-There are 11 new Sunrise Mountain areas. Travel to the eastern borders of Thay or use the Adventure Portal in the Pyarados Temple of Tymora to discover these locations
1. You will find a Forested Valley with numerous caves and caverns into the mountains 2 leagues north and 2 leagues east of Moszabbar, or 1 league south and 4 leagues east of Pyarados, or area 622 on the Thay Map Overlay.
a. For nature-loving characters such as Rangers and Druids this is *the* place to be - there are even several unclaimed cabins and treehouses which can be made your home
b. A grove and unique temple to Silvanus can be found somewhere in the mountains around the valley for those who worship him to join, and which also contains small shrines to other gods of nature allied with him
c. Two very dissimilar cavern systems can be found in the forested valley. One is a harsh and wild place; home to several humanoid tribes and their allies, while the other is a beautiful cavern filled with glowing crystals and guarded by small bands of elves and fey creatures
2. High in the Sunrise Mountains above the Surague Escarpment, 6 leagues north and 2 leagues east of Pyarados, or area 438 on the Thay Map Overlay, escaped slaves have created fortified positions and eke out a meager existence there. Thanks go to Sundraoi for her assistance creating some of the areas in this location
a. Those who manage to escape the Slave Pens of Thay will find themselves here. Of course, hunting the slaves here is often done for sport and often quite profitable since many slaves escape with useful items and gold from their former masters
-The Graveyard of Tyraturos and the first level of the Necropolis below it are available. This is a low-level area recommended for adventurers less than 8th level. Thanks go to Sundraoi and Purulent Carcass for creation of the Necropolis
-Hinhome, a place for the halflings of Tyraturos (and suspected sneaky dealings), has opened its doors to all halfling folk seeking to join the company of their own in...well...whatever it is they do there!
-17 new Fey and Elf creatures can be encountered. Fey creatures will turn hostile to all those of an evil nature and those who are not druids or rangers
-With the travel restriction across the southern plateau having been lifted, caravans have become much more of a luxury and caravan masters have increased the prices of their caravans for those who opt to use them rather than travel by horseback or by foot
-Many potions have had their prices decreased, and there are new potions available such as versions of Spirit Shielding, Elixirs of Vileness and Goodness, and the very rare Potions of Unbending Will, Polymorph, and Monstrous Change
-Secret doors have been completely overhauled. Some can now only be found if a special item is possessed - such as a faction cloak. However, for those doors it is considered that magic conceals them - so individuals under the effects of True Seeing can also locate them
-Something has unleashed powerful undead again in the Bezantur City tombs areas! There is no longer system of diminishing returns for mid-upper level PC adventuring there
-There is no longer system of diminishing returns for mid-upper level PCs going to merchants in Bezantur
-There are a couple spell changes:
1. The duration of Clarity has been increased to 1 minute/level as per the D&D 3.0 spell description
2. Neutralize Poison (including Antidote potions) will no longer restore decreased ability scores or cure disease
3. Remove Disease (including Serum potions) will no longer restore decreased ability scores
-Summoned, enslaved, and dominated creatures will not assist picking locks or bashing doors unless explicitly told by their master to do so
-In an effort to fight lag and provide better balance; summoned creatures will no longer leave a lootable corpse when killed - they will simply fade away. Note that XP is still given for killing them however
- The following bugs have been fixed:
1. The Keep of Sorrows eastern gatehouse can be walked through
2. Fighting off an assassination attempt within certain faction areas, such as the Assassin’s Guild, will no longer cause all faction members there to attack you
3. Gave up on workarounds to address the graphics glitch when some randomized hostile NPCs created from the Standard palette (such as Elf, Halfling, and Dwarf mercs) appear headless/bodyless, and simply reduced how randomized they can get so the graphics glitch will not occur for them. Congrats shitty NWN engine issue that causes the problem. After a bitter 5 year battle - I give up, you win. :P
4. Fixed a problem receiving “AREA NAME ERROR” on delivery and retrieval quests
5. Creatures and PCs can no longer get pushed to the wrong side of the inner caravan doors
6. Mounts should no longer become hostile to their owner when tied to a hitching post (not confirmed)
7. Old Sea Hags and other creatures immune to mind-affecting spells can be properly subdued now
8. The enchantment gem system will properly add AC and Enchantment bonuses to items that already have one of those bonuses on them initially
1. You will find a Forested Valley with numerous caves and caverns into the mountains 2 leagues north and 2 leagues east of Moszabbar, or 1 league south and 4 leagues east of Pyarados, or area 622 on the Thay Map Overlay.
a. For nature-loving characters such as Rangers and Druids this is *the* place to be - there are even several unclaimed cabins and treehouses which can be made your home
b. A grove and unique temple to Silvanus can be found somewhere in the mountains around the valley for those who worship him to join, and which also contains small shrines to other gods of nature allied with him
c. Two very dissimilar cavern systems can be found in the forested valley. One is a harsh and wild place; home to several humanoid tribes and their allies, while the other is a beautiful cavern filled with glowing crystals and guarded by small bands of elves and fey creatures
2. High in the Sunrise Mountains above the Surague Escarpment, 6 leagues north and 2 leagues east of Pyarados, or area 438 on the Thay Map Overlay, escaped slaves have created fortified positions and eke out a meager existence there. Thanks go to Sundraoi for her assistance creating some of the areas in this location
a. Those who manage to escape the Slave Pens of Thay will find themselves here. Of course, hunting the slaves here is often done for sport and often quite profitable since many slaves escape with useful items and gold from their former masters
-The Graveyard of Tyraturos and the first level of the Necropolis below it are available. This is a low-level area recommended for adventurers less than 8th level. Thanks go to Sundraoi and Purulent Carcass for creation of the Necropolis
-Hinhome, a place for the halflings of Tyraturos (and suspected sneaky dealings), has opened its doors to all halfling folk seeking to join the company of their own in...well...whatever it is they do there!
-17 new Fey and Elf creatures can be encountered. Fey creatures will turn hostile to all those of an evil nature and those who are not druids or rangers
-With the travel restriction across the southern plateau having been lifted, caravans have become much more of a luxury and caravan masters have increased the prices of their caravans for those who opt to use them rather than travel by horseback or by foot
-Many potions have had their prices decreased, and there are new potions available such as versions of Spirit Shielding, Elixirs of Vileness and Goodness, and the very rare Potions of Unbending Will, Polymorph, and Monstrous Change
-Secret doors have been completely overhauled. Some can now only be found if a special item is possessed - such as a faction cloak. However, for those doors it is considered that magic conceals them - so individuals under the effects of True Seeing can also locate them
-Something has unleashed powerful undead again in the Bezantur City tombs areas! There is no longer system of diminishing returns for mid-upper level PC adventuring there
-There is no longer system of diminishing returns for mid-upper level PCs going to merchants in Bezantur
-There are a couple spell changes:
1. The duration of Clarity has been increased to 1 minute/level as per the D&D 3.0 spell description
2. Neutralize Poison (including Antidote potions) will no longer restore decreased ability scores or cure disease
3. Remove Disease (including Serum potions) will no longer restore decreased ability scores
-Summoned, enslaved, and dominated creatures will not assist picking locks or bashing doors unless explicitly told by their master to do so
-In an effort to fight lag and provide better balance; summoned creatures will no longer leave a lootable corpse when killed - they will simply fade away. Note that XP is still given for killing them however
- The following bugs have been fixed:
1. The Keep of Sorrows eastern gatehouse can be walked through
2. Fighting off an assassination attempt within certain faction areas, such as the Assassin’s Guild, will no longer cause all faction members there to attack you
3. Gave up on workarounds to address the graphics glitch when some randomized hostile NPCs created from the Standard palette (such as Elf, Halfling, and Dwarf mercs) appear headless/bodyless, and simply reduced how randomized they can get so the graphics glitch will not occur for them. Congrats shitty NWN engine issue that causes the problem. After a bitter 5 year battle - I give up, you win. :P
4. Fixed a problem receiving “AREA NAME ERROR” on delivery and retrieval quests
5. Creatures and PCs can no longer get pushed to the wrong side of the inner caravan doors
6. Mounts should no longer become hostile to their owner when tied to a hitching post (not confirmed)
7. Old Sea Hags and other creatures immune to mind-affecting spells can be properly subdued now
8. The enchantment gem system will properly add AC and Enchantment bonuses to items that already have one of those bonuses on them initially