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> 2014 Design Update Log
dave
Posted: Feb 22 2014, 12:48 PM
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shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-02-22-DN1-dave-mod.zip
====================================================================
-added some battlefield placeables around the Grue Ebon Gate
-massaged spawns in the Grue Ebon Gate, deleted one
-massaged spawns in the Grue Roundhouse, deleted two
-added some placeables to Wisteria Bay - the Hollow and the Crystal Floodplains to roughly mark boss spawn locations
-restored the Wholeness of Body feat to the Grue Infiltrators after brief discussion with kev in game last week (Empty Body held back)

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Feb 26 2014, 10:57 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-02-27-DN1-dave-mod.zip
====================================================================
-redrew a spawn trigger in Fort Achaea Huts
-updated a flavor text in the Quivira Obsidian Grotto
-updated position of an inaccessible loot placeable in Quiviir Lower City (tested at point ZIP_quilc)
-updated Red Hawk's convo to refer to Rossak rather than Tortuga to match some post/future area renaming
-renamed some placeholder areas to Rossak as well to coordinate with Red Hawk's convo update
-created fire bats
-tweaked Quivira Drake spellbooks
-tweaked Ash Hulk, Marsh Hulk spellbooks
-tweaked Dao, Djinn Efreet & Marid spellbooks
-renamed Elemental Lords to Elemental Barons, to avoid confusion with the Elemental Earth/Air/Fire/Water Lords
-tweaked Elemental Baron spellbooks
-Elemental Barons now have racial type: elemental, and some coresponding immunities
-Elemental Air/Water/Fire/Earth Lords now have racial type: elemental, and some coresponding immunities
-tweaked all 4 Elemental Lord spellbooks


Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Mar 2 2014, 12:16 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-03-02-DN1-dave-mod.zip
====================================================================
-removed the (unused/inaccessible to PCs) Aztec tileset starter area demo
-worked on the Arc of Lightning script - still not happy with it, but it's better ish
-removed dn_inc_s_druid (no longer used/needed)
-updated spellbooks for Grue Deep Binders, Inquisitors, Contaminators, Justiciars, & Provocateurs
-removed Shadowblend ability from Mistwraiths

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Mar 8 2014, 05:45 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-03-08-DN1-dave-mod.zip
====================================================================
-first try at EMSing Shadow Attack used by Mist Wraiths
-first try at EMSing the Shadowblend monster ability
-updated dn_inc_spl_const related to above (added missing BW consts)
-removed placeholder areas for Rossak and the Gloaming and moved them into area layout development mods
-more deleting and tweaking of spawns in the Kokytus Ebon Gate
-Grue Infiltrators now have Empty Body again
-updated Grue Contaminator and Red Grue spell books
-changed all Neglected Fountains loot placeables in Kokytus to a different appearance
-diamond effigies now have a greater spell mantle in place of blanket immunity to L9 spells and below
-emerald effigies are no longer immune to almost all spell schools (evo was the exception)
*they still have golem/construct immunities
-diamond effigies now have a greater spell mantle
-ruby effigies now have a greater spell mantle in place of blanket immunity to L9 spells and below


*Rebuilt all module scripts*


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Mar 9 2014, 08:53 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-03-09-DN1-dave-mod.zip
====================================================================
-implemented a new onspawn var to set on monsters: DN_AUTO_SR - sets SR to HD+10
-set DN_AUTO_SR on Grue Effigies and removed 1/day Greater Spell Mantles from their skins
-updated the door settings on the exit to the sparta mines (thanks Kathy!)
-minor tweak to the code for the Curse of Impending Blades spell (duration fix)

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Mar 11 2014, 08:53 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-03-10-DN1-dave-mod.zip
====================================================================
-Ancient Shadow Dragon DR is now consistent with other dragons [edited on Hide]
-removed 32 SR from Ancient Shadow Dragon hide (dragon SR is handled by script)
-removed 32 SR from Ancient Green Dragon hide (dragon SR is handled by script)
-removed 32 SR from Ancient Blue Dragon hide (dragon SR is handled by script)
-removed 32 SR from Ancient White Dragon hide (dragon SR is handled by script)
-removed 32 SR from Ancient Black Dragon hide (dragon SR is handled by script)
-related edits for Ancient Red/Bronze/Copper/Silver dragon hides (currently unused except for dm spawns and deprecated monsters)
-Note the undead dragon hide has less DR than the rest of the dragons
-replaced DN_AUTO_SR ai support with DN_EXPLICIT_SR ai support
*applied this setting to the Grue Effigies; no other monsters used DN_EXPLICIT_SR as of yet
-Ruby and Emerald Scarabs should now drop loot
-Updated the Grue Infiltrator Test builds to add a version without Quivering Palm or Stunning Fist
-updated the monk AI test area to use the above build and the original for reference
*these feats do not appear to be the cause of catatonic AI
-updated some placeables in the Lady's House
-fixed a typo in dn_inc_dragon - should fix /w dragons feedback for Keth
-updated portraits for keth's gold piles

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Apr 14 2014, 05:16 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-04-14-DN1-dave-mod.zip
====================================================================
-updated Acid Strike spell script (currently monster only ability) to cap out at 10d6 as per 027 patch
-Wall of Polymorph heartbeat attack removed for balance reasons (onEnter attack remains)
-Wall of Petrification heartbeat attack removed for balance reasons (onEnter attack remains)
-updated dn_inc_spl_const for some 027 related stuff
-wrote first version of Rain of Terror spell script [027 spell]
-wrote first version of Curtain of Death spell script [027 spell]

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Apr 16 2014, 08:54 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-04-16-DN1-dave-mod.zip
====================================================================
-updated lootbag bloodstain scripts to read blood color from appearance.2da rather than to guesstimate based on monster racialtype
-fixed some incorrect weary trav zip point listings for paradan sewer test points
-added zip points to the high magic shops in the world
-Fydor should now have an entourage spawn alongside him
-minor update to autochats
-did some small reorg to the custom encoutner palette - bosses are now a little more organized, but still separate from general spawns
-implemented a quick /w shopper chat command
-recovered ogre zombies from a 2009 (!) version of the mod and redeployed them
-who rods are no longer marked as Plot Items. They are marked as Stolen so you can't sell them, however.
-minor nudge/tweak to encounter spawn points for one spot in kokytus firehouse

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: May 3 2014, 10:00 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-03-DN1-dave-mod.zip
====================================================================
-minor update to autochats
-updated /w loot vfx feedback, trying to make it easier to see
-axe of tleaix changed from single use to 1/Day
-removed ox bags from pack oxen; they dont play well with the herbivore ai and loot system combo
-/w gear now reads the name of equiped helms from a cached var, in the event the PC is using DN's invisible (unequiped) helm feature.
-started on some rework of the Orc Stuff in mithra

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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dave
Posted: May 5 2014, 05:01 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-05-dn1server-dave-hak.zip
2014-05-05-DN1-dave-mod.zip
====================================================================
-updated the spelling of Orc to Ork in BQ journal entry
-updated the spelling of Orc to Ork in a number of conversations
-updated the spelling of Orc to Ork in a few item names [module + dn1server.hak]
-updated the spelling of Orc to Ork in a map notes
-the Mithra Temple Priest no longer issues the Ork BQ
-The Ork BQ is now tied to North Shore rather than Paradan (no Nexus access required).
-a new NPC is NS Eastern Townships now hands out the Ork BQ [more testing needed]
-added a little more loot to the ork den
-added a flavor text to the ork den
-added another cr4 ork + pet to the bottom level of the den - [testing required, uses a new onspawn feature]


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: May 9 2014, 07:41 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-09-DN1-dave-mod.zip
====================================================================
-updated two spawns in Mawg Ngaw - The Spire"
-added a new encounter to the Cave of Teeth Level 2
-updated a map note in the Spire
-changed respawn on darkling lab foot patrol spawn to 15 minutes as a quick hack, but ideally the support spawn should be scripted, as per the boss spawn
-minor updates to message colors, added some new meta colors
-updated most of the door script messaging to be omre consistent with other messaging in the game
-updated dn_door_delete to advertise itself (it's been obsolete for 10 years) for screenies in game.
-area *Despawn* script now signals door *Respawn* events, rather than dn_door_ondeath script [test me]
-area *Despawn* script now signals door Close events
-deleted some old commented out code from before 1.69 enabled gracefully respawning doors. I kind of need to refactor and rethink some of the door scripts with an eye to better integration with some of the area despawn etc. This is old post-1.69 work that I never got around to.
-nerfed dn_door_ralph to a knockdown effect (was death)

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: May 12 2014, 05:22 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-12-DN1-dave-mod.zip
====================================================================
-made one more Ork Build for a champ on L2 of the Ork Den
-updated the NSET signpost info
-updated the ork BQ journal entry

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: May 15 2014, 05:15 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-15-DN1-dave-mod.zip
====================================================================
-the dead guard placeable in the wolf's den now uses a subset of the rspi scriptset to announce plot item inventory changes
-minor updates to Ro Laren's convo [punctuation]
-added feature to pc levelup to check inventory for items the pc can now equip due to levelup
-adjusted encounter difficulty throughout the ork den
*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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dave
Posted: May 16 2014, 09:47 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-17-DN1-dave-mod.zip
====================================================================
-created an area [zip wartest] with a prelim war party code replacement concept for study

*Rebuilt all module scripts*

Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
Top
dave
Posted: May 18 2014, 09:37 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14196
Member No.: 78
Joined: 30-March 03



2014-05-19-DN1-dave-mod.zip
====================================================================
-[dn_inc_xp] DN_give_custom_xp_for_kill() no longer runs through all the XP reward calcs when a monster's killer is neither a PC or an associate with a master who is a pc
-enhanced wp encounter debug logging
-removed all the obsolete references to custom ai variables DN_IS_WARPARTY & DN_RESPAWN_WP. DN_IS_WARPARTY is reused for new war party ai code
-dn_wpenc_enter now operates on GetEnteringObject(), rather than looping through the whole area
-refactored/simplified/rewrote some functions in dn_inc_area to detect custom area types (residential, death halls, etc). Many of the functions predate the capability to preset vars on objects in the toolset, so they were tag based. Var based feels more robust as a number of names/tags/resrefs have changed over time, but the variables remain.
-zip commands now work for DMs with 0 xp
-added a Variable that can be used to marked scripted creature spawns to tell despawn to work on them (despawn was a function of GetIsEncounteCreature() )
-added support for turning on Debug Messaging selectively for an area, without turning it on for the whole mod ("DN_AREA_DEBUG_MODE_ON" == TRUE)
-_DM and _Builder areas are treated now as always having debug mode on
-turned on Debuig Mode for No Man's Land for now
-war aprty code now renames war party monsters from X to War Party X.
-lots of random related spit and polish for area/war party stuff
-sketched a potential new war party zone

*Rebuilt all module scripts*
Installed/Live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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