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Post by Psionic-Entity on Jul 9, 2015 21:56:38 GMT -5
Items and Crafting:
- Added a new icon for gold and changed up character sheet and crafting windows to fit with the new convention. - Money will be in bucks and dimes, with dimes being a tenth of a buck. - Fixed a bug with the fractional armor display on the crafting sheet. - Adjusted the drop rates for item properties to the planned live server levels. - Set color codes for various levels of item rarity.
Gambling:
- Added a gambling house to the docks district. Includes 4-player texas holdem and a few other casino games from the Heist at Neverwinter Lights Casino.
Misc:
- Added a (trimmed) version of KEMO animations accessible from the neverwinter eye menu. Eventually I'll try updating this with some nwn2 defaults for other races. - Added tutorial screens to character creation. - Built a new system for ability availability to minimize the number of calls to feat reset functions. (This may have been causing a crash) - Numerous intro updates.
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Post by Psionic-Entity on Jul 10, 2015 9:58:04 GMT -5
Small Gameplay Update Pre-Launch:
- Characters start with their second attack, no need to level a skill to 10. - The pistol fires two shots every three rounds instead of one every two. - Dual striking doesn't suffer the -2 penalty for fighting with two weapons. - Armor and AC values on low level enemies have been reduced. - XP gains between weapon and armor skills have been tweaked to keep them in line for most characters.
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Post by Psionic-Entity on Jul 11, 2015 21:41:13 GMT -5
Tonight's Upcoming/Previous Content Update:
- Garbage cans. - Appearance changing for cloaks. - DMFI Implementation. - Tool for DMs to skip players past the intro. - Loot in the beetle caves. - DMs no longer add 100 to your party level if they hang out. - Ammunition costs fixed. It'll still be heavy but that's why you need carry and lighter armor to be a marksman. - Adding a pawn shop to the trade quarter. Any time a player sells an item it shows up here with a cost well below merchant prices.
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Post by Psionic-Entity on Jul 15, 2015 22:38:21 GMT -5
There's been a lot of small bugfixes and update over the course of this week and I won't be posting those here.
Tomorrow morning's update will be a fairly large one meant to address a few of the big issues we've had so far:
- Adding more numerous and more valuable loot drops to areas other than the cemetery/crypt. - Making boss difficulty partially dependent on party size for sufficiently large parties. - Increasing the value of boss loot by giving some of the items guaranteed properties and high item levels. - Adding an alchemy shop to the Trade Quarter to allow potion crafting. - Setting some armor properties to work on the "base skill" of an item rather than an additional one. - Some fixes for guns and marksmanship.
Going forward weekday updates will be fairly slow from my end because of work, so expect the big stuff on weekends. This weekend I'm hoping to roll out a new dungeon based on the idea of a prison island. This will be the first of many "trek away from safe areas" dungeons, which will become necessary for good loot and XP after reaching higher levels.
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Post by Psionic-Entity on Jul 20, 2015 20:29:59 GMT -5
Apologies for the unexpected reset just now, I had to physically shut down the server machine to get it to recognize a monitor. With any luck I'll be able to get back to the regular update schedule tonight or tomorrow morning.
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Post by Psionic-Entity on Jul 21, 2015 7:18:17 GMT -5
Update in. Includes all the fixes I've mentioned for the past four days or so along with a new storage store (will need a fix later tonight to get the shopkeeper to spawn) and the gunblade (once it's tested this is ready for stores as well). Major changes to loot spawns, bosses, boss loot, etc.
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Post by Psionic-Entity on Jul 21, 2015 22:25:30 GMT -5
Updating for tomorrow morning. Found the source of most of the missing loot bugs and also trying out a new store setup. Adding the gunblade to the test merchant before it goes live.
Tomorrow's update will also address a potential source of lag. Turns out that you guys sell way too many items and that my attempt at making a pawn shop with "buyback" ended up with what is essentially a memory leak. Pulling for now and I'll revisit once I can write script criteria to figure out when a PC sells a "special" item.
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Post by Psionic-Entity on Jul 22, 2015 23:01:51 GMT -5
Update for tomorrow morning has been uploaded:
- Fixes for rifle AB and unarmed not getting bonus damage from gloves. - Attempted fix for the loot bug, but not 100%. Please report/screenshot if you find loot containers that don't do anything when you interact with them. - Turner storage is in and storage items should be accessible from player housing or at the store. - XP progression while solo should no longer stall to zero. This has to do with the level of enemies you attract based on your own stats. - Gunblade and SMG will be in the test store, if they work they're getting added soon after. - Cult dungeon content is all in, going to do a test run before it gets opened up this weekend. Might be too difficult for anything but large parties right now but it's meant as a higher level dungeon. - Crafting fixes for leather armor and also to hopefully address the ERROR item description.
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Post by Psionic-Entity on Jul 23, 2015 22:15:23 GMT -5
Tomorrow's Update:
- Fixed a bug where party levels were getting interpreted as being much higher than they ought to be. - Some economy changes. Expect approximately double previous loot value, still waiting on finding out what the problem is with placeable loot. - Item properties now add a lot less item value. Means lower buy prices for property items at merchants but substantially lower costs to craft. - Cult dungeon final round updates. I'll be looking for a highish level party to test run this. - Gunblade added to stores. - Bonus XP fix for some skills that weren't using it, should get used much faster now.
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Post by Psionic-Entity on Jul 26, 2015 16:25:33 GMT -5
This Update:
- SMGs are now available in gun stores. - Crossbow stats update, they now load 5 bolts at a time and do less damage. - Item weights have been tweaked down. - Light armors no longer have ranged attack penalties. - Ability relevelling is now available. For the time being you'll need to find a DM to use a chat command to enable the window. - KEMO Bios are in, modded not to have a portrait section. - Deconstructing items for craft XP has been made possible, but we're going to do some closed testing on it first. Expect this to eliminate or vastly reduce the practice of spending cash to level crafting skills. - A new dungeon has been made available. Talk to Big Bastard. - New DM script that can force skip prologue for alt characters. This will at some point be wrapped in to player options after completing the prologue on one account. - Additional tiers of boss loot have been made available. - Numerous bug fixes and small adjustments to difficulties and monster stats.
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Post by Psionic-Entity on Jul 31, 2015 21:55:40 GMT -5
Update Plan for the Weekend
Balance:
- Balancing weapons within each class to have roughly equal average damage output over the common range of target stats. - Removing the dual wield attack penalty to bring its damage in line with two handed. - Removing the need to invest in an ability to make block usable. - Lengthening the distance between the stats of medium and small weapons so that shield users can compete in damage. - Updating gun damages to better match the current hunting rifle/carbine dominance. - Handguns will no longer lose damage to free up the off hand, they'll just hold less combat rounds' worth of ammo. - Handguns and SMGs will have access to the iron sight property that adds point blank shot. Other guns will get PBS in the form of a "steampunk laser sight" later on. - Later in the weekend I'll work on changing up the class abilities and ideally giving gun users some activated stuff.
Items and Crafting:
- Adding properties/craft options for SMGs, gunblades, and crossbows. - Hybrid weapons can now use a material upgrade if the crafter has sufficient ranks in blacksmithing. - Adding the defibrilator item that can be used to revive unconscious party members at a cost of cooldown and batteries, based on the first aid skill. - Finalizing the deconstruction system to largely replace the current method of getting craft XP.
Dungeons:
- Adding hybrid and ranged weapons with properties to the loot tables. - Adding additional tiers to most bosses. - Further work on the prison island dungeon.
This will be released in a few stages, the first being tomorrow morning.
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Post by Psionic-Entity on Aug 1, 2015 9:29:55 GMT -5
First round of updates is in. Crafting, weapon damage, some skill rebalancing, and also deconstruction in the form of using %decon on an item you own.
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Post by Psionic-Entity on Aug 2, 2015 9:32:55 GMT -5
Round two:
- Hybrid/ranged/accessory/shield property tables added for drops. - Resolution to the "level 0" drop issue. - Bugfixes for grenades and various abilities (dual wielding, circle kick). - Reworked some marksmanship abilities and item properties (crit damage instead of AB for precise shooting). - Added a new activated marksmanship ability. Should be useful against lots of enemies. - Removed hybrid specialization, now uses melee abilities for melee attacks and marksmanship abilities for ranged ones. - Updated the damage stats on shields to be more in line with one handed weapons. - Testing yet another attempt to fix the placeable loot drops. - Fixing a bug where players could gun down corpse piles owned by the diver without attracting attention. - Added a stealth system for creature spawns.
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Post by Psionic-Entity on Aug 3, 2015 21:56:18 GMT -5
Patch Tomorrow Morning:
- Bug fixes for loot placeables, increased loot variety and some drop rates. - New system for boss loot that includes all item types. Current bosses have been increased by 3 tiers each. - Added back heavy encumbrance at 3x carry. - Added low caliber ammunition for SMGs and handguns that weighs half as much as regular ammo. Current clips will be outdated but functional.
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Post by Psionic-Entity on Aug 5, 2015 22:57:00 GMT -5
Patch Tomorrow Morning:
- New clothing appearances added, as well as new appearances for padded and chain armors. - Added sneak attack and stealth for bandit NPCs. Ones equipped with these abilities will be worth more XP for detecting and fighting. - Last couple loot fixes. - Craft XP for making items set back to normal. - Fix for the ammunition bug.
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