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> 2017 Design Update Log
arQon
Posted: Jul 31 2017, 01:26 PM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
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Joined: 14-September 04



2017-08-01-kev-mod.zip - live
=========================================================

Quivira Water Lord had Shivering Screen and EleShield; Air Lord had Voltaic Defense and EleShield.
both fixed, thanks for the report.

Quivira Earth Lord has gained GSS. this is mostly for the visual, since there's no earth-flavored elemental shield, but it'll also make him much much harder to kill for PCs that don't have +5 weapons.

added Half-Elven Combat Boots (CON+2, AC+3, Conc+3, Movement Speed +50%) to the MagT Armory (Tedia / Archery Shop).

tweaked the Slumdog Bugbears journal to direct players to return to the Temple of Mithra rather than Paradan.

added Staff Of Shadows to the Bifrost Magic Shop.


--------------------
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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arQon
Posted: Aug 3 2017, 04:29 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4650
Member No.: 297
Joined: 14-September 04



2017-08-06-kev-mod.zip and 2017-08-06-kev-hak.zip - live
=========================================================

corrected the Desert Expedition spawns to be 60s - they were *20 minutes*, which is why they constantly broke the quest back before glewien and hediel were made Plot chars so that they didn't despawn...

glewien and hediel will now despawn normally

fixed some broken loot vars in paradan sewers, myrkasi passage

fixed some bad deity vars in mithra forest temple and cybele ukousheer temple

reworked the Rapier of the Courtier and its recipe

rewrote the paradan sewer quest to not require the party leader to be the one with all the rat tails


--------------------
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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dave
Posted: Aug 7 2017, 07:42 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_170807.zip
=================
-updated doortest area
-removed unnecessary variables from a static Cocoon placeable blueprint
-renamed dm_magt_valk_gen.dlg to dn_magt_valk_gen.dlg, updated affected valkrye blueprints
-updated door scripts (dn_door_*, dn_inc_door, dn_inc_event )


Directions:

1. Unzip file contents into temp0 dir with module open in the toolset.
2. Recompile module scripts.
3. (suggestion) Delete these conversation files: dm_magt_valk_gen, dn_dm_castleserve, emotewand



--------------------
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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arQon
Posted: Aug 7 2017, 10:00 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4650
Member No.: 297
Joined: 14-September 04



2017-08-07-kev-mod.zip - live
=========================================================

added tiger blood to the crafting resources chest

added stardust (formerly wisp essence) to the crafting resources chest and updated the stormwrath recipe to use the new name

added spider poison sacs and mummy bandages to the crafting resources chest

reworked all the Rage-counting stuff in light of 033. barbs get 1 rage per level per day (ie same as bardsong), and the counter shown ON the Rage button is correct for barb1/4/8/12/etc. if you're between those levels, your first few rages will give you a message showing the correct number of rages you have left, but once you've used that "surplus" (eg after 2 rages if you're barb14) the button will be correct.

the "/w rage" command now also gives the correct number of rages.

imported dave_170807.zip (see above)
thanks for the emotewand catch!

removed a bunch of extra lore checks that were in "actions taken" in the desert obelisk dialogs (it ran the lore check script 4 times for a single attempt)

(finally!) fixed an ai bug caused by doors not actually being destroyed when they were destroyed, which kept pets in "excited" mode since they wanted to keep basing them


--------------------
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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dave
Posted: Aug 9 2017, 10:09 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



QUOTE (dave @ Jul 21 2017, 07:22 AM)
feytm_170720.erf
==============
-replaced tilemagic throughout Feywild
-updated some Feywild monster builds (gave Hags Touch of Weakness, etc)
-added DN_IS_FLYING_MONSTER to a number of Feywild creature blueprints
-tweaked a few other existing bits and captured a few more fey ideas

Instructions: Overwrite all

Kev,

I think this patch didn't import properly. The Tilemagic we noted in Everfrost and the Forest of Whispers on Monday night should have been fixed by this patch.

In the Toolset, the Placeables list for these areas shouldn't have any "Tile Magic - *" included after the ERF is imported and the module is saved. After a successful import, the areas in question should have more waypoints, which is how MFX deploys the tilemagic replacement. The tags for the new waypoints have the "BUILD_" prefix.

It looks like new stuff from this patch did get imported, but many of the updated exiting resources do NOT look like they were updated. Either that, or I am totally crossed up on somethign on my end.

Can you please re-import this patch and overwrite all? I've reviewed the contents and it looks good to go; I was about to go redo all the tilemagic updates and the work felt too familiar. smile.gif There *are* some other lingering bits of tilemagic in the mod - this patch limited her scope to Feywild areas pretty well, but I can poke at those separately, later.

-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
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dave
Posted: Aug 9 2017, 04:04 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_170809.erf
===========
-worked on door scripts
-updated swamp troll champ builds [giant stomp]
-fixed script sets on some stores (they referred to obsolete door scripts)
-fixed the Sound Burst scroll template (YABB) where the class usage restrictions were set incorrectly
-worked on a new tavern - The Fox and Hound - to Bif. (unfinished)
-replaced tile magic in the Faeyn Home Interiors with new mfx-based setup
-removed tile magic from the Amur Pirates area, went with mfx where appropriate
-added a "Henchmen" palette folder to the custom encounters palette

Import and overwrite all; recompile 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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arQon
Posted: Aug 11 2017, 11:23 PM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4650
Member No.: 297
Joined: 14-September 04



2017-08-11-kev-mod.zip and 2017-08-11-kev-hak.zip - live
=========================================================

stop henchmen jumping out of rest mode to heal damage that's about to be healed by resting anyway

fixed ats's inability to handle stacks of components. only for gems, but az fixed ingots 12 years ago, and those two are 99% of crafting. dyes etc could also be fixed if anyone cared enough.

rewrote g0_fear to fix multiple bugs and annoyances.
this should also mean that undead pets will become un-Turned once combat ends, instead of being stuck that way for several minutes.
however, that required removing CutsceneParalyze from it, which may bring back the classic bw bugs with Frightened monsters still attacking PCs via AOOs etc.

ugh, yeah - the ai is just way too broken without the absoluteness of CutsceneParalyze. maybe another day...

reimported feytm_170720.erf, hopefully more successfully this time. tongue.gif
> jep, frost giant lair looks good, at least

imported dave_170809.erf

Soonami's "follower weapons" now also include Bastard Swords.

jemma (giedi jewelry) now sells Black Sapphire amulets.

partially fixed Star Seeds spamming their OnAcquire message on login: they won't do it in YouAwoke, but that's the best i could manage.

moved dn_deity.2da out of the hak


--------------------
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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dave
Posted: Aug 12 2017, 11:04 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_170812.erf
==============

DIRECTIONS:
* import & overwrite all
* recompile module scripts

-updated dn_w_zipomatic (Weary Trav) dialog file to list more ZIP points (feywild, fox n hound, doortest, etc)
-fixed an encounter palette bug with henchmen folder
-deployed henchmen encounters in the Iron Goblin, the Fox and Hound, and the Monkey's Uncle bars
-worked on some feywild stuff
-wrote a support for stripping color tags out of a string [dn_inc_string]
-wrote support for writing log entries with color tags stripped [dn_inc_debug]
-updated door scripts to strip color tags out of Log Entries for legibility [dn_door*]
-updated creature palette to add a new folder for Feywild - The Deep
-moved obsolete tilemagic placeables into the "Special2/Obsolete-Marked for Deletion" palette folder
[request] DELETE ott_tile_magic.* script from the module [obsolete/unused]


--------------------
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 12 2017, 07:26 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_henvfx.erf
==============
-updated dn_inc_vfx [new vfx consts]
-updated dn_hen_onspawn [hire-able henchies will be marked with cyan exclamation marks in game]


DIRECTIONS:
* import & overwrite all
* recompile module scripts


Requires latest 033 hak+tlk


--------------------
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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arQon
Posted: Aug 13 2017, 05:51 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4650
Member No.: 297
Joined: 14-September 04



2017-08-13-kev-mod.zip and 2017-08-13-kev-hak.zip - live
=========================================================

imported dave_170812.erf

imported dave_henvfx.erf

Epic Bracers of Health and Discipline have had their GP padding reduced to bring them down to level 21, and are now available in Giedi

Bastion has had some expensive but (very) low-real-value properties removed and is now level 21

updated all the real dragons and drakes to a new Crushing & Piercing bite

fixed the ats stack handling for dyes after all, and also for "custom components" which includes gemcutting

deleted a few custom armors that haven't been usable for 10 years (eg AC6+2 at level 14+) and tweaked a few others to MAKE them usable (eg Holy Plate)

fixed the exit trigger for the Basin

the attempted fix for star seeds spamming their onacquire message on re/join still didn't stop it, so another approach has been tried

updated the You Awoke message board with a notice about henchmen

deleted all the tilemagic stuff


--------------------
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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dave
Posted: Aug 14 2017, 09:00 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_170814.erf
==============

DIRECTIONS: import & overwrite all

-itempal.itp update to remove obsolete gold piece item palette folder
-removed incorrect skins from a couple of Grig builds
-updated death halls so that doors from sanctuary are unlocked by default; ZIP deathhalls can now be used as an additional montest facility; DMs can still set up Death Halls runs by nuking test content before setting up a run and herding players
-made some new fey builds and delpoyed them to deathhalls test area for kicks


--------------------
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 15 2017, 09:49 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-08-15-DN1-dave-mod.zip
====================================================================
-imported my 170814.erf
-ran moneo script to fix bad loot var settings throughout the mod
-fixed some grammar in a couple journal entries [module.jrl]
-the "hench" test command whisper now gives feedback if the created henchman is not valid (pc_mod_pcchat)
-the "name" test command whisper now gives feedback if the targeted object is not valid (pc_mod_pcchat)
-updated various scripts for 033 being live (dn_inc_races, dn_inc_classes, dn_inc_player, x0_i0_talent, x0_i0_treasure, dn_inc_s_util, dn_inc_lootbag, dn_mag_elfielf, dn_s0_burnblood, khb_i_s_shared/IsMindless(), khb_i_s_ability [doh], nw_s1_bltdisese, nw_s1_conedisea, nw_s2_turndead, tof_s0_repverm, x0_i0_match, dn_s0_detabberr )
-updated the Remove Fear scroll template to be useable by Bards [per DN changes]
-the "health" and "stats" player chat commands should now report for all party members, including summons & henchies [dn_inc_player]
-updated dn_hen_onspawn to have hireable henchies honor POST waypoints on spawn.
-wrote up some basic info on henchmen as FYI info for players in the journal
-this journal entry is activated for PCs once they reach 7+ levels of experience, and is marked complete once a henchie is hired
-turned off last loot reporting for Star Seeds and Moon Seeds
-updated the take dn_bif_takepelts script to ReportPartyGold after running, like the Gyspy Fastbuy script
-Henchmen can now be hired in the Siren's Call, at Faeries Wear Boots, in the Aleworks @ the Babaeyl Aeylworks, or in Camp Duster
-deity weapons now explicitly message the equipping character to call out the Deity Blessing details, in addition to the existing flavor [dn_inc_equip and related]


--------------------
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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arQon
Posted: Aug 17 2017, 01:22 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4650
Member No.: 297
Joined: 14-September 04



in progress
=========================================================

unearthly essence and unholy hamburger were missing the Stolen flag

Epic Bracers of Health and Discipline now activate at 21 (ie immediately) and increase every 3 levels (was at 21 and every 2)


--------------------
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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dave
Posted: Aug 17 2017, 07:14 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



Kev, can you erf that stuff when ready? I did end up getting into some stuff last night. smile.gif

-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
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dave
Posted: Aug 17 2017, 08:17 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-08-17-dn1server-dave-hak.zip
2017-08-17-DN1-dave-mod.zip
====================================================================
-Fixed some obsolete placeables in Camp Duster
-Updated some logic in dn_inc_races bGetIsVermin() function()
-Removed the DMFI Language Widgets custom item palette folder [obsolete/empty]
-the Immortality Wand is no longer filed under DMFI, but rather under Custom DN Widgets
-Deleted the DM's Helper Wand [dmshelper.uti]
-Removed the DMFI Wand Package custom item palette folder (now empty)
-Deleted dn_w_dmshelper [attempted to open a convo that's already deleted, so this widget does nothing]
-Updated dn_inc_switches to nuke reference to dmshelper
-Added ATS Skill Wand to the DM Chest of Test Resources
-Nuked some code referencing an absent Wand of FX; the convo is gone, so now the script and dn_inc_switch redirect are gone now too
-Rearranged some furniture in my player housing
-removed the dmfi_jail waypoint from the Paradan Gaol area [no longer supported]
-removed dnnpcbook*.uti - half the described npcs don’t actually exist. What remained weren't detailed enough to be useful anyway.
*also cleaned up related references in the npc inv, the loot control area, the dm library, and deleted some related placeable blueprints
-the whisper command "kit pc" will now create the Guard Widget in addition to the current behavior
-created a "Curse Wand" to toggle the NoDrop flag on an item. Added it to the DM Chest of Resources. [I'm still trying to clean my chars of DMFI stuff]
-the Ego Wand is deprecated and no longer supported. It is replaced by a "/w ego" chat command instead. [dn1_chathelp.2da updated!]
-moved Aleworks ZIP point inside the Aleworks boat (more work to do)
-updates to the Weary Trav dialog
-converted the Nospmis builds from Magical Beasts to Elementals, set their subraces to Fire [some HD lost to preserve CR]
-Bessie, Buttercup, and Daisy builds converted from Outsiders to Magical Beasts, to match the other Hell Bovines builds [some HD added]
-changed an ambush spawn point slightly in Grue Roundhouse
-enhanced "doors" whisper chat to report when no doors are found nearby
-worked on some placeables in Grue land
-colorized some mushroom names in the mod
-removed "nwscript" from the OnUsed event hook for some Couches in the Satin Road Homes
-removed several mil_* scripts from random torture placeables in the Paradan Gaol and made the placeables Static
-worked on some new stuff in Feywild areas
-did some design maintenance on various random UTC assets

Recompiled module + server hak + dn1_chathelp.2da
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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