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Topic: Server/Mod Status (Read 157 times) |
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karvon
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* A couple of new areas added to Wizard's Cove. * Wizard Isle merchants inventory expanded. * Tailoring model costs adjusted downward.
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karvon
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- Several prefab maze areas added to generics for future use. - Some additional spawning scripts added for future building use. - Wizard's Cove cave maze added. BESIE based random encounters scaled to PC level in the maze. Random traps sprinkled thru the maze. Exit randomly generated each time. Entrance is one way so you have to find the exit to escape. - Wizard's Cove travel linked to the rest of the mod. - Blackjack dealer added to Happy Harpy in Wizard's Cove. - Croquet course on Wizard's Island retested and seems to be working properly.
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karvon
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* Added in some additional illusionary wall placeables for DM/Builder use. * Fixed some problems with blackjack dealer. * Expanded number of potential players in croquet. * Added some areas/NPCs for the Seahawk. * Fleshed out Morovia City a bit more. * Fixed a few broken transition waypoints. * ran entire module thru rebuild to catch and fix some stuff.
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karvon
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In the process of further updates/fixes. * fixed broken ship transport from Hobbiton to Wizard's Isle. * imported areas from Shieldlands mod into main mod. * imported areas from Frozen Sea mod into main mod.
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karvon
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* ET's fixed broken on_enter script so language dupes shouldn't happen any longer. * Outer Morovia City mostly completed. * Crypts of Morovia City added. * Undead random monsters added to Morovia City after dark. * Some areas renamed to properly organize them by region in DM client and tool kit.
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| « Last Edit: on: Mar 18, 2008, 4:33PM » |
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karvon
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* Fixed a few minor script glitches in new areas. * Tweaked monster and trap frequency rates a little in new areas.
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karvon
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* fixed broken door ATs in Morovia City * added scrolls merchant in Morovia City
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karvon
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* removed all requirements for spell components. * adjusted Find Traps to 2*Caster level +D20 for attempt to remove traps vs their DC otherwise it just reveals those in range. * added a generic sewers area. * initial rough draft of Morovian City sewers - more work and refinement needed yet, but can be used in a pinch now. * a few minor tweaks and fixes here and there. * added the amulet of the genie - look for it in the Wizard Isle Bazaar. * expanded the number of slots on the server to 10. * restored server to full PVP - beware the use of magical AOEs as well as traps laid by your fellows.
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karvon
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Number of additions and fixes. - Morovian Sewers fleshed out and linked to the city. - Morovian black jack seats fixed. - Morovian moneychanger fixed. - Morovian merchants tweaked for appraisal skills and base prices. - a few other minor tweaks/fixes here and there. Karvon
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karvon
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The new router's been installed and the problem with gamespy resolved as well, so you should now be able to find us directly thru Gamespy in the Roleplay listings. The IP for direct connect has changed: 70.80.101.161 password is unchanged: claymore The mod is currently up, though I may load up an update, depending on my free time today. Thanks for you patience and continued support of LOE. Karvon
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karvon
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- Spell component bug fixed. - Extra languages on entry bug fixed. - Additional language widgets edits and fixed. - Encounter tables for Morovian Crypts updated. - Encounter tables added for Morovian Sewers. - Info Signs in Welcome area updated. Karvon
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karvon
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* Added Alwyn Southern Foothills between Seaview and Southern Keep in Alwyn. * Fixed some waypoint facings. * Fixed broken AT to relink Seaview to points west. * Continued construction on some Morovia City interior areas.
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karvon
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This is very much a beta update as I've still not gotten some fixes from ET for some scripts. In any case, I've gone ahead and loaded it up 'as is' and we'll see how it works out. Included changes: *updated to CEP2.2c as of 03.18.09. Note CEP has an updater file now which is supposed to facilitate keeping the collection uptodate without having to DL the whole hak series. You should run that after you've gotten the most current version from NWVault. *updated to DMFI 1.09. *updated Floor and Ground Cover haks to CEP2.2 compatibility. *updated LOE_Top to CEP 2.2 compatibility. Known problems: Sea travel scripts are only partially connected/working atm, so if you're on solo, beware about relying/using that. If you run across any other problems, post them in the bug report thread I've opened. Thanks Karvon
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karvon
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Well... I've reluctantly decided to take down the LOE mod for the time being. I've had no word from ET at for several months now and lack the scripting expertise to fix some of the things he was working on. Furthermore, the most recent update added some serious inventory issues I've no idea of how to fix. Until ET, or someone similar, is able to sort these problems out, the mod is not playable as is. What I'm planning to do, and in the process of putting together, is launching a campaign set in Lankhmar using a large ready made mod as a base and adding additional areas as needed. I'm in the review and expanding stage atm, plus collecting background info on the world from various sources. I'll keep you all posted as this develops. Karvon
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| « Last Edit: on: Apr 30, 2009, 3:00PM » |
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