Author Topic: Hak Update 2_24b - Detailed list of changes  (Read 2030 times)

EO

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Hak Update 2_24b - Detailed list of changes
« on: December 16, 2020, 11:07:07 AM »
We've now loaded a new version of the hak on the test server to test several new features and changes.

At this point we'll need your help testing this new content to make sure it works properly and there are no bugs. If you wish to help us test, you'll need to download the following haks:

-CEP 2.65 (if you don't already have it, download and extract to your My Documents\Neverwinter Nights\ folder)
-Ravenloft Haks (including Hexblade) (extract to your My Documents\Neverwinter Nights\ folder)

Once you have extracted both haks into the Neverwinter Nights folder, you will find our test server at IP Address & Port: 46.4.59.55:5124 - use it for "Direct Connect". Once connected, you can either use existing characters or create a new one, using the new class, which can be found at the bottom of the list of classes; all new characters can freely level up to level 20 on the test server for now. You can find more detailed information here.

Try to test as many things as possible, such as spellcasting, feats, unique abilities, leveling, multiclassing, etc. and report anything that feels off, or incorrect here. I've updated the list of changes to include scripting changes that can be tested as well.

Class Changes & Fixes:
-Added Hexblade.
-Bards and Assassins will no longer have Arcane Spell Failure from light armor.
-Monster Hunters will no longer have Arcane Spell Failure from light and medium armor.
-Fixed a minor issue with the assassin's spellbook giving you spell slots for level 0 spells when none are available.
-Fixed issues with the "Recommended" options for custom classes.

Spell Changes:
-Added 8 new spells.
-Added a Will saving throw vs the spell's original DC (lowered) when removing curses using Remove Curse from a target as per Ravenloft rules.
-Clarified how Dominate Person/Monster/Animal and Control Undead spells work in the spell description (incorporated Blue's ruling)
-Updated the description of Earthquake to clarify it damages placeables and doors too.
-Added the Force descriptor to the descriptions of Magic Missile, IGMS, IGLS, Mage Armor/Greater Mage Armor/Mass Mage Armor, Mordenkainen's Sword, Shield, Shelgarn's Persistent Blade. This is just cosmetic for now.
-Added the Curse descriptor to Curse of Impending Blades and Mass Curse of Impending Blades.

Miscellaneous:
-Merged haks with the latest Beamdog patch.
-Fixed a glitch with a torch's icon in the toolset.
-Added preliminary support for Salient Powers for monstrous player characters to be implemented fully later.

Scripting:

-Updated the carpenter's kit to let people toggle useable/non-useable on crafted placeables, whether when they place them or after they've been placed.
-Updated the Wondrous Mirror of Changing Heads to let people customize all aspects of their character, thus doing the same as the @customize commands.
-Fixed a regression with the traps and hostile settings.
-Updated the shadowdancer's shadows to properly have the same alignment as the shadowdancer.
-Added a failsafe to prevent people from unloading too many crafting ingredients from their crafting container into a crafting station (the 25 pages limit).
-Breaking Etherealness/Invisibility when placing player-crafted traps.
« Last Edit: December 19, 2020, 12:59:01 PM by EO »

EO

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Hak Update 2_24b - Spells
« Reply #1 on: December 16, 2020, 11:16:19 AM »
Hound of Doom
Spoiler: show
Quote
Caster Level(s): Hexblade 3
Innate Level: 3
School: Illusion
Descriptor(s): Shadow
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster shapes the essence of the Plane of Shadow to create a powerful doglike companion that serves him loyally for the duration of the spell. The hound of doom has the statistics of a dire wolf with the following adjustments:

-Deflection bonus to Armor Class equal to the caster's Charisma bonus
-Hit points equal to the caster's full normal hit points
-Uses the caster's base attack bonus instead of its own


Bloodletting
Spoiler: show
Quote
Caster Level(s): Assassin 1, Hexblade 1
Innate Level: 1
School: Necromancy
Descriptor(s):
Component(s): Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The caster imbues a light melee weapon with the power to wound grievously. That weapon gains the wounding property. When it deals damage to an enemy, they must pass a Fortitude saving throw, or the wound continues to bleed, dealing an extra 1 point of damage each round until the target is healed or killed or the inflictor is killed.


Shadow Form
Spoiler: show
Quote
Caster Level(s): Assassin 4, Hexblade 4, Sorcerer 5, Wizard 5
Innate Level: 4
School: Illusion
Descriptor(s): Shadow
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour + 1 Turn / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

Shadows rise from the ground to envelop the caster. The shadows easily move with him, guiding his steps and how to hold his body. The shadows wrapping his form grant him a +4 bonus to Hide and Move Silently and 20% concealment against ranged and melee attacks.


Assay Resistance
Spoiler: show
Quote
Caster Level(s): Cleric 4; Hexblade 4; Monster Hunter 4; Voodan 4; Wizard / Sorcerer 4
Innate Level: 4
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell enables the caster to divine the exact nature and vulnerabilities of a single creature's magical defenses, giving him a +10 bonus on caster level checks to overcome its spell resistance.


Magical Backlash
Spoiler: show
Quote
Caster Level(s): Bard 2, Hexblade 2, Sorcerer 2, Voodan 3, Wizard 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Half
Spell Resistance: Yes

Magical backlash causes any spells affecting the target to resonate painfully. For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of magical damage per innate level of that spell. For example, a creature targeted by magical backlash that is under the effects of bull's strength, cat's grace, and mage armor spells would take 4 points of damage for bull's strength, 4 for cat's grace, and 2 more for mage armor for a total of 10 points of damage.


Treacherous Weapon
Spoiler: show
Quote
Caster Level(s): Bard 1; Hexblade 1; Voodan 2; Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Creature or Weapon
Duration: 1 Round / 4 Levels
Additional Counter Spells:
Save: Will Special
Spell Resistance: Yes

This spell can be cast on a weapon or any creature wielding a weapon. If the target creature fails its saving throw, its main weapon takes a -1 penalty on attack and damage rolls. This penalty increases of -1 for every 2 caster levels beyond the 1st, up to a maximum of -5 at level 9. If cast on a weapon with no owner, there is no saving throw.


False Life
Spoiler: show
Quote
Caster Level(s): Assassin 3, Hexblade 2, Sorcerer 2, Wizard 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour + 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The caster harnesses the power of unlife to grant himself a limited ability to avoid death. While this spell is in effect, the caster gains temporary hit points equal to 1d10 +1 per caster level (maximum +10).


Trance of the Verdant Domain
Spoiler: show
Quote
Caster Level(s): Hexblade 3, Sorcerer 4, Wizard 4
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds
Additional Counter Spells:
Save: Will
Spell Resistance: Yes

The caster projects an instantaneous surge of mental energy that overwhelms a weak-minded humanoid. The target stops and stares blankly, fascinated for the duration of this spell, as if under a daze effect. In addition, the target takes a -2 penalty on will saving throws against mind-affecting spells and effects.
« Last Edit: December 16, 2020, 03:02:13 PM by EO »

EO

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Re: Hak Update 2_24b - Detailed list of changes
« Reply #2 on: December 19, 2020, 12:52:45 PM »
The test server has now been updated to .20 version (the latest stable version from Beamdog) and the new haks are loaded and uploaded (see original post for the links).

noah25

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Re: Hak Update 2_24b - Detailed list of changes
« Reply #3 on: December 21, 2020, 06:30:07 PM »
Are there still plans to release new craftables in the near future or has that been pushed off?

EO

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Re: Hak Update 2_24b - Detailed list of changes
« Reply #4 on: December 21, 2020, 06:33:59 PM »
Are there still plans to release new craftables in the near future or has that been pushed off?

It’s still planned but the developer working on it has been very busy the past few months.

remnar

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Re: Hak Update 2_24b - Detailed list of changes
« Reply #5 on: December 21, 2020, 10:51:33 PM »
I have a question.  The change that lets certain spellcaster classes cast while in armor, would that apply to multiclassed characters?
For example, 10/1 bard/sorcerer (or any combination)
Will they be able to cast all spells in light armor or only their selection of bard spells while in light armor?

Read my guide: https://www.nwnravenloft.com/forum/index.php?topic=62555.0
and come to my clinic in Vallaki!

EO

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Re: Hak Update 2_24b - Detailed list of changes
« Reply #6 on: December 21, 2020, 11:05:20 PM »
I have a question.  The change that lets certain spellcaster classes cast while in armor, would that apply to multiclassed characters?
For example, 10/1 bard/sorcerer (or any combination)
Will they be able to cast all spells in light armor or only their selection of bard spells while in light armor?

Only the bard spells.