Module Changes
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Version 8644 Changelog:
Fixes:
- https://nodebb.cityofarabel.com/topic/67044/traps-on-tessaril-s-tower
- This fix is not just for the Tessaril Tower quest but should encompass the entire server. This means you will start seeing proper thematic traps and not Spike traps everywhere
- Various exploits fixed
- https://nodebb.cityofarabel.com/topic/67036/kings-queens-abyss
- https://nodebb.cityofarabel.com/topic/67044/traps-on-tessaril-s-tower
-
Sorry, havent posted my stuff in a while:
8640
- Attempted fix of wraith rage https://nodebb.cityofarabel.com/topic/61098/wraith-rage. Now that I know the fix worked, I can adjust what it spawns
8642
- removed some mysteriously appearing triggers in the HoA
- adjustements to the
Frigid Cave
quest after feedback from players and watching them run it a couple times- fixed polar bears - had wrong set of scripts so they werent being skinned properly
- boosted the stats of the Frigid Cave yeti boss
- made variants of yetis since they werent spawning in the Frigid Cave quest due to high CR
- maybe fixed the frigid cavern not doing cold damage over time
- https://nodebb.cityofarabel.com/topic/67016/bronze-vs-copper-boots-same-stats
- some adjustments to radiance/motes. this will affect both
Tessaril's Tower
and the GoldfeatherHaunted Ruins
quests. Hopefully, they will both be better now. Feedback please.
8643
- fixed an issue/exploit with the arabel farms (insects) quest
- set some of the flora waypoints on the Wyvernwater isles to
TREE
so players can get twigs for campfires - started working on a new quest for Shadowmire Isle
-
8645
- https://nodebb.cityofarabel.com/topic/67035/some-wood-recipe-errors/ not sure about the club but fixed the staff
- https://nodebb.cityofarabel.com/topic/67038/dwarven-knot-cloak-missing-charges
- finalized the Wraith Rage creatures. it should scale now for barb level
- https://nodebb.cityofarabel.com/topic/66843/ more places to get loot and new/different loot added
- https://nodebb.cityofarabel.com/topic/67031/banded-ice-dwarf-mail
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V8649 Change Log:
Trinity System Related Work:
Continued work on a new feature called Unbound Nodes. These will mimic the logic we have for Wild Flora(Not plantable ones) which can then be added to various quests or DM events(If needed).
Death System Related Changes:
We have tweaked the XP penalties, lowering them from their current level. The changes are as follows:
- Respawn XP Penalty reduced from 25% to 20%
- Raise Dead XP Penalty(Via PC/NPC Priest or Scroll) reduced from 15% to 10%
- Resurrection XP Penalty(Via NPC or Scroll) reduced from 10% to 5%
-
8650
apparently i forgot to actually upload v8648 so ... made all those changes again
- adjusted traps in > Redwoods: Cursed Outpost
- https://nodebb.cityofarabel.com/topic/67058/fungal-ruins-quest
- https://nodebb.cityofarabel.com/topic/67054/white-lion-on-old-cnr-instead-of-trinity
- https://nodebb.cityofarabel.com/topic/67021/herb-collector-quest
- edits to gilded boots recipe & added gilded helm recipe
- https://nodebb.cityofarabel.com/topic/66251/some-issues-crafting-gilded-armors
- put Santa back into storage (finally)
- https://nodebb.cityofarabel.com/topic/67065/hag-s-heart-on-sirine-quest
- https://nodebb.cityofarabel.com/topic/67075/dana-s-house
- https://nodebb.cityofarabel.com/topic/67070/quests-that-need-traps-to-be-reviewed/6
8651-8655
Strife magic
8656
- https://nodebb.cityofarabel.com/topic/67076/spirit-warded-amulet-at-hoa-store/4
- Worked on a new set of quests
8657
- House of Ash shop adjustments https://nodebb.cityofarabel.com/topic/67064/shops-help-needed/13
- https://nodebb.cityofarabel.com/topic/67070/quests-that-need-traps-to-be-reviewed/7
- Bandit Camp quest in Hullack forest
- imported Moloch's updated bandit areas
- changed out bioware default wolves & spider for coa creatures
- Barrenstone quest
- several traps in the barrenstone quest did not have a type variable set so they were all defaulting to spike. changed them to other stuff for variety
8658
- https://nodebb.cityofarabel.com/topic/67130/pfe-doesn-t-work-against-mountain-orcs/4
- https://nodebb.cityofarabel.com/topic/67148/crafting-bug-wooden-stakes
- https://nodebb.cityofarabel.com/topic/67149/crafting-bug-oak-quarterstaff
- https://nodebb.cityofarabel.com/topic/67069/poison-gas-traps-on-hillmarch-ogres-quest adjusted some of the gas traps
- more work on a new set of quests
-
8559-8661
Strife magic
8662-8663
Deth magic
8664
- https://nodebb.cityofarabel.com/topic/67215/mystical-artifact-unreachable
- https://nodebb.cityofarabel.com/topic/67216/snaking-tunnel-blocked-passage
- https://nodebb.cityofarabel.com/topic/67214/secret-door-canyon-of-the-scourge
- https://nodebb.cityofarabel.com/topic/67231/knightswood-quest
- https://nodebb.cityofarabel.com/topic/67148/crafting-bug-wooden-stakes
- https://nodebb.cityofarabel.com/topic/67182/inaccessible-poi-in-firefall-vale
8665-8666
Strife magic
8667
- updates to tilverton
- updates to king's plaza
- https://nodebb.cityofarabel.com/topic/67287/hillmarch-ogre-warlord/7
- https://nodebb.cityofarabel.com/topic/67288/non-existent-lvl-5-plant-summon
- new monsters added ... go find them :)
8668
- another attempt at fixing plant summon v - tested in game, fix worked
- Edited all the trap waypoints on Clean Up Crew/Necro Gobbos
- edited all the trap waypoints in Pride of Arabel quest
- https://nodebb.cityofarabel.com/topic/67312/alicia-glimmerstroke-isn-t-evil
- https://nodebb.cityofarabel.com/topic/67181/discrepancy-on-forum-for-air-genasi
- Fixes to some gem/ore nodes in the stonelands
- more updates to king's plaza
-
V8670 Changelog:
General Changes:
- Infra changes support in code
- New NUI Assets added for future work
- New Placeables introduced for Builders' courtesy of @Zool
Trinity Related Changes:
Infra work to support Unbound Nodes is now completed and moving into QA stage.
What are Unbound Nodes?
Currently all our Resource Nodes(Ore, Stone, Crystals and Soil) are persistent in the DB and are spread across several regions. The Unbound nodes are not persistent and going to be utilized in quest areas.
What does it mean?
It means that we will now be able to set said resource nodes(Like Wild flora) to spawn in relevant quest areas based on quest difficulty mapping. This means some of the more rare materials will have a chance to spawn in hard quests, etc.