This update is, without a doubt, the largest and most complex single update ever released for Thay. It includes substantial changes that will affect all players. As a result of these significant changes, be aware of the correct process to Report a Problem if you think you've encountered an issue. In particular; please verify the steps to consistently reproduce the issue before you post a problem report.
-The Thay PW Hak has been updated to version 1.0. You will now need to download the thaypw_1.0.hak and thaypw_0.55.tlk found here in order to login to the Thay PW. While not as physically large as the last hak update, the changes within it are significant, and detailed below
-There have been significant changes to the prestige classes, and a couple changes to the core classes as well - primarily Clerics, Rangers, and Paladins. For complete details, see this thread
-The Craft Trap skill has been changed to simply the 'Craft' skill, and Craft Weapon has been replaced with Disguise. Note that neither of these skills yet have a functional use in Thay. But it is my intention to eventually tie crafting to the Enchantment Forges and/or other crafting features, and the Disguise skill will be needed to most efficiently use the Disguise feature when it is finally implemented
-Over 100 new spells have been added. For complete details, see this thread. In addition, there are several spell changes of note:
1. Dimension Door, when targeted on the caster, will give the person 6 seconds to specify how many meters forward they wish to transport
2. Glyph of Warding has been improved to provide a selection of all 5 elemental energy as the glyph type when cast
3. Elemental Shield has been change to D&D implementation and is now called Fire Shield. It will allow you to choose either a warm or chill shield when cast
4. Sphere of Chaos is a new domain spell only available to clerics that select the Luck or Chaos domain
5. Thanks go to Sundraoi for creating the interior of Mordenkainen's Magnificent Mansion
6. Thanks go to Purulent Carcass, Bertram Anders, Pleiade, Beladra Marias, Animayhem, and Dark Ranger for some initial testing of the spells
-To make them more useful in Thay, Holy and Unholy water have had their damage increased to 2d8, rather than 2d4
-Those wearing a Ring of Nondetection, Robes of Rukhyon, or a Harper Pin (faction item) are no longer completely immune to scrying. They are, however, under a perpetual nondetection spell which makes it much more difficult for someone to scry upon them
-The Talos portal within the Thossos Keep ruins that will now transport anyone who uses it to a 'civilized' area of Thay. However, those who do not worship Talos must prove themselves strong enough to ride the lightning…
-Thayan Gladiators can instantly transport themselves back to the Ludus Magnus through the use of a magic sigil on their Thayan Gladiator armor
-Over 15 new creature models, such as Dao, Djinni, Efreeti, Werecreatures, Desert Zombie, Zombie Knights, and a bunch of NPC models, will improve the appearance of existing creatures, or allow the creation of new creatures
-22 new types of creatures have been added, such as Carrion Crawlers, Crawling Claws, Mulhorandi Guardians, Scarecrows, Fomorians and other giants, giant and ogre skeletons, and an entire subset of Kuo-toa that may be encountered in coastal or underwater areas. Oh! And last, but certainly not least: Rust Monsters
-Dozens upon dozens of new placeable models have been added, and existing models have their appearance improved. Look for taverns that have 'real' bars now, a much larger and more gruesome variety of corpses, bones, and skulls, new statues, flags, and bookshelves - even an improved Pit Trap appearance
-Well over 400 new visual effects (VFX) have been added. This results in a variety of cool differences with new and existing spells, as well as some new goodies
1. There are 7 open-faced helms. Note that as VFX these helms do not actually occupy the helm slot, cannot be modified at a tailor model, and cannot hold any enchantments. In addition, since some PC heads that have 'big hair' will not be able to use these helms because the hair would poke through the helm. In other words; open faced helms really are only for looks and can only be used by PCs with a short haircut
2. There are 6 glowing (Ki) stone circlets, a gold crown, and a fanged/barbarian-like crown. The same restrictions for open-faced helms apply to the circlets and crowns
3. There are 3 eye patches. In addition, there is a green parrot, a red parrot, and even a small spirit that will sit on your shoulder. Aspiring pirates rejoice!
4. Cold breath VFX will be applied to PCs in freezing areas, such as the Temple of Auril and Chur Gathos
5. Watch out for sandstorms that can appear out of nowhere in Desert-like areas such as Kepetur, Moszabbar, and the Badlands of High Thay
6. A new, and more appropriate, AFK visual effect will be applied to someone who is AFK
7. New Ioun Stone VFX
-Over 130 new doors of all types (cloth, wood, metal, etc) have been added. In addition, the default ugly orange wood doors have been replaced using models from these new doors
-Over 20 new flags, lanterns, and candles that a PC can hold have been added. In addition, when amulets, belts, books, boots, bracers, gems, gloves/gauntlets, keys, rings, and thieves' tools are dropped on the ground they will look like the item that was dropped - not a stupid loot bag anymore
-When a PC slave's master is enslaved or deleted, upon the PC slave's next login they will be automatically re-enslaved and sent back to the Slave Pens of Thay
-The following bugs have been fixed:
1. Static questgivers, in addition to the Beggar and faction questgivers, will give quests to PCs even if others are nearby
2. All suite doors within taverns/inn have had their Plot flag removed, which means that vampires in mist form can pass through them
3. Messenger crows sent by someone looking to form a party with will no longer be able to reach PCs in Underwater areas, or basically anywhere a portal stone cannot be used - such as if they are in The Citadel or on a different plane of existence. If a standard raven letter is sent to someone who is online but in these areas, they will instead receive it the next time they login if they are no longer located there
4. Wererat and Werecat models have changed to fix the rigid animation issue they had due to the last hak update
5. Poison purchased from a merchant will work again when applying it to weapons of food/drink
6. Blackguard mounts, when kicked from the party, can be re-added by the blackguard again
7. Raise dead will work on PCs when cast
8. PCs getting forced to respawn when not dead will not occur
-The Thay PW Hak has been updated to version 1.0. You will now need to download the thaypw_1.0.hak and thaypw_0.55.tlk found here in order to login to the Thay PW. While not as physically large as the last hak update, the changes within it are significant, and detailed below
-There have been significant changes to the prestige classes, and a couple changes to the core classes as well - primarily Clerics, Rangers, and Paladins. For complete details, see this thread
-The Craft Trap skill has been changed to simply the 'Craft' skill, and Craft Weapon has been replaced with Disguise. Note that neither of these skills yet have a functional use in Thay. But it is my intention to eventually tie crafting to the Enchantment Forges and/or other crafting features, and the Disguise skill will be needed to most efficiently use the Disguise feature when it is finally implemented
-Over 100 new spells have been added. For complete details, see this thread. In addition, there are several spell changes of note:
1. Dimension Door, when targeted on the caster, will give the person 6 seconds to specify how many meters forward they wish to transport
2. Glyph of Warding has been improved to provide a selection of all 5 elemental energy as the glyph type when cast
3. Elemental Shield has been change to D&D implementation and is now called Fire Shield. It will allow you to choose either a warm or chill shield when cast
4. Sphere of Chaos is a new domain spell only available to clerics that select the Luck or Chaos domain
5. Thanks go to Sundraoi for creating the interior of Mordenkainen's Magnificent Mansion
6. Thanks go to Purulent Carcass, Bertram Anders, Pleiade, Beladra Marias, Animayhem, and Dark Ranger for some initial testing of the spells
-To make them more useful in Thay, Holy and Unholy water have had their damage increased to 2d8, rather than 2d4
-Those wearing a Ring of Nondetection, Robes of Rukhyon, or a Harper Pin (faction item) are no longer completely immune to scrying. They are, however, under a perpetual nondetection spell which makes it much more difficult for someone to scry upon them
-The Talos portal within the Thossos Keep ruins that will now transport anyone who uses it to a 'civilized' area of Thay. However, those who do not worship Talos must prove themselves strong enough to ride the lightning…
-Thayan Gladiators can instantly transport themselves back to the Ludus Magnus through the use of a magic sigil on their Thayan Gladiator armor
-Over 15 new creature models, such as Dao, Djinni, Efreeti, Werecreatures, Desert Zombie, Zombie Knights, and a bunch of NPC models, will improve the appearance of existing creatures, or allow the creation of new creatures
-22 new types of creatures have been added, such as Carrion Crawlers, Crawling Claws, Mulhorandi Guardians, Scarecrows, Fomorians and other giants, giant and ogre skeletons, and an entire subset of Kuo-toa that may be encountered in coastal or underwater areas. Oh! And last, but certainly not least: Rust Monsters
-Dozens upon dozens of new placeable models have been added, and existing models have their appearance improved. Look for taverns that have 'real' bars now, a much larger and more gruesome variety of corpses, bones, and skulls, new statues, flags, and bookshelves - even an improved Pit Trap appearance
-Well over 400 new visual effects (VFX) have been added. This results in a variety of cool differences with new and existing spells, as well as some new goodies
1. There are 7 open-faced helms. Note that as VFX these helms do not actually occupy the helm slot, cannot be modified at a tailor model, and cannot hold any enchantments. In addition, since some PC heads that have 'big hair' will not be able to use these helms because the hair would poke through the helm. In other words; open faced helms really are only for looks and can only be used by PCs with a short haircut
2. There are 6 glowing (Ki) stone circlets, a gold crown, and a fanged/barbarian-like crown. The same restrictions for open-faced helms apply to the circlets and crowns
3. There are 3 eye patches. In addition, there is a green parrot, a red parrot, and even a small spirit that will sit on your shoulder. Aspiring pirates rejoice!
4. Cold breath VFX will be applied to PCs in freezing areas, such as the Temple of Auril and Chur Gathos
5. Watch out for sandstorms that can appear out of nowhere in Desert-like areas such as Kepetur, Moszabbar, and the Badlands of High Thay
6. A new, and more appropriate, AFK visual effect will be applied to someone who is AFK
7. New Ioun Stone VFX
-Over 130 new doors of all types (cloth, wood, metal, etc) have been added. In addition, the default ugly orange wood doors have been replaced using models from these new doors
-Over 20 new flags, lanterns, and candles that a PC can hold have been added. In addition, when amulets, belts, books, boots, bracers, gems, gloves/gauntlets, keys, rings, and thieves' tools are dropped on the ground they will look like the item that was dropped - not a stupid loot bag anymore
-When a PC slave's master is enslaved or deleted, upon the PC slave's next login they will be automatically re-enslaved and sent back to the Slave Pens of Thay
-The following bugs have been fixed:
1. Static questgivers, in addition to the Beggar and faction questgivers, will give quests to PCs even if others are nearby
2. All suite doors within taverns/inn have had their Plot flag removed, which means that vampires in mist form can pass through them
3. Messenger crows sent by someone looking to form a party with will no longer be able to reach PCs in Underwater areas, or basically anywhere a portal stone cannot be used - such as if they are in The Citadel or on a different plane of existence. If a standard raven letter is sent to someone who is online but in these areas, they will instead receive it the next time they login if they are no longer located there
4. Wererat and Werecat models have changed to fix the rigid animation issue they had due to the last hak update
5. Poison purchased from a merchant will work again when applying it to weapons of food/drink
6. Blackguard mounts, when kicked from the party, can be re-added by the blackguard again
7. Raise dead will work on PCs when cast
8. PCs getting forced to respawn when not dead will not occur