882k Build Updates.
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This is a primarily AI update. The main aim of this is to reduce the module load from the AI.
Secondary aims are- To make monsters work together.
- To reduce AI Exploits such as luring.
This will take place in several parts to keep other updates moving.
Part 1
New Content.
AI now counts Friendly/Neutral/Hostile, does very little with it thus far.
All Monsters/NPC's now running new AI. Please report any that fight amongst themselves, and do not go there as that would be a bug and an exploit.Updates
Remnants now have Undead properties.
Stirges now use bat model, much closer.
Large Vrocks reported showing new behaviour and howling in the hills in the east Rawlins.
Faction relations tweaked a little to see about further reducing AI fighting AI.
All area's should now be running default Enter/Exit scripts.
Random Loot Scripts no longer attempt to run on every monster. Please report any monster that used to drop random loot and now doesn't.
Summoned Fiendish Dire Rat…. now looks like one.Fixed Bugs.
Dwarven Rest Area & Seats.
Dwarven Healers store.
Oscura Arms and Armoury trash fixed.
Norwick Jail now lockable from outside.Removed.
Old AI scripts. Some NPC's may change behaviour slightly.
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Part D.
New Content.Updates
XP system has undergone a couple of tweaks.
XP System is now capable of taking area difficulty into account.Fixed Bugs.
Fixed new XP system exploit. Thankyou to reporters.Removed.
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Part 3. 882kc
New Content.
Plot maps for Eoden.
NEW XP SYSTEM!
To summarize briefly, the 1E XP System has been dumped.
We now run on a pure 3E system however level progression at higher levels will still be slow.
Party level is based on highest level but anyone in the party will get xp if any is awarded.
Lower levels in a party will get the same percentage of XP towards the next level as the high level.
The Optimum party size for overall XP will be 5.
DUE TO THIS SYSTEM, MAGES FAMILIARS WILL CURRENTLY HURT LOTS WHEN THEY DIE, THIS WILL BE REVIEWED SHORTLY
Normal Magic Marker.Updates
Transition from Bridge to Gypsy Valley tweaked to try to reduce transition errors.
Gypsy Valley Map has further earthworks done.
DM Keymaker updated further.Fixed Bugs.
Transition from Gypsy Pass to top of Hidden pass fixed.
Queen Orb Weaver now no longer wants to eat all it's minions.
Respawn bug fixed.
Skinning generally Fixed.
Statues in Temple of Tyr Fixed.
Protection from Evil Script Fixed.Removed.
Bunch of old stuff. Usual Deal.
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Part 2.
New Content.
New map for Ormpur.
New map linking the GC to the Pass. This terrain has allways been here just was far too boring beforehand to care about. Now it's less boring.
New Area scripts, hopefully lag spikes from transitioning to a busy area reduced.Updates
Crafters union locks Changed, seperate keys per town.
GC Spawn moved to just outside Undertree in inner camp.
DM Keymaker updated, near misses are now good enough.
AI now pre buffs better.
Coldstones have had several falls making passage easier (Also at least one map is clearer which ways have no transitions.)Fixed Bugs.
Grenadiers fixed.
Goblin hold no longer has an erroneous script blinding people.Removed.
Peltarch - Heffa's Home
Peltarch - Old House - All.
Peltarch - Silent Fist's House.
Peltarch - Talgraths House.
Peltarch - Silas' House.
Peltarch - Gildors - All
Assorted Keys since DM's can make them on the spot or import in rare cases they can't.
Old area transition script.