03-26-2020, 03:33 AM
(This post was last modified: 03-26-2020, 04:04 AM by Bertram Anders.)
Note: This was the final update for Thay on NWN 1.69
-The entire region of the Underdark beneath Thay has been added and is now available for adventure. This region includes all 10 cities, or segments, of the drow metropolis of Undrek'Thoz, as well as an entirely new overland (or "underland") map of the Underdark region beneath Thay. This enormous addition to the PW is one of the largest updates we've ever released, and one that has been over a year in the making!
-The drow city of Undrek'Thoz is the largest and most important location beneath Thay. An enormous thanks go to Sundraoi for her very creative design work on this city. Almost every single area you can visit in Undrek'Thoz was initially created and cleverly decorated by her
1. Undrek'Thoz itself is technically 10 individual cities, or segments, connected by an instantaneous portal system. In game terms, it is comprised of 65+ brand new areas, 8 of which are areas of adventure for Underdark adventurers of all levels. This makes it larger than Bezantur (Thay's largest city)! Thanks go to Beladra Marias for QA testing on all of the areas within Undrek'Thoz
2. Several new factions are available to join: the Temple of Lolth, the Undrek'Thoz Legion, the Arcane Academy, and the Blackened Fist - a unique order of monk assassins. Thanks go to Karilynn for creating the faction contact conversations necessary to join these factions
3. There are 10 new merchants within the city, including several furniture merchants. In addition, there is a new special questgiver
4. Most NPCs won't speak to someone unless they know Undercommon or Drow. In addition, Message Boards in the Underdark cannot be read unless a person knows one of those two languages
5. It is said travel to and from the Underdark can be done through the Gold Mines of High Thay, the Citadel of High Thay, and somewhere beneath Amruthar
-The Underdark beneath most of Thay and portions of Thesk, Rashemen, and Aglarond is represented by a new Overland, or rather "Underland", map. This underland map allows travel in leagues between Underdark locations - just like the overland map of Thay allows between surface locations. This Underdark map will eventually have additional locations or points of interested added to it in future server updates
-If a character enters a non-overland area transition while being attacked or chased by a hostile creature within 15 meters of the transition, that hostile creature will follow the character to the destination area. It is recommended if you are running from attackers that you try to lose them within your current area, or else put some distance between you and them before trying to leave the area
-The Experience System has undergone its (hopefully) final revision. In short; it is now a time-based system that requires a certain amount of time to pass, and also requires a certain amount of time spent in-game, for level 3+ PCs to levelup. See the Experience System topic for more details
-The Treasure System has undergone a significant revision in regard to how treasure containers are spawned in almost all adventure areas, and various areas have been recategorized to target different levels of PC adventurers. See the newly created Treasure System topic for complete details
-Doors that do not transition to another area, or portion of an area, may be randomly toughened and locked within interior areas of adventure. How tough a door is to open is determined by the treasure level of the area
-Notoriety levels are calculated differently in the Underdark. Drow notoriety is calculated as if they were a human on the surface, Duergar is calculated as if they were a half-orc on the surface, and Svirfneblin is calculated as if they were a half-elf on the surface. All surface races have their notoriety levels calculated as if they were Svirfneblin, or worse, while in the Underdark
-Deedmasters have been updated so that characters can purchase buildings in the Underdark. However, it is important to note that deeds purchased in the Underdark can only be used in the Underdark, and deeds purchased in Thay can only be used on the surface
-Due to a complicated trade agreement, the network of Vaultkeepers and Merchant Masters (or Mistresses) extends throughout the Underdark and Thay. Storage and gold with any Vaultkeeper is available at vault throughout the gameworld. Likewise, PCs pursuing the merchant/mercenary Path to Power can work with any Merchant Masters/Mistresses throughout the game world
-Members of the Griffon legion can use prison shackles in Pyarados. Members of the Black Unicorn legion can use prison shackles in High Thay
-The following bugs have been fixed:
1. Locked all entrances to the Griffon Legion Spire
2. Removed all blowing snow placeables as they were causing lag
3. PCs can no longer apply a spell with Unlimited Uses/Day at an enchantment forge
4. Rebuked skeletons dominated by an evil cleric will no longer disappear when the domination effect ends. In addition, they will no longer try to stand at the exact spot their new master is standing
5. Red Wizard Apprentices called to the Red Wizard trials from a caravan or ship will no longer, if they die there, be "saved" from permanent death by the caravan master or ship captain
-The entire region of the Underdark beneath Thay has been added and is now available for adventure. This region includes all 10 cities, or segments, of the drow metropolis of Undrek'Thoz, as well as an entirely new overland (or "underland") map of the Underdark region beneath Thay. This enormous addition to the PW is one of the largest updates we've ever released, and one that has been over a year in the making!
-The drow city of Undrek'Thoz is the largest and most important location beneath Thay. An enormous thanks go to Sundraoi for her very creative design work on this city. Almost every single area you can visit in Undrek'Thoz was initially created and cleverly decorated by her
1. Undrek'Thoz itself is technically 10 individual cities, or segments, connected by an instantaneous portal system. In game terms, it is comprised of 65+ brand new areas, 8 of which are areas of adventure for Underdark adventurers of all levels. This makes it larger than Bezantur (Thay's largest city)! Thanks go to Beladra Marias for QA testing on all of the areas within Undrek'Thoz
2. Several new factions are available to join: the Temple of Lolth, the Undrek'Thoz Legion, the Arcane Academy, and the Blackened Fist - a unique order of monk assassins. Thanks go to Karilynn for creating the faction contact conversations necessary to join these factions
3. There are 10 new merchants within the city, including several furniture merchants. In addition, there is a new special questgiver
4. Most NPCs won't speak to someone unless they know Undercommon or Drow. In addition, Message Boards in the Underdark cannot be read unless a person knows one of those two languages
5. It is said travel to and from the Underdark can be done through the Gold Mines of High Thay, the Citadel of High Thay, and somewhere beneath Amruthar
-The Underdark beneath most of Thay and portions of Thesk, Rashemen, and Aglarond is represented by a new Overland, or rather "Underland", map. This underland map allows travel in leagues between Underdark locations - just like the overland map of Thay allows between surface locations. This Underdark map will eventually have additional locations or points of interested added to it in future server updates
-If a character enters a non-overland area transition while being attacked or chased by a hostile creature within 15 meters of the transition, that hostile creature will follow the character to the destination area. It is recommended if you are running from attackers that you try to lose them within your current area, or else put some distance between you and them before trying to leave the area
-The Experience System has undergone its (hopefully) final revision. In short; it is now a time-based system that requires a certain amount of time to pass, and also requires a certain amount of time spent in-game, for level 3+ PCs to levelup. See the Experience System topic for more details
-The Treasure System has undergone a significant revision in regard to how treasure containers are spawned in almost all adventure areas, and various areas have been recategorized to target different levels of PC adventurers. See the newly created Treasure System topic for complete details
-Doors that do not transition to another area, or portion of an area, may be randomly toughened and locked within interior areas of adventure. How tough a door is to open is determined by the treasure level of the area
-Notoriety levels are calculated differently in the Underdark. Drow notoriety is calculated as if they were a human on the surface, Duergar is calculated as if they were a half-orc on the surface, and Svirfneblin is calculated as if they were a half-elf on the surface. All surface races have their notoriety levels calculated as if they were Svirfneblin, or worse, while in the Underdark
-Deedmasters have been updated so that characters can purchase buildings in the Underdark. However, it is important to note that deeds purchased in the Underdark can only be used in the Underdark, and deeds purchased in Thay can only be used on the surface
-Due to a complicated trade agreement, the network of Vaultkeepers and Merchant Masters (or Mistresses) extends throughout the Underdark and Thay. Storage and gold with any Vaultkeeper is available at vault throughout the gameworld. Likewise, PCs pursuing the merchant/mercenary Path to Power can work with any Merchant Masters/Mistresses throughout the game world
-Members of the Griffon legion can use prison shackles in Pyarados. Members of the Black Unicorn legion can use prison shackles in High Thay
-The following bugs have been fixed:
1. Locked all entrances to the Griffon Legion Spire
2. Removed all blowing snow placeables as they were causing lag
3. PCs can no longer apply a spell with Unlimited Uses/Day at an enchantment forge
4. Rebuked skeletons dominated by an evil cleric will no longer disappear when the domination effect ends. In addition, they will no longer try to stand at the exact spot their new master is standing
5. Red Wizard Apprentices called to the Red Wizard trials from a caravan or ship will no longer, if they die there, be "saved" from permanent death by the caravan master or ship captain