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PostSubject: Currently   Wed Sep 08, 2010 7:44 am

-Fixing bugs

-Working on AI
--this one should be a fun addition as it allows NPCs to have a life of their own. For example, if they are thirsty, they will go get a drink, if they are tired, they'll go home to rest. So far the inn can be found and the waitress works well.
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PostSubject: Re: Currently   Tue Sep 14, 2010 9:10 pm

Work is going but since classes have started things have slowed down just a bit. Still working hard on this stuff. Quality is the key.
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PostSubject: Re: Currently   Sat Sep 18, 2010 9:39 am

Working on adding baddies to areas as well as cave/dungeons. Many areas will utilize a population spawning system. What that means is, there will not be the same number of creatures spawning in one area. It will depend on the level of their population (if you kill tons of goblins, we can't expect them to simply reappear from the air).
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PostSubject: Re: Currently   Sun Sep 19, 2010 11:18 am

A new prestige class has been dreamed up. Comments welcome:

Templar
Level 1 - DR 1/-, Favored Enemy
Level 2 - Templar's Protection
Level 3 - DR 2/-, Fighter Bonus Feat
Level 4 - Opportunist
Level 5 - Protector's Strength

Templar's Protection
-The templar's influence calms the nerves of those allies around him giving them a bonus to their ability to dodge opponent's blows. +1 AC/2 CHA Modifier

Protector's Strength
-The templar's skill in protection has honed his ability to attack with unparalleled tenacity giving him a bonus to his attack bonus. +1 AB/2 CHA Modifier, max 4

Requirements:
-8 Ranks in Knowledge Religion, Arcane, or Nature
-Alertness

We'll be adding this in soon and finalizing it.
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PostSubject: Re: Currently   Wed Sep 22, 2010 8:36 pm

Still pluggin away. Most of the Alaron areas are done both in and outdoors though some do need to be added. Overall the island is not a bad place to play (imo). I have also spent many hours trying to figure out a way to host through one of the worst (and currently the only one I own) router ever made. If I am able to get a test server up, I would deeply appreciate any and all testing/playing. So far so good.
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PostSubject: Re: Currently   Tue Sep 28, 2010 2:20 pm

Fixing small bugs, adding items used to make tents/stools, working out stores/loot bins, testing some hooks into the engine for certain events (ex. hiding, skills, etc.), adding triggers for baddies, and still working on hosting.
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PostSubject: Re: Currently   Sat Oct 16, 2010 10:01 am

Believe it or not I'm still working on this! I am unable to host from home so I am trying to find an alternative I can access to make changes (for free). I am also working on some small quests. I've made a generic mini quest conversation that I can manage via scripting and variables. All that means is I can use the same conversation all over the place and change what is said by the NPC and the PC inside the convo.
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PostSubject: Re: Currently   Sat Oct 16, 2010 6:48 pm

WE ARE UP!!

Jack O'Blades has graciously offered to host the server. Currently we have the server up for testing purposes but nevertheless we are up!! Find us on Gamespy under the Roleplay section:

Server Name: Beta MSEraOfPeril
Module Name: MoonshaesEraOfPeril_1u

Come on in and make a PC. Run around and tell me what you think!
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PostSubject: Re: Currently   Sun Oct 17, 2010 1:10 pm

OK, all the necessary files are uploaded! The custom server haks are added at the bottom of the page.

http://moonshae.my-rpg.com/mechanics-changes-f3/haks-t232.htm
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PostSubject: Re: Currently   Tue Oct 19, 2010 9:55 pm

Update to be online soon!

-Added Hobgoblins (and a cave)
--this included writing a custom spawn script which (in my opinion) is beautiful
-XP and loot drops are in and working
-a test mini-quest is in
--this gives 1000 XP!!
-added server description to the module for those on Gamespy

To Do:
-finish bandit cave
-add more creatures
-add clothes tailor
-add weapon appearance modifier
-add tattoo artist
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PostSubject: Re: Currently   Thu Oct 28, 2010 5:49 pm

Lots of goodies in this update!

-AI
--updated AI so NPCs will not chase you when they don't see you.

-Return From Fugue
--Returning from the fugue plane will place you in Llewellyn (for now) instead of Callidyrr.

-Travel
--PCs can now travel between Llewellyn and Callidyrr by ship. It's not cheap but it can be done.

-Bosses will always drop loot

-Updated the bandit camp

-Crafting dummy added to Llewellyn Inn

-Magic Crafting (This is very big!)
--Did some major testing of this
--squashed quote a few bugs
--updated costs for each spell at each caster level
--Players can craft spells up to a caster level of 20 (ex. Magic Missle, a level 1 Arcane spell, is craftable up to level 9 caster level which gives 5 missiles)

-AFK Area
--healing in this area will have the damage replaced if you heal in the AFK room

-Fixed a few typos and minor cosmetic changes

-Added more NPCs to wander in the Caers (more will be added later too)

-Trident
--now usable with shield
--crit level now 19-20 instead of only 20
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PostSubject: Re: Currently   Thu Nov 04, 2010 9:23 pm

OK, another update!

-Spawn spots in inns: Players can now bind to inns and will be transported there after server resets.

-Stores in Llewellyn are now restricted as to what they will buy

-Campsites bought from stores (an item a PC uses to make a safe rest area) are unlimited w/ the old man in Llewellyn

-Package delivery quest now telling what needs to be done in item description

-Overpopulation system tweaked
--overall limit was not, well, limited thus allowing the bar to raise higher and higher. Now you will notice when NPCs are killed.

-Level 1-5 PCs will now receive rest effects when resting

-Wizards/Sorcs will receive component pouch when first making a PC

-Item added for Spiritual Weapon spell

-Level 1-5 PCs will now receive the correct remaining time until they may 'free rest' again.
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PostSubject: Re: Currently   Tue Nov 09, 2010 8:07 pm

School has been heavy this last week or two so things are slowed a bit BUT I will have lots of free time (hopefully) to get some stuff done over this break. If you have ideas or you would like to see something added, now is a good time to request them.

-Stuff I plan on adding:
--new carpets
--floors that are used like carpets (for ambiance)
--new music (not a required download. Optional for those who care)
--Fixing up Callidyrr
--Perhaps rework the subrace system

Much of what I have posted here in the past has been working soundly especially the repopulation system and the magic crafting I love so much.
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PostSubject: Re: Currently   Wed Nov 17, 2010 11:27 am

-Tlk file
--fixed some types

-Lootbins
--added up to level 2 (NPC CR 7-9)

-Minor Changes
--changed music in a few areas

-Dungeons/Caves
-Hobgoblin boss properly spawning
-Doors that need keys are locking appropriately

-Creatures spawning correctly in forest

-Crafting by ingredients
--crafting with metal, wood, cloth, and leather working properly and very well
--It uses your skill ranks (craft armor for armor and shields, craft weapon for weapons)

-Feats
--Eschew Materials no showing up
--Jump now permanent

-Soul Item
--using a different method to retrieve soul item in scripts

-XP
--The way players get XP is now different
--formula:
---PC Level XP; 1-3 = 30; 4-6 = 35; 7-9 = 40; 10-12 = 45; 13-15 = 50; 16-18 = 55; 19-20 = 60;
---Level Difference = NPC Level - PC Level //if over 5, no XP
---XP = (PC Level XP) + (PC Level XP) * (Level Difference/5))

-Updated conversations
--craft dummy convo now private

-Items dropped will now be cleaned

-NPCs do not need component pouches
--useful for familiars

-Loot
--added blank wands
--blank scrolls
--blank potions

-Placeables
--added placeable floors to give areas some new looks without the need for a whole new tileset

-Summoned creatures will transfer through door transitions
--useful where doors go to another in the same area

-Scrolls
--Custom spell scrolls now working properly
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PostSubject: Re: Currently   Tue Nov 23, 2010 5:57 am

Updates now moving to an official position:

http://moonshae.my-rpg.com/haks-updates-f14/updates-t238.htm#872
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