Changes to the module
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v2696
Lair of Temptation has been edited to be less deadly and more rewarding
Graffiti has returned to Old Town! -
Bresk Quest got some new loot. Go check it out!
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v 2704
Made adjustments and bug fixes to Beast Master Ranger Kit (so it should be working now).
Updated and fixed bugs with Ice Giant Quest, rewards will see a boost here now.
Updated loot on Io-Rach goblin quest, just adding variety and better socket gems to quests. No quest should be giving a "Crippled SKILL BONUS" gems anymore, those that do need to be updated.
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v2705
Tried another fix to Beast Master Ranger kit. Companions should now be working properly, hopefully the feats are applying when you log in as they should.
Added a new tree and plant to the gardening system. This changed the recipe for Healing Kits +1 to be something that you don't have to go out to the desert to find.
Possibly removed a reward given out on the Azer quest, I will fix that very quickly. Won't affect the quest really, you just may find you don't get a whetstone as an extra reward in the end stage.
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New spell caster available in Old Town, offers similar service like Raznor.
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Added in a Winter/Yule/Christmas/Kwanza/Festivus/Secular Winterfest themed quest for you all, available only for a couple days!
Put in a new quest (well, two really) in Immersea. There may be a bug where bounty objects you seek drop twice, please report this if it happens.
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Scaleable animal companions are a little less scaleable now. Rangers particularly will notice this.
New formula [(Ranger Level -2) + Druid Level + (1 if beastmaster kit)] for their levels.
Companions who scale are meant to be the best companions more or less (some static companions may still merit up here like Cormyrian Direbears and Dire Owlbears) but when the companions have 250 HP and are level 12 that was really far too much.
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The socketting kit now only adds one socket to mundane weapons (it also now works on whips, which it wouldnt previously due to their bonus feat of disarm)
This was done because d4+d4 damage gems was just pretty insane. We might, in future, consider allowing two sockets, but disallowing the stacking of damage gems, so you could still create +1, D4 damage weapons.
Potion brewing wasn't working properly - It thought you were near a cauldron for brewing almost all the time. It now detects cauldrons (or you having a portable cauldron) correctly, and will only apply a chance of gaining more potions from a single brew if there is a cauldron available. You also need to have enough potion bottles to make the extra potions should you gain them from the cauldron bonus.
This is not a nerf in any way, it simply makes the system work as intended. You can still get bonus potions, you just need to actually meet the requirements for the bonus now.
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As of next reset:
Dispel (all sources of it) should now be able to dispel items that have been enchanted by spells such as magic weapon, magic vestment, flame weapon, etc.
The dispel checks work exactly as they do for other spells. This only works when directly targeting a creature, not when using the AOE version of dispel.
Some animal companions have taken a nerf.
Various bug fixes.
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A new quest now exists. There is a hint to it's location in the Maleen spire. It's regularity is like notebook quest in way, as in, you can't always spam it everyday, though it will be vastly more frequent than notebook currently is.
Active after a reset.
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Ashby quest (first two parts of the trilogy) are both going to be harder now. Let me know how that plays out.
Replaced the apple tree so those can be planted again.
Malar Panthers should no longer serve as animal companions for non-evil PCs. If they do, it is a bug and please report it. Sentient evil servants of Malar will not work with LG ranger of Helm!
Added Animal Bone, Dire Animal Bone, and Albino Crag Cat short spears and spears to crafting. Goblin/Bear/Crocodile ones should be added eventually.
Adjusted some monsters, per this suggestion thread, make more suggestions because this stuff is fun for me to do. Note: I don't want to add new monsters (some people are misreading the thread); I want to adjust monsters we have to be more flavorful/thematic and present different challenges. You will likely figure out what I mean when you start seeing ogre spawns from here on out.
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New Portals around IG, if there are any issues with these please make a bug report!
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Fixed a few minor bug reports.
Cleaned up the Pool of Eldath after IG events. Spawns in the area have not been adjusted yet so if you see Undead there, don't panic! The ritual worked.
Changes should take effect next reset.
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Moved Gypsy Quest quest giver to be closer to the Tomb. Also–that tomb was NEVER Ashby's and never had anything to do with Ashby despite the map note so that bug got fixed too.
Orc Springs quest giver got moved to Eastern Wildlands to be closer to his quest (no more hike to Hullack and back for him) but he's not in exactly the same spot on the map now look to closer to the Twisted Maze entrance.
Nada can be solo'ed to make life easier for people level 1-4 who have trouble finding parties.
Several orcs got power levels adjusted to less challenging levels after the recent update to their power. In a few cases we over estimated what a few points of STR or AB meant in terms of their pure damage calculations and so AB or damage were turned down to compensate. Fixed a bug with the Fists of Bhagtru that resulted in them having vastly too much HP and damage for their challenge rating.
Adjusted Waves of Grain, historically this quest has had odds of being a cake walk or a TPK because of how spawns were randomly determined. I adjusted it to tone up the odds of spawning CR 3-5 creatures (ie foes suitable for level 3-5 characters to fight) and reduce the odds of spawning the CR 6-9 foes (especially the orc war shamans which ideally should not spawn in multiples on this quest with any regularity).
As always, please realize that we have a bug forum and a suggestion forum to bring issues to our attention so we can make necessary adjustments without thinking that mistakes or bugs are some actual goal the DM team is seeking to create in order to make the server "hard core" or "action based'.
Recent challenges are designed to make fighting orcs feel different from fighting goblins, to have players adopt strategies for fighting ogres that are different from their strategies for fighting gnolls--while not making things substantially harder. It'd be great to see clerics and wizards know that when they go to fight orcs that certain offensive and defensive spells are more useful than those they'd want when going to fight trolls. That's the goal-more fun and strategy only.
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v2770
Eveningstar has been updated to reflect yesterdays event, various little new things to discover
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v2773
Blue goblins now drop bounty items similar to other goblins!
Forge has been added to the Furies Temple
Park Bench has been added outside Congress
Bounty Reward items have been updated
New Bounty Monster being balanced! -
v2781
Blue Goblin Hunter now works, yay!
Pleb court show now make it possible to do the skill checks to finish the quest
Council has 3 new rooms for 2nd rank members!
Thunderholme has a messenger boy, sender to come
Couple of signs in Old Town, like shylock's basement -
v2788
Eveningstar now has a spawn point, with lots of updates to reflect IG events
Many many maaaaaaaany bugs fixed, keep those reports coming
Raise dead Pc on PC still having issues, sorry guys!
Illithids are now part of the bounty board -
v2800
New lvl 1-5 quest
Portal quests now available by alternative route
Dwarf Camp has a PC Spawn Point
Various bugs fixed -
v2807
Area spawns have been edited to make it work better! Please take extra care when venturing around the module
New lvl 3-10 quest, should be working now. Maybe?
New lvl 7-12 quest should also be working, maybe?