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> 2017 Design Update Log
dave
Posted: Jan 22 2017, 10:04 PM
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shad but true


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



2017-01-22-dn1server-dave-hak.zip
====================================================================
-updated polymorph.2da to reference new small frog model
-added scribing etc support for the new spell added by this patch
-recompiled scripts

2017-01-22-DN1-dave-mod.zip
====================================================================
-updated the mod to use HAK and TLK v032
-rebuilt the ems_u_cachespell EMS PreCache script

-added spell script and scroll for our 1 new spell this patch
-added the new spell scroll to loot tables as well as to a couple magic shops
-updates to dn_inc_vfx, dn_inc_appearance, dn_inc_spl_const, dn_inc_polymorph
-replaced Giant Frog with Small frog in the function that chooses a random effect for baleful polymorph spells
-deployed some new loadscreens from the 031 patch
-updated some deity temple light placeables' appearances to use new 032 models
-made a few custom palette updates with new TLK entries [itempal, placeablepal]
-simplified our scriptset include trees based on analysis by doxygen
-updated the item templates for all of our Relics to replace generic "Unique" powers with "Relic" powers (some effects TBD)
-cloned the EMS True Seeing and See Invis scripts to implement a couple of our new powers, precast checks commented out
-created a new Relic, per in game convo with Kev last Monday, and deployed it in the planned loot location
-set EMS_CASTER_LEVEL on a couple of the Relics (SI/TS ones) - probably will just make effects Supernatural on these, as they have dedicated scripts [dn_s3_*]
-worked on scripting etc for the various relics - some behavior is flavory placeholders for now
-deployed some of our custom TLK entries to colorize in game StrRef messages - incomplete WIP

*Imported some stuff I tinkered with over the Christmas holidays:
-update dn_inc_custoken from erf directory, make some supporting updates elsewhere
-worked on Feywild (wolfheart and boars tusk)
-worked on Feywild (starfallen lands)
-worked on Feywild (glade of innocents warzone)
-worked on Feywild (2 roads diverged)
-worked on North Shore (Abandoned Cellar)
-fixed the pot of gold appearance (utp update)
-updated four boss monsters (fire giant, werewolf druid, mushroom king, The Oracle) to add a custom item drop into their inventories to grant deeper feywild access
-updated tilemagic to support a new scene [ott_tile_magic.nss]
-added a portrait to the mirror in the house of shadows

-the AFK Gypsy now reuses the standard gypsy fastbuy script but uses a variable set on the NPC to adjust her price (then: nuked the obsolete script)
-increased the size of Grue Scarabs slightly
-Tar Hulks now has the SLA to cast Grease [CL 15]
-updated ambient sounds in Wisteria areas
-fixed an X Marks the (obsolete) spot placeable in Quivira Lower City
-added a Shrine of Recall to Quivira - Plaza of the Gods
-colorized Death Hall area names
-added some loot in a coupe places, per screenshot notes
-Wirt's Leg is now always identified

-recompiled 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: Jan 29 2017, 07:32 AM
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shad but true


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




2017-01-27-dn1server-dave-hak.zip
====================================================================
-updated Firebrand script to match 032 TLK adjustment (10d6 max dmg --> 15d6 max)
-updated IGMS script to match 032 TLK adjustment (20d4+20 max dmg --> 15d4+15 max)

2017-01-27-DN1-dave-mod.zip
====================================================================
-updated Acid Arrow Barrage spellscript VFX handling (new spell from 032)
-updated dn_inc_vfx to remove support for some obsolete NWNPRC vfx by Soupaman
-refreshed ems_u_cachespell script (PreCache)
-updated a placeable name and description in MC Light
-added a few placeables around Eldatha's temples and shrine [new 032 stuff]
-adjusted spawn triggers for several npc merchants in Babaeyl Aeylworks
-tweaked doorscript support for integrated flavor scripts
-created Heal potion stacks
-added Heal Potions (& Stacks) to shops in Babaeyl, per screenie plan
-deployed some new 032 placeables in Ogygia and a couple other spots
-updated weary trav convo
-added some flavor text and a loot instance to Kokytus in the Lady's house
-fixed a tilemagic placement issue in Tannim Frontier
-started working on adding support for jivany's flavor text system with some of our placeable script sets
-added more scrolls to the Giedi & Bab magic shops [school of illusion, custom DN stuff]
-zipping to afk should save your afk return point now [did quick and dirty, refactoring is possible - untested offline]
-journal colorization update for general quests
-minor tweak to bab nexus guard convo
-updated a Wisteria Bay encounter in Driftwood Cays to try and address a backspawn issue near the area exit
-rerouted Codex and Captain's Regrets to new tagbased scripts that follow our naming conventions
-Nospmis Mask and Symphony of Shadows now grant permanent, SU effects, (much like our perma-shield Brooch).
-refactored some loot messaging code that was partly shared between loot placeables scripts and rspi scripts, re: last loot system and related messaging
-added/updated some loot instances

-recompiled all scripts


--------------------
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: Jan 31 2017, 02:15 AM
Quote Post


shad but true


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



2017-01-30-DN1-dave-mod.zip
====================================================================
-updated mfx scripting to support some new 032 vfx models, did some minor reorg of the code for readability
-updated some wisp blueprints to use the new mfx support

-recompiled all 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: Mar 13 2017, 05:16 AM
Quote Post


shad but true


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



2017-03-12-dn1server-dave-hak.zip
====================================================================
-fixed a typo in the description of the Dreamer's Casque

2017-03-12-DN1-dave-mod.zip
====================================================================
-removed unsupported Mount feats from some npcs & monsters
-added commoner levels to player pets
-reassigned creature & npc builds with Beast/Fiend/Netherspawn races to Animal, Magical Beast, Outsider, or Aberration, as appropriate
-nuked some creature instances, replaced one with an encounter where appropriate
-enabled the Feywild Glad of Innocents access
-renamed Fey Chess faction names to be legible (shorter) in the faction editor
-gypsy npcs are now more consistently in the Merchant faction with Commoner levels removed, and amrked with DN_IS_GYPSY
-tweaked some feywild monster builds
-renamed Wisp Essence to Stardust
-Wirt's Corpse no longer has a hard instance of his leg - this container uses RSPI scripts and the hard instance is redundant
-colorized Garp Merchant NPC names as they do not use the standard store system vars
-deleted unused doors from Amur sinkhole (they had bad placements, below floor level)
-did some design maintenance on some placeable blueprints and instances, some by hand some by moneo script [eyerocks done]
-assigned loadscreens to some areas that previously used random ones
-worked on fixing/removing/replacing some hard item instances [dm testing stuff untouched]
-did some system design maintenance on war party encounters and scripts
-added Litany Against Fear
-removed some unused/unsupported variables set on Giedi Ramparts
-fixed a typo in a variable name on Camp Duster
-made various despawn timers more consistent across the mod
-did some design maintenance on several deployed RSPI containers
*some in inaccessible locations were moved
*hard recipe book instances replaced with rspi script spawned instances [some recipe book hard instances had old/obsolete/unmaintained names]
-removed scripts and inventory item (obsolete version of src key) from SRC Desk which formerly distributed the key
-converted hard instances of DM/Builder README book libraries into a dynamically spawned new custom Loot Treasure Band (90) with 3 subclasses
*updated loot control area to support this
*updated dn_inc_loot.nss by adding a few constants as reminders of these new features
*replaced a few placeables in DM-only Readme library area
*removed the House of Whim Library sub-area, which is redundant with the prettier DM Readme Library area
-renamed the House of Whim areas and did some cleanup of unused old labs and resources
-minor updates to the custom item palette
-GP and XP cost of crafting now set to 0 for DMs (x2_inc_craft 3 separate routines, could be refactored)
*eases testing some stuff
-deleted a deprecated Feywild area [replacement is moe fully developed, if incomplete, and is accessible/live]
-removed hard instance of the magic globe from the first area of the trials (unnecessary, as the quest setup script spawns it if missing anyway - TESTED)
-ran a moneo script to fix an inconsistency in the dn loot scriptset deployed throughout the mod
-removed the static flag from the Orcish Brewers in Fort Savage [ie enabled them], did related maintenance
-ran moneo scripts to fix properties on static placeable to be consistent (plotted, scripts removed, vars removed, descriptions removed, comments removed)
*saves ~750kb module size
*blueprints comments are preserved - only placed instances in the module are updated for now (static and otherwise)
-ran moneo script to remove Comments from placed Waypoint instances
*saves ~1.1Mb module size
*blueprint comments are preserved - only placed WP instances are updated for now
-ran moneo script to remove comments from all door instances in the mod with the exception of a note from Duster in SRC
*saves ~25kb module size
*blueprint comments are preserved - only placed door instances are updated for now
-did some design maintenance in dn_inc_apperance.nss [032 support] for new wisp appearances, also affects dn_c2_i0_generic and dn_sr_custom
-the last loot messaging system should now always report RSPI loot; lastloot should also always report Plotted loot now
-did some design maintenance on war party warzones
-ran a moneo script to assign waypoint models (only visible in the toolset) based on names and tags to help visually identify their purposes for builders


-recompiled all 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: Mar 14 2017, 01:47 PM
Quote Post


shad but true


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



2017-03-13-DN1-dave-mod.zip
====================================================================
-fixed an issue where I upped the wrong version of the mod for the last update
-added a proposed change to Mass Breech spell family from Kev for one of the spells
-updated npcs marked with DN_IS_SLEEPY_NPC so they are Commoners rather than Defenders now
-misc design maintenance on various Defender faction npcs around the mod


--------------------
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: Mar 23 2017, 03:40 PM
Quote Post


shad but true


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



2017-03-23-DN1-dave-mod.zip
====================================================================
-worked on the new Feywild areas

-fixed an encounter instances based on the "examplenpccityenc" who were spawning the "Dwarven Mob" NPCs instead of their intended NPC in Paradan Noble District
-updated Fort Achaea barmaid ai to reuse BW NW_TAVERN wp instead of needing a custom one [update barmaid.nss]
-fixed some POST and Patrol path (WP_) waypoint tags that have fallen out of sync with their npcs over the years
-fixed some Defender faction NPCs who had feats for a different weapon than they had equipped
-did more misc design maintenance on some defenders and merchants
-nerfed some NPCS, some of whom were over CR150
-fixed some monsters & npcs with invalid tail and wing appearances
-fixed some npcs using the wrong ai scriptsets
-ran a script to standardize encounter tags for many npc spawns throughout the mod
-fixed some naked NPCs (there may be more, and I may have caused some of this with npc level nerfs)
-remasterd lots of npc blueprints, performing related maintenance

-rebuilt all 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: Mar 29 2017, 06:04 AM
Quote Post


shad but true


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



2017-03-29-DN1-dave-mod.zip
====================================================================
-fixed an issue wherein Captain Nemo did not recognize newer Codices of Infinite Pathways (untested, lol)
-added "npcs" builder chat - as info, but for friendly encounters
*updated dn1_chathelp.2da
-performed design maintenance on various npcs [ongoing]
-fixed a number of npcs using the wrong ai scriptsets
-deployed a new horse appearance to Sable Island
-identified some orphaned NPCs and sorted them into a new palette folder
-redesigned Valkryes slightly, have also put thought into backstory for them
-marked Valkryes with DN_NO_XP and DN_NO_LOOT, considering same for all Defender faction
-made SS expedition unplotted
*may have to reconsider this later
-updated some DM resources to spawn dynamically using mfx
*Kev, this includes your craft supplies; poke me if you have any issues with it
-added a Sit placeable to the Shadow Throne
-fixed a Grue treasure instance that was spawning 5x intended loot in the Lady's House
-nuked some obsolete/unused resources

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: Apr 3 2017, 01:28 PM
Quote Post


shad but true


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



2017-04-03-DN1-dave-mod.zip
====================================================================
-finished cleanup on item instances
-more NPC maintenance
*example: restored Private Corrick and nerfed him down from CR107/61HD to something more appropriate for guarding library (lol)
-minor custom palette maintenance
-all Defender faction members are now marked with DN_NO_LOOT and DN_NO_XP (by moneo script)
*some npcs with higher CR, by design, are marked the same way
-Nuked some obsolete resources
-fixed a bug in dn_inc_player.nss\DN_GetPCPartySize() was off by +1
-reassigned all creatures with Netherspawn RacialTypes to either Elementals or Outsiders


--------------------
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: Apr 6 2017, 06:32 AM
Quote Post


shad but true


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



2017-04-05-DN1-dave-mod.zip
====================================================================
-update to the Crafting Supplies DM stuff
-worked on Feywild stuff
-updated several Race and Subrace settings on various creatures
-deleted some unused resources
-added a Werewolf tester in the zip montest area to study Imp Crit Unarmed vs Creature Weapon
-updated dn1_songlist.2da and dn1_lyrics.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
PMUsers Website
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dave
Posted: Apr 10 2017, 06:05 AM
Quote Post


shad but true


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



2017-04-09-DN1-dave-mod.zip
====================================================================
-worked on feywild stuff
-updated dn1_lyrics.2da/dn1_songlist.2da [override]
-ongoing npc/monster maintenance


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: May 8 2017, 06:52 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-05-06-kev-mod.zip and 2017-05-06-kev-hak.zip
=========================================================

buurag now sells heal pots

recolored the Mystical Fountain in MC Light to blue so it doesn't look like it's Trapped

babaeyl gypsy now spawns near its waypoint, which is also moved to near vezkz and the entrance

Symphony Of Shadows relic now grants Uberseeing, unlimited uses/day

Nospmis Mask relic bumped to 2 uses/day

"findzip" added to builder whispers: lists any zip points in the current area

mass greater spell breach updated to always be area, 4 protections, and -8 SR

Epic Bracers now have a meaningful description that hopefully encourages purchasing them. it's as good as all my other flavory stuff, so anyone who feels like rewriting it is welcome to. tongue.gif

the entrance to the grue caves now has some minor vfx outside it to act as a highlight, since it can be hard to notice

Defender Gagnishdak at the giedi monastery had lost Heavy Armor proficiency and was naked as a result

tyrantfog zombie mist now respects Poison Immunity

casting a spell on a sequencer that already has that spell will remove it from the sequencer

arcane casters with PM/EK levels are eligible for Innate Metamagic once their total Effective Caster Level is >= 21

--

all mod and hak scripts rebuilt, 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
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arQon
Posted: May 29 2017, 11:23 PM
Quote Post


EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-05-29-kev-mod.zip
=========================================================

imported feywild_170506.erf and rebuilt mod scripts

fixed a homophone in redhawk's convo

tweaked the position of the not-quite-reachable telescope in the obsidian grotto

created level 30+31 fire mephit familiars based on the pixie - OTHER LEVELS ARE MISSING
(as are a lot of the pixie levels, incidentally)

now live

This post has been edited by arQon on May 30 2017, 01:41 AM


--------------------
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: Jun 12 2017, 09:58 AM
Quote Post


EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-06-11-kev-mod.zip and 2017-06-11-kev-hak.zip
=========================================================

correct the fire mephit claw+skin to use the fire mephit ones, not the pixie, oops

imported dave_170611.erf (feywild stuff)

fixed a bug with the NON-Mass version of PVS not being factored into saves properly
(rebuilt all mod and hak scripts)

updated montest with some maidenhead spawns (5 min respawn)

--

now 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
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arQon
Posted: Jun 17 2017, 02:48 PM
Quote Post


EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-06-18-kev-mod.zip
=========================================================

Polar Vortex was using the wrong save subtype

Halt Undead and Mass Halt Undead were missing a call to tell the AI a hostile spell had been used

Relic Powers will now be shared with Familiars and Animal Companions

imported dave170617.erf (feywild)

level cap raised to 32


now live

This post has been edited by arQon on Jun 20 2017, 01:38 AM


--------------------
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
arQon
Posted: Jun 25 2017, 01:27 PM
Quote Post


EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-06-25-kev-mod.zip - now live
=========================================================

imported dave170624.erf (feywild)

barbarians gain Greater Rage at level 12 rather than 15 (feat description will update with the 033 HAK)

fixed some typos in the SR Caravan quest dialog

fixed a typo in Mount Notus flavor text

reworked the spawns in The Ogre's Belly

This post has been edited by arQon on Jun 26 2017, 12:16 AM


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