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Author Topic: POTM 2.0b HAK Update  (Read 7448 times)

Soren / Zarathustra217

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POTM 2.0b HAK Update
« on: October 26, 2015, 01:17:06 PM »
Dear fellow Prisoners of the Mist,

After having worked on it for more than a year, we are proud to finally be able to present you with our 2.0 hak update. This is the fruit of countless of hours of hard labour, testing, fixing, etc. from a wide group of people, and also relies greatly on the broader NWN community.

We will give you more specific info on what this hak update contains in the coming days, but here is a brief overview:

:arrow: More than 100 new spells.

:arrow: More than 100 new head appearances.

:arrow: More than 50 new creature appearances.

:arrow: Innumerable new placeables and item types and clothing appearances.

:arrow: New loadscreen hints (thanks to our amazing community!)

:arrow: Updated to use the CEP 2.61.

:arrow: Added four new tilesets and expanded upon existing.

As you can see, this is quite a bit, and very likely the largest update we've ever done. But this also mean that while we've tried to catch all the errors, it's almost inevitable that some will show up in the coming days as we all take it into use. Therefore, we already expect having to release a follow up patch, but if we all join in on the debugging and testing, we should be able to have that ready for the coming Play-A-New-Character event.

Download the new package here: 7-zip format or regular zip.

In addition, you will need the new CEP version 2.61. To get that, either go to neverwintervault.org (notice that you have to download it in two parts, both the CEP 2.60 and the 2.60 to 2.61 package), or alternatively use our own mirror here (containing a few minor, non-essential fixes): link (7-zip only).

Extract the downloads into your NWN folder and let it overwrite any files already there. Whether you install the CEP first or our hak update doesn't matter.

We will give more details on the specific additions and changes on the coming days, but until then, we urge you to explore it yourself - there's a plethora of new spells, head appearances, clothings, and much more. And expect additional new things becoming available as we start to take all the new possibilities into use.

Looking forward to enjoying all the new content with you all!

The Development Team.
« Last Edit: October 30, 2015, 10:37:07 AM by Zarathustra217 »

Soren / Zarathustra217

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Re: POTM 2.0 HAK Update
« Reply #1 on: October 26, 2015, 02:42:00 PM »
To post comments on this, please use the designated topic here: http://www.nwnravenloft.com/forum/index.php?topic=41838.0

Bad_Bud

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Re: POTM 2.0 HAK Update
« Reply #2 on: October 28, 2015, 08:39:51 AM »
A lot of you seem desperate for some sort of changelog. I have one, but it may not be complete. This is disorganized and in no particularly good order...

Spoiler: show

  • Palemasters now gain more spell slots from Palemaster levels
  • Added a new Palemaster Undead Graft feat that has up to five different touch attacks at level 10
  • Palemaster will gain +4 strength when they obtain Undead Graft (soon, not in yet)
  • Clerics lose 1 spell slot from every spell level
  • Reworked Barbarian feat progression (check the in-game class description on the level up screen) and added a number of feats to modify Barbarian rage
  • Added reflex as a primary saving throw for Rangers (they retain fortitude as a primary saving throw as well)
  • Added a new Animal Empathy ability that is less buggy. It can be accessed as a druid and ranger feat on the radial menu
  • Added a new Hide in Plain Sight ability. This ability has a cooldown, and for rangers it will only work outdoors. Normal stealth will no longer apply Hide in Plain Sight
  • Added a feat called Martial Supremacy, which you can access if you have 14 or greater Base Attack Bonus
  • Made class skill changes to multiple classes (check their in-game class descriptions on the level up menu)
  • Updated all class descriptions on the level up menu to be more descriptive
  • Updated all spell descriptions to be accurate to spell changes (does not apply to old scrolls, which will continue to have incorrect item descriptions)
  • Added new spells
  • Various existing spells were added to spellbooks for other classes
  • Added new poisons
  • Added new diseases
  • Changed all diseases to supernatural, so that resting while diseased will not remove negative disease effects
  • The spells Poison and Contagion now have proper, scaling DCs like normal spells
  • Contagion now applies negative disease effects instantly, without an incubation period
  • Changed Quillfire to use a new poison effect that uses a properly scaling DC
  • Neutralize Poison no longer cures diseases
  • The following spells can now be cast on allies: Blood Frenzy, Shield, Polymorph, Ghostly Visage, Greater Stoneskin, Magic Fang, Greater Magic Fang, Camouflage, One with the Land, Clairaudience/Clairvoyance, Find Traps, Energy Buffer
  • Changed Ironguts duration from 10 turns/level to 1 hour/level
  • Changed Ironguts bonus from +4 to +5
  • Changed Camouflage/Mass Camouflage duration to hour/level to make buffing stealth from scrolls more effective
  • Fixed a bug where Mass Camouflage would stack with Camouflage when cast in a certain order
  • Changed the stealth skill bonuses on One with the Land to +5
  • Changed Aura of Vitality to 2 rounds/level
  • Changed Clairaudience/Clairvoyance duration to hour/level
  • Changed Clairaudience/Clairvoyance skill bonus to +5
  • Changed True Seeing skill bonus to +1 per 2 levels
  • Changed Power Word, Stun and Power Word, Kill to be blocked by immunity to mind-affecting spells
  • Spot bonuses from True Seeing and Clairaudience/Clairvoyance now stack
  • Keen Edge now only provides the keen property for slashing and piercing weapons, Weapon of Impact provides the keen property for bludgeoning weapons
  • Removed the target limit from Protection from Spells
  • Removed the target limit from Slow
  • Removed the target limit from Remove Paralysis
  • Removed the target limit from Firebrand
  • Removed the target limit from Chain Lightning and improved the visual effect
  • Removed the target limit from Wail of the Banshee
  • Removed the target limit from Circle of Death
  • Removed the target limit from Undeath to Death
  • Removed the target limit from Mass Charm
  • The will save on Negative Energy Burst now negates the strength drain
  • Slightly increased the range and AOE of Gedlee's Electric Loop
  • Made Infestation of Maggots more reliable and added flavor text to the spell
  • Infestation of Maggots no longer automatically kills targets that reach 3 constitution
  • Modified Flesh to Stone to consider spellcraft bonuses for the fortitude saving throw
  • Removed the low gore visual effects from Destruction
  • Great Thunderclap moved from spell level 7 to spell level 3
  • Healing Sting moved from spell level 3 to spell level 2
  • Gust of Wind moved from spell level 3 to spell level 2
  • Crumble moved from spell level 3 to spell level 2
  • Mass Blindness/Deafness moved from spell level 8 to spell level 7
  • Ice Storm moved from a level 5 spell to a level 4 spell (for druids only!)
  • Ice Storm moved from a level 6 spell to a level 5 spell (for bards only!)
  • Added extend metamagic with Knock
  • Added extend metamagic with Melf's Acid Arrow
  • Added extend metamagic to Neutralize Poison
  • Added empower metatamagic to Sound Bust
  • Added empower metamagic to Sunbeam
  • Added empower metamagic to Destruction
  • Added empower metamagic to Creeping Doom
  • Added empower and maximize metamagic to Spike Growth
  • Fixed Melf's Acid Arrow and Combustion to not completely fail when cast on enemies already under their effects
  • Endurance is now Bear's Endurance
  • Identify is no longer a buff. Identify can be cast on any unidentified item, and the item them becomes identified.
  • Changed Clarity from Necromancy to Abjuration
  • Changed Incendiary Cloud from Evocation to Conjuration
  • Changed Blindness/Deafness from Enchantment to Necromancy
  • Changed Mass Blindness/Deafness from Illusion to Necromancy
  • Changed Drown from Transmutation to Conjuration
  • Changed Greater Stoneskin from Transmutation to Abjuration
  • Changed Bestow Curse from Transmutation to Necromancy
  • Changed Protection from Spells from Enchantment to Abjuration
  • Changed Burning Hands from Transmutation to Evocation
  • Changed Greater Restoration from Necromancy to Conjuration
  • Changed Doom from Enchantment to Necromancy
  • Changed Feeblemind from Divination to Enchantment
  • Changed Prayer Conjuration to Enchantment
  • Changed Continual Flame from Illusion to Evocation
  • Changed Power Word, Stun from Divination to Enchantment
  • Changed Power Word, Kill from Divination to Enchantment
  • Changed Remove Blindness/Deafness from Divination to Conjuration
  • Changed Mordenkainen's Sword from Transmutation to Conjuration
  • Changed Ray of Frost from Conjuration to Evocation
  • Changed Balagarn's Iron Horn from Enchantment to Transmutation
  • Remade Glyph of Warding so that it is functional again
  • Changed the damage penalty on Scare, Battletide, and Doom from magical to slashing (so that it actually works)
  • Changed the duration of the Sleep spell to 1 hour
  • Added a pseudo-spellcasting system for Assassins and Blackguards
  • Undead now get to make a will save to take half damage from cure spells
  • Removed Sunbeam from cleric spellbooks
  • Removed Energy Buffer from bard and druid spellbooks
  • Removed Sleep from druid and ranger spellbooks
  • Removed Spell Resistance from druid spellbooks
  • Removed Dismissal from bard spellbooks
  • Removed Find Traps from wizard/sorcerer spellbooks
  • Moved Healing Circle and Circle of Doom from spell level 5 to spell level 4
  • Healing Circle can now be cast targeted at a short range, rather than centered of self
  • Mass Heal can now be cast at a short range, rather than touch range
  • Changed Ice Dagger range from short to medium
  • Changed Blackstaff bonus to +5
  • Changed Blackstaff duration from 1 round/level to 2 rounds/level
  • Fixed some issues with Nature's Balance
  • Removed the will save from Nature's Balance
  • Nature's Balance can now be cast targeted at a short range, rather than centered on self
  • Mass Charm will now affect all creatures, not just humanoids
  • Reduced Spike Growth duration to 1 hour rather than 1 hour/level
  • Fixed Dirge to work properly
  • Made Shadow Shield's visual effect persist for larger creatures
  • Changed the spell selection and spell level for Shadow Conjuration, Greater Shadow Conjuration, and Shades
  • Completely remade Dismissal and Banishment
  • Upgraded Shifter base attack bonus from +3/4 per level to +1 per level
  • Increased Dominate Animal duration from 3 rounds + 1/level to 1 turn/level
  • Remade the Bigby spells
  • Polymorph forms no longer have temporary hitpoints. Instead, polymorphing will heal you as if you had rested. This healing ability will only work once per rest period.


I am not going to post spell descriptions for every new spell. We don't have a wiki, and posting all that information on the forum would be tedious and hard to maintain. If players want to try to take this on themselves and post resources, feel free.
« Last Edit: October 28, 2015, 03:34:49 PM by Bad_Bud »

Bad_Bud

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Re: POTM 2.0 HAK Update
« Reply #3 on: October 28, 2015, 11:41:54 PM »
Barbarian
1) Rage 1/day, Fast Movement
2) Uncanny Dodge I
3) Uncanny Dodge II
4) Rage 2/day
5)
6) Uncanny Dodge III
7) Damage Reduction I
8) Rage 3/day
9) Uncanny Dodge IV
10) Damage Reduction II
11) Greater Rage
12) Greater Rage 4/day, Uncanny Dodge V
13) Damage Reduction III
14) Indomitable Will
15) Uncanny Dodge VI
16) Damage Reduction IV, Greater Rage 5/day
17) Tireless Rage
18)
19) Damage Reduction V
20) Mighty Rage 6/day

Indomitable Will
Adds an additional +4 will save bonus vs mind effects during rage.

Tireless Rage
The barbarian no longer experiences fatigue after rage.

Rage
+4 strength, +4 constitution, +2 will, -2 AC

Greater Rage
+6 strength, +6 constitution, +3 will, -2 AC

Mighty Rage
+8 strength, +8 constitution, +4 will, -2 AC

Rage Fatigue
After rage, the barbarian experiences a -1 penalty to attack, damage, AC, reflex saves, skills, and a -15% penalty to movement speed for one turn, unless the barbarian has Tireless Rage.

Bonus Feats
Extended Rage
Prerequisite: Rage
Adds 5 rounds to the duration of Rage

Reckless Rage
Prerequisite: Rage, Power Attack
Adds an additional +2 strength and +2 constitution bonus to rage, but also adds an additional -2 penalty to AC

Stone Rage
Prerequisite: Rage, 13 Constitution
There AC penalty during rage is reduced to -1.

Lightning Rage
Prerequisite: Rage, 13 Dexterity
The barbarian in rage gets a bonus to reflex equal to the bonus to will (does't count Indomitable Will).

Mystic Rage
Prerequisite: Rage, 10 Barbarian
During rage, the barbarian gains 4 spell resistance for every rage feat they have.
(Feats that count are: Indomitable Will, Tireless Rage, Extended Rage, Reckless Rage, Stone Rage, Lightning Rage, and Mystic Rage)

Bad_Bud

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Re: POTM 2.0 HAK Update
« Reply #4 on: October 29, 2015, 10:09:16 AM »
Blackguard follows the spells per day as shown in the table here: http://www.d20srd.org/srd/prestigeClasses/blackguard.htm. A base wisdom score of 10 + the spell's level is required to cast a spell.

Assassin follows the spells per day as shown in the table here: http://www.d20srd.org/srd/prestigeClasses/assassin.htm. A base intelligence score of 10 + the spell's level is required to cast a spell.

These replace the classes' previous spell-like abilities.



Blackguard Level 1
  • Corrupt Weapon
  • Demonflesh
  • Doom
  • Cure Light Wounds
  • Inflict Light Wounds

Blackguard Level 2
  • Bull's Strength
  • Eagle's Splendor
  • Darkness
  • Cure Moderate Wounds
  • Inflict Moderate Wounds

Blackguard Level 3
  • Contagion
  • Blindness/Deafness
  • Protection from Elements
  • Cure Serious Wounds
  • Inflict Serious Wounds

Blackguard Level 4
  • Poison
  • Abyssal Might
  • Freedom of Movement
  • Cure Critical Wounds
  • Inflict Critical Wounds



Assassin Level 1
  • True Strike
  • Ghostly Visage
  • Ultravision
  • Knock

Assassin Level 2
  • Cat's Grace
  • Fox's Cunning
  • Darkness
  • Invisibility

Assassin Level 3
  • Poison
  • Spider Poison
  • Deep Slumber
  • Insight

Assassin Level 4
  • Heart Ripper
  • Clairaudience/Clairvoyance
  • Freedom of Movement
  • Improved Invisibility



Corrupt Weapon
Spell Level: Blackguard 1
Innate Level: 1
School: Transmutation
Descriptor: Negative Energy
Component: Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Hour + 2 Turns / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The touched weapon gains a +1 enhancement bonus and deals an additional 1d4 points of negative energy damage on each successful attack.



Demonflesh
Spell Level: Blackguard 1
Innate Level: 1
School: Transmutation
Descriptor:
Component: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour + 1 Turn / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target's flesh becomes thick and leathery like a demon's. The target is granted a +1 bonus to natural armor, with an additional +1 for every four caster levels.



Abyssal Might
Spell Level: Blackguard 4
Innate Level: 4
School: Conjuration
Descriptor:
Component: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour + 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2.



Heart Ripper
Spell Level: Assassin 4
Innate Level: 4
School: Necromancy
Descriptor:
Component: Verbal
Range: Short
Area of Effect / Target: Single Living Creature
Duration: Instant
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

Target living creature must make a fortitude save or be slain. If the target has more hit dice than the caster, the target is instead stunned for 2d4 rounds. Similarly, if the target is immune to death effects, the spell will attempt to stun for 2d4 rounds.

Bad_Bud

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Re: POTM 2.0 HAK Update
« Reply #5 on: October 29, 2015, 10:15:10 AM »
Palemaster

The palemaster gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer or wizard). Note: I think it only gives 9 wizard level equivalent for 10 palemaster levels, but it's close.

Undead Graft
Type of Feat: Class
Prerequisite: Pale Master level 6.
Specifics: A pale master gives in to terrible necrophiliac urges. The pale master cuts off its own arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. The undead graft allows the pale master to deliver horrible touch attacks. A pale master may use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. The save DC for the pale master's touch attacks is 10 + pale master level + Charisma modifier. Disabilities inflicted by the graft are permanent until magically removed, unless otherwise stated.

Paralyzing Touch: Any living creature except for an elf that is hit by the pale master's touch attack must succeed on a Fortitude save or be paralyzed for 1d6 + 4 rounds. This effect is not mind-affecting.

Weakening Touch: A living creature hit by the pale master's touch takes 1d6 points of Strength damage (no save). Prerequisite: Class level 7th.

Destructive Touch: A living creature hit by the pale master's touch takes 1d6 points of Constitution damage (no save). Prerequisite: Class level 8th.

Degenerative Touch: A living creature hit by a pale master's touch attack receives 1d4 negative levels (no save). Prerequisite: Class level 9th.

Deathless Master's Touch: A living creature must succeed on a Fortitude save or die. Prerequisite: Class level 10th.
Use: Selected.
« Last Edit: October 29, 2015, 10:17:05 AM by Bad_Bud »

Soren / Zarathustra217

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Re: POTM 2.0b HAK Update
« Reply #6 on: October 30, 2015, 10:43:15 AM »
ATTENTION:

We are now ready to release our first patch for the latest hak pack update - the patch is called 2.0b.

You can get it here: 7-zip format or regular zip.

As before, extract it to your NWN folder, overwriting any files already there.

Please be aware that with this update, you will have to re-level your character again. We regret this inconvenience, but we've done our utmost to make sure that it won't be necessary to do again.
« Last Edit: November 21, 2015, 10:38:45 AM by Zarathustra217 »