Update 4th March 2012 Part Deux

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*Rust
Posts: 41
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Rust »


There's another part of the update that needs mentioned, I guess :P

I had a traps system from NWN that I used for years, modified (didn't take much) for NWN2 and SCOD.

it's a library of renewable (respawning), recoverable, moving, type changing, etc, traps. Some move . . . some change type. Some vanish from time to time, or appear ("what's setting those @%@%!#% traps!") . DC may alter. So on.

None (save for Epic areas) are that scary, but they now alter themselves to try to fool you.

So you trappers, security experts, or even amateur archeologists - SEARCH, DISARM, and UNLOCK are a bit more useful, now.
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Although due to some walkmesh issues cryptc had to do some quick fixes. Any walkmesh problems (that are new) in the updated areas, post in the bugs forum.
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


And let's not forget my content.

1. Tantulhor, Blood Glass, and Byeshk recipes have been fixed. The crafted end result will not have bonus damage in another type of damage, e.g. Tantulhor longsword (slashing) will have bludgeoning damage, etc. If you are currently in possession of a weapon crafted prior to today of these three materials, contact a DM for a swap to the new one.

2. You may notice a couple of changes to Mercuria. One of them isn't quite working the way it should, and we know this. Expect to see a fix soon.
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