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> 2014 Design Update Log
dave
Posted: May 21 2014, 08:55 PM
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shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-05-21-DN1-dave-mod.zip
====================================================================
-updated some beholder spawns that frequently converged into double spawns
-updated lighting in beholder L2 dungeon to match L1 more closely
-added some lava sounds to the beholder lair near the lava
-fixed some spelling typos in the Ogygia ballista conversation
-set DN_EXPLOREMAP==TRUE for the FoY
-set DN_EXPLOREMAP==TRUE for builder and DM areas
-beholder sporelings now have additional explosive capabilities for use in the event that their initial attempts are interrupted
-increased the FoY quest completion reward to 500xp [was 200xp]
-slight tweak to DV statue scripting, also adjusted their faction
-removed Cone of Disease from Old Man in the Desert
-updated Granpappy's encounter trigger in Mag T to behave better for PCs returning from the desert
-updated the Stone Weaver Ghola description
-updated the Oracle's encounter trigger and spawn points
-Ork Deathrattle spell book updated; Melf's x2 removed, Scorching Ray added, Iron Horn added
-Ork Nudists and Deathrattles no longer drop books; the bosses still carry these flavor items
-Ork Eagleeyes can now wield their shortbows [!]
-Orcish Black Brwers in the Ork Den are now static/unuseable for crafters
-Ork Ghoul claws and bites replaced with plain damage creature items [no more on hit stun/disease]. They retain tyrantfog for now.
-Ork Den Temple of the Beast door is now plotted
-tweaked the Ork Den layout near the Temple
-adjusted a number of placeable positions in the Ork Throne Room
-created and deployed a Dark Return portal for the Ork BQ as PCs based out of NS won't typically have a nexus portal yet
-fixed The Gimp's ai but couldn't use the oversized appearance for him to match his description
-renamed the Ork Den area, updated some map pins


*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 2014, 07:35 PM
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shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-05-23-DN1-dave-mod.zip
====================================================================
-war party code debug messaging updated
-war party monster claims are now filtered by a local variable controlled Pattern
-rewrote War Party system to work with a bit of a hybrid of the two previous systems (hard respawn is used for speed and "feel" but we use still despawn and reuse regular monster builds)
-updated warg pet onspawn code to claim pets ~ some niggly things to think about in here
-updated various bits and pieces of war party infrastructure
-created item template for Elixir of Youth (not yet available nor implemented for script support)

*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 24 2014, 12:44 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



014-05-24-DN1-dave-mod.zip
====================================================================
-updates to the war party system as learning/testing progresses - encounters are now single shot, and explicit on/off control seems to be working as expected now
-updated warg ai hooks behavior to coordinate respawn, despawn and war party behavior better
-minor adjustments to Fort Savage layout
-tweaked Ork Little Fangs build slightly
-adjusted Gorby's spawn trigger
-tweaked spawn triggers near the Ork Boss camp in Mithra's Haunt
-redrew/tweaked/added to encounter designs in the Ork Warrens
-redrew/tweaked/added to encounter designs in the Fort Savage
-fixed a typo in Toman's convo
-fixed a typo in nset farmer'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: May 26 2014, 05:17 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-05-26-DN1-dave-mod.zip
====================================================================
-updated gy'newere and ghost panthers to new version of war party system
-deleted old unused monster templates for obsolete war party monster system
-added a bghosts zip point in Birnham Forest
-turned on debug mode for Birnham forest
-turned off debug mode on No Man's Land area
-updated the encounter palette
-updated some death valley monster builds
-worked on Ogres vs Goblins war party zone [new]
-modified dn_plc_shrine to play vfx at a location, rather than on object_Self, to fix an issue where the vfx did not work on some placeable models used for shrines
-tweaked some metacolor assignments [split RGBM_info into ..info and ..action]

*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 28 2014, 09:13 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-05-28-DN1-dave-mod.zip
====================================================================
-minor tweaks to the placeable container for the lizard's claw recipe - book should now respawn
-refactored some foy code
-scripted elixiir of life q reward for foy quest
-updating the foy quest reward to include an Elixir of Life
-minor update to the /w wtf chat (now adds spot/listen)
-the whisper commands "kills" and "deaths" are now synonymous and complete
-the whisper command "stats" is changed to now echo the party ac, bab, saves [formerly: was kills and deaths]
-tweaked some meta colors again
-a player's deaths/kills are now echoed back on levelup
-a player's stats [bab/ac/saves] are now echoed back on levelup
-updated shadowmote script to work more like a real spell (ripped off Daze and modded slightly) ~ it should msg+behave more intelligently when user is mez immune (ie monk etc etc)

*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 31 2014, 08:11 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-05-30-DN1-dave-mod.zip
====================================================================
-updated bits of sound fx code introduced in ~jan to be a bit smarter
*soundfx are now played by a dedicated invis object spawned for the sole pupose of playing the sound, then destroyed
*theoretically, this gets rid of quirky timing arising from sounds being inserted into the action queues of players, placeables, etc
*general solution ripped off from DFMI, already in the mod, but encapsulated in dn_inc_sfx (now used!)
*autoloot now attempts a 2da lookup of appropriate sounds for autolooted items
*that's all a nice theory, but the system still is unreliable - that said, our SFX experiments are cleaner to work with now if we want to experiment with other solutions
-dn_area_enter now alerts players if they enter a dedicated test/debug area
-split RGBM_system into _system and _server messaging meta-colors
-updated Grilka's convo to tell people to post on the forums rather than PM Duster47 for PSP support
-fixed some typos in Grilka's convo [loose => lose]
-updated the Water Lord to use the Water specific elder elemental skin rather than the generic one
-updated Grue Infiltrators and their test copies to remove Epic Fiendish Servant (they don't qualify)
*this does not resolve catatonic AI issues
-made standard/placeholder store open/close scripts
-deployed new standard store scripts to all of the regular shops in the mod
-dn_store_open now fixes spell scroll descriptions and names to match DN customizations [dn_mod_acquire did not seem effective for this]

*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 2 2014, 10:05 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-06-03-DN1-dave-mod.zip
====================================================================
-certain areas now send a server message to the PC to notify them of any special details about the area
-The Pantheon now uses the standard area scripts and has a custom server message onenter
-worked on some design maintenance on stores, trying to organize resrefs etc better
*may have broken some stores, testing to do still
-custom store templates now list the associated npc(s) and their spawn location(s) for easier cross referencing and maintenance
-Gypsy merchants are now named with Gypsy as a keyword in their first name
-fixed an issue with the interaction of debug mode and local area forced debug modes

*Rebuilt all module scripts*
Installed/Live


===> Kev, mod's all yours!


--------------------
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 2014, 05:21 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-06-11-dn1server-dave-hak.zip
====================================================================
-updated des*.2da crafting/scribing 2DA files to support some new spells in the upcoming 027 patch

*Uploaded, but not installed - not needed until 027 goes 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: Jul 27 2014, 04:58 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-07-27-dn1server-dave-hak.zip
2014-07-27-DN1-dave-mod.zip
====================================================================
-updated dn1server.hak with 027 spell scroll crafting 2da updates [revised]

-DN now requires the 027 version of the TLK and HAK files
-added spell scroll templates for new 027 spells
-added first pass spell scripts for new spells for 027
-updated Vitriolic Sphere VFX to use new 027 feature [and Greater version too]
-updated loot tables for new 027 spell scrolls
-added Rossak area sketches to the module
-update MatchAreaOfEffectSpell() in x0_i0_match to account for new spells
-wrote first version (untested) of the sonic dragon breath attack script
-regenerated ems_u_cachespell from 027 spells.2da
-updated appearances of some blood stain/loot system placeables to use new 027 stuff we made
-removed Detect Aberation scrolls from the game and the loot tables (spell removed by 027 patch)
-updated creature palette itp from "Orc" to "Mithra Orks" where appropriate
-redirected MFX to new replicant variant VFX effects numbers of stoneskin, shadowarmor
-updated some VFX constants and related Diety FX assignments that were identified as incorrectly mapped during the 027 build
-gypsy merchant shops now have their own palette entry
-monk merchants now have their own palette entry
-updated encounter palette organization
-updated dn_inc_appearance
-tweaked a couple Grue spellbooks to use some of the new 027 spells
-tweaked a few boss monster spell books
-tweaked a few Aurilian spell books
-tweaked MAriner Stormreaver spellbook
-tweaked some Quivira Spellbooks

*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: Jul 28 2014, 07:30 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-07-28-DN1-dave-mod.zip
====================================================================
-updated zipomatic to include Rossak zip points implemented to date
-re-orgd some of the zipomatic conversation
-updated boss loot to support PCs who invest feats in some less common weapons [daggers, clubs, whips, kamas, etc]
-created two new sister helms to the Death's Head - for sale in Giedi/Babaeyl
-updated some in game message colorization
-moved the Giedi zip point location to be closer to commerce in town
-updated some autochat messaging
-tweaked Wailer spellbook with some new spells
-tweaked Vile Necro spellbook with some new spells
-added some loot to dsm's special encounter
-Lord K's mirror liches are now marked as Champs
-implemented first pass at /w skills command [help updated as well]
-added a loot placeable to mount giedi
-fixed a corrupted encounter spawn point in mc courtyard that went to [0,0] resulting in trapped fire faction spawns in a dead end
-added some more decorative placeables to a couple areas
-tweaked a few encounter spawn points based on screenshot 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
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dave
Posted: Jul 30 2014, 01:03 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-07-29-DN1-dave-mod.zip
====================================================================
-fixed the loot table for Freezing Sphere (Greater version of spell was filed in lower level table by accident)
-tweaked vfx for greater walls of fire/frost/scintillating
-updated a couple autochats [howdy/rdy/ready]
-redrew a finicky encounter trigger in the Amur Sinkhole


*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: Aug 2 2014, 03:12 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-08-02-DN1-dave-mod.zip
====================================================================
-the lastloot whisper chat command now filters a lot less stuff out automatically. Gold, Potions, HKs, and misc items are still filtered out; anything else a player deems worth reporting should get reported now by /w ll and /w lastloot
-updated test spawns in the ZIP montest area - test spawns presented for Sirens, Keth, Grue Golems, Red Grue, and Grue Casters
-Aiello is now AA9 [Ench Arrow V]
-Siren Deceivers no longer have Mass Invis
-Siren Deceivers no longer have Greater Shades (they sometimes used it to access Shadow Shield)

*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: Aug 4 2014, 05:22 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-08-03-DN1-dave-mod.zip
====================================================================
-minor balance update to Harpy Song script
-removed Siren test spawns from Monster Test area
-removed Grue Golem test spawns from monster test areas

*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: Aug 13 2014, 03:09 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-08-12-DN1-dave-mod.zip
====================================================================
-nuked a bunch of encounters from the Hollows that occur on the bridges; the spawns can't pathfind [kept some]
-reduced a triple spawn in the Hollows to a double spawn
-minor update to fiddler's green
-started reworking kobold builds to meet our modern design standards
-did some general design maintenance/upkeeep on kobold areas
-kobold thugs are now marked as Champs
-"Weak Kobolds" and "Kobolds" renamed during rebuild, as were "Elite Kobolds"
-experimented on kobold healer builds a bit [see design forums when I catch up]
-updated kobold encounter templates
-renamed the generic Kobold Caves area to the Snuggery
-updated kobold encounter instance in No Mans Land, Builder War Party test area, North Shore Mines, Kobold Forest, both Kobold Cave areas
-Chthonitaur now have Power Attack in place of Imp KD
-updated the Death Valley statues faction
-Makers now have Arcance Defense (Transmutation) in place of Greater Focus (Transmutation)
-updated the BW Snake Skin to remove sneak immunity [they retain immunities to fear, poison, mind affecting]
-updated a number of death valley monster builds to use focus/imp crit [Unarmed] in place of [creature weapon]
-updated a number of death valley scarab builds to swap out greater focus [school] feats for arcane defenses
-The Babaeyl Cloak Vendor NPC now wears a Cloak
-The Babaeyl Armory vendor NPC now equips a Trident (a martial weapon)
-The Babaeyl Aeylworks Cloak/Armory/Magic Shop/Rogue Shop stores now sell purple Rejuv Serious Wounds pots. Vendors on this list now all sell 10-stacks of the pots as well.
*Note - these shops were already split from Giedi, I was mistakenly thinking they were shared store resources in games across those two towns
-Same pots are now also available in the Babaeyl Temple of the Winds from the Monk Merchant
-Giedi Magic Shop now sells up to Rejuvenate Moderate Wounds pots (as elsewhere in Giedi)
-saying"bs" will now trigger the same autochat as "backspawn" [Enemies spotted]
-updated Mass Drown spell to re-use Waterball FNF VFX (experimental)
-saying "loot" (or a couple variants) in game will now play a LOOK_HERE auto-voice chat
-tweaked some more autochats

*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: Aug 14 2014, 12:56 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14492
Member No.: 78
Joined: 30-March 03



2014-08-14-DN1-dave-mod.zip
====================================================================
-adjusted Volcano Hulk skills
-minor tweaks to Djinn and Marid spellbooks
-TalentAdvancedBuff() no longer assumes we got the spellbooks right in terms of eliminating multiple damage shields. It now buffs one spell from the family set rather than stacking [I think]
-tweaked the layout of Quivira - Upper City, slightly
-added more sound objects to a number of areas in the Quivira area set
-updated Kobold Shaman build
-created more Kobold builds
-updated various kobold related encounter templates
-updated encounter spawns throughout Kobold areas
-updated kobold boss builds

*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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