Page 1 of 1

Update 16/11/14

Posted: Sun Nov 16, 2014 12:00 am
by *Agony_Aunt
  • Auto-sort/collection feature should now be properly persistent over resets and login/logout. Feedback required. Did a quick test though and it seemed to work fine.
  • Default appearance of Samurai Daisho Wakazaski change. Only affects new versions of the weapon. See if this fixes the ability to change appearance of it.
  • Staff of Air (again, will only affect new drops), now has Haste/Slow spell split as it was previously impossible (or just difficult?) to select Haste, it would always default to slow.
  • Bariaur now gets Creature Weapon Proficiency and Improved Unarmed Strike (not really important at this time, but going to be useful later - see below regarding Equippable Creature Weapons).
  • Player house for Trix in Clerk's ward added and connected.
Equippable Creature Weapons

This is a bit of an experiment we are having at the moment, nicely thought up by Ceremorph. One of the big problems with creature weapons is any material types are ignored, so they do not bypass material based DR. We are currently playing with different ways for things to work. Basically it involves making creature weapons work like regular weapons and will provide options for making those weapons have different material properties (maybe through application of some sort of coating or spells or something).

This for the moment is of no use to anyone not involved in the building or testing of these items.
  • Test weapons changed to do specific bonus damage types
  • Spells that should affect creature weapons (eg: Magic Fang/GMF/Jagged Tooth) now changed so they will work with the new weapon types.
  • Spells that should not affect creature weapons not touched yet (ie: Weapon of Impact/Keen/Magic Weapon/GMW), although we may need to check those to make sure they cannot work (ie: if they simply check GetIsObjectValid instead of checking if a regular weapon).
  • Also need to check spells which should work (eg: Bless Weapon).

Update 16/11/14

Posted: Sun Nov 16, 2014 12:00 am
by *MimiFearthegn
Agony Aunt, you broke the the Clerk's Ward! Re-baking caused all the catwalks to be unpassable, so now I can't get to the Siren (or Daisy's cafe, poor Daisy. . .).

Update 16/11/14

Posted: Sun Nov 16, 2014 12:00 am
by *Agony_Aunt
MimiFearthegn,Nov 16 2014 wrote: Agony Aunt, you broke the the Clerk's Ward! Re-baking caused all the catwalks to be unpassable, so now I can't get to the Siren (or Daisy's cafe, poor Daisy. . .).
Oh, sorry. You did some trick to make the walkmesh work there then?

I had to rebake it unfortunately.

Can you take the current area (as in today's version) and fix it and submit to me for redeploying?

Update 16/11/14

Posted: Sun Nov 16, 2014 12:00 am
by *MimiFearthegn
Sure. What part of the area should I be looking for the change in?

Update 16/11/14

Posted: Sun Nov 16, 2014 12:00 am
by *Agony_Aunt
MimiFearthegn,Nov 16 2014 wrote: Sure. What part of the area should I be looking for the change in?
No no, i meant just solve the walkmesh issue with the catwalks.

Or, if that's going to be a major issue for you, you could take the previous version of the area and connect Trix's house up. (its not too far from where Toby stands, not far from the airship).

My main concern here is, if you have done something tricky, this means any time we have to update Clerk's ward and rebake, its going to screw your catwalks again.

Unless you can provide some specific things that need to be done to avoid breaking the walkmesh again in Clerk's ward, we have a bit of a problem here.

Update 16/11/14

Posted: Tue Nov 18, 2014 12:00 am
by *MimiFearthegn
Notes and link are in the "What needs to be added to the module" thread.