Update Log

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Update Log

Post by Jes »

Formal Release 1.01-Many, many bug fixes from these threads: -Highlights (You can also check the threads above for those that are crossed out.)
  • Maximus in the Frozen Wastes can now be spawned. The wight bones drop properly.
    Darkness in the Alamber Sea can now be reached. The giant head puzzle there is fixed.
    Mylock Champion's key drops again, so the lower levels can be reached.
    Going to the Frozenfar Magma Pits will no longer result in being stuck if you use the elevator.
    Abyss portal in the Malarfang Forest goes both ways.
    Gnomish Testing Grounds in Forrstakkr now has a raft back to the bay.
-Chat colorization enabled. Blue emotes when you use the asterisk (*) and orange OOC text when you use //. Further functionality will come soon.
-Posting messages on the IC notice boards next to the Scribe NPCs will send your messages to a channel in the Amia Factions discord server. It doesn't include topic titles at this time, so be descriptive in your message texts if you'd like to utilize this feature.
-Rage is fixed so that it doesn't apply Mighty Rage to every single rage ever. This will help many spawns that were just randomly super-powered.
-Kobold/Goblin dynamic console is back in the Entry. Your character has to be male in order to use it, but you can still RP being female, of course. Orcs and Hobgoblins can get their bodies changed with DM help, but they will be added to the console eventually.
-DM Tool fixes and upgrades.
-Lots of various script tweaks to help the server stop crashing.
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Re: Update Log

Post by Maverick00053 »

Job System 2.0

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  • Added in job system properties to all made weapons/armor/etc
Melee Weapons

Training Weapons
  • Level Required: 3
    Stats: No Damage
Iron Weapons
  • Level Required: 3
    Stats: +1 AB, +1d4 Massive Critical
Ironwood Weapons
  • Level Required: 3
    Stats: +1 AB, +1d4 Massive Critical
Steel Weapons
  • Level Required: 5
    Stats: +2 Enhancement, +1d6 Massive Critical
Silver Weapons
  • Level Required: 10
    Stats: +2 Enhancement, +1d6 Massive Critical, 1d6 Magic versus Shapechangers
Mithral Weapons
  • Level Required: 15
    Stats: +3 Enhancement, +1d6 Massive Critical, Weight Reduction 60%
Adamantine Weapons
  • Level Required: 20
    Stats: +4 Enhancement, +1d8 Massive Critical
-----------------------------

Ranged Weapons

Cotton Sling
  • Level Required: 3
    Stats: +1 AB, +1 Mighty. +1d4 Massive Critical
Wool Sling
  • Level Required: 5
    Stats: +2 AB, +2 Mighty, +1d4 Massive Critical
Silk Sling
  • Level Required: 10
    Stats: +3 AB, +2 Mighty, +1d6 Massive Critical
Phandar Ranged Weapon
  • Level Required: 3
    Stats: +1 AB, +1 Mighty. +1d4 Massive Critical
Zurkhwood Ranged Weapon
  • Level Required: 3
    Stats: +1 AB, +1 Mighty. +1d4 Massive Critical
Ironwood Ranged Weapon
  • Level Required: 10
    Stats: +2 AB, +3 Mighty, +1d6 Massive Critical
Duskwood Ranged Weapon
  • Level Required: 15
    Stats: +3 AB, +4 Mighty, +2d6 Massive Critical
Shadowtop Ranged Weapon
  • Level Required: 20
    Stats: +4 AB, +5 Mighty, +2d6 Massive Critical
-----------------------------

Ammunition

Iron Ammo
  • Level Required: 3
    Stats: 1d4 Slashing
Steel Ammo
  • Level Required: 10
    Stats: 1d6 Slashing
Silver Ammo
  • Level Required: 15
    Stats: 1d8 Slashing
Adamantine Ammo
  • Level Required: 20
    Stats: 1d10 Slashing
-----------------------------

Armor/Clothing

Cotton Clothes
  • Level Required: 3
    Stats: +1 AC
Wool Clothes
  • Level Required: 5
    Stats: +2 AC
Rothe Wool Clothes
  • Level Required: 5
    Stats: +2 AC, 5/- Cold Resist
Silk Clothes
  • Level Required: 10
    Stats: +3 AC
Hide Armor
  • Level Required: 3
    Stats: +1 AC
Leather Armor
  • Level Required: 10
    Stats: +3 AC
Iron Armor
  • Level Required: 3
    Stats: +1 AC
Ironwood Armor
  • Level Required: 3
    Stats: +1 AC
Steel Armor
  • Level Required: 5
    Stats: +2 AC
Silver Armor
  • Level Required: 10
    Stats: +2 AC, +2/5 DR
Mithral Armor
  • Level Required: 15
    Stats: +3 AC, +3/5 DR, Weight Reduction 60%
Adamantine Armor
  • Level Required: 20
    Stats: +4 AC, +4/5 DR
-----------------------------

Boots/Belts/Cloaks

Cotton Cloak
  • Level Required: 3
    Stats: +1 AC
Wool Cloak
  • Level Required: 5
    Stats: +2 AC
Rothe Wool Cloak
  • Level Required: 5
    Stats: +2 AC, 5/- Cold Resist
Silk Cloak
  • Level Required: 10
    Stats: +3 AC
Boots
  • Level Required: 3
    Stats: +1 AC
Belt
  • Level Required: 3
    Stats: +1 AC
  • Smith/Ranged Craftsman/Tailor/Jeweler now can rename their crafted weapons/armor/jewelry/etc. You can set the name/bio once per item! Don’t mess up!
  • Artificer job system has been expanded. The new recipes are below. Armor/weapons used in crafting of the zombies/golems carry over and add buffs based on crafted material. Adamatine being the best and iron being the worst. The new recipes are listed below.

    Diamond + Ruby = Negative Energy Core

    Bound Zombie + Any Crafted Weapon = Bound Warrior Zombie

    Bound Warrior Zombie + Negative Energy Core = Bound Elite Zombie

    Bound Elite Zombie + Potion of Elemental Resistance: Fire = Bound Infernal Zombie

    Sapphire + Emerald = Enhancement Core

    Elementary Golem + Any Crafted Weapon = Guard Golem

    Guard Golem + Enhancement Core = Combat Golem

    Combat Golem + Air Essence = Helmed Horror
  • Alchemist has two new brews. First, Elemental Water Essence that can be used on any helmet/cloak/amulet/or ring to grant it underwater breathing effects like Gills. Second, the Negative Energy Brew is a potion that when consumed will deal 100 negative energy damage or heal 100 negative energy if you are undead. The Negative Energy Brews come in stacks of ten. On top of that the heal pots Alchemists can make are stacks of ten now. Recipes below.

    Pure Alcohol + Water resist potion = Elemental Water Essence

    Pure Alcohol + Negative Energy Crystal = Negative Energy Brew (Stack of ten)
    A level 30 XP blocker has been added in for the job system.
  • Incense now has an effect. +20 temp hp, +2 will, -1 reflex for ten rounds.
  • Sleeping tea now has an effect. +20 temp hp, +2 fort, -1 reflex for ten rounds.
  • Cow Milk now works for all recipes that have Any Milk
  • Game Meat now works for all recipes that have Any Meat
  • Crafting rolls, resource nodes, scholar + farmer triggers have now been turned private so they do not spam everyone.
  • Merchant now also has the same ability as Scoundrel, they can use their job log on items and it will evaluate a toolset gold cost for them.
  • Level cap system added into the game. Certain crafting recipes for weapons/armor/etc are now level capped. The new zombies/golems also have minimum level requirements.
  • Steel recipe is now fixed. It is iron ore now instead of iron ingots.
  • Artist paintings changed from requiring paper to papyrus now.
  • Jeweler recipes for rings + amulets now fixed. You should be able to craft them without a kick back telling you that you do not have the right ingredients.
  • The bubble VFX has been turned off for all brewed items upon player request.
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Re: Update Log

Post by Jes »

Update 1.02-Job System 2.0 Release
-Updated faction pins on the palette so they're trade-able without needing a DM
-Plot update to Fort Cystana, City Hall
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Re: Update Log

Post by Jes »

Update 1.03-Job System 2.0 Tweaks:
  • Double-Bladed weapons weren't gaining the new Smith stats
    Crafting dialogue ingredients trimmed a bit so it doesn't take up so much space
    Artificer crafting dialogue incorrectly stated Ivory instead of Shaped Ivory for Blank Wands
    Costs to craft some Smith/Ranged Craftsman items have been increased to offset selling prices
    Heal Kits are now crafted in stacks of 10; costs adjusted somewhat
    Golem weapon/armor tweaks
    Ammunition names fixed so they're not "Crafted Material Crafted Material"
    Various typos
-Adjusted the banker's chest in Barak Runedar: Citadel, Vetzer Storehouse so it'll hopefully work now
-Added 10 variations of the Warlock Trait Ring for easy access in a DM area
(Will be live with next reset.)
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Re: Update Log

Post by Jes »

Update 1.04-Fix to Golems/Zombies
-Fix to silver weapons being smithed without properties
-Gold prices for weapons adjusted to hopefully not destroy any profits
-Plot update to Blue Lagoon (next reset)
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Re: Update Log

Post by Jes »

Update 1.05-Plot updates to Demonreach: Cliffside, and a few other areas
-Druid Merchant updated and copied to Frontier's Rest
-Another merchant added to Wave & Serpent
-Updated forum information: Katana, Longsword, and Bastard Sword can be used with Weapon Finesse
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Re: Update Log

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Update 1.06-Plot updates to a few Caraigh areas, Fort Cystana: Central, The Triumvir: Courtyard
-Various fixes for DM stuff
-Core Game Version Updated
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Re: Update Log

Post by Jes »

General Update-NWSync is live!

You will see a new download when you connect to Amia for the first time. This is a fresh download of all our files, so don't be alarmed. It is intended. The difference between NWSync and the hak downloads is that NWSync pulls the haks apart and saves each file in an sqlite file which will show up in your Neverwinter Nights Documents directory. You'll see a new folder called nwsync. The good thing about this is that we can make tweaks and additions to our haks without having to download an entire hak to change one file inside it. You just download the one file.

So please be patient with the new download! There may be multiple people downloading from it and slowing things down for this initial release of NWSync!
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Re: Update Log

Post by Jes »

Update 1.07-Plot updates to North Coast, Fort Cystana: Central, North, South, and City Hall.
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Re: Update Log

Post by Jes »

Update 1.08-Plot update to Ruins of the Holy City: Whitestag Shore
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Re: Update Log

Post by Jes »

Update 1.09-Minor bug fixes to some areas
-Job System Negative Energy Potions now actually make a stack of 10
-Small hak update to fix bugs and test the NWSync updates
  • Ghostwise "plural name" seen in character creation is fixed
  • Hobgoblins and Orcs now get the Half-Orc model automatically. Just worry about the appropriate heads!
-Backend update to test some dynamic loading
-Palette update for PLCs
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Re: Update Log

Post by Jes »

Update 1.10-Plot updates to:
  • Tarkuul Remnants' Areas
    Triumvir: Courtyard
    Triumvir: Starlight Conclave
    Skull Peaks: Ridgewood
-Palette fixes
-DM/Event Area updates
-Fire Giant King's Belt will drop again


(Live next reset.)
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Re: Update Log

Post by Jes »

Update 1.11-Plot updates to:
  • L'Obsul got a Mulligan (revamped L'Obsul to be easier to navigate)
    North Coast (finished the road, some defenses)
    Caraigh Areas (Curse is lifted)
    Moonpier (Construction)
-A two-handed weapon exploit has been plugged
-Fixed an issue with TWF's AC when you have less than 5 TWF levels
-Palette fixes
-DM/Event Area updates
-Quest system is live. Quests will be written soon. (20+ intended to be added in the next couple days.)
-Bosses that weren't spawning are fixed (unless I missed any; let me know if you find any missing). You may see some unusual drops on some of these bosses, but don't worry. They're for incoming quests.
-Job System:
  • Candles cost 1,000gp to make instead of 5,000gp
    Paintings cost 2,000gp to make instead of 5,000gp
    Mithral Helmets cost 15,000gp to make instead of 8,000gp due to sell value (more to come)
    Added Gem Pouches (Artificer: Mithral Ingot + Leather)


(Will be live with next reset.)
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Re: Update Log

Post by Jes »

Update 1.12-Plot updates to:
  • The 363rd Abyssal Layer: The Wastes, Cave (Windreaper said buh bye, replaced by something else for now)
    L'Obsul areas (some minor fixes)
-Quests added!
  • Southport Sewers: Help in the Sewers
    Frontier's Rest: A Farmer's Favor
    Frontier's Rest: Swamp Thing
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Re: Update Log

Post by Jes »

Update 1.13-Quests added!
  • Frontier's Rest: Always a Chosen Orc
    Amia Frontier Barrow Lake: The Gibbering Maw
    Southport West Coast: Southport Spiders
    Frontier's Rest: Into the Dark
    The Dale: You Can Troll if You Want To!
    Skull Peaks Ridgewood: Worgs and Worts
    Moonpier: The Burning Dead
    Moonpier: Electric Rumblings
-Quest Note can be destroyed now with its item-use
-Windreaper's replacement tweaked slightly


(Live next reset.)
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Re: Update Log

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Update 1.14-Quick-Fix for Item Spawners that have been doing crazy things - New Item Spawners coming soon!


(Live next reset.)
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Re: Update Log

Post by Jes »

Update 1.15-Fixed string issues:
  • Mythal crafting removal function
    Craft Magical Arms
    [Server] messages
    Brewed Potions
    Crafted Wands
    Etc.
-Bug fix for quests that didn't acknowledge some party members
-New quest type functionality added [Dev]
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Re: Update Log

Post by Jes »

Update 1.16-Plot Updates to:
  • Ruins of the Holy City: Blue Lagoon
    Ruins of the Holy City: Blue Lagoon, Interior
-New Quests Added!
  • Khem Nesek Temple of Lathander: Beneath the Sands
    North Coast Fort Cystana Central: The Duchy's Beasts
    Barak Runedar Citadel Port: Orcs of the Snow
    Barak Runedar Citadel Port: Lost Relics of the Dwarven Kingdom

    Underdark-

    L'Obsul: Celade's Wine
    L'Obsul: Smagaef's Lunch
    L'Obsul Charnag Forge: Pucor's Pick
    L'Obsul Charnag Forge: Handur's Shield
    L'Obsul Charnag Forge: Argh's Antidote
    Spider Hole Deeper: Spider Clutch
-Various job system node fixes
-Various fixes to Directions signs
-Took out some boulders in the Gibbering Maw: Shallow Tunnels
-Unlocked the Gauntlet Door for now due to a bug
-Fixed the Beholder boss in the (other) UD so it'll spawn now
-Fixed a typo in the Artist ingredients list, so you can make paintings again
-Adjusted prices for mithral armor (went up) and weapons (went down)
-Alamber Sea areas are spelled right now
-Alamber Sea: Fortress Kuhft now goes both ways


(Live next reset.)
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Re: Update Log

Post by Jes »

Update 1.17-Plot Updates to:
  • The Wave and Serpent Inn and Guildhouse
    The Wave and Serpent Inn and Guildhouse: Portal Chamber
-The Wave and Serpent Portal Chamber has portals to 12 locations (one of which is not released yet for plot reasons). All portals include an OOC note about ECL range in their descriptions to help you out if you're not sure if you should go somewhere.
-New Quests Added!
  • Wave and Serpent Guildhouse: The Recall Stone
    Crystal River The Falls: Roc'abillee Blues (Bards Only)
    Ruins of the Holy City Blue Lagoon: The Rex is Real
    The 363rd Abyssal Layer Zanshibon: The Lost Merchants
    Frozenfar Endir's Point: Frostspear, The Frozen Terror
-Recall Stones have been added. These function as follows:
  • Acquire Recall Stone by completing the quest in the Wave and Serpent.
    Go to a "Recall Pylon" somewhere in the game to attune your stone to that pylon via the dialogue prompt.
    Use your Recall Stone to create a portal to the location you chose. It is Self-Only, but creates a portal that party members can also click on.
    You cannot use these in areas that block portals. You also cannot use them if there are enemies nearby, same as the old portal wands.
-Recall Pylon added to The Wave and Serpent Inn and Guildhouse: Portal Chamber. More options in other settlements will become available soon. Factions can also do RP toward getting one added to their bases. Just remember that there will be only one recall option per character, but they can be changed at other pylons as they become available whenever you want.
-Epic Dwarven Defender/Defender (11 or more levels) now gain the following with the use of Defensive Stance:
  • AB bonus equal to 1/4 CON Mod (this counts towards the +20 AB cap)
    Unresistable damage shield (applied as Divine damage) equal to: 1d12 + 1/2 CON mod + Defender DR + 1 for every epic damage reduction feat obtained
-Epic Mummy Dust can now be changed on the fly as many times as you wish (between summons, of course). This can be done by using the scroll again. Existing users will need to ask a DM for a new scroll (it's under Plot Items).


((Will be there next reset, which is between 5-6 hours from this post, roughly.))
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Re: Update Log

Post by Jes »

Update 1.18-Plot Updates:
  • Amia Forest: Oakmist Vale
    Recall Pylons Added to:
    • -Barak Runedar
      -Shrine of Eilistraee
      -Fort Cystana
      -L'Obsul
      -Ridgewood
      -Winya Ravana
      -Zanshibon
    Underdark:
    • -Updated various conversations for typographical/grammar errors
      -Small fixes/additions to a few Underdark locations; aesthetics changes to NPCs, changes to Job System PLCs/triggers
      -L'Obsul starter quests reworked for the new quest system (Look for the NPCs with green names!); Traveling Salesduergar traveled to Nec'perya
      -Nec'perya restoration continues; new per-reset housing added, citizens have clothes, Temple's inner sanctum newly redecorated; N'bril got tired of Zenati moving in on his turf and "coerced" her to move to L'Obsul
      -Fixes to a few spawn triggers (Illithid City) so hopefully mobs don't spawn across the map from where they're triggered
      -Fixes to a few boss spawn triggers
      -Emerald Lake (Underdark) ferry now works again!
      -"Welcome" area added for Surfacers from Wave & Serpent Portal, as well as a portal back
-Defensive Stance now requires at least 20 base CON for the additional AB and Damage Shield (to better target CON-based Defender build variants without strengthening STR-based variants too much)
-Defensive Stance damage shield is now 1d6 + 1/2 CON mod + Defender DR + 1 for every epic damage reduction feat obtained (overshot that a wee bit, there)
-Cooldown timer for PvM deaths has been removed again, at last


((Will be there next reset.))
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Re: Update Log

Post by Maverick00053 »

Update 1.19 - Ranger Updates
Spell Book Changes:

1st level = Bless, Divine Favor, Alarm
2nd level = Barkskin, Bull Strength, Endurance, Owls wisdom, Fox's Cunning
3th level = Bane Bow
4th Level = Bloodfire Arrows, Bloodfreeze Arrows, Awaken

Bane Bow, Bloodfire Arrows and Bloodfreeze arrows are all empty atm till we get the finished scripts but they should be in the spell books. They wont do anything yet.

New Level 25 Ranger Epic Companion Feat (Can be taken as a bonus feat or general feat):

Badger becomes a Wyvern
~+6 STR/DEX/CON, 200 Temp HP
~+40 Discipline (enough for PVE, not enough for PvP)
(Badger is already really good, just adding a little extra on top of the default)

Wolf becomes a Displacer Beast

~+6 STR/DEX/CON, 200 Temp HP
~50% Concealment
~Permanent Ultravision
~+6 Bludgeoning Damage
(Bit of a boost here and there with the niche of having 50% Concealment and can shrug off darkness)

Bear becomes a Dire Bear
~+6 STR/DEX, +12 CON, 300 Temp HP
~Remove Power Attack feats
~+10 bludgeoning damage
~+50 Discipline

Boar becomes a Dinosaur, T-Rex
~+6 STR/DEX/CON, 200 Temp HP
~Removes Power Attack
~+10 Bludgeoning Damage

Hawk becomes a Giant Eagle
~+6 CON, +10 STR, +4 DEX, 200 Temp HP
~+13 Spot (this will give it 80 spot, which is enough to beat most sneaks, but not all)
~Freedom
~ +5 Piercing Damage

Panther becomes a Male Lion

~+6 STR/DEX, + 8 CON, 200 Temp HP
~+10 percent physical DR

Dire Wolf becomes Legendary Wolf

~+10 STR/DEX/CON, 200 Temp HP
~+10 Bludgeoning Damage

Spider becomes a Gargantuan Spider

~+6 DEX/CON, +9 STR, 200 Temp HP
~+2d6 Acid damage
~+5 Piercing damage

Dire Rat becomes Giant Scorpion
~+8 STR/DEX/CON, 200 Temp HP
~+10/- Fire resist



Other Stuff:
-New Welcome to Amia in the Entry
-Recall Pylon added to [redacted]
-Zanshibon flag added to Travel Agency
Maverick00053
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Re: Update Log

Post by Maverick00053 »

Quick note for above as well.

The wolf howl DC got adjusted from 10 + Level/4 to 5 + Level. Also the Howl will only ever be fired ONCE on the wolf no matter the level. So not more 5-6 howl spam when they hit epic.
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Jes
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Re: Update Log

Post by Jes »

Update 1.20-Loot drops for epic bosses (and only epic bosses) has been raised to 25% chance.
-Drops for all Mythals from loot have raised to 2% chance from 0.4% chance.
-Epic Dragon Knight now spawns a statue item you can use to change your dragon type; people who already have EDK will need to get one from a DM. Note: EDK will no longer use a breath weapon or Power Attack.
-Summons/familiars/etc. can now be controlled more easily with the Associate Tool, which you can get by typing /s f_playertools 1; it'll be in your class feats in your radial. Put it on your quickbar for ease of use.
-A new command /s f_fetch will bring your summons to you if they get stuck on something.
-Bug fix to Cavalry class horse weirdness.
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Re: Update Log

Post by Jes »

Update 1.21-Small Hak update to fix some mistakes and update feat descriptions.
  • Negative Energy Burst will no longer be Ghostly Visage
    Animal Companions: T-Rex is a Raptor now, Legendary Wolf is Guardian Wolf
    Ranger spells won't be in BG spellbooks
    Alarm changed to Abjuration instead of Evocation
-Plot Update to Whitestag Shore
-Wand Cases back up to 50 max
-Re-fix to Cavalry thingies
-Prep for larger hak update later this week
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Re: Update Log

Post by Jes »

Update 1.22-Plot updates to:
  • Beastmire: North Pass
    Crystal River: Bridge
    East Coast: Festival Grounds
    North Coast
    Ruathym: Caraigh, Blackmoor Keep
    Ruathym: Caraigh, Stormy Cliffs - Land's End Inn
    Ruathym: Caraigh, Hunting Grounds - The Lodge
    Ruins of the Holy City: Whitestag Shore
    Ruins of the Holy City: The Burning Garden
    Ruins of the Holy City: West Coast
-New command f_stuck will jump you off of whatever you're stuck on if you get stuck in a hunting zone. If you're not in a hunting zone, you will need to use your recall stone.

(Live after next reset.)
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Re: Update Log

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Update 1.23-Epic Boss Instance: Not open to the public yet, but it's coming. Still under testing and finishing the dungeon for it!
-Hunter Traps can now be placed with a selection between a Pelt Trap and a Game Meat Trap, so no more 50/50 hide or meat there. You get to pick what you want!
-Fixed the Fried Bass recipe.
-There is now a resizing NPC in the Character Maintenance room. You can talk to the NPC to go down to 90% or up to 110% in 2% increments. If you want somewhere in between or higher or lower, you'll need to request it. (An oversight in the shrinker will make it work after the next reset/update.) Oversight fixed. You can get small properly now.
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