NS4 Change Log
Posted: Mon Oct 04, 2004 3:28 pm
Greetings, NS citizens. I'm starting this sticky thread to keep track of changes we make to the NS4 module code, so that everyone can keep up to date and know beforehand about any modifications we make. I can't believe we haven't implemented anything like this yet, but I suppose now is as good a time as any, right?
The following changes have actually been coded but waiting on implementation for a good long while (a few months, actually - wow, have I really been away that long?). Apologies for that, and I hope that implementing these changes will start the ball rolling for the major updates we've been planning. You guys definitely deserve some more content, right? :)
The following changes have been checked in to the CVS tree, and will be active on the next module build:
- Added the following ferry NPCs (creatures that will be used in the future for transitioning to and from Frostdale and Sunken Isle via ship, they are not active yet):
To Frostdale (Jonan):
NS Old City - Drarry
Falme - Haldir
Ancient Gates - Zek
Grey Shores - Shell
To Sunken Isle (Buppi):
Grey Shores - Shell
Highlands - Ving
Windale - Sulinus
Black Hills - Sulinus
- Upped protection on Frostdale Protector. Gave him a special version of ice dagger used from his halberd.
- Support restoring petrified state after log out (previously it would just kill you)
- NPCs are plot-flagged in haven areas as well as PCs (this includes all indoor merchant areas and a few temples and starting locations). This should help with the vendor-killing and general player silliness.
- Clear actions of a player when detected as stealthed. Should help prevent abuse of HiPS.
- Creatures initiate combat when detecting a stealthed hostile player via non-visual cues (previously they would just do nothing).
- Tiefling/Drow darkness lasts longer to help out the lower levels. (New duration is HD + 5 in turns.)
- Heard creatures within 5 feet are perceived by the AI (previously 3 feet)
- Added generic AoE spell system so all AoE spells can use a common function. This really doesn't affect gameplay except for the few changes to the AoE spells to make them consistent with one another. These changes include:
-- Casters may only create one AoE of a given type at a given location. Certain AoEs such as Storm of Vengeance and Creeping Doom are further restricted to one AoE total (representing the "continued focus" required to maintain them as specified in the D&D handbooks)
-- Casters may perform a post-hoc counterspell of sorts by casting an identical AoE at a location where an enemy AoE exists. For example, casting Blade Barrier on an opponent's barrier will destroy his and allow yours to stand.
-- Damage and duration standardized, higher-level AoEs such as Incendiary Cloud have been given added damage to make them more appealing, overpowered low-level AoEs have been reduced in duration.
- NPCs do not follow through areas anymore, unless they are dominated, summoned, etc.
- Implemented random item drop when killing a hostile player within your own faction's territory. When you defend your faction areas from a hostile player from another faction (not just any hostile player, they must be from another faction), you will receive a random item belonging to them.
- Raising hostile players is disallowed. This is to prevent repeated kill/raise attempts to loot a player's entire inventory.
- In the future, we may consider creating a dialog box when you are being resurrected, allowing a player to allow or deny the raise attempt.
- Monk level contributes to tailoring tradeskill, you should be able to progress to Master Artisan with Monk now.
- No binding to hostile rift shards. Why did we ever allow this? lol...
Feel free to discuss on the boards, however I'm keeping this topic locked so it will only contain change log entries.
Enjoy!
The following changes have actually been coded but waiting on implementation for a good long while (a few months, actually - wow, have I really been away that long?). Apologies for that, and I hope that implementing these changes will start the ball rolling for the major updates we've been planning. You guys definitely deserve some more content, right? :)
The following changes have been checked in to the CVS tree, and will be active on the next module build:
- Added the following ferry NPCs (creatures that will be used in the future for transitioning to and from Frostdale and Sunken Isle via ship, they are not active yet):
To Frostdale (Jonan):
NS Old City - Drarry
Falme - Haldir
Ancient Gates - Zek
Grey Shores - Shell
To Sunken Isle (Buppi):
Grey Shores - Shell
Highlands - Ving
Windale - Sulinus
Black Hills - Sulinus
- Upped protection on Frostdale Protector. Gave him a special version of ice dagger used from his halberd.
- Support restoring petrified state after log out (previously it would just kill you)
- NPCs are plot-flagged in haven areas as well as PCs (this includes all indoor merchant areas and a few temples and starting locations). This should help with the vendor-killing and general player silliness.
- Clear actions of a player when detected as stealthed. Should help prevent abuse of HiPS.
- Creatures initiate combat when detecting a stealthed hostile player via non-visual cues (previously they would just do nothing).
- Tiefling/Drow darkness lasts longer to help out the lower levels. (New duration is HD + 5 in turns.)
- Heard creatures within 5 feet are perceived by the AI (previously 3 feet)
- Added generic AoE spell system so all AoE spells can use a common function. This really doesn't affect gameplay except for the few changes to the AoE spells to make them consistent with one another. These changes include:
-- Casters may only create one AoE of a given type at a given location. Certain AoEs such as Storm of Vengeance and Creeping Doom are further restricted to one AoE total (representing the "continued focus" required to maintain them as specified in the D&D handbooks)
-- Casters may perform a post-hoc counterspell of sorts by casting an identical AoE at a location where an enemy AoE exists. For example, casting Blade Barrier on an opponent's barrier will destroy his and allow yours to stand.
-- Damage and duration standardized, higher-level AoEs such as Incendiary Cloud have been given added damage to make them more appealing, overpowered low-level AoEs have been reduced in duration.
- NPCs do not follow through areas anymore, unless they are dominated, summoned, etc.
- Implemented random item drop when killing a hostile player within your own faction's territory. When you defend your faction areas from a hostile player from another faction (not just any hostile player, they must be from another faction), you will receive a random item belonging to them.
- Raising hostile players is disallowed. This is to prevent repeated kill/raise attempts to loot a player's entire inventory.
- In the future, we may consider creating a dialog box when you are being resurrected, allowing a player to allow or deny the raise attempt.
- Monk level contributes to tailoring tradeskill, you should be able to progress to Master Artisan with Monk now.
- No binding to hostile rift shards. Why did we ever allow this? lol...
Feel free to discuss on the boards, however I'm keeping this topic locked so it will only contain change log entries.
Enjoy!