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Information => Announcements => Topic started by: Howlando on February 18, 2014, 12:30:05 PM

Title: New Content
Post by: Howlando on February 18, 2014, 12:30:05 PM
I've added a lot of new content to the module recently.

This includes:

1) An optional, more challenging "hardcore" prologue start portal. This prologue is much more challenging but will result in characters starting in Sanctuary at a somewhat higher XP level (the main difference being that you won't need to run around and do very many delivery quests).

Characters that choose this portal will never be able to respawn directly to the Mausoleum/Safe Spot, but will only be able to be respawn to their corpse. Additionally, it is somewhat against the spirit of the prologue to "respawn your way through" so if you die, you may wish to consider making a new character... certainly, do not expect DMs to be very helpful with clearing your corpse for prologue deaths.

There are various ways to solve this Prologue (some of which may actually be very easy!). It is fully encouraged for players team up together to pass through it.

Suggestions about improvements for the Prologue are welcome.

2) Several quests have been adjusted and tweaked and the old pretty bland 'Dunwarren Salvage Pit' quest has been completely remade (and even has a small fun flavor-bonus for the first character/party to attempt the quest per reset)


There will be more to come, and as always suggestions for where my toolset energies would be best oriented towards are welcome.
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Post by: Siren on February 18, 2014, 07:38:42 PM
Don't know what to say besides thank you. I'm very grateful for the continued updates on the module and everything the DM team does to make the players' experience fun.

If it serves as encouragement, I can definitly say that this chapter's grown on me quite a bit and that I've come to love it even more than Mistlocke, which was already ridiculously amazing in its own right.

I commend the proactive playerbase aswell, who truly brings the rich world that the DMs have crafted to life. Some of the characters we have around are the hard-work of very talented roleplayers, so thank you to everyone really, for making this place fun.

As for suggestions regarding future updates, it's hard to say what I'd like to see more of. Perhaps adding polish to already existing areas, rather than implementing new ones. There's so many things that I haven't seen yet, so it's definitly not my place to ask for more.

But yes, as sort of quick suggestions for how I think the game world could be enhanced... I suppose more placeables in the areas to make them easier to distinguish from each other, although this could be detrimental because it'd make it harder for players to feel lost (a good feeling), the Underdark's meant to be a desolate, "empty" place. Perhaps more flora that you could interact with, the ambient sounds are already very good as it is, I'm on edge everytime I leave Sanctuary by myself. That feeling of impending doom and loneliness makes me feel like I'm playing a horror game (which I'm a fan of!).

The only suggestion that I actually feel secure about giving is a little makeover of Upper Sanctuary. I feel there's too many bridges and very few places to inhabit, I'd like dwindling streets and chaos, more in the spirit of Lower. My vision for how Sanctuary would look like is slightly different from what it looks like in-game, but perhaps that's a subject for debate and I'll just bring it up in another thread, I feel the subsequent posts here should be more about thanking the team for their updates, rather than debating what else they could do for us. =P
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Post by: WeAllGonnaDie on February 19, 2014, 02:29:15 AM
I'd like to give my input on the new prelude:

Atmosphere:  Awesome.  Very cool.

The scavengable clickies do not seem to reset between users?  Each one I tried to use said it was already searched.

I spoke to the mage NPC and persuaded him to give me a key.  After doing that, I still had the option to talk to him and take the quest to get the key.  There was no XP for that, which is fine.  I basically ran for sweet life after.  The +8 AB on the... enemies scattered over the last area makes fighting them as a level two a non option.

There seemed to be a LOT of mindless drones in the city, like, lots.  I think I saw 20 or more when I went?  I don't deny that the place is dangerous but once two saw me and fighting two +4 AB enemies with 20ish HP at level 2 is not an option for a non melee alone.  I had to run for it and basically ran for my life the rest of the way.

I did not get any XP or loot of any sort.  This is not a complaint, it looks very cool, that is fine, but if it was intended that people end up at the end of it with more XP and not needing to run some of the starter quests, that was not my experience.
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Post by: Howlando on February 19, 2014, 03:05:14 PM
The bugs should be fixed now, and as far as I'm aware everything is working correctly as of v405.

The bonus varies somewhat depending on how the Prologue is solved, but if nothing else there's around 1k XP of exploration XP for one of the areas which should make it so you don't need to do very many delivery quests in Sanctuary.
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Post by: Knight Of Pentacles on February 19, 2014, 04:15:36 PM
That prelude is... epic.
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Post by: Kinslayer988 on February 19, 2014, 05:15:53 PM
Can't wait to do this!
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Post by: djspectre on February 20, 2014, 09:31:25 AM
Thanks for the updated stuff, Howland!
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Post by: johanmaxon on February 20, 2014, 01:37:00 PM
A great addition, thanks!
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Post by: TroublesomeTree on February 20, 2014, 01:48:32 PM
That new intro is no joke! The character I made to try it out did not survive. RIP in Pease, dudeguy.
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Post by: Howlando on February 22, 2014, 02:51:45 AM
Just wanted to mention here that as of v413 there's a fair bit more content.

- 2 new quests (one needs to be tested)
- Super Secret additions scattered in hidden places...
- Hardcore Prologue starts now results in not being able to respawn until level 4 (this is to prevent PCs from respawning on the prologue itself)
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Post by: Howlando on February 23, 2014, 09:34:31 PM
As of v418:

- Two old quests from previous chapters re-purposed for EFU:R
- The "Clowns" quest was edited/partially remade
- More loot variety

=)
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Post by: Twilight's Gift on February 23, 2014, 09:39:57 PM
Awesome as ever, Howland! Loving the new content, though I've probably only seen a quarter of it so far. Can't wait to experience the rest, you did a great job!
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Post by: Frostbite on February 23, 2014, 10:01:58 PM
Thanks for the new content and hard work.
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Post by: BlowTheManDown on February 24, 2014, 01:05:12 AM
Its great, +1
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Post by: Howlando on March 02, 2014, 07:07:14 PM
Several new areas, including a new section of Sanctuary that is predominantly for NPCs.
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Post by: Ryan on March 03, 2014, 04:46:35 AM
The new area is absolutely gorgeous and I sincerely hope there's some long term plans for it. It seems a shame to use it exclusively for NPCs!

Edit: To be more specific, perhaps a rentable building for less savory PCs (a low carb alternative to Lower, to those who have the guile to do crime yet not immediately get exiled?,) maybe some hiding spots, a sprinkling of quests, and perhaps a transition to the Workmill area would be what I'd like to see added. The latter is what I'd like to see most, as the area is a bit of a dead end right now and there's little reason for people to go through aside from simply checking it out. Having it serve as a thorough-fare might be cool and lead to more traffic.

Of course, this may spread PCs out a bit more than usual over Sanctuary, which may be undesirable, so I dunno. It definitely conveys the feeling of an underground city perhaps the most effectively out of what I've seen from the module so far.
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Post by: WeAllGonnaDie on March 03, 2014, 04:51:05 AM
Its puuuuuuuurty!
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Post by: Mathamune on March 03, 2014, 05:17:27 AM
I love new things!!!!
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Post by: Lira on March 03, 2014, 05:29:13 AM
Agreed in every particular. It's the aesthetic I pictured when EFU was first pitched to me, and it's just perfect. Using that space for content that could flesh out how the average Sanctuarian lives through dialogue, quests, placeables and so on would be great.
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Post by: Knight Of Pentacles on March 03, 2014, 06:49:12 AM
Very beautiful.  So I smell the next scumlord area?
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Post by: Howlando on March 03, 2014, 08:46:29 AM
I do intend on adding some content, but from a design perspective I hate to spread out the playerbase too much.
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Post by: Siren on March 03, 2014, 11:42:08 AM
Love it! It's precisely what I felt Sanctuary needed, and what I tried to ask for with that long-winded thread I made a while ago.

I've been trying to pay more attention to little details inside Sanctuary aswell and must say I drew conclusions too early that were very unfair towards the area's design. I love how the flats in Upper are all named in honour of things long lost. "Sunset flats", "Niceview flats", "Bright sea flats", "Happy forest flats", they all brought a little mischievious smile to my face. Also noticed the grafitti/carvings near Starag's rest, discovered interesting spots like Spellbeggar's lane and I have to admit that I hadn't been observant enough.

As a side-note, I recently sailed (really nice script!) to that Kuo-toan city and it was drop-dead gorgeous, very pretty and immersive. I feel there's so many beautiful things that are easy to go unnoticed, so it's motivated me to create a slightly stealth-based alt that'll hopefully put me out there more. The character's background is actually solid already, being a sibling to a character I used to roleplay that I was very fond of; basically, this character's background has room for a group/faction (self-sufficient, with little to no DM involvement required), that will mostly target other new players/PCs, but hopefully more seasoned members of the community aswell that just want to enjoy what's out there more without having to call it a "patrol". I'll make a thread soon, once my character has raised enough starting money to pay you sellswords out there!

For anyone who might know me, I'm still very commited to my main character, but after repeated failed attempts at solo exploration, I've realised my spellsword isn't very mechanically-inclined for that sort of thing and I don't want to miss out on seeing certain areas.

Anyway, sorry for the shameless self-advertising and going a little off-topic, but hey, if players like me break their self-imposed no-alt rules just to see content in the server, perhaps that'll give a boost to the DM team's ego to make them motivated to make even more areas for us! (yeah, I never write anything without second intentions =P)
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Post by: Howlando on March 11, 2014, 03:56:35 PM
Some notes on recent changes as of v453:

- All characters should now receive an extra EFUSS skill-point on leveling up
- There's really a lot of new exploration areas and ambient things scattered around
- There is some new & experimental druid content originally designed by SC made available (to be expanded eventually). Druid PCs let me know if it's working properly.
- Some quests tweaked (i.e. Mundigo's Amusement Park is less crazy with the mirrors)
- More rentable rooms at the House of Heroes
- Hidden things
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Post by: Howlando on March 21, 2014, 03:22:57 PM
Another medium sized update, featuring more tweaks (Mundigo's Amusement Park less annoying with the mirrors) and some other things.
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Post by: Howlando on March 31, 2014, 05:20:23 PM
v492:

- A few minor additions to worm pits to aid with new player experimentation (cooking, fishing)
- New ambient loot
- Improved documentation in start area
- A new quest (available in the House of Governance for clerks, Prefects, Directors... the quest is easy and largely unrestricted. The idea is that it is simpler, light-hearted quest that you can quickly take a new character/player on or send them on. As the description on the NPC says, do not spam this quest or do it more than once solo. It is a tool to help you do your job to welcome new characters to EFU, it is not intended to be a slow way to get to level 10.)
- Work continues on a big project...
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Post by: Ladocicea on March 31, 2014, 10:35:10 PM
Feel like I'm missing out.
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Post by: Howlando on April 03, 2014, 12:25:51 PM
v499:

I have added a new, optional starting portal (no not the Goblogue).

This starting portal is suitable for druids, wildlings, and any non-monster who doesn't want to ever actually be able to enter into Sanctuary. It likely needs some tweaking so I'd appreciate it if PCs would test it out in the next day or so and let me know what refinement is needed.

Also, the area it leads to is pretty difficult to get to for non-druids at the moment, but that may change as a result of plots.
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Post by: efuincarnate on April 03, 2014, 02:58:17 PM
I weep for the poor goblins of fort Iron Dread XXX..they will never know safety now...
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Post by: Howlando on July 04, 2014, 05:33:42 PM
v4_661:

I had some time today and was in the mood so I guess I worked on the module a bit.

- 1 new low level quest oriented towards the optional "Wildling" prologue start
- 1 new low/mid-range quest that is somewhat hidden that might be a bit too deadly (muahaha)
- New ambient loot
- Animatron Parts can now be turned in for a reduced reward by higher level PCs
- Alternative NPC(s) for selling meat/skins for those who don't enter Sanctuary (Hardcore Wildling Prologue PCs only)
- Various other tweaks, bug fixes, cosmetic improvements, and enhancements
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Post by: Howlando on July 15, 2014, 09:44:01 PM
v4_697:

As we celebrate one year of EFU:R, we're glad to announce that a lot of new content has been built (and much more is on its way).

Some new things include:

- A new summoning theme (Law).
- A new system for PCs with animal empathy to 'rescue' certain animals, bring them to a certain NPC, and receive special rewards for doing so (thank you Paha for scripting work with this!)
- A new system for Animal Companions in which Druid and Ranger PCs can train animals (there is an XP cost for training them - but no XP loss if they die) and keep them as a permanent companion. Certain stronger animals require higher levels in order to be trained properly, and as the system is tested rare potentially-trainable animals/beasts will be introduced to the module. Note that PC rangers/druids will no longer start with a companion but must find one to train/befriend. (Thanks to Talir for the scripting work!)
- New elaborate hidden area with complex associated puzzles has been fully implemented (Thanks to retired DM SC for the original design!)
- Other sections of the Underdark have been expanded upon
- New theme(s) for random exploreables


Some of what I mentioned here may still require some further development, tweaking, and bug testing. Other content (such as new quests, EFU-unique subraces and prestige classes....) is coming down the pipe.
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Post by: Howlando on July 26, 2014, 01:01:09 AM
v4_731:

- Various bug fixes
- Donation Bowl to Starag's Rest for charity
- Persistent Storage rooms located below the House of Trade can now be rented by dedicated merchant concepts. See a House of Governance Clerk to receive permission for rental.
- One new 2-6 quest added (actually a sort of refresh of an old EFUv1 Quest that will be a nostalgia fest for some of you)
- New Monster Lair System added
QuoteWhat are Monster Lairs?

This is a big new system that Talir and I (with a lot of inspiration from Mort) have spent a lot of time working on so we hope you guys will enjoy it.

Monster Lairs are a system for special monstrous PCs (and their allies) to dig out a lair, collect resources for it, improve it, attract minions to help defend it, and get various perks from having better lairs. The Lairs are really quite elaborate but I won't spoil the details here.

There are currently three monster lair types available:

The Crypt
- Collect sinister necromantic relics and material and animate skeletal guardians... and perhaps more... as your Crypt is expanded in size by your undead minions

The Beast Lair
- Suitable for monstrous humanoids of all sorts, the general theme of this lair is a cave that is expanded by a tribe of loyal goblins and perhaps eventually other stronger, loyal tribal-humanoids.

The Dunwarren Lair
- Located somewhere in the sprawling ruins of Dunwarren, this small lair can be expanded upon by a clever monster with an aptitude for engineering and perhaps with time she can build and acquire equipment to develop more complex engineering projects.

The Hidden Myconid Grove
- Suitable for Myconid PCs building a new Myconid Colony/Settlement

Unbuilt / currently unavailable:

- The Bandit Lord lair

Hundreds of different existing and new items have been marked as the relevant resource for a particular (or all) Lair Types. The monster and minion(s) thus must go and collect these kinds of resources in order to build up their lair and gain the privileges that come with having an advanced lair.

Turning in resources also provides limited XP and can thus be seen as an alternate way for monsters to advance in levels.

Lairs can be built almost anywhere, but players are expected to be reasonable in their decision of where to build - for example, the Dunwarren Lair should be built somewhere that is actually Dunwarren.

Lairs are only available when the Monster Lair owner is online and IG. The rest of the time the Lair is sneakily closed off while the Monster slumbers within...

Other characters are fully, 100% encouraged to find these monster lairs and destroy them - they're monster lairs, after all! An OOC placeable is in the entrance of all monster lairs that briefly describes the rules, but in essence - if the Lair is guarded by NPCs, you must have a DM to witness your attempted destruction of the Lair - which we'll be happy to do.

Monsters thus are faced with the sometimes difficult decision of being around to protect their Lair or go out and collect more resources to improve it. Finding loyal minions is definitely to the advantage of the Monster, although it is hoped that this playstyle will also make life as a hermit and loner easier also.

Once a Lair has been destroyed by PCs, it is reset to nothingness - and if the monster survives, he must go and start all over again to try to build a new lair.

Note - this Monster Lair System is intended as a way to support interesting stories not just be a new way to play NWN. As access to the limited number of Monster Lairs is available only through application/DM approval, and as they'll generally be given out only to interesting concepts played by players who've proven they're devoted to high quality RP and story-telling, we therefore suggest that if you're interested in playing a Monster with a Monster Lair we recommend you hone your RP and story-telling skills!

Let us know if there are any questions.
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Post by: Howlando on July 30, 2014, 02:49:12 PM
v4_745:

- An old Mort quest from EFUv1 has been dusted off and made available. This quest presently needs to be unlocked by a PC in the Hoar Harbinger Association. That may change depending on how many PCs are in the association.

- Lower Sanctuary has generally been updated to reflect the evolution of the area and increase in NPCs living there

- City-based rangers can now buy an Elite Hunting Hawk to replace their animal companion. There's another *spoiler* way for druids/rangers to get a different, special kind of companion added.

- Starting area now has greater variety of canonical region-specific outfits

- Various loot tweaks, bug fixes, and minor updates

- Oh, and MYCONIDS.
QuoteMYCONIDS?!?

Yes. Now players can apply to play a mushroom man.

When we wanted to introduce Myconids, we wanted to do so in a way that made the experience of playing them feel genuinely different and unique.

Myconids earn almost no XP from killing monsters, but instead earn continuous advancement XP (reflecting their 'growth') through all levels of their particular life-stage.

What is a life-stage?

There are three Life-Stages, and each one grants a different appearance model (small, medium, huge). Each life-stage is associated with a particular level range: 1-6 for small ('Sproutling'), 7-9 (Medium), and 10+ (Elder). Each life-stage grants different subrace abilities.

How does one advance from one life-stage to another?

Progressing to the next highest life-stage is not only a matter of simply gaining the necessary XP. Instead, Myconid PCs must acquire the necessary rare nutrients and spiritual essence of another Myconid PC - in essence, they must undertake the very sacred Ritual of Absorption and 'absorb' two other Myconids of their life-stage. Generally the Myconids consider absorption a very sacred and secret aspect of their culture - something often done between close friends or allies. When a Myconid PC absorbs another PC Myconid, that Myconid PC is permanently gone - however, to some extent elements of the absorbed PC should be reflected in the absorbing Myconid's personality. Absorption can be performed on willing participants as part of a sacred ritual, OR it can be done on an unwilling, subdued Myconid victim - this is an evil act, though, and completely forbidden by Myconid tradition. Naturally, rogue and evil Myconids do sometimes exist.

So what is the standard Myconid Story?

Due to overpopulation in Mycopolis, Myconid PCs are being sent out into the wider Underdark to establish a new grove/Myconid Colony. They will do this through the Monster Lair system which has been set up for them. Myconid PCs must thus go around the Underdark and collect the necessary material to slowly grow their Grove and turn it into a true Myconid Colony. Of course, the Underdark is a dangerous place and establishing a new home will not be easy!

Myconid Stats:

Application required: Yes
Base Race: Half-Elf (adjusted to Vermin)
Preferred Alignment: LN, TN
XP: Special

All Myconids:
Bonus Feat: Armor Skin (For +2 AC)
Immunity: Critical Hits
Immunity: Death Magic
Immunity: Disease
Immunity: Fear
Immunity: Level/Ability Drain
Immunity: Mind-Affecting
Immunity: Paralysis
Immunity: Poison
Immunity: Confusion (Spell)
Immunity: Entangle (Spell)
Immunity: Stinking Cloud (Spell)
RA: Myconid (stinking cloud 1/day, cloud of bewilderment 1/day)
Light armor only

Myconid Sproutlings are small size with ability adjustments of -2 str, +2 con, -2 int, -2 cha.

Ability scores are adjusted appropriately as the Myconid progresses.

Myconid have stubby little hands that can't grasp standard weapons properly and so instead have bludgeoning creature weapons.

Myconid PCs are a monster race and, although not evil, may well be hunted and destroyed for what they are - survival challenge is part of the theme. Players of Myconids should expect a very different play-style; far from the town and only rarely interacting with the rest of the playerbase.
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Post by: Howlando on August 01, 2014, 09:32:27 AM
v4_750:

- Minor adjustments and polishes to various existing areas
- New Prestige Class introduced and now available for applications: Ascetic

QuoteWhat is the Ascetic?

Ascetics are monks who, perhaps because of their Philosophy or the Tenets of their Order or for some reason altogether, completely reject the aid of beneficial spells and effects. All standard beneficial magic (including healing spells) have no effect on Ascetics. Because of the rigors of such a path, Ascetics also receive spell resistance to harmful effects, resistance to physical and elemental damage, and access to various advantageous combat stances and extraordinary abilities. The exact mechanical bonuses of this path are considerable and will not be disclosed here, but instead must be explored through advancement through the prestige class.

Ascetic is generally a prestige class for pure class monk (i.e. the Ascetic bonuses and disadvantages are applied on top off the standard monk class). Players should apply for ascetic prior to creation or possibly very early on in the character's career. Thus earning this prestige class is not a matter of 'EIG' like most PRCs but rather instead based off of strength of concept and the record of the player's past characters.

The hope with this prestige class is to introduce a new play-style to EFU as well as move away from the tradition of monks being most effective when they have accumulated large quantities of supplies.

Let us know if you have any question and big thanks to Paha/Talir for excellent scripting work as always.
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Post by: Howlando on August 03, 2014, 07:14:08 PM
v4_756:

- New sets and treasure items to be found
- There is a new very substantial hidden bonus available only to pure paladins of 8 character levels (not available for multiclass paladins).
- Please be advised that fallen paladins or paladins of non-responsive deities will have their innate paladin feats adjusted to Luck of Heroes, Resist Disease, and Fearless. This has to be done manually by a DM at this time so generally will only happen when one of us notices your character.
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Post by: Howlando on August 04, 2014, 03:15:41 PM
v4_758:

- Donation bowls have been added to various factions & associations that didn't have them before. Feel free to let me know if large donations are being made, and I'll check - for every multiple of 10,000 or so I plan on offering some kind of bonus to the faction.

- Three old quests have been brushed up and hidden in Random Exploration Areas.
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Post by: Howlando on August 18, 2014, 09:59:24 PM
v4_795:

- Voting has begun, there will be three days for Falconer/Gunnvaldurson, followed by three days of voting for Kingsley/Crane.
- Updates to Upper/Lower to reflect recent events
- Herbalism has been expanded using a common underdark herbal ingredient to allow access to certain staples that had been unavailable due to lack of surface vegetation
- New area & system suitable for Spellguard Agents and Engineers
- Note: Craft Trap is being reverted to Engineering with EFUSS Engineering providing a +2 craft trap bonus. This is because EFUSS Engineering is cumbersome and craft trap as a real skill (with the ability to get bonuses from items, skill focus feat, etc.) is suitable as a way for players to demonstrate when their character is very serious about engineering. Not all engineering checks have been converted or will be anytime soon. Players who are playing serious engineering PCs can speak with me to do a rebuild to take Craft Trap.
- Monk Stances implemented
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Post by: Howlando on August 19, 2014, 05:31:45 PM
v4_797:

- Rogues with the Engineer perk will get a chance at re-rolling certain engineering checks if they fail the first time
- The Garbage Pit quest now has 8 possible variations
- There is a new levels 6-10 quest that is probably pretty dangerous
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Post by: Howlando on August 22, 2014, 04:49:54 PM
v4_809:

- Active members of the Sanctuary Watchers should seek out a DM IG to get an improved version of their armor & helm. This is a consequence of all those fines levied on hapless adventurers.
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Post by: Howlando on August 24, 2014, 03:09:06 PM
v4_817:

- Some various and in-progress updates to the Underdark geography, generally these should be considered as retroactive changes and thus "it's always been this way"

- I've added some map-notes to various key areas that list a very rough general elevation, this is intended to help players get a sense of their approximate depth and how areas relate to each other. NWN handles elevation very poorly unfortunately.

- There is now a new prestige class available only to members of the faction Society of the Ordered Mind: "Society Ritualist." Further details about this special prestige class will be posted in their forum. In terms of concept planning, assume that the PRC is suitable for non-religious classes (so non-clerics, non-paladins, etc.).
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Post by: Howlando on September 01, 2014, 09:28:28 PM
v838:

- There's been a fair bit of new content added by myself and other DMs... including new exploreables, new quests, etc.
- Several new "Monster Lairs" set up including Kobold Burrow and Rot Grove
- Some other stuff to explore but it's not finished yet and I've run out of time, so it's suggested that if you want to properly explore new content please wait a day or so to go down new roads that you may spot so I have a chance to complete what is at the other end
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Post by: Howlando on September 18, 2014, 09:21:28 PM
v4_877:

I wanted to mention here some of the more recent note-worthy changes that have been put in recently

- Clarity's duration increased along with a VFX for as long as it is active
- Various VFXs added to different bard songs (most bard songs should now have a different VFX to indicate the nature of the song)
- A new monster lair added ("The Orc Cave")
- New exploreable theme
- Various tweaks made to ambient spawns
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Post by: Talir on September 26, 2014, 01:25:12 PM
v4_899

Hijacking this thread a bit to mention some additions:

-- Wormingers occasionally spawn in the Worm Pits.
-- Scavengers occasionally search the In-Between Ruins.

What's the similarity? You can mug them!

-- Two stores in Lower will now purchase some of the goods the muggable NPCs carry.

Remember that mugging the NPCs is an IC action and can have consequences. Read the description of the NPCs.
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Post by: Howlando on October 11, 2014, 08:25:20 PM
v4_931:

Just going to mention a few things that have been added recently.

- Part of our new hak gives us a lot of flexibility with adding different kinds of item properties, so you might start to see items with previously impossible item properties. Let us know if something doesn't quite work properly though.
- Somewhat related to that, casting Magic Weapon on ranged weapons (bows, slings, etc.) now grants +1 AB which will pierce +1 DR. Note that GMW, flame weapon, etc. still shouldn't do anything.
- Couple new quests, some fairly hidden
- Some updates (for those who haven't noticed) in the Canal Ward
- New exploreable theme
- New lair type, The Dwarf Fortress

This particular lair type is probably the most elaborate of all the lairs so far, and I have some plans to further expand it. It's ready to go now though so we invite applications or queries from a player ready to lead a dwarven group and play a long-time dwarf Leader type and try to build up their Dwarven Fortress. You can drink ale and mine for ore and build fortifications and probably be subject to the ever-present threat of various monsters raiding you, what's not to like?
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Post by: Howlando on October 12, 2014, 10:29:35 AM
v4_932:

Contrary to canon, in EFU all druids receive their power from nature itself and not directly from a deity. Therefore players are now free to put alternate things into their deity field when playing a druid character. It can be a a good way to communicate to DMs which aspect of the natural world their character is focusing on, but of course if your character is pious and does have a patron deity you should input that.

Note that players should still use their best judgment about this. A Druid that worships Bane or Cyric or Velsharoon makes no sense, for example. And, as always, a druid that violates druidic oaths (using restricted weapons, wearing metal armor, tolerating undead/demons/other outsiders, spending too much time in civilization, not taking their duties seriously) will have its spellcasting ability stripped away mercilessly by DMs.
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Post by: Talir on December 02, 2014, 03:57:55 AM
v4_996

-- New 3-9 quest added in the Mausoleum (available next reset).
-- For those still unaware, the harvest poison bug has been fixed. It is now fully possible to extract poison vials for use on weapons.

If you notice any bugs or have feedback regarding the quest, just send it directly to me.
Title:
Post by: Letsplayforfun on March 14, 2015, 11:36:22 AM
I've added a few low lvl quests. (2-5 and 3-6)
Feel free to make constructive feedback.
Title:
Post by: Caster13 on March 21, 2015, 03:02:57 AM
v4_1112

A new high level quest (levels 5-11) is now open and available!
Title:
Post by: Letsplayforfun on March 27, 2015, 10:13:38 AM
New quests. One 4-7. One 3-6. Enjoy.
Title:
Post by: SanTelmo on March 31, 2015, 02:19:47 PM
Upgraded and updated some of the lairs with new content and functions. Should be up after next reset.
Title:
Post by: ShadowCharlatan on April 06, 2015, 01:19:00 PM
This will impact some people more than others, but the House of Governance has been reworked. Especially the upper levels. They may face a few further alterations / some correction. This should be considered a retroactive change.
Title:
Post by: Ladocicea on April 16, 2015, 05:59:09 PM
Slowly expanding the frontiers of the module. Some new areas to explore in the wilderness.
Title:
Post by: Talir on April 23, 2015, 02:42:12 PM
v4_1158

-- New quest by the Dark Lake Shore. Level 3-8, party size 3-8.

Feedback or bug reports can be sent to me directly in a private message.
Title:
Post by: Ladocicea on April 24, 2015, 02:41:29 AM
Highly experimental new quest in a secret location. levels 9-12!!!! party size 4-8.

Not for the faint of heart.
Title:
Post by: Letsplayforfun on April 25, 2015, 08:09:30 PM
Two new quests. One lvl3-6, the other lvl5-8.

Enjoy, pm feedback, etc.
Title:
Post by: ShadowCharlatan on May 02, 2015, 04:58:21 PM
- A sexy revamp of the House of Knowledge. Now a hak area. Various minor details have been changed.
Title:
Post by: Talir on July 22, 2015, 08:33:30 PM
v4_1219
-- Some balance changes to Bloodtail Cove 2nd part.
-- Watcher bounties no longer pose a heroic challenge. Still sturdy.
-- Hopefully fixed FE: Construct machine bonuses.

Oh, and the cards tell me there is a new rogue perk.
Title:
Post by: Talir on September 17, 2015, 07:23:05 PM
Coming next reset (v4_1306):
Title:
Post by: ShadowCharlatan on October 18, 2015, 07:00:38 AM
Some new things which have come online recently but have not yet been publically documented:
Title:
Post by: ShadowCharlatan on November 04, 2015, 10:45:26 AM
v4_1399
Title:
Post by: ShadowCharlatan on November 08, 2015, 01:17:00 PM
v4_1408
Title:
Post by: ShadowCharlatan on November 22, 2015, 02:01:10 PM
v4_1417 - Notable changes:

- Small, colourful, explanatory descriptions will now be added to certain item types automatically. These include: set items, food items, bundles, items which disable other item slots, items which have time limits, and more. This is intended to decrease the confusion & uncertainty surrounding some of these items in some circumstances by clearly marking them.
Title:
Post by: ShadowCharlatan on February 06, 2016, 01:36:17 PM
v4_1442 to 1443

- Watchhouse and Red Lantern Restaurant have been refurbished.
Title:
Post by: ShadowCharlatan on March 19, 2016, 03:57:07 AM
v4_1445

- "Watchers and Warders" Faction released, with various new features.
- Lower Cult Associations are now open and available from the Lower Start Portal area. You can now begin your Character's journey in these associations.
- Some doors and keys have been replaced. Speak to a DM if you need a new key and haven't got one yet. (Mainly for any current Watchers who have not done this already)
- Watcher Officer's Notebook replaced with Sanctuary Official's Notebook. Current Prefects, Sergeants, and Agents should all receive this item. (Known bug with this still being sorted out.)
- Old Illusion areas removed, Sanctuary Rings no longer necessary. Final Sanctuary, and Final Sanctuary Rings replace these.
- Some exploits fixed.
- Numerous Rental areas added or adjusted. Rentals now only accessible to Prefects.
- Changes and additions to some Sanctuary areas.

As usual, report any bugs in the Bug Reports forum, and please feel free to provide feedback and suggestions about the recent changes.
Title:
Post by: ShadowCharlatan on March 26, 2016, 01:31:36 PM
v4_1454

- Consolidation of several areas into one single area. Namely, the Workmill, the Forge, and the Refinery all use the same area now. The actual content of these areas has not changed.
- "checkXP" chat command changed to "checkup". Now includes a summary of both experience and favour points if your PC has any.
- Tweak of how "Emergency Panels" work. Now they begin a conversation under normal circumstances, but they immediately make a report to Watchers and Warder PCs if the PC who uses the panel is in combat.
- A little polish and some minor bug fixes here and there. (Watchhouse Bell now functional for WaW PCs, amongst other things)
- Something interesting for Scriveners inclined toward the necromantic arts.
Title:
Post by: Tala on April 25, 2016, 04:48:23 AM
v4_1485

-Added to a few quests a few items with a new property that spellcasters might like. If they'll be popular, more will be added in the future
Title:
Post by: Talir on April 29, 2016, 09:03:57 PM
New alternative class kit for duids:

- Primordial Druid -
"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew.

As druid, except:
Selectable through the crafting menu and additional class perks . Must be a non-good druid.
Title:
Post by: derfo on May 18, 2016, 01:19:44 AM
v4_1512

New level 3-8 quest added, found in "Underdark - Along the Scamander River" as of next reset.
Title:
Post by: ShadowCharlatan on May 21, 2016, 12:56:39 PM
v4_1513

A number of organic and nature themed areas have changed locations and seen some updates to form the Foul Hollows biome. See if you can find it! This change should be considered retroactive and any quibbles and queries about inconsistencies can be directed to DM ninelives. Feel free to offer feedback, make suggestions, and report any bugs you may find.

As a part of related changes to the Zurkhwood Forest, two quests have been removed for now.

Added some nice Windy Canyon exploration areas.
Title:
Post by: ShadowCharlatan on May 22, 2016, 10:03:36 AM
v4_1514

Lets have a new quest in the Zurkhwood Forest too.
Title:
Post by: derfo on June 09, 2016, 07:38:59 PM
v4_1530

New level 2-4 quest added, found in "Sanctuary - The In Between Ruins" as of this reset.

Other minor content to be found in game added also.
Title:
Post by: Tala on June 13, 2016, 06:18:44 PM
v4_1533

A few bug fixes and minor content were added to some of the Prefectures, maybe more to come.
A certain NPC can be found in the module once again.

I started to tweak a bit the AI so let me know over time if all the issues you're so passionate about are better/worse/the same
Title:
Post by: derfo on June 16, 2016, 03:15:48 AM
v4_1536

Numerous low to mid-range quests have received changes to difficulty and reward. For the most part this is additional consumable items. More to come here, currently willing to consider suggestions for this department via PM on IRC.

Various face-lifts, fixes, and changes to some areas to reflect new happenings.
Title:
Post by: Tala on June 17, 2016, 01:09:22 AM
v4_1538

-A few fixes to some of the bard songs
-Added an NPC that receives stolen/caravan goods
Title:
Post by: ShadowCharlatan on July 05, 2016, 10:02:16 AM
v4_1546

Some Public Housing Vault Explorable areas introduced along with the changes to the area. Enjoy!
Title:
Post by: Tala on July 07, 2016, 01:15:28 PM
v4_1550

-I forgot to mention, but there's a Black Market Favour Store in Lower currently. Currently on one NPC but maybe I'll add some other means to get this type of Favour. For those who experienced bugs, they were fixed, but let me know if there are still issues.

-Changed a bit Beholder AI. If anyone encounters them, let me know what you think.
Title:
Post by: Tala on July 08, 2016, 07:53:50 PM
v4_1551

Very minor thing, but players might encounter items now that they won't be able to equip. These items will be bound to specific PCs and exist for DM Loot, special stores that might be added in the future, and perhaps special quests. These items will exist so the DMs won't have to add OOC info to the descriptions of "don't equip unless your X", other variations of it and OUB.

It doesn't necessary mean that once a PC perishes the item is lost forever, but it will leave us with more control over it. Of course, even if PCs can't equip the item, they may hold it if they desire.
Title:
Post by: Tala on July 12, 2016, 05:09:35 PM
v4_1562

Many new and exciting Spell Changes (//%22http://www.efupw.com/forums/forum/information/efu-mechanics/81477-efu-spell-changes?p=661625#post661625%22). Thanks to Derfo and Elmo for designing them. Any bugs you find, to the bug reports forums.

More to come???
Title:
Post by: Tala on July 18, 2016, 03:33:40 PM
v4_1573

The EfU DM team would like to introduce 2 new Kits/Prestige Classes that from now on are available for Applications.

Players should apply for these prior creation (same as Ascetic), so the apps will be judged based off of the strength of the concept and the record of the player's past characters. However, don't be too intimidated by the necessity to app, as a large part of it is for us to monitor the amount of current PCs with these kits, as well as who currently plays them. If you plan on joining a faction or association, it is very important you'll include it in your app.

Each of these introduces a slightly new play-style to this old game, so they might not be for everyone, however the hope is you'll make the best of them.

Many thanks to Howland for designing them, and of course the rest of the team for fleshing them out along the way. Also, thanks to those who tested these in the last two months and aided with their most valued feedback and comments.


QuotePositivist

Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

Features

Sorcerer Based
Must be pure Sorcerer
All hostile spells are disabled
(unless otherwise modified below)


Spell Modifications:

Flare: Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance

Light: in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)

Burning Hands - Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison

Combust - Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.

Fireball - Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.

Wall of Fire - Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)

Elemental Shield - Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the Positive Energy Bath - Lesser Restoration + Healing for Positivist's CHA modifier.

Cloudkill - Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.

Firebrand - Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)

Good only (Exceptions possible)
Level 1: Flame Weapon changed to positive energy, celestial summoning theme granted

Level 5: Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)

Level 8: +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day).


QuoteSapper

Sappers, or Demolition experts utilize the use of bombs and grenades in their line of work, or weapon of choice. They arrive from many professions, from simple miners, to military men. While they lack skills and abilities in many other fields, they are the best in what they do.

Features:

Rogue Based (Must be pure unless given permission from DM)
Sneak Attack disabled
Special trap shop
Lvl 8 Rogue Perks are disabled


Level 1:

-Receive Sapper's Pickaxe (battleaxe) and Sapper's Gloves, which work as a set (no need to take weapon proficiency to hold the axe). Pickaxe can be used as a shovel.

Level 3:

-Alchemical Grenades item, can be thrown once/round. Does 1d6 physical damage to target with additional 1d6/2levels of splash fire damage. Touch attack to avoid physical damage, DC for reflex save for avoiding/reducing fire splash damage is 10 + sapper's dex + sapper's int + sapper level.

-Receive Grenade Case item. An item that allows the Sapper to choose additional variations of Grenades, aside for the Alchemical Grenades. Works like the RSD's brew system, and in order to unlock and view the Grenades in it, the Sapper must find the appropriate Grenade's Schematics Items IG. More powerful Grenades may be given as rewards and apps.

- 1 Grenade to choose from the Grenade Case.

Level 5:

-"Place Satchel" Player Tool. Can place visible satchel charges that do medium blast range 2d4 fire damage/class when detonated by tossed grenade. Can't be stacked (A Satchel can't be placed in a detonating range of another Satchel). DC 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3] to reduce or evade damage. Can place a Satchel every 3 minutes (2 minutes starting from lvl 8 ).

-"Remove Satchel" Player Tool. The Sapper may remove their own Satchels.

- 2 Grenades to choose from the Grenade Case.

Level 8:
- Player Tools: Detonate Satchel Charges + Detonate Single Satchel. As above, except sapper can detonate from a distance with player tool (still must be in same area). The first detonates all the Satchels in the area, the second detonates the currently closest Satchel to the Sapper.

- 3 Grenades to choose from the Grenade Case.

Level 10:

- 4 Grenades to choose from the Grenade Case.

Grenades Case

Works like the the RSD Brew System. Sappers may choose which Grenades they get next cycle, aside from the Alchemical Grenades, which are constantly with them. In order to view and unlock the different grenades, the Sapper must find the appropriate Grenade's Schematics. lvl 3: 1 Grenade. lvl 5: 2 Grenades. lvl 8: 3 Grenades. lvl 10: 4 Grenades. Various schematics may be found IG.


The Satchel

-Damage: 2d4/lvl
​-DC: 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3]
-Can place one every 3 minutes (From lvl 8 every 2 minutes).
-Placing a Satchel breaks stealth/invisibility.
-After placing one, it takes 1 round for it to be able to explode.
-Can't stack - place 2 Satchels in the same explosion radius.
Title:
Post by: Tala on August 11, 2016, 09:23:19 PM
v4_1604

A few more spell changes (//%22http://www.efupw.com/forums/forum/information/efu-mechanics/81477-efu-spell-changes?p=663667#post663667%22). Be advised that one of them (very obvious which) might be slightly buggy, so let me know how it goes, and I'm sure in a few days it will be fixed if needed. Credit goes to Elmo and Derfo for the design again.

More to come :)
Title:
Post by: Tala on August 31, 2016, 07:49:45 PM
v4_1629

A few minor adjustments to Sapper (see above), the major one is a cost of 1 GP in order to throw a grenade. Also added a few grenades to quests and a WaW Grenade Sapper shop, an EC one will be added soon.

Positivist had a nice test run and it is now free for all with no app, and may be picked like any other Sorcerer perk on character creation, however multiclassing from it will be frowned upon (won't make sense for your character).
Title:
Post by: Howlando on September 16, 2016, 03:52:56 PM
v4_1655

- Mausoleum has been reskinned and is now a hak area.
- The famed "Recluse Spiders" option of a certain quest has been heavily tweaked so it should be a lot less deadly
- Minor rewards tweaks to Three Fang Keep and a certain Bathhouse Quest,
- Lots of ambient loot has been tweaked slightly (particularly some sets, usually making them a little stronger)
- For a long time there has been a certain puzzle that unlocked some cool extra stuff that wasn't working correctly, making it so the puzzle was effectively unsolvable (for a while I just thought no one had figured it out yet). It is now working correctly. Given the bug was around for so long I will give a small hint as to where the start of the puzzle is located, it is something that exists in a relatively common exploration area.
- Added some new Secret Stuff
Title:
Post by: Tala on September 21, 2016, 06:29:00 PM
v4_1662

Two minor things:
Sapper changes: Physical damage from grenades has been reduced to 1d6, no gold cost for throwing grenades, Rogue minor perks may be taken. Last change isn't retroactive, so I'll help the current Sappers with this when I have the time (Don't PM me for this on IRC please).

2 (and for now, last) spell changes (//%22http://www.efupw.com/forums/forum/information/efu-mechanics/81477-efu-spell-changes?p=666627#post666627%22) starting from next reset.
Title:
Post by: Caster13 on September 23, 2016, 02:21:04 AM
v4_1667 (Next reset on 09/23/2016)

Work and testing on a new quest (level range of 5-9) has finished. It's location is currently a secret so have fun looking for it!

If I'm around when anyone's attempting the quest, let me know as I'd still like to see how it runs.

 
Title:
Post by: Tala on October 19, 2016, 12:44:02 AM
v4_1714

A small addition - added a minor relic shop to the starting area and to the House of Knowledge.
Title:
Post by: Caster13 on October 23, 2016, 02:45:23 PM
v4_1735

I'm pleased to announce that a new area I've been working on for the past month has been opened up and made accessible. This area is a pseudo-dungeon filled with randomized areas to explore, creatures to encounter, puzzles to solve, secrets to find, and--most especially--a tragic mystery for lore/intellectual PC concepts to piece together and unravel.

Designed to be explored and completed over a matter of weeks (if not months--perhaps even years!), the area is intended to be explored by groups of various sizes and compositions. Some areas can be easily explored by small groups of adventurers. Others might require the specific expertise of certain character types. And some portions are intended to be overcome by an army of brave adventurers.

The majority of this new area can be explored and resolved without my supervision whatsoever. Certain parts, while still playable, however, will require my presence to fully solve and complete. Determining where and when my supervision is needed can be considered part of the mystery.

Finally, please feel free to approach me with any bugs or issues that you think may be bugs (http://www.efupw.com/forums/forum/main-forums/bug-reports/exploitable-bug-reports).
Title:
Post by: Caster13 on November 08, 2016, 12:13:36 AM
v4_1752

Changes have been made to the creatures that spawn in the above mentioned area (and its explorable offshoots). It should now be much easier for solo or small parties of adventurers to scout (emphasize on scout) the strange and mysterious areas. Previously, some of the commonly spawning creatures had unusually powerful detection capabilities; this is now not the case.
Title:
Post by: Tala on January 24, 2017, 09:10:14 PM
v4_1803

1. Sequencers: A PC may now place in a sequencer only spells that their innate levels are equal or less to half their total levels.

2. A new puzzle quest has been added (solo 2-6). Due to the nature of the quest, if you fail the puzzle, you can't complete the quest, but you'll still have to close the quest when you leave. However, this quest has no limit, so you can always try again the next reset.

More things will be added soon.
Title:
Post by: Tala on February 17, 2017, 08:35:12 PM
v4_1818

Elmo decided to spoil you with more spell changes and I have a free weekend, so here is part 1 of (hopefully) 2 new changes:
New Spell Changes (//%22http://www.efupw.com/forums/forum/information/efu-mechanics/81477-efu-spell-changes?p=672595#post672595%22)

Please report any bugs you find to the Bug Reports forum
Title:
Post by: ShadowCharlatan on April 18, 2017, 11:06:08 AM
v4_1851

Quick revamp of the House of Governance. Let me know if there are any issues.

Have made some other changes too, some that you can't see (yet).

More to come. Just getting warmed up!

 
Title:
Post by: ShadowCharlatan on April 19, 2017, 08:05:10 AM
v4_1852

I have made changes to a variety of quests.
- Removed quite a few dissipating potions from loot tables.
- Added a chance for "powerup placeables" to various quests.
- Also added random encounters to some quests to generally increase variability.
- Reconfigured some mean old quests which are not done very often to make them a bit more generous
- Have hopefully done some bug fixes as well

I have also added a new quest. The questgiver will sometimes appear in the inns of Sanctuary.

As usual, if you notice any issues with any of this, post them in the Bug Reports forum.
Title:
Post by: ShadowCharlatan on April 24, 2017, 04:13:33 PM
v4_1857

As part of recent changes, 27 areas have been added to the EFU module.

Some minor makeovers to existing areas.

Final Sanctuary is now open for those with Final Sanctuary Rings.
Title:
Post by: ShadowCharlatan on April 27, 2017, 12:10:28 PM
v4_1859

- Illusion Chambers no longer require multiple PCs to access. Some other small bugs/issues fixed.

- All crafting systems have been disabled pending a total restructure (//%22http://www.efupw.com/forums/forum/information/announcements/675573-crafting-systems-are-now-disabled%22).
Title:
Post by: Gippy on April 27, 2017, 06:26:35 PM
If you are an active crafter please PM me. I know that this affects some concepts but I will allow for some FINALDM supervised crafting if you send me a message that will make up for the inconvenience of Mystril's fickleness.
Title:
Post by: ShadowCharlatan on August 18, 2017, 01:40:40 PM
v4_1930

Re-added three quests from past chapters. See if you can discover them.

And as usual let us know if you notice any bugs!
Title:
Post by: SanTelmo on September 18, 2017, 10:22:47 PM
v4_1937

Mundingo's Amusement Park Quest:
-Unique loot and rewards added for part 1
-Difficulty slightly increased for part 1

Hero Spawns:
It should now be possible for many additional creature types to spawn as "heroes" (including such rarity as Dire Frog Hero...). This addition is likely to also increase the chance of encountering hero spawns in general so expect the world to get a bit more dangerous and rewarding. This should also have an effect on some quest areas so please notify if an area goes too wild with hero spawns. Feel free to send me screenshot of some interesting hero spawns you may have encountered!

A few additions to loot tables on some high level quests.

Minor bug and environment fixes.
Title:
Post by: Tala on October 05, 2017, 04:46:30 PM
v4_1958

Not really new content, but the best place to make this notice. I've disabled the Ooze Flood player tool. It was released only half-done and not functioning as I'd wish. Will be available once again when/if I manage to make the system work as desired.
Title: Re: New Content
Post by: ShadowCharlatan on January 16, 2018, 11:20:50 AM
v4_2003

Changed how Lower Sanctuary rentable areas work. All current owners are still owners.

- Lower Sanctuary rentable areas no longer need you to spend any gold to claim or keep them.
- Just log on regularly and use the area and your claim will autorenew.
- If you are away for over a week, your claim will autoexpire and someone else can take the area from you.
- Other PCs can PvP you, steal your key, and claim the rentable for themselves.
- Placeables to claim the areas are located outside each area.
- Non-covenant PCs can claim them.
Title: Re: New Content
Post by: Howlando on February 08, 2018, 09:52:31 PM
v4_2011

- Enthrallment-check NPCs in square now immortal
- Quality of life improvements for Final Sanctuary (resting, herald)
- Custom Magical Leather Enchantment added to House of Trade
- Calawyn Steel merchant special shop dramatically reduced prices, let me know if anything is too cheap (BEFORE buying lots of it please)
- Trash items removed from Lower Leech quest
- Fortress Khun rewards tweaked/improved
- Rotlands rewards tweaked/improved. Gold bonus reduced
- Sand Crypt ("Seers") loot table tweaked/improved. Gold bonus per PC added to quest completion
- Terrifying Cave (Beholders) end quest xp reduced. Gold bonus per PC added to quest completion. Loot tweaked. I may look into making this quest either buried in a random or otherwise more difficult, please don't trivialize beholders in your roleplay.
- Major changes to a lot of items in the loot table known as "Heroes Loot"

I'll take this opportunity to mention that if there are players out there who are interested in helping generate content for EFU (randoms, scripted quests, shops with items, other things?) and would actually do a good job, to feel free to get in touch!
Title: Re: New Content
Post by: SanTelmo on March 07, 2018, 09:30:43 PM
v4_036

-Various minor fixes and changes to the gameworld
-Quest changes:

QA - The Nest Left Unchecked - Rewards increased (more loot placeables)
Other minor nerfs and boosts to some quests (most beneficial to you my friends)

Level range changes:

To help players during less active times to find some quests to do, I have lowered and changed the following quest level ranges

Den of Roaches party range changed to 1-5 (was 2-5)
Haunted Bogs (aka mushroom duergar) party range changed to 2-8 (was 3-8)
Standing Stone Shrine party range changed to 3-8 (was 4-8)
Rampaging Behemoth party range changed to 2-8 (was 3-8) and level range changed to 4-9 (was 4-8)
Ogre's Den party range changed to 2-8 (was 3-8) and level range changed to 3-7 (was 4-6)

Keep in mind that most of these are not easy to do with the new minimum players required but at least you can now take the risk if you like!

Might be having a look into other quests as well so feel free to send me a PM on IRC if you feel like something could use a minor fix.
Title: Re: New Content
Post by: Howlando on March 31, 2018, 06:28:42 PM
In preparation for EFU:EE, a few changes:

v4_EE20:

- Spruced up documentation in starter area & dialogue with starting quests. Please let me know if anything is still even slightly unclear or out of date for new players.

- Butcher Haydn Rowls has returned to the House of Trade, ready to buy rothe meat

- New NPC in Final Sanctuary buys the meat that drops from blue cave worms - unlimited level.

- New Potion Merchant NPC in Final Sanctuary, sells potions at a more competitive rate than most NPCs

- Some updates to Sanctuary

- Added  the "randomized" loot drops to some quests (some lowbie & high ones also)

- Badlands Bathhouse has number of quasits reduced & boss reduced in power

Title: Re: New Content
Post by: Howlando on April 01, 2018, 04:07:54 PM
v4_2045:

- Bugged out steamworks tileset areas removed
- in between should now directly connect with the Bowels
- added a tunnel in the prologue area to make things less confusing for newer players who don't know how to use a shovel
- Cheap abjurer's nightshade in House of Trade as magic eater frequency seems heavily increased
Title: Re: New Content
Post by: Howlando on April 01, 2018, 07:15:28 PM
v4_2046:

- Removed the old sewers area due to crash issues
- Tried a fix for rothe meat not dropping meat

Known issue that many monsters aren't dropping treasure when they should be. Will investigate in more detail later.
Title: Re: New Content
Post by: Howlando on April 03, 2018, 06:58:20 AM
v4_2050:

- Adjusted prologue portal to make the portal easier to click on. Will make a new prologue soon that will hopefully be less disorienting for new players.
- Rescue portals now go to a special chamber below the House of Governance
- Improved the flow of errand quests as a starter sequence, please let me know if anything is even slightly confusing
- Added IC info about (some) of the lowbie quests available
- Added new NPC to Upper Sanctuary who provides some basic advice, sells some UD exploration gear, and some useful spells (including inexpensive ultravision). Avoid asking for wisdom until a reset has taken place. Suggestions for other things she should say or do are welcome.
Title: Re: New Content
Post by: Howlando on April 03, 2018, 08:25:46 PM
v4_2053 :

- All Steamworks areas should be returned and now crash free, thanks to Symphony for producing a hot fix for that
- Hopefully treasure drops are returned to normal
- Hopefully rothe drop their meat again
- Cleaned out the starter shop a little
Title: Re: New Content
Post by: Howlando on April 06, 2018, 09:51:33 AM
v4_2058

- Hak weapon shops returned
- Shops adjusted (and there's a new secret shop somewhere selling something enticing....)
- New area with two old and much beloved quests making a come back (search the Tramways)
- Roach House quest moved to Upper Sanctuary
- Probably some other things I'm forgetting
Title: Re: New Content
Post by: ShadowCharlatan on April 14, 2018, 03:03:24 AM
v4_2078

- All quest related NPCs and placeables are now color coded in orange
- Various bug fixes and suggestions addressed
Title: Re: New Content
Post by: Tala on April 19, 2018, 04:35:15 PM
Heads up that Gracken fixed our persistent storage system!  :)

Be aware that the usual message that shows when opening a persistent storage container only shows up for the first PC that opens the container after a reset. Easy fix and will try to get it in before for the next reset.
Title: Re: New Content
Post by: derfo on April 30, 2018, 06:09:21 AM
v4_2090

- A new quest has been added for characters level 4-9 in the Machine...
Title: Re: New Content
Post by: derfo on May 08, 2018, 04:29:05 AM
v4_2098


- Sanctuary has undergone a number of major changes best found in game.
Title: Re: New Content
Post by: Kinslayer988 on May 08, 2018, 10:25:35 AM
v4_2100

-Starag's Rest has undergone a number of major changes best found in game.
Title: Re: New Content
Post by: Paha on May 10, 2018, 06:05:46 PM
v4_2104
- Added potential fix to persistent storage issues


Further reports should be made in bug reports if issues persist.


Note: Stackable items have been prevented from persistent storages as they cause some problems, and generally should not be often put there anyway.
Title: Re: New Content
Post by: Kinslayer988 on May 22, 2018, 07:20:44 AM
v4_2123

- Nurb no longer sells final sanctuary rings
-Councilors share their paymaster with the civil service now
- Agent Billick now sells final sanctuary rings. He is located near Edmund Hart's bounties
- The Mausoleum graveyard quest now has a second questgiver in front of it. Allowing people who are hostile with the Mausoleum to take the quest (a gift to our resident necromancers). It functions how orogs does now.
- Many NPCs have been changed/removed around Sanctuary.
- Dozens of quests have received some minor items to replace trash.
- Multiple minor bugfixes

If you encounter any bugs, please send me a PM.
Title: Re: New Content
Post by: Kinslayer988 on May 27, 2018, 09:10:18 AM
v4_2125

- Graveyard quest has returned to old style with one questgiver. This is due to a bit of balancing issues regarding necromancer gains. If you want that good necromancer loot you will have to risk exposure from the scriveners.
- Other quests were given more corpses such as the bonepit quest.
Title: Re: New Content
Post by: ShadowCharlatan on June 25, 2018, 12:46:02 PM
v4_2161

Added ability to customise your PC's model size between 90% and 110%.

Available in OOC Welcome area only.
Title: Re: New Content
Post by: Tala on September 28, 2018, 07:40:35 AM
A small note that We've touched "/c recall". In the past it was limited to not being able to use it during combat. Added the following:
1. You can't use that command while standing next to hostile creatures.
2. When using that command, all summons/companions/etc. will get an attack penalty for 3 rounds.

A reminder that this command shouldn't be used in combat at all, etc.
Title: Re: New Content
Post by: ShadowCharlatan on October 02, 2018, 01:51:58 PM
Society Bounties should be back next reset. Let us know if you notice any bugs.
Title: Re: New Content
Post by: Gippy on October 27, 2018, 01:23:34 PM
Quest take limits have been adjusted. Typically less players can now take certain quests. The point of this is to encourage people to be able to do quests in hours when there's not a ton of players and to help monstrous PCs, or factions without a ton of allies. The difficulty of the quests has -not- been changed, so be warned.


If you find any quests that are poorly balanced (I.E. too easy, too rewarding - I don't really care if it's too hard) please let me know. I have some concerns about two quests, but then again, they're both potential death traps so you never know!


The point of this is -not- to ignore others and run off to two man things with your buddy. I always suggest you ascribe to the 50% rule, where at least 50% of your time is played with people that aren't your ooc buddies - you might be surprised who's really cool (most people.)