Author Topic: Major Module Updates  (Read 2387 times)

Offline Snowfall

Major Module Updates
« on: January 30, 2015, 06:57:53 PM »
Major changes to the module will be listed here.

Offline Snowfall

Re: Major Module Updates
« Reply #1 on: February 02, 2015, 08:29:46 AM »
- Addercliffe has received a major face-lift to address player feedback, particularly in improving flow.
- An issue with the variable controlling area resting has been resolved. All dungeons except the Lowland Forest should now disallow resting.
- Corrected issues with some armor sets, particularly chainmail.
- Edited the tooltips for backgrounds and religions in character creation for brevity.
- Adjusted the way that mixed-level parties gain experience. In general, low level characters will now receive more experience when adventuring with higher level companions than they would have before the update.

Offline Snowfall

Re: Major Module Updates
« Reply #2 on: February 15, 2015, 07:02:06 PM »
Class Changes
Barbarian
Quality of life improvement. It should also mean that Barbarians aren't tempted to pop Rage out of combat to regenerate health.
-Barbarians now gain regeneration, as fighters.

Monk
-Fixed a bug where Wholeness of Body could not be used.

Swashbuckler
At the moment, we think Swashbucklers are in an okay state. While they might sometimes be able to serve adequately as front-line tanks, it is not our intention to have them be equal to barbarians or fighters for that role. Swashbuckler is already capable of reaching rogue levels of damage, with high BAB and Insightful Strike to make up for the missing two dice of sneak attack. While we've heard the complaints that Swashbucklers, who have high intelligence for insightful strike, don't have enough things to put their skill points in, we can't open up any of the archetypical rogue skills to them without making them just-better than rogues, but there were a few that we could open up.
-Appraise added as a class skill.
-Listen added as a class skill.
-Spot added as a class skill.
-Intimidate added as a class skill.
-Use Magic Device added as a class skill.

Arcane Archer
-Seeker Arrow no longer is limited by uses per day, instead costs one spell point at level 4, and is free at level 6. Both varieties are on a 12 second cooldown.
-Imbue Arrow no longer is limited by uses per day, instead has a 60 second cooldown.
-Hail of Arrows no longer is limited by uses per day, instead has a 120 second cooldown. (But really, you'll aggro everything in the zone if you use it. Not worth it)
-Arrow of Death now costs 6 spell points to use, and is on a two-minute cooldown. Its DC is now equivalent to an eighth-level necromancy spell.

Arcane Trickster
-Fixed a bug where they were getting a caster level at first level. (Sorry!)

Knight Errant
-Guarding the Lord no longer limited by uses per day, instead has a 120 second cooldown.
-All Out Assault no longer limited by uses per day, instead has a 180 second cooldown.

Warpriest
Spell like abilities changed to cost spellpoints. They're still at a discount relative to actually preparing and casting the spell - even Haste, since the Time domain no longer exists.
-Mass Cure Light Wounds no longer is limited by uses per day, instead costs three spellpoints.
-Fear Aura no longer is limited by uses per day, instead costs three spellpoints and has a 90 second cooldown.
-Battletide no longer is limited by uses per day, instead costs three spellpoints and has a 90 second cooldown.
-Haste no longer is limited by uses per day, instead costs three spellpoints and has a 90 second cooldown.
-Mass Heal no longer is limited by uses per day, instead costs seven spellpoints and has a 90 second cooldown.
-Implacable Foe no longer is limited by uses per day, instead has a 90 second cooldown.

Class Not-Changes
Assassin
While I've read the comments regarding assassin's spells, I don't consider the spells a core part of their kit. Giving them unlimited access to them would be a substantial buff, which I'm not ready to give them until I've seen how things shake out with Ambush.

Dwarven Defender
I wanted to make defensive stance cooldown limited, but there's too many hardcoded things associated with the feat. I've left it alone for now, but can revisit it later.

Sacred Fist
I haven't forgotten about these guys - I know it sucks to have Sacred Flames on uses per day - but they're really strong in their passive abilities. It doesn't advertise it in the tooltip, but the Sacred Fist AC bonus lets them equip light armor without losing their monk wisdom bonus to AC. While there is currently no way to get a shield bonus as a Sacred Fist, which will even out their AC in the long run, they're really strong at the current level cap which makes it difficult to justify buffing them at the present time.

Spell Changes
-Bugfix: Bull's Strength will now correctly use a ranger's whole level for its duration.
-Camouflage and Mass Camouflage changed to 10 minutes per level, up from minutes/level (actual) but down from hours/level (tooltip).
-Camouflage and Mass Camouflage now give +5 hide, down from 10
-Clairaudience/Clairvoyance now gives +5 spot/listen, down from 10
-Amplify now gives 5+(caster level / 2) listen, capping at +10. (Down from +20 always).
-Raise Dead renamed to Revivify, Resurrection renamed to Greater Revivify, as these spells do not actually affect the dead on DC.

Items and Loot Changes
-"of Silence" items reduced in power by 1, while "of Stealth" and "of the Watch" items were made slightly rarer. This will mean that, on average, Move Silently and Spot skills are both slightly lower, to make Listen a viable option next to Spot (which foils feint as well as stealth).
-Noctiescent Tincture has been added to the Magical Goods vendor and to Whitewood's Apothecary. Use it on an item to remove any Light properties from it.
-Bone Wands have been added (in limited, but respawning supply) to the Magical Goods Vendor and Whitewood's Apothecary.
-Empty Potion Bottles have been added to Whitewood's Apothecary.
-Mighty Bows have been added to the loot system. Mighty does not take up a modifier slot; any bow generated has a chance of having it, regardless of its other properties.

Monster Changes
Undead
-So, that thread was a... thing, right? Some good points were raised both for and against it, but we ultimately have decided to remove sneak attack immunity from undead. The Sirens dungeon was an experiment - we wanted to see if we could make sneak attack immunity work if there would be a higher priority target to attack that wasn't immune. Judgung by the response, it was not a success. That doesn't mean we won't ever have sneak attack immune mobs again (especially in large-group dungeons), but we certainly won't do it for half the mobs in the dungeon.

A number of people expressed worry that removing sneak attack immunity would undermine the flavor and uniqueness of undead. To that end, we've decided to define new, consistent rules for what undead will mean going forward in IoA.

-Undead no longer have sneak attack immunity.
-All undead will retain the ability to be healed by negative energy and harmed by positive energy.
-Skeletons will have increased damage resistance vs. non-bludgeoning weapons. (Happens to be consistent with PnP)
-Zombies and Ghouls will have reduced hitpoints relative to what they have now, but high levels of regeneration.
-Incorporeal undead have other properties; you'll find out if you meet them.

Major Bug Fixes
-Halfling Blooded humans should now be able to wear hats without clipping.
-Sharks should now drop the correct amount of loot (they were previously dropping almost none)



Needless to say, not all of these class changes are accessible at the current level cap.

Offline Snowfall

Re: Major Module Updates
« Reply #3 on: March 14, 2015, 04:12:43 PM »
- The Rhegians have completed a major construction project in their camp, resulting in the addition of walls and primitive watchtowers around the perimeter.
- Some food prices may have changed to account for increased scarcity.

Offline Snowfall

Re: Major Module Updates
« Reply #4 on: May 19, 2015, 06:00:01 PM »
- In cooperation with the Harcourt family, a large group of refugees have settled in the ruins of the Rhegian camp in the Westcroft.
- Work has begun on a number of projects on Addercliffe, including the Seaguard Institute and Westcroft Harbor.
- The Locke Company has completed the construction of a warehouse in the jungles of Banton's Rest, near Packard Town.

Offline Snowfall

Re: Major Module Updates
« Reply #5 on: June 01, 2015, 04:57:41 PM »
A few balance changes in this patch, focusing primarily on Warlocks and Marshals, as those two both got left behind at launch.

Warlock
Warlocks, I'm pretty sure, will still be strong at the higher level cap. They're still weak at low levels, though, and they had serious quality-of-life issues. I also normalized their CC-blasts to a 2-round duration.
Eldritch Adept: NEW! Feat available to warlocks, grants +charisma modifier on Eldritch Blast damage. Requires Eldritch Blast +1d6 or higher.
Eldritch Master: Now requires (and does not stack with) Eldritch Adept.
Invocations
  • Darkness: Warlock Darkness now provides +1 AC to allies and -2 AB to enemies in the area.
  • Frightful Blast: Removed
  • Inerrant Blast: NEW! Replaces Frightful Blast. Inerrant Blasts require no touch attack and grant no reflex save. (Least)
  • The Three Hexes: NEW! Charm, Curse of Dispair, and  Dread Seizure, are now all granted by the same invocation.
  • Flee the Scene: REDESIGNED! Grants Haste and Invisibility to the caster and nearby allies. Is automatically quickened.
  • Hellrime Blase: REDESIGNED! Each hellrime blast now increases the damage of subsequent hellrime blasts by 15%, stacking up to four times.
  • Eldritch Cone: Range increased to 22 feet, from 8.
  • Crowd-Control Blasts: Binding Blast, Noxious Blast, Draining Blast now all have 2-round durations. Bewitching Blast and Draining Blast have 3-round duration.
  • Hindering Blast: Now roots the target for 2 rounds on a failed save, or slows them on a passed save.

Marshal
Making the marshal more active. People liked Grant Move Action, but I'm sorry to say it's gone - instead, marshals now grant effects by switching auras
Grant Move Action: REMOVED
Aura End Effects: Whenever a Marshal aura ends due to the marshal switching auras, it applies an additional effect:
  • Demand Fortitude (Increases allies' fortitude saves): Short burst of Regeneration for nearby allies
  • Force of Will (Increases allies' will saves): Removes hostile mind-affecting spells from nearby allies
  • Watchful Eye (Increases allies' reflex saves): Removes all movement-imparing effects from nearby allies
  • Motivate Strength (Increases allies' strength scores): Nearby allies continue to be affected for 5 rounds
  • Motivate Dexterity (Increases allies' dexterity scores): Nearby allies continue to be affected for 5 rounds
  • Motivate Constitution (Increases allies' constitution scores): Nearby allies continue to be affected for 5 rounds
  • Motivate Intelligence (Increases allies' intelligence scores): Nearby allies continue to be affected for 5 rounds
  • Motivate Wisdom (Increases allies' wisdom scores): Nearby allies continue to be affected for 5 rounds
  • Motivate Charisma (Increases allies' charisma scores): Nearby allies continue to be affected for 5 rounds
  • Determined Caster (Increases allies' chance of piercing enemy spell resistance): Restores spell points to nearby allies
  • Motivate Ardor (Increases allies' damage rolls): Nearby enemies must make a Fortitude Save vs. Sonic or suffer 20% physical damage vulnerability.
  • Motivate Attack (Increases allies' attack rolls): Nearby enemies must make a Will Save vs. Fear or flee in terror for one round.
  • Hardy Soldiers (Increases allies' damage resistance): Stoneskinish effect, granting 3xAura Bonus DR against all damage types (physical, magical, all of them), lasting three rounds or until 9xAura Bonus damage is abosrbed.
  • Motivate Urgency (Increases allies' movement speed): Nearby allies are Hasted for four rounds. (Here's your Grant Move Action back)
  • Resilient Troops (Increases allies' saving throws): Nearby allies gain Spell Resistance for 3 rounds.
  • Motivate Care (Increases allies' armor class): Nearby allies gain 25% concealment for 3 rounds.

Shadowdancer
Summon Shadow: Fixed a bug where Summon Shadow had reverted to default NWN2 behavior. Now (correctly) summons a stronger shadow with high Hide/MS and HiPS, which can be possessed.
Shadow Daze: Now instant cast. (Buffing it to the point where it'd be worth spending a round to cast just wasn't going to happen)
Use Magic Device: Now a class skill.

Offline Snowfall

Re: Major Module Updates
« Reply #6 on: June 07, 2015, 10:34:32 PM »
- A new dungeon is now available, catering to full groups at the level cap. Journey to Exile's Watch to attempt this new challenge.

Offline Snowfall

Re: Major Module Updates
« Reply #7 on: March 08, 2016, 11:20:00 PM »
- The level cap has been raised. Players may now accrue enough experience via monsters to reach level 14. The RP experience hard cap has also been raised to level 17.
- A strange race of large insects have infested a cave near the lumber camp outside Packard Town. This content is aimed at groups of 1-2 around levels 11-12.
- Deep beneath Addercliffe, intrepid explorers have discovered an ancient prison within the ruins under Seaguard Point. This new dungeon can be reached through the Governor's Wine Cellar, behind the Governor's Manor. This content is aimed at groups of 2-3 around levels 13-14.
- Construction has been completed on the Seaguard Institute, which will offer a magical items shop, artificing equipment, and a consignment broker. Visit this new store by climbing the hill toward Seaguard Point on Addercliffe Island.