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> 2015 Design Update Log
dave
Posted: Aug 24 2015, 04:24 AM
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shad but true


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



2015-08-23-DN1-dave-mod.zip
====================================================================
-did some design maintenance around a couple Paradan interior areas
-added a harbormaster npc to the babaeyl docks area
-Captain Morgan can now be payed to take you or your party to the Amur Boglands directly, rather than skipping through Mag T
*I only updated the "intelligent" convo branch, maintaining the LOWINT branch is not a priority; I'd rather delete it than support it.
-Wisteria Bay now has a Gypsy spawn near the Shrine of Recall
-poked at the Forest of Whispers lightly
-updated Moric's convo script for taking rat tails; he'll take at most 20 weretails, for PCspeaker level = 8+; otherwise, he'll take 5 rat tails + 5 wererat tails. This can still be confusing for PCs hitting level 8 mid-quest, but is still should be an improvement over previous quest behavior
-random minor design maintenance tasks around the mod
-tried to implement first version of /w sfx command (list Spell FX) - work in progress

*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: Aug 26 2015, 05:25 AM
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shad but true


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



2015-08-25-DN1-dave-mod.zip
====================================================================
-minor tweak to the join script to deal more gracefully with a pc jumping to wakeup in an area who's tag has changed since last login (jump to last used nexus rather than NS)
-related tweak to the dreamcatcher script
-general design maintenance
-minor related updates in dn_inc_area
-fixed a typo in the Siren Gypsy's convo; fixed the same typo in Gheed (Tristram)'s convo
-fixed a typo in Thell's convo re:Tome of the Dead
-renamed various fedex quest scripts, vars, quest tags conventions, etc to reflect the player-facing journal name for the system: "artifact quest" (this was settled late in initial development)
-fixed a bug with quest vfx markers showing up on NPCs all over the place
-updated the artifact quest reward script to use delaychains to minimize TMIs in parties; more followup may be needed if we see more TMIs on further testing and play for PCs with a lot of junk in their inventories
-tinkered with an unfinished quest in Babaeyl a little bit, still much to ponder here, but the Tome of the Dead work lays a nice foundation

*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: Aug 27 2015, 05:20 AM
Quote Post


shad but true


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



2015-08-26-DN1-dave-mod.zip
====================================================================
-existing old/osbolete Tomes of the Dead are now removed from play when a PC logs on
-Old Tome of Dead quest persistent login re-initialization turned off
-added code to remove the old persistent vars for the Tome quest from PCs on login
-removed old placeable script for old/persistent version of Tome quest
-removed old conversation scripts for old/persistent version of Tome quest
-removed the old obsolete Tome of the Dead item blueprint
-removed old journal entry for obsolete version of Tome quest
-removed old version of Thell's conversation
-enhanced the last loot item reporting filters to NOT report heal kits
*a clause to report Heal Pots also caught HKs
-tweaked some journal entry priority sorting
-headstone marker waypoints now present red text on the minimap
-TPK Shrine marker waypoints now present purple text on the minimap

*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: Oct 15 2015, 04:56 AM
Quote Post


shad but true


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



2015-10-15-DN1-dave-mod.zip
====================================================================
-did some design maintenance in Wisteria Bay
-tinkered a bit with removing old stuff related to the obsolete version of the Tome of the Dead quest [wip]
-adjusted timing delays in OnClientEnter to try and address some unrecognized token errors on a couple quest entries which clear themselves up later
-fixed a bug wherein loot placeables with mfx applied (ie most grue stuff) did not have their names colorized
-updated some minor system messaging on area enter
-fixed the conversation reference for Gypsy Thuella (Siren)
-fixed a typo in Robinson Dafoe's convo
-fixed a typo in Neflaugh's convo

*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: Nov 6 2015, 05:19 AM
Quote Post


shad but true


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



2015-11-05-dn1server-dave-hak.zip
====================================================================
-updated des*.2da for new 030 spell crafting

2015-11-05-DN1-dave-mod.zip
====================================================================
-renamed Grue Fireplaces (blueprint plus all instances)
-minor polish to the shadowmote script
-tweaked the /w dragons messaging
-tweaked dn_fail_door script (have screenie for issue where DM avatars are not recognized even if they are logged in to the player owning the home, must test more)
-implemented and deployed a first pass at filtering auto voice chats by argc. Different chats max out at different thresholds, and all are tweakable individually
-minor tinkering with Rage script based on screenied comment
-EMSd the feat scripts for Intensity/Ferocity (rage variants)
-resized Quivira Elemental Hulks
-nuked some old junk cluttering my housing area
-wrote SetPersistentLocalPartyLocation()
-tried to make TPK locations persistent
-some TPK Recall messaging during soul stone use is now broadcast to the party
-adjusted some tree placements in the Wisteria Bay Crystal Floodplains
-updated dn_inc_appearance for 030 patch
-updated dn_inc_vfx for 030 patch (test some stuff in vfx browser)
-updated dn_inc_spl_const for 030 patch (test some stuff in vfx browser)
-worked on new spell scripts for 030
-updated dn_init_ems breech list for new 030 spell support
-x0_i0_talent dn_init_ems breech list for new 030 spell support
-regenerated ems_u_cachespell for 030 support

Note: module is mostly prepped for 030 patch; 030 TLK+HAK remain works in progress, but Kev has asked not to finalize them until he has a chance to poke something related to (Dragonbreath?)

*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: Nov 16 2015, 05:55 AM
Quote Post


shad but true


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



2015-11-15-DN1-dave-mod.zip
====================================================================
-tpk system bugfix [dn_inc_tpk]
-diagnosed and fixed a bug in dn_modc_sfx
*/w sfx now works for the first time
-renamed dn_inc_sfx to dn_inc_soundfx, including references [a completely different not working script to revisit someday]
-subtle tweak to assassin buff behavior: DN gives caster level credit for some base classes towards sin; this affects duration of the effect; it no longer allows the sin to gain higher level progression benefits before intended by design
-same update to blackguard buff [ems_s2_blkbuff]

*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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Top
dave
Posted: Nov 20 2015, 05:23 AM
Quote Post


shad but true


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



2015-11-19-DN1-dave-mod.zip
====================================================================
-DN now requires TLK 030
-DN now requires HAK 030

-tweaked some afk lounge spawns - Gypsy Chianti is now reachable, Bacon Golem is now unreachable decoration
-updated the DN store opening routine to try and inteliigently resolve tag naming collisions arrising between different object types
-regenerated 030-based precaches from latest spells.2da
-added scroll blueprints for new spells' scrolls
-added new spell scrolls to the loot tables
-added new spell scrolls to some magic shop inventories
-updated some pudding split vfx to use new 030 vfx models
-updated ectoplasmic goo placeable appearance to use new 030 model
-updated Interweb Explorer build with new 030 spell like ability
-deleted some obsolete feat scripts ( http://www.dreunoctem.com/index.php?showto...t=0&#entry40351 )

*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: Nov 21 2015, 07:13 PM
Quote Post


shad but true


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



2015-11-21-DN1-dave-mod.zip
====================================================================
-fixed class usage limitation item props on Mass Freedom of Movement spell scrolls (was incorrectly preventing sorcs/wizards from using the scroll)
-colorized /w sfx chat command feedback


*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: Dec 6 2015, 05:58 AM
Quote Post


shad but true


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



2015-12-05-DN1-dave-mod.zip
====================================================================
-enhanced the BQ rewards for most BQs
-deployed some new tileset features in Amur Sinkhole, adjusted some nearby resources accordingly
-deployed some new tileset features in Sparta Mines - L2, adjusted some nearby resources accordingly
-deployed some new tileset features in AHoD - L2, adjusted some nearby resources accordingly
-Sparta Mines (L1) - are now marked as Artificial, rather than Natural
-reworked the layouts for the North Shore Mines into a single map, renamed them, and marked them as Artificial (was "Natural")
-updated the Journal, including state quest state ID numbers for q1 (North Shore Mines), based on BQ state conventions
-nuked custom death code for kobold thugs; quest state movement that previously occured in this routine will be moved to an OnAcquire script for the kobold thug's head [dn_c2_i0_quest]
-nuked persistent quest state OnLogin code for NS Mines quest and replaced it with code to remove obsolete vars from the PW database [dn_inc_q_journal]
-Kobold Thug Head item recreated with new resref, new tag, and added to the Kobold Thugs' inventories, replacing old versions
-marked for deletion the obsolete Kobold Thug Head
-renamed the kobold thug head tag based item script to match the new item's tag; legacy heads are no longer supported and will be nuked on joining the mod
-renamed the NS Mining Contract to Mining Permit; it is no longer marked "Stolen"
-NS Mining Permit item recreated with new resref, new tag; the new tag no longer references the
old/obsolete/unsupported _NOD tag extension (denoting broken NO DROP system)
-Deleted obsolete NS Mining Contract item
-implemented onacquire script for the new version of the NS mining Permit
-On login, the old Contract is no longer supported and will be replaced with new Permit quest item
-did some design maintenance on ns mines npcs
-rewrote Mikas' conversation and all related NS Mine quest scripting
-rewrote Fandor's conversation and all related NS Mine quest scripting
-rewritten quest script: dn_q1_qstart
-new quest script dn_q1_qgivreward replaces dn_q1_rwardgiven
-nuked obsolete scripts: dn_q1_misc, dn_q1_start, dn_q1_rwardgiven, dn_q1_start, dn_hascontract, dn_hasq1, dn_q1_givereward, dn_jumptonslmp, dn_jumptonslm, dn_q1_began
-deleted some more obsolete resources and scripts related to the NS Mines Quest
-took another pass at NS Mines journal entry, fandor convo, and mikas convo
-deleted a number of outstanding items/creatures/etc marked previously for deletion
-updated a few minor door settings in Paradan Sewer areas
-Rats and Oozes in the Paradan Sewers are now in the same faction
-updated corpse handling such that Ectoplasmic Goo (purple blood!) can only spawn for undead racial type creatures
-minor updates to the custom trigger palette
-dn_door_tunnel generalized and integrated into dn_door_onopen; there is still some silliness in there I think we can simplify
-generalized some of the ettin/door/trigger scripts a bit more for reuse
-did some design maintenance on the fand tunnel ettin and related resources
-added zip points: fandettin, nsmikas, keth, vex and documented them in zipomatic convo
-dn_nef_tunneldoor renamed to dnsc_isdoorunlocked and updated for reuse
-added some placeables around NS Mines

*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 10 2015, 04:40 AM
Quote Post


shad but true


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



2015-12-09-DN1-dave-mod.zip
====================================================================
-tweaked some area layouts using new features made available in the 030 patch
-updated some portcullis portraits in the hobgob lair, but skipped about half. The one that looked wrong in game was just an arbitrary default presented by the game in place of a null setting.
-added Trading Post zip point "ctp", documented it in the zipomatic convo
-added some debug/error catching in dn_mod_load player vendor initialization
-fixed a couple object tags

CTP Vendors were not spawning. Confirmed fixed/tested online after upload as I don't have a dupe of the mod's pwdata DB offline.

*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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arQon
Posted: Jan 21 2016, 12:17 PM
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EMS creator and DN Offical Bug Manager


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



Greater Boots of the Scout are not providing the speed boost they should be. I've updated them in the mod, but not pushed it yet.


--------------------
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
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