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Information => Announcements => Topic started by: Howlando on January 23, 2019, 05:06:14 PM

Title: v5 Major Changelog
Post by: Howlando on January 23, 2019, 05:06:14 PM
This thread will be used to let players know about some of the new features, fixes, mechanical tweaks, and other changes we make as we develop v5.
Title: Re: v5 Major Changelog
Post by: Tala on January 25, 2019, 07:25:14 PM
v5_397:

- As the team quite enjoyed the lack of Sendings the first few days, we decided to try something new. Doorkeepers now function the following way: PCs below lvl 6 pay 12 GP for Sendings. PCs lvl 6 and above will pay 50 GP if there are more than 20 players on, and 20 GP otherwise. Give this change a chance, and if it doesn't work out, we can always revert!

- Praise the Elementals,  they have been added to the Hero System. let us know if you encounter any bugged ones.

- It's not well documented, but Examine Mark Player Tool of Rogues has been changed to Examine Player Tool that all PCs can use. Description of tool was updated, and you can also see it here: https://wiki.efupw.com/index.php?title=Player_Tools#Examine . For this reset added that Paladins may see their order if they target themselves, and Barbarians can see their Furors and Rage timer. We'll probably add more functionalities to the Target Self mechanic  as time goes, but if there are more suggestions and requests, let us know!
Title: Re: v5 Major Changelog
Post by: Howlando on January 29, 2019, 06:50:48 AM
- The majority of the transition bugs have been handled at this point.

- There have a lot of tweaks, fixes, adjustments and new little things added

- Arcane Mimic has been made an application-only perk for sorcerers. Current mimics may continue to be played.

- Our Peerage Houses should now be fully up and running. Generally, there is a fairly substantial GP requirement for admission (to pay for equipment) but otherwise all that is required is to convince the current members to let you. No DM is required in this process. We ask that players take the Houses seriously - unless you consult with a DM before hand, your character should be portrayed as fully committed to the House and serious about service to its Lord. While we recommend getting a good sense of the Houses by visiting their estates and speaking with their current retainers, we will also be providing some basic OOC info about them also soon.
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on February 03, 2019, 07:16:29 AM
I tweaked the main crafting function in a way that I'm hoping will fix some of the issues we have seen.

Unfortunately it will reset ALL crafting recipes, so just be aware of that.

The change I made also prevents some forms of crafting exploitation, and needed to happen anyway. Let me know how it goes.
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on February 05, 2019, 02:39:09 PM
Some additions to the Pauper Ponds, including the introduction of its two STRONGHOLDS: The Groundskeeper's Cabin, and the Abandoned Sunpurse Manor.

Strongholds are essentially what they sound like - a claimable PC headquarters where you can rest and gain other benefits. Strongholds work using the old Monster Lair system (for those of you who have seen these in past chapters), so by bringing certain items and gold to them... they become bigger and better outfitted. For Pauper Ponds, you need a DM to toggle the Stronghold so you can claim it.

It is also possible (for certain Strongholds, like the ones in the Ponds region) to defeat the current claimant and take over the Stronghold, but in general you should get a DM when a Stronghold is changing hands.

In time it is likely that Strongholds will follow for Ticker Square and the Peerage, and they will be claimable by PCs of certain status in those regions.

These will facilitate various character concepts and player factions. Enjoy.
Title: Re: v5 Major Changelog
Post by: Tala on February 08, 2019, 05:20:43 PM
v5_447:

- Turn Undead now show a message to the cleric's combat log of which power was used.

- Some minor balancing of Turn Undead (will hopefully soon be in the Wiki):

Quote
If a multiclassed character, there is a chance to experience failure if the character has more non-"turn undead class" (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted.

The chance of success is equal to the character's TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. Examples of such include:

3 Cleric, 4 Fighter = 3/4 = 75%
1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%
4 Cleric, 4 Wizard = 4/4 = 100%
2 Cleric, 1 Fighter = 2/1 = 100%
3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%
2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%
Title: Re: v5 Major Changelog
Post by: Dillusionist on February 26, 2019, 04:07:40 AM
v5_593:
-Polymorph Self and Wild Shape both have greatly expanded form lists.
-Control of Polymorph Self and Wild Shape is now based on the chat commands ‘/c polymorph’ or ‘/c wildshape’.
-Macro-based casting of Polymorph Self and Wild Shape is enabled via ‘/c polymorph_cast’ and ‘/c wildshape_cast’.
-Sorcerers with the Witchcraft perk may now gain Polymorph Self (7) at 5th level.
-Polymorph Self now has a base duration of 1 minute/level. SF Transmutation increases the duration to 1.5 minutes/level; GSF Transmutation increases the duration to 2 minutes/level and makes Polymorph Self impossible to dispel.
-If you encounter any bugs or unusual behavior, or if something seems too weak or strong, please let us know.
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 02, 2019, 06:22:18 PM
v5_496:
-As a very small note, if your armor class is bugged by a web or entangle effect you may type "/c debug_snare" to fix it instead of reloging.
-Playing cards, obtained from Sealed packs of Cards, can no longer be used in herbalism or to feed ooze.
Title: Re: v5 Major Changelog
Post by: Abala on March 03, 2019, 08:51:19 AM
v5_497:
- A new stronghold has been added. Explore the rings to discover it!
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 09, 2019, 06:27:01 AM
v5_507:
-Dream Eater perk now affects slumber
-Dream Eater Nightmare now inflicts 1d6 damage per level
-Witch now receives Polymorph Self 2/day instead of Polymorph Self 1/day
-Magic Weapon now affects slings appropriately
-Attribute cap is now raised to 30. This is relevant for Barbarians and Lifestealers
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 11, 2019, 05:50:51 AM
v5_515:
-Ticker Square shops have storage and locks added.
-Duelist has been modified.

Quote
Duelist:

Level 1: +3 Parry, +3 Taunt
Level 5: +1 AC vs. Piercing
Level 8: Dodge Feat

/c fighter_perk grants +1 attack and +1 AC while wearing cloth, light, or medium armor.
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 14, 2019, 04:22:01 AM
v5_521:
-Arcane Mimics now only consume a single potion from a stack.
-Self Taught fighter now grants -2 to +4 attack and armor class for 60 seconds, and negative bonuses are appropriately applied.
Title: Re: v5 Major Changelog
Post by: Abala on March 16, 2019, 08:53:36 PM
v5_526:
- the Adamantine Vault now stores 20,000 gold from Merchant Guild members
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 18, 2019, 07:56:15 AM
v5_531:
- Ticker Square and Pauper's Ponds have merchants which will buy skins from PCs
-A number of animals can now be skinned. If you find a non-quest animal you think you should skin, but cannot, please post under bugs.
-Nephezaar blood testing dialogue should now be 'quiet'
-All sendings now cost 12g
Title: Re: v5 Major Changelog
Post by: Abala on March 20, 2019, 07:32:37 PM
v5_535:
- New quests added.
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 22, 2019, 03:45:51 AM
v5_541:
-Cantrips can now be cast without limit. This is a very experimental feature. Please alert us as to strange behavior. If anything seems too good it probably is.
-Cure Minor wounds, when cast as a spell and not from an item, will only heal bleeding characters or damage undead.
-Inflict Minor wounds, when cast as a spell and not from an item, will only damage living characters.
-Resistance, when cast with Spell Focus or Greater Spell Focus Abjuration, grants the target DR 1/+1 or 2/+1 to an absorbtion limit of 10.

Quote
Infuser:

Horizonkaul's Boom now grants the Infuser Orb 1d6 charges per cast. Electric Jolt no longer charges the orb.

Quote
Ooze Savant:

Sewer area bonus
+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.

Spell modifications
Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
Acid Splash NO LONGER SUMMONS the Summon I Slime at target.
Slimes innate summoning theme.

Level 1: Flame Weapon element changed to acid, Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels)
Level 5: Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
Level 8: 50% Acid Immunity, Crumble 1/day

Quote
Positivist:

Spell modifications
Flare
Grants 1d4 + [heal skill/5] temporary hit points for 60 seconds - can be cast at a distance

Light
in addition to causing light, grants 1d6 + [heal skill/5] temporary hit points for 60 seconds (can only be cast next to the PC)

Quote
Rebel:

Level 1: 1 Potion of protection vs Law each reset, can rest without campfire in the wilderness
Level 5: +2 Dodge AC vs. Lawful
Level 8: +1 Damage vs. Lawful

/c fighter_perk    All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on March 24, 2019, 10:30:35 AM
- Charm person, animal, and monster spells now do the standard NWN "Dominate" effect. You can control monsters that you cast this on. Naturally, you shouldn't use it on "blue" NPCs.
- Dominate spell duration doubled.

- Minor updates to Merchant Guildhall for Merchant Guild Members.
- Some new events and NPCs in Ambient NPC system.
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on March 30, 2019, 05:40:52 PM
- Updates to Ticker Square aesthetics
- Rumour Mill association updates
- Significant new features for Merchant Guild Members
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on March 31, 2019, 07:14:28 AM
Added Tinkering schematic drawing. Access through the crafting menu. Can be done once per IRL day.
Title: Re: v5 Major Changelog
Post by: Dillusionist on March 31, 2019, 08:46:56 AM
Climb tool now functions like potions of levitate when used by flying creatures.

Druids can now shift into trashgulls and such to cross gaps without a grapple gun.
Title: Re: v5 Major Changelog
Post by: Abala on April 05, 2019, 06:20:16 AM
- The Peerage Ward's labyrinthine catacombs have been reopened. Entrances can now be found in some of the Peerage Houses and via the other new area...

- The moat of the Peerage Ward, which the locals call "Dorvant's Druthers", can now be swam through.
Title: Re: v5 Major Changelog
Post by: Abala on April 08, 2019, 08:40:58 PM
Fixed bugs and made modifications to the following quests:

- Kant's Realm

- Deep Pools

Be sure to keep reporting bugs if you find them!
Title: Re: v5 Major Changelog
Post by: Dillusionist on April 08, 2019, 09:45:28 PM
Quote
Apothecary:

Perk bonuses: +15 Alchemy, +15 Herbalism, +15 Tinkering. Create a set of dissipating potions each reset (new potions have been added and broken ones removed).

Quote
Physician:

Level 5: +4 Heal, +2 Saves Vs. Disease and Poison

Pure Bonus: Healed of disease after rest, Medicinal Herbs used by the physician heal for twice the amount.
Title: Re: v5 Major Changelog
Post by: Dillusionist on April 13, 2019, 07:22:55 AM
v5_609:
-Flare inflicts 1d3 fire damage.
Title: Re: v5 Major Changelog
Post by: Mort on April 21, 2019, 11:41:18 PM
v5_631:
- AI has been 'tweaked' (Please notify us of any strange behaviors or broken AI)
- Subdual is now recognized by the AI (Summons), and AI will start to look for new targets their target is subdued. This will also GREATLY help DMs handling NPC/PC vs NPC/PC conflicts. making the probability of such events more likely.
- Some DMside updates. Fun features, etc.
-Big expansion project is coming as well and the groundwork for this project is being layered in.
Title: Re: v5 Major Changelog
Post by: Abala on April 25, 2019, 12:21:28 AM
v5_638:

Alchemy has received some buffs across the board. This may change some recipes, and we apologize for the inconvenience. Please report if anything seems out of wack.
Title: Re: v5 Major Changelog
Post by: Dillusionist on April 27, 2019, 03:52:01 AM
v5_644
-The duration of Vine Mine (Hamper Movement) is capped at 5 minutes to match Spike Growth's effect

-A new command, '/c portrait', has been added that lets you choose a new portrait. Since portrait compilations can be removed from Steam or changed this has become necessary. Obviously all EFU portrait rules still apply. Pick one that looks like your PC.
Title: Re: v5 Major Changelog
Post by: Paha on May 03, 2019, 01:53:16 PM
v5_653
- Kings gift will grant much heavier speed penalty
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 03, 2019, 09:57:24 PM
v5_655
-Wholeness of body now restores Monk Level x Wisdom Modifier hit points, or times two, whichever is higher. It will also restore ability damage as per lesser restoration.
Title: Re: v5 Major Changelog
Post by: Vlaid on May 08, 2019, 12:07:13 PM
-v5_665
-Minor fixes and tweaks
-Added a few more Lungroot to the Tehoto Sahuagin quest. Also adjusted the creature spawn locations to hopefully address the issue of some of the creatures spawning invisible. Please report if there are any issues with the adjusted quest.
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 08, 2019, 11:15:12 PM
v5_667
-Charm Person, when cast by a Mesmerizing Sorcerer, no longer forces two saves. Instead, it now affects all racial types.
-A new feature has been added for druids and loyal Pondsfolk...
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 12, 2019, 05:28:21 PM
v5_679
-Spell Focus Enchantment no longer increases the hit dice limit on Daze.
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 19, 2019, 04:38:50 PM
v5_699
-Certain sets of Explorables will now de-spawn once cleared and cause a new one to appear some time later. This is a new system to EFU. If you encounter anything odd, such as misbehaving transitions, please let me know.
Title: Re: v5 Major Changelog
Post by: Halfbrood on May 21, 2019, 12:41:59 PM
3 new QAs added with many more to come

- Will you brave the waste world of Gnasharim to take the battle to the Orc Slaves that reside there, and uncover the secrets of the waste world's past?
- Support the Arbiters in defence of the City from encroaching planar hordes...
- Decrown the Trasher King and protect the Canals of the City

Many more QAs and Explorables to come in upcoming versions...
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 22, 2019, 06:26:16 AM
V707

Climbing and grapple scripts, which seem to have broken for some odd reason, have been reverted to a previous version which works.

If you have lost anything as a result of this bug feel free to message ME on discord for a replacement.
Title: Re: v5 Major Changelog
Post by: Dillusionist on May 26, 2019, 04:16:18 AM
5_712
-Discoveries (explorables which will vanish once cleared) can now be found throughout the Rings. Please let me know about odd behaviors.
-Many additional explorable areas have been added to the module.
-Animal companion death is no longer permanent. Instead, it prevents you from summoning it until the next reset.
Title: Re: v5 Major Changelog
Post by: Mort on May 28, 2019, 12:26:31 AM
5_v717

 - Mongrelwoods areas accessible to PCs (Next reset) - These are wilderness areas - districts of the city that have been overgrown with dense vegetation ... acting and moving as if possess by an unseen power and populated with feral/wilder humanoids (Learn In-game).
 - 4 new low level solo quests
 - 2 new quests (3-8) - and (3-9), hard quests (That have not yet been balanced) with a new reward system for quests that provides an automated 'share' of spoils (That hasn't been balanced either) (ie no penalty for large groups in reward sharing.)
 - Many new monsters (Most of them dangerous in some way).
 - New secrets...
 - Lots of new behavior scripts for the AI / beware of unpredictable stuff...

These areas are DANGEROUS wilderness areas. There are means for PCs who wish to dwell there to be able to survive, although it is challenging.

Watch out for bugs - overly rewarding - and so on, please.

Title: Re: v5 Major Changelog
Post by: Dillusionist on May 30, 2019, 12:18:47 AM
v5_725
-Sticky Combat Modes are enabled. You may walk around with Flurry of Blows, Dirty Fighting, Parry, and Defensive Casting enabled.
-Improved Expertise is removed from EFU. When you take this feat on level up you will be forced to retake that level. When you join, you will have the feat removed and receive a flag indicating you are owed one "rebuild" of your character by a DM.
Title: Re: v5 Major Changelog
Post by: Vlaid on May 31, 2019, 11:27:50 PM
v5_733
-Potion vs Element potions have been adjusted. Mostly a bug fix but you may notice an increase (and change in how they work) in their effectiveness. Report any bugs with them.
Title: Re: v5 Major Changelog
Post by: Dillusionist on June 02, 2019, 04:11:55 AM
v5_735
-Elves may now use '/c keensense' to toggle the Keen Sense ability, allowing them to walk using detect mode.
-The duration of Summon Swarm is now comparable to Summon Creature (4 rounds per level, improved by spell focus conjuration). It used to be 24 hours. Permanent minions, especially large hordes of them, are not necessarily desirable for EFU.
-Summoned spiders now each have 1 web bolt, and will then engage their targets. I am working on refining other summoned creatures so they will fight, rather than disastrously slow friend and foe alike.
Title: Re: v5 Major Changelog
Post by: Tala on June 17, 2019, 06:03:02 PM
v5_780

* Ghoul Touch reverted back to Paralyze with no touch attack. If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed.

* Turn Undead - Good - Call to the Righteous - Table has been changed as following: Good = 80%, Neutral = 50%, Evil = 0%. Law/Chaos isn't taken into account anymore. Regardless of successful roll, all targets will show the VFX.

* Turn Undead - Law - Eschew Discord - All targets will show the VFX regardless of alignment and roll.

* Summon Shadow - Increased duration for all variants of Shadow Conjuration / Greater Shadow Conjuration / Shades. Instead of 1 round per level (before other bonuses), it is now 2 rounds per level.

* Future Pain - Bonuses changed to the following:
   Spell focus Divination - adds 1d4 damage
   Greater Spell Focus Divination - adds 1d4 stun effect on a failed save
   School Focus Divination - adds 1d4 damage

* Heroism - Greater Spell Focus Enchantment - Increases the duration to 2 rounds / level.
Title: Re: v5 Major Changelog
Post by: ShadowCharlatan on June 30, 2019, 07:24:17 AM
v5_806
 - Bandit Drudge renamed to Bandit Dweeb again.
- Behind the scenes changes which will support a wider variety of treasure coming out of containers and monster corpses.
Title: Re: v5 Major Changelog
Post by: Howlando on June 30, 2019, 02:41:19 PM
I suppose I’ll list some of the things I’ve implemented the past few days also:
- Large numbers of new exploreables added to existing themes
- Ringrunners who have their spawns changed automatically as they progress into the deeper rings will, upon returning to ring 99, have their spawn point automatically set to Ring 99.
- The long bug that prevented climbing from some of the Air Cloud exploration areas has been fixed
- Many areas have had their music changed to new music tracks. Feel free to make new suggestions or let us know if an area has a particularly grating music track.
- You should no longer receive a warning about hostiles ahead while attempting a transition if you can see them yourself
- Be prepared for slaadi madness
- Two new “Discovery” themes (discoveries are like exploreables but spawn more frequently)
- A large number of bugs and exploits fixed and removed. Please let us know if any persist!
Title: Re: v5 Major Changelog
Post by: Howlando on September 05, 2019, 06:52:05 AM
v5_910:
I wanted to mention a few of the things that have been worked on recently that haven't been documented.
- Plane Sickness now is cured more rapidly in inns
- The effect of Haste now dispels the effect of Invisibility. This is an experiment.
- Various quest rewards have been tweaked
- Existing exploreable/discovery themes have been filled out some, and a new theme has been added - look for the scavenger holes
- Existing loot tables have been filled out some
- New & interesting content has been added that is relevant to necromancers and aspiring necromancers
- Some improvements (and more to come) for goblin/kobold PCs. XP increased for turning in rats & also able to scavenge in the Mongrelwoods
- Noble House shops have been improved, players are welcome to submit more item suggestions thematic for the houses to be added to existing shops
- We now have the ability to more precisely control GP item pricing in stores, expect to see more shops with appropriately priced useful loot in them. If you'd like to contribute shops, you're welcome to do so.... see #player-workshop
- Many bugs have been fixed, please continue to report new ones or bump existing posts that we may have missed
- Some new areas


Also note: Thanks to NWN community member Symphony, we may have a fix that alleviates a lot of EE crashes. If you'd like to try it out, head to #tech-support  channel
Title: Re: v5 Major Changelog
Post by: Dillusionist on September 07, 2019, 05:53:02 AM
v5_915
-Dual-wield and Two-weapon Fighting feats cause the effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon
-Contriver, Cultist, and Hydromancer perks have undergone changes. More to come.

Quote
Contriver:

Spell modifications
Shield grants Damage Reduction 5/+1

Level 1: 35% Arcane Spell Failure Reduction, Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency.
Level 5: +4 Concentration, +4 Discipline.
Level 8: +2 Constitution.

Quote
Cultist:

Spell modifications
Summon Creature duration is increased by 2 rounds/level

Level 1: +3 Persuade, +20 Total Maximum Summoning Points.
Level 5: Sorcerer Token: Magic Fang (5) 3/day, +1 Universal Saves, +40 Total Maximum Summoning Points.
Level 8: Sorcerer Token: Lesser Planar Binding (9) 1/day, +60 Total Maximum Summoning Points.

Quote
Hydromancer:

Spell modifications
Ray of Frost. Does 1d8+1 damage.
Ice dagger. Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
Burning Hands. Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.
Melf's Acid Arrow. Damage changed to cold, inflicts a Lesser Dispel effect upon impact. (New!)
Flame Arrow. Damage changed to cold.
Vampiric Touch. Hand of Umberlee, damage changed to cold and freezes target for 2 rounds.
Elemental Shield/ Damage shield changed to cold.
Firebrand. Damage changed to cold.
Stoneskin. VFX changed to cold.

Level 1: Flame Weapon element changed to cold, Slow regeneration underwater, Drinking potions restores 1 hp.
Level 5: +1 Cold Damage to attacks, Halves spell casting penalty underwater, Double water breath duration.
Level 8: 50% Cold Immunity, Negates spellcasting penalty underwater, +10% movement speed underwater.