Author Topic: Detailed list of changes - Hak update 2_21  (Read 1411 times)

EO

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Detailed list of changes - Hak update 2_21
« on: February 28, 2019, 10:48:52 AM »
Here is a list of the main changes to come with the new hak update. All these should be tested:

Spell Changes:
-Remove Blindness/Deafness is no longer a Wizard/Sorcerer spell; only Cleric/Paladin, as per PnP
-Changed Color Spray and Stonehold so they can be Extended but no longer Empowered since that feat is not meant to increase duration of spells/effects
-Changed Shelgarn's Persistent Blade so it can no longer be Empowered since that had no effect on the spell.
-Changed Tasha's Hideous Laughter so it can no longer be Empowered or Maximized since those feats have no effect on the spell
-Changed Stone to Flesh so it can no longer be Extended since that had no effect on the spell
-Corrected Battletide's description to properly indicate it's a Negative spell, not Mind-Affecting
-Re-added Sonic descriptor to Balagorn's Iron Horn, even though it has no impact
-Updated Darkness' spell description to clarify that True Seeing and Ultravision both pierce it, not just Ultravision.
-Updated Greater Dispelling's description to specify there is no Spell Resistance check
-Added Divine descriptor to Hammer of the Gods, removed the Light descriptor
-Added Mind-Affecting descriptor to Horizikaul's Boom
-Corrected typo in Horrid Wilting's description, clarified living creatures (since the spell doesn't harm undead/constructs)
-Fixed typo in Owl's Insight description
-Corrected innate level of Protection from Elements from 2 to 3 in the spell description
-Fixed issues in Sunbeam's description
-Fixed issues in Sunburst's description
-Removed Mind-Affecting descriptor from Warcry
-Updated Feeblemind's description to state the +4 DC also applies to monster hunters (since they cast arcane spells)
-Updated Baleful Polymorph's spell description to add the full list of creatures immune to it.

Feat Changes:
-Added the feats in this topic.
-Added feat support to all CEP weapons except Mercurial Longsword/Greatsword
-Changed the prerequisites of Sand in the Eyes to Prerequisite: Dirty Fighting or Sneak Attack or Death Attack, Sleight of Hand 8 ranks. to make it easier for rogues to get.
-Made minor updates to the the Voracious feat description
-Changed the prerequisites of Expert Dungeonneer to Lore 4 (was Lore 8/Disable Trap 8 before)
-Revised the description of Warding Gesture to be more consistent with other feats
-Updated the Shield Parry description to be more consistent with Improved Parry and the Parry skill

Class Changes & Fixes:
-Added a new bard prestige class: Dirgist.
-Made it easier for fallen paladins to become blackguards as per Ravenloft rules and gave blackguards new abilities if they were fallen paladins (as per DnD).
-Rangers, Monster Hunters and Hallowed Witches must now take their class-specific bonus feats (Favored Enemy/Witchcraft Abilities) when they are the right level. If they don't, they'll get a message and have to redo the level up.
-Removed two extra feats from wizards since they weren’t supposed to have them.
-Blackguards now get Hide as a class skill
-Added new unique ability to Monster Hunters (Studied Foe)
-Monster Hunters changed to 6 skill points/level to match recent changes to rangers; also gave them Open Lock and Disable Trap as class skills.
-Grimetrekkers changed to d8 and 6 skill points/level to match changes to rangers
-Rangers will once again receive Dual-Wield at level 1; the feat is cosmetic, they got the ability it granted even if they were not level 2
-Fixed issues with the Shifter's Drider's form Darkness spell not being castable
-Reduced number of uses of Greater Wild Shape I for shifters from 6 to 3 to match the in-game description and the other Greater Wild Shape feats
-Altered displayed requirements for Shifters to mention you need Wild Shape to become a shifter.

Miscellaneous Changes:
-Added "models" to many Miscellaneous items so they don't look like brown bags when set on the ground
-Unlocked many more voices in soundset.2da so players don't require overrides anymore.
-Added new EE portraits to portrait.2da so more portraits can be chosen
-Changed the Lance's Critical Multiplier from x3 to x1 (as per item's description)
-Added a new shield model for Ezrites
-Added 16 new helmet models
-Corrected Ooze saving throws to match the Constructs' saving throws as per PnP
-Changed the color of the custom Domains' icons to be more consistent with standard NwN domains (thanks to Avanauch for this!)
-Replaced reference to Persuade with Influence in the Trickery Domain power's description
-Streamlined the description of Parry to make it easier to understand
-Corrected error in the Katar's description (Feats Required changed from Exotic to Simple, Druid, Monk, Rogue, or Wizard)
-Removed references to favorite classes from all base race descriptions since we don't apply the multiclass penalties
-Added new "arm" model for male armors/clothes (175)
-Added new @walk normal command to enable walk mode at a regular PC's speed
-Added option to open placeable item containers (ie: chest/picnic basket) via a conversation
« Last Edit: March 09, 2019, 12:57:00 PM by EO »

BattleCupcake

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Re: Detailed list of changes - Hak update 2_21
« Reply #1 on: February 28, 2019, 04:21:38 PM »
This is super exciting!

zDark Shadowz

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Re: Detailed list of changes - Hak update 2_21
« Reply #2 on: February 28, 2019, 04:28:32 PM »
I'm looking forward to Sand in the Eyes, didn't want to take it before because of the feat cost, but I'd happily take the sleight of hand cost to put this in the arsenal now that it's just one feat away.

It's nice that the description for Greater Dispelling has been adjusted, too. May convince people to use it more often (my poor potion buffs though lol).

What's the ETA of the next hak update?
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zDark Shadowz

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Re: Detailed list of changes - Hak update 2_21
« Reply #3 on: February 28, 2019, 06:26:43 PM »
Rangers, Monster Hunters and Hallowed Witches must now take their class-specific bonus feats (Favored Enemy/Witchcraft Abilities) when they are the right level. If they don't, they'll get a message and have to redo the level up.


Actually this might be a more appropriate question to ask - what happens to first level rangers if they begin the game with a different feat taken instead of Favoured Enemy? Existing characters that are heavily leveled under the same concept, as well as someone who did take it correctly at first level, did not at lvl 10/15 and are currently higher than lvl 15 when they log in after the hak & script update?
Currently playing Karaz Steel, the Knave with the Glaive.

EO

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Re: Detailed list of changes - Hak update 2_21
« Reply #4 on: February 28, 2019, 07:23:27 PM »
Rangers, Monster Hunters and Hallowed Witches must now take their class-specific bonus feats (Favored Enemy/Witchcraft Abilities) when they are the right level. If they don't, they'll get a message and have to redo the level up.


Actually this might be a more appropriate question to ask - what happens to first level rangers if they begin the game with a different feat taken instead of Favoured Enemy? Existing characters that are heavily leveled under the same concept, as well as someone who did take it correctly at first level, did not at lvl 10/15 and are currently higher than lvl 15 when they log in after the hak & script update?

People who didn't take it at level 1 will have to remake if it was their first character level. All other situations are going to be covered by the fact that everyone has to relevel whenever we do a hak update.

EO

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Re: Detailed list of changes - Hak update 2_21
« Reply #5 on: March 01, 2019, 02:27:57 PM »
People who didn't take it at level 1 will have to remake if it was their first character level. All other situations are going to be covered by the fact that everyone has to relevel whenever we do a hak update.

I've found a workaround to this. If the player didn't pick a Favored Enemy at 1, for whatever reason, they will be able to pick it at level 2.

aprogressivist

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Re: Detailed list of changes - Hak update 2_21
« Reply #6 on: March 01, 2019, 02:31:53 PM »
I've found a workaround to this. If the player didn't pick a Favored Enemy at 1, for whatever reason, they will be able to pick it at level 2.

So to be clear, if someone didn't take Favoured Enemy at level 1, then they're forced to take it at level 2? Sounds good!
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EO

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Re: Detailed list of changes - Hak update 2_21
« Reply #7 on: March 01, 2019, 02:35:15 PM »
I've found a workaround to this. If the player didn't pick a Favored Enemy at 1, for whatever reason, they will be able to pick it at level 2.

So to be clear, if someone didn't take Favoured Enemy at level 1, then they're forced to take it at level 2? Sounds good!

Yeah, and this only applies if the PC is level 1, not if they multiclassed into ranger. If they multiclassed into ranger and didn't pick Favored Enemy they'll have to relevel.

zDark Shadowz

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Re: Detailed list of changes - Hak update 2_21
« Reply #8 on: March 01, 2019, 03:16:01 PM »
Excellent. Had a friend who I knew had picked feats other than favoured enemy at 1st, and now they get to keep their name exactly how it was instead of remaking. :)

Thankyou for a quick, elegant solution.
Currently playing Karaz Steel, the Knave with the Glaive.

PrimetheGrime

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Re: Detailed list of changes - Hak update 2_21
« Reply #9 on: March 01, 2019, 09:18:46 PM »
I'm loving some of these new helmet models! Glad to see some more customisation on the server!

MAB77

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Re: Detailed list of changes - Hak update 2_21
« Reply #10 on: March 03, 2019, 04:45:51 PM »
Crafting templates for supported CEP weapons (except the sap) will also be released with the HAK update.
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Booksarefun666

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Re: Detailed list of changes - Hak update 2_21
« Reply #11 on: March 03, 2019, 08:09:17 PM »
Awesome. **Adamantine picks** here we come.
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EO

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Re: Detailed list of changes - Hak update 2_21
« Reply #12 on: March 13, 2019, 08:29:49 AM »
I updated this post with a few more changes:

-Removed two extra bonus feats from wizards since they had two feats unaccounted for
-Added new arm model to male outfits (175)
-Added new "@walk normal" subcommand that makes the PC walk at regular speed while active

In addition to these existing changes still need more testing.