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Things players would like to see (Changes and Modifications)

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Post  SeXy_SnipER Mon Mar 09, 2015 8:37 am

For starters Fire beetles and badgers don't give a lvl 1 anything but 1 exp point. which would be fine if they were easy to kill = P lol
SeXy_SnipER
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Post  DeathWarding Mon Mar 09, 2015 8:44 am

SeXy_SnipER wrote:For starters Fire beetles and badgers don't give a lvl 1 anything but 1 exp point. which would be fine if they were easy to kill = P lol

++Very true its a minor tweak on the exp ratio / CR.  They should be giving 1 exp once a player is at around lvl 12 (atleast) for example, at epic lvl you would essentially be getting 0 exp for a kill, which by DnD/NWN standards we all know that's not right, that 1 exp should be there.

This version of the module, has a lot of hard coded scripts for that may require some work..  IF we do switch versions InFliCtSuiCidE had stated we will still HAVE our characters no matter what. We will not loose progress through any changes on the module.



++To be Added to both forts shop keepers-   Healing Kits & The Alchemist fire the actually ignites to a weapon with the +1 fire dmg.

( I did however test the one that's in the shop and it is the correct component for crafting traps)


++ On start, after the character creation every player should automatically receive lvl 3 /5000 gp. In stead of having to rely on a DM to do so, its a very simple tweak.


Last edited by DeathWarding on Mon Mar 09, 2015 9:46 am; edited 2 times in total
DeathWarding
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Age : 35
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Post  SeXy_SnipER Mon Mar 09, 2015 11:56 am

Would also recommend getting rid of the HUGE xp loss when your familiar dies and the 100GP cost for summoning him
SeXy_SnipER
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Post  InFliCtSuiCidE Mon Mar 09, 2015 5:39 pm

Trust me, I'd love to fix these things, but until I'm able to secure a better version of the module (and not any of the overpowered free XP for AFKing crap) literally zero scripts are available for me to edit. I think DeathWarding is looking in to getting a better copy of the module currently (I just don't know anyone in this community well enough to track something like that down).

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Post  DeathWarding Mon Mar 09, 2015 6:10 pm

InFliCtSuiCidE wrote:Trust me, I'd love to fix these things, but until I'm able to secure a better version of the module (and not any of the overpowered free XP for AFKing crap) literally zero scripts are available for me to edit.  I think DeathWarding is looking in to getting a better copy of the module currently (I just don't know anyone in this community well enough to track something like that down).


This here is the best place to post for now,  I've already sent out a few e-mails just now. Even sent out some msg's through steam and a very old message board from anphillia years ago..  Its a toss up really.  But I guarantee we will find it by the spreading of the word.



Its a damn shame my old apartment pipe burst haha literally a water elemental .. killed my seagate external HD Razz... otherwise we would be good to go.
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Post  InFliCtSuiCidE Tue Mar 10, 2015 12:39 am

I think I've got a lead on a V3 module... that doesn't mean you should stop looking, but hopefully this works out so I can start getting some of these problems ironed out. =D

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