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> 2017 Design Update Log
dave
Posted: Jun 29 2017, 05:29 AM
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Group: DN Design Lead
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Member No.: 78
Joined: 30-March 03



Submitted: dave_20170629.erf
====================
-updated Fandor's convo ; L4+ chars can now do for forest kobold BQ without doing mines first, but as a consequence, the mines quest is not available to them
-updated the Silence scroll template [yabb]
-updated door names in the Towers of Divine Might and Power
-updated No Mans Land and Kobold Forest - transition should be fixed now
-marked Moe with DN_IS_GYPSY variable
-fixed inverted conversation logic paths for party/solo travel in Vichnu's conversation
-updated a bunch of door scripts to add more logging, tweaked a couple other bits while in there [dn_inc_event, dn_door_*]
-fixed a grammar issue on the Owlbear descriptions
-updated and slightly refactored a dn_inc_lootbag script
-updated some feywild encounter templates and instances
-updated some vfx for a couple custom spells [dn_inc_s_shared, greenfire spells, mass halt undead]
-added support for "/w kit seq" chat command [dn_mod_pcchat, dn_inc_kits]
-added support for "/w rage(s)" chat command [dn_mod_pcchat]
-refactored some rage code slightly [dn_inc_s_ability, nw_s1_barbrage]
-added a decoration to Quivira Plaza of the Gods, and to Tannim Tunnels
-renamed Thayvian Circlet


-updated dn1_chathelp.2da on server override dir


Directions: Import, overwrite all, rebuild all scripts.

-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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arQon
Posted: Jun 29 2017, 04:22 PM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



2017-06-29-kev-mod.zip and 2017-06-29-kev-hak.zip - now live
=========================================================

imported dave20170629.erf (see above for details)

changed Birnham Temple Shadow drops from Unearthly Essence to Ectoplasm

many many plot items (and Reward Notes etc) correctly flagged AS plot items to prevent accidental sale, and Weight Reduced to 10%

conversion of the NS Crypt bookshelves to treasure containers had removed Ulrek's Journal, which provides key backstory for the quest. journal reinstated as an RSPI instance.

books will never be autolooted, even if autoloot is set to "All", unless the book is a plot item. (books have no resale value, and 99% of the ones found "in the wild" are ATS Recipes, which non-crafters have no interest in)

shopping at a Personal Vendor will no longer send "Loading Store..." messages to (uninvolved) players

BG Inflict XYZ Wounds abilities will now work properly (BG level x5 damage, DC 10+CHAMOD, W/2) if used by NPCs

This post has been edited by arQon on Jun 30 2017, 05:06 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: Jul 3 2017, 04:33 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



2017-07-01-kev-mod.zip - now live
=========================================================

reworked the spawns in Myrkasi City

ACF will no longer drag you back into fights that you've fled from


--------------------
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: Jul 8 2017, 03:39 AM
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shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



dave_170707.erf
=============
-updated a placed sign at Crossroads (PSP sign)
-redesigned the Staff of Shadows appearance
-nuked some stuff in my house, added some more test things
-updated door scripts [dn_inc_door, dn_door_*]
-redesigned door initial state cache routines & player housing handler ; door initial state caching and respawning are now both based on area events, rather than a platoon of door events
*removed feature to have a door guardian pretend to close the door (obsoleted door var: DN_MY_DOOR_GUARD, used for 2 doors)
** removed unsupported vars in Ettin tunnel and Upper NS Mines
**removed support for pre-door DN_CLOSE_TIMER variable controls. Used on 6 doors, 3 of which are in a DM-only housing basement (lol).
** removed unsupported vars in DN basement, GV, NS mine
*removed support for toolset preset variable DN_DO_NOT_CLOSE - used only in Tannim Tunnel
** remove variable from the door in Tannim Tunnel, updted despawn timer to 2 hours, added a Recall Shrine
*removed support for toolset preset variable DN_DO_NOT_LOCK - used on two doors, no longer needed
** remove unsupported variables from the doors
-started to convert Knock to an EMS script (was missing precast!)
-rewrote nw_g0_transition (TEST ME!) - for now it is rerouted to our dn_door_onclick script. BW's version is mostly just clutter to deal with exceptions related to horsecack. Le Sigh.
-Created Builder door test lab
-Created Staff of Passage, placed one in the door test lab marked Plot so test babies can use it. MAde another related test item there.
-updated autochats [dn_mod_pcchat]
*created "/w despawn" builder command [dn_inc_event, dn_mod_pcchat, dn_area_usrdef]
*created "/w doors" builder command [dn_mod_pcchat]
-fixed an issue where automatic detection of DM/Builder areas was checking for an obsolete naming convention [dn_inc_keys]
-defined some new meta-color constants (open/closed/locked/etc) [khb_inc_colors]
-updated Flavor text debug data formatting [dn_inc_flav]
-updated numerous doors throughout the mod that did not use our standard scriptset
-updated names on some doors throughout the mod [eg Self-Deleting Door, etc]
-renamed a couple areas

-updated dn1_chathelp.2da on server override dir

Directions: Import, overwrite all, rebuild all scripts.

Door work is unfinished, but I want to capture progress and think I haven't broken anything too badly.

-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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arQon
Posted: Jul 8 2017, 05:56 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



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

Brahkl (Rakasta druid boss) was spawning in triplicate.

Paradan Sewer rats were incorrectly getting 25% concealment thanks to having the X2_L_IS_INCORPOREAL flag set on them.

the FOY quest couldn't be completed because of a bad reference in a 3-party conversation. this should now work properly again.

the Missing Caravan quest couldn't be started because of bad references in a 3-party conversation. this should now work properly again.

--

imported dave_170707.erf (see above)

note: dave, there were errors in the dn_area_enter and dn_mod_pcchat scripts in the erf. i've fixed them both so that they compile, but you'll need to check that dn_area_enter in particular is actually doing what you want.


--------------------
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: Jul 8 2017, 03:15 PM
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shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



QUOTE (arQon @ Jul 8 2017, 07:56 AM)

imported dave_170707.erf (see above)

note: dave, there were errors in the dn_area_enter and dn_mod_pcchat scripts in the erf. i've fixed them both so that they compile, but you'll need to check that dn_area_enter in particular is actually doing what you want.

Thank you, file-diffs look good. Last minute changes FTW. The dn_area stuff needs more testing and investigation anyway, so I"ll poke more as time permits.

-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: Jul 9 2017, 06:47 PM
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shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



2017-07-09-DN1-dave-mod.zip
====================================================================
Prep work for 033 patch, plus quickly addressing some screenshots/bug reports

-updated dn_inc_appearance for 033
-updated dn_inc_races for 033 (prep work, final awaits final version of patch)
-updated dn_inc_spl_const for 033 (prep work)

-applied the standard dn door scripts to some doors in Faeyn Towers area
-applied the standard dn door scripts to some doors in Builder - Monster Testing area
*There are no longer doors in the mod that can be generate useless HOTU crafting materials (wood?) OnDeath

-tweaked some in game messaging scripts in [dn_mod_pcchat, khb_inc_colors]
-Wesh now sells quarterstaves
-removed unused/obsolete Self-Deleting door scripts: dn_door_delete, dn_destroydoor
-further minor improvements to the dn_door_scriptset
*nuked obsolete features related to the "DN_DOOR_BASHED_OPEN" variable being automagically manipulated by script by an old door system that tried to simulate respawning doors with plotted doors before BW added better support for respawning doors (eg heal works on doors now)
-added mfx to NS cemetery Crawling Claws
-fixed 4 broken exit portals in the Builder - House of Whim areas
-updated dn_inc_lootmsg to improve grammar and play a voice chat when there's "interesting" (eg non-gypsy) loot left behind in a loot placeable [not actually tested lol]
-characters activating a Shrine of Recall will now briefly meditate (as with headstone recovery) [untested]
-fixed an issue found and debugged by Kev for the Missing Hunters quest in Bifrost [untested]
-refactored dn area scripts and related stuff [dn_inc_event, soustone code, dreamcatcher)
*we now have a general system to specify a custom event number to fire for enter/exit on any given area
*we no longer half-ass share an item give/take script for Death and You Awoke - those areas have dedicated events now in dn_area_usrdef
*driving goal was to fix an issue where OnUnacquire did not fire when Dream Catcher is Destroyed, so related journal entries were not updated on exiting you awoke
*there is more opportunity for refactoring/cleanup, but short term goal is accomplished for now (bye bye old screenshot)
-started work on some new spell scripts for 033 spells & abilities, but this is not finished [WIP]

-recompiled 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 10 2017, 05:51 AM
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shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



2017-07-10-DN1-dave-mod.zip
====================================================================
-minor layout update in the Tunnel of Tears
-fixed a bugged feedback message in dn_mod_pcchat for "/w kit pc" caused by the recent support to "/w kit seq"
-colorized some more in game messages by replacing StrRef messages with Strings in various spots
-updated Deafening Clang scrolls to make them useable by Bards, added them to the DM Test Resource chest
-fixed a typo in an area name
-tweaked an order-of-operations issue preventing DMs from running Door initialization OnAreaEnter()
-tweaked sleepy pet ai:
*pets are now made "permanently" asleep in onspawn - if you attack etc, they wake up until despawn/respawn, I would now expect
*VFX_IMP_SLEEP is now only applied when d10()>7, to reduce sleep sounds stacking up on a single sleeper
*Sleepers without effect Sleep applied to them turn off their spawn in HB event flag for efficiency

-recompiled 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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arQon
Posted: Jul 13 2017, 09:43 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



alis_lab170712.zip
==============

re-enabled Ali's Lab functionality
allow tailoring of Set Items (tlr_copynpcoutfi etc)

Directions: unzip into modules/temp0, rebuild all scripts, delete now-obsoleted "ali_chest.*" from mod.


--------------------
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
dave
Posted: Jul 15 2017, 02:46 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



2017-03-13-dn1server-dave-hak.zip
====================================================================
-updated des_crft_scroll.2da to support 033 spells
-updated des_crft_spells.2da to support 033 spells

-removed duplicate resources:
• x0_s0_firebrand.nss
• x0_s0_missstorm2.nss
• x2_s2_terrage_a.nss
• x2_sp_is_blue.nss
• x2_sp_is_dred.nss
• x2_sp_is_drose.nss
• x2_sp_is_pblue.nss
• x2_sp_is_pgreen.nss
• x2_sp_is_pink.nss
• x2_sp_is_sblue.nss

-recompiled all scripts and rebuilt hak


2017-07-14-DN1-dave-mod.zip
====================================================================
-module now requires HAK + TLK 033 from the downloads page

-created new spell scroll for new 033 spell
*added it to the scribe/scroll test basked
*added several of our custom druid spells to Eldatha's Temple store inventory
*added new 033 spell to Loot Tables

-updated dn_inc_vfx some more
-changed the obelisk tracing kit appearance to #70 (from #100)
-worked on replacing dynamic tilemagic instances with static mfx spawned tiles
• Updated everything EXCEPT Feywild areas; the Pirate Den may still need tuning
• Added some ZIP points in the course of doing and testing this work
-updated the Speaker Tags in the Missing Hunters convo
-added PfE scrolls to the scribe/scroll test basked
-added a DM Scribe/Scroll test basked to Kev's house
-wrote and ran a Moneo script to apply 033 race changes to all affected creature blueprints
-Updated the appearances of the FoY bottles - changed the name of the Plot item to "Sample"
-updated EMS precache script
-worked on new spell/spelllike ability scripts:
• Lightning Flurry
• Aura of Confusion
• Touch of Weakness
• Aura of Sharknado (MOB enter requires work before deployment, possibly while refactoring Gust of Wind to codeshare)
-[to do] unimplemented or incomplete yet:
• Monster Summon Wisp
• Monster Summon Sharknado
• Giant Stomp
• Wail of the Banshee (Monster abil) - ripped from the spell, precast check removed, still prolly needs a look
-tweaked Dream Catcher journal entry behavior
-updated some journal entries [highlighted the website link cyan, fixed some typos]
-updated the custom waypoint palette
-imported Kev's ERF {Ali's Lab]
-as we now grant Mighty Rage on levelup at Barbarian L21, adjusted the Rage script to grant the effect for higher level barbs even if they are missing the feat (eg if they predate the 033 patch and have not gone to FoY to relevel, they should still get the benefits of taking 21+ barb levels).

-recompiled all module 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: Jul 17 2017, 05:48 AM
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shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



spkrtags_170717.erf
=============
*design maintenance on some speaker tags in various conversations
*got sucked into some random layout edits, updates, renames, tag fixing, npc touching, etc around Babaeyl

Instructions: import/overewrite all/done

-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
PMUsers Website
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arQon
Posted: Jul 18 2017, 12:13 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



2017-07-17-kev-mod.zip and 2017-07-17-kev-hak.zip - now live
=========================================================

imported hunters_170715.erf (should stop the hunters respawning)

imported spkrtags_170717.erf (see above)

new functionality for the weary leveller: level up, level down, match party leader's xp

players with the Uncanny Dodge feat will also receive the "Monster Uncanny Reflex" feat, which is basically a version of Uncanny Dodge that actually works (or at least, works better than Uncanny Dodge)

moved tedia's spawn trigger (magt armory) so she appears as soon as players enter the shop

Deafening Clang and Blade Thirst were calling PreCast twice, which was harmless for normal castings but did raise potential problems when trying to cast them from scrolls via UMD

characters that travel to the Fountain Of Youth can now take a small amount of the water for themselves for later use

the "attack my target" radial shout (VWE) can now be used to:
1) tell your pets to attack YOUR target, if you have one. this should obsolete the "pet amt" whisper command, and like that should also help with pets refusing to attack invisible creatures even if right next to them.
2) send your pets to attack enemies that YOU can see at a distance but they can't because of their inferior perception range. (they still won't attack things that are around corners and visible to you only because of the TAB key - the enemies have to be "genuinely perceived" by you).


--------------------
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: Jul 21 2017, 05:22 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 13803
Member No.: 78
Joined: 30-March 03



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



--------------------
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: Jul 21 2017, 09:08 PM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4373
Member No.: 297
Joined: 14-September 04



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

imported feytm_170720.erf (see above)

the Monster Uncanny Reflex support for PCs would be lost on equipping a helmet because of engine bugs with item properties: it now has a workaround that should restore it.

design maintenance on some tools (wand of naming) and purging of some dmfi "language" leftovers.

some "Unique Set" items with very high saves bonuses in their base form have had those saves slightly nerfed.

damage shield spells can no longer be stacked (stacking all the new ones could kill a dragon in less than 3 rounds, eesh).

tweaked the spellbooks of Grue Deep Binders to remove multiple damage shields, since the ai will insist on casting them all, so only the last one - which would also be the weakest one - would be in effect.
* there are probably a handful of other casters with multiple damage shields out there somewhere: if you notice one, please report it to the Nits thread.

Crafted Iron Fire Opal Amulets had the wrong properties: they're now correctly CHA+4, Univ+1, Fort+1

Crafted Onyx items, which previously added no "gem" properties, are now AC+5 on amulets. rings still have no "gem" properties.

Crafted Black Sapphire items, which previously added no "gem" properties, are now AC+5 and Univ+1 on amulets. rings still have no "gem" properties.


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