NS4 Change Log

Official announcements about NS4 from the Developers and DMs.
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Lokey
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Re: NS4 Change Log

Post by Lokey »

Slow nerf week :(

- Fear code revamped. Mind and fear immunity possibly working in most cases now, I haven't seen a problem yet that doesn't have a corresponding attempted fix :) Would need to bug Linux for more details.
- Timestop: trying 1 + d4 rounds of what Bioware calls ethereal plus a speed bump if you aren't monk of 30% (maybe improve later). Additional round for each Transmutation spell focus feat. Ethereal is like sanctuary without a will save, you may cast spells during it and it should dissipate with hostile action. More testing needed, more subject to change than other things (yes the HiPS button is way better) ;)
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

Lokey
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Re: NS4 Change Log

Post by Lokey »

- Linux stopped in to attempt fix on the die on respawn bugs. Things should be better now.

- Tundra Inn and the rest of the Avendell interiors are set to haven now (no pvp).

- Thunderdome shrunk in the wash a while back...

There isn't too much your current extremely-part-time-devs are looking into doing near future. There's some nwnx module ports to check out (no ETA on those), there's a few minor bugs/changes we'll look at fixing/doing.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

LinuxPup
Professor Nerfalicious
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Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

Just a quick fly-by update...

-Druid healing spells are empowered (+50% hp) in outdoor wilderness areas. (If druid is also a cleric with healing domain, then only druid bonus is given... they don't stack)
-Drown spell DC gets a +5 bump in rainy areas, and another +2 DC if cast by a Water Genasi. Target that fails fortitude save loses 90% of their HP, or die if they have less than 50 HP to begin with. Undead, Elementals, Constructs, Air Genasi, and Water Genasi are immune.
-Infestation of Maggots rewritten. Now it simply inflicts disease on targets that fail fortitude save. The disease gets more powerful with druid level and Necromancy spell focus feats.

Please report bugs.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

LinuxPup
Professor Nerfalicious
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Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

-Healing Sting: Inflicts 1d6 + 1 point of negative damage per caster level while healing the caster the same amount. Now the caster level damage/heal bonus is increased by 1/4 if caster has Spell Focus: Necromancy, 1/3 if caster has Greater Spell Focus: Necromancy, and 1/2 if caster has Epic Spell Focus: Necromancy. Even if target makes fortitude save, they take half damage.
-Inferno spell now scales with caster level: 2d6 + 1d6 per 8 caster levels. Azerblood and Fire Genasi inflict an extra 2d6 points of damage.
-Quillfire's poison potency now scales with caster level and Transmutation spell focus feats.
-Drow forms get move silently bonus that scales with shifter level +1 MS per shifter level, or half shifter level if not merely druid/shifter.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

Lokey
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Re: NS4 Change Log

Post by Lokey »

Something of Linux's that didn't make the cut last time: more tranmutation mostly druid all terrible powers.

100% more dragon roaring on dragon breath! 50% more text on the Avendell sign! 50% more burnination! (Ok, damage stays the same and the dc is tweaked a small % of the time: for all dragon breath flavors.)
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

rektor
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Joined: Mon Apr 20, 2009 5:38 pm

Re: NS4 Change Log

Post by rektor »

-Bloodstains now appear when a player dies
-Added summon focus wand to elvin (allows you to focus summon on a specific target)

Yup, we have a new dev... :D --LinuxPup

rektor
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Re: NS4 Change Log

Post by rektor »

- The dragon caravans now have a faction, players killing and attacking them will become hostile to all of them.

- The dragons will not be as easy to kill as before and they will attack PC's if they are attacked

- Updated dragon caravans spawns to the NS4 spawning system

Lokey
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Re: NS4 Change Log

Post by Lokey »

Couple changes for stuff that didn't spawn (items and creatures). Because some of the items are trap kit components, previously collected ones won't work for making traps.

Some dragon shape/RDD ability changes crept in that aren't final. If it's horrible, don't play it for a couple days until testing is finished. Feedback welcome.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

LinuxPup
Professor Nerfalicious
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Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

Due to popular demand... added a new chat command:

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"/enablepknotify" With this enabled, you will be notified whenever a player is PK'd
"/disablepknotify" Opposite of /enablepknotify
PK notification is disabled by default.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

Lokey
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Re: NS4 Change Log

Post by Lokey »

RDDs need nerfing!

You get the shape token at first level, it has 2 uses per rest and allows a polymorph as:

1-10 RDD, red wyrmling per shifter (fine for low, low leveling).
11-20 RDD red dragon per shapechange spell
21-29 RDD red dragon per previous red dragon version before level 35 for dragon shape feat
30 RDD current red wyrm

Oh, it's DM discretion to replace token for existing RDD's. Ask nicely.

Also, someone please confirm the trap components given by the Boar and required in the Empath job are correct now.

Also Arcane Archers are on the nerf list. Expect things to vary for the near future (if this bothers you, take a vacation from playing them for the next week or two).
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

-A few minor AI improvements

-Svirfneblin (Deep Gnomes) are now susceptible to the same blindness that Drow and Duergar are

-Dragon transports may drop you sometimes... :?

-Mystral Ascendancy clerics have access to Destruction domain

-Redid Control Undead (again)... here are the details:
Can only dominate one undead at a time...furthermore, if the caster has dominated an undead minion, he can't cast spells or he will cause his minion to turn against him... once an undead has been dominated, it can't ever be dominated again. Furthermore, if a dominated undead becomes free, it will be destroyed if the caster leaves the area that the undead is in, logs out, or dies. Finally, if the dominated undead becomes free and the caster is still there, the undead will focus (just like the summon focus wand) exclusively on the caster who dominated it earlier.
As always, report any bugs/exploits to Lokey or myself... getting caught while taking advantage of bugs or loopholes could result in being banned or losing XP or levels.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

Lokey
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Re: NS4 Change Log

Post by Lokey »

Where Arcane Archer abilities currently stand (subject to change if we think of something hideously broken):

AA level 15: your bow gets the keen property when equipped.

Imbue arrow = buff. Must have bow equipped to use, lasts AA level rounds, comes off on bow unequip. A bit of magic damage, some skill bumps and see invis (improves at AA levels 10, 20, 25, 30). Deflection AC bonus of 1 + 1/3 AA level if you're not a monk. Target any creature besides yourself or an item in inventory to activate (it won't make a creature hostile).

Death arrow dc = 15 + AA level on successful ranged touch attack. 5 dc bonus for the suicidal types that take 30 AA.

Seeker = auto hit d4 magic per AA level. Can crit, same crit range as your equipped bow.

Hail = every perceived enemy creature in 15m (up to 1 per AA level) touch attack. Hit means 2 magic damage per AA level, crit (roll of 20 only) 3 x that.

Crafted ammo improved. Wait time removed for fletching master artisan level.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

1. Reworked blindness and how it relates to the Blind Fight feat. If a player has the Blind Fight feat, he no longer will be constantly flat-footed during the time he's blinded.

Not having Blind Fight however leaves the blinded creature essentially flat-footed... he loses his dodge, tumble, and dexterity AC (although he should keep his dexterity AC if he has Uncanny Dodge).

NOTE: Blind Fight or no, you still have concealment penalty when attacking others when blinded.

2. Also, the playerlist has been re-enabled, but classes have been hidden.

3. Shadow evade made non-dispellable and non-stackable. Bonuses as follows, lasts 5 rounds plus one round per sd level:

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Level Concealment  DR  DodgeAC Hide/MS
4          20     +3/5    1       1
6          20     +4/5    2       2
8          30     +4/8    3       3
10         30     +4/10   4       3
12         35     +4/12   4       4
14         35     +4/12   4       4
16         40     +5/14   4       5
18         45     +5/16   5       5
20         45     +5/16   5       6
22         50     +5/20   5       6
>22        50     +6/20   5       7
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

-Arcane Archers with Monk levels no longer receive an AC bonus from Imbued Arrow.
-Arcane Archer Imbued Arrow bonus changed:

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-Magical Damage instead of piercing
-2 damage at level 10 + 2 bonus to discpline/spot/listen
-1d4 at level 20 + 3 bonus to discpline/spot/listen
-1d4 at level 25 + 5 bonus to discpline/spot/listen
-2d4 at level 30 + 8 bonus to discpline/spot/listen
-Northern Coalition has access to Trickery Domain now :wink:

-Major rework on Turn Undead:

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Turn Undead is more useful to more folks.  We now consider Blackguards and Paladins to be full levels instead of half levels.  However, Paladins get a -2 penalty on their level check since they don't get Turn Undead until level 3... so for example a character with 25 Paladin levels is like character with 23 Cleric levels.  Blackguards don't get a penalty since they're a prestige class.

Caster level is Cleric level + Paladin level or Cleric level + Blackguard level.  However, the Cleric's domain powers aren't considered unless the character's levels are mostly Cleric.  So a 1 Cleric/9 Fighter/30 Blackguard with Evil and Sun domains won't get any benefit from their Sun and Evil domains as far as Turn Undead is concerned.  Planar Turning feat however is useful no matter how many Cleric levels you have.  Also, Evil domain is only usable (for Turn Undead) by evil-aligned Clerics, and Good domain is only usable by good-aligned Clerics.

Turn/Destroy Undead:
If a good/neutral Cleric or Paladin has over twice the hit die of the undead, they are destroyed, otherwise the damage dealt is 1d4 divine damage per caster level.

Rebuke/Control Undead:
If an evil Cleric or Blackguard has over twice the hit die of the undead, they join the service of the Blackguard.  The Blackguard can only have one undead (not including summons) in its service, and once the undead is free it will exclusively attack the Blackguard (just like Control Undead spell).  Also just like the Control Undead spell, if the Cleric casts a spell, the undead will be released.  If the Blackguard doesn't have twice the hit die, then the undead is instead rebuked, giving it a penalty to attack, AC, and saving throws equal to half the Cleric/Blackguard's charisma modifier.  All Clerics in Mystral Ascendancy Rebuke/Control instead of Turn/Destroy, regardless of their alignment.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Re: NS4 Change Log

Post by LinuxPup »

-Traps set by PCs no longer cause XP loss. Traps are now fair play in PvP.

-Arcane Archer's Death Arrow DC is now 5 + (AA level / 2) + Dex modifier (or Wis if zen archer). Also doesn't work against targets that are immune to critical hits.

-Stalwart Slammer knockdown effect reduced to 2 rounds

-Red Dragon Disciple Ancient Red Dragon fear aura DC set to 35

-Find Traps spell now finds traps, but doesn't destroy them (before it just destroyed all traps without a check). Caster level vs. trap's detect DC. Spell Focus: Divination gives a +2 to caster level, Greater Spell Focus: Divination gives +5, and Epic Spell Focus: Divination gives +10. Some traps have a DC that is too high for this spell, and so the Search skill might still be useful to you.

-New trap spawning system. Expect traps from time to time. They won't spawn in havens or faction areas however. DC (both Detect and Disable/Recover) and potency of trap increases in more difficult areas. Traps spawned by this system DO cause XP loss, unlike traps set by PCs.

-Crafting Strong, Deadly, or Epic traps requires minimum levels in Ranger, Rogue, or Assassin. 5 minimum levels for Strong, 10 for Deadly, and 15 for Epic. The different classes stack.
Lead NS4 developer

[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]

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