After an internal staff meeting and much discussion there will be a number of new mechanic changes in Sundren. There will also be other updates to other features in the future to reflect these coming changes.
Please note when these updates are implemented we will have more detailed information as to the changes.
Resting
- Resting will now take 30 seconds, during which you will receive an AC debuff, and shall be unable to see (the screen will fade out).
- When you rest outside of a designated rest area, you will not gain back spells per day (HP is still gained as per normal Sundren rules)
- Resting inside a rest zone gains spells per day back as normal
- Various rest zones will be removed or relocated (Standard rest zones will be anywhere in a Tavern, and Faction HQs)
Encounters
- Each zone will be reviewed, individual creatures and encounters will be adjusted
- Overall difficulty of many encounters will lower significantly
- Adjustments will be ongoing during the change to find balance
- Powerbuilding will not be as necessary to run a dungeon
- Combat will last longer before being overwhelmed
Death
- Dying will work on a vitality system (no signuses)
- Reviving will no longer be a 10 minute time-out
- Vitality will slowly accumulate back over time
- Perming is possible only through dying too often in a short period (requiring a lot of carelessness)
- Raise dead will replenish a small amount of vitality and bring the target back
- Resurrection will replenish a large amount of vitality and bring the target back
- Temple raise will cost the most, but restores back the most vitality
- Res sickness will be present for a short time after being brought back, providing a few debuffs
Loot
- More staff members will have access to loot system, allowing more rapid improvements of loot tables and offerings
- Greater availability of +1, and +2 loot from drops and unique quests
- Factions stores will focus more on +3 and 'specialty' loot
Spells
- Polymorph will be properly removed on transition to reflect new rest rules preventing rapid spell replenishment
- Many spells that provide gear bonuses beyond +3 will be altered to reflect the difficulty of acquiring said items normally (such as Greater Magic Weapon)
- Living Undeath will be removed
- Persistent Spell list will be restored back to the default
- Deathward will no longer give immunity to ability damage
- Some Spell Save type spells will no longer stack
- Blindness will be replaced with a new blindness effect, as the NWN2 blindness effect is bugged (effect will provide miss chance and debuff AC, but not prevent attacking)
- Stonebody provides a movement speed decrease because of the transformation to stone, Freedom of Movement will no longer bypass this
- Remove disease will only work on diseases
- Bigby's will no longer bull rush the target but instead follow the proper grapple rules as per pnp
Requirements
- PrC requirements will be removed (such as additional Frenzied Beserker Requirements)
- Restricted classes will remain (RPotM locked)
Please note when these updates are implemented we will have more detailed information as to the changes.
Resting
- Resting will now take 30 seconds, during which you will receive an AC debuff, and shall be unable to see (the screen will fade out).
- When you rest outside of a designated rest area, you will not gain back spells per day (HP is still gained as per normal Sundren rules)
- Resting inside a rest zone gains spells per day back as normal
- Various rest zones will be removed or relocated (Standard rest zones will be anywhere in a Tavern, and Faction HQs)
Encounters
- Each zone will be reviewed, individual creatures and encounters will be adjusted
- Overall difficulty of many encounters will lower significantly
- Adjustments will be ongoing during the change to find balance
- Powerbuilding will not be as necessary to run a dungeon
- Combat will last longer before being overwhelmed
Death
- Dying will work on a vitality system (no signuses)
- Reviving will no longer be a 10 minute time-out
- Vitality will slowly accumulate back over time
- Perming is possible only through dying too often in a short period (requiring a lot of carelessness)
- Raise dead will replenish a small amount of vitality and bring the target back
- Resurrection will replenish a large amount of vitality and bring the target back
- Temple raise will cost the most, but restores back the most vitality
- Res sickness will be present for a short time after being brought back, providing a few debuffs
Loot
- More staff members will have access to loot system, allowing more rapid improvements of loot tables and offerings
- Greater availability of +1, and +2 loot from drops and unique quests
- Factions stores will focus more on +3 and 'specialty' loot
Spells
- Polymorph will be properly removed on transition to reflect new rest rules preventing rapid spell replenishment
- Many spells that provide gear bonuses beyond +3 will be altered to reflect the difficulty of acquiring said items normally (such as Greater Magic Weapon)
- Living Undeath will be removed
- Persistent Spell list will be restored back to the default
- Deathward will no longer give immunity to ability damage
- Some Spell Save type spells will no longer stack
- Blindness will be replaced with a new blindness effect, as the NWN2 blindness effect is bugged (effect will provide miss chance and debuff AC, but not prevent attacking)
- Stonebody provides a movement speed decrease because of the transformation to stone, Freedom of Movement will no longer bypass this
- Remove disease will only work on diseases
- Bigby's will no longer bull rush the target but instead follow the proper grapple rules as per pnp
Requirements
- PrC requirements will be removed (such as additional Frenzied Beserker Requirements)
- Restricted classes will remain (RPotM locked)




Comment