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Post by mammothtruk on Apr 30, 2008 9:31:55 GMT -5
picks would rock.
normal pick heavy pick mithral pick adamantine pick silver pick gem weapon pick <-- psionic gem material oversized pick <-- because two handed war pick
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Post by Kaedrin on May 4, 2008 21:41:48 GMT -5
v1.32.1 has been released for single player now (small number of fixes for the 1.32 release). I'll work on finishing the MP and combined tomorrow.
Final changelogs for 1.32 and 1.32.1:
v1.32.1 Changes
* Toxic Gift requirement changed from Wildshape to Plant Shape * Divine Cleansing, Divine Vigor no longer require a minimum caster level of 5. * Radiant Aura no longer set to be a hostile feat * Minor Shapeshift reserve feat text updated to include note about Wildshape * Oaken Resilience changed to require Plant Shape instead of Druid level 12 * Exalted Natural Attack description updated to indicate it deals 1d4 magic damage to undead or outsiders.
v1.32 Changes
New Content:
* New PrCs: Stormsinger, Master of Radiance * New Spells: Phantom Bear, Phantom Wolf, Plant Body, Thorn Skin, Mark of Justice * New Reserve Feat: Minor Shapeshift * New Domains: Pride, Illusion * New Feats: Blindsense, Toxic Gift, Medium Armor Specialization, Heavy Armor Specialization, Epic Inspiration, Elemental Essence, Fast Healing I, Fast Healing II, Greater Two-Weapon Defense, Song of the Heart, Daylight Adaption, Battle Dancer, Fiery Fist, Fiery Ki Defense, Oversized Two-Weapon Fighting, Unarmed Combat Mastery, Divine Armor, Divine Vigor, Divine Cleansing, Divine Fortune * Druids/Lion's of Talisids gain the panther wild shape * Black Flame Zealot now gets access to the following Epic Spells: d**nation, Epic Gate, Vampiric Feast. * Shining Blade now gets access to the following Epic Spells: d**nation, Epic Gate, Vampiric Feast. * Hospitaler now gets access to the following Epic Spells: d**nation, Epic Gate, Vampiric Feast. * Lion of Talisid now gets access to the following Epic Spells: d**nation, Epic Gate, Mass Fowl, Vampiric Feast. * Swiftblade now gets access to the following Epic Spells: Entropic Husk, Epic Gate, Hellball, Mass Fowl, Vampiric Feast. * Bladesinger now gets access to the following Epic Spells: Entropic Husk, Epic Gate, Hellball, Mass Fowl, Vampiric Feast. * Stormsinger now gets access to the following Epic Spells: d**nation, Entropic Husk, Epic Gate, Mass Fowl, Hellball, Vampiric Feast. * Master of Radiance now gets access to the following Epic Spells: d**nation, Epic Gate, Vampiric Feast. * Nightscale armor is available. For now it can only be created with the console commands (blueprint is cmi_la_night01). * New armor types finished in the ArmorRulesStats.2da (still need to have prefab blueprints created for them): Sharkskin, Battle Plate, Mountain Plate, Heavy Steel Shield, Living Coral, Spidersilk, Darkwood Light Shield, Darkwood Heavy Shield, Mithral Battle Plate, Mithral Mountain Plate, Solid Mithral Heavy Shield. Shields are non-functional due to some hard coded 2da issues. * New VFX available that I created. Cone of Acid, Cone of Electricity, and Ray of Fire have been done. I plan to do a ray, cone, ranged AE, self AE, and bolt of each element eventually. They are not in the visualeffects.2da yet (found in cmi_vfx2) * Custom armors for the PrCs courtesy of Yume-kun. For 1.32 these will only be seen on the character creation screens or when creating with the debug console from a blueprint. 1.33 will have a magic lamp based genie vendor that sells them (given to single player gamers once the first time they start a game in 1.33).
Changes
* cmi_ versions of OEI spells updated to the new code (custom bulls strength no longer needed, deep slumber updated, sleep updated) Changed spells renamed oei_xxx instead of cmi_xxx as they are not my spells but altered versions of theirs. * Replace cmi_RTSS Sneak Attack calls to the cmi_switches.2da with cmi_options.2da * Bladesingers will gain three bonus feats. Mobility at level 2, Spring Attack at level 5, and Battle Caster at level 8. Existing characters will have the feats added if they are missing them. * Bladesinger Armored Caster changed to apply a -15% ASF buff. * Bladesinger version of the Battle Caster feat (now granted at 8th level) will apply a -30% ASF buff. * Bladesinger Song of Fury changed to a toggle and not an always on feat * Bladesinger class description updated * Swiftblade class abilities description updated * Anointed Knight bonus feats description updated * Haste spell changed to grant Swiftblades a 83% movement buff at level 10 and a 66% movement buff after 3rd as movement buffs do not stack. * Innervated Speed spell level set to **** while a new SpellDC function is created. * Druid and Ranger class requirement removed from Lion of Talisid. It still requires the Animal Companion feat (granted by both classes and the Cleric Animal domain). * Lay on Hands gains sneak attack damage if appropriate. * Create new prefab for Zalantar heavy shield and update crafting to create this one. Needs to be -10% ASF and +2 AC * Haste and Swiftblade hastes adjusted to stack with Song of Fury from Bladesinger. * Exalted feat descriptions updated to indicate Neutral characters will gain the Celestial version * Weapon of Energy now stacks with other elemental bonuses on a weapon. Repeated casts replace the bonus with the last one cast. * NWN9 and Invisible Blade now qualify for Black Flame Zealot * 5 level PrC classes now have a note in their description about being a 5 level PrC. * Warrior of Darkness/Anointed Knight descriptions updated to indicate that at level 10 they get another bonus feat, not an attribute bonus. Epic feats can't be granted as bonus feats to characters under 21st level. * Drow racial Light spell replaced with Faerie Fire * Celerity Domain level 3 spell changed from Blur to Invisibility. NWN2 implements them the same. * Epic Skill Focus (Perform) and Epic Skill Focus (Tumble) moved to the Epic feat category. * Sacred Vow moved to the Skills and Saves feat category * Shock Blade, Holy Blade, Zealous Heart, and Sacred Flame moved to the Class feat category. * Crossbow Sniper feat description updated to remove sneak attack range changes, damage bonus clarification * Reserve feat descriptions updated to indicate they are Reserve feats. * Packages changed to use 400+ as reserved * Fighter, Anointed Knight, Warrior of Darkness, Bonus feats list updated with new feats: Greater Two-Weapon Defense, Medium Armor Specialization, Heavy Armor Specialization, Oversize Two-Weapon Fighting, Penetrating Shot, Unarmed Combat Mastery * Divine Champion, Hospitaler Bonus feats list updated with new feats: Greater Two-Weapon Defense, Medium Armor Specialization, Heavy Armor Specialization, Oversize Two-Weapon Fighting, Penetrating Shot, Unarmed Combat Mastery, Divine Armor, Divine Fortune, Divine Cleansing, Divine Vigor. * Plant Shape, Dragon Shape, Magical Beast Shape, and Elemental Shape now account for all Wildshape fixes and improvements. * Plant Shape, Dragon Shape, Magical Beast Shape, and Elemental Shape now account for Lion of Talisid levels. * Minor Shapeshift feat casts as having a 9th level spell memorized for those with at least one use of Wildshape available.
Fixes
* Blackguard cure light wounds now correctly functions * Blackguard death knell now accounts for Blackguard level in the duration * Innervated Speed timer for Swiftblades now working * Hurricane breath knockdown attempt will check to targets Dexterity to see if it is higher than it's Strength and use it instead if so. * Serious problem with creature hides and weapons not being refreshed for players and companions when loading a game fixed. Thanks to Brian Meyer for identifying the problem. * Warlock Imbue Item Indexing Bug Fix by Lord Grave integrated * Reserved feat Holy Warrior should no longer stack with itself. * The Orb and Lesser Orb line of spells have been set to Conjuration as they should be, not Evocation. * Leonal's Roar now has it's spell name and description correctly set. * Tyranny Domain description updated to have it's own description, not the Repose description * Storm domain description updated to indicate Chain Lightning (7) is granted, not Horrid Wilting (8) * Bladesong Style fixed to correctly handle Rapiers and Longsword. * Widen Aura Of Despair, Improved Aura Of Despair descriptions updated with proper feat description. * Scorching Ray (Single) and Scorching Ray (Many) are no longer chooseable spells for Sorc/Wizards. This removes the OEI bug where you can't actually cast them (as they are only meant to be seen when casting the normal Scorching Ray spell).
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Post by slit518 on May 5, 2008 0:15:50 GMT -5
Will there be a prestige class available for the Warlock? If so what are the requirements?
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Post by mammothtruk on May 5, 2008 7:56:33 GMT -5
yes there will be.
8 lore 3d6 eldritch blast any good
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Post by Kaedrin on May 8, 2008 22:24:53 GMT -5
The MP versions of the 1.32.2 update are now online and up on the vault page.
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Post by slit518 on May 8, 2008 22:35:56 GMT -5
So does this mean we will be getting an update this weekend possibly on the server? New areas for Everod to explore, who wants to go with me? Now for those potions of invisibility...
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Post by Loudent2 on May 8, 2008 22:41:34 GMT -5
Ahh, after a full day of working, an evening of mentoring our new chinese hire, a night of putting two kids to bed, there's nothing better than updating the server .hak files.
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Post by mammothtruk on May 8, 2008 22:50:08 GMT -5
I love you Lou I really do.
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Post by Kaedrin on May 8, 2008 22:53:39 GMT -5
Ahh, after a full day of working, an evening of mentoring our new chinese hire, a night of putting two kids to bed, there's nothing better than updating the server .hak files. There's no rush, they are patient. ;D The MP packs have the bladesinger_hotfix.zip already so no need to grab that.
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Post by Kaedrin on May 8, 2008 23:07:55 GMT -5
Addendum: You may need to delete the .xml files from the .hak file. They are meant for single player use.
Also, the k_mod_player_levelup (if you are using mine and not your own) should call ExecuteScript("cmi_player_levelup",oPC); The xml file cycles the party and calls this script for each member so that companions are leveled up correctly.
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Post by Loudent2 on May 8, 2008 23:10:24 GMT -5
How do you reference .xml files from nwscript?
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Post by Kaedrin on May 9, 2008 0:49:53 GMT -5
You don't. Lokey told me they work from the Hak just as if they were in the override. But they are really only needed for single player modules (or overrides) so they shouldn't be in the hak file for PW's. That's another "issue" in the PW's and normal modules don't really have the same set of requirements. I'm working to clean up the PW documentation stuff to indicate all of these kinds of things.
Those two xml files define what happens when you level up. So when you hit the OK button (to commit your levelup choices) I added a new script call to ccs_player_levelup that cycles the party and calls the individual cmi_player_level up on each party member. This way I can "adjust" companions at the same time as the PC since there is no way to tell who just leveled up (possessing a companion doesn't return companions for the normal k_mod_levelup script believe it or not).
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