v5 Major Changelog

Started by Howlando, January 23, 2019, 05:06:14 PM

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Dillusionist

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...

Dillusionist

v5_679
-Spell Focus Enchantment no longer increases the hit dice limit on Daze.

Dillusionist

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.

Halfbrood

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...

Dillusionist

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.

Dillusionist

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.

Mort

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.


Dillusionist

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.

Vlaid

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.

Dillusionist

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.

Tala

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.

ShadowCharlatan

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.

Howlando

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!

Howlando

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

Dillusionist

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.