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Post  lord_of_worms Mon Nov 15, 2010 7:07 pm

~UPDATES~
This is where I will be posting all update information so players can opt to stop here and read up current news without having to log into game to read the update placard.

~Please do not post anything here, these will be for reference only~
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Post  lord_of_worms Fri Nov 19, 2010 1:53 pm

CHANGES as of 03-10-09
1) horses added/fixed scripts for alternate combat animations
2) added beggar stand in main town
3) incorporated Sir Elrics Spawn System
4) werewolves and vamp subsystem/player base built (not available yet)
5) Hobbit quest added to Stumpett Hills area
6) Mirkwood Forest added/complete
7) Mausoleum now has enterable Eye Chamber
Cool Extra crypt entrance added into cemetary in Arbor Falls
9) Jousting scripts added (not available yet, need to make area still)
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Post  lord_of_worms Fri Nov 19, 2010 1:54 pm

CHANGES as of 03-13-09
1) horses not allowed in interiors/will automatically be dismounted, horses will be left behind (be careful when leaving hostile areas to enter a indoor one)
2) Streamlined some scripts to reduce lag.
3) Fixed Lich in Lone Tower/Mountain Vistas
4) Guardian in Guard Tower/Mountain Vistas now drops Chest Key
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Post  lord_of_worms Fri Nov 19, 2010 1:55 pm

CHANGES as of 03-14-09

1) Jousting Area is now ready for testing/ both multiplayer and single player versions, it can be found just east of the forest paths after you leave Arbor Falls proper
2) Hitching Posts are now conveniently located near all No-Horse Zones (Horses should automatically hitch to one of these when entering a no horse transition)
3) Added 'Hall of Mirrors' area....can you find it?
4) Baseitems.2da has been updated thus the need for the update hak.
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Post  lord_of_worms Fri Nov 19, 2010 1:56 pm

CHANGES as of 03-25-09
1) Archery Contest now available in Jousting Arena.
2) Gladiators Arena Located in Jousting Arena
3) Gambling Arena located within Circus Tents
4) Elsbeths Abode now available within Stumpett Hills (hobbits home)
5) Gauntlet improved and available from lower area of Valles Vault
6) Hall of Mirrors located near Gary Gygax Statue
7) Player Kills/Deaths now tallied and available for anyones view within temple of tymora
Cool Players that are caught stealing will have their actions shouted across the server (similar to the death shouts)
9) Animations for horses and horse in general should be bug free, you will no longer have to change your fighting animation when mounting-dismounting your steed
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Post  lord_of_worms Fri Nov 19, 2010 1:56 pm

CHANGES as of 04-09-09

1) Vampires now available as player race using Fallen Vampire Sub-systemv2 by the 'fallen' - see DM to be 'infected'
2) Gladiator Opponents Beefed up all around
3) more encounters are scaled properly
4) Lycanthropy sub-race available using a modified version of Fallen sub-system by 'fallen' - see DM to be 'infected'
5) Ioun Stones have been added to medium and high loot % drops. These are different from the standard Bioware ones.
6) More horse script handling routines
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Post  lord_of_worms Fri Nov 19, 2010 1:56 pm

CHANGES as of 05-03-09

1) Dark Forest is now accessible through the Wilds look for a cave with a sign marker in front of it. Beware though that this area contains lycans and as such you stand a good chance of becoming infected.
2) Added option to name your coffin if your a Vampire allowing easier convenience when locating yours in a mass of several.
3) Area log in checks now in place so if your a vampire you will be taken safely to your home base, a lycanthrope will be transported to the Dark Forests Lycan base and all other races will still come here as before.
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Post  lord_of_worms Fri Nov 19, 2010 1:57 pm

CHANGES as of 05-03-09

1) DOA loot drops, Classic Creatures such as DLA Osyluth and a few of my own surprises added.
2) Many area maps were facelifted with several cliff placeables allowing for a more varied mountainous terrain as well as more strategic play
3) Weapons override added.Swords/Blunt/Axe weapons have all been upgraded in appearance.
4) colorized scrolls are now available.

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Post  lord_of_worms Fri Nov 19, 2010 1:58 pm

CHANGES as of 06-07-09

1) Added a persistant storage system unique to each individual, you can find the first one in 'Ye Olde Tavern', simply store whatever you want and then only that character may access that particluar inventory.
2) Added a new Assassins Guild that will allow you to put out a contract hit on any PC (pc needs to be logged into game to start contract but afterwards the contractor no longer needs to be logged)
3) Added a few new areas, Entwoods located just off the main path here
4) Persistant Runestones have been added to all players inventory to store local variables for quests and such. sorry kids its necessary.
5) beefed up all areas of the underdark to make it potentially life threating to even the highest level characters.
6) added a unique persistant clone copy of PC's as they log in to eventually make way for a Museum of Heroes or some such...
7) fledgling vampires can now cast darkness around them to avoid the suns rays and thus avoid any sun damage.
Cool altered the default spell 'Timestop' to only work in the area it was cast in...no more server wide 'pauses' because someone (enemy and frined alike) cast it.
9) added several more helmet options
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Post  lord_of_worms Fri Nov 19, 2010 1:58 pm

CHANGES as of 07-05-09

1) Added option of hiring a Kidnapper (based off of the contract hit scripts) that will capture the offending PC and strip them all of their items (minus undroppable plot specific and persistant object storage items) and port them to a jail cell, it will be up to the PC to then navigate a labyrinth to receive his/her items back. (the storage is persistant across resets so if you get booted or log out, when you log back in you will be ported back to the assassins den and your items will still remain in the chest which is also USER specific so no worries about other kidnappees grabbing your loot. You can find him in Fellhurst Port ~ Assassins Guild.
2) Added options to port immediately to already explored areas by way of the caravan located just across this bridge. He can teleport you to many different places that the starter dwarf cannot
3) Added many new male and female human only heads. These were recently added to the vault by Estelindis.so she deserves all credit for her hard work..I simply renumbered a few to allow for my own heads.
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Post  lord_of_worms Fri Nov 19, 2010 1:58 pm

CHANGES as of 07-18-09

1) Added Persistant Housing and Furniture Management system by Hunter Wolf v1.2. You can find the deeds merchant in Fellhurst and there are several small houses (marked with a map-pin of 'Residential Estates' for sale (currently there are NO medium or large houses for sale)
2) Fixed Hall of Mirrors, now it will properly allow you to leave when all mirror images are vanquished.
3)Changed overall structure of Hawthorne Manor ~ it is much tougher and bigger in scope.
4) added 'coastline' maps to far edges of Forest Trails ~ Wilds
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Post  lord_of_worms Fri Nov 19, 2010 1:59 pm

CHANGES as of 08-03-09

1) Fixed issues with Hall of Mirrors not allowing player to leave when image clones were defeated...again...
2) Added persistant Town Portals, place a portal, use it and log out and when you log back in you can resume where you left off (thanks to Olivier_leroux for that idea!)
3)Added new persistant item to allow for instantly saving/exporting your PC to server vault (you can find it now in your inventory) thanks again to Olivier_leroux for that idea!)
4)Fixed an issue with Black Robe of Eight being able to summon waaaay to many summoned spiders....well I think I did...testing is the only true way. thanks to olivier_leroux for the bug report)
5) Added Gauntlets as an option for the forge workers, you should now be able to add damage and On Hit-Cast Spell options to gloves..mainly for all you monks out there. (Thanks goes to PekaPeeks for that idea!)
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Post  lord_of_worms Fri Nov 19, 2010 2:00 pm

CHANGES as of 08-27-09


1) Added Outpost Quest (created by JayBonz!) found by speaking to Man-at-Arms (located in Mayors House-ArborFalls) after successfully finishing mayor haunted house quest)
2) Started to add several Noblemen areas and a Library quest (created by PekaPeeks!) (these are currently unaccessible at the moment)
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Post  lord_of_worms Fri Nov 19, 2010 2:01 pm

CHANGES as of 09-19-09

1) Fixed broken script in Outpost-Missing Messenger Quest (if you couldn't find the body before you should be able to now provided you still have the quest in your journal)
2) Added Witches Coven quest. You can start it by finding Gerald the Farmer located outside the Fellhurst Port Cities Walls.
3) Added several Texture improvements (modified versions of ProjectQ and DLA textures)
4) Added several new placeables to the pallete as well as totally revamping the style and look of Fellhurst Port City.
5) Added Fellhurst Version of Town Crier that will now only shout information, tips and news regarding Fellhurst instead of using same shouts from Arbor Falls as before.
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Post  lord_of_worms Fri Nov 19, 2010 2:01 pm

CHANGES as of 11-14-09

1) Added Jack the Ripper to Fellhurst Port (he will randomly kill people at night until he is discovered, to add to the drama each kill he makes will be shouted across the server)
2) Added Scorched Earth/Maxams Versatile Dungeon/ Senemenalas Underdark Tilesets to the Base Build
3) Added in random Elemental Portals located in Fellhurst, these will randomly spawn (1) elemental portal to either Fire, Earth, Water or Air (currently the areas it takes you to are very small but this is just the beginning)
4) Added in Persistant Eyes, Horns, and Hats system to the core mod. This allows you to choose several additional features to alter your characters appearance. Hats may not look right on ALL character heads simply because of strange model design such as spiky wild hair or heads that have hats already modeled into them. so some will work some just dont.
5) Added more Tail options such as scorpion and bird as well as all standard fare dragon and lizard colors.
6) Added in Skull Cleaver Loot Drop ( a special weapon that allows a user to carve the skull from any creature slain by this weapon, a grisly souvenier for the corrupted minded player (simply use the unique cast spell-self on the dead carcass to retreive its skull)
7) Added a"Havens Magical Shoppe' located in Fellhurst that allows a player to aquire the Vampire Subrace (due to popular demand for easier access) simply talk to the Vampiress and she will give you what you need to start your transformation into the undeath.
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Post  lord_of_worms Fri Nov 19, 2010 2:01 pm

CHANGES as of 11-20-09

1) Finally made the community persistant storage in Arbor Falls (near the spider) persistant! So help those new players out and throw some stuff in there you dont need and give em all a fighting chance! thank you!
2) Added more creature varieties, which will be making appearances soon (owlbears, lacedons, hamatulas, shambling mounds,Giant Tree Guardians/ Horned Devil/ Charonian/ Hezrou/Balor/Wererat/Cloaker/4-armed large gargoyle/abashi/etc)
3) Added in a [beta but fully functional] Wererat system using the incredible model of wererat by ProjectQ staff.
4) Random Portal Planes now have creatures native to the plane to fight. (dont worry these will be much grander in scale as time continues)
5) Remodeled the Werewolf model (again..lol) to make him a bit beefier, a bit hairy(er) added some flex to the chest and mane, I think he looks better now.
6) Continuing to design the work of Jaybonz quest (Dilemna at Dalals Diamond Mines) coming soon!
7) Added a explosive Keg system that you can try out and use in many strategic ways (try placing a few down in the crypts blocking a passageway and lighting one of the kegs up with several creatures bunched up behind it...priceless!) Just remember to get out of the way .
you can purchase these kegs at any blacksmith in any of the towns.
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Post  lord_of_worms Fri Nov 19, 2010 2:02 pm

CHANGES as of 11-24-09

1) New Quest added *Dilemma at Dalals Diamond Mines* can be accessed from Fellhurst Wilds - Forest Trail (just look for the road sign)
2) Fixed issues with persistant hats system being removed on Raise dead/Respawn, hats will now be re-applied on respawn/raise/level up
3) Added in "The_Blasco_and_ffbj_NPC_Project" which creates random NPCs to fill out a town, but more importantly creates random "Bounties" to which a PC can hunt for and collect a bounty. These "bounties" are shouted across the server so all players will be able to see it
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Post  lord_of_worms Fri Nov 19, 2010 2:02 pm

CHANGES as of 12-06-09

1) [ADJUSTED-UPDATED] Added Bleeding system/ Teleport to last place you died script for OnDying/Death. Use standard Healing Kits on Fallen(unconscious party members) to raise them /Dead characters still need to be Ressurected or Raised.
2) [ADJUSTED-UPDATED] Buffed up the Thieving Scripts/ Now when a player is caught stealing he/she will be stripped of ALL items and ALL gold (leaving only persistant database objects) and sent to jail. From there player must find a way out by sneaking out/paying a bondsman or accepting a small quest to be rid of the Warrant. Player Part members may also just pay the warrant to have jailed PC set free. [BETA-STILL IN TESTING]
3) Added 'Rod of Fast Buffing' to templates (can be found in any arcane shop now for a cost) This rod allows casters to reduce the tedium of buffing after rest and to free up quick slots. It stores spell Id's on the rod that the user can then use to cast all stored spells as a single action. NOTE: Spells must be memorized and not cast already, can not be used during combat. Use on Self or Party Members, Cast on ground location to 'clear the rod of already stored spells.</c>
4) Wererat system is now fully functional and working.
5) Changed the default TimeStop script to only affect the Area the spell was cast in. [This attempts to keep the spell the same but not freeze other players in the world that are not within the area of effect]
6) [ADJUSTED/UPDATED] Changed the Default Summon Monsters Spells to allow more variety and also to change it back to what I remember Summon Monsters to be, summoning monsters! not badgers and boars!! This is still a Work in progress so some creatures may change as player input is gathered. Right now it is based on Necromancy (Various Undeads) - Animal Domains (Various animals-vermin) All other classes (Various Monsters)
7) added LOADSCREENS hak by Civious for all my Tilesets! Thanks MATE!
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Post  lord_of_worms Fri Nov 19, 2010 2:03 pm

CHANGES as of 12-14-09

1) [ADJUSTED-UPDATED] Added Coach Travel system (modified from JFK original Coach Script] Players will now find a special inventory item 'Ticket" that can be activated upon the traveling Coach at any time transporting you inside for safe travel. Simply exit when you wish to leave. The driver will anounce all the major stops along his route.
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Post  lord_of_worms Fri Nov 19, 2010 2:03 pm

CHANGES as of 12-27-09

1) Added Sixesthrice Sewer tileset and Senemenelas's ShadowPlanes Tileset. to create a more unique locales.
3) added more 'detail" to halfling village of Stumpetts Grove (also started adding merchants and such, it >after all a town isn't it?)
4) Obviously you all noticed the condensed haks into [1] big hak. This contains all the fixes and previous updates rolled up but hidden as well are a few extra jems.
5) Added Tom Banjo's excellent Social Pheno so that the taverns will be all have more flavor to them
6) Fixed bug with Dalals Diamond Mine quest (previously the guard to the mines wouldnt let you enter again if you left the mines before completing the quest (by logging out maybe) . This has now been fixed.
7) Bug with disappearing items has been fixed.
Cool Wizard hat for Elfs placement has been adjusted.
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Post  lord_of_worms Fri Nov 19, 2010 2:04 pm

CHANGES as of 12-30-09

1) Created Shadowplane mirrors of outside areas that I would consider unsafe to rest, choose to do so in these areas and you may find yourself in that grey misty world, if you want to rest in safety find a tavern or a friendly locale.
3) Added persistant Map Pins, there is now a Map Maker located in Arbor Falls that can delete map pins for you, everything else (the storing and loading) is handled by my scripts. of course you can also use him to view your pins as well as save/load yourself.
4) Moved the Donations box closer to the ressurect portal as suggested, also fixed a script with it so it now bestows more powerful enchantments the more powerful your item/gold is.
5) Just started implementing Shadowplane quests, so if you find yourself there, aside from looking around there isn't much to do except find the portal to take you back. eventually I wish to have a unique adventure for each sub-area.
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Post  lord_of_worms Fri Nov 19, 2010 2:05 pm

CHANGES as of 01-05-10

1) Added more shadowplane counterparts to more wilds areas, still uses the insta-portal back but I have Styxx working on ideas for a more satisfying experience
3) Completely revamped the ENTIRE module to use a powerful Spawn system instead of having the creatures already placed. This alone has significantly reduced the load time from its previous 10-15 minute wait to a miraculous less than a minute re-load time, good news for everybody because not only will this help players that have logged out but then change their mind and want to log right back in but also in helping speed up development since testing the simplest of things doesn't have me pulling my hair out waiting 15 minutes just to find out it didnt work right the first time...ugh.
also significant reduction in LAG should be apparent since no creatures are spawned unless a player is actively in the area (creatures are despawned after a set period of time- this does not include specific creatures needed for quest completetion)
4) Fixed the dialog for Dala in Dalal's Diamond Mines (previously you couldn't finish the quest since she wouldnt recognize that you had completed the task- this has now been fixed)
5) in process of creating another HAK that has a multitude of new armors/heads/customizations
6) From the suggestions of beta-tester and designer Styxx42, I have changed the names of Mirkwood to 'Blackwater Marshes' in keeping more with my own copyright. As well a few quests that were very diablo(ish) have also been updated to be more in keeping with my own personal work. His suggestions have also boosted this PW beyond what I could have done alone, he suggested the persistant Map Pins, the copyright name changes, the buff wands, the [10] pack potions and scrolls,etc the list is exhausting. so be sure and Thank him for his weekly reports to me.
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Post  lord_of_worms Fri Nov 19, 2010 2:05 pm

CHANGES as of 01-09-10

1) Fixed Donation Box located in temples to properly give blessings based on the amount donated (gold or items gold value)
3) Made it so teleporting to last place that died will now take one random inv. item each time you choose this option (never equipped items), if you do not have an inv. item to offer you will not be able to take the portal. (plot items and persistant items are unaffected by the random take function)
4) Made it so teleporting to your party leader now costs a thousand gold coins to do so. If you do not have one thousand gold you will not be given the option to teleport to party leader
5) Started beta-testing of new quests 'Valley of Caves' by JayBonz
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Post  lord_of_worms Fri Nov 19, 2010 2:05 pm

CHANGES as of 01-12-10

1) Completely squashed item dissappearing bug. Sorry for any inconvenience this might have caused. for all you that lost their persistant house keys, I am in process of making the Deed merchant be able to re-create a lost key for you, be patient (:
3) Added a completely new 'ambient' system for towns using my own code as well as the ability of RS spawn system. the result is a 'hopefully' life-like town where villagers and townies actually move about and do things..not just random walking here and there.
4) streamlined many of my repetitive scripts to INCLUDE files, which saves space, resources but most importantly lagggg
5) Valley of Caves quest is 90% complete and should be available to public soon.
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Post  lord_of_worms Fri Nov 19, 2010 2:06 pm

CHANGES as of 01-19-10

1) MAJOR UPDATE: Fixed serious bug with Spawning Creatures system. Basically it was a 50/50 shot that an area would spawn the correct creatures. Leaving possibly many quests uncompleteable. This has now been fixed and extensively tested several times over. All areas are now spawning correctly and consistantly. Game on.
2) Added work in progress of a self-made ambient system to make ofr more convincing towns. May still be a bit laggy as I continue to optimize code but its better (imo) than completely empty towns with no one but the merchants standing around.
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Join date : 2010-01-12
Age : 50
Location : Massachussetts

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