Update 4/1/21

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mimifearthegn
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Posted by mimifearthegn »


Today's update includes. . .

- New placeables (Taurus Daggerknight)
- New armor, boots, gloves, and belts for male and female humans, humanlikes, and elves (Taurus Daggerknight)
- New placeable blueprints for builders (Taurus Daggerknight)
- Many weapon base stats have been increased - more details below (Gadwin)
- Slags, Undersigil, Astral, and Water adjustments to balance out the weapon stats buff (Gadwin)
- Certain purples have been adjusted because of the changes to weapons - more details below (Gadwin)
- Spawn adjustments to Colothys, Pandemonium, Maze, Ice Plane, and Clangor (Gadwin)
- Psychic Warrior (Edmaster)
- Warmind (Edmaster)
- New Astral area: Port Flotsam. This replaces the Red Dragon rock. (Wierwood)
- Re-balanced Epic Gate, Mummy Dust, Palemaster, and Demonologist summons (Morigan)
- New Achievements (MimiFearthegn)
- Reset time is now 2 hours later than it was before (MimiFearthegn)

Fixes and Misc:
- Gnolls adjusted to ECL 1 (Gadwin)
- Added shields to newbie shop (Gadwin)
- Added Magic Trinket: Living Undeath to newbies shop (Gadwin)
- Shield: Now lasts 1 hour / CL instead of 1 min / CL, no longer has VFX, and grants +5 shield AC instead of +4. (Gadwin)
- Shades- Self: Also gives +5 shield boosts to keep in line with the above. (Gadwin)
- Living Undeath: No longer applies a CHA penalty, duration now a fixed 60 seconds. (Gadwin)
- Meteor Swarm: (Creature) damage dice have been reduced from being measured in d6's to d3's. The spell's spellcaster stat mod has adjusted from 3x to 2x. (Gadwin)
- (Epic) Hellball: 10d6 of each fire/cold/acid/elec/sonic/magic/negative buffed to 20d6 of each fire/cold/acid/elec and sonic damages, and 10d6 of magic/negative/positive damage. The changes are 70d6 vs 130d6. Reflex save remains, 5m cooldown remains. (Gadwin)
- (Epic) Greater Ruin: 50d6 positive damage, saveless against non-PCs buffed to deal 150d6 saveless positive damage vs mobs and 50d6 with a save for half vs PCs. Cooldown reduced from 100s to 90s. (Gadwin)
- (Epic) Mass Impalement: From 30d6 piercing 15d6 slashing to 80d6 piercing 40d6 slashing. Cooldown unchanged. (Gadwin)
- Erinyes rope change (Gadwin)
- Paladin progression fix for Hound Hero (Edmaster)
- Fixes to Psion (Edmaster)
- Adjustment to Defensive parry (Edmaster)
- Changed Shadow Dragon Size to match Red's (Edmaster)
- Changed whip AC Enchant from Deflection to Shield (Edmaster)
- Added Warlock to Spell casting progression for Mystic (Edmaster)
- Fixed Arcane Archer Feats requirements (Edmaster)
- Gatecrasher portal is now limbo rock proof (MimiFearthegn)
- The fruit will now give loot to more than one person a reset (MimiFearthegn)
- The Caryatids should no longer be spontaneously naked (MimiFearthegn)
- Last year's Cipher Tournament winners now have a statue in the Great Gymnasium (MimiFearthegn)
- Knight and Blackguard Smite fixed (Edmaster)
- Possible Trail House fix
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mimifearthegn
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Posted by mimifearthegn »


More details on Gadwin's changes:
Gadwin wrote: THE WEAPON UPDATE

There is a clear cut meta in NWN2 where weapon types are concerned. Weapons with the best crits are typically the best melee weapons, and the best ranged weapons are the simplest. Additionally, stat blocks are all over the place with little in the way of reason.
This update will buff non-meta weapons so that people can use what they want to use thematically, and not feel gimped for it.

The stats of weapons that dont stack up to others so well were the main focus. This will also help to bridge the gap between the really good uniques and crafted weapons in most circumstances.

Melee weapons that own meta crit profiles will be, by and large, unchanged entirely since they clearly don't need any help, and a few other circumstances will arise where weapons remain untweaked for their own reasons (mostly "flurry of blows" reasons)



SIMPLE 1H MELEE

Mace 1d6 x2 -> 1d6 19-20 x2
Sickle 1d6 x2 -> 1d6 19-20 x2
Dagger 1d4 19-20 x2 -> 1d6 19-20 x2
Morningstar 1d8 x2 -> 1d10 19-20 x2
Club 1d6 x2 -> 1d10 19-20 x2



SIMPLE 2H MELEE
Spear 1d10 x3 -> 3d6 x3
Quarterstaff 1d6 x2 -> 3d6 x2


MARTIAL 1H MELEE
Battleaxe, Warhammer, Flail, Longsword all now 1d12 x3
Light Hammer 1d4 x2 -> 1d6 x3
Shortsword 1d6 19-20 x2 -> 1d6 x3
Handaxe, Rapier, Scimitar, & Kukri unchanged


MARTIAL 2H MELEE
Greatsword- 2d6 19-20 -> 3d6 x3
Greataxe: 1d12 -> 3d6 x3
Warmace: 1d12 -> 3d6 x3
Halberd: 1d10 -> 3d6 x3
Falchion: while owning a meta crit profile, it doesn't give enough of a bonus over Scimitar for losing the ability to use a shield. Its base dice have been changed from 2d4 to 2d6 as a result.
Scythe unchanged


EXOTICS


Bastard Sword 1d10 19-20 x2 -> 2d8 x3
Katana 1d10 19-20 x2 -> 2d8 x3
Dwarven waraxe 1d10 x3 -> 2d8 x3

Kama, Whips, & Shuriken unchanged


GIANT

Giant Axes have their base dice increased from 3d6 to 3d8 so as to not be worse greataxes.


RANGED WEAPONS

On this server, the best one is sling and you're taking a huge effectiveness hit if you don't use it. This is dumb, let's change that and give all the weapons a niche of their own.

Longbow is unchanged.
Shortbow: 1d6 x3 -> 1d8 19-20 x2

Heavy Crossbow: 1d10 19-20 x2 -> 3d10 x4
Light Crossbow: 1d8 19-20 x2 -> 3d10 18-20 x2

Sling: 1d4 x2 -> 1d4 19-20 x2. A script will be developed to make this weapon act as if it's two-handed, since having 2 sets of enchantment points on a 1h ranged weapon that could be paired with a shield and has infinite free mighty is what made this a better choice than all the rest, hands down.

THROWING WEAPONS will be the only one-handed ranged weapons, since their ability to be paired with a shield is offset by the fact that they only have one enchantment point pool.

Darts: 1d2 x2 -> 1d6 19-20 x2
Throwing Axes: 1d6 x2 -> 1d6 19-20 x2
Shuriken: 1d2 x2 -> 2d2 19-20 x2

UNIQUE WEAPON ADJUSTMENTS

As a result of these changes, existing uniques will need to be looked at and updated accordingly to combat outliers. A list has been (and will continue to be) compiled, and old versions of those uniques will be added to the banned item list. If you provide screenshots of your characters' items being taken by the script, the new versions of those same items will be granted to you once more via DM client as soon as possible.

The following items have been adjusted closely to maintain their relative effectiveness:

Dread Axe: 2d6 Bludgeoning -> +3 Bludgeoning
Cho-ku-no: 2d6 Slashing removed
Serene: 2d6 Piercing -> 1d6 Piercing
Wide Blade: No damage, 3d6 bludgeon 3d10 MC -> 2d6 bludgeon, 4d6 MC
Momentum: 3d10 MC AB6 EB5 1d8 Bludgeon -> 2d10 MC AB6 EB5 +2 Bludgeon


And the following items would be or already were overperforming compared to other uniques, and were toned down to better fit in:

Philosophy Solidified: no damage 4d8 Bludgeoning -> no damage 4d6 bludgeoning
Sunlight Seeker: 2d4 Piercing removed
Blood Cleaver: 3d6 Bludgeoning -> 1d12 Bludgeoning
Crippling Hammer: Massive Crits 3d12 -> Massive Crits 2d12
Rukus: EB5 2d6 Sonic 2d6 piercing -> EB5 1d6 piercing 4d6 Sonic


-The following areas' mobs' weapons were adjusted (nerfed) so as to not be any more or less difficult with the weapon update in mind:
Slags, Water, Astral, Undersigil

This concludes the weapon update.


AREA ADJUSTMENTS

-The following areas have been nerfed, taking inspiration from Morrigan's guidelines for such:
Pandemonium: buffed CR slightly, reduced HP of huecuva, lowered AC and AB of winds + memories (especially memories), lowered AB of half-fey
Clangor: mobs' AB lowered across the board, heavy dragoons' AC lowered, frenzy removed from worgs and berserkers
Ice Plane Peak: Frost Giant Raiders had AB lowered substantially and AC boosted slightly, Clerics had AC boosted slightly and evil domain / turn undead were removed from them, trolls AC and AB reduced, favored enemies elf/dragon/dwarf removed
Abyss (Maze): The ghour, minotaurs, and bulezau have had their AB reduced and their AC increased slightly. Frenzy has been removed across the board, and goristro received a harsher AB penalty.

-The following area has been rebalanced:
Colothys: Dart throwers nerfed, and everything else has been buffed to be on a level still lower than that of what dart throwers used to be. Vultures now have mini-boss ish statblocks since their swooping animations are far too cool for them to be a trash mob.


NEW PLAYER SHOP ADDITIONS

Magical Trinket: Living Undeath now appears for sale in the dwarves' newbie shop in the bazaar.

Shields were previously not stocked because I forgot about them. Oops. There are shields now.


-SPELL ADJUSTMENTS:

-Shield: Now lasts 1 hour / CL instead of 1 min / CL, no longer has VFX, and grants +5 shield AC instead of +4. Twohanders and dual wielders rejoice!

-Shades- Self: Also gives +5 shield boosts to keep in line with the above.

-Living Undeath: No longer applies a CHA penalty, duration now a fixed 60 seconds. CHA is a stat that is useless unless you specifically have features that scale off of it, and barring the only widely accessible crit immunity source from only CHA builds doesn't seem fair. Extend and Persistent metamagic no longer possible.

-Meteor Swarm: (Creature) has been silly for months, so its damage dice have been reduced from being measured in d6's to d3's. The spell's spellcaster stat mod has adjusted from 3x to 2x- this should result in a decent damage decrease while still having the spell be very strong.

(Epic) Hellball: 10d6 of each fire/cold/acid/elec/sonic/magic/negative buffed to 20d6 of each fire/cold/acid/elec and sonic damages, and 10d6 of magic/negative/positive damage. The changes are 70d6 vs 130d6. Reflex save remains, 5m cooldown remains. Careful not to kill off your meatshields- I mean, party members.

(Epic) Greater Ruin: 50d6 positive damage, saveless against non-PCs buffed to deal 150d6 saveless positive damage vs mobs and 50d6 with a save for half vs PCs. Cooldown reduced from 100s to 90s.

(Epic) Mass Impalement: From 30d6 piercing 15d6 slashing to 80d6 piercing 40d6 slashing. Cooldown unchanged.


-RACIAL ADJUSTMENTS:

Gnolls are now ECL1 instead of ECL2.

Erinyes' Rope of Entanglement reworked. The check for success vs failure is as such: the highest of attacker + defender's STR & DEX mods, + 1d10, with a large or huge defender's size adding +4 and +8 to their roll. The entanglement had its duration and cooldown changed from 36/60 to 24/42, and there's also a hide / move silently debuff effect applied so that mobs can't simply HiPS out of entanglement. This stealth debuff is linked to the entanglement, so if one is cleansed of or immune to the entanglement, the stealth debuff will not apply. If the defender wins, they only receive a movement speed penalty for 2 rounds.
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mimifearthegn
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Posted by mimifearthegn »


Hotfix 4/4/21

The hotfix will go in after next reset. Among the changes are -

- Gymnasium respawn will work again, and correctly give arena achievement
- Ed has fixed the following:
  • Psychic Warrior Progression Feat
  • Lurk
  • Power Points Calculation
  • Spell failure and Spell Feat Feat Progression fixed to be given in correct values
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mimifearthegn
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Posted by mimifearthegn »


Hotfix 4/10/21

This update should go in with the next reset. . so sometime in the next 4 hours. In it, we have -

- re-equip script now has temporary stat boosts included so you don't forget all your spells on logging in
- The fruit timer has been increased from 2 minutes to 15 minutes
- Added Half-Orc & Half-Ogre to the Races that can sit
- Knights now get charisma added to their smite
- Fixed Power Points Progression for Warmind, Fixed Stacking Chain of Defense and inclued Warmind in Manifester Level function

. . and possibly some other miscellaneous bugfixes by Ed.
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edmaster44
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Posted by edmaster44 »


4/20/2021

Added a new NWNx4 plug in caled auroraserverexts, what does this mean? Not much at the moment, but it will help us track down more bugs down the future, as well as give us the ability to add new Client Side VFX and effects!

So you could cast an Mind effecting spell on a player, and only *They* can see the VFX and react to it accordingly.

We also got a new Client Side Refresh too that will see wider implementation soon. Like Height Adjusters for every Kemo Animations!
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