Files
Anphillia_PRC8/_module/utp/dreamupdate.utp.json
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
2024-01-04 07:49:38 -05:00

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83 KiB
JSON

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"__data_type": "UTP ",
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"Comment": {
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"value": "Merchants Shingle - 2"
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"0": "Welcome to Anphillia!\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n11 Decemberl 2022\nWritten by eyesolated\n\n- Random Loot: Added Damage Reduction 15 starting at iLvl 21\n- Random Loot: All calculated iLvls receive a +4 boost to enable higher quality magic items\n- Random Loot: The maximum possible number of positive properties on a single item has been increased to 4\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 April 2020\nWritten by Samurai\n\n- Ramsallis Axfell spawn has been removed.\n- CNR: Oak spawn has been moved.\n- CNR: Mahogany spawn has been rebalanced.\n- CNR: Ruby spawn has been added.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n31 March 2020\nWritten by Samurai\n\n- Party system has been re-enabled.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n29 March 2020\nWritten by Samurai\n\n- Fixed issue where players transitioned into [Q] Plains - West.\n- Gold and titanium have now been added to the mod.\n- Old Grey Renders are now tameable.\n- Increased the maximum amount of combat experience a character can recieve in a rest period.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n3 April 2019\nWritten by eyesolated\n\n- IP: Added some configuration options for the Item Property System\n- IP: Readjusted some sliders to increase overall loot quality\n- LGS: Reduced amount of dropped items by 50%\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 March 2019\nWritten by eyesolated\n\n- Minotaurs in Plains Cave no longer drop all their Axes.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n21 March 2019\nWritten by eyesolated\n\n- IP: some behind the scenes technical changes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n18 March 2019\nWritten by eyesolated\n\n- IP: Damage Immunity power levels got halfed\n- IP: Damage Reistances now has a smoother progression (relative power levels remain unchanged)\n- QoL: Weapon enhancements now automatically apply on an equipped offhand as well when the spell target is a creature and you have an additional spell use remaining. This change applies to the following spells:\n . Bless Weapon\n . Blade Thirst\n . Darkfire\n . Flame Weapon\n . Greater Magic Weapon\n . Holy Sword\n . Keen Edge\n . Magic Weapon\n\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n12 March 2019\nWritten by eyesolated\n\n- eE: added an additional safety measure for ClientLeave\n- fixed Monster Equipment code\n- increased chances for ranged monsters to use a ranged weapon over a thrown weapon\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n11 March 2019\nWritten by eyesolated\n\n- Maximum Power level for Magic Items is now 30 (was 10).\n- DMs can now configure PAT for creatures they spawn themselves.\n- PAT: Elite and Champion monsters now have guaranteed loot drops.\n- Chat commands: fixed a type: /dispell is now correctly /dispel \n- eE: Fixed keeping track of players on disconnects\n- Lamir now sells random magic equipment.\n- Added some features to eE.\n- Some CEP creatures will now also be correctly PAT-ified.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n8 March 2019\nWritten by PastorPug\n\n- Removed Giol's men from Axfell\n- Shifted the Laidly Wyrm into PAT\n- Added empty flasks to the scribe/enchanter merchants of Cleaven and Axfell, these cost 20 a piece.\n- Temporarily removed skeleton chieftains from hope canyon and the crypts.\n- Adjusted the Fallen Guard's levelup package and classes. Moved it to Undead -> Skeleton in the palette\n- Adjusted the Flying Abomination's levelup package and classes. Moved it to Undead -> Other in the palette\n- Adjusted the Hunters Hound's levelup package and classes. Moved it to Undead -> Other in the palette\n- Adjusted the Sorcerer's Ghost levelup package and classes. Moved it to Undead -> Wraith in the palette\n- Whipped Kathera the Kinky Dealer from the palette. \n- Adjusted the Something (both variants) levelup package and classes. Moved it to Undead -> Other in the palette\n- Adjusted the Released Demon (both variants) levelup package and classes. Moved it to Planar -> Fiendish in the palette\n- The Laidly Wyrm has now become a Laidly Bulette\n- Adjusted his levelup package and classes. Moved it to Beast in the palette.\n- Magic vestment has been restricted to being armor only for future (and current) balance reasons.\n- Redid the shield/bracer AC progression.\n- Readjusted the red tribe's levelup packages and classes.\n- Readjusted the lizardfolk levelup packages and classes.\n- Readjusted the tiny skeleton levelup packages and classes, moved it to Undead -> Skeleton on the template.\n- Improved Invisibility now yields 20% concealment instead of the old 50%. This is a temporary effect until we place in the 'official' effect.\n- Displacement now adds 20% concealment bonus.\n- Implemented several bombs (unused for now)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n7 March 2019\nWritten by eyesolated\n\n- fixed a bug in eyesolated Encounters regarding target selection.\n- T'aluk now is PAT CR 30\n- removed XP loss on death\n- Hive Mother's Reforged Horn: removed Vermin Madness, Slashing bonus now +1 instead of +2\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n6 March 2019\nWritten by eyesolated\n\n- fixed % Health display for custom named creatures.\n- added log entries to PAT for debugging purposes.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n2 October 2018\nWritten by eyesolated\n\n- Fixed a bug that would incorrectly reset creature names and remove the %-Health tag on every Creature Heartbeat\n- Fixed quite a few Maze Minotaur Spawns to only have one Shaman in the group\n- Plains - Cave: Minotaur encounters now only have one Shaman in the group, and only the last encounter has a Chieftain (which is a bit higher CR)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n1 October 2018\nWritten by eyesolated\n\n- PAT: Further reduced the chance of a mob taking Knockdown / Improved Knockdown Feats\n- PAT: Monster Health Progression changed (Monster Health is roughly halved across all difficulty levels)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n6 September 2018\nWritten by sherincall\n\n - Added new /dispell command to remove all temporary/magical positive buffs from self\n - Accepting a party invitation will now teleport you to the person inviting you\n - Added an additional, separate personal storage to Mary's and Nadie's\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n5 September 2018\nWritten by sherincall\n\nOut of band update; Armor changes:\nArmor AC MaxDexBonus ArmorCheckPenalty\n\nCloth 0 100 0\nPadded 1 8 0\nLeather 2 7 -1\nStudded 3 6 -2\nScaleMail 4 5 -3\nChainMail 5 4 -4\nSplintMail 6 3 -5\nHalfPlate 7 2 -6\nFullPlate 8 1 -7\n\n\nFor now, the game will still display the old descriptions when examined, but new stats are applied.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n30 August 2018\nWritten by eyesolated\n\n- Modified the scripts that determine wheter you are free to rest or not (Barracks)\n- CnR: Added \"Shield Bracers\" to Armor Crafting\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n29 August 2018\nWritten by eyesolated\n\n- %-based Health display is now enabled on all creatures and will be displayed after first taking damage.\n- Petrification now lasts up to 4 turns maximum if not cured (was up to 10 turns)\n- Loot chest locks are now bashable. Doing so might destroy some of the chest's content.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n28 August 2018\nWritten by eyesolated\n\n- Insane Mage Lair: Setting the levers to the correct combination now also disables the trap set on the door\n- The store for new characters in the dream can no longer run out of gold.\n- Petrification (Flesh to Stone, Petrification Breath, Petrification Gaze, Petrification Touch) now lasts 1 Turn / Caster level or 1 Turn / Hit Die with a maximum of 10 turns (= 10 Minutes). It can still be dispelled by using Stone to Flesh as normal.\n- PAT: PAT now automatically renames creatures using Elite/Champion suffixes in their palette entry. This means an Elite/a Champion will now properly mark a PAT Elite/Champion.\n- eE: all eE Creatures now display their current health as a color coded percentage on their name plate.\n- CnR: Gem Crushing should now work as expected.\n- Druid: Additional forms using the PC Actions item now unlock at level 12 to correspond with the base game opening up dire forms at level 12.\n- minor fixes/additions\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 August 2018\nWritten by eyesolated\n\n- IP: Books can no longer roll Weight Reduction.\n- IP: Damage Bonus now starts at ilvl1 and scales a bit differently at earlier levels\n- An unkown bug causes certain bracers items to display as \"not equippable\"; you can still equip these bracers.\n- Bandit Chief: Illusions should no longer leave a corpse.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n26 August 2018\nWritten by sherincall\n\n - Player tools are now added back automatically if you somehow lost them\n - Dragon Disciple's immunity to fire is changed with 100/- electric resistence.\n - Removed Paladin mount feat from characters\n - Flawed and Fine gems can now be crushed for dust\n - Added a few silk cocoons outside of the Queen chamber\n - Backend optimizations\n - Platinum shields are now craftable\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n24 August 2018\nWritten by eyesolated & sherincall\n\n- Both forts now payout Healing Kits +1 (level based) and 1 Food Ration every 24 reallife hours. The costs of these payouts are extremely low and shouldn't dramatically affect the fort treasuries.\n- LGS: Fixed bracers dropping less often than intended\n- LGS: Rebalanced relative drop chances for all item categories\n- LGS: Consumables (Scrolls, Potions, Healing Kits, Wands) will now drop more often\n- LGS: Increased the chance for creatures to drop loot to counterbalance consumables dropping more often\n- IP: Disabled 1/Day Casting on Wands - that's what books are there for.\n- PAT: Tank roles now use the low Will Save Progression (was medium)\n- PAT: Taunt skill on Tanks is now on the High Progression (was extreme)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 August 2018\nWritten by eyesolated\n\n- Fixed a bug that allowed gold to be generated out of thin air\n- Fixed an XP exploit\n- Cobald helmets had their price adjusted\n- IP: Changed naming and coloring scheme for Books\n- IP: the following properties have been rebalanced\n . Skill Bonus: minimum CR reduced, scaling reduced slightly\n . Damage Bonus: minimum CR reduced\n . Damage Reduction: minimum CR reduced\n . Extra Damage Type: minimum CR reduced\n . Thieves' Tools: minimum CR reduced\n- Spider Queen: The damage type of the green clouds has been changed to Acid, had it's damage tripled but is affected by damage immunities/resistances\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n22 August 2018 - Part 2\nWritten by eyesolated\n\n- Area changes\n Asiram Canyon - South: Added more encounters\n Plains - Northeast: Reworked encounters\n The Great Lake: Connecting areas (Leading to Camp - Path - Bandit Camp) were reworked into one area\n- PAT: Increased Medium and Low Saving Throw slightly across all levels\n- IP: Decreased the requirements for an item to be colored blue again slightly\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n22 August 2018\nWritten by eyesolated\n\n- IP: Reworked the Item Property Levels that are used to determine loot - generally speaking, loot has seen a power increase!\n- IP: Loot is defined up to iLevel 50, Creatures will drop items of an iLevel that is (at best) their CR, though standard creatures will only drop up to iLevel 10 and PAT creatures will drop up to iLevel 30 (as soon as there's PAT Creatures of that CR and players that can kill them)\n- IP: Decreased the requirements for an item to be Rare (blue) slightly\n- Crypt Boss: Buffed the Ancient Flint Spear a bit\n- Spider Queen: Buffed the Dagger slightly\n- PAT: All Uttersea areas had their CR increased by 4 (Uttersea is now CR 11-15)\n- minor fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n21 August 2018\nWritten by eyesolated\n\n- The birch tree in the southeastern corner of Rustin Mountain - North should no longer be able to spawn unreachable\n- minor changes\n- behind the scenes system optimizations\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n20 August 2018 - Part 2\nWritten by eyesolated\n\n- Clay deposits shouldn't flicker anymore\n- Spell: Summon Creature now lasts a flat 3 hours gametime (2 Rounds + 5 Rounds per Level)\n- CnR: Bastard Sword of Frost now properly requires a Platinum Bastard Sword\n- Necklace Molds have been added to all Jeweler Stores\n- Spider Queen: Fixed a bug that could cause the spider queen to die while being away, resulting in no loot\n- Adjusted rotations and layout of both Cleaven and Axfell Crypt\n- Added shortcuts from level 3 to level 1 for both Cleaven and Axfell Crypt\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n20 August 2018\nWritten by eyesolated\n\n- PAT: Adjusted difficulty of creatures using creature items\n- ESM: Spell Macros no longer enable casters to cast self-only spells on others\n- Added new healing potions to Samin and Fridoc - these potions are cheaper than the old ones\n- Ranzington: Will Davis reduced his prices\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n19 August 2018\nWritten by eyesolated\n\n- CnR: Failing a craft now really awards 25% XP\n- PAT: Fixed some problems with the \"naked\" role\n- Cleaven Blacksmith now asks the same prices as Axfell\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n18 August 2018\nWritten by eyesolated\n\n- Krillan's Pass: modified encounters\n- Loriette Forest Passage: modified bat encounters\n- Crypts: changed soundsets of a few mobs\n- Crypts Level 3: the Released Demon is now controlled by PAT - beware\n- Rustin Mountain Peak: changed landscape a bit and modified encounters slightly\n- Blue Tribe Wardogs are now animals and won't use weapons anymore\n- CnR: increased failure XP to 25%\n- Blue Tribe Tower Guards now have a longer perception range and possibly use poisoned arrows\n- AI: Reduced death ball range once more.\n- Fixed spider ignoring lots of OnSpawn stuff, including PAT\n- PAT: Improved PAT for creatures using creature items\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n17 August 2018\nWritten by eyesolated\n\n- Reduced prices in Ranzington Random stores a bit.\n- Modified Maze Minotaur spawns.\n- Red Tribe Leader is now higher CR than the area he spawns in.\n- Renamed Red Tribe Champion to Red Tribe Brute.\n- Bats in Suman Valley - Cave, Underground Passage - North and Underground Passage - South now only spawn one Ancient Bat per encounter.\n- An internal turmoil has cause a splinter group of the Red Tribe clan to settle in Plains - Southwest. They call themselves the Blue Tribe. They befriended Kromm who has left his bridge to live with the orcs.\n- Possibly fixed Koblin's and Goblin's north of Fort Cleaven hating on themselves too much.\n- CNR: You now gain 10% of the expected trade XP on failures.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n16 August 2018 - Part 2\nWritten by eyesolated\n\n- PAT: Added DPS Cleric Casters to the list of possible class selections\n- PAT: Reduced the chance of a Cleric creature to choose the Healer Role (50%, down from 60%)\n- AI: Reduced Death Ball range again slightly\n- Father Gray Render is now CR 25\n- Spell Change: Magic Vestment now tops out at +3 AC. This brings it in line with our Greater Magic Weapon and makes it easier to balance around while still being a very powerful spell.\n- Lizard Marsh North: Reworked encounters\n- Lizard Marsh South: Reworked encounters\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n16 August 2018\nWritten by eyesolated\n\n- PAT: Decreased AC of all Roles at all Levels\n- PAT: Decreased HP of all Roles at all Levels by ~10% \n- PAT: Decreased HP of DPS and Caster Roles at lower levels\n- PAT: Reduced Skill Levels for all Roles at all Levels\n- PAT: Added Cleaven and Axfell random NPCs to PAT\n- PAT: Fixed a bug that would cause Roles to always select the same class setup\n- PAT: Fixed spiders not being affected by PAT\n- Moved resources at Summit of the Broken Cliffs to be reachable without having to fight T'aluk.\n- XP: Increased Base XP gains by 80-300% (higher CR => higher increase)\n- AI: Fixed animals attacking while a druid is nearby when chatting\n- Fixed loading screens for Suman Mountain and Suman Mountain - Peak\n- Added the Underdark to PAT (CR 10+)\n- Added Uttersea to PAT (CR 7-11)\n- Added some more areas to PAT\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n15 August 2018\nWritten by eyesolated\n\n- AI: Another stab at animals minding their own business with druids around when not provoked\n- PAT: fixed a bug that made Tank Mobs (with taunt) appear way too often\n- PAT: Added Barbarians to the possible list of selected classes for the DPS Role\n- PAT: fixed a bug that prevented certain classes from being levelled to the correct CR\n- PAT: Caster mobs have less chance of using Dispels\n- Fixed Old Gray Render and Father Gray Render getting equipped\n- Renamed Orc Elite to Orc Bruiser\n- Modified encounters in The Broken Cliff\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n14 August 2018\nWritten by eyesolated\n\n- AI: Mobs will no longer try to PickPocket you\n- AI: Animals, Vermin and other such creatures should no longer use Taunt\n- AI: Animals, Vermin and other such creatures should use Knockdown less often\n- AI: Another Stab at animals minding their own business when Druid's are around\n- AI: Reduced Death Ball range again slightly\n- PAT: Kobold Thug no longer has a chance to being a rogue\n- Moved the entrance to Axfell Creek: Kobold Caverns and rotated the Caverns to reflect the change\n- Added a secondary exit to Axfell Creek: Kobold Caverns to reduce backtracking\n- Reworked Axfell Creek Encounters\n- Changed the layout and spawns in Cleaven Kobold Cave slightly\n- minor Fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n13 August 2018\nWritten by eyesolated\n\n- Added a new ramp at Rustin Mountain - Peak to create another way to pass the mountain\n- Modified Spawns in the following areas:\n Coast - East\n Plains - Northwest\n Rustin Mountain - North\n Rustin Mountain - South\n Rustin Valley\n Underground Passage - North\n Underground Passage - South\n- PAT: improved class guessing again\n- Fixed Kir'Lanan using a wrong spawn script\n- AI: Animals should behave correctly around druids again\n- AI: Severely reduced the \"death ball\" range. Please report any death ball sightings (detailed!)\n- Added a Jewelry and an Accessory store to Ranzington\n- Changed the Sound for Fugue Plane\n- minor Fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n12 August 2018 - Part 2\nWritten by eyesolated\n\n- New System: Random Item stores\n These stores carry a randomized selection of preset categoreis of items and only deal with these items. They will also only buy items of their chosen categories and don't buy without limit. Also, they re-stock their inventory after some time.\n- Added a (Magic) Weapon Merchant to Ranzington\n- Added a (Magic) Armor Merchant to Ranzington\n- Readded Krust Cave - Drow Mines to the module\n- Old Grey Render is now Monstrous and PAT-CR 13 regardless of the area he spawns in\n- Father Grey Render is now Monstrous and PAT-CR 20 regardless of the area he spawns in\n- The following areas were added to PAT\n (CR 1) Ranzington Path\n (CR 1) Seris Island \n (CR 2) Seris Island - Kobolds Cave\n (CR 2) Suman Valley - Hills\n (CR 3) Ranzington Path - Crypt\n (CR 3) Seris Island - Bugbears Cave\n (CR 3) Suman Valley - Hills Cave\n (CR 3) Suman Valley - Hills Crypt\n (CR 3) Suman Valley - Hills Mansion\n (CR 4) Coast - Southeast\n (CR 4) Coast - Southwest\n (CR 4) Ranzington Path - Crypts - Lower\n (CR 4) Seris Island - Ogres Cave\n (CR 5) Coast - Devil's Isle\n (CR 5) Coast - Far Southeast\n (CR 5) Loriette Forest - North\n (CR 5) Plains - West\n (CR 6) Coast - East\n (CR 6) Coast - Northeast\n (CR 6) Plains - Northwest\n (CR 6) Plains - Southwest\n (CR 6) Rustin Mountain - North\n (CR 6) Rustin Mountain - South\n (CR 6) Rustin Valley\n (CR 6) Spider Cave - North\n (CR 6) Spider Cave - Queen's Lair\n (CR 6) Webby Cavern\n (CR 6) Webby Cavern - Queen's Lair\n (CR 7) Loriette Forest - East\n (CR 7) Plains - East\n (CR 7) Plains - Southeast\n (CR 7) Rustin Mountain - Peak\n (CR 8) Loriette Forest - Passage\n (CR 8) Loriette Forest - South\n (CR 8) Loriette Forest - West\n (CR 8) Plains - Northeast\n (CR 9) Brampf Cave\n (CR 9) Grand Forest\n (CR 9) Grand Forest - Fort Ramsallis \n (CR 9) Krillan's Pass\n (CR 9) Plains - Cave\n (CR 9) Underground Passage - North\n (CR 9) Underground Passage - South\n (CR 10) Gra Cult Cave (Gra is a bit higher)\n (CR 10) Grand Forest - Fort Ramsallis Ruins\n (CR 10) Grand Forest - North\n (CR 10) Grand Forest - Temple Ruins\n (CR 10) Headlands\n (CR 10) Kahalala Entrance\n (CR 10) Mt. Eska\n (CR 10) Mt. Eska - Inn\n (CR 11) Cliff Caves - Lower\n (CR 11) Hope Canyon - North\n (CR 11) Hope Canyon - Southwest\n (CR 11) Kahalala East\n (CR 11) Kahalala Passage\n (CR 11) Lizard Marsh - North\n (CR 11) Mt. Eska - Darney's\n (CR 11) Mt. Eska - Silana's\n (CR 11) Red Tribe Valley\n (CR 12) Cliff Caves - Upper\n (CR 12) Kahalala North Passage\n (CR 12) Kahalala Oasis\n (CR 12) Krust Cave - Level 1\n (CR 12) Lizard Marsh - South\n (CR 12) Red Tribe Canyon\n (CR 13) Hope Canyon - South\n (CR 13) Kahalala - Canyons\n (CR 13) Kahalala - North\n (CR 13) Kahalala - West\n (CR 13) Krust Cave - Level 2\n (CR 13) Lajaa Ilf'aad Tomb Upper\n (CR 13) Mysterious Tower - Level 1\n (CR 13) Mysterious Tower - Level 2\n (CR 13) Mysterious Tower - Level 3\n (CR 13) The Broken Cliffs\n (CR 14) Kahalala Ruin\n (CR 14) Krust Cave - Duergar Mines\n (CR 14) Kuruh\n (CR 14) Kuruh Canyons \n (CR 14) Lajaa Ilf'aad Tomb Lower\n (CR 14) Madiah Tahgreed Tomb\n (CR 15) Madiah Tahgreed Tomb - Lower\n (CR 14) Red Tribe Cave\n (CR 15) Kuruh Catacomb\n (CR 15) Kuruh Temple\n (CR 20) Grand Forest - Fort Raut\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n12 August 2018\nWritten by eyesolated\n\n- Webbers are now called Nurse Spiders\n- The visual effect you get from Webber attacks is now distinctly not a web.\n- Lower Cliff Caves got renamed to Cliff Caves - Lower\n- Upper Cliff Caves got renamed to Cliff Caves - Upper\n- The bears in Cliff Caves - Lower are now skinnable\n- CnR fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n11 August 2018\nWritten by eyesolated\n\n- eE: Area Damage now also damages Summons\n- PAT: Improved \"Role Guessing\"\n- Ogre Berserkers are now slightly harder than normal ogres\n- some behind the scenes improvements to existing systems\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 August 2018 - Part 3\nWritten by eyesolated\n\n- PAT creatures are skinnable again\n- Certain PAT Creatures aren't equipped anymore\n- The Guardian in Crypt Level 2 now has a higher CR\n- The Released Demon in Crypt Level 3 now has a higher CR\n- Reduced CR of Rustin Road and Suman Valley to 2\n- Suman Valley creatures hopefully clump together less\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 August 2018 - Part 2\nWritten by eyesolated\n\n- AI: fixed a bug with creatures not reacting if attacked from very far away.\n- Gnoll encounters on both sides have been modified.\n- Added shortcuts on the way back from Gnoll Leaders in Suman Mountain - Peak and Rustin Point\n- Spider Queen: Added a new loot item\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 August 2018\nWritten by eyesolated\n\n- Added the following areas to PAT\n (CR 1) - North of Fort Cleaven\n (CR 1) - North of Fort Cleaven - Kobold Cave\n (CR 1) - Axfell Creek\n (CR 1) - Axfell Creek - Kobold Caverns\n (CR 3) - Axfell Creek - Crypt\n (CR 3) - North of Fort Cleaven - Crypt\n (CR 3) - Rustin Road\n (CR 3) - Suman Valley\n (CR 3) - Brie Valley\n (CR 4) - Axfell Creek - Crypt - Floor 2\n (CR 4) - North of Fort Cleaven - Crypt - Floor 2\n (CR 4) - Suman Valley - Beetle Hive (Stag Beetles are a little stronger)\n (CR 4) - Rustin Road - Beetle Hive (Stag Beetles are a little stronger)\n (CR 5) - Rustin Road - Cave\n (CR 5) - Suman Valley - Cave\n (CR 6) - Axfell Creek - Crypt - Floor 3\n (CR 6) - North of Fort Cleaven - Crypt - Floor 3\n- Fixed Gnoll Shamans not using spells\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n9 August 2018\nWritten by eyesolated\n\n- The Magic Item system has been transitioned to use the database\n- The Dialog system has been transitioned to use the database\n- Item property seleciton should now be more varied and balanced\n- New System: PAT is now in the module\n For testing purposes, Gnoll and Goblin areas for both forts have been converted to using PAT\n The following Challenge Ratings have been set for these areas:\n (1) Axfell Goblin Cave\n (2) Axfell Goblin Cave - Deep\n (2) North of Fort Cleaven - Goblin Cave\n (3) Suman Mountain\n (4) Suman Mountain - Peak\n (4) Rustin Point\n Beware: Gnoll Leader and Goblin Chieftain are a higher CR!\n- New AI: PAT Creatures will use a new custom AI\n- Cleaven Goblin Cave got a slight rework in design and encounters\n- Enabled enchanting for platinum weapons and shields\n- Minor changes and fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n6 August 2018\nWritten by Samurai\n\n- Fixed the transition in the plains.\n- Fixed CNR Bag of Thunder recipe, it should now work as intended.\n- Released Demons now have a higher Will save.\n- Fixed Tuern Town NPC spawns.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n29 July 2018\nWritten by PastorPug\n\n- Added the groundworks for a droppable placeable system.\n- Fixed Heroic shield\n- Fixed the cheat detection system\n- The Ramsallis ruins are now occupied by Axfell instead of Gypsies.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 July 2018\nWritten by eyesolated\n\n- Bandit Chief: Illusions will now disappear after being killed.\n- Rust Monsters won't eat items with exclusively non-metallic \"Material\"-properties anymore\n- Changed Material of \"Hive Mother's Leg\" to \"Scale\"\n- Venoms should no longer be transferred into Loot Chests\n- A new type of bracers was added to the loot tables.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 July 2018\nWritten by eyesolated\n\n- Bandit Chief: The Illusions now target the nearest player after each jump.\n- Bandit Chief: Some tents were added to the encounter area to be able to break LoS with the Illusions.\n- Old Grey Render and Father Grey Render are now Magical Beasts.\n- Class Restrictions on items work differently now - please provide feedback as we're heavily evaluating this mechanic. If this change is successful, it might allow for more and better class restricted items in the future.\nThe checks are as follows:\n. UMD 15+\n Standard Class Restrictions apply\n. UMD <15\n Your highest class must match any of the restricted classes on the item. \n If NONE of your classes match, a successful standard UMD check will let you use the item.\n- Minor fixes and rebalances.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n19 July 2018\nWritten by eyesolated & Samurai\n\n- Bandit Chief: The Left Hand changed her spell selection.\n- Bandit Chief: Added a new loot item to Bandit Chief.\n- There are now higher CR bandit encounters close to the Bandit Chief.\n- NPCs in Mt. Eska shouldn't doublespawn anymore.\n- Lamir's item selection has been reworked.\n- Hope Canyon South got an encounter rework.\n- Iron is no longer available in Hope Canyon South.\n- Fixed a floating Rock in Mt. Eska\n- Spell: Greater Sanctuary is reverted to it's original state, with a reduced duration of 1 Round / Level.\n- Fixed some area names and orientations.\n- Darney's is now open for business.\n- New interior and NPCs added to Mt. Eska.\n- Ranzington's tinker has moved to the traders circle in the city.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n18 July 2018\nWritten by Samurai & eyesolated\n\n- Mt. Eska is now open, post feedback to discord.\n- Fixed the encounters in the Suman Hills Crypt.\n- Added a number of quest areas made by DM Zerak.\n- Fixed Divison by Zero errors in eE Scripts.\n- Bandit Chief: Reduced the damage resistance of the Illusion\n- Bandit Chief: The Illusion implementation was changed to be clearer.\n- Badnit Chief: Encounter triggers were repainted for both Rustin and Plains encounters.\n- Spider Queen: The Spidersilk Bow has been buffed. This change is not retroactive and you will have to loot the new bow.\n- Suman Valley deer has been relocated by a an unkown Druid activist.\n- Spiders have left Suman Valley for Webby Cavern.\n- A certain beetle spawn won't be transcamping Suman Valley's Beetle Hive anymore.\n- Minor bug fixes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n17 July 2018\nWritten by sherincall & eyesolated\n\n- XP loss on death has been reduced\n- CNR item rework (jewelry, druid staves)\n- Some exploit fixes\n- Added some more recipes to CNR\n- New experimental /vfx command for open faced helmets and more\n- Misc fixes\n- Transition from Axfell Farmlands to Axfell fixed.\n- The Cultists and Demons invading Anphillia have been banished.\n- The Bandit Chief has got the eE treatment - good luck and have fun!\n- Plains - East and Rustin Mountain - Peak were changed a little bit to accomodate the new Bandit Chief encounter.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n14 July 2018\nWritten by Samurai & eyesolated\n\n- T'aluk now has a guaranteed loot drop.\n- Combat Dummies no longer break.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n12 July 2018\nWritten by eyesolated\n\n- Changed the coloring logic for random loot. If you find a blue item, it WILL be really good for the creature that dropped it.\n- Fixed some floating spikes in Red Tribe Canyon.\n- Fixed MaHeri BadStrref.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n11 July 2018\nWritten by Samurai\n\n- Fixed a number of NPC conversation lines.\n- Fixed a rock tile in Red Tribe Canyon that caused mobs to get blocked.\n- Fixed some Uttersea Isle encounters that were spawning in unreachable locations.\n- Removed the random ramp North of Fort Cleaven.\n- Some cosmetic changes to the lower level of the fort crypts.\n- Laidly Wyrm balance changes.\n- Orc Giants have new abilities.\n- Some minor changes to the Red Tribe Shaman spells.\n- Axfell Ship Project chest added.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 July 2018\nWritten by eyesolated & sherincall\n\n- Magical Dye price reduced to 25 gold.\n- Added Mannequins to dream for free Starting Gear appearance customization.\n- You can now change the racial appearance of a mannequin.\n- Fixed a bug that prevented food drops.\n- Loot system rebalancing.\n- A new terror is looming - stay tuned.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n9 July 2018\nWritten by sherincall & Samurai\n\n- Fixed OCD triggers in horn messages\n- Removed a bunch of DM spam\n- Dire bears (and some felines) now drop skinnable corpses\n- CNR bags no longer require enchanting oils (they're not magical)\n- Enchanting bullets/axes/darts/shurikens now operates on full stacks\n- Fixed pathfinding in Cleaven Jeweler's\n- Firebrand does more damage per missile now\n- Your taint has been cleansed. More generic fort NPCs.\n- Removed some Ranzington CNR resources.\n- The Temple of Tyr has been burnt to the ground.\n- A few CR tweaks to the crypt encounters.\n- Fixed gold values for CNR druid staff.\n- Minor layout change to Fort Ramsallis.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n8 July 2018\nWritten by eyesolated\n\n- Fixed a bug in eE that caused encounters to never end / enter victory condition.\n- Fixed a bug in eE that could lead to selection of targets that weren't available anymore.\n- Added a Victory message to eE.\n- Rebalanced the vendor in Frozen Lake Tuern (Nerfed some of the items you could buy there, he buys for less, sells for more now).\n- It is no longer possible to burn/scalp members of your own team.\n- XP Losses for being burned/scalped were reduced and are now also equal.\n- The Map Pins for the Court House and Merchant Guild in Ranzington are now correct.\n- Bandaid: Part of the Crabcave at the coast was flooded to prevent abuse of a broken transition.\n- Added a new loot item to the Spider Queen encounter.\n- Added a new loot item to the Crypt encounter.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n7 July 2018\nWritten by eyesolated\n\n- Hive Mother: Added some more loot items.\n- Crypt Lord: Added another loot item.\n- Spider Queen: Reduced Spider Queen DPS slightly.\n- Spider Queen: Webber Spawns now scale with player number.\n- Spider Queen: The encounter area has been increased to cover the adjacent Cave.\n- Webby Cavern - Queen's Lair has had small Layout Changes to accomodate the Spider Queen encounter changes.\n- Mannequins: It is now possible to buy Appearance (Design & Coloring) or Design only.\n- Mannequins: The NPC Text when choosing a color now includes the current color.\n- Knock was reworked. If it fails to open the lock, it will weaken it temporarily for your fellow rogue.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n5 July 2018\nWritten by sherincall & Samurai\n\n- Equip timer no longer fires on shapeshift\n- The /rest command is back due to popular demand\n- New /soundset command to change your character's voice (use common sense)\n- New /head command to change your character's head model (use common sense)\n- New /delete command to delete your character\n- Special handling for encumbrance and running. Use common sense :)\n- Stanlies should no longer spawn in Fort Ramsallis.\n- Reduced chance of location save failure\n- /stats command to get some misc stats on your character\n- Devils now have new appearances and voices.\n- Fort ambient sounds added.\n- Ranzington's street lights will now work.\n- Renovations are complete at the Ranzington Guild of Merchants.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n4 July 2018\nWritten by sherincall\n\n- Performance enhancements\n- Rest timer no longer extends when you try to rest too early. Removed obsolete /rest command.\n- Pick pocketing will now only work on gold (on PCs)\n- Some exploit fixes\n- /spar command to enter sparring mode\n- /horn command to blow the horn, with an optional signal number\n- A few cross-faction balancing changes\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n3 July 2018\nWritten by eyesolated\n\n- Rano/Tre'Vek: Rano and Tre'Vek modified their spell arsenal.\n- Spider Queen: Webbers now have slightly less hitpoints.\n- Spider Queen: The Poison tick damage was reduced.\n- Spider Queen: Melee damage of the Spider Queen was slightly reduced.\n- Spider Queen: Moved some non-boss-related encounters out of the encounter area.\n- Constructor: The lock-in mechanic has been removed and the encounter can be reset like all others.\n- Fixed some fort merchants still buying items for gold.\n- Performance improvements across the board.\n- Some minor changes.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n2 July 2018\nWritten by sherincall & eyesolated\n\n- CNR rebalance and cleanup work\n- Fixed some clutter in Axfell\n- Axfell guards now use the guard towers\n- Mystery changes :)\n- Crypt Scarabs have taken the Spring Attack feat to no longer be susceptible to Attacks of Opportunity.\n- The Spider Queen is now powered by eE.\n- Added new loot to Rano/Tre'Vek.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n1 July 2018\nWritten by PastorPug and Sherincall\n\n- Axfell Barracks smoothened out \n- Axfell Lesser Scribe Stations fixed\n- Removed some annoyances in Axfell\n- Ranzington Blacksmith no longer has a Great Lake Dude ruining the fun in Ranzington\n- Fixed a bug that caused the cnr on damage script to preemptively return\n- Removed most wandering spawns from Ranzington for performance reasons\n- Fixed CNR's Hide Armor not being crafted\n- Axfell Jail and Officer's Quarters have been added in the second cave\n- Added a bunch of unique reward items\n- Added the /rest command\n- Fixed applying the Highlander subrace\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n30 June 2018\nWritten by eyesolated\n\n- The Crypt encounter now spawns less scarabs. The total amount of Crypt Mummies in the encounter remains unchanged.\n- The Crypt Mummies replaced their Aura of Fear with an Aura of Menace.\n- Removed some clutter in Axfell Barracks.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n29 June 2018\nWritten by sherincall & eyesolated\n\n- Despawn times moved to 5 minutes of no players in area\n- Fort/ranz NPCs will not be despawned, just lobotomized when no one is around\n- Mining ore will no longer cause lag spikes\n- Rest intervals moved to 6 hours (24 RL minutes)\n- Eased up the database access a bit\n- Logging out in the dream should no longer mess up your last location.\n- Randomized NPCs will show up occasionally\n- /dmg <f|c|a|l> command to choose your prefered damage type for spells.\n- More trash cans and persistent resource crates added to Axfell\n- Skill point banking check will now force you to relevel if you have too many unspent skillpoints\n- Increased stacks of some throwable/ammon CNR items\n- Rano / Tre'Vek have had their encounters redone in eE. Have Fun!\n- Cleaven Crypts got a redesign to make room for the new encounter.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n28 June 2018\nWritten by Samurai & sherincall\n\n- Fixed ranz merchants not wanting to speak to anyone\n- Removed clutter: Cleaven Jewelers, outside Axfell Blacksmith,\n- Grizzly leather armor is now craftable\n- Leather bags are no longer magical, just fashionable\n- Changes to flame weapon/darkfire elements. In the future you'll be able to choose the element.\n- /deity command to change your deity\n- Area despawning should work properly now.\n- Fixed a number of encounters.\n- Removed some odd containers and broken CNR placeables.\n- Improvements to DM quest tools.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 June 2018\nWritten by Samurai & sherincall\n\n- Axfell Jeweler should be a little easier to navigate.\n- Kromm the Troll has been working out.\n- Cosmetic changes to Coast - Devils Isle.\n- Fixed the Seris Island skybox and draw distance.\n- Cleaven's Officer's Quarters construction is now finished. Officers must report to Captain Daler for their key.\n- The Cleaven Jail is now accessible.\n- The path from Cleaven to Ranzington is now more dangerous.\n- Some cosmetic enhancements to Ranzington.\n- DM tool and QoL improvements\n- \"..was give a..\" message no longer shows for items given by DMs\n- Weapon enchantments will work on CEP weapons\n- The healers should now heal all afflictions, paid out of your magic pool\n- Module time moved to 4 RL minutes/hour. Some hour/level buffs are now 2turns/level.\n- Axfell's treasury has been restocked and the supply prices have decreased\n- Faction stores will no longer sell +2 mauls.\n- More variety of notes added next to the noticeboards. They're free!\n- Quartermasters now treat all soldiers equally when paying out for the beetle bellies\n- Dwarven waraxes are now craftable for real.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n26 June 2018\nWritten by sherincall\n\n- Random loot changes: It should now have a bit less negative properties, and bosses (CR10+) will drop stronger stuff.\n- Skeleton knuckles will now drop on the corpse instead of the chest.\n- Faction payouts! Speak to your quarter master to get your salary. Speak to the captain (DM) to negotiate it.\n- Dwarven Waraxes added to CNR tables\n- Weapon enchantments should now work properly on gloves and creature weapons\n- Remade characters now have access to player tools again\n- Cleaven Mansion has been burned to the ground.\n- Some DM quest areas\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n25 June 2018\nWritten by eyesolated & sherincall\n\n- Loot Chests won't reset at useless times anymore\n- Using a Food item will queue the Food item for use on next rest.\n- Removing gear from Mannequins was moved to it's own Top Dialog option.\n- Fixed a bug in the Mannequin dialog that prevented you from selecting Next/Previous Colors.\n- You can now set Armor colors back to it's original value using a new Dialog option.\n- Fixed regression resulting in XP gain from crafting\n- Fixed regression in note system\n- Fixed skill rolls rolling saves instead\n- Faction color dyes added to the fort merchants\n- Stations in Cleaven jewelers are accessible now\n- Patched an exploit in CNR\n- Fixed abilities used for Black Bear Cured Hide\n- Quartermasters will no longer pay for your junk. Donate it to the armory instead.\n- You will now drop the proper items on death (others' corpses and raw materials)\n- Monsters now have a bit of randomized scaling\n- Added experimental personal storage units to the barracks and Ranz Bank.\n- You now get a popup on death listing your options.\n- You will no longer get weird blue messages about a \"default text\"\n- Fixed Manus the Axfell scribe spawning twice\n- Added /note command to get a note item\n\nKnown issues:\n- Melf's Acid arrow is using the old spell script, not the touch attack.\n- Fort healers do not heal all afflictions.\n- Individual part coloring at the mannequins is still quirky due to a bug in NWN: EE.\n\nQuirks that are grandfathered in:\n- When bulk crafting items in CNR, you only roll a single time for all items.\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n24 June 2018\nWritten by PastorPug & sherincall\n\n- Fixed an exploit in the XP system\n- Skinnable corpse decay increased from 1 minute to 4 minutes\n- Removed top 10 crafters lists. Something similar be added back in an IC manner later\n- Made shoveling slightly (20%) harder; it was eased up way too much (600%) since beta.\n- Faerie Dragon got a cute new appearance that's more framerate friendly\n- Skinnable corpse and bones are now 50% bigger and should be easier to click\n- Players should now be getting the PC Actions item\n- Message range for die rolls extended by 5x\n- Familiar and Animal Companion size now scales with their level\n- Changes to character backup, barter should now break much less often.\n- /roll command for many different rolls\n- /e command for quick emotes\n- /help command to list commands :)\n- You now have a bit of DR in the first 30 seconds of bleeding/dying if your friends are still in the fight.\n- All interior fort building have NPC waypoints\n- Improved the Axfell blacksmith pathfinding\n- Improved Axfell pathfinding (tent, community chest, hills)\n- Improved Cleaven pathfinding (Felled trees moved to the side)\n- Added gem crushers to the jewelers\n- Fixed the loading screen for Axfell Creek and Brie Valley\n- Fixed the facing of Hullet and Timo\n\nKnown issues:\n- Melf's Acid arrow is using the old spell script, not the touch attack.\n- Fort healers do not heal all afflictions.\n\nQuirks that are grandfathered in:\n- When bulk crafting items in CNR, you only roll a single time for all items.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 June 2018\nWritten by Samurai & sherincall\n\n- Fixed Fort Cleaven - Blacksmith resource chest.\n- Fixed a number of loading screens.\n- Fixed Fort Cleaven Farmlands, Brie Valley, Rustin Road and Suman Valley transitions.\n- Fixed a number of stools and seats in Fort Cleaven.\n- Fort campfires should now cook meat.\n- Sundials return to forts.\n- Hide Racks added to fort tailors.\n- Nymphs removed from Axfell Creek.\n- You can now use party chat for commands (including naming) and it won't show up for anyone.\n- CNR shows recipes you can't do yet.\n- #encounter on/off command.\n- Player DM shouting.\n- Sticky combat modes is on.\n- Missile spells shouldn't no longer TMI if the target dies before the spell goes off.\n- Combat dummies will give more meaningful messages about training sessions.\n- \"Bad Strref\" should no longer appear in descriptions\n- Fixed weird messages in Combat Log starting with a Player name when items are acquired\n- Moved the starting store to a more prominent place in the starting orb\n- Kobolds will now drop loot properly\n- Fort gates will now auto close\n\nKnown issues:\n- Periodic character saving breaks barter.\n- Melf's Acid arrow is using the old spell script, not the touch attack.\n- Fort healers do not heal all afflictions.\n\n\n(Pre-release updates below)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n18 June 2018\nWritten by sherincall\n\n- removed bank, gold given back to PC when they log in\n- Replaced subrace system\n- Replaced BBS with a note system\n- Removed some of the lagginess\n- Better spawn/despawn scripts\n- Fixed issues with Gero the dye merchant\n- Added faction armories for donations\n- Added flavor text triggers\n- Added special terrain bonus triggers (10% speed on roads, bonus defense/attack when manning the walls, etc)\n- Logging out while polymorphed will no longer trigger the CEP race check\n- Added some anti-cheat checks\n- Reworked the XP system\n- Added a different into entry point for new characters\n- Added option for character scaling\n- GMW is capped at +3 now\n- Blade thirst is +2 for both weapons now\n- Added UNSTUCK tool (player tool 10) to new players. It allows you to teleport, but is only to be used to fix a bug. Abuse will be punished.\n- ...I forgot what else..\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n15 June 2018\nWritten by Samurai\n\n- Complete Ranzington overhaul.\n- Fixed some placeables that were dropping loot.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n6 June 2018\nWritten by sherincall\n\n- Faction system has been completely recoded. Not many player visible changes, but we now track faction progress as a team, and will slowly start introducing strategic faction locations.\n- The orb in the fugue will no longer be hostile in some cases\n- Monsters will no longer loiter in the Dye Merchant's hut\n- Improved discord integration for DMs\n- The CEP races have been disabled\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n5 June 2018\nWritten by Samurai\n\n- Fixed Fort Cleaven gate tag. Discord alarms should now be appropriately named.\n- Malar Panthers should now have a guaranteed spawn in the Grand Forest.\n- Fixed some floating CNR spawns.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n4 June 2018\nWritten by Samurai\n\n- Rare unique loot has been added to The Constructor.\n- Llinthar will no longer battle animated tables.\n- Llinthar no longer sells infinite supplies of See Invisibility potions.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n3 June 2018\nWritten by Samurai\n\n- DM Styke has updated a number of armour appearances and item descriptions.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n31 May 2018\nWritten by Samurai\n\n- Fixed the Red Tribe loading screens.\n- Orc Dons will no longer spawn in the Plains - Northeast.\n- Fixed a number of area enter scripts.\n- Fort gate hit points have been doubled.\n- Removed the rocks on the Coast - Southwest transition.\n- Bugbear King has been given a guaranteed loot drop.\n- Tuern Town NPC spawns have been fixed.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n30 May 2018\nWritten by Samurai\n\n- Red Tribe Valley has been remade in the same tileset as the Red Tribe Canyon.\n- Red Tribe Cave moved to Red Tribe Canyon.\n- New loot added to the Hive Mother.\n- Northern Wasteland has been moved to Uttersea Isle.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 May 2018\nWritten by Samurai\n\n- Fixed more merchant buy/sell issues.\n- Visual enhancements to Red Tribe Canyon.\n- Orc Giants and Orc Dons now spawn in the Red Tribe Canyon, not Red Tribe Valley.\n- Orc Dons now have a fixed spawn and a guaranteed loot drop.\n- Loot chest added to Red Tribe Canyon.\n- Updated the Bee Nest CNR placeable.\n- Increased the fog clip distance The Plains & The Coast.\n- Kahalala and Kuruh now have skyboxes.\n- Updates to quick start guide.\n- Corrected typo in Melf's Crossbow description.\n- Loot no longer spawns in the Axfell Inn - Basement or Rustin Town - Interior.\n- Fixed some area enter/exit scripts in the Uttersea Isle areas.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n26 May 2018\nWritten by Samurai\n\n- Aligned the Uttersea Isle areas.\n- The Fort Cleaven Jail door is no longer pickable.\n- Fort Cleaven - Inn no longer sells CNR alcohol and food.\n- Fixed a number of merchant buy/sell prices to prevent exploiting.\n- Fixed Elor opening his store if you decline seeing his wares.\n- Loriette Forest - South pack leader spawns have been reduced.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 May 2018\nWritten by Samurai\n\n- New area added: Red Tribe Canyon, connecting Red Tribe Valley to The Great Lake.\n- The Greater Scribing Station in Cloudcity should now work.\n- R.I.P. Tychus, a gravestone in his memory has been added to the Ranzington graveyard.\n- The Coast, Suman, Rustin and Plains areas now have a skybox.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n22 May 2018\nWritten by eyesolated\n\n- The Keeper of the Grove will now not randomly change his outift\n- A bug with a specific property related to Gloves has been fixed\n- There's good reason besides his melee damage to NOT be close to the Fiery Machine in the Constructor encounter now.\n- Spell Macro recording can now be cancelled by setting the Macro name to 'Cancel' using the chatbox.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n21 May 2018\nWritten by eyesolated\n\n- The three Tower levels leading up to the Constructor now feature more varied encounters.\n- The Tower levels are now connected using a door transition instead of the small floor triggers.\n- Fixed spawns in Lizard Marsh - South.\n- eE Damage placeables can no longer be destroyed using Area of Effect spells.\n- Tweaked the Constructor Encounter a bit again.\n- The Fiery Machine of the Constructor Encounter should not switch targets as often anymore.\n- Possibly fixed an error that made Mannequin Armor designs only visible by using the \"Previous\" button.\n- Spell: Nature's Balances now works correctly outside of parties.\n- The Keeper of the Grove will now correctly drop loot\n- The Mannequin dialog will now specifically mention \"Magical Dyes\" as needed when coloring items\n- Spell: Summon Shadow reverted to it's original script as the HCR implementation was rather bad\n- Spell: Tenser's Transformation reverted to original script because of a possible exploit\n- Spell: Wall of Fire reverted to it's original script (4d6 instead of 10d6 / round)\n- Spell: Weird reverted to it's original script (no change in functionality, only hurts enemies)\n- Spell: Word of Faith modified (instant death removed, scaling and duration changed slightly)\n- Ability: Barbarian Rage reverted to it's original script (no change in functionality)\n- Ability: Divine Trickery changed to gain 1 + 1 / 4 Cleric levels Skill Points (Original Script, 1 + 1 / 2)\n- Alcohol: Added a few possible lines when drinking\n- Fixed Backpack still dropping on Death in a \"no Loss\" area\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n20 May 2018\nWritten by Samurai\n\n- Loriette Forest - South is now a wilderness area.\n- Jall no longer carries an enchanted weapon.\n- The Keeper of the Grove has a more accurate CR and a guaranteed loot drop.\n- Fixed an issue that guaranteed goblins a loot drop.\n- Father Grey now patrols the path, rather than being posted to the crossroad.\n- The Grand Forest areas have been visually enhanced.\n- Removed some old map notes from Ranzington.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n19 May 2018\nWritten by eyesolated\n\n- The bleeding change regarding higher constitution had to be reverted because of an existing NWN bug. We will revisit this feature once the bug is fixed.\n- Did another tuning pass on the Constructor.\n- Another try on Jack to finally follow orders and move where he is supposed to move to. Also, Axfell authorities made him reveal his last name.\n- You are now also no longer dropping player Backpacks when Bleeding in \"noLoss\" zones (the only active \"noLoss\" zone is at the Beta-Encounter of the Constructor atm) in addition to not losing XP or gold when actually Dying.\n- Ability Bonus on items from the loot generator are now restricted to the following slots:\n Belt: STR, CON, WIS, CHA\n Gloves: STR, DEX, INT, CHA\n Cloak: DEX, CON, INT, WIS\n- Some additional properties have been enabled and are now part of the random loot generator\n- The gold cost for modifying items using the Mannequins has been severely reduced\n- The outer gates (Suman Valley and Rustin Road) are no longer pickable\n- The outer gates (Suman Valley and Rustin Road) are now bashable using a new system (beta). Please try to bash the doors, they should automatically swing open after being bashed, unable to be closed again until they heal a few minutes later.\n- Wesh Reyer (Cleaven) and Vurbag Gale (Axfell) should now sound their respective faction horns when they see an enemy at the gates.\n- DMs now only receive a message when someone is resting alone\n- The gong in Suman Valley was relocated to be a little further away from an area transition.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n17 May 2018\nWritten by eyesolated\n\n- Jack (Axfell) now properly follows his orders and will be found where he is supposed to be.\n- Feathers will no longer drop on the ground, instead a corpse object will be created that fades away after time.\n- Removed HCR code from Ressurection and Raise Dead to make the spells futureproof.\n- Redid Bleeding. Higher constitution now allows you to bleed beyond -10 hitpoints.\n- Reworked the entire OnDying and OnDeath core.\n- Tweaked the Constructor Encounter a bit.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n15 May 2018\nWritten by Samurai\n\n- Fixed the Uttersea Isle merchants.\n- Fixed Cara's faction status.\n- Added CNR spawns to Suman Valley\n\nAdditions by eyesolated\n- A new boss encounter (The Constructor) can be found in the Mysterious Tower in Lizard Marsh. The encounter is currently in beta and you won't be penalized for trying and dying, and there is no loot yet either. Please help us test the encounter and provide feedback. It is meant to be a high level encounter for a team of 5+ players. Enjoy!\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n15 May 2018\nWritten by sherincall\n\n- Stealth is now rate limited to once every 12 seconds, no other special behavior\n- Healing kits added to CNR tailoring\n- Your location will no longer be remembered as the fugue\n- Ran out of rocks! Creatures should no longer use slings like there's no tomorrow\n- Mind blank now works on all non-hostile creatures\n- Fort areas are always explored for players\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n14 May 2018\nWritten by Samurai\n\n- A tonne of Uttersea areas added and fixed (report any bugs to Discord).\n- Increased respawn time of Suman Hills spawns.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n13 May 2018\nWritten by Samurai\n\n- Removed iron from Fort Cleaven - Forest.\n- Axfell now has more ambient background music.\n- Crafting gloves removed from fort merchants.\n- Sonea no longer sells venom.\n- Jack now sells a number of RP items.\n- Moradin statue removed from Fort Cleaven.\n- Removed the cannons from Ranzington.\n- Rulebook and 'Read This' sign updates.\n- Ranzington - Magus' House is now a little less claustrophobic.\n- The Whitefang Mountain areas have been removed.\n- The Vos Swamp has been removed.\n- The Approach has been removed.\n- Seris Island - Bugbears Cave now has one chieftan.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n13 May 2018\nWritten by sherincall\n\n- Parties are disabled\n- Raut leader will now surrender properly\n- Shield now protects against ILMS and IGMS\n- Raise Dead now raises at 1+(con_bonus*hit_dice) HP\n- Mass haste, Aura of Vitality, Protection from spells now affects all non-hostile creatures in AoE\n- Maple and Hickory trees got more approachable models\n- Added /walk command to toggle walking at regular speed\n- Fixed some location sanity funkyness\n- Added more death/pvp related logging\n- Script bloat cleanup, should reduce lag\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 May 2018\nWritten by Samurai\n\n- Ranzington Path overhaul.\n- The chasm in the Grand Forest is now a lake.\n- New CEP placeable CNR workbenches in Ranzington - Magus' House.\n- Removed the out-of-date spell changes room.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n9 May 2018\nWritten by Samurai\n\n- Lizard Marsh overhaul using the new swamp tileset.\n- Cosmetic fixes to Suman Valley - Hills.\n- Suman Valley - Hills Mansion basement no longer requires a key.\n- Suman Valley Forest is now Fort Cleaven - Forest (west of the fort) to fit the grid.\n- Removed Suman Valley Passage.\n- Removed Borton Island.\n- Dire rats should now be hostile.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n8 May 2018\nWritten by sherincall\n\n- Location sanity check should no longer port you back to the same area you are leaving\n- Disabled some Warnings spam players were receiving.\n- Removed some regularly scheduled clutter that caused lag spikes\n- Clay and Sand are 50% less likely to deplete, and will respawn after 2 minutes.\n- Starving Bears on Rustin Road have learned to climb down the hill\n- Several monsters and CNR resources got new looks\n- The //OOC color is now high contrast\n- Ants will no longer drink potions\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n6 May 2018\nWritten by eyesolated\n\n- fixed \"You don't have that skill\" messages\n- you can now change cloak appearances at the mannequins\n- fixed several mannequin bugs\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n5 May 2018\nWritten by Samurai\n\n- The kobold rebellions have been quelled.\n- Fixed the invisible bench in Fort Cleaven.\n- For Cleaven - Bank now has a light source.\n- Removed the chair in the doorway of Ranzington - Dragon Bar.\n- Fixed Coast - Devils Isle visual bug.\n- Fixed a number of CNR skin drops.\n- The Kir-Lanan should no longer drop armour.\n- Salt bags added to Fort tailors.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n4 May 2018\nWritten by eyesolated\n\n- Fixed \"do not spam\" messages when rolling dice (again).\n- New Mannequin models are available at selected tailors.\n- The built-in crafting system is deactivated again. Use the new mannequins to modify the appearance of your items.\n- Players are automatically un-AFK-d at login. This should prevent you being immobile after logging out while AFK.\n- Beetle Hive Loot is now rare instead of epic.\n- Rearranged Beetle Spawns in Suman Valley\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n3 May 2018\nWritten by eyesolated\n\n- no more Spell Failure on login as the game should now remember your Spell Casts when relogging\n- added DM accessible version of the new Mannequin system to DM HQ. If all goes well, this system will replace the existing methods of changing gear appearances soon.\n- you shouldn't be killed by an unknown magical force when logging into the server anymore.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n2 May 2018\nWritten by Samurai \n\n- CR curve mapping:\n> Axfell Stream - Kobold Caverns (CR 1-3 + Boss (CR 9))\n> North of Fort Cleaven - Kobold Cave (CR 1-3 + Boss (CR 9))\n\n- The rulebook has now been updated, please make sure to read it.\n- Fixed the visual bugs on the Coast areas.\n- Fixed Axfell goblin spawn.\n- Orc chiefs now have a guaranteed loot drop.\n- Kobold boss has guaranteed loot drop.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n1 May 2018\nWritten by Samurai \n\n- I have started on the CR curve mapping and fixes. I'm trying to split changes between both sides (starting at the fort areas). The following areas now have the following CR:\n> Axfell (CR 1-3)\n> Rustin Road (CR 1-5)\n> Rustin Valley (CR 1-3)\n> Rustin Town (CR 1-3 + Boss (CR7-9))\n> Fort Cleaven (CR 1-3)\n> Suman Valley (CR 1-5)\n> Suman Hills (CR 2-6)\n> Suman Mountain - Lower (CR 3)\n> Suman Mountain - Peak (CR 3)\n\n- Fixed a number of transition images.\n- Fort gates will now be plot while we wait for a gate respawn script.\n- Fixed bears spawning inside Fort Cleaven.\n- The transition between the coast and the Grand Forest should seem more natural.\n- Hullet has hired a new wall guard.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n30 April 2018\nWritten by Samurai & eyesolated\n\n- Fixed transitions and realigned the grid in the Plains areas.\n- Rearranged the Fort Cleaven Farmlands to fit the grid.\n- Fixed bandits spawning in the tree in the Plains.\n- Fort Cleaven has had a visual overhaul, it should feel a fair bit more like a military fort now.\n- Added a Fort Cleaven sparring arena.\n- Visual enhancements to Shilar.\n- Creatures on the Coast - Devils Isle should no longer transition kill.\n- fixed going AFK, butterflies will now appear correctly\n- possible fix for \"Please don't spam\" messages\n- Elemental Trial should now work with the \"PC Actions\" item\n- Restoration spells should now properly work\n- Polymorph Self and Shapechange reverted to their original scripts because of a possible exploit\n- Prayer should now work outside of parties\n- Shape Change: Red Dragon now changes you into a Huge Earth Elemental instead\n- Polymorph Self: Umber Hulk now polymorphs you into a Succubus instead\n- Once a fix for True Seeing is implemented, these changes will probably be reverted\n- Fixed Bandits (and possibly other mobs) stripping down on death\n- Beetle Hive (both Rustin and Suman) now has a new and more engaging boss encounter using eyesolated Encounters as a basis (epics!)\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n29 April 2018\nWritten by Samurai\n\n- New persistent chest system.\n- Prevented gold from being stored in the new chests\n- Added more persistent chests to the craft areas in Cleaven/Axfell/Shilar.\n- Add some more sanity checks and recovery in case of location mismatch when relogging.\n- Battle horns can now be heard across factions, be careful when using them!\n- Suman Valley guards have been relocated, they should no longer run down the hill to fight beetles.\n- Visual enhancements to Fort Cleaven.\n- Grand Forest northern area has been remade, it now includes the Druids Grove.\n- Rustin Point remapped to fit the grid.\n- Fixed a number of area orientations.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n28 April 2018\nWritten by Samurai\n\n- Fort 'Clearing' areas have been removed, they served no purpose.\n- Shilar ambient lighting has been adjusted.\n- Resurrection/Raise Dead should now be fixed.\n- Loriette Forest - North now fits the grid.\n- Fixed orientation and difficulty of all chests, they will now scale to area CR. Lock and trap chance are generated based on area CR.\n- Red Tribe Leader should now have a guaranteed loot drop.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n27 April 2018\nWritten by eyesolated\n\n- Loot Chests are back. The new system is still in it's beta phase, so please report any peculiarities you may experience immediately to a DM or via the /bug command. For now, the difficulty of all Chests in the module is the same and will be adjusted in the coming days.\n- Added guaranteed loot to:\n Red Tribe Leader\n Spider Queen\n Hive Mother\n- Fixed Hive Mother carrying a \"Bad StrRef\" around\n- Increased Drop chances across the board slightly while shuffling the drop chances of the various categories around a bit. You should see more food, miscellaneous items and gold now.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n26 April 2018\nWritten by Samurai_tbag\n\nOngoing issue: Loot chests - We are aware that loot chests were bugged after the recent update. We have removed all chests and will be implementing a new chest sytem in the coming days. In the meantime, loot will drop on bodies.\n\n- Suman Valley Beetle Cave transition is now back.\n- Fixed CNR objects not spawning.\n- Fixed players losing inventory on death.\n- The fort merchants have fresh food ration supplies!\n- Third Axfell wall guard has been moved back to the inner fort wall.\n- Various loot drop fixes.\n- Orc Giant CR fixed, spawns increased.\n- Removed contraption spawn from Axfell Goblin Cave.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n26 April 2018\nWritten by eyesolated\n\n- Fixed location storing when relogging. Your previous location has been lost as we migrate to the new system\n- Added a experimental secondary persistent storage crate. This is semantically meant for CNR resources, but this one can also store the loot items\n- added /bug command for logging bugs; just type \"/bug <description> and we'll see it\n- \"// ooc text\" and \"((ooc text))\" get nicer coloring\n- Removed party chat as it's totally OOC\n- Fixed Ability Checks in PC Actions item to use Ability Modifier\n- Increased Radius for Bystanders to be informed about public rolls from 3 to 6 meters.\n- Disabled UMD Rolls on Scroll-Use\n- Reenabled Crafting from Radial Menu\n- Fixed PC Player Properties dropping (again)\n- Fixed Loot Bags dropping (again)\n- Fixed Random Loot System not dropping standard loot items (eg Fire Beetle Bellies)\n- Fixed Red Tribe Archers always dropping a Longbow +1\n- Fixed Red Tribe Champions always dropping a Potion of Cure Moderate Wounds\n- CnR Food now again provides benefits if used for resting. Try the different foods for different effects!\n- Monsters that didn't drop loot won't show a selectable \"Dead ...\" Container\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 April 2018\nWritten by Samurai_tbag\n\n- Fort Cleaven bank layout has been altered.\n- Fixed a Grand Forest transition.\n- Fixed some CNR spawn points in the Grand Forest.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n24 April 2018\nWritten by eyesolated\n\n- Added central module event hub scripts\n- Replaced PC Emote Wand and PC Dicebag with new PC Actions\n- Replaced DMEL Druid Wildshape System with custom coded system integrated into the PC Actions item\n- Added Spell Macro System.\n- Lamir now sells spell macro items that can be used to record and replay Macros\n- Added new loot system (random magic items)\n- Added new Monster Equipment System. Monsters are now equipped more randomly and should vary in strength a bit more.\n- More Script Cleanup\n- Resurrection should be fixed and work again now\n- Bats in Suman Valley cave decided to split up a bit\n- Replaced Rest system with a new one.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n23 April 2018\nWritten by Samurai_tbag\n\n- Bracers of fine adjustment CNR drop has been fixed.\n- The Fort Cleaven fireplace is now a little closer to the gate.\nMap Overhaul:\n- The Ranzington Path areas have been merged into a single area.\n- The Grand Forest has been redesigned so that all areas connect logically (closer to the V3 layout).\n- Correctly realigned the Fort Cleaven and Suman Valley areas.\n- Hope Canyon is now between Loriette and the Plains.\n- The Great Lake has been moved further north, between Plains - North East and Loriette.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n22 April 2018\nWritten by Samurai_tbag\n\n- Rustin Town has been fixed.\n- Northern Bears' CR corrected.\n- Edited some of the Northern Wasteland encounters, the area should be a little tougher now.\n- Northern Wasteland cosmetic changes.\n- Stanley and Southern Warden removed from The Great Lake, additional bandits take their place.\n- Cosmetic changes to The Great Lake.\n- Kobold revolt in Seris Island has been quelled.\n- Asiram Trolls now have weapons.\n- Quick start guide updated.\n- Fixed the chest in Ranzington Path - Crypt - Lower.\n- Suman Mountain Peak now has a ramp to the gnoll pit.\n- Tailoring models added to Axfell.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n21 April 2018\nWritten by Samurai_tbag\n\n- Fixed the bear spawn in Loriette, they'll now drop skinnable corpses.\n- Stanley & The Southern Warden have corrected loot drops and CR levels.\n- Asiram Canyon ogres will now hit a little harder.\n- Removed a number of broken areas.\n- Brampf Cave gold deposit has been fixed.\n- Ranger Tracker tool should now work in the Grand Forest areas.\n- Copper Staff should now be craftable at the carpenters workbench.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n20 April 2018\nWritten by eyesolated\n\n* Server *\n- The server is now running on a brand new linux system thanks to sherincall!\n\n* XP System *\n- A new xp system is in place, which should work a bit more consistent than the old one. Please report any unusual findings to a DM or in our Discord channel.\n\n* CnR *\n- Mithril Bracers are now properly craftable\n- Platinum Tower Shield now correctly needs 7 platinum ingots\n- Platinum Tower Shields can no longer magically yield Mangled Iron instead of Mangled Platinum\n- CnR placeables will no longer brag about their invulnerability to spells if you cast harmless spells at them\n\n* Spell Changes *\n- Call Lightning reverted to original script (removes extra d6 damage for every 4 Levels above Level 10)\n- Chain Lightning reverted to original script (removes extra damage for epic levels)\n- Control Undead reverted to original script (no changes to the spell)\n- Light reverted to original script (no changes to the spell)\n- Lightning Bolt reverted to original script (removed extra d6 damage for every 3 levels above Level 10)\n- Circle of Protection should now work when not in a Party\n- Cure * Wounds reverted to original script (no changes to the spells)\n- Energy Drain reverted to original script (no changes)\n- Fireball reverted to original script (removed extra d6 damage for every 3 levels above level 10)\n- Firestorm reverted to original script (removed extra damage beyond level 20)\n- Flame Strike reverted to original script (d6/level and removes extra damage beyond level 15)\n- Greater Planar Binding reverted to original script (standard duration)\n- Greater Restoration (Skill Decreases will now be removed as well)\n- Healing Circle (Should work outside of parties now)\n- Invisibility reverted to original script (no changes)\n- Invisibility Sphere should now work when not in a Party\n- Knock is now a single target spell\n- Raise Dead (Visual Effect is now cast at body, not at Player in Fugue)\n- Resurrection (Visual Effect is now cast at body, not at Player in Fugue)\n- Lesser Planar Binding reverted to original script (standard duration)\n- Lesser Restoration (Skill Decreases will now be removed as well)\n- Mass Heal (Should work outside of parties now)\n- Mordenkainen's Sword reverted to original script (no changes)\n- Planar Binding reverted to original script (standard duration)\n- Restoration (Skill Decreases will now be removed as well)\n- Remove Curse reverted to original script (no changes)\n- Remove Disease reverted to original script (no changes)\n- Remove Fear should now work when not in a Party\n- Silence (now affects everyone, but allows a Will Save as per the Books)\n- Sunbeam reverted to original script (Blind is 3 rounds flat)\n\n* Miscellaneous *\n- Deleted some useless (fingers crossed *g*) backup scripts\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n19 April 2018\nWritten by Samurai_tbag\n\nThanks eyesolated for the following:\n- New combat XP system integrated. The new combat XP system is conservative, but should offer more consistency over level progression. We would appreciate feedback on this change as time goes on.\n- Bless and Knock have now been fixed.\n- CNR chance to break stuff lowered.\n- Attempted another fix to dropping \"PC Properties\".\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n18 April 2018\nWritten by Samurai_tbag\n\n+++ Our dedicated Linux server is currently online for testing and we are planning to complete the migration in the coming days. Once complete, there will be huge performance boosts across the board. Thanks for your patience. +++\n\n- FIxed all CNR jewellery, this should now be received upon successful crafting.\n- Fixed Ranzington guard encounter.\n- Fixed entrance to Ranzington - Sewers.\n- Gardenkey is now droppable.\n- Ambassitor's Blade, Sacrifical Blade, Melf's Crossbow added to Lamirs'.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n17 April 2018\nWritten by Samurai_tbag\n\n- eyesolated has fixed loot bags, \"PC Properties\", and random teleports (hopefully).\n- Alchemy has been moved to Ranzington. The Witches Hut remains, but is inaccessible.\n- To address the Ranzingon path choke point we've added a new route to Ranzington Sewers via Coast - South East, and a transition to Seris Island from Coast - Devils Isle.\n- Removed Manga Island.\n- Fixed a number of area orientations.\n- Fixed the sounds in Ranzington - Dragon Bar.\n- CNR falchions have now been fixed.\n- Visual enhancements to Axfell fort.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n16 April 2018\nWritten by Samurai_tbag\n\n- eyesolated has had a huge script clean up, removing hundreds of compile errors and fixing a number of AI & CNR bugs.\n- Cleaven militia helm now costs the same as it should (same price as the Axfell helm).\n- Fixed Fort Cleaven footpath alignment.\n- Mahogany is now found in the Grand Forest.\n- Removed resources from the Red Tribe Cave.\n- Reduced Giants spawn rate in Red Tribe Valley.\n- Fixed a number of transition orientations.\n- Korah should now have dialogue in the Axfell outpost.\n- Fixed the clay respawns in Rustin Road - Cave.\n- Added a sparring area to Axfell fort.\n- Small adjustments and various visual enhancements to Axfell fort.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n14 April 2018\nWritten by Samurai_tbag\n\n- Cosmetic fixes to Axfell and Ranzington.\n- Coast - South East transition fixed.\n- Quick start banner added to A Dream to help new players to Anphillia get started.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n13 April 2018\nWritten by Samurai_tbag\n\n- Rustin Road Cave iron deposit is no longer floating in the water.\n- Axfell fort archer now has arrows, he should now be able to defend the gate.\n- Fixed floating brazier in Suman Valley.\n- Sacrificial Blade has corrected visual effect.\n- Ranzington wall guards should now spawn on the Ranzington wall.\n- Fixed the benches in Fort Cleaven.\n- Abominations will now attack druids/rangers in the Insane Mage Lair.\n- Old Grey Renders now have higher will.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n12 April 2018\nWritten by Samurai_tbag\n\n- Faction XP has been fixed (thanks to eyesolated).\n- Shilar should now be neutral to Axfell (thanks to eyesolated).\n- Cards' Blacksmithing encounter fixed.\n- Ranzington Road animals now set to Ranzington faction.\n- Ranzington Road placeable fixes.\n- Silver coated dagger lost its +3 enchantment but kept its +5 vs undead.\n- Axfell bell will now only toll at 12 and 6.\n- Bugbear King loot drop is now fixed.\n- Ranzington now has a guard on the South Road, the new PVP rules of Ranzington are posted at the north entrance to the South Road.\n- Oak can now be found in the Grand Forest.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10 April 2018\nWritten by Samurai_tbag\n\n- Axfell now has garlic east of the fort.\n- Mannequins have been added to Ranzington - John's Tailoring.\n- The Old Treant has been removed as he had a CR of 300+, thank me later.\n- Hills Mansion Miners no longer drop iron nuggets.\n- Treants are no longer set to 'commoner' faction, they'll attack unless you're a druid/ranger, and they will no longer attack the other animals in the forest.\n- Small rulebook update.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n9 April 2018\nWritten by Samurai_tbag\n\n- Styke has been hard at work adjusting the CNR item properties, the changes are as follows:\n+ Bronze gives dex +1, iron gives strength +1, platinum gives +2 and con. This includes helmets and shields with a few exceptions.\n+ Ambassador Blade, Melf's Crossbow and The Sacrificial Blade reworked to be more... Useful...\n+ Some item descriptions touched up to correctly state their stats.\n+ Silver weapons are still being normalized - Craft with caution!\n\n- Rulebook has been updated, it is a work in progress.\n-Miner's Helm available upon request: Martial Weapon Feat, allows for druids and non-combat classes to mine.\n- Changes to some shop signs in Fort Cleaven.\n- Fixed Biams' pathing.\n- Removed Cleaven NPCs from Fort Ramsallis exterior.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n8 April 2018\nWritten by Samurai_tbag\n\n- Added persistent chest and trash barrels to Shilar.\n- Ranzington Path - South Road has been populated with CNR.\n- Zach's Tanning in Ranzington is now out of business.\n- Fixed Helm of the Gladiator. It is now one user per day.\n- Fixed Cleaven & Axfell Crypt 'Guardian' loot.\n- Removed the bugged book quest from the fort crypts.\n- Added a scribe and noticeboard to Axfell.\n- Lamir should now be spawning properly.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n7 April 2018\nWritten by Samurai_tbag\n\n- Added Axfell helm and red dyes to Fridoc's store.\n- Added a sundial to Axfell.\n- Added a sundial to Shilar.\n- Shilar 'A Dream' spawn fixed.\n- Green dyes added to Shilar merchant.\n- Fixed a number of waypoint directions.\n- Diety selection room removed, from now it's only available upon DM request.\n- Rear gate added to Axfell to reduce time to copper caves.\n- Fixed Rustin Road bugbear spawn.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n5 April 2018\nWritten by Samurai_tbag\n\n- Added combat training dummies and archery targets to Axfell.\n- Added some minor cosmetics to Axfell fort (visually still a work in progress).\n- Fridoc will no longer run out of Axfell specific items.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n4 April 2018\nWritten by Samurai_tbag\n\n- The boat to Shilar has now re-opened.\n- Cleaven gong added.\n- Balanced the Greenstone spawns in Axfell Kobald Caverns.\n- Glitched carpet removed from Cains' Blacksmithing.\n- Added badger spawns to Axfell.\n- Fixed stats for compound hickory longbow.\n- Fixed Ranzington faction amulet of life.\n- Removed elementals from Fort Ramsallis.\n- Ranzington Dragon Bar has a new pianist!\n- Father grey render shouldn't transition areas now.\n- Captain Prime will no longer shapeshift into a badger during times of need!\n- Borton Island is back, south of Fort Cleaven.\n- Suman Valley - Cave chest trap is fixed.\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n3 April 2018\nWritten by Samurai_tbag\n\n- Axfell farm animals no longer hostile.\n- Axfell woodcutter is back in the Axfell farmlands.\n- Axfell enchanting altar back in Manus'.\n- White mushroom count has been increased in the forts.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n2 April 2018\nWritten by Samurai_tbag\n\n- All Axfell merchants should now be open.\n- Fixed loot table for Suman Valley Forest chest.\n- Fixed Suman Valley CNR spawns.\n- Removed the LOTR books from the Ranzington library due to them crashing the game on inspection.\n- Fixed enchanting pool in Ranzington - Magus' house.\n- White mushrooms should now be appearing by fort crypts as intended.\n- Ranzington 'A dream' spawn fixed.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n1 April 2018\nWritten by Samurai_tbag\n\n- Fixed Cleaven ring colour (it's now blue, not red).\n- Fixed Axfell farmlands, there are now plenty resources there.\n- Isolated skinnable animal bug, should be fixed next update.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n31 March 2018\nWritten by Samurai_tbag\n\n- Reduced the lockpicking DC on chests in opening areas from 30 to 26/27.\n- Removed bugged doll quest.\n- Fixed 'A Dream' spawns.\n\n,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n30 March 2018\nWritten by Samurai_tbag\n\nWell well well, nearly 10 years since the last update! I'll try to keep it short and sweet. As some of you may remember, I was the admin for Anphillia Modified, a build based on Anphillia Pajala. I lost the original Anphillia Modified module long ago, but thankfully I found the Anphillian Exodus/Anphillia Wars mod posted online. This mod was a build on Anphillia Modified so seemed like the best place to start. I'd like to thank Sexy_SnipER, Dae Blazin and SpyFort for building on the original module, and having left the best parts in tact! Given that this module has been touched by so many and that it's been so long since I've worked on it, I'm sure that there will be some issues. If you find any bugs or ideas for improvement, just shoot them over to my Discord (DemShrimp#9508).\n\nAs for actual updates:\n- For whatever reason, Suman Valley was no longer in the module, as a result I've imported the original Suman Valley from V3 and updated it to add transitions to the additional areas found in V7.8. \n- Updated signboard in Axfell Inn.\n- Removed Borton Island.\n- Reduced starting XP.\n- Asthetic changes to Shilar - although it is still not accessible for now.\n- Fixed Axfell gate and merchants.\n- Removed Fort Cleaven - West for now.\n\nI'll be going through the module over the coming days to see if there are any other major issues.",
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