Author Topic: Changelog  (Read 170189 times)

Zarathustra217

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Changelog
« on: June 10, 2005, 06:49:08 PM »
To help you get a better overview, we will now try to post the changes made to the running module in this thread as we progress.

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Changelog
« Reply #1 on: June 14, 2005, 10:04:23 AM »
13th of June, 2005 - Version 0.3b title "...among the living again"


Updates:


Areas:

- Added a changelog to the OOC Main hall.

- Expanded the Balinok mountains area

- Added a few placeables to Vallaki Northwest (now Vallaki - Northwestern Farmlands)

- Added rubble placeables to Dvergeheim, to show the damage from earthquakes

- Added farm animals and plant placeables to the southern farm areas

- Set up some animal factions in Vallaki - Northwestern Farmlands

- Redid the factions in Vallaki - Western Outskirts (replaced npc stuff with dynamic factions)

- Made some changes to La Bibliotheque Ombragee store

- Removed references to the old wolf faction from Lake Zarovich - Southwestern Shore


Creatures, NPCs and Dynamic Factions:

- Made new dynamic animal factions (deer, ravens, bats, otters, weasels, snakes, badgers)

- Changed dogs, cats, and pigs to livestock

- Updated all of my dynamic faction monsters to use all of the AI scripts. Some monsters had new scripts created to run their old scripts in conjunction with these AI scripts

- Updated some animals so that they have the proper scripts in place (now dynamic factions)

- Corrected the variables on the Vallaki Catacombs Vermin faction (grave ooze)

- Corrected the challenge ratings of the grave oozes

- Corrected the wererat XP gain.

- Updated the NPC Wren Jax - removed her bag of holding


Scripting:

- Changed the attack script so killing Navarre no longer makes all commoners hate the PC

- Changed the attack script so that stealing from the fountain no longer make all defenders every on the server turn hostile to the PC

- Fixed a problem with the XP script not giving XP for familiers' and summons' kills in some cases.

- Made other small alterations of the XP script.

- Added CEP crafting (!)

- Added coding that should prevent all abuse of the crafting.

- Added posibility to make Dynamic Faction spawns appear at different places different times of day.

- Altered the emote system slightly to make it recognise commands better inside emotes.


Hak:

- Added optimization for melee battle ranges for PCs.

- Added optimization for melee battle ranges of some small CEP monsters to make them less frustrative to fight.

- Fixed the bug with corpses not being raisable.

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Changelog
« Reply #2 on: June 23, 2005, 11:04:44 AM »
23rd of June, 2005 - Version 0.3c title "Dark rituals in the night"


Updates this time around:

-fixed gelatinous cube in the sewers to have full AI scripts

-added predator and bird factions to the Balinoks, as well as adding some more benign wildlife

-removed magical swords from the weapon racks in the nobles' district barracks. The chests in the barracks should no longer spawn random treasure

-fixed Moloch's spawn script so he should now stay seated

-changed the conversation of the dwarven female commoners in Dvergeheim

-Dvergeheim is know fully "filled in" --no more empty rooms!

-Daniela's store should now do appraise checks

-The Blue Water Inn should look fancier now. Also made the day patrons disappear at night, so it doesn't become too crowded on the first floor.

-Added two new monsters: the Polodnica and the Noctnitsa

-Retouched the OOC Main Hall

Scripting specific:

-Optimized escaping AI.

-Made avian creatures behave more naturally.

-Tweaked a gazellion scripts for better performance.

-Fixed the day/night system for dynamic factions. Beware of the nightfall.

-Added a bug with the NPC ambient animations (Doh!)

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Changelog
« Reply #3 on: July 01, 2005, 08:33:40 AM »
30rd of June, 2005 - Version 0.3d title "Freedom"


Updates:

Moved to NwN 1.66

Area specific:

-Added a new NPC: Florica Romulich

-Fixed the text formatting on the Tome of Strahd

-Removed the spawn script that caused Morgalla Hambley to sit...this was causing odd behavior at night.

-Added a new creature: the Glaistig

-Fixed the Vallaki Guard blueprints so they no longer drop potions or hundreds of +1 bolts

-Added an entrance to the sewers in the Warehouse District

-Touched up the Warehouse District Sewers with sounds and placeables

-Added an entrance to the sewers in the Southern Farmlands area

-Added day and night animal spawns to the Southern Farmlands

-Removed a "Post" waypoint in Dvergeheim that was causing problems with Moloch sitting on his throne.

-Touched up the Nobles' District Sewers with sounds and re-oriented all ladders so that they're facing the proper direction

-Added day/night spawns to the animals in the Shores of Lake Zarovich. Certain animals will now only appear at a particular time of day.

-Fixed the guard spawns in the Main Docks.

-Fixed the ambient moon color in the Main Docks and Shores of Lake Zarovich to match the color in the surrounding areas.

-Added day/night spawns for bats in the Main Docks

-Added additional ambient sounds for the Balinoks

-Fixed the raise scrolls.

-Played a bit with the OOC - Main Hall again.

Scripting specific:

-Fixed bug that was causing the ambient animations for NPC Spawns not to trigger.

-Fixed a bug that was causing areas to deinitilize too quickly.

-Optimized the escaping AI even further.

-Lowered the benefit of dynamic faction masters.

-No longer resets the XP bank on level up.

-Made doors no longer auto close if the adjactant door's area is activated. This should prevent doors from suddenly closing when players are around.

-Inserted a 2 rounds delay for when creatures use transitions. This should make things more equal, since they don't suffer from the load time players' suffer from.

-Made an experimental item notification system that generates emotes for visible player item transactions.

Hak Pak specific:

-Imported new armour statisctics. See forum for more info.

-Made some feats no longer require an action to activate. See forum for more info.

-Updated the 2das to NwN 1.66

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Changelog
« Reply #4 on: July 10, 2005, 06:27:54 AM »
9th of July, 2005 - Version 0.3e title "My precious!"


Updates:

Area specific:

-Updated the Western Outskirts - Church of the Morninglord - Catacombs to use the new treasure generating system.

Scripting specific:

-Added a new treaure generation system.

-Fixed bug that was causing the dynamic factions to not properly loose power.

-Fixed a bug with transitioning monsters.

-Made a few minor fixes to the item notification system.

-Greatly reworked the XP system.

Hak Pak specific:

-Added a new addon to the forest tileset.

-Added 16 new custom heads.

-Added a handfull new custom creatures.

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Changelog
« Reply #5 on: September 29, 2005, 02:13:18 PM »
29th of September - Version 0.4 title "Hunters of the night"

Updates:

Creature and Item Specific:

-Updated appearances for the following creatures: carrion stalker, death knight, wolfwere, greater wolfwere, vorr

-Updated appearance for Strahd Von Zarovich

-New creatures added: gremishka, headhunter, wereraven, vehrteig

-Modified the flavor text for the Voodan Doll and Liber Necrosis items

-Fixed the voices on two of the skeletal guardian types and the portrait of one

Area specific:

-Added areas east of Vallaki: Old Svalich Road, Midway Haven, and the Svalich Pass

-Updated the lighting in the Shadowy Cave beneath Dvergeheim

-Made some minor cosmetic changes to Degannwy

-Adjusted the inventories of the merchants in Narum's Smithy, Curiosities From Abroad, and Yoshek House

-Made adjustments to the types of monsters found in the caverns beneath Dvergeheim

-Added traps and assorted placeables to the dungeons beneath Dvergeheim

-Made adjustments to Kir'Thalax's conversation and combat

-Added Lake Zarovich - Northwestern Shore

-Added Lake Zarovich - Nadezhda's Home

-Added Lake Zarovich - Northwestern Shore - cargo holds (2)

-Added Constantin's Fishing Lodge (main floor, wine cellar, and upstairs)

-Added Lake Zarovich - Dark Cave, Watery Cavern, and assorted interiors

-Made the transitions larger in Vallaki - Northwestern Farmlands

-Fixed the day limbo waypoints to make male cultists spawn twice in the Vallaki - Northwestern Farmlands area

-Adjusted the Western Outskirts - Vistani Camp and Western Outskirts to make the first steps the player takes in the world more linear and less confusing.

-Adjusted The Balinoks area to make borders and transitions appear more natural.

Scripting and Rule Specific:

-Redid the way persistent player data is stored. Hopefully, this should bring a lot more stability.

-Redid the scripts and rules associated with death and The Near Ethereal. Players won't have to wait anymore, but they might have a longer journey before them.

-Added Background feats to increase the diversity among different characters.

-Made it so that you gain a level immediatly after creating a new character, making you level 2.

-Added a number of new feats.

-Made knockdown and disarm freely available at level 2. Make sure not to take the feat in prior.

-Added some new special abilities. The "Examine" ability is currently rather limited in functionality but will be made more usefull in future updates. The "Save Character" is a usefull way for people to assure that their current progress is stored.

Custom Content Specific:

-Corrected a bug with the custom forest addons.

-Tweaked the fog placeables and made a new type for each colour, the very low fog.

-Removed the custom GUI. Will soon be replaced by another GUI that works by the override folder.

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Changelog
« Reply #6 on: November 01, 2005, 10:15:09 AM »
28th of Octoberr - Version BETA 1.0a title "A Halloween Banquet" (notice: major update to 1.0 in between not listed here)


Area and NPC Changes:
 
-Made some changes to the doors in the Main Docks. Some doorframes were missing doors, others were unlocked but led nowhere
-Made changes to the following areas: City Hall & Courthouse, City Jail, Barovian Militia Headquarters, Vallaki - Upper Town - Government District. Areas now link together properly and have proper NPC spawns with working conversations.
-Made some fixes to the Executioner NPC to make him less "uber"
-Gave the following NPCs conversations: Nadia Ionelus, Nicolai Ionelus the Lesser, The Executioner, Judge Victor, Simona, Ragz, Beula
-Added a prisoner and prison guard template
-Added a key for prison cell doors
-Fixed an issue with plant placeables on cobblestone in the Government District

Scripting Changes:

-Made changes to the following scripts: rl_crystskeldth, spawnsyscrskldth, rl_chraaldeath, spawn_chraaldth--these now use a better vfx to simulate an explosion
-Fixed issues with the emote script.
-Fixed a bug with using raise dead spells on a corpse.
-Improved the XP feedback.

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« Reply #7 on: November 01, 2005, 06:08:48 PM »
Wohoo, things are changing fast around here these days...  8)

November 2nd- Version BETA 1.0b title "A Halloween Banquet"

Area and NPC Changes:

-Corrected position of a torch outside the Church of the Morninglord.

Scripting Changes:

-Emote system should finally be funtioning as intended!
-Fixed some minor issues with the XP system feedback.

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« Reply #8 on: November 09, 2005, 03:03:37 PM »
November 9th - version BETA 1.0d title "Nightshift"

Scripting Changes:

-Corrected numourous minor bugs with emoting.

-Improved the way RP XP is awarded.


Area and NPC Changes:

-Made changes to Vallaki - Lower Town - Slums so that the ratter is more easily located.

-Added a night guard at the western gate wall.


Serverside Hak changes:

-Fixed problem with some items having negative prices (which would result in price of 1 or 0 gp).

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« Reply #9 on: November 12, 2005, 04:14:53 PM »
November 12th - version BETA 1.0e title "Hagglers"

Scripting Changes:

-Fixed the emoting system once more (I ought to stop messing with it soon)

-Made using the Examine Object feat on an item give back estimated gold value according to appraise skill.


Area and NPC Changes:

-Made the OOC - Module Setup and Control Room contain a lever to reload the module.

-Rearranged the creature palette a bit, though only partially done.

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« Reply #10 on: November 14, 2005, 10:39:29 AM »
November 14th - version BETA 1.0f title "Dark Powers"

Scripting Changes:

-Added DM tools

-Added a [d20] and [roll dice] emote

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« Reply #11 on: November 21, 2005, 02:14:39 PM »
November 21st - version BETA 1.01 title "Carnival"

Scripting Changes:

-Made spirits neutral to all other creatures.

-Improved clearing up of inactive areas.

-Did another attempt at preventing the intro cutscene from being locked up.

-Fixed an issue with the DM tools giving wrong alignment feedback.

-Adjusted some of the structure for corpse generation, death and ressurection.


Area and NPC Changes:

-Fixed Ragz Thickshield's conversation

-Fixed a token error in the Executioner's conversation

-Fixed all of the ooze monsters so they don't shoot overpowered acid bolts anymore. Also, each of the ooze monsters should be exhibiting slightly different behavior from each other

-Made some tweaks to shriekers and grimlocks in the undermountain areas

-Made some tweaks to the undermountain dungeon area to prevent "ninja looting"

-Added the areas and NPCs of the Carnival

-Made some changes to the Church of Ezra: it now sells priest scrolls and some other cleric items

-Added a new monster: the vapor imp

-Made some changes to the lighting in the Nobles' District and the Warehouse District

-Updated some food items

-Made a food/drink menu for the Blue Water Inn, accessed by talking to the barkeeper

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« Reply #12 on: November 29, 2005, 10:24:56 AM »
November 28th - version BETA 1.01a title "Cures"


Scripting Changes:

-Disabled XP gains from nearby killings when in spirit form.

-Fixed an issue with monster remains not being properly removed.

-Made new DM tools that now should be working between logins.


Area and NPC Changes:

-Removed overpowered loot from the backroom of Tigan's Rest

-Made werewolves properly shapechange.

-Tweaked the values for a lot of the dynamic factions.

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« Reply #13 on: December 03, 2005, 01:23:36 AM »
December 3rd - Version BETA 1.01c title "Woodland" (should be up later today)

Scripting Changes:

-Fixed issue with spawns form dynamic factions not always leaving areas right.

-Improved on the placeable transition scripts so that they no longer should bring you out of stealth mode when used.

-Improved on area deinitialization code so that doors are auto-closed on exit instead of on enter.

Area and NPC changes:

-Added new areas. Go explore!

-----

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« Reply #14 on: December 05, 2005, 06:08:53 PM »
December 5th - Version BETA 1.01d title "Ladders"

Area and NPC changes:

-Did some minor changes to South Forest - Degannwy to make it transition better with the other forests.


Scripting Changes:

-Fixed a problem with placeable transitions.

-Optimized XP gains.

-Fixed a problem with areas not deinitializing right.

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« Reply #15 on: December 07, 2005, 05:15:47 PM »
December 7th - Version BETA 1.01e title "Trade Setback"

Area and NPC changes:

-Removed a lot of things from a lot of stores x-[

-Removed a lot of things from a lot of treasuries ò.ó

-Tweaked the dynamic factions in several places - should be more able to withstand the players' onslaught now.

-Made some of the wildlife factions use some new ecosystem functionalities.

-Altered some of the wildlife creatures' daily routes to increase the 'fear of the night' effect.

-Moved the trap door in Tigan's Rest to make it a bit less obvious.

Scripting Changes:

-Tweaked the death and raising scripts.

-Altered Knock spell to give a +10 temporary bonus to Open Lock skill.

-Altered Find Traps spell to give a +10 temporary bonus to Search skill.

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« Reply #16 on: December 10, 2005, 05:52:25 PM »
December 10th - Version BETA 1.02 title "Arcanafobia"

Area and NPC changes:

-Removed overpowered items from merchants and treasuries.

-Replaced medkits with new custom medkit.

-Reduced the buying price of NPC merchants. This should encourage more player to player trading.

-Added the Vallaki City Bank.

-Lowered the requirement to enter the mines underneath Dvergeheim from 10 to 7.

-Reduced the amount of treasure (especially gold) to be found in the mines underneath Dvergeheim.

-Made some changes to Kir'Thalax in regards to how he perceives enemies and when he summons minions.

-Added several new NPCs and a special event area

-Altered the appearence of some items.

Scripting Changes:

-Added code for new custom medkit. PCs can be bandaged once in between each rest and the effect of the bandaging will be applied upon rest.

-Added code for better handling how NPCs react to arcane spell use. Magic users beware! Guards will engage if they spot you doing it.

-Improved code for handling how NPCs react to half orcs.

-Fixed an exploit with using scrolls in spirit form.

-Fixed a bug that would cause the appraise part of the Examine Object feat to return wrong values.

-Reduced the maximum number of Near Ethereal areas that a spirit has to pass through to 1. Sweet Merry Christmas!

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« Reply #17 on: December 12, 2005, 12:43:56 PM »
December 12th - Version BETA 1.03 title "Conscription"

Area and NPC changes:

- Adjusted some conversations to take into consideration players' being members of factions.

Scripting changes:

-Added code for setting PCs to be members of factions and making it run fluently.

Server-side Hak changes:

-Updated 2das to make Healer's Kit work.

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« Reply #18 on: December 14, 2005, 07:10:20 PM »
December 14th - Version BETA 1.03a title "Scent of Death" (won't be running before tomorrow tho)

Area and NPC changes:

- Traced down some shops who were still buying at high rates.

- Added a safe-rest area to the Degannwy - Nant Gaerwyn area.

- Removed some items from various shops and added new in places.

- Increased the perception range for some NPCs that have a keen scent.

- Removed weapons from Decripeit skeletons.

- Removed healing potions from various NPCs.

- Fixed faction relation between Red Vardos and Vallaki Guards faction.

- Did a lot of cleaning up in the palette.

Scripting changes:

- Fixed Healer's Kit to not use up entire stack, and additionally made it able to stop bleeding on PCs.

- Added a 12 second safe period between acquiring your corpse and going non-ethereal.

- Added a new DM Tool

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« Reply #19 on: December 27, 2005, 05:07:50 PM »
December 25th - Version BETA 1.03b title "Merry Christmas!"

Area and NPC changes:

- Made undeads in the Catacombs use rusted equipment.

- Added the Gundarakite Rebels faction.

- Added the Ba'al Verzi faction.

- Added the Dawnslayers faction.

- Fixed a problem with the Main Docks area not transitioning right.

- Fixed the compound bows.

Scripting Changes:

- Fixed a problem with the appraise skill usage with NPC merchants that would sometimes cause the merchants to buy at higher prices than they were selling for.

- Fixed a problem with death that didn't include a bleeding state in prior.

- Fixed a problem with NPCs not exiting their areas right.

- Fixed a problem with DMs logging off.

- Improved on the on resting XP feedback message.

- Made bandaging self less effective than bandaging others.

- Fixed it so that you no longer get the effects of resting if you break of the rest.

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« Reply #20 on: January 03, 2006, 02:00:06 PM »
January 3rd - Version BETA 1.03c title "A new beginning."

Area and NPC changes:

- Expanded upon the Vallaki - Western Outskirts - Vistani Camp area to provide more hunting fields for the newly arrived.

- Changed the name of the mink buying Vistani to make him more noticeable.

- Added journal entries with server rules.

Scripting Changes:

- Added a auto-check to test if players have levelled up properly in regards to multiclassing rules.

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« Reply #21 on: January 09, 2006, 08:13:29 AM »
January 9th - Version BETA 1.03d title "Life in the Shadows."

Area and NPC changes:

- Added an Outlaws faction.

- Added DM areas.

- Added more minks to the Lake Zarovich areas and made the road more safe to travel at day time.

Scripting changes:

- Improved on the DM examiner tool to identify player behind a corpse.

- Added a new DM tool - the corpse locator.

- Made new systems for making the life of a thief more realistic, dangerous and rewarding.

- Fixed a bug that made persistent time not being restored right after a reset.

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« Reply #22 on: January 11, 2006, 07:22:05 PM »
January 12th - Version BETA 1.03e title "Syndicate Wars."

Area and NPC changes:

- Made the trash barrels and trash disposer indestructible.

Item changes:

- Lowered the price for healer's kits significantly.

- Added Ba'al Verzi uniforms.

Scripting changes:

- Fixed the rogue system to not reward for stealth if magically invisible.

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« Reply #23 on: January 16, 2006, 04:38:40 PM »
January 16th - Version BETA 1.03f title "Camping."

Area and NPC changes:

- Added Shrines of Ezra several places in the module.

- Added a new portal to the OOC - Main hall.

- Removed pumpkins from the OOC - New Character Area.

- Fixed Inn Rooms at Constantin's Fishing Lodge.

Item changes:

- Added several camping gear items, including flint & steel, tent and bedroll.

Scripting changes:

- Added emote option in the rest-conversation menu.

- Added build campfire option in the rest-conversation menu.

- Made anti-party notifications.

- Altered the reset lever.

- Added code for safe binding locations and mist entry locations.

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« Reply #24 on: January 18, 2006, 07:03:41 AM »
January 18th - Version BETA 1.03g title "Feed the flame."

Area and NPC changes:

- Fixed sign in OOC - Main Hall.

Item changes:

- Changed the weight of camping gear to match official rules.

Scripting changes:

- Fixed the Shrines of Ezra.

- Fixed several issues with the campfires and made it more realistic.

- Fixed the bug with instant rest.

- Fixed bug that could cause the server time to stop.