Server Updates
#21
- A new quest type has been added - Assassinations! See the Quest thread for details.

- Now questgivers will tell you the best location to look for any item they may send you after. While there is still a small increase to the chance you will find the item somewhere else, the best chance to find it (which will then include the increased chance to find it due to additional people in your party) will be to travel to the location the NPC specifies. A ‘thank you’ goes to mineption for suggesting this change

- Dungeons that have been adventured in within the past hour (real-time) have a decreased chance of spawning treasure and creatures. Therefore, it is in your best interest to try and find locations outside of Bezantur to adventure in

- The chance of encountering hostile creatures when traveling overland had been reduced in an effort to make overland travel a little less hazardous

- Merchant appraise reactions are now persistent. Keep in mind with a new rank in an appraise skill, the PC will get a new appraise check against a merchant, so it is in your interest to increase your PC’s appraise skill from time-to-time.

- Several changes have been made to the ship travel system. In particular, you will find that the Red Tide’s old ship recently ‘sank’ and the captain had to replace it with one whose below deck area is a bit more ‘realistic’ in size to the actual ship.

- Through the Player Menu, you can now turn off automatic emotes (thanks goes to mineption for suggesting this change), and commonly encountered flavor text

- New books about dragons have been added to some stores

- The following bugs have been fixed:
1. When a summoned creature is in a party, a PC can get on their mount
2. When logging out while AFK and then back in, you will be able to reset your AFK status
3. When Magic Potions are made, they will no longer incorrectly increase the stack size of other potions already in your inventory. It is recommended you use, sell, or otherwise remove any previously created potions that are in your inventory
4. Took steps to reduce, and hopefully eliminate, Vampires or Vampire Spawn getting stuck in the Custom Encounter Region when they are created by PC vampires
5. Various fixes and changes to the NPC merchant/store system in regard to persistency, faction discounts, etc
#22
- Over 25 new creatures have been added. These include new Golems, aberrations, and many new large, dire, and greater animals

- Now, with a high amount of notoriety, it is possible for PCs to put an enhancement, AC, mighty, or attack bonus of +3 on their weapons/armor. Additionally, certain enchantments from the forge will become available as your PC becomes more notorious

- Additional spell changes have been made in the ongoing attempt to bring balance to the Force...er...magic of Thay. Several were modified to fit with the updated D&D 3.5 spell rules

- Raise Dead & Resurrection require material components as per PHB rules

- Enchantment Forges may now be used to apply a reduction to Arcane Spell Failure on certain items. With more notoriety, the available reduction can be decreased

- Five more (yes - 5 more!!!) new factions are joinable thanks to the hard work of EdinSumar since he created the conversations to make them joinable. Those now interested may join the following Bezantur temples thanks to him:
1. Temple of Bane (Clerics & Blackguards)
2. Temple of Lliira (Clerics Only)
3. Temple of Myrkul (Clerics Only)
4. Temple of Tempus (Clerics Only)
5. Temple of Gond (Clerics Only)

- Lycans now change alignment according to the Monster Manual alignments. Wererats eventually become Lawful Evil, Werecats and Wereboars become Neutral, and Werewolves become Chaotic Evil

- The following bugs have been fixed:
1. Fixed an issue with certain projectile traps causing a Too Many Instructions error when destroyed and causing no damage when triggered
2. Movement placeables and ship transport will handle NPC associates and mounts in a party, as well as mounted PCs trying to enter no-mount-allowed areas
3. Assassins, bleeding, and ‘death’ will no longer occur for individuals in Oblivion
#23
- Over 50 new creatures have been added. These include new animals and many new undead

- A new quest giver, Marco Addams, is available for high(er)-level PCs that can reach him in the Nethwatch Keep dungeons. While it is difficult, successful completion of his quest can result in a life-altering experience...
It should be noted that Marco was originally a PC played by Jechal during our Beta Testing period

- Two more new factions are joinable thanks to the hard work of LooseWilly since he created the conversations to make them joinable. Those now interested may join the following temples thanks to him:
1. Bezantur Temple of Auril (Druids, Rangers, or Clerics)
2. Keep of Sorrows Temple of Hoar (Paladins and Clerics)

- Once bit by a Lycan PC, infected NPCs will no longer immediately become friendly to them. They will also immediately change to lycan form *only* on the nights of the full moon

- Encounters are now spawned based on the average party level, however there is a check in place that will not let encounters be spawned at too many levels below that of the highest level PC in the party

- A new merchant can be found in Thasselen

- Spell scrolls will now have the proper descriptions to reflect changes to spells in Thay, including any duration change and required material component. Unfortunately, it is not possible to update spell descriptions in the Spell Books without using a hak (and Thay is a hak-free world), so please review the spell modifications thread or rely on the in-game Player Guide and/or scrolls themselves for information on spell changes

- Hoods of Disguise have been added to Thay

- The following bugs have been fixed:
1. NPCs casting Resurrection or Raise Dead on another NPC will no longer cause all creatures of the Hostile Faction to attack each other
2. After bleeding or respawning, lycan PCs will have their lycan abilities benefits re-applied to them
3. PCs deleting a character to give bonus XP to a new character will correctly be able to level up to half their deleted PC’s level
4. Vampire PCs will no longer be sent on quests after silver items ;)
5. After bleeding, armor or clothing with regeneration that gets re-equipped will not immobilize the PC
#24
- Approximately 20+ new creatures have been added, primarily undead

- Red Wizards may use their Red Wizard robes once every game hour to transport themselves to the Hall of the Red Wizards

- Merchants of Thay may improve their Appraise reaction to a PC as the PC’s notoriety increases

- Two more new factions are joinable thanks to the hard work of LooseWilly since he created the conversations to make them joinable. Those now interested may join the following temples thanks to him:
1. Bezantur Temple of Leira (Clerics Only)
2. Bezantur Temple of Shar (Clerics Only)

- Monks may join Thayan temples whose gods have monk orders in source material. See the Player Joinable Factions post for the complete list

- Rangers may select any god as their patron. They may wait until their 4th Ranger level to make a decision on their patron diety

- Battle Fatigue may be experienced if PCs rush too quickly from one encounter to the next. The Combat Experience thread has been updated for details on this. This system was designed with input from some members of the community. Feel free to PM me or any member of the staff with any questions or concerns

- Final spell modifications have been completed. No further changes to spells will occur unless a major game-unbalancing issue is brought to light

- The following bugs have been fixed:
1. When a NPC slave dies, the number of slaves the PC Slaver has will be properly reduced so they may be able to claim a new/additional slave to replace the dead one
2. PC Houses will now be properly checked for late taxes and reclaimed by the tharch they are in if taxes have not been paid. Note that this fix has resulted in several properties in Bezantur, Nethjet, and the Keep of Sorrows becoming available
3. PCs that are forced to respawn in a player-owner house will not lose their items due to the area being reset if no PCs are in it
4. Random treasure-created wands will no longer provide their spells as use/day rather than use/charge
#25
- Over 175 new monsters will now be encountered throughout Thay.
Thanks goes to mineption for the following very bad-ass undead that he created - Famine Spirit, Corpse Gatherer, Deathbringer, Ragewind, Effigy, and Elder Banshee

- Approximately 50 new hostile NPCs (humans, dwarves, elves, etc) will now also be encountered throughout Thay. Look out for different tactics from the new mercenary bards, monks, druids, wizards, fanatical paladins, and many others. Additionally, they will be uniquely modified like commoner NPCs and you may encounter them on mounts in outdoor areas as well. Be prepared!

- Because of these 225+ new creature additions, all encounters should be more balanced - especially at higher levels. As a result the current level cap for the server has finally been raised to level 20

- Dynamically generated treasure has been overhauled and greatly expanded. You will begin to find more powerful items now - such as those with +2 enchantments and ability and skill bonuses (and at high levels even very rare +3 bonuses), damage and spell immunity and resistance items, regeneration and many, many, many more.
In addition, some of the more useless/pointless combinations will no longer occur (like Point Blank Shot on a melee weapon or a +1 bonus vs. a Chaotic Evil alignment).

- The Street of White Roses in northeast Bezantur is fully developed, with now-open brothels and even a drug den to service your character’s base desires.
Thanks goes to ThayanKnight who created the first 4 of its 5 new areas in this list, along with the design and initial overall concept for the Street itself -
1. Jerill's House
2. Pearl's
3. Camoran's Retreat
4. Sweet Petal
5. Red Embrace

- PCs with enough notoriety may begin hiring commoners around Thay as their informants or spies. With enough of these NPC individuals, assassination attempts on the PC may be thwarted, or a more advanced warning may be received prior to an actual assassination attempt. In addition, future information may be provided to the PC via their informants.
Thanks goes to LooseWilly for suggesting this addition.

- 7 more new factions are joinable by PCs. Thanks goes to EdinSumar for creating the necessary faction contact conversations for the first three (1-3) factions in this list, and to LooseWilly for creating the faction contact conversations for the last four (4-7) factions in this list:
1. Chauntea’s Shrine in Nethjet (Clerics, Druids, or Rangers)
2. Temple of Nesharia (Clerics of Nephthys only)
3. Ilmater’s Cathedral (Clerics or Paladins)
4. Temple of Garagos & Santhro’s Rooming House (Clerics Only)
5. Loviatar’s Manor (Clerics Only)
6. House of Entropy (Any Class Allowed)
7. Temple of Juiblex (Any Class Allowed)

- The Player Menu can finally be opened anywhere by using the !menu voice command or clicking the Crafting Skills button - even if there are nearby hostile creatures. The ‘R’ key or Rest button will still bring up the menu as well; however those two options will not work near hostiles. Therefore, it is recommended you quickslot either the !menu command or Crafting Skills button to access the menu

- PC Vampirism has been improved so when a PC becomes a vampire base stats are modified, new feats are added, and base skill bonuses are modified directly on the character (by modifying the character.bic file), rather than providing a creature skin item to the PC that simply adds those bonuses to the PC.
This also allows us to reduce vampire PC constitution scores to 10 (no Constitution bonus) which is applicable to undead PCs as well.
Existing vampires will need to contact one of the DMs to become ‘re-vamped’

- Water Elemental Drown attacks have been toned down. They now engulf the radius around the elemental with a water-like bomb. Everyone caught in the blast must avoid getting knocked down into the water. Those that do must make an initial save to avoid drowning and losing hit points. Those that fail must make an additional save to avoid dying. Effects last up to 3 rounds including the initial Pulse

- Books with details on the various languages PCs can learn in Thay can now be found at the Temple of Oghma in Bezantur and some other merchants. Useful if, for example, you want to know what region of Faerun speaks Alzhedo

- For aspiring Red Wizard PCs, you now must choose a school specialization at character creation as this can finally be tracked and enforced. In addition, feats such as combat casting, spell penetration, spell focus, and arcane defense no longer count as one of the three metamagic or creation feats necessary to become a Red Wizard Apprentice

- In order to enslave another PC, you will now need to change your reaction status for them to Disliked/Hostile. This is mainly to avoid ‘accidental’ PC enslavements

- Special quest givers have become a little pickier, and will only give their quests to PCs at or above a level they feel is necessary to complete their quest

- The following bugs have been fixed:
1. PC Corpse Items can have Raise Dead and Resurrection properly cast on them again. In addition, the dead PC corpse (copy of the PC) can have either spell cast on it as well
2. Mount weight limits will be enforced when attempting to get on them in addition to when items are placed in their saddlebags
3. Static Questgivers who may require a large number of items should no longer cause a script error and reset your item count when you return more than 10+ items to them while you are in a party
4. Engraving Tables have been fixed so they can properly rename items or set their descriptions
5. Items with Continual Light cast on them will no longer be duplicated when a PC is killed
6. Entire stacks of spell material components will no longer be taken when crafting certain items that require only one of them
7. Red Wizard Apprentice PCs who turn down a quest from their master when they first speak to him will be offered the first quest again
8. Greater Sanctuary will no longer accidentally cast the Eagle’s Splendor spell. Its duration is now documented as 1 round/level
9. Saddlebags from mounts and pack slaves will despawn if their PC owner logs out before assigning them back to their mount/pack slave
10. Scrying can no longer be used by Red Wizard PCs as a method to teleport to other’s locations
11. The code behind the overland travel system has been revised again. While the causes of the problems with the system have proven very difficult to identify in the past, hopefully these modifications help reduce or eliminate existing travel errors
#26
- The Alaor Islands, the smallest tharch of Thay straight south of Bezantur, are now an available destination! This includes over 20 new areas, new special quest givers, joinable factions, and a few other goodies. The southern, and larger, island is home to the primary Thayan Naval Base and the House of Holy Tides, while the north island is a popular tropical retreat - for even the Red Wizards. Visit the Temple of Oghma in Bezantur to purchase the new two volume set of books on the Alaor Isles if you want to learn what to expect or get background information before you visit them
Thanks go to KTA for the initial creation of the Alaor Naval Base and Fleetgrotto, as well as work on the concept layout for the Alaor Islands

- A new feature: Underwater Areas
Visit the Alaor’s House of Holy Tides and Flooded Caverns to experience the unique challenges and whole new environment this feature provides. See the Underwater Areas feature thread for full details, or review it in the ‘Features and Systems of the Thay PW’ section of in-game Player Menu

- There are 3 new special quest givers. Look for their locations on Message Boards in Bezantur and the Alaor Isles. Of these, the Sensate Heidi is the first quest giver who will gift the PC with a Dynamic magic item - one that grows in power as the PC gains levels!
A very special thanks go to my wife of one year (on September 5th) - Heidi from whom the Sensate Heidi is based, and for her very detailed instructions, requirements, and review of Heidi’s quest. Maybe if she gets enough things created just the way she likes, one day she’ll actually login and play... ;)

- The Red Wizard Zor has moved to the Keep of Sorrows and taken up residence there. While there is a sign warning against entering his tower, the door is unlocked and the rumors are his tower contains vast treasure. Of course, the rumors may be spread by Zor himself though too...

- 3 new additional vessels -the Royal Fortune, the Black Pearl, and the Albatross- are available to ferry you across the Sea of Fallen Stars

- Gamblers may now buy Decks of Cards and begin making their fortune! These are simply standard decks of 52 cards with no ‘rules’ attached to them. However the many flexible options the decks provide will easily allow you to play games such as Poker, Blackjack, and many others with your fellow players

- Several changes have been made to PC Vampirism.
1. PC vampires will now drop their items if they are killed and forced to mist form
2. Creating other NPC and PC vampires is now a very draining process for the PC Vampire who is creating another. See the ‘Becoming a Vampire’ section of the in-game Vampire menu or the Vampirism thread here for full details.

- 2 more new factions are joinable by PCs:
1. House of Holy Tides (Clerics of Istishia Only)
2. Legion of the Alaor/Thayan Navy (Any Class Allowed)

- Due to the recent inundation of magic items, NPC Merchants have become stingier in regard to the maximum amount they will pay for an item. However, they recently sealed a deal with a mysterious supplier who will buy their new stock from them every so often; which replenishes their gold supply

- Many updates and additional information have been added to the in-game player guide. Use !menu to check them out

- The following bugs have been fixed:
1. Over 60+ spell and monster ability fixes to eliminate various bugs (such as the Web spell and abilities reducing a PC’s Dexterity to 3 even after it was supposed to have worn off). These are only changes to fix bugs and/or get spells to match up with their spell descriptions
2. Shadow Shield will no longer be removed upon leaving an area
3. Time Stop is now area specific, rather than server-wide spell
4. Vampire PCs can no longer be killed by a Water Elemental’s drown attacks
5. PC who are scrying in their house will no longer have the area reset if another PC exits the building
6. Summoned faction aid such as legionnaires and Red Wizard Apprentices will no longer react when objects nearby them are bashed, unlocked, or otherwise disturbed
7. Many changes were made to the mount system in an effort to avoid duplicate horses and PCs who log out while mounted not getting their mounted status re-applied when they logged back in
#27
-A new quest type has been added - Freeing Slaves!
This quest type is currently only available from one special quest giver, who can only be accessed by completing a quest from one of 4 other new special quest givers (secrecy, anyone?). In the future it will be available from various commoners however. See the Unlimited Quest thread or check the in-game Player Guide for details
Thanks go to all the players of the Veiled Alliance campaign -karilynn, Bishop Edward, Jechal, mineption, Ahku, and Loose Willy- held around this time last year for your work in laying the foundation for this long-overdue quest

-All temple factions have been significantly revised, thanks to the help and ideas of KTA, Jechal, and EdinSumar. In short, any PC may join a temple, however only those of a divine nature can become members of most temple priesthoods. See the updated Player Joinable Factions thread for full details

-PCs can now tithe to temples. There is a chance based on the amount of the percent donated, the god they worship, and their notoriety, that once every week (regardless of how many gods they tithe to in that week) a god looks favorable upon their gift and their Good/Evil/Neutral alignment shifts to closer match that of the god they tithed to

- If newly shackled slaves are not delivered to a slave merchant in a timely manner, there is an ever-increasing possibility they will break free of their shackles and escape

-Assassins will no longer attack your character if it is nearby other PCs. There is safety in (even small) numbers, so for those of you RPing, going dungeon crawling, doing a performance for other PCs, etc you will no longer have to worry about assassin attacks when around other PCs.
Thanks go to karilynn for this suggestion

-Approximately a half dozen new celestial creatures have been added to encounters throughout Thay

-Most factions now have in-game message boards if they have member-only areas

-Lycans who have transformed will no longer be attacked in Bezantur Temple of Malar, and those whose clothing does not survive the transformation will still have rags to wear, if needed

-DMs have the ability to access any PC’s bank vault of items. To be used primarily with individuals labeled outlaws by legion higher-ups, but left to the DMs discretion so as not to be limited solely to that

- The following bugs have been fixed:
1. Ability penalties that come non-magical sources will no longer be blocked by Immunity to Level Drain. This includes drug effects, underwater effects, scrying effects, and a few innate monster effects
2. Tents and bedrolls placed around a campfire will work again as intended
3. The mount AC bonus is now considered an armor class bonus (you are getting the benefits of the mount’s barding), rather than a natural armor class bonus
#28
-A new quest type has been added - Slave Hunting! Gain additional notoriety, gold, and XP by returning specific types of slaves as requested by Thayan quest givers. This is a great way for PCs to truly become known Thayan slavers. See the Unlimited Quest thread or check the in-game Player Guide for details

-A new quest type has been added - Retrieve an Object! This quest type will certainly reinforce that Thay is a place of incredible pettiness and greed. Those you speak with may now send your PCs after objects that others possess. See the Unlimited Quest thread or check the in-game Player Guide for details

-Certain types of people in Thay may almost always give one of the 8 available quest types. Just consider the places you can go where people may need a specific job performed.
For example, if you talk to a Slave Merchant they will send you after slaves. If you talk to someone in the Thieves Guild they will likely want you to ‘retrieve’ a certain object from someone. If you talk to someone in the Temple of Oghma they may want you to research something. If you talk to someone at the Caravanserai they will often want you to deliver something. And the list goes on.
Remember though that certain quests will never be given based on your alignment, status, or stats. The Unlimited Quest thread and in-game player guide provides details on quest prerequisites

-A new feature: Caravan Travel
This feature allows PCs to take wagons to inland locations, much like how ships allow travel between port locations. Expect the occasional encounter, but potentially faster travel times and a little less danger than if you would try making the journey through the overland on foot or horseback

-Ship travel has been significantly revised and updated. The captain will give a better estimate in regard to time remaining on the voyage, and you may begin to encounter pirates, sahuagin, and others during your sea voyages

-Siege Machines have been added. Look for DM-led events to start with that will incorporate them. Feedback on how this new features is working out during these events should be sent to The Thayan

-PC Vampirism is back and the in-game Vampire Guide (type !vampire) has been heavily revised to include many new details such as penalties to create new vampires, new levels at which vampire abilities are gained, clarification on how enemies perceive vampires in mist form , and details in regard to the new Vampire Hunters those PCs will begin encountering.
In addition to the revisions detailed in the Vampire Guide, note the following:
1. PC Vampires will face improved AI against enemy clerics and paladins. Yes, that means Turn Undead will be used, for one...
2. The difficulty of encounters that PC Vampires spawn has been reduced; however they will still spawn creatures at a slightly higher level than non-vampire PCs at the same level and still have an Effective Class Level of +4

-Tarot Decks are now available from some merchants for those of you who know how to use them
Thanks go to Purulent Carcass for this suggestion

- The following bugs have been fixed:
1. PC Vampires in mist form will no longer be able to kill themselves if their rest in a coffin is interrupted
2. PC Vampires jumping over water will no longer be damaged by it
3. PC Vampires whose physical body is destroyed have a death almost identical to regular PCs, which quickly copies the PC Vampire’s entire inventory - and then they dissolve into mist form
4. Enchantment Forges will no longer count the Activate Power, Unique Power, or Clear Sequencer properties against the maximum number of enchantment slots allowed on the item
5. PCs who are worshipping dead gods (such as Bane, Bhaal, Myrkul, etc) may now join any temple factions still devoted to those gods
6. If a PC drops gold on any object in a player house (like carpet) or on any useable object anywhere in-game that doesn’t have an inventory (like a chair) the gold will no longer be lost, but will instead be dropped at the PC’s feet
#29
-Most of you are already aware of this; but players may give another PC roleplay XP by typing the following to them in a Tell: !xp
Thanks go to Khammy for this suggestion

-You may dispel any self-cast spell on your PC. To list every currently active self-cast spell and its corresponding spell ID, simply type: !dispel
Then type the following to dispel a self-cast spell, where 999 is the spell ID provided from the !dispel command: !dispel 999
Note: For those of you familiar with the spells.2da, you can also reference that file for an on-hand list of all Spell IDs instead of using just the !dispel command

-The Harpers and Bezantur Thieves and Assassins guilds have been updated to include new ranks and benefits for their members. See the updated Player Joinable Factions thread for full details

-The AC bonus for all faction items will eventually increase in power up to a potential maximum of +4 depending on the member’s notoriety and level

-A new building type is available - Towers!
A tower deed can be purchased from the deedmaster for those notorious enough. Returning players may notice that several old rundown buildings in Bezantur and other towns have recently been torn down and had towers built (practically overnight!) over their foundations

-Over 250 new furniture items have been added for PC Property owners. This includes all pennants, banners, signs, flags, visual effects, special furniture, weird furniture, and custom items like treasure piles, non-useable containers, icons to make mini-maps along with and many, many, many more.
There are now over 430 total furniture items available for player property - everything in NWN that is sensible for a player-owned building as well as a few things that aren’t...

-8 new merchants can be found throughout the realm, providing the many new housing furniture items and other related goods. In addition, several existing merchants now have furniture for sale that complements the items they sell

-Certain building types will only become available as a PC grows more notorious

-The following modifications have been made to research quests:
1. If multiple wrong answers are made, the quest fails
2. The questgiver will now expect the exact answer - please do not include in a sentence anymore. However, the answer is still not case sensitive so the letters can be in upper and/or lowercase
3. Thanks go to Karilynn who provided over 40 new questions

-Thanks go to Purulent Carcass for all his work creating new areas for his DM-led campaign. He did such a great job on them that his following of his additions have become permanent in Thay:
1. Ship - Color Spray
2. Ship - Crystal Ball
3. Ship - Tempest Gale
4. Uncharted Land
5. Uncharted Land - Shallow Caverns

-Turning in escaped slaves fetches 50% more coin for a slave of that race than does turning in newly shackled slaves of the same race

-Temple priests will protect their doors and temples much more than they have in the past

-Both NPC and PC Lycans must be at least 7th level for their curse to be powerful enough to infect others. DMs also now have the ability to infect a PC with lycanthropy via the DM Lycan Tool

- The following bugs have been fixed:
1. NPCs will follow waypoints and return to their Posts with extremely more accuracy than before
2. Restoration will no longer trigger text that reads “You have been brought back to life”
3. Spells such as Ice Storm, Legend Lore, Regenerate, and many others will now correctly calculate XP and gold cost when used to create wands, potions, or scrolls
4. If Ship Captains or Caravan Leaders somehow end up going hostile to a PC (maybe getting hit by an AOE, for example), they will break off the attack and both will return to ‘liked’ status of each other
5. When a PC-owned building is reclaimed due to late taxes, all furniture in it will be removed
6. When a building previously owned by one PC is claimed by another PC, all interior door improvements will be properly reset to their defaults
7. Freelance prostitutes will now actually take coin for providing their services
8. Combat Dummies will no longer disappear once a training session has ended
9. The Red Wizard master conversation will no longer allow PCS to ask ‘What is my first task’ even after they’ve talked to him
10. The Lapendrar Master Sergeant in the Keep of Sorrows will now correctly allow recruits to join the Lapendrar legion
11. An issue where lycan PCs could voluntarily change shape during times of the day when they should not be able to has been resolved
12. Various prostitutes in the Sweet Petal and Pearl’s brothels will no longer charge double
#30
- PCs will now begin seeing rings, boots, books, amulets, braces, and many other items with different appearances. So, for example, a Ring of Protection +1 will not always look the same

- Most signs throughout Thay can be clicked on to provide their description; you no longer need to examine all of them to find out what they say.

- Uncovered by those involved with the Wheels in Motion campaign, the Tombs of the Destroyer have recently been uncovered and are available for further exploitation/exploration in Thasselen

- Many new items (some with very unique powers custom created for the Thay PW) that are in the possession of the zulkirs themselves have been added. These include the following: Staff of Conjuration, Rod of Thunder and Lightning (Light Mace), Rod of Withering (Light Mace), Devourer (Dagger), Ring of Shooting Stars, Ring of Spell Turning, and Rod of Cancellation

- The Temple of Beshaba in Bezantur is now joinable. Thanks go to EdinSumar for creating the necessary faction contact conversation to make it so

- Faction aid summoned via faction items has been updated and modified

- Regeneration bonuses from multiple items or spells no longer stack. If you have multiple regeneration item(s) that you have crafted, speak to one of the DMs about receiving compensation

- All zulkirs have been created and are available for DM use and PC interactions

- The following bugs have been fixed:
1. Animated Statues work again as intended
2. Problems with the various temple factions’ advancement have been corrected
3. PCs who did not pay for a ship or caravan journey will now get jumped to their destination location if they logout and login after they should have arrived, or after a server reset
4. Caravan Masters no longer think everyone is mounted or has their mount with them
5. The Red Wizard Master will sell items to his apprentices again
6. The Hunger, Thirst, and Fatigue (HTF) meter has been fixed so it will not stop after a logout/login, and should no longer suddenly appear and drop to almost nothing after a period of it not displaying
7. An issue with losing items bought from merchants that belonged to previous PCs of the player has been resolved
8. Summoned legionnaires will be from the same legion of the PC leader calling them, regardless of the PC’s location
9. An issue with dynamic magic items not allowing more than one bonus spell has been resolved
10. When a large party (6+ PCs) kills a creature in a placeable-heavy area (such as the new Tombs of the Destroyer) this should no longer result in a ‘Too Many Instructions’ error


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