Changes to the module
-
Quite a few fishing spots updated. Trout are more common
-
v2559
Set up a new version of the Haunted Painting quest. The old version was fun and full of unique encounters and challenges; but it was time for a new map and a great way to use a new tileset (the Haunted Interior one). We also have plenty of new monsters who "fit" this quest and could be tossed in. It also uses a brand new treasure table, so new loots to find.
Put the Fallen Citadel of Alumra back in the module. Its harder now too.
My goal here is to keep updating quests, adding more story, more thematic elements, more options on how to finish, optional fights/routes and so on. So share ideas!
Adjusted the location of the Lost Soul quest so that it can be done more, it was too far away in the Haunted Halls for a 1-4th level quest. Now its easier to get to, it is also due a make over soon and definitely a new treasure table!
Have been told the Troll Swamp quest is very buggy, spawns not well placed, etc etc. I put the old version back in which was working well enough.
Fixed Slumming It (Decrepit Tower) quest transitions.
-
Fixed problem with Hyde and Jekyl potions spawning in stacks of ten. Jekyl spawns in stacks of 5. That may be too much still, but this is the polymorph potion and we've not noticed too much problem so far with that one. These potions were suppose to only be created in stacks of 1. So expect Jekyl may go down further.
Added a merchant selling various vanilla versions of helmets and the tabard armor models.
The Fighter Only store is back for pure class fighters. Have fun finding where it is, and what you have to do to earn a chance to shop there. This also means Discipline gems are back. The healing on these will be capped in the near future, so do not get carried away.
Lost Souls and Damp Caves both have unique treasure tables now.
Added in updated/fixed Fey Theme spells. See relevant thread.
Bulezeau Demons now have their canon DR.
Haunted Painting now gives 10% gold to reflect that the quest is harder than before.
Adjusted Summons for Greater Spell Focus Necromancy. Added class level and HP to most, some stat adjustments; usually in DEX and STR.
-
Fixed Treasure Tables for the following quests, you may notice an increase in XP on all these as well as I correct a bug with the areas:
Worse Things Happen at Sea (Dread Pirate)
Slumming It (Decrepit Tower)
Scrambled Eggs (Githyanki)
Scholar Thief (Hiding Places/Brain Dog)
Bhersken Point (Factory Quest)
Beneath the Springs (Stolen Baby)
Helmland Cave Quest
Fallen Citadel of Alumra (Zombie Angels)Worse Things Happen at Sea: The mini-boss and boss on this event were not set up correctly. They gave far too much XP for far too little challenge. They're tougher now and will put up more fight.
Slumming It: This should now have Normal and not Easy encounters in the crypt levels.
Beneath the Springs: Has more to explore now too, though that comes with more risk of drowning and death.
-
Updated lumberjack quest (it has three separate themes in terms of foes–each theme drops different loot from different tables throughout the caves) with lumberjack related items in the base camp. Also a few changes to the quest to make it more useful to woodcrafters (though there may be a bug related to this).
Beefed up summoned ghosts.
Removed what looked like unused resources from the module. It is possible people will be spawning naked though or not at all. Let us know about bugs by posting a report ticket.
-
Folks, XP had been turned down on most our quests. I have no idea why, no one has any idea why or what happened. I've corrected this on every quest area (I think). If there is still a quest that yields very little XP, please let me know so I can look at it.
The cost of the Spire Inn and sendings in Maleen's Tower have been turned down. This was mostly to help new characters deal with the cost of doing low level quests and making sendings after gold rewards were turned down significantly on these quests. That said, some of these quests have also had their gold reward turned up and it may be possible some still need a little more gold reward too.
Fixed the transition on Defense of Durmoth, although, it looks like it wasn't actually broken. So let me know if that's working.
Turned up gold reward on Taking Care of Business, it was set at a flat gold reward when quests are suppose to be giving gold per person.
Added gateways to the Haunted Halls so you no longer need to pass search checks JUST to get in and explore them.
Added trap crafting station to Twisted Maze.
-
I just changed several things, all related to being damaged for miscelaneous reasons:
Such as -
When you rest, you heal 1 hp per level, previous, this has been represented by you being damaged by magical damage after you finish resting. This should no longer do this, and should simply set your HP to what they should be instead, without damaging you.
Similarly, climb/jump.swim checks, if they damage you, it just changes your HP, it doesnt actually do 'damage' as such. A few other things, like logging in with less than full HP should also work like this now.
Please report any errors with this, or, any other things I may have missed which should use the new system.
Thanks.
Additionally, Evards Black Tentacles, and Entangle should now work properly. Entangle was basically a visual effect before, now it will actually trigger the reflex saves etc that it should.
Feel free to contact us about any other spells similar to these that use area of effects over time, if they don't work right.
-
v2573
50+ lore stuff added to the module :) have fun looking -
v2576
New donation options in the bounty system, feel free to PM suggestions on how the areas, groups or a location within could improve if you get one on the list! -
Made adjustments to loot on the following quests:
Dread Pirate Roberts (a few more loot bags should spawn better stuff–and the hole should always appear now I hope!)
Kidnapped Kid (old Fezz kid quest, much better loot)
Chessboard (an extra chest and lots of custom loot)
Sunken Ship (which I think is due an optional sunken part of the ship! with sharks! If I could get someone who was a modeller, I'd have you make me goblin shark riders for this) -
Made a few small adjustments to the Haunted Halls, more will be coming!
Made changes to the way animal companions worked for druids/rangers. Previously, if you were a higher level than your companion it got many neat buffs (those are staying) but if you had a special companion that leveled up to your level, you didn't give it any buffs. This meant the typical "bear" was better than any special companion every time. So, now special companions get a bonus based on your Charisma Modifier, I have debated using a certain fraction of Animal Empathy (maybe 1/3 or 1/4) so feel free to raise this in General Discussion if someone thinks its worth chatting over). Also Cormyrian Mountain Bears were hands-down just the best companion, all other "bears, direwolves, bullette" were getting a minor nerf to their STR to rectify that these creatures were all designed as opponents not companions to help on quests, except the CMB. So CMB now gets this nerf as originally intended in the system. To make up for this a little, CMB now has higher than previous STR, so the debuff won't hurt as much and the CMB can be even more feared!
As I don't really have time to play, let alone play test, I'd like to hear if this helps make the rare special companions "Lone Wolf", "Wounded Cougar" etc to "Tressym", "Royal Eagle" and "Night Wolf" all better companions. Ideally, these are the companions people should want over simply grizzly bears.
-
Areas that use the script that causes you to get lost using certain transitions will now give feedback. Many players seemed to think getting lost was entirely random, and not based on a number of factors. Now you'll be able to see that your 'mastery' of the area is going up with time.
Minor updates to CARES tables, more coming.
The old Barbarian shop is back in the module, you get access to it by doing one of two specific midrange quests.
-
Edited wand shop to include cantrip wands. In a discussion on wizards and sorcerers always being able to contribute, I realized we didn't even have wands for them, forcing them to rely on bow and arrows without Craft Wand Feats.
Switched out Fivestar Store (like I try to do once a month or so).
Updated Mebrith's bookstore to carry summoning tomes.
Fixed some bugs (namely Ilmateri Tunnel quest no longer has lethal traps I hope).
Changed up the C0G factory quest given by Karla. Many of the aspects of this quest reflected v4 Arabel, it had not been updated for v5 fully. Many of our quests may still have overlooked issues like this, please report such as bugs. Loot tables were also improved greatly.
Added skybox to Eastern Wildlands, removed horribly ugly 'wall of fog' affect. Did the same in Old Town and Arabel Citadel. Please report other areas that have a "wall of fog" or no skybox.
Renamed the High Priestess in the Temple of the Seldarine to High Priestess Rethil, she also had standard human coloration, so I made her moon elf colored which is more suitable.
Deleted all the "fallen trees" from Old Town, these were terrible for pathfinding. If I missed one, please screenshot where it is.
NPCs will no longer use Sander's chopping block as a chair. This is caused whenever you place a Sea Table, its TAG is plc_seatable which our systems reads as "seatable" so NPCs sit on it. Oops!
-
Updated loot tables on Withering Heights, also found an XP penalty marker here. Thanks for reporting that! Again, if you find a quest that has suckage for loot and/or XP please report it via the Bug Forum.
Changed appearance of Black Adders, were actually green and not black.
Fixed some bugs with Damp Cave treasure tables.
Nerfed frost lizards, as a companionable animal, they were just too damned good.
Added new subrace, will post details on it later but do not want to spoil the secrets of the player portraying it.
Gave the Night Wolf 2 more HP base, 3 more DEX 18 from 15, and Weapon Finesse, +2 Natural AC.
Gave Royal Eagles, Weapon Finesse, Toughness (needs to be able to survive better against giants).Giant Scorpions (mel_scorpion_lrg), Diremoles (diremoles) can now be companions [You hear that Zool?!].
Bunch of changes to CARES using hak creatures. By now, we figure everyone has the haks if they're still playing CoA and it is safe for these things to appear. Trips to deserts, swamps, and caves should be a bit more interesting.
Hooking up Lost Pilgrim's quest. It is now in the Eastern Wildlands, I added 2 rows on the southern portion to make room and moved the Bard Isle quest giver onto an island in the Fairy Lake. Deleted entrance in the Realm of Wailing Fog; no one has done the quest since v5 started–I figured it was the long walk to an area rarely frequented.
Some buffs to bounty monsters. Enjoy your trip to the Fugue.
-
Fixed a bug with the Elk Barbarian (Swamp Thing) quest where loot wasn't spawning.
Updated Githyanki quest, seriously buffed the gold rewards.
Adjustments to wand shop, mostly making things cheaper. Added a cure critical wand.
Increased gold reward for gypsy quest (its a long, long quest, that much time needs more gold).
Adjusted the recipe for the Hyde potion.
-
Adjusted so pyrmomancer and feymancer damage cantrips are also unlimited (hopefully).
Fixed jump checks in the Floating Ruins, no longer drop you to another area. They drop you in the ruins, you have to climb back up a pillar.
Added a new quest…just a simple thing really.
Added a new area to explore. (Just realized that there is a broken transition on a cave entrance, I'll fix that later.)
Gave a buff to leatherworking stuff made from albino crag cat. Its a rare spawn, items to make from it should be a bit better than junk you can buy in stores. ;)
Fixed several bugs.
-
Oh wow, those crag cat things must be awesome now!
-
Fixing some transitions with Starwater Gorge and Helmlands.
Did some bug fixes.
Vampires respawning at their coffins should have a 6 second delay before they start attacking.
Updated socket item shop to sell new weapons and more rings/amulets.
Adjusted the Floating Island so spawns aren't as exploitable by removing a few jump checks.
Added Yew trees and yew items to woodcrafting. Enjoy!
Fixed Eye of the Primordial. Now uses climb checks to reach the top, removes problems with wonky walkmesh that made it impossible to get down once you were up.
Made one edit to the Oak items, the Banishing Dart, renamed it to Live Wood Dart and made its utility against undead as per oak wood's standard benefit.
Adjusted the leather/bow shop. Bows for sale in there were better than anything you could craft just about. Too good and too cheap by far.
Call Lightning now works even in clear skies, but you do need to be outdoors to cast it. We hope to later add a simple spell alteration so druids can change weather, and when we do that, Call Lightning will need rain again–but for now--enjoy blasting people.
Players will note increases in XP yield from Helmlands and Thunderpeaks.
Orcs and goblins have been making poisoned arrows...
-
Fixed CARES encounters in Hillsmarch and King's Swamp; you should find more spawns in these areas (and less uberspawns with several different spawns all appearing in one spot). Also swamps should only have 'swamp' creatures not gangs from Old Town or wilderness creatures.
Slightly increased spawn chances of Albino Crag Cats.
Added bonuses against Magical Beasts as well as Animals and Beasts for dire leather gear and dire bone gear. (And +2 Mighty to the bows); Might +1 to Animal Bone Bows; added +1 slashing damage to Animal Bone Arrows (Occasio were half the cost and do d4-so now Animal Bone are not as likely to do as much damage except against animals/beasts; Added Dire Animal Bone Arrows (d4 neg with bonus against animals/beasts of d4 more)
Druid Summons, badgers, wolves, and earth elementals got a boost.
Adjusted Bone Charms for the "animal" spells to have their cost more in line with other craftables; these charms now have 2 uses rather than 1 and now cost slightly more than two brewed potions but cost much less than 2 store potions. Crafters can hopefully find a way to make profit off these now.
Fixed several bugs, implemented several suggestions from the suggestion tracker forum, and fixed several exploits.
-
Some more druidic lore exists in game.
Druids are able to alter One with the Land in order to alter the weather in an area. (Call lightning hasn't been reverted to require rain yet, though, but it will)
Hardcastle weapons (agents get them) have come out of prototype phase.
Some mercenaries have had their 'warning' scripts re-applied. So summons, weapons being drawn, and people banned from the areas they guard will now annoy them, and they will tell you about it.