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Post by Psionic-Entity on Aug 6, 2015 7:11:40 GMT -5
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Post by Psionic-Entity on Aug 7, 2015 7:33:02 GMT -5
Today's Update:
- Fixed a really bad bug with boss tier advancement and corresponding loot. All progress on the DB was wiped. This does mean you get the loot again. - Fixed a bug that allowed PCs to pick back up during boss fights where the boss moves around. - Improved fireproofing (mostly against attacks with sustained fire damage). - Small nerf to incendiary effectiveness against NPCs to account for dumb AI. - Substantial (50% or so) buffs to frag and concussion grenade damage. - Added the possibility of stealthy spawns in cult. - Started work on the interior for the next dungeon, Wyler Asylum.
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Post by Psionic-Entity on Aug 8, 2015 9:57:54 GMT -5
Today's Update:
- Had a chit chat with some other server admins and added a few nwnx updates, hopefully that helps with the load times/crash issues.
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Post by Psionic-Entity on Aug 9, 2015 13:45:33 GMT -5
Today's Update:
- Increased the size of the item abilities hotbar to 8. - Added a button on character sheets that allows ability retraining - no more bugging DMs! - Added a %skip chat command for players to skip the prologue. - Additional fixes for boss loot. - Changes to first aid progression (won't get so far ahead of other skills) - Numerous unarmed fixes.
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Post by Psionic-Entity on Aug 11, 2015 6:46:07 GMT -5
Quick Update:
- Disabled some nwnx mods in an attempt to resolve UI lag. - Added a DM command to increment skill XP.
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Post by Psionic-Entity on Aug 11, 2015 20:39:24 GMT -5
There is now a storefront manager in the crafters' guild who sells engineering related items. He also sells clockwork detectors, which can be used to find goodies in various areas. Poch's also added some super secret hidden treasures you can look for, but no promises on them being easy to find.
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Post by Psionic-Entity on Aug 12, 2015 8:04:35 GMT -5
Today's Update:
- New furniture store in the docks. - Some fixes to instancing. - Got the new chain appearances set up for male PCs. - Other misc. fixes.
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Post by Psionic-Entity on Aug 14, 2015 7:04:15 GMT -5
Today's Update:
- Fix for the books UI. - Bunch of new DM areas. - Some changes to spawn logic.
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Post by Psionic-Entity on Aug 14, 2015 18:42:32 GMT -5
Quick Update:
- Fixes for the clockwork detector. - Changed over most loot systems to work on real time instead of resets. - Boss loot without a tier advancement should spawn more often and include items. - No more "one tier per day" boss restrictions.
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Post by Psionic-Entity on Aug 17, 2015 21:26:20 GMT -5
Update Today:
- Made some updates to DMFI and the context menu. - Added heed's PC tools. - Put in a few bug fixes. - Updated the loot system to give a better balance of items (approximately weighted so that every craft skill has equal representation).
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Post by Psionic-Entity on Aug 21, 2015 11:48:52 GMT -5
Big Update Today:
- Numerous bug fixes. - Revamp to placeable saving scripts in instanced areas (cross fingers) - Brand new high level dungeon. Planning on doing initial runs on Sunday. - Script support for humanoid enemies using grenades.
Plans for the next week or two:
- DM UI updates. - Skill progression pass for detect, lockpicking, stealth, craft. - Craft system to add improvements to existing items. - Stores that go to higher levels. - Ability/skill balance pass.
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Post by Psionic-Entity on Aug 22, 2015 13:36:14 GMT -5
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Post by Psionic-Entity on Aug 23, 2015 1:07:16 GMT -5
Crafting Update:
- Changed the formula for max item level, adding properties at a lower skill level only costs half as many item levels as it did previously. - Added a system to improve/open existing items: -- Can increase the level of any item up to the highest you could craft it to. -- Can remove or add new properties without needing the base item skill. -- XP is based on deconstruction if the item level is lowered, regular crafting for additions or increases. - Improvement and deconstruction have been moved to the context menu. - For the purposes of training skills items are treated as having +1 level per item property.
Other:
- Some item property bug fixes. - Another attempt at making the persistent placeable code more robust. - New death rule for PvP in non-dungeon areas that sets the loser to 1HP and applies a knockdown effect.
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Post by Psionic-Entity on Aug 25, 2015 1:49:23 GMT -5
Dungeon Updates:
- Some reworking of Wyler spawn stats after yesterday/s playtest. - Expanded the trade quarter sewers with a new monster type. - Added variable spawns to the second cult area.
Detect Updates:
- Rewrote the detection system to address some multiplayer issues. - No more benefit to running ahead, everyone gets a roll against every placeable within someone's detection range. - Search is now a lot more important in finding higher level loot drops. - "Impossible" loot placeables won't spawn, you'll get weaker (but doable) ones instead.
General:
- Addressed the Tesla coil bug on most ranged weapons. - Changed some placeable fade settings. - Fixed a crafting bug that made it impossible to add properties. - A few other misc. bugfixes.
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Post by Psionic-Entity on Aug 26, 2015 1:14:18 GMT -5
Bug Fixes:
- Fixes to spawn level control scripts. - Fixes to new merchants/sewer addition. - Fix for the negative detect XP bug.
Stealth:
- Changed up the stealth progression to get sped up/slowed down based on investment in stealth abilities. - Gave greater weighting to the first few rounds of stealth against a given target for XP purposes. - XP is now gained for all of a sneak attack's bleed damage on hit (even if some is resisted).
Balance/Numerical Changes:
- Rewrote the script handling "% of damage" effects (including critical damage increase) to better match the actual damage distribution. - Took down crit damage bonus for mercurial core to 50% and adamantium to 25%. - Changed price/component stats for tesla coils. - Doubled sneak attack damage. - Reduced the HP progression for some high level human enemies.
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