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Written by Grinning Fool
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Sunday, 13 July 2008 |
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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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