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December 03, 2008, 03:38:53 pm
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Written by Grinning Fool   
Sunday, 13 July 2008

This is another huge one, the cumulative results of the pre-beta testing that has been going on for the last couple of weeks.  I want to thank everyone who's pitching in to help get this tested and solid for beta launch.

Read on for the release notes...


 Area Fixes and Additions

  • new Gateway to Khalidine is onlne.  Excellent job by AllPlayAndNoWork!
  • close off Old City (it is not ready for beta)
  • remove Seller's Rest (will be moved to its own town)
  • fixed transitions not working to goblin caves attached to alder's farm, broken walkmesh
  • fixed bad spawns in slums, which would spawn a nonhostile badly named woman
  • fixed overpowered spawns n sewers
  • lighting fixes in gesel core sewers
  • Abandoned mines in Alder's Farm now accessible and populated.

New Speech System Commands

  • new emotes: cower, clutch, jump
  • new player command to play animation: .p animation-name [target] reference http://developer.obsidian.net/wiki/index.php?title=PlayCustomAnimation
  • new player command to play animation in a loop: .pl  animation-name [target]
  • new player command to show what areas PCs are in: .who -filter-  (Filter is partial name of a PC)
  • dm command added to turn lights on: .lon [radius] [target]
  • dm command added to turn lights off: .loff [radius] [target]
  • fixed .raise DM  command to work properly
  • fixed .scale and .scalexyz DM commands to use new 1.12 functions.
  • added permissions check for jumping to bugs from GUI
  • fixed permissions bug where PC could not speak through his familiar/summons


Systems Fixes and Additions

  • xp_bugfix by Skywing is now running, making the server much less prone to crashes and instabiltiy
  • new (and temporary) loot system is now in place.
  • fixed bug where upon entering various triggers, PC was not correctly recorded as havnig left the trigger upon doing so
  • bug reportng feats: fixed incorrect labels and wrong category  for bug reporting feats
  • fixed issues where PC was jumping back to his feet and staying there after death.
  • fixed issue where opponents kept beating on dyinig PCs
  • fixed issue where custom pickpocket was not working
  • speech command targetinig enhancement:  now commands that don't require a target can still use one if provided. (defaults to UI, then specified)
  • fxed issue where draggable corpses were  hostile
  • added spell hooking logic to check for requried components and/or plot flags.  This will allow for controlled spellbook gain, and limited availability of custom spells.
  • fixed bug where defeault PC langnuages not gettinig properly added on character creation.
  • added new area flag for 'no location save' and 'no fatigue'.  Prevents PC locaton from getting saved in the gateway, or fatigue from occurring in high RP places
  • a couple of potential pickpocket exploits were fixed.


Custom Content Updates

  • add GUI dice roll interface which appears as a dice button on the chat window. ALlows  DMs to choose dice rolls for selected target.
  • increased duration of summons spells to 10 rounds + 3rounds/level, to allow for more viable solo spellcasters
  • modified Summon Creature spells so that they summon Spirit creatures to fit in with world background.  Note that spell descriptions still haven't been updated.
  • set nwn2_deities correctly for alignment, classes.    Note that paladins must choose a lawful deity, and have a lawful-anything alignment.
  • blackguard changed to any non-lawful evil
  • class description change: paladin (levelup only)
  • class description change: assassin    (levelup only)
  • set up deities so that approprate alignment, etc restrictions are observed.
  • sorcerers have been modified to use an every-third-level progression for new spell levels, inistead of just doing this for 1st to 2nd as is default.  Level 9 spells become available at L24; the default starting spells at each level is now 2.
  • removed alignment-based summonings from Greater Planar Summoning, Planar Summoning
  • remove menu idleexpiretime (performance)
  • remove borked darkvision.sef from visual effects.


Misc Issues

  • fixed missing dialog for minister of culture in startup area.

 

Logged Bugs - below are fixes for bugs that have been logged in-game (details can be found in our bug database or through the in-game bug browser ):

  • - 612    lockpck dc is too low...
  • - 611    When I .goto anyone, it reports as ha...
  • - 606   Rats still attacked even when PC is r...
  • - 600    I'm trapped behind the corpse of Tok....
  • - 599    Speakng dialog aloud when dragging corpse
  • - 598    There's an inappropriately placed wor...
  • - 594    Non-hostile thug_male_01, also needs ...
  • - 588    Missing walkable tile...
  • - 587    Tile missing...
  • - 584    Rat got action failed no path...
  • - 581    Can't use entrance...
  • - 557   invisible walls make me cry Gese
  • - 559   Environmental lighting in Gesel Core ...
  • - 550   transition bad can't reach sewers...
  • - 549   Too many point lights here...
  • - 546      cannot get to slavers dock - transtio...
  • - 529   This is not a good place to rest
  • - 466    When traveling back to th...
  • - 382    Walk through crates 2  Can also walk ...
  • - 381    Can walk through crates  The crates a...
  • - 380    Door placed incorrectly  When door ah...
  • - 370    s a house floating here, and the terr...
  • - 369    Floating House : the wood triangle pa...
  • - 368    Floating House...
  • - 288    This door and the second to the right...
  • - 287    This door is shifted to the left to f...
  • - 285    This door and three closest to the ri...
  • - 284    This door and the three closest to th...
  • - 271    Floating House...
  • - 270    Floating House ...
  • - 269    Floating house : the slighly upper ...
  • - 268    This house is floating....
  • - 176    [Laban-Fr] transition : The door in caves does not ...

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