Since there is a props-thread for players and props-thread for DMs I wanted to mention some great sights on the server - props for the developers!
Props to the designer of the Demonologist Temple!
Since there is a props-thread for players and props-thread for DMs I wanted to mention some great sights on the server - props for the developers!
Props to the designer of the Demonologist Temple!
Actually, of all the things i've made the Demo-temple is the one im least proud of, I thought it went a bit over the top and epic, something that wasnt really planned from the start. But I guess its a good high-level area. :P
That lab is the bees knees... I honestly though I was gonna die all the way through itDribo told Florerence essentially the same thing IC earlier today.
I forget what the place is called but the evil lab on Lake Zarovich, with the blood and the broken cell doors,Been there, done that, got chased out of there by Heretic's big mutant hook horror not long before sunrise. I couldn't have thought of a better place for an encounter like that. :D
defiantly one of the creepiest areas I've ever had the chance to walk through, the sort of place you really don't want to be searching at night.
Not sure why this topic doesn't exist so I started one.
Was it Corvus who did Krofburg? By far the most realistic and amazingly beautiful area I've seen. It has that really rural, peaceful feeling, reminds me very much of the farmscape around here where I live in the UK. It has great potential for this subtle kind of horror lurking underneath all that calm beauty during the day. Love it!
Good job to Corvus on Hazlan's Lawgiver's cathedral, work of art!
The Castle Ravenloft, loaaads of details, a massive place and a true maze, around every corner is Mystery.
Scooby doo nd Mystery gang, eat your heart out! :twisted:
To Corvus! Awesome work with Hazlan! :rock:
To Corvus! Awesome work with Hazlan! :rock:
:thumbup: Maria may have been running for her life through Itu Skoven, but it's a beautiful place to get chased. The extra touches in the Fane are nice as well. It has the feel of being an important cultural place nowm in addition to the impressive testament to the Iron Tyrant's glory that it already was.
The script the scripts the scripts.
I never cease to be amazed how alive the world can appear by the scripts in place.
Getting chased into a tavern by a monster, and seeing some patrons run for the door, others recede further in the building, and some buff up to confront the monster. Its just great.
The script the scripts the scripts.
I never cease to be amazed how alive the world can appear by the scripts in place.
Getting chased into a tavern by a monster, and seeing some patrons run for the door, others recede further in the building, and some buff up to confront the monster. Its just great.
Actually it's been noted many times when the fleeing/failing morale system didn't work properly, but what Emomina states here is right, it gives a sense of real people with individual decisions. Good work with the AI so far, seconded.
- Made varnishes applicable on gloves (experimental).
- Added rest menu option to toggle various feedback.
Quote- Added rest menu option to toggle various feedback.
:thumbup: :mrgreen:
Quote- Added rest menu option to toggle various feedback.
:thumbup: :mrgreen:
Love the options! :thumbup: :dancing:
My pirate dies at the week end & after a failed raise dead, up rose his zombie , wearing his hat ! 8) Yeah I know simple things please simple minds
Something I have really appreciated in time, apart all the things told so far, is the fastness our developers fix major and minor bugs. When something takes longer to be fixed, be sure it is something really nasty. There is 0 laziness in our developing staff :)
I'm not sure when this went in, or if it's always been there and I only noticed due to traveling the zone frequently to mine, but I really like that some of the trees in the southern farms zone change with the season.
Scripting and System changes:
- Reenabled the Special Self and Special Other feats.
- Made the Wondrous Mirror of Changing Faces able to change bodypart colours.
- Enabled an option for crafting clothings that allows you to skip five appearances ahead (or backward).
- Fixed an issue with being hit by subdual when already subdued.
- Made RP XP no longer count toward the XP cap.
- Made the gates of Vallaki lock at night.awesome :lightbulb:
Quote- Made the gates of Vallaki lock at night.awesome :lightbulb:
Hazlan is really awesome, I'm looking forward to it being fully added and accessible by players.
Changelog - December 30th 2011 Version BETA 1.90q title "Bark Syrup."All changes are nearly always good, but this update is quite awesome. The three I smilied are fantastic additions.
Area, Item and NPC changes:
- Added new spawn types to some Hazlan areas.
- Revised the treasure setup of the Sullen Woods.
- Made the herbalist in the Hala hospice in Port-a-Lucine sell certain potions. = :)
Scripting and System changes:
- Made death of familiars and animal companions require raise or resurrection. = :)
- Made using crowbars break stealth and invisibility. = :)
Always sincerly amazed at how fast some things are implemented, and after a very few tweaks, working pretty correctly; and how the idea of the general balance is always kept in mind. Saying this from DM perspective but also from that of the player client on which often I have a go.
Noticed today that lake turns into ice during the winter. Its amazing!
Noticed today that lake turns into ice during the winter. Its amazing!
..doesn't seem to happen for me. Unless it's only visible with the "shiny water" option on and is supposed to be glitching like a texturebug..?
The latest update allowing melee spells to apply to gloves and projectiles is just genius
thanks so much for that!
The latest update allowing melee spells to apply to gloves and projectiles is just genius
thanks so much for that!
So much this. :mrgreen:
- Implemented system for poisoning potions, drinks and food.
The latest update allowing melee spells to apply to gloves and projectiles is just genius
thanks so much for that!
So much this. :mrgreen:
Agreed!
The vault of attainment might just be the most atmospheric place to me. We found Sacha's notes but not his decoder so says a lot that a place can have a cliffhang ending and still satisfy. Thanks for making it.
Props to the developers for continuously working on matters related to the stabilisation issues.
Things may not be flawless yet, but there has been such a drastic improvement over the past few weeks.
About a week ago a daily restart or even twice a day was mandatory or things like conversations took ten seconds.
Right now it appears like we can do without a reset for at least a few days at a time, which is a massive difference.
So thanks for that. As well as the relatively smooth hak pack release and updates for the most important bugfixes.
Wachter Estate is incredible. Good job guys.
Ranger is awesome tested out a build last night.
parry changes are great, and this has really breathed some new life into NWN for me!
I like the diffrent animals like large wolfs greater worgs and thingsl ike that as DUmas has said it brings life to the server... Though... crabs? at the lake!? that throws me off lol but still love it :) great job
Prismatic Spray
Spell level: sorcerer/wizard 7
Innate level: 7
School: evocation
Components: verbal, somatic
Range: short (8 meters)
Area of effect: 11 meter cone
Duration: instant
Save: special
Spell resistance: yes
Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage (Reflex half)
40 acid damage (Reflex half)
80 electrical damage (Reflex half)
Poison (Kills; Fortitude prevents death, target takes 1d6 points of Con damage instead)
Turned to stone (Fortitude negates)
Permanent confusion (Will negates)
There is a 6 in 7 chance the target will experience 1 effect, and a 1 in 7 chance the target will experience 2 effects.
<3 the new gem drops! Feeding my gem addiction.hehe you're welcome! I added 41 new types of gems overall.
How many items was added just for my treasure looking addiction?No new magic items this time. I added 41 new gems and 22 new art objects.
How many items was added just for my treasure looking addiction?No new magic items this time. I added 41 new gems and 22 new art objects.
Thank you so much for the work on the gems and treasure items! All of this loot adds so much realism to the server... great for thieving! Even the mundane items like spices and silks and decanters are a wonderful addition!
Nice touch on the enchanted boots. Now one of my characters can actually consider them over lotus grieves. :)
Nice touch on the enchanted boots. Now one of my characters can actually consider them over lotus grieves. :)
Honestly I don't like that very much. I wish looted gear still had a niche. Now the only advantage of Lotus Greaves is that they don't cost XP.
They are lighter, give different properties. This should make lotus greaves more available for new byes.Nice touch on the enchanted boots. Now one of my characters can actually consider them over lotus grieves. :)
Honestly I don't like that very much. I wish looted gear still had a niche. Now the only advantage of Lotus Greaves is that they don't cost XP.
Soren & Co for taking the time out to make all of the stability fixes and for trying out and implementing so many new systems.
Its like a breath of fresh air into the server.
(Now lets rebuild everything in Worms and Zwerkles' tilesets >_> *Cackles*)
Changelog - December 19th Version BETA 1.97j title "New Beginnings."
Area, Item and NPC changes:
- Set the module up for the New Character Event.
Scripting and System changes:
- Fixed an issue that prevented population power levels to be properly restored after a reset.
- Fixed an issue causing animal companions and familiars to not be raisable by NPC healers.
- Fixed certain creatures not spawning.
- Fixed an issue causing certain objects in areas not properly reset on area re-init.
- Improved AI equipping and unequipping items dependent on availability of ammunition.
- Improved weather feedback (mainly for interiors).
- Improved caching.
and the Alpha Wolf Pack Leader who suddenly and quite unexpectedly turned into a greater werewolf while I was collecting herbs. That was exciting. Good work.
and the Alpha Wolf Pack Leader who suddenly and quite unexpectedly turned into a greater werewolf while I was collecting herbs. That was exciting. Good work.
That was me, sorry. I forgot to remove it due to several player requests coming up.
I LOVE Revolutionary Dementlieu!!! You guys and gals have done a fantastic job with this!!! I only hope it stays for a while!!
You really captured the taste and flavor of a revolution here... if I didn't know any better, I'd say this was the French Terror!!! Very well done. All of the little details are so creative!
Honestly one of my favorite things is the custom POTM gui LOL
I'm in an exploring mood right now, lol. Very nice work on the Foothill Springs Cave in Hazlan! I think the atmosphere is perfect there, especially in the back chamber with the bones! Great detail, love to see little niches like this! :mrgreen: :mrgreen:
I'm in an exploring mood right now, lol. Very nice work on the Foothill Springs Cave in Hazlan! I think the atmosphere is perfect there, especially in the back chamber with the bones! Great detail, love to see little niches like this! :mrgreen: :mrgreen:
Thanks! So, did you go there at night? ;)
I'm in an exploring mood right now, lol. Very nice work on the Foothill Springs Cave in Hazlan! I think the atmosphere is perfect there, especially in the back chamber with the bones! Great detail, love to see little niches like this! :mrgreen: :mrgreen:
Thanks! So, did you go there at night? ;)
Ah, no, in the morning! Hehe, will check there when the moon is up, too :D
Whomever made the abandoned lab on the lake Zarovich - I love you.
Never have my companions and I felt so much like adventurers as we explored this small abandoned shack, and read through creepy pieces of paper detailing strange experiments - to be topped off by huddling around a candle upstairs as we waited out the night. Overall, a fantastic atmosphere.
Nice touch upping the AC of the desert trolls to fit them better, just hope I'm getting a bit more XP for them, takes ages to cut them down without very serious buffs. :p
An interesting thought:
Two desert trolls decide to fight eachother to death. Will the fight ever have a victor?
- Made it possible to tell whether a creature is trying to hide (stealth mode) or alert (detect mode).
i think that it would be better if the commands could work like !command instead of [command], its more simple and shorter with same results.But then it wouldn't flow well in RP, where your emote uses the animation. [He sits down heavily] [He stands up ubruptly] [He rubs his chin]. with ! it becomes awkward and you will either have to enter a separate command or have a harder to read emote. [he !stands abruptly] [he !rubs his chin]. Also, the commands are really @. Like @seatme, @findseat, @familiar, @follows, @read 10.
There's a few changes that'll take some getting used to, and a couple I suppose I'm not entirely on board with, but all-in-all, the hak update is fantastic, the spells are fantastic, and there's obviously a tremendous amount of good work that's gone into it. Spent waaaay too much time playing around with the new things, I just cannot praise it enough.
Yay for the hak pack!:rock:
Today has been super dope, it's a shame bioware didn't have you all on board for the original release :lol:
I really, really liked the new dungeon in port!
Thanks developers!
To who ever made this:You're welcome! :)Spoiler: show
...thank you.
Thanks for the new loot drops in general, including the furs. Just good to see fresh items, even for the purely atmospheric ones.No problem!
The furs, though, are pleasant surprises that make for lots of variety.
Thanks for the new loot drops in general, including the furs. Just good to see fresh items, even for the purely atmospheric ones.No problem!
The furs, though, are pleasant surprises that make for lots of variety.
Also, I've gone ahead and replaced the copper/silver/electrum/gold/platinum bars with craftable ingots.
Thanks for the new loot drops in general, including the furs. Just good to see fresh items, even for the purely atmospheric ones.No problem!
The furs, though, are pleasant surprises that make for lots of variety.
Also, I've gone ahead and replaced the copper/silver/electrum/gold/platinum bars with craftable ingots.
Whoo! :mrgreen:
Yup!Thanks for the new loot drops in general, including the furs. Just good to see fresh items, even for the purely atmospheric ones.No problem!
The furs, though, are pleasant surprises that make for lots of variety.
Also, I've gone ahead and replaced the copper/silver/electrum/gold/platinum bars with craftable ingots.
Whoo! :mrgreen:
Soo... say a Silver bar in a chest is now replaced as Silver ingots?
- Fixed an issue that made PCs sound guard alarm horns when under the fear effect.
I notice increased spawn rates, which is excellent. It was a pet peeve of mine before, how hard it was to find some dungeons at a reasonable spawn level.
I know there's a lot of discussion going on right now about some of the things that have changed - but wanted to give a huge thanks to all the people that put time into this recent update. Tons and tons of fun new stuff (dance is still on the top of my list. . . along with cheetah speed!).
I know some of the discussions right now are a little heated and people have some strong input on some of the changes, but - I think I speak for most everyone in saying all the hard work is appreciated!
I know there's a lot of discussion going on right now about some of the things that have changed - but wanted to give a huge thanks to all the people that put time into this recent update. Tons and tons of fun new stuff (dance is still on the top of my list. . . along with cheetah speed!).
I know some of the discussions right now are a little heated and people have some strong input on some of the changes, but - I think I speak for most everyone in saying all the hard work is appreciated!
I absolutely agree. Discussions are heated because people care about the server, which is a good thing; seriously, thank you for all the effort put in. There are a ton of new changes to explore, and enjoy!
Kudos to you all. Obviously a lot of work went in to this for a long time and it really shows, can't thank you enough.
I'd just like to add that the new sign for the Lady's Rest is wonderful. Special thanks to whoever took the time to make that.
The new HAK really adds a lot of things that are nice to play with. The robe models are nice, too.
Berez is wonderful! I love the inclusion of all of the interesting side areas! Tons of niches to explore, and great places for RP scenes in the wilderness!
Added new Lockpick items that replace thieves' tools (works the same but bonus caps at base skill rank).
For the first time in almost 4 years of playing, I have gotten experience points for stealthing around.
I didn't believe this system existed until today.
BEAUTIFUL STUFF.
For the first time in almost 4 years of playing, I have gotten experience points for stealthing around.
I didn't believe this system existed until today.
BEAUTIFUL STUFF.
I’m curious about this system. Did you get a notification like the roleplay experience gained indicator? Or just based off your rest message you were able to infer that you gained xp from stealthing around?
For the first time in almost 4 years of playing, I have gotten experience points for stealthing around.
I didn't believe this system existed until today.
BEAUTIFUL STUFF.
I’m curious about this system. Did you get a notification like the roleplay experience gained indicator? Or just based off your rest message you were able to infer that you gained xp from stealthing around?
Neither - the exp ticks, as if I killed something, suddenly & immediately (no space of time between them) showed up in my combat log.
Over the years I've gotten a few of those xp ticks. There's really two conditions that I've noticed. One there have to be creatures around of sufficient CR to pose a significant danger to you. Two, you must stand a real chance of failing your passive hide and move silently checks
For the first time in almost 4 years of playing, I have gotten experience points for stealthing around.
I didn't believe this system existed until today.
BEAUTIFUL STUFF.
I’m curious about this system. Did you get a notification like the roleplay experience gained indicator? Or just based off your rest message you were able to infer that you gained xp from stealthing around?
Neither - the exp ticks, as if I killed something, suddenly & immediately (no space of time between them) showed up in my combat log.
Wow that’s really interesting! So does the system seem to be geared towards encouraging players to use stealth for role play or for stealthing around level appropriate monsters? Were you around PC’s or monsters when you were awarded xp or both? Sorry for all the questions, I’ve just never heard of this system before now.
Over the years I've gotten a few of those xp ticks. There's really two conditions that I've noticed. One there have to be creatures around of sufficient CR to pose a significant danger to you. Two, you must stand a real chance of failing your passive hide and move silently checks
Today was such an immersive, happy day. Everyone was excited, RP was rife and plentiful, we gathered together to see each other's heights in comparison to our own. I have never seen so many people so excited. It was a fantastic feature to add, completely appeasing over the player base and we're so thankful. The height scaling was one of the single best moves and appreciated greatly. All the work that went into it making such a small thing made a big difference. Thank you so much for height scaling.
Thanks for the Death Knight!
Ok, so I fully checked out the medical building at the dementlieu uni and let me just say: wow.
The amount of detail in there, the rooms, the incinerator, and I loved totally loved finding that magically chilled morgue. Whoever designed that deserves a pat on the back (even if just from themselves).
Looking over the list of changes announced today but not yet having a chance to try them out, I want to say thanks for all the hard work and listening to player concerns.
Both the bug fixes and the new development are responsive to those priorities it seems to me a large share of players were most clamoring for.
:cheer:
Today was the first time I noticed the polling thread about things players would like to see implemented by devs that was made almost a year ago, around when I started playing. I wanted to give the devs props for tackling a lot of things people seemed to express interest in! Truly, a job well done in helping create this fun play house to get lost in for a few hours at a time.
Scripting and System changes:
- Implemented automatic cleaning up of store for junk items to improve performance.
- Did various stability and performance improvements.
Cosmic/Erebus!
I love the randomized traps dropped in all those common looting places. It makes it much more interesting and dangerous! Nothing more exhilarating than getting a str drain from an aura becoming slowed as you are running away invis while also rolling to fail your save versus trap on something that you didn't expect to be in your path of escape!
Much better experience! Much more immersive and less predictable.
Server has been up for more than 100 hours without a crash, and I have not noted any lag the last few times I've played.
This even though players are going to town with placeables.
Those dying dummies in Krezk and Leucine ... life-changing <3
Those dying dummies in Krezk and Leucine ... life-changing <3
Kudos to EO for the hard work lately, a quick glance at the bug threads explains why. Your hard work is very appreciated!Definitely seconding this! Appreciation also to the designer(s) of the new fairground in Dementlieu. The hedge maze, the grotto, so gorgeous! Great stuff.
CosmicRay. I ran the Blaustein ship dungeon for the first time, and was really impressed by the challenge and the awesome design. I love dungeons with unique features and surprises. This one is my new favorite on the server just based on how polished and atmospheric it is.
I just feel compelled to do a huge shout out to EO here.
I just feel compelled to do a huge shout out to EO here.
I know it's been a minute, but the unsung heroes who added the younger, better caravan master.
Big claps and praise with new Mist Camp. It is beautiful
Thanks for improving the descriptiveness of the exhaustion messages.It's a small thing but I really like it!
I've been mapping out Vallaki recently, and I'm actually really surprised how consistent to the source material everything is!
And even better, the various details, and rabbit holes hidden everywhere on the map. The writing on small prompts that come up so consistently does so much - One feature I've always missed from old-school RPGs is the way the written prompts can hit senses that visual and audio doesn't. I swear I could smell the Executioner's Swamp. It didn't smell good.
I've been mapping out Vallaki recently, and I'm actually really surprised how consistent to the source material everything is!
And even better, the various details, and rabbit holes hidden everywhere on the map. The writing on small prompts that come up so consistently does so much - One feature I've always missed from old-school RPGs is the way the written prompts can hit senses that visual and audio doesn't. I swear I could smell the Executioner's Swamp. It didn't smell good.
The new Crypt Raider gear is really cool. Props to those who put those in.
Im absolutely in love with the new area added to the mist region. Very well done!
The closure book priest of Jergal is a great addition that allows players to leave a small footprint on the module. Thank you, Dev team.
Holy cow the blood of the vine is absolutely gorgeous!unironically thinking of moving my residence there. those apartments shame anything bar the penthouse in port...
They are gorgeous and there are several!Holy cow the blood of the vine is absolutely gorgeous!unironically thinking of moving my residence there. those apartments shame anything bar the penthouse in port...
Just want to say what a great job the Devs did with Northern Shore, north of the Fishing Lodge and the Village of Nasaud. What a great addition, whole place looks verdant and wonderful.
Just want to say what a great job the Devs did with Northern Shore, north of the Fishing Lodge and the Village of Nasaud. What a great addition, whole place looks verdant and wonderful.
I went there yesterday, having no read the patch notes and holy shit. I didnt think NwN could look like that!
It is not just the new areas -- the landscaping everywhere has been enhanced. Truly impressive. I especially like the refresh of the warrior statues in the Svalich Pass -- they look MUCH better than before.
It's a really simple thing, and maybe it's been around forever and I didn't notice. But I like seeing the load screen messages in my combat log. Thanks for that.That's from the latest patch that released yesterday.
It's a really simple thing, and maybe it's been around forever and I didn't notice. But I like seeing the load screen messages in my combat log. Thanks for that.That's from the latest patch that released yesterday.