it now conjures one bolt per two caster levels, each dealing 1d8 damage.
-Altered Magic Missile progression: it now conjures the default number of missiles pre-epic, and then an additional missile per four epic caster levels.
-Epic Shield of Faith is no longer breachable and is accessible to pure druids.
-Flame Twin and polymorph spells are no longer sequenceable.
-Flying Debris now hurts enemies rather than allies.
-Characters enchanted with Nameless Light will now be allowed a save against Word of Faith.
-Stonehold has been reverted to a will save, the timelock has been reduced, and Extend Spell increases the duration +3.0 seconds (instead of none at all).
-Protection Domain power is now breachable.
-Revised level 40 animal companions in an effort to make them all useful.
-Made minor alterations to shop inventories; affected merchants include Will Davis (Ranzington), the Magus, and Lamir.
-Toned Luck of Heroes and Strong Soul down to reasonable levels; each now grants a scripted +1 bonus at levels 20 and 40 (in addition to the default bonuses).
-Removed rations from the mod.
-Made extensive revisions to the journal.
-Oodles of bug fixes and undisclosed stuff.

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Post  J. Persinne Thu Jun 16, 2011 4:32 am

Module Update: June 15, 2011

-Added a chat commands script to the module. For a list of available chat commands, type "/help" in game.
-Added communications offices to Axfell, Cleaven, and Ranzington. Offices can be used to send custom faction-wide messages and personal messages via messenger bird. They also sell description-alterable books and parchments.
-Added point and click associate commands to the module.
-Added subdual damage mode to the module.
-Characters are now locked into sparring mode (i.e. cannot kill other characters) until level 10.
-Characters are no longer set immortal when entering the arena. All creatures there are locked into sparring mode instead.
-Axfell and Cleaven now have separate bulletin boards. As a side effect, all current bulletin board messages will be removed.
-Added some additional options to meeting gongs to allow users to specify a meeting time between "now" and "in one hour".
-Changed how the inscriber works. It is now more responsive and can be used to set descriptions on ATS items.
-Horn signals can no longer be used from OOC areas.
-Removed gold costs from most craft menu special abilities.
-Removed Bloodline Fury and Gruumsh Hand from Half-Orcs. They now receive +1 AB and +1 damage instead.
-All second level stat buffs (Bull's Strength, Cat's Grace, Endurance, Eagle's Splendor, Fox's Cunning, Owl's Wisdom) have been reverted to 1d4+1 bonus.
-Improved the Earthquake spell: it now deals 1d8 damage / Pre Epic CL + 1d8 / 4 Epic CLs (penetrates as +5 weapon); if the caster has the destruction domain or is an epic level druid, the spell is empowered; reflex save for half; double damage against placeables; ignores LoS; ignores SR.
-Swarm Avariel are now Swarm Monkeys.
-Elemental Swarm will no longer summon epic elementals if cast from an item.
-Combust and Infestation of Maggots can no longer be cast on allies.
-Corrected Terrifying Rage to apply an attack decrease, rather than increase to affected creatures.
-Changed how bonus spell slots are handled. As a side effect, you will no longer receive a message that they're being applied (but they're still there).
-Dead characters will now drop all gold (instead of just up to 50k).
-Death corpse handling should now be much more reliable.
-XP gain is now based on current XP rather than current level.
-Toned down Gate Guard melee weapons to reasonable levels.
-Exceptional Blacksteel Bastard Swords and Exceptional Sickly Steel Longswords can now be crafted.
-Epic Lizardfolk Ray of Enfeeblement is no longer restricted to male characters.
-Fear auras will no longer process dead creatures.
-Axfell Stink Beetles are no longer quite so lethal, and will reward XP when killed.
-Removed persistent map pins and tracking from the module for performance reasons.
-Removed some items from the module to pave way for a complete item overhaul.
-The action cancel script that applies when equipping weapons will now only apply if you are dual-wielding.
-Added a mysterious new item to the low level loot table. It's mysterious.
-Made the module much more colorful.
-And flavorful.
-Made no changes to Travel Domain yet. (Sorry, Rugi. Next update. I promise.)
-Countless other bug fixes and undisclosed stuff.

Note: to take advantage of some of these features, you will need the new override.

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Post  J. Persinne Thu Jul 21, 2011 3:35 pm

Module Update: June 24, 2011 (Hotfix)

-Removed multiclass XP penalty
-Fixed bug with Gedlee's Electric Loop epic progression; it now does, in fact, progress
-Removed gold cost from Auto Knockdown and Lethargic Assail
-Changed default faction message color to sea green as to better distinguish it from the combat log
-Updated chat commands script to allow players to prefix text with "//"
-Reclad the Svirfneblin
-Fixed some minor issues with the new associate commands
-Some undisclosed stuff


Last edited by J. Persinne on Thu Jul 21, 2011 5:22 pm; edited 1 time in total

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Post  J. Persinne Thu Jul 21, 2011 3:35 pm

Module Update: July 20, 2011 (Security Update)

-Took security measures to address the removal of master server authentication: CD keys will now be checked when a player logs in (and the player booted if the CD key is not valid for the account). A new chat command, "/addkey", should be used to bind additional keys for players that have more than one.
-ATS Oak Log bundles now work again

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Post  Felix Thu Aug 18, 2011 10:55 pm

Module Update: August 17, 2011

-Difficulty lowered to hardcore instead of very difficult. This will make the NPCs do half the amount of damage they currently do now.
-Some DM NPCs added
Felix
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Post  Felix Thu Aug 25, 2011 8:04 pm

Module Update: August 25, 2011

-Journal updated to let people know about the RDD non lawful restriction that was not documented.
-Axfell and Cleaven Sparring/Training areas added.
-Axfell and Cleaven forts set to full PvP (barracks and Mary's Nadie's still NoPvP).
-Mt Dragonwall spawn time quadrupled so when coming back down from the peak no one should get flash mobbed.
-added swamps warning signs.
-all flower bearing shrubs have been changed to only allow some flowers to be picked each server reset.
-all flower bearing shrubs have been relocated to more appropriate areas.
-added two chests in vanguards to replace the flowers.
-updated some instances that were using missing blueprints.
-locked Ranzington Chronicle door so only DMs can make news.
Felix
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Post  Felix Sun Aug 28, 2011 10:50 am

Module Update: August 29, 2011

-made sparring/training fort areas free rest areas
-fixed one of the archery targets
-fixed the swamp signs to now read Warning as opposed to placard
-updated to CEP 2.4 everyone will need to get the CEP 2.4 installed now
-added the following scripts to the servers script cache
Code:
nw_c2_default1
nw_c2_default2
zep_torchspawn
mothcitizenspawn
mothguardspawn
-removed Ranzington Road area due to the tons of path finding calls it was generating.
-adjusted spawns in GF east so mobs wont spawn on the transition
-adjusted spawn points in the plains cave to stop the @plainsminotaur from making tons of path finding calls
-removed the archery and combat dummies and placed them in sparring areas.
-added J's memory leak fix for Moths automine script. Thx J!

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Post  Felix Mon Aug 29, 2011 7:10 pm

Module Update: August 30, 2011
-Removed all scripts from the script cache
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Post  Felix Tue Sep 20, 2011 4:00 pm

Sever File Update: September 20, 2011

edited cep2_add_sb_v1.hak and removed zep_torch entries (Thx Mothman for the walk-through)
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Post  TheMothMan Sun Sep 25, 2011 4:10 pm


  • Changed all of the northern outdoor-areas (around the two forts) into either snow-areas or snowing areas.
  • Changed Axfell/Cleaven Outfits to fit better into the current snow-theme.
  • Changed Rustin Road - Point to fit better into the current snow-theme.
  • Changed Grand Forest - Broken Cliffs (with all subzones) to fit better into the current snow-theme.
  • Changed Grand Forest - Mount. Dragonwall (with all subzones) to fit better into the current snow-theme.
  • Changed Grand Forest - Fort Raut to be more of an actual fort.
  • Changed Hope Canyon - Vanguard's Keep to fit better into Hope Canyon.
  • Changed Hope Canyon - Vanguard's Barracks to fit better with the changed Hope Canyon - Vanguard's Keep.
  • Changed Seris Island - Daron's to make it look more like a shop.
  • Changed Fort Cleaven - Nori's to look more like a shop.
  • Changed Seris Island - The Hive to make it look more like a hive.
  • Changed Ranzington - Magus' Tower to make it look more like a tower.
  • Changed Ranzington - Savings And Accounts to make it look more like a bank.
  • Changed Ranzington - Library to make it look more like a library.
  • Changed the entrance for Grand Forest - Gra Cult Cave.
  • Changed the entrance for Grand Forest - Avenger's Grudge.
  • Changed the name and appearance of the Ranzington Shipping Master.
  • Resized Seris Island - Twin Passage.
  • Resized Seris Island - Ordha's Expanse.
  • Resized several Grand Forest areas to make the travel to Ranzington more or less equal for both factions.
  • Resized Grand Forest - Center.
  • Moved the transit to Grand Forest - Greenpatch from Grand Forest - Fort Raut to Grand Forest - Center.
  • Added a new area Seris Island - Ordha's Cluster.
  • Added a new area Ranzington - Road.
  • Added a new quest-area The Undying Pyre (to replace Rustin Road - Swamps).
  • Added a new quest-area Fort Cleaven - Peak of Seeska (to replace Suman Valley - Swamps).
  • Added a new persistant repeatable quest in The Undying Pyre.
  • Added a new persistant repeatable quest in Fort Cleaven - Peak of Seeska.
  • Added windows to all but a few indoor areas.
  • Added a low tier mage robe to each forts General Stores.
  • Added new types of NPCs in Seris Island - Twin Passage.
  • Added new types of NPCs in Seris Island - The Hive.
  • Added new types of NPCs in Seris Island - Ordha's Cluster.
  • Added new types of NPCs in The Undying Pyre.
  • Added new types of NPCs in Fort Cleaven - Peak of Seeska.
  • Added a new skins to Ogre NPC all across the island.
  • Added a new skins to Hag NPC all across the island.
  • Added a new skins to the NPC in Grand Forest - Mount. Dragonwall (with all subzones).
  • Added a new skins to the NPC in Grand Forest - Broken Cliffs (with all subzones).
  • Added a new skins to the NPC in Grand Forest - Fort Raut.
  • Added a new NPC in Fort Cleaven - Nori's.
  • Added a new NPC in Axfell - Manus'.
  • Added new clothes to the NPC in Hope Canyon - Vanguard's Keep (with all subzones).
  • Added an encounter free road from Plains to Ranzington (no spawntriggers on the road).
  • Added an encounter free road from Rustin Road - Mountain to Ranzington (no spawntriggers on the road).
  • Added "traps" at all Factions Fort Gates to kill off any NPC's that get stuck or try to bash in the gates (won't affect PCs, Associates or Faction NPCs).
  • Fixed a bug that let PC exploit the quest rewards from some quests.
  • Fixed a bug that didn't grant Sneak Attacks to Level 10 Shadowdancers.
  • Fixed the excessive spawnsizes in some areas.
  • Fixed some spawningtrigger so they don't spawn mobs right ontop of PC's on their way back from finishing a dungeon.
  • Removed Rustin Road - Swamps.
  • Removed Suman Valley - Swamps.
  • Removed several unused (and unlinked) areas in Ranzington.
  • Removed Ladder Springboards in Suman Valley and Rustin Road (replaced with regular ramps).
  • Removed Plot-tag from several quest items so PC's can change the appearances of those items.
  • Removed numerous unused scripts and conversations from the MOD.
  • Removed numerous unused items and creatures from the MOD.
  • Adjusted the difficulty on Ridged Ear Elves.
  • Adjusted Ice Storm spell to not affect allies if cast by an NPC.
  • Adjusted Axfell/Cleaven Gate Guards to be of various Races and Genders.
  • Adjusted Ranzington - Crypts (with all subzones) to be less of a maze.
  • Adjusted Grand Forest - Avenger's Grudge to be less of a maze.
  • Adjusted all Non-PvP related NPC's to be Plot (cannot be harmed and cannot be made hostile to the PC via the use of spells/attacks/abilities).
  • Adjusted the AI of Non-PvP related NPC's to put less strain on the server.
  • Adjusted the AI in several ways to put less strain on the server.


Notes:
As you guys can see this is a huge update. I've been working this for a while but I have not been able to get much help in ways of bug testing. So please report any bug or anomalies you find.

Also note that the new roads in Grand Forest are there to help the server run better. If you are only passing an area in Grand Forest (i.e do not intend to kill the creature within the area) please stick to the roads.

Futhermore the swamps have been removed for a two reasons; they were a deathtrap to unknowning recruits and their inhabitants would often find their way into adjacent areas and create havoc.
To reach the new "swamp"-areas you must talk to the new NPC in each fort's Mage stores. If you are below level 21 you cannot enter these new quest-areas.

This update includes changes and fixes to get the MOD "up to speed" with the new content I have planned futher down the road.
Enjoy!

A big thanks to Linn for all the help with various areas and clothing plus some brilliant ideas.

-TheMothMan
TheMothMan
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Post  TheMothMan Mon Sep 26, 2011 3:47 pm


  • Changed Grand Forest - Krust Cave Lair.
  • Resized Seris Island - Border Lyne
  • Added new types of NPCs in Grand Forest - Krust Cave Lair.
  • Adjusted the spawnsize and difficulty in The Undying Pyre.
  • Adjusted the spawnsize and difficulty in Fort Cleaven - Peak of Seeska.
  • Fixed some minor bugs and bad placement in last nights update.

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Post  Felix Mon Sep 26, 2011 7:11 pm

Module Update: September 27, 2011

-changed thrones in meeting rooms to better represent current leadership in Axfell and Cleaven
-removed teal flowers from lizard marsh that I missed in a previous update
-fixed the arbiters dagger charge to be 1/day

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Post  TheMothMan Wed Sep 28, 2011 12:20 pm


  • Changed Trebuchets to work like other siege equippment (it no longer autofires)
  • Removed unused functions in the database.
  • Adjusted the Trebuchets attack do deal more damage.
  • Fixed all quests to work only once per reboot/player and added more messures to prevent exploits.
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Post  TheMothMan Sat Oct 01, 2011 4:00 pm



  • Added mapnotes to Axfell.
  • Added mapnotes to Fort Cleaven.
  • Added a new area called Axfell - Cleft.
  • Added Beetle and Animal spawns to Axfell - Cleft.
  • Added Beetle and Animal spawns to Fort Cleaven - Sanctuary.
  • Added a new skillset to Ogres.
  • Changed many areas to make more sense from a geographical point of view (visual, size and direction).
  • Removed Fruit from the loot.
  • Removed the Beetle and Animal spawns from Rustin Road.
  • Removed the Beetle and Animal spawns from Suman Valley.
  • Adjusted the CR on Ogres.
  • Adjusted the rest timer to slightly increase the time between rests.
  • Fixed the Outer Gates to respawn properly.
  • Fixed the Fear-spell to no longer affect allies.
  • Fixed the icon for the Toxin quest item.
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Post  Felix Thu Oct 06, 2011 2:20 pm

Module Update: October 6, 2011

-Fixed the inner door of Ranzington Magus to avoid confusion with it being locked.
-moved some brazers that were misplaced in Suman and Rustin
-Updated some fort leaders thrones
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Post  Felix Thu Apr 05, 2012 12:52 pm

Module Update: April 6, 2012

-Really fixed the inner door of Ranzington Magus to avoid confusion with it being locked.
-Moved some misplaced placables
-Added a new DD armor to the desert shop.
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Post  Felix Thu Apr 12, 2012 10:47 am

Module Update: April 13, 2012

-Chests removed from Orbs Landing
-Set Ranz Magus and Bank to no PvP areas like they should be.
-Xp lowered for toothpick quests from 1500xp to 350xp
-fixed a few misplaced placeables
-fixed the Rustin Mountain Alarm not sounding properly
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Post  Felix Wed Apr 25, 2012 10:42 am

Module Update: April 25, 2012

-Azers and Snow trolls made more resistant to their home element.
-fixed broken transition to cascade from grims.
-kamas can now be crafted. Thank Sancho for this fix!
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Post  Felix Fri Apr 27, 2012 11:07 pm

Module Update: April 28, 2012

-Ore veins now have the names of the ore displayed on them.
-fixed verdicite and rubicite being mixed up in the smelting progression

All these fixes are due to Sancho. Please give him a big thanks in game!
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Post  TheMothMan Fri May 11, 2012 5:18 pm

Module Update: May 12, 2012

(Updates will be in next server reboot)

  • The explosion on the Gate Spell Summons death has been removed.

  • Fixed Tileset graphical bugs in several areas, most noteably Rustin Mountain - Nest.

  • Grenade-like Weapon (Tanglefoot Bags, Thunderstones and so on) will no longer damages friendlies.

  • Fixed some strange spawn locations all around Grand Forest.

  • Added a Bounty (direct gold gain) from killing NPC's.

  • NPC's no longer drop any Gold (with a few exceptions).

  • NPC Loot will be placed on Corpses as oppose to chests. This means all chests associated with NPC's are removed. Having a new loot system will require some tweaking, so please leave feedback about how it works or doesn't.
    Please note that this will NOT affect the timer-respawning chests.



Last edited by TheMothMan on Wed May 16, 2012 10:04 pm; edited 1 time in total
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Post  TheMothMan Tue May 15, 2012 10:16 am

Module Update: May 15, 2012

(Updates will be in next server reboot)

  • XP/Gold Gain from Druegars, Ridgedear Eleves, Mariliths and Mithril Keepers have been increased.

  • Fixed the bug where Summons would disable traps on the "removed" chests.

  • The News Guy in Ranzington has retired.

  • Resized Seris Island to make it impossible to your Fighter Charges to cross over to Daron's Shop.

  • Removed the Box from Seris Island that would mess up the new Loot System.

  • Increased the overall chance of loot spawning on NPC's. Some areas now have more chests.

  • Revised a few areas, to make them "fit" better. Just visual changes.

  • Revamped Beholder Magic Cone and Revamped Acid Dart (the spells).


-TheMothMan


Last edited by TheMothMan on Wed May 16, 2012 10:05 pm; edited 1 time in total
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Post  Felix Tue May 15, 2012 10:29 am

Module Update: May 15, 2012

-Made fugue plane unrestable
-updated Axfell meeting hall to reflect the new generals chair.
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Post  TheMothMan Wed May 16, 2012 9:59 pm

Module Update: May 17, 2012

(Updates will be in next server reboot)

  • Loot System and Gold gain has been reverted to how it was before.

  • Dra'Grem'Macha'Sit is now slightly smaller.



-TheMothMan
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Post  Felix Thu May 24, 2012 6:19 pm

Module Update: May 25, 2012

-Redid some past updates that were reverted.
-Added new riddles to the fugue compliments of Rugi.
-Lessened Lord Sten quest xp reward.
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