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> 2015 Design Update Log
dave
Posted: Apr 29 2015, 01:26 PM
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shad but true


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



2015-04-28-DN1-dave-mod.zip
====================================================================
-tweaked some autochats
-updated TPK messaging
-updated TPK shrine activation VFX to add SFX
-items with names matching the strings "Heal" or "Rejuvenate" will now be reported by the "/w ll" (last loot) chat command
-Minor update to last loot message formatting
-added a couple placeables to "The Hollow" in Wisteria Bay

*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 2015, 11:23 PM
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shad but true


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



2015-05-03-DN1-dave-mod.zip
====================================================================
-added some standard VFX to zip and zip related builder commands
* resurrected some old code marked Do Not Use; I think it had issues in combat, which is a non-issue for test commands anyway
* re-factored some related stuff, mostly in dn_inc_teleport and a few places that call the affected infrastructure

*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 10 2015, 02:20 AM
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shad but true


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



2015-05-09-DN1-dave-mod.zip
====================================================================
-DN now requires the 029 TLK file
-DN now requires the 029 HAK file

-updates to /w last loot message formatting



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 11 2015, 06:31 AM
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shad but true


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



015-05-10-DN1-dave-mod.zip
====================================================================
-Beholders are now Race: Aberration, rather than Magical Beast
-Flame Dancers, Frost Dancers, Shadow Makers, Mnomquah and Tleiax are now Race: Aberration
-Ettercaps are now Race: Aberration, and their build is updated slightly (they have max hp now)
-Fire Foxes and Mozillas are now Race: Elementals, rather than Magical Beasts
-Undersharks are now Magical Beasts rather than Animals
-Makers are not Magical Beasts
-Daddy Longlegs and Wailers are now Aberrations
-Giant Rats are now Vermin
-Lost Shadows are now Aberrations
-made a number of minor build/race/class edits to existing monsters
-worked on some flavor for NS/Satin Road
-updated some slimes & oozes to use 029 appearances
-updated hp for a number of vermin and animals to match our conventions. Some are likely way out of whack build-wise and should get more attention, but I dunno when we'll get to it. Not high priority for our playerbase/build team.
-applied Snake soundset to the Snake builds in Death Valley (enabled by 029)
-applied Gem Golem soundset to the Grue Effigies (enabled by 029)
-applied a more appropriate soundset to Mag Tuireadh's great treasures (enabled by 029)
-applied new Silent soundset to the Crawling Claws
-applied new Scorpion soundset to the Rakis Scorpions
-updated dn_inc_appearance for 029 updates

*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 20 2015, 01:53 PM
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shad but true


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



2015-05-19-DN1-dave-mod.zip
====================================================================
-added a Grue Thug test spawn to the Monster Lab [zip gruethugtest] - spawns 1-4 thugs [dn_aitest_monk.*]
-tweaked dn_inc_spells routine for DN_FixScrollDescriptionInContainer()
-updated dn_s0_nybor* and dn_inc_spells
-shadowmotes are now unlimited/day uses
-shadowmote effects are now supernaturaleffects (still just 1 round duration dazed)
-monster lab now has an RSPI container with a shadowmote tester
-minor updates to home
-added some loot and misc placeables to the Kokytus Glasshouse
-updated Amur Sinkhole appearnace slightly, added a zip point to it and a reference to the zip in the zipomatic convo
-GG Maus Level 1 despawn timer set to 2 hours. Was 10 min. 10 min matches the encounter respawn timer, but we don't want 10 minute loot respawn.
-updates to the placeable palette (will look funny a while until TLK is refreshed for builders or 030 is released)
-split out Potion Stacks to their own item palette entry (same comment as above applies)
-rebalanced the Potion Loot Control Tables for Cure Wounds, Heal and Rejuvenate Wounds drops (per recent screenshot w/ Kev)
*Generally: lowered Treasure Class of Cure Wounds pots, made Lesser Restoration span another TC, and added Heal pots to the top Treasure Class (Dragon class)
-fixed a signpost in Notus - Fand Valley PAssage


Note: Not installed or live yet


--------------------
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 22 2015, 06:55 AM
Quote Post


shad but true


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



2015-05-21-DN1-dave-mod.zip
====================================================================
-minor tweak to the loot control table scripting to fix spell scroll names and descriptions OnOpen() by a DM
-did some minor maintenance on some of the gypsy npc creatures and encounters
-added a Gypsy to AFK; she is quickly accessible from anywhere but the cost of convenience is lower returns
-removed PreCast check from BG Detect Alignment feat script [tof_s0_detalibg, this should be renamed to t0f_s1_* or similar, by convention]
-removed PreCast check from dn_s2_shadsum feat script
-BG Inflict scripts redirected to new versions that omit the precast checks
-removed the umd precast check from SD summon shadow (dn_s2_shadsum)
-moved DN_HarperAbilityCasterLevel() from dn_inc_spells to dn_inc_clsfeat, updated feat scripts that reference it; renamed the function to DN_HarperVirtualCasterLevel()
-implemented DN_BlackguardVirtualCasterLevel() and DN_AssassinVirtualCasterLevel(), initially used only by Fiendish Virtue and the Assassin buff feat (GV in the base game?)
-assassin Ghostly Visage buff now uses DN_AssassinVirtualCasterLevel() rather than KHB_CasterLevel(); assassins get credit for rogue/monk/ranger/bard levels, much as BGs get credit for Pally levels
-dn_s1_invisb now references DN_AssassinVirtualCasterLevel()
-dn_s1_impinvis now references DN_AssassinVirtualCasterLevel()
-fixed the timing of some vfx in the assassin buff script, as per the bg fiendish virtue script
-deleted some obsolete/interim/redundant versions of above feat scripts dating back to before stuff got rerouted in spells.2da

*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 23 2015, 02:18 PM
Quote Post


shad but true


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



2015-05-23-DN1-dave-mod.zip
====================================================================
-deleted some unused monsters and related resources, re-sorted some others
-renamed and rerouted some feat script spells to follow some naming conventions and reduce confusion (by me)
-cleared out some old Grue test spawns in the montest area

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 27 2015, 12:38 PM
Quote Post


shad but true


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



150527_slimespatch.zip
==================
*contains slimes-related updates
*contains muchroom man related updates
*updates dn_inc_ooze, numerous creature items/creature templates/encounters and 4 sets of areas to update spawns


Instructions: Open the mod in the toolset. Unzip this file's contents into ./temp0 and overwrite all. Recompile. Refresh custom palettes for items, encounters, & monsters. Save module.


--------------------
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: Jun 8 2015, 04:23 AM
Quote Post


shad but true


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



150605_forest_temple.zip
===================
*took a quick pass at updating the birnham forest temple and related resources to bring them more in line with

our modern conventions
*retargeted the spawns to CR7 (was CR 4-8, not counting CR7 boss)
*added Duster's Shadow build (currently homeless?) into the spawn mix with minor tweaks
*marked Duster's Shadowfiend (CR10 with hips) for deletion
*the boss monster skeleton warriors were filed under the ns cemetary (fixed)
*stuff could prolly be tweaked more, but this should be a decent first pass
*updated dn_w_zipomatic convo with 2 new zip points

installation: Open the module in the toolset and unzip the file into the temp dir. OVerwrite all. Refresh

encounter and creature palettes. Save



150606_arachnids.zip
====================
*retargeted the arachnid lair to CR7 forest and CR8 in the nest below it, boss mob has its own exceptions
*added scorpions to arachnid lair
*update the arachnid lair to more closely meet modern DN design standards & conventions

installation: Open the module in the toolset and unzip the file into the temp dir. OVerwrite all. Refresh

encounter and creature palettes. Save Module



Optional: delete custom items, encounters, and creatures filed under the various "Stuff to delete" folders


--------------------
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: Jun 11 2015, 12:34 PM
Quote Post


shad but true


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



2015-06-11-dn1server-dave-hak.zip
====================================================================
2015-06-11-DN1-dave-mod.zip
====================================================================
-imported previous .ZIP patches
-marked a bunch of small birds and vermin as X2_L_IS_INCORPOREAL=1, so they no longer body block (Grue Scarabs, seagulls, rats etc)
-added a loot placeable to the Kokytus Earthhouse
-shadowmotes in PC inventories should now be cleaned up on entry to "You Awoke" after a module reset
-nexus trial weapons in PC inventories should now be cleaned up on entry to "You Awoke" after a module reset
-moved dncustombooks*.uti out of the server hak and into the module
-moved nw_s1_* out of the server hak and into the module
-poked at the elder black pudding in the Amur Pirate area


--------------------
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: Jun 21 2015, 05:28 AM
Quote Post


shad but true


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



2015-06-20-DN1-dave-mod.zip
====================================================================
-restructured all of our spell scripts that call DN_KHB_CureWounds(); PreCast() is now called in the top level script rather than in the shared function subcall
-folded custom DN VFX handling inside the DN_KHB_CureWounds() script
-rewrote the Mass Cure Wounds spells; I don't think all issues are addressed, but there's now one function to maintain instead of 4 mostly identical scripts with minor parametrical differences
-made a separate version of the previous function dedicated to Nature's Balance which also handles SR penalty vs enemies, and which may eventually support its own family of spells

*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: Jun 21 2015, 07:36 PM
Quote Post


shad but true


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



2015-06-21-DN1-dave-mod.zip
====================================================================
-rewrote the DN version of Mass Inflict Light Wounds (aka Circle of Doom) based on yesterday's rework of the Mass Cure Wounds spells

*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: Jun 22 2015, 06:49 AM
Quote Post


shad but true


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



2015-06-21-DN1-dave-mod-v2.zip
====================================================================
-minor tweak to xp system that may fix the odd xp cap bug [dn_inc_xp]
-updated some of our custom JumpWithVFX() functions to fail with a message if destination object is not valid. [dn_inc_teleport]
-minor updates to [dn_mod_pcchat]
-created some more blueprints for loot instances [alchemist's apparatus at various bands]
-experimented with integrating the loot scripts onto a couple darkling lab placeables [updated some .utp files]
-experimented with integrating some placeable behavior scripts onto a couple darkling lab placeables [dn_plc_onused]

*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: Jun 26 2015, 12:38 PM
Quote Post


shad but true


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



2015-06-25-DN1-dave-mod.zip
====================================================================
-updated script for Greater Restoration such that it should now properly damage undead targets
-updated the shadow evade script somewhat [x0_s2_shadevade]
* duration is now more consistent with original TLK entry (was missing d6()+ )
* duration minimum is now enforced more correctly (5 rounds)
-created and deployed TPK shrine for the GG Mausoleum, level 2
-created and deployed TPK Shrines in MC Light
-created and deployed TPK Shrines in GV
-redrew a couple encounter triggers in GG Maus L2

*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: Jun 27 2015, 06:56 PM
Quote Post


shad but true


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



2015-06-27-DN1-dave-mod.zip
====================================================================
-made two new Grue builds based on in game discussions in Kokytus
-added the new Grue builds to various appropriate Grue encounter templates
-refreshed affected encounters throughout kokytus
-updated the grue spawns in the house of lords throne room to make them a little tougher

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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