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Update Notes - January 24, 2011

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  • roguethree
    replied
    You're just a lucky guy. He's had that summon for a long time.

    Leave a comment:


  • Swipht
    replied
    Originally posted by Swipht View Post
    Just me or have re-spawn rates gone up too? I've been having difficulty with having stuff spawn on top of me, and behind me more since things have been messed with.
    Don't mean to be rude, but I know the amount of spawns goes up with level. . . I had mentioned the rate. I've been having stuff spawn on top of me and behind me after I've cleared and area and walked threw it a few minutes later. This includes the goblin caves in the hills, as well as argyle keep.

    If he rarely used it how did I get so lucky to see it twice in a row?

    Leave a comment:


  • Catastrophe
    replied
    As your level increases, so does the amount of spawns. But yes, the Emissary actually did have a skeleton he summoned before. He just rarely used it.

    Leave a comment:


  • Swipht
    replied
    I've never seen the demon have skeleton before. Just me or have re-spawn rates gone up too? I've been having difficulty with having stuff spawn on top of me, and behind me more since things have been messed with. I'm telling you I didn't have trouble with that demon until the updates.

    Leave a comment:


  • Catastrophe
    replied
    I witnessed a group of two just today run Argyle and do fine. The only one that got a boost was the Emissary of Orcus.

    Leave a comment:


  • Swipht
    replied
    Argyle keep. . . The demon after the three mausoleums. Used to be able to run that with two people, now not even with three. Monsters are buffed, and magic items are nerfed means the only thing that works in sundren are power builds.

    Leave a comment:


  • Catastrophe
    replied
    Originally posted by Swipht View Post
    Lets add another area that's become to difficult for a three person party. . . Thanks for the two deaths! Character WAS lvl 15. . .
    Where did you go?

    Leave a comment:


  • Swipht
    replied
    Lets add another area that's become to difficult for a three person party. . . Thanks for the two deaths! Character WAS lvl 15. . .

    Leave a comment:


  • TakenByTheStormX
    replied
    I'll take it.

    Leave a comment:


  • Cornuto
    replied
    Originally posted by TakenByTheStormX View Post
    *requests palemaster levels for his paladin*
    The only PrC paladins will ever know is Failmaster.

    Leave a comment:


  • TakenByTheStormX
    replied
    *requests palemaster levels for his paladin*

    Leave a comment:


  • Cornuto
    replied
    *braces for the relevel requests for those that dipped into palemaster*

    Leave a comment:


  • Urithrand
    replied
    Have I ever mentioned that I love you? <3

    Leave a comment:


  • richardleitch5
    replied
    Originally posted by GodBeastX
    Players may find themselves stuck in the Abyss areas unable to return.


    Tiflings can go home and stay there!

    Leave a comment:


  • GodBeastX
    started a topic Update Notes - January 24, 2011

    Update Notes - January 24, 2011

    General Bug Fixes
    - GetIsDay() function from obsidian was bugged causing vampires to burn in the sunlight and time sensitive functions to fail. Replaced with a custom function that does same thing.

    Class Changes
    - Pale Master touch attacks are no longer a set DC but use 10 + Pale Master Levels + CHA now allowing them to scale.
    - Pale Master spell progression now matched P&P where level 1 is no spell gain, but 2 to 10 all gain spells levels.

    Spell Changes
    - Fixed a bug where Detect Undead cone range was 30 meters instead of 30 feet.
    - Detect Good and Evil now behave like detect undead. See below for issue with spells.

    Area/Creature Changes
    - Argyle Keep Wizard tower has been remapped and a group of wizards added to the tower, "The Astral Reach".
    - New event to allow players to enter the abyss added to Wizard Tower roof.
    - Emissary of Orcus recieved a buff, more changes coming soon.
    - Temple of Kelemvor removed from Sestra, replaced with a Graveyard and Mausoleum, interior coming soon.
    - Optimized some placeables in Sestra, more to come in the future.

    General Changes
    - First pass of scripts for dynamic spawning system were added. Some final code must be written to allow this feature.

    Known Issues

    - Due to an issue updating 2DA files we had to revert the 2DAs for feats and spells to previous ones. This has bugged Detect Good/Evil so that it casts on your target. They will be fixed soon.
    - Players may find themselves stuck in the Abyss areas unable to return. This is being looked at.
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