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~Arbor Falls - CURRENT UPDATES~

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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:07 pm

CHANGES as of 01-28-10

1) Implemented the language widgets based on Classes and Races. Simply use whichever language widget you would like to speak in and talk/chat as normal. Your spoken text will only be understandable by users of the same languages. All others will see it in its native tongue. For instance Thieves and Assassins get Thieves Cant as a language to use. Druids get Druidic and Animal, Palemasters get Necromantic..etc
2) Added Linguistics Teacher that will allow a PC of significan lore and enough gold in pocket to be able to learn many more additional languages such as Infernal,Celestial,Giant and more.
3) Added 'Valley of Caves', 'Barons Caravan Quest' and 'My Missing Daughter' quest all originally designed for this PW by Jaybonz. You can access these new quests by first speaking with The Baron located within Fellhurst Port City (in the center of the city)
4) Removed ambient city dwellers as they were just causing too many AI update overflows. Until I really get this working smoothly the towns will just have to remain fairly empty (bummer I know). There are still a few popping in here and there in towns but no bustling city life like I would like.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:07 pm

CHANGES as of 01-28-10

1) Re-adjusted all spawnings of hostile creatures to a 2 - 2.5 hr delay beween kills. This should allow it to still function as a replayable PW but also allow players currently playing quests to feel a better sense of completeness or 'cleansing of the areas' by not having spawns reappear 15 minutes later.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:07 pm

CHANGES as of 02-13-10

1) Added in over 36 more varieties of Robes to the module including Hauberks, Tabards, Overcoats, Samurai Outfits and more. See the Armorers located in any of the towns to add/remove a robe to your own armor.
2) Added in several new creature models including Fire Giants, Werewolves, Fost Giants, Bullywugs, Ettercaps and more.
3) Added in new persistant save location/game widget. Simply use your character save exporter item and your location and state of your character will be saved persistantly across server resets/log outs. Just talk to Torbel and he will give you the option of teleporting to your saved location.
4) Added in new quest "The Crimson Gem" created by JayBonz. Quest may be found by talking to Priest of Melkor in Fellhurst Port City.
5) Added an additional 50+ shield variations for all types including standard and emitter based shields, Also added in a Shield Customizer in all the local towns that will allow you to cycle easily through all the different choices.
6) Added in two more versions of hats - a Pirates hat and a Monks Cowl (still very early release and a WIP so not all races are fully supported yet, Humans are your best bet for these)
7) Added in several more varieties of Shoulder Armor Parts , these also can be accessible by using the Armorer located in any of the local towns.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:08 pm

CHANGES as of 08-23-10

1) Added support for Ragnaroks Fighting animations to be used with all the new armor parts and robes (swimming/flying and horses(mount and jousting) are also supported. (does NOT include support for 1.69 overcoats and tabards.)
2) Added in new tilesets so that some of the other quests can now be completed (build wise)
3) Hall of Heroes [located in Fellhurst] is now 100% fully functional. This allows characters of med-high levels to cast a statue in their own honor. This includes a sign display that will document a variety of stats including levels,hit points, name, total creatures killed and total Player Kills.This persist across server resets and the stats are updated with each log-in (you may also visit the halls and force and update by stepping within one of the summoning circles scattered throughout the halls.
4) Fixed jack the Ripper quest not being completeable.
5) Replaced persistant Rune with new version (all variables are currently brought over to new one) This allowed me to remove 2 items in inventory. These lost items are:
a) Save/Exporter
b) Auto-Follow Widget
these two are now absorbed by the new persistant rune. it has 3 functions as described below now.
a) Cast on self - tells player all varaibles stored (useful for debugging)
b) Cast on Creature (other than self) - Auto Follow creature (just as before)
c) Cast on ground location - Save/export character and location (just as before)
6) Created a Biography Editor NPC to the Hall of Heroes. because lets face it, everyone probably wants to change their Characters Biography after a point in time. Now this is possible.
7) Gave original conversation node back to Torbel (at players extreme requests) so that players can now hop straight to Arbor Falls various markets without having to use up precious town portal scrolls or spellbooks.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:09 pm

CHANGES as of 08-29-10

1) Fixed stats for naming the last creature that killed you (in Hall of Heroes)
2) Added/built a new World Map for Arbor Falls (based off scripting work done for DoD) to give players a better sense of encompassing size and interesting locales. A world map item will be given to you on login( check your inventory) . simply use it and you will be brought to the overland world map, from there you can see where you are in relation to the rest of the landmass. [currently in beta- works, but no real options yet, ideas? comments? email me and let me know how I can improve upon it.
3) Fixed Planar portals in Fellhurst not going to their respective elemental planes.(they would always default to realm of fire) They now work as they should and will take you to the proper locations. (sorry bad coding on my part for that one)
4) Fixed Guard Captain Harry Haskins dialog not offering reward dialog when successfully completeing the 'Giant of a Task" quest otherwise
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:09 pm

CHANGES as of 09-05-10

1) Transferred Module to a dedicated server, this should do two things, first keep databases clean because I am not testing new builds on the same rig the server is running and second, it should keep bandwidth steady when I am playing as well
2) Added in several completely new weapons types to the game. These include the.
a) Maul [Uses the Warhammer basetype for feats and bonus purposes]
b) Falchion [Uses the Scimitar basetype for feats and bonus purposes]
c) Mercurial Greatsword [Uses Greatsword basetype for feats and bonus purposes]
d) Mercurial Longsword [Uses Longsword basetype for feats and bonus purposes]
e) Heavy Mace [Uses the Mace basetype for feats and bonus purposes]

3) Added in Makeshift Weapons - This allows players to use everyday items as weapons. Included in this patch.
a) Chair
b) Bottle - Full and broken version
c) Fireplace Poker
d) Spatula
e) Frying Pan
f) Skillet
g) Broom
h) Branch
i) Meat Cleaver
j) Ladle
included I also designed a Tavernroom Brawl area that just lets you unload on a bunch of NPC's using a collection of these homemade weapons, Just talk to Torbel, he will set you up.
4) Improved World map functionality. You can now click (within the world map area) the icon representing where you are to get a detailed history of the area that you are visiting. (currently some areas still need some love in the description dept, but that will come in time)
5) Added in a LiveUpdate 'Travelers Sign' to many of the trails and semi-populated areas, this is a beta test so please report any problems, it should grab the directions of the various exits (within that particular map) and specify the 8 directions that they would be located. Its still a WIP and it does it on module load so as a builder I can just add new exits without having to worry about updating signs and figure out in what direction (in game) the exit would be.
to use just 'click' any 'travelers sign' located in many areas along trails and points of interest.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:09 pm

CHANGES as of 09-06-10

1) Added Persistant Mail service [email] so players can send messages to one another offline or online. Just speak with Alis the Persistant Mail Service guy. He will set you up with a mailbox and explain the system in detail.
2) Much improved the 'Tavernroom Brawl" area thanks to expert critisicm of Jay and Doddy, now weapons each have unique feats and attack/dmg bonus. Also added in a Frag shouter similar to games like Quake with shouts like "Jored has taken the lead in battle"...etc.
also gave the Inkeeper the ability to sell Potions of Heal so one can buy from him rather then portaling to towns.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:10 pm

CHANGES as of 09-06-10

1) Fixed a multitude of typo's and grammatical errors.
2) Added in more weapons these are:
a) Heavy two handed maul
b) Heavy two handed Crudgel
c) Heavy two handed mallet
d) War mallet - one handed
e) War Crudgel - one handed
f) War Mallet - one handed
3) Added in a new personal bleeding script. Goes like this:
if you lose 1/2 your hitpoints you will be assumed to be heavily wounded, as such you will begin to bleed out (visually only) and lose (1) point each of Strength,Constitution,Dexterity as well you will be heavily encumbered (reduced movement and fighting speed). This is to try to represent the effects of a heavy battle, too many times I seen my players clear out a room unscathed simply because they had a high hitpoint pool to absorb all damage. This is my attempt at realistically showing what taking the amount of damage in one battle can do.
healing or resting of anysort will remove all negative effects.
It uses a heartbeat script so this might get pulled if this server ever gets popular enough. *NOTE* to others hosting, if you wish to remove this effect simply delete the script from ModuleEvents - OnHeartbeat.
everything is contained in that one script so without it there everything goes back to the way it was before.
5) Fixed the Shadowplane realms to allow multiple respawn points to cut down on the shadow plane creatures killing you the second you phase back in from respawning.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:10 pm

CHANGES as of 09-23-10

1) Fixed Bleedout bug (beneficial effects were being removed with blood VFX on healing or resting to remove the bleeding effect) this has now been fixed.
2) added several new small quests to (mostly) fellhurst
3) added in new re-vamped Fellhurst Port Docks
4) Finally found effort to re-do custom skybox for fellhurst night. (should no longer be bad quality and show the glaring obvious seam in texture as before)
5) added in about 12 new Waypoint designs to make keepin track of WP's easier for builder
6) fixed screwedup textures in one of the last patches for NWN2 buildings
7) added sunjammers footprint system and made use of it in the whispering maiden inn
Cool changed the way the world map displays EXIT, now it will spawn the exit button just above your position marker. should make it so everyone (even without cam hack) can now exit from world map
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:10 pm

CHANGES as of 10-16-10

1) Fixed the Time of Day bug with the guard at Arbor Falls, as it was he would only open the Gate doors at NIGHT and skipped the 10 minutes of DUSK causing players to be stuck for that amount of time until time of day shifted to NIGHT.
2) added in usable Shovels system (allows a PC, if he buys a Shovel, to be able to dig holes into which he may place a few items to be safely stored (PW database storage) this will then create a MAP item that can be used later to dig the buried loot up, you can have as many as you like. NOTE: each hole is unique thus items placed in one hole will not be available from an alternate hole. this is by authors design.
3) Added in bag of Planar holding. This item is just like a Bag of Holding except it stores items in a PW database design and is alot flashier to use ( : (original credit goes to Jassper for his 'Bag of Ethereal Holding prefab'
4) Added in DOA Farm tools. Now NPC's can wield Shovels, Pitchforks and Buckets. PC's can too!
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:11 pm

CHANGES as of 10-24-10

1) Fixed the Time of Day bug with the guard at Arbor Falls[AGAIN!!ugh] as it was he would only open the Gate doors at NIGHT and skipped the 10 minutes of DUSK causing players to be stuck for that amount of time until time of day shifted to NIGHT.
2] Fixed door issue with jail cell on fellhurst docks guard station
3) Fixed Warehouse #22 entrance not working in Fellhurst Docks
4) Fixed Warehouse map pins having 2 warehouse#22's in ellhurst Docks
5) Fixed OnActivate script for bag of etherealness and put a variable for checking for thieves. bag should only work on activate now instead.
6) Added centipede venoms and Bee venoms to Wanted to Buys in Arcane Shops. He will pay 7 and 10gp in the above order.
7) Added Full Quest for A Bump In The Night. by Jaybonz. Story and quest should be completeable from beginning to end, although the end part might not be fully detailed out yet.
Cool Added in a new Message System to the boards by Torlek. Use them to find gear, find players or report bugs.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:11 pm

CHANGES as of 10-31-10

1) removed boulder door entrances to Valley of Caves, and just put ground triggers, users were experiencing hard times trying to get near enough the boulder to cause transition to fire.
2) Fixed 'Knock' spell so it actually works now. Modified to only work on locks whose DC is equal to or lower than the casters MAGIC levels..not TOTAL level. so a 5th level wizard/3rd level fighter will use his 5 levels of wizard only. not the total class level of 8
3) Bump in the Night quest is complete.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:11 pm

CHANGES as of 11-07-10

1) Added in custom soundsets (optional so sorry if users that dont donwload them dont hear any of the custom ones. Adds more creatures.vampires,pirate skeletons,ghouls,zombies,additional zombies,the final frost giant renders.some skyboxes and additional loadscreens. some extra placeables.see credits on vault page.
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Re: ~Arbor Falls - CURRENT UPDATES~

Post  lord_of_worms on Fri Nov 19, 2010 2:12 pm

>CHANGES as of 11-18-10

First I would like to thank you all, each of you, for making this a top listed hak for a whole year now. I encourage you all to explore more than just Arbor Falls and the closley surrounding areas. there are many, many areas to be seen that stretch across the globe, check your worldmap to get a general idea. beyond that there are sewers, caverns, crypts, the Underdark...seriously. If your just poking around Arbor Falls..you don't know what you've been missing.

Also I would like to officially announce my collaborative partner, Jaybonz. He is a long time friend who has DM's many of our old time pen and paper days of 2nd edition D&D, a creative spark for Arbor Falls that has filled this world with several complex and enjoyable quests such as 'Last House on the Left", "The Outpost", "A Bump in the Night" and more. I have bugged him for months to become more active as a voice for Arbor Falls and he has finally given his consent to do so.
So I herebye Welcome you Jaybonz. Its about bloody time.

Now onto the official update lists:
1)Condensed all patch haks and wrm_acpx hak to a final single hak. {yay}
2) Added in several new custom made by me skyboxes, and some additional oldy but goodies from the vault.
3) Added in fix for soundset.2da (currently wasn't allowing players who chose a custom voiceset to be heard on the server or in game.
4) Added in several new creatures,placeables and traps to the pallette. creatures include vampires, more zombies plus zombie animations, zombie pirates, zombie ghouls, skeletal pirates.
5) Added in Hothmourne as a place to be able to go, still alot more to do but you can run around in the cold snowy mountains for once if you like. get ready for xmas?
6) streamlined some scripts and some bad pathfinding calls made by some similar tagged creatures trying to get to inaccesible areas. the main culprits were the shield changer dwarfs in the sandboxes and cities. what does this mean to you all? lot less lag, lot more fun.
7) Added in DM message board for DM's to announce any news or events to players during his/her absence.
Cool fixed outpost main door to also require plot key (in case users *jumped* the wall using a myriad of items or spells and thus as able to gain entry to main quest without having to do the beginning half to aquire the plot key.
this has now been fixed. players can still *jump* the wall but will have nowhere to go once there without the key
9) Added more furniture options for the Furniture Shop in Fellhurst so players that bought property in Fellhurst now have more things to spruce up their homes anyways they like.
10) Removed ~Sewers.hak from build as it just didnt have enough features to be useful and just took up a .hak reserve I can use for some of six_six_six's other work that is far superior in scope.
11) Added a DM Puppets Tool to allow a DM to 'puppet' any creature or group of creatures and with a "-" preceding a simple talk command (use DM channel for silent puppet talks) the puppets will speak the txt, as well commands are also there with a double -, so "-- sit" will cause the puppet(s) to sit. See description of "wrm_puppetitm" in custom pallette->Tutorial for more details. This can also be given to players to control their familiars and summoned creatures better.
currently, a player can gain the tool by paying to 'learn' and better understand their summoning spells.
look for Hogwart (yes my son who loves harry potter named this one) who lives in Hothmournes Village of Pinehaven.
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