Transformers: Druids in Disguise

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*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Not sure if cryptc will make an update this weekend but i'll make this announcement just in case it happens... and if it doesn't, then you have some food for thought before it does :P

There are quite a few things coming, and lots of builders/DMs have contributed to this update, one you will notice straight away ;)

I'll stick to things from my side along with a big announcement about Druids.

First off, just to mention, my throwing weapon, ammo, trap, grenade, and potion recipes should now be purchasable from several merchants around Sigil (different merchants will sell different recipes).

A big shout to glee who helped me out by doing most of the work on grenades. Have fun with those! And big thanks to all the players who over the past months have tested out these recipes for me.

All necessary ingredients for recipes should be purchasable. Fairy Dust is one of those ingredients that will be added. Some of you may recall this can normally (in the regular game) be used to create a random essence - this has been disabled so don't post it as a bug.

And now for the Druid stuff!
  • Druid Backgrounds: If you create a new Druid after the update and pay attention when choosing your background, you will notice a number of new backgrounds that are available to Druids only. Choosing one of these backgrounds will change the wildshapes you get. So, an Underdark Druid has spider as one of its forms. I'll make a full post in the Lore section about this later to highlighting what you get. I admit, i had to stretch the definition of wildshape for some of the forms due to available models, but overall i'm happy with the result. In addition, anyone who makes a Druid character within a week of the update can claim from me their first 5 levels (enough to get Wildshape) for free.
  • Creature Weapon Specialization: This one takes a little brain twisting to get your head around thanks to Obsidian's idiocy. Creature Weapons benefit from Unarmed combat feats except Weapon Specialization feats for which you need the creature weapon feat. Insanity yes? To get the Weapon Spec feats for Creature Weapons you need Wildshape and the regular required feat from the Unarmed line. Eg: With a Druid 5/Fighter 4, if you have already taken Weapon Focus (Unarmed) you will qualify for Weapon Specialization (Creature Weapon). Similar also applies for Greater and Epic forms of those feats.
  • Dragon Wildshape: An additional form has been added, the Bronze Dragon shape, so now there is a Good aligned form available. It actually has better AC for the moment than the other forms as i made an adjustment to DEX to compensate for an Obsidian bug to do with natural ACs over 20. If this looks reasonable in game, ill make the same adjustment to the evil dragon forms.
  • Spell Changes: Jagged Tooth now works (it didn't before), and this spell and the Magic Fang spells work on any creature with a creature weapon, or for that matter PCs, specifically special races which have creature weapons. Also some bug fixes to some other spells in relation to their effects applying to creature weapons or wildshape effects.
  • Sacred Fist Fix: Sacred Fists who polymorphed or wildshaped would get hit with a -8 penalty for wielding a (creature) weapon. In order to fix this a new identical feat has been made and our own routine inserted to apply the penalty if a regular weapon is being equipped and ignores creature weapons. However, this new feat will only be given to new sacred fists or if you relevel. Existing Sacred Fists will not automatically get this fix. If you have an existing sacred fist who would like to polymorph you will have to ask Mr_O/cryptc to swap out feat 2103 for 2852.
As usual, discussion about the changes in the General forum, bug reports in the bugs forum.
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


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