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> 2014 Design Update Log
dave
Posted: Nov 16 2014, 10:23 PM
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shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-11-16-DN1-dave-mod.zip
====================================================================
-updated the prismatic dragon test spawn in the monster lab
-updated some Ork spawns
-made CR5 versions of most of our CR4 Ork builds - existing builds untouched
-made CR4 version of the Ork Ghoul monster + encounter
-made CR5 Ork encounter templates for the Ork Den
-updated the Ork War Party encounter templates to include the new builds; refreshed instances
-made CR5 boss retinue encoutner template based on the cr4 one and the new builds
-updated some Ork Champ and Boss builds, but not all. No bosses or Champs are lower CR than the target for the area they spawn in, but some now equal it.
-added a placeholder owrk in progress area design
-bumped CR for all Ork encounters and refreshed all instances to new blueprint designs

*Rebuilt all module scripts*

Installed/But Not Yet Live - az is logged in playing smile.gif


--------------------
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: Dec 23 2014, 09:26 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-23-dn1server-dave-hak.zip
====================================================================
-updated areag.ini for a couple new tilesets added in 028 haks
-added giant frog support to polymorph.2da


2014-12-23-DN1-dave-mod.zip
====================================================================
-module now requires 028 TLK
-module now requires 028 2DA HAK
-module now requires 2014 content update HAK

-regenerated ems PreCache

-Death Watchers are no longer marked Plot (they have Commoner levels)
-Created Pale Watchers / related area sketch for future use
-Death Valley Stone Eaters now use a new monster model from the 028 content HAKs
-changed arachnid silk nest to use the new earthen tunnels tileset
*minor layout change incurred
-changed the amur sinkhole to use the new earthen tunnels tileset
-updated dn_inc_spl_const with new constants for new 028 monster spell like abils
-updated x0_i0_match/MatchAreaOfEffectSpell() to be aware of new Balefyre Wall and Cloud spell-like abils
-updated door template that came with the earthy tunnel tileset such that it now uses DN default door scripts set
-updated placeable fireflies throughout kokytus with new 028 model (recolored)
-updated dn_inc_vfx for 028 patch
-updated dn_inc_polymorph with constant for giant frog appearance
-updated dn_inc_spells/DN_RandomBalefulPolymorphType() to incorporate giant frog appearance

*Rebuilt all module scripts*



[NOTE]

028 TLK and HAKs are not yet publicly available. This module rev may be installed for testing before the custom content is published. This may lead to some service outages.

Players who are also builders can grab the 028 TLK and HAKs directly from the server by FTP if they wish, but be aware stuff's in testing. smile.gif


-Dave

This post has been edited by dave on Dec 24 2014, 04:40 AM


--------------------
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: Dec 25 2014, 06:29 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-24-DN1-dave-mod.zip
====================================================================
-applied the new 028 Underdark skybox to the various areas it was selected for, mostly around Mawg Ngaw
-applied the new 028 Overcast skybox to the various areas it was selected for
-applied/updated a few other skyboxes around the mod
-updated dn_inc_appearance for 028 patch
-updated dn_sr_custom / DN_ImmuneToPetrify() to account for some of the new monster appearance types
-deployed some basilisk monuments [028 content] through Death Valley to roughly mark quest direction progress
-minor update to nexus portal messaging, with a little refactoring [dn_inc_nexus]
-the Babaeyl Palace Guard now has a Commoner level
-created [working name] "Champions of the the Nine" NPCs. Champ of DN may be renamed to this, where it is referenced. [WIP] Spawned some champ9 npcs near every nexus portal.
-minor layout changes near the temple of ukousheer - more ramps
-created a ZHOME wp for Faewyn - you ought to be able to use the /w home chat command now
-Tedia in Mag T Bow shop now buys cloaks (she already sold them)
-added a missing map pin near Mawg Ngaw - The Spire

*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: Dec 27 2014, 06:30 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-26-DN1-dave-mod.zip
====================================================================
-created some new monsters for ns cemetary/crypt area from 028 content
-made cemetary encounter templates for all the various flavors and updated a few with the new monsters - all are "refreshable now"
-ns zombies now follow our design guidelines more closely
-added a couple new encounters to the ns crypts
-minor ambient decorations/updates to north shore, paradan, mag tuireadh

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: Dec 28 2014, 08:25 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-27-DN1-dave-mod.zip
====================================================================
-updated some more dn_inc* header files for the 028 patch (and backfilled some stuff from old patches that had been put off/procrastinated on)
-autoloot will now abort using the same routine as the headstone praying routine; nearby hostiles with LoS will prevent autoloot; the design goal being to prevent misclicks in combat from looting stuff accidentally in the chaos of combat. Previous attempts to do this were hampered by the BW's GetIsInCombat() function's interaction with long combat cooldown periods
-autoloot now color codes (by VFX) some info about what was looted (previously, a yellow VFX played on autoloot)
**Now: yellow == GP; red = heal kit(s); purple = potion(s); blue/white = scroll(s); gypsy items = no vfx; Green = Other
-scrolls now support their own dedicated autoloot setting for players

*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: Dec 30 2014, 09:13 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-30-DN1-dave-mod.zip
====================================================================
-tweaked the autoloot code that prevents looting in the heat of combat: If you're not in combat or cooldown, you can autoloot, period.
-more shops now sell vests of resistance (mostly low level shops and vests)
-added vests of resistance to the loot tables
-updated dn_plc_onused for punctuation (spacing)
-Kivas and Varria are now on a standardish 2 hour boss timer (was 5 minutes - interestingly, their blueprints were 7200 timers; I expect this was to facilitate testing)
-updated spawn trigger shapes and spawn points on the pirate beach; the feel should be preserved for incursions, and exiting may require fighting your way back to the beach now, unless PCs are very quick
-Sorella's pirate quest is no longer limited to builders/testers
-Sorella's pirate quest should only be offered to PCs without MArtok sashes who have not done the quest since the last server reset
-fixed the npc description on one of the Blade of Nine npcs
-fixed some punctuation in Euphem's BQ convo
-removed support for the Bioware ooze/jelly cube/slime heartbeat engulf attack (commented it out of our AI in the dn_c2_heartbea_1 script)
-Paximux Prime renamed to Paximus Prime


*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: Jan 1 2015, 07:36 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14199
Member No.: 78
Joined: 30-March 03



2014-12-31-DN1-dave-mod.zip
====================================================================
-updated in game message colors for last loot messaging
-updated in game message colors for level up notification of newly useable gear
-adjusted placement of some rubble near an unreachable loot container in the bugbear ruins
-renamed Bookcase loot placeables in the Shifting Sands to Book Piles
-created Quiviran Spyglass placeables and deployed them in some of the guard tower in the forbidden city
-robe crafting starting conditional convo check is now silent with regards to builder account recognition feedback
-fixed the skins on a couple hulklings in Quivira
-fixed an eff-up in the autoloot code logic I introduced last patch
-kobold wizards now carry Glitterdust - we wanted to test it on some lower level caster opponents at some point
-widened the CR range for the first level of the Ork dungeon from CR3 to CR2x3
-created a rogue shop NPC in the Mag T bar; this merch shares the Fort A rogue shop specs


*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
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