Dreu Noctem


Reply to this topicStart new topicStart Poll

> 2015 Design Update Log
dave
Posted: Jan 2 2015, 07:53 PM
Quote Post


shad but true


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



2015-01-02-DN1-dave-mod.zip
====================================================================
-made some scorpions for Rakis, deployed them to the rakis desert areas
-created Rakis Giant Ants, deployed them in a new area (WIP)
-worked on other area layouts for some proposed new areas

*Recompiled all module CR and encounters*

Installed/Live

UPDATED: the 028 hak (server side only, not required for players)


--------------------
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 11 2015, 05:42 AM
Quote Post


shad but true


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



2015-01-10-DN1-dave-mod.zip
====================================================================
-added sounds to the Ant Farm
-updated Valley of Shadows encounter triggers and spawn points to reduce backspawn significantly
-minor update to the Norther Glacier and FoY cave "climb down"/ exit script messaging
-adjusted some decor in Aurilian Areas
-rebalanced Paxilids for their target CR after racialtypes.2da CRModifier for Plants was updated recently
*Poison Bolt SLAs globally replaced with Acid Bolt abilities on all Paxilids
-Pits of Hathsin monsters have their own palette entry now (Sewer)
-quick rebalance of Pits of Hathsin monsters [more to do once we are happy with the state of Wetworks monster designs]
-did some design maintenance on the existing Paradan Sewer areas & encounters
-The Paradan Wetworks are now accessible under the Port Sewers (zip wetworks)
-deployed some new encounters & monsters in the Wetworks
-commented out some obsolete #include "dn_inc_ooze" references, minor related refactoring
-separated the ooze splitting code to isolate hulk childspawns_ondeath from ooze experiments
-refactored and generalized the (now dedicated) hulk splitting ondeath code; it now supports an arbitrary number of child spawns
-did design maintenance and retesting on the hulks in quivira related to the scripting udpates
-updated xp and splitting to handle desired ooze splitting XP granting behavior.
-the /w loot debug command is now filtered by line of sight, tweaked message color formatting as well
-tried a minor (untested) change to autoloot fail behavior, not confident it will work

*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
arQon
Posted: Jan 11 2015, 10:20 PM
Quote Post


EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4744
Member No.: 297
Joined: 14-September 04



2015-01-11-kev-hak.zip
====================================================================

* changed the duration of Bigby5 from R/L to 1d4+1 R
* Bigby 5/7/9 will now vanish as soon as the caster dies
* fixed all "effect" dragonbreaths (fear, paralyse, sleep, slow, weaken)

live


--------------------
azmaveth> so, for my first stint as a dm, I feel the need to spawn a dragon or two on a party of babies...
dave> go find Kev when he makes his next baby :p
dave> he prolly kill it
PM
Top
dave
Posted: Jan 12 2015, 03:16 AM
Quote Post


shad but true


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



Thank you - I've neglected that. I appreciate the catch.

-Dave


--------------------
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 12 2015, 04:25 AM
Quote Post


shad but true


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



2015-01-11-DN1-dave-mod.zip
====================================================================
-calls (on level up) to DN_FindItemsUseableAtNewLevel() are now delayed, to minimize chances of a TMI while processing a char's entire inventory
-updated notification of items useable on levelup to omit more misc things from being listed
-refactored some code bits her and there
-Gorbolak the Miner no longer has pre-placed pots in his inventory
-Tweaked Ork bear builds slightly
-added placeables to the Ork Den - Skull Poles now demarcate entrances to the area hosting the most difficult Orks to fight, by CR.
-bloodcloaks and skullcloaks now have autobuff turned on
-Ork Defenders now have Alertness in place of Power Attack
-minor layout and transition updates to Fort Savage
-nerfed the hardness of the Ork Shaman's door
-adjusted builds on the Fort Savage Ork bosses


*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: Feb 20 2015, 06:20 AM
Quote Post


shad but true


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



2015-02-19-DN1-dave-mod.zip
====================================================================
-transplanted the bugbear BQ to the Temple of Mithra, outside Paradan, from the Mag T Temple of Aytay. Reworked some dialog. (untested)
-there is a Wild Crossing from the Aytay Temple, in Mag T, to near the bugbears. I left this intact.

-BQ's now play a yellow VFX when issued
-BQ reward VFX is now to green (was blue)
-minor autochat additions
-Euphem should now reward PCs who complete his paxilid bq with a scroll of Greater Restoration
-reworked a few SRC Crypt encounter triggers and added some spawn points to try and address the worst couple backspawn points I always seem to hit in there
-added some placeable webs to whitemud trail to mark Mob Barley's lair
-tweaked Flavie's spawn points
-updated some city gates to give them more localized names
-tweaked a few troublesome beholder spawns
-tweaked some bugbear spawns near the miniboss
-poked blood splatter code to try and randomize facing somewhat

-started implementing some of the [monster-only] new spells for 028
-refactored DN_RainbowDamage() so I could share parts of it with Rainbow Dragon Breath damage script: updates to: dn_inc_s_shared, dn_inc_dragon_sp, dn_inc_vfx, new scripts too ohmy.gif
-many baleful spell like abil spell variants remain to build. All untested + prolly have issues.


*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: Feb 26 2015, 05:07 AM
Quote Post


shad but true


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



2015-02-25-DN1-dave-mod.zip
====================================================================
-created a tpk waypoint blueprint for use to mark respawn points for parties suffering a TPK in areas that we want to allow recovery in.
-deployed tpk waypoints to the deeper dungeon levels of the Grue Dungeon, 3 per area
-Curse of Impending Blades now offers a will save to avoid its effects
-updated dn_inc_string to add bGetIfTwoStringsAreIdentical() function
-started writing dn_inc_tpk - placeholder for now
-Giedi+Babaeyl armories now buy cloaks (they already sell a few)
-changed the Shrine of Eldatha tree model to something smaller and easier to "click around"


*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: Mar 30 2015, 01:06 PM
Quote Post


shad but true


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



2015-03-30-DN1-dave-mod.zip
====================================================================
-created Shrines of Recall (filed under Death System, with Headstones)
*deployed one of these for testing in the Earthouse [zip grue_earth]
*deployed another in the Amur Draconix Crux Sanctum area, near the basin of renewal
*new scripts: dn_plc_tpkr_used
*scripts updated: dn_inc_quest_pw, dn_deathstone_pr, dn_inc_tpk, dn_inc_message, dn_inc_death, dn_w_soulstone

TPK system is under test and development! It is not yet working!

*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: Apr 1 2015, 01:19 PM
Quote Post


shad but true


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



2015-04-01-DN1-dave-mod.zip
====================================================================
-created new placeable templates for Shrines of Recall with slightly different appearances for different regions of the mod
-updated all TPK infrastructure (waypoints, sound objects, waypoints) previously deployed to Kokytus to work with the new version of the system
-updated Shrine of Recall in Amuria "Inner Sanctum"
-added Shrine of Recall to Amuria "Seething Pits"
-added Shrine of Recall to DSM, just inside the Weyr
-added a Shrine of Recall to Camp Duster
-added a Shrine of Recall to AHoD, Level 2
-added a Shrine of Recall to the Tanni Badlands - Tent
-added a Shrine of Recall to the Wisteria Hollow
-added a Shrine of Recall to Quivira, outside the Cave of Stars (Cave un designed as of yet)
-updated dn_inc_tpk, dn_w_soulstone, dn_inc_teleport, dn_inc_area to complete first pass as tpk system
-updated soulstone code to report uses remaining after a use
*TPK system now works by hooking into soultone + death system but code needs to be re-factored for the soulstone
*uploading to save progress before refactoring



--------------------
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: Apr 7 2015, 01:47 AM
Quote Post


shad but true


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



2015-04-06-DN1-dave-mod.zip
====================================================================
-started to refactor dn_w_soulstone
-refactored some redundant stuff in dn_mod_pcchat zip/zipp/home commands related to debugmode checking
-added some autochats
-worked on support for /w tpk chat command
-worked on infrastructure for /w zip tpk chat command
-worked on "Talk To" support to soulstones
-minor updates to several in game chat command messages for consistency

*some work in progress stuff above*

-updated shipping sign on Paradan Docks
-updated placements of some snow patch placeables that were z-fighting the ruins tileset in ruth's lair
-auto-updated nightshade spawn in Amur Boneyard

*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: Apr 9 2015, 05:28 AM
Quote Post


shad but true


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



2015-04-08-DN1-dave-mod.zip
====================================================================
-updated the DN House Rules journal entry
-updated the Server Ettiquette journal entry
-upated the Welcome to DN journal entry
-updated the soul stone journal entry
-worked on some placeables templates
-updated waypoint palette & some sample blueprints
-split out a couple dn1_keys local test features into separate settings [dn_inc_keys, DN1_keys.2da]
-scroll scribing is now allowed in FoY and AFK. This breaks a circular include
-refactored some random stuff, but not what I was planning to refactor. Weeee.
-added some server messaging about Recall and TPK status to area enter scripts

[Designers take Note!! UPDATED: Server DN1_keys.2da - new rows added!]

*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: Apr 11 2015, 03:27 AM
Quote Post


shad but true


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



2015-04-10-DN1-dave-mod.zip
====================================================================
-worked on some test resources in the Builder Monster lab
-tweaked the placeables palette and added a few decorations to a couple areas (mostly mines)

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: Apr 12 2015, 03:09 PM
Quote Post


shad but true


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



2015-04-12-DN1-dave-mod.zip
====================================================================
-removed the assassin AI test from the MOnster Lab
*Grue Cutthroat Assassins no longer cast both Invisibility and Improved Invisibility on spawn
-tweaked a couple other monster lab test spawns and zip points - last night's setup was rushed and sloppy
-tweaked div favor testers (catatonic AI tho still)

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: Apr 24 2015, 02:16 AM
Quote Post


shad but true


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



2015-04-23-DN1-dave-mod.zip
====================================================================

*module rebuilt after I corrupted it in a rush during my vacation. doh. *

-split the dragon breath test in the monster lab into multiple, specific tests
-removed a few dragon breath testcases I'm happy with (Thundering, Searing, Shadowrime)
-worked on EMS scripts for balefyre spell like abilities from the 028 patch (still unfinished)
-imported a feywild area from a scratch working mod
-update do dn_inc_vfx for 029 patch

*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: Apr 27 2015, 06:03 AM
Quote Post


shad but true


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



2015-04-26-DN1-dave-mod.zip
====================================================================
-updated the weary traveler list of zip points (now lists "Death")
-refactored some more rainbow/balefyre stuff, moved Rainbow-named functions into dn_inc_Rainbow from dn_inc_spells
-updated balefyre cloud vfx to reference forward looking 029 vfx constant
-took a pass at standardizing the SR for balefyre SLAs
-created DN_*SLA versions of the various UPL/DPL functions for use in our custom spell like balefyre abils
*these live in dn_inc_balefyre for now, but this is general enough stuff it could become shared source work for all ems-ified spell like abils if we wanted someday
*updated balefyre SLA scripts to use these drop in replacements for the original khb functions for spells
-created some spell-like abilitiy specfic AoE functions and deployed them to balefyre wall and balefyre cloud.

*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
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | DN Server Status and Information | Next Newest »

Reply to this topicStart new topicStart Poll

 



[ Script Execution time: 0.0390 ]   [ 12 queries used ]   [ GZIP Enabled ]