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Post by chreelister on Mar 13, 2017 12:56:12 GMT
*6 new areas, 1 for DM use only. *15 new creatures, 4 using the same resource. *UD quests now give +4 in levels of XP and gold, so instead of being a quest for people in the high teens, it is now a quest for low 20s. *Troll Lord stats tweaked again. *Added a fix, hopefully for the perma drone bug. *Divine Shield and Might duration now adds 1 round for each Paladin and Blackguard level and adds 1 round for every 2 levels of Cleric and COT. *Divine Shield causes an aura around the body, so you will know when its active. *The item, The Feyduster stats changed (maybe needs more tweaking, it seems close to max level). *Lost Soul Ycoken stats upped, CR upped 1 and added ghost effects to creature. *Puissant now correctly counts Improve Critical Kama. *Changed names of the newish Forgie areas. *Added Kalmeb, Tyke and Hads to the DM board in the entry area. *Added a statue for Dacarlo in the entry area, without him, the server would have been dead ages ago. *Switch the loot generator script around to put the item in the loot bag on the left side instead of the right, this is hopefully to make it so when the cleanup script fires it leaves the item and not the scroll. *Toned down the spawns in The Chasm. *Turned up the spawns in The Soul Vault (mainly for more players), soloers shouldn't notice too much of a difference. *The summon, Forgesmith Overseer no longer has the feat Expertise. *Fixed a bug where the dyes, Pure Black and Pure White wasn't dropping. *The Soul Watcher, 1 of the Soul Keepers and Forgesmith Fire Warden are no longer considered Bosses for drops and loot. *Replaced the low level spitter grub in the Breeding Chamber with Kalmeb's new creature. *Elite Archers in COJ have been upped 1 CR. Stone Golem should get its Greatsword on Wednesday or Thursday, I will have to take the server down to do it. I also have more plans for PDK, BG and Paladins. Also, about everything needs more testing than what I was able to do, some new areas are just too hard to test thouroughly , so I appreciate any feedback, comments, complaints, etc. I will try to watch in DM mode, too to get a better idea of especially on how the new stuff is working. Hopefully I didn't break or jack anything up too bad.
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Post by heavymetal2000 on Mar 13, 2017 13:05:51 GMT
Thanks for the update Chree!
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Post by kalmeb on Mar 13, 2017 15:48:57 GMT
Great work Chree.
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Post by heavymetal2000 on Mar 13, 2017 15:58:25 GMT
I noticed you mentioned divine shield now grants an aura so you can tell it's on or off. Any chance you can slip in something that would cause might to make your weapon that gold hue while might is active?
Just a thought. Thanks again for all the hard work!
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Post by joakim on Mar 13, 2017 17:01:55 GMT
*6 new areas, 1 for DM use only. *15 new creatures, 4 using the same resource. *UD quests now give +4 in levels of XP and gold, so instead of being a quest for people in the high teens, it is now a quest for low 20s. *Troll Lord stats tweaked again. *Added a fix, hopefully for the perma drone bug. *Divine Shield and Might duration now adds 1 round for each Paladin and Blackguard level and adds 1 round for every 2 levels of Cleric and COT. *Divine Shield causes an aura around the body, so you will know when its active. *The item, The Feyduster stats changed (maybe needs more tweaking, it seems close to max level). *Lost Soul Ycoken stats upped, CR upped 1 and added ghost effects to creature. *Puissant now correctly counts Improve Critical Kama. *Changed names of the newish Forgie areas. *Added Kalmeb, Tyke and Hads to the DM board in the entry area. *Added a statue for Dacarlo in the entry area, without him, the server would have been dead ages ago. *Switch the loot generator script around to put the item in the loot bag on the left side instead of the right, this is hopefully to make it so when the cleanup script fires it leaves the item and not the scroll. *Toned down the spawns in The Chasm. *Turned up the spawns in The Soul Vault (mainly for more players), soloers shouldn't notice too much of a difference. *The summon, Forgesmith Overseer no longer has the feat Expertise. *Fixed a bug where the dyes, Pure Black and Pure White wasn't dropping. *The Soul Watcher, 1 of the Soul Keepers and Forgesmith Fire Warden are no longer considered Bosses for drops and loot. *Replaced the low level spitter grub in the Breeding Chamber with Kalmeb's new creature. *Elite Archers in COJ have been upped 1 CR. Stone Golem should get its Greatsword on Wednesday or Thursday, I will have to take the server down to do it. I also have more plans for PDK, BG and Paladins. Also, about everything needs more testing than what I was able to do, some new areas are just too hard to test thouroughly , so I appreciate any feedback, comments, complaints, etc. I will try to watch in DM mode, too to get a better idea of especially on how the new stuff is working. Hopefully I didn't break or jack anything up too bad. When we spoke ingame today I didn't realised u was on a new release =) Thank for the update Chree!! OK first bug report. When "linked" firing Divine Might will fire both might and shield, however the new shield indicator won't show. Firing Shield however, "won't" fire Might. So at this point, don't use the link device, u cannot make it work that way. This being said, love what you choose as "Divine Shield" indicator, and furthermore, with the extended duration they now feel very very useful. It's like night n day in my opinion +++++
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Post by mcbutcher on Mar 13, 2017 18:55:29 GMT
Wow huge update. Can't wait to test
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Post by jonlun on Mar 13, 2017 20:52:54 GMT
divine shield and might doesnt seem to add duration when linked with wrath or favor
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Post by chreelister on Mar 13, 2017 21:06:47 GMT
The Divine Link coding is very confusing, I didn't write it, so I will look at it some more and see if I can fix it. Thanks for the info, Joakim and Jonlun.
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Post by taroc on Mar 14, 2017 0:55:40 GMT
This is fantastic!! Many thanks, Chree, for the new DM area - I love it!!
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Post by fingers on Mar 14, 2017 2:30:11 GMT
Great work! The new areas and mobs are awesome, was lots of fun exploring. **SPOILER ALERT**
Really love the death vault...only survived maybe a half hour with a strong three man party but it was super fun...it broke after we died tho...is it possible to extend the time the portal is open? Seems really short to try and get your party through especially when it opens only when there is a spawn? And they can block the portal so not easy getting in.
Soul vault still seems OK solo, like the new additions to mobs in there....did seem to scale ok with 2-3 people as well.
Couple other notes from my perspective...The new boxer mob (berserk steve) might be a bit OP...was giving trouble to a bunch of guys...
Troll lord is much harder than before. Not sure if that was purposeful or not to be that much harder. I could take him out before with 2 max drones and dragon knight, but now I got him to barely injured before I was killed. Couldn't hit him and dark didn't even help me.
Have not checked out out chasm or bc yet, but I can't wait!
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Post by psv38 on Mar 14, 2017 2:41:54 GMT
Yup, I like the layout of the new Trighton area, although I must admit that I think my risen is no longer viable as a solo build on the courtyard, the monk boxer makes it impossible, i can barely kill one solo, and that's with my conceal up which as you know gets dispelled often, let alone 2 at the same time, and that happens often as well.
They don't hit as hard as a DK but they have much higher ac it seems, oh and I think they sneak, b/c they alwayts seem to be on top of me all of a sudden, I have 50ish spot.
The new archers are great, as are the dual wielding melee!
I love that there are multiple areas there now that will support multiple parties at the same time.
All in all, I like it! (just tone down that crazy monk undead boxer, haha)
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Post by donojono on Mar 14, 2017 18:10:06 GMT
Can the Risen use any other shape to survive the boxer apart from that Great great update thanks for all your hard work Chree.
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Post by psv38 on Mar 15, 2017 21:03:18 GMT
Did some more solo testing of trighton, and basically as a risen, I can't make it long on cy north w/o dying, and I mean, every single time I go there now, it is a matter of when, not if, I am going to die. Now, if that was the intent, then mission accomplished. (this is not a complaint, just an objective observation)
And I am a very well equipped risen, with a +10 wep (64 ab), en epic brawlers belt (20/- bl resist), an epic ele resist ring (30/- resist to 4 ele types and 40/- to fire), and str/con maxed out, and I don't get knocked down all that often either. I also have pierce/slash covered with 15/- resist items and have the harm pot widget.
The random spawns seem to have increased by a lot as well.
Oh, and I also took my ac water elemental to the new forge areas (the map before the chasm) since the last update and there is now an Overlord I think (a monk boxer), and he too (as with the trighton monk boxer) has too much ac imo, I have a 62 ab on my water ele and I could barely hurt him and when surrounded by 4 other mobs which normally don't give me any problems, I didn't even get around to killing him before they got off a lucky kd and I was killed fast.
Overall, I love the look and feel of the new areas, they feel dangerous, which is good, but I do think the 2 monk boxers in particular need their ac lowered, or their damage lowered. The main problem for my risen is that unlike the rah, the monk boxer follows me as well but his damage is massive compared to the rah, and he damages me while I am trying to run away so running is no longer a solution, and basically guarantees certain death, gets boring after 3-4 times in a 10 min period...
I'm not that upset that I can't solo trighton anymore but some of the new creatures need a little readjustment, haha.
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Post by chreelister on Mar 15, 2017 22:21:45 GMT
Thanks for the feedback. I do plan on reducing the AC on the monks in both areas and Strength down 2. What is funny, after I tested them, I reduced their AC by 5 before I released it.
But I am glad a Risen is having trouble there, after hearing a lot of people say it needed Udtd spammage there. Which I don't like instant death at all.
The Troll Lord is either too easy or too hard. I'll keep adjusting, but might wait on more feedback.
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Post by psv38 on Mar 16, 2017 0:15:11 GMT
The new areas are great, i'll adjust, haha. I'll probably make a new build perhaps as a support for a small party (reo and fingers?) Or another build, maybe ac based, see if that works, lol. I do very much appreciate all the long hours you have put into all these changes, bottom line, this is good stuff, imo. CHALLENGE ACCEPTED!
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