Dragonlance, Age of Despair
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Dragonlance, Age of Despair

A NWN2 Persistent World
 
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 Patch info./Changelog

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Posts : 172
Join date : 2009-03-21
Age : 42
Location : Massachusetts

Patch info./Changelog Empty
PostSubject: Patch info./Changelog   Patch info./Changelog I_icon_minitimeSat Apr 02, 2011 10:57 pm

-5.8.2011

*Implemented experimental Overland Map system. Everything should work but there is very little documentations so please report any problems with the map promptly
*New region: "The Cursed Lands" added
*Xak-Tsaroth Added
*Haven Vale empties into overland map now, as does Que-Kiri, Qualinesti, Haven, Crossing and the Cursed lands


-4.30.2011

*Fixed Forest of Weyrath Transition
*Ogre Mages now drop hearts
*Fixed Half Ogre description on character creation.
*Added tinkerer's device to the solace general shop


-4.21.2011

*Added an experimental RP xp award system.
*Turning in bounties should now give xp to all party members..
*Added Alchemy shop to Haven.
*Added Butcher shop to Haven.
*Shovel no longer equitable.
*Added new Area with bugbears (there is an entrance in goblin caves.)
*added a small amount of xp for disarming traps and unlocking locks
*Added some AI routines to Haven to add to feeling of life.
*Made a number of improvements to haven.
*Fixed Walkmesh in Qualinesti - Lake
*Removed Leftover ring of high sorcery and invitation to take the test from building tests.
*Added level cap for bounty quests. (in the future these caps will be replaced by a level scaling foe the xp but this was quick and dirty for the time being)
*Fixed Troll cave exit transition


-4.19.2011

*Turning in bounties should now give xp to all party members.
*Added an experimental RP xp award system.
*Made a number of improvements to haven.


-4.19.2011

*Added Alchemy shop to Haven.
*Added Butcher shop to Haven.
*Shovel no longer equitable.
*Added new Area with bugbears (there is an entrance in goblin caves.)
*added a small amount of xp for disarming traps and unlocking locks
*Reworked the loot scripts again. These should definitely reduce the # of loot drops significantly. Regular grunts will drop loot only once in a blue moon, and then it will be very rare to find something good.
*Boss-monsters will drop loot all the time, though finding good stuff will still be rare.
*Containers will now spawn loot. It will be more common than grunts but not as common as from Bosses. Most of them will be locked (but not all) so you will need a rogue to go that route most of the time.
*Fixed rat quest, you will no longer need to have "Exactly 3" rat skins to complete it.
*Re-worked a number of encounters to address "swarming"
*Reworked a number of enemy Challenge Ratings


-4.16.2011

*made some adjustments to the loot tables (loot should be a lot more rare now)
*Revised some NPC stats
*Revised loot tables
*Made as few CNR Items stackable, the correct way.
*Fixed a few transition and map note names
*Fixed Olof's dialog


-4.14.2011

*Fixed Beatle caves entrance in prayers eye peak
*Fixed the wheel quest. No really it actually works now!
*Fixed copper in goblin caves
*Added a box of coal to the forge in Solace (for now)
*Added a pawn shop to solace


-4.13.2011

We had a nasty setback the other day and lost the current module to a crash corruption. We had to revert to a backup so it set us back a tad. I have mostly gotten things back up to date but a few things have been changed:
*CNR items are no longer stack-able. The way I went about making them stack-able was not effective and made them always have 10 in the stack and that just won't do. I will need to do some 2da editing to make them correctly stack-able so that will be on the back burner for some time.
*The goblin ambush quest and the Rats in the Basement quest should be working correctly now.


-4.12.2011

*Updates ALL CNR Plants with stackable items. Many CNR items are now stackable to 10. Some larger items are not to make the bags still useful. This meant updating every single CNR placeable in every single area... Your welcome!
*Veins in Goblin caves updated
*White mushrooms updated
*Removed extra door in the barn in solace
*Boat house near crystalmir lake is now static
*Fixed Typo in Edna's conversation


-4.10.2011

*Fixed a number of quest problems
*Added a new quest in solace
*Fixed walkmesh in haven outskirts
*Fixed save character system. The module should save all characters every five min. now, so a server crash wont set you back much. Still you should save your character if you find or craft something good, since it could be lost if the server were to crash before the next save.




-4.9.2011

*Fixed the walk mesh around stalls in solace square
*Added a Player's guide. It should go into your inventory automatically but if it fails to do so you can ask a DM for one.
*Added a torch that should not burn out and should actually light! (we'll see...)


-4.8.2011

*Remove sell all meat option!!! It doesn't pay you for all meats!
*Made cnr corpses invisible
*Found some floating Trees and bushes in sentinel gap
*Made some adjustments to the mountains in shadow canyon
*Door mispositioned in haven
*Derin Mandalbam missing conversation in Haven
*Adjusted the Day night cycles
*Added some AI to npcs in haven
*Fixed a mistake in a few conversations that called the player's account name instead of PC name.
*Fixed wagon placable (should be able to fix the wheel now)
*Tweaked the NPCs ai cycles to see if I can get them walking a bit more and looking busy.
*Added a test bark string to Elizabeth in solace to test out the viability of a talking npc system.
*Fixed caves light (Buy a torch!)
*Many changes and fixes to Qualinesti Forest.
*Animals should become hostile to PCs that attack them now
*Skinnable animals should leave only one corpse now.
*Skinnable corpses should no longer produce light..

-4.7.2011:7:20pm hotfix

*Fixed a major bug with the Silvanesti race having a bad skeleton file reference.


-4.7.2011

*Fixed a number of Issues with trees and houses being mismatched in Solace
*Added bags to stores (Buy them at any general store)
*remove +1 items from stores
-Replace them with Masterwork items
*Renamed transition from north rd 1 to solace needs a proper name
*Centered inn of the last home
*lost boy in quest fixed? (I hope?)
*Fix a mistaken doubling of the death penalty
*fix butcher conversation
*Fixed CraftSupplyStore: Too many heal kits, cure light wounds were too cheap?
*Adjusted markup/markdowns, Fix Crafters gloves price
*Fixed Floating candelabra in Inn of the last home (actually missing table).
*Linked in a number of Silvanesti heads.


-4.6.2011

*Removed item creation feats (except craft wand). The CNR crafting system takes their place.
*custom classes restored and updated to SoZ
*custom load screens enabled
*added butcher shop to solace
*added auction merchant to solace
*Adjust CNR item Properties
*Change Hard Terrain Trigger to check for woodland stride
*adjusted some CNR items to make them more useful (copper items now have +1 ab)



-4.2.2011


Fixed:

*Updated Icons for the CNR Crafting system with custom Icons
*Added new factions: Predator and Prey. Predators are hostile to prey and PCs but Prey are not.
*Added a system to slow movement in hard terrain. Woodland stride will allow druids and rangers to move at full speed
*Updated the Transitions in: Trough, Theros' forge, Troll caves
*Updated Theros, he should be in the forge now!
*Added Music files to all areas.
*Fixed transition in Sentinel Gap
*Fixed some floating trees in Sentinel Gap
*fixed transition in forest of Weyrath at the tower
*Added a script entry that will remove slowed moment after server resets just in case..


-4.5.2011


Fixed:
*Added Crafting materials to 37 areas! (yes 37 areas!)
*Rebuilt the areas to ensure all changed from CNR placables take effect (this will make for a large update)
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