02-26-2021, 02:36 PM
(This post was last modified: 02-26-2021, 03:35 PM by Bertram Anders.)
Version 17 - February 24, 2021
-The long overdue multi-level Chasm of the Eye Tyrants is now available as an extensive new Underdark area of adventure. As its name suggests, it is home to a large number of Beholders and the minions who serve them. Thanks go to Ninja_Monkey for creation of these areas many months ago
1. Located in the southwest region of the Underdark surrounding Undrek'Thoz, the closest drow segment to the chasm is Phaundakulzan from which someone may travel 2 leagues east and 8 leagues south to reach the chasm
2. It contains 4 new areas of adventure which include the overland area and Beholder tunnel system below
3. A new questgiver in one of the lesser-traveled segments of Undrek'Thoz seeks components commonly found in this location in return for some of the only known magic that provides immunity to petrification
-Languages can finally be spoken in Party chat, and the // conversion to green OOC text will occur on all but the DM and Tell channels
-While mounted, PCs get a +4 movement skill bonus to swimming and long jump checks
-Items modified at an enchantment forge may no longer be used by characters at a lower level than the PC who modified the item
-Temporary item properties will follow the same DC of 11+Caster Level to dispel as other magical effects. WilliamDraco mod
-Lanterns no longer get automatically unequipped if they run out of oil
-Civilized NPCs in the Underdark will not consider a PC a monster who is polymorphed or disguised as a Drow or Mind Flayer (in most locations). WilliamDraco mod
-Rust monsters may now go hostile to all other creatures. In addition, when attacking metal creatures they will heavily damage and may disintegrate them, as per the spell. Metal creatures that should be especially fearful of Rust Monsters include Iron Golems, Minogons, Brass Golems, Void Golems, Maugs, Monodrones, Battle Horrors, Helm Horrors, or PCs polymorphed into Iron Golem form
-You will move to a hitching post and use it if you are initially too far away from it. WilliamDraco mod
-An entire area's creature and treasure spawns are no longer determined only when someone enters an adventure area. They are now updated, based on the PCs and their NPC associates in the area, when a spawn point actually generates creatures or treasure containers
-DMs can use the new dm_charges command to change the number of charges on any item, and have new options at enchantment forges to add spells to an item that take charges/use rather than uses/day
-Many conversation and conditional script modifications and improvements. WilliamDraco mod
-Script efficiency improvements for dynamic magic items and module events. WilliamDraco mod
-The following bugs have been fixed:
1. Creatures with a custom multi-option spell, such as Cranium Rats with Fire Shield, will properly cast the spell so they no longer appear to do nothing
2. Assassins, Slavers, and Hunters will no longer appear and attack unclothed
3. Missing door transitions have been re-established in the Northern Raumathar Ruins
4. Alchemist Fire can again be applied to melee weapons
5. Orb of Storms will now cast Storm of Vengeance once per in-game month
6. Fat NPCs generated by the spawn system will no longer be given randomized clothing with a robe type that is incompatible with fat NPCs, which in turn would cause the body parts covered by such a robe not to appear (resulting in torso-less and/or limbless NPCs)
7. When NPCs with a base race of Elf spawn as a different race, their current hit points will be updated so they are no longer slightly injured
8. The temporary item property preventing spell failure for bards wearing light armor can no longer be dispelled. WilliamDraco fix
9. A scripting error preventing elf ears from being dropped when they should has been fixed. WilliamDraco fix
10. Certain quest rewards are properly determined by primary class, not level of class. WilliamDraco fix
-The long overdue multi-level Chasm of the Eye Tyrants is now available as an extensive new Underdark area of adventure. As its name suggests, it is home to a large number of Beholders and the minions who serve them. Thanks go to Ninja_Monkey for creation of these areas many months ago
1. Located in the southwest region of the Underdark surrounding Undrek'Thoz, the closest drow segment to the chasm is Phaundakulzan from which someone may travel 2 leagues east and 8 leagues south to reach the chasm
2. It contains 4 new areas of adventure which include the overland area and Beholder tunnel system below
3. A new questgiver in one of the lesser-traveled segments of Undrek'Thoz seeks components commonly found in this location in return for some of the only known magic that provides immunity to petrification
-Languages can finally be spoken in Party chat, and the // conversion to green OOC text will occur on all but the DM and Tell channels
-While mounted, PCs get a +4 movement skill bonus to swimming and long jump checks
-Items modified at an enchantment forge may no longer be used by characters at a lower level than the PC who modified the item
-Temporary item properties will follow the same DC of 11+Caster Level to dispel as other magical effects. WilliamDraco mod
-Lanterns no longer get automatically unequipped if they run out of oil
-Civilized NPCs in the Underdark will not consider a PC a monster who is polymorphed or disguised as a Drow or Mind Flayer (in most locations). WilliamDraco mod
-Rust monsters may now go hostile to all other creatures. In addition, when attacking metal creatures they will heavily damage and may disintegrate them, as per the spell. Metal creatures that should be especially fearful of Rust Monsters include Iron Golems, Minogons, Brass Golems, Void Golems, Maugs, Monodrones, Battle Horrors, Helm Horrors, or PCs polymorphed into Iron Golem form
-You will move to a hitching post and use it if you are initially too far away from it. WilliamDraco mod
-An entire area's creature and treasure spawns are no longer determined only when someone enters an adventure area. They are now updated, based on the PCs and their NPC associates in the area, when a spawn point actually generates creatures or treasure containers
-DMs can use the new dm_charges command to change the number of charges on any item, and have new options at enchantment forges to add spells to an item that take charges/use rather than uses/day
-Many conversation and conditional script modifications and improvements. WilliamDraco mod
-Script efficiency improvements for dynamic magic items and module events. WilliamDraco mod
-The following bugs have been fixed:
1. Creatures with a custom multi-option spell, such as Cranium Rats with Fire Shield, will properly cast the spell so they no longer appear to do nothing
2. Assassins, Slavers, and Hunters will no longer appear and attack unclothed
3. Missing door transitions have been re-established in the Northern Raumathar Ruins
4. Alchemist Fire can again be applied to melee weapons
5. Orb of Storms will now cast Storm of Vengeance once per in-game month
6. Fat NPCs generated by the spawn system will no longer be given randomized clothing with a robe type that is incompatible with fat NPCs, which in turn would cause the body parts covered by such a robe not to appear (resulting in torso-less and/or limbless NPCs)
7. When NPCs with a base race of Elf spawn as a different race, their current hit points will be updated so they are no longer slightly injured
8. The temporary item property preventing spell failure for bards wearing light armor can no longer be dispelled. WilliamDraco fix
9. A scripting error preventing elf ears from being dropped when they should has been fixed. WilliamDraco fix
10. Certain quest rewards are properly determined by primary class, not level of class. WilliamDraco fix