|
Post by Badwater on Nov 25, 2011 20:32:22 GMT -5
Today's update:
- Fixed numerous bugs, large and small. Added open map to more city areas.
- The first part of the Inventor's Tower has been added to Gnomehome. This will be a quest...the puzzle part of it is in but not the payoff. I have to make sure the first level can be reasonably done and I'll make necessary changes before adding the quest. The are encounters there but you may not want to go through the hassle of getting through the first level with no possibility of xp or gold payoff.
|
|
|
Post by Badwater on Nov 27, 2011 18:47:54 GMT -5
Today I updated a lot of little things that were not quite right.
I noticed that I kind of suddenly dropped what I was doing in The Pirate Spit. I did some updates underneath and I will continue to do more in this area. I'm also going to add what I intended in the swamps by the Spit.
I'm also going to pick up where I left off in Northport.
|
|
|
Post by Badwater on Dec 9, 2011 1:01:02 GMT -5
Today the following was updated: - I have done some cleanup in The Pirate Spit...you can actually rest there now. I noticed I did not add bandit loot there, that has been addressed for now. - More shops added to Northport. Northport is the largest city and eventually it will have the greatest variety of shops, although other cities will have their niches as well. - I have added respawn areas as I have seen the need. If you respawn and you either stay where you're at and die again or respawn far, far away (more than 5 areas? Depends on where) then please post what you're finding in Bug Reports for T2. - I have added another quest. It's up to you to find it - oh, and be the right sort. At this point I am not putting any universal quests in place; that is, quests that will work for all races and classes. No no no....when I do put one in it will have a good and evil component. Suffice to say this is a specialty quest, and it's a bit more complicated than my first one so it took some time to work out and debug. I think it's working ok now. Alright then....I'm going to play just a bit and then I have more thing to add so I may have another update before I go to bed, we'll just have to see.
|
|
|
Post by Badwater on Dec 30, 2011 15:05:32 GMT -5
The following was updated: - It was brought to my attention that the tinker devices were not listing all the ingredients. I checked scripts but then discovered that I had not moved mineral ingots from T1 to T2. How very clever of me. I think anything having to do with metal ingots should work now. - I am adding CNR resources as I have been updating. Some you may never notice, but I'm working toward a logical sense of CNR. For example, I placed beehives at a farm which has flowering cherry trees. I am now placing other CNR resources in similar manner. You're going to find blackberry bushes in a wet, not arid, area. I'm also changing the appearance of many placeables. A blackberry bush is a vine, not a shrub. Just doing the best I can to have things make visual sense where I can. - I removed the annoying Stolen properties for light armors, leathers, and hides. They're not stolen. I know exactly where I killed that animal and where I made the armor from that animal. Makes no sense to me so it has been changed. - Made hides and leathers so that they are identified. Why are they unidentified?? I KNOW I killed a fricken malar panther, and it was a PITA to do it. Nonsense eliminated. - Updated many CNR merchants. I'm fleshing out content with every update. - Added a half dozen areas. You'll have to adventure and figure out what they are. My time for T2 will be limited the next few weeks. Things will be happening here and there (mostly on days off), but I have to dismantle my failed violin shop and that will take all my attention for awhile. I can thank Congress and George Bush for my dire situation and state of poverty. Thank you - I still have guns and would execute all of them if given the chance.
|
|
|
Post by Badwater on Jan 6, 2012 6:31:09 GMT -5
Today's update included small fixes, such as connecting carriages in Regelon Valley and Gnomehome. CNR resources added. Bug with Chef Harold at Hundevolk Island fixed. An outdoor area has been added and others soon will follow as I do a major addition to T2.
|
|
|
Post by Badwater on Jan 12, 2012 9:18:48 GMT -5
Talus 2 has been updated with the Community 1.70 Patch.
A fix to the CNR Mineral Bath has been added...Minerals placed in the bath tended to be high gems and a bug prevented Greenstones and the like from coming up. That has been changed.
Some changes have been made in the Goblin Caves.
I have added a different item level restriction system on T2. I'm still playing around with it. There is a tool for examining what the level should be that has not been quite customized yet. Items levels are based on the gold value of the item, which has been dropped; thus, it takes a higher level to equip the same item. For example, Boots of Speed (which never will be on T2 but serves the example well) were, I believe, a level 10 items on T1. They would currently be a level 13 item on T2. I may be making further adjustments soon, as I fine-tune the system, but with lower magic items on T2 I want different level restrictions based on an item's value.
More to come tomorrow.
|
|
|
Post by Badwater on Jan 13, 2012 6:52:01 GMT -5
Updates today: - Item Level Examination Tool works properly now. Along with the PC Scry and PAW, this item will automatically show up in your inventory. This will be your means of seeing what the level restriction of any item is. - I've updated the Alerra Highway Encounters and the Bugbear Caves. - I'm waiting on word about a creature configuration and will be adding Minotaur areas as soon as my question is answered and things work right. *UPDATE* I got my answer and things are working like they should so Minotaur areas will be in soon! *UPDATE* Main minotaur areas are in!Again, the link for upgrading to 1.70 if you wish: nwvault.ign.com/View.php?view=Other.Detail&id=1513
|
|
|
Post by Badwater on Jan 15, 2012 21:00:09 GMT -5
Today I've made some CNR additions, including adding a level to the Hammerfall Mines. You can now mine copper there. There will be some other things to mine, with varying degrees of difficulty based on what the material is.
The Hammerfall mines will not be the ore and gem superstore. You'll eventually be able to mine a fair amount of things there but it will be by no means comprehensive - not even remotely close.
I'm expecting to get sent home early tonight due to snow and ice and will be adding some more stuff later.
|
|
|
Post by Badwater on Jan 17, 2012 17:02:07 GMT -5
I'm currently fixing some things...I've had a little time to play but am relying on input as well as far as what isn't working; but again, there's a lot of situations where the players will have no idea if something is working or not and there's no substitute for me going in and playtesting.
I've made progress on custom heal kits for T2. More info in the next day or two as I implement something new.
|
|
|
Post by Badwater on Feb 9, 2012 9:29:59 GMT -5
Today the following was updated:
- Lots of little stuff. You probably won't notice, but I do.
- Teleportany and Teleportparty should work now.
- The Forgotten World is in. If you wander in here, use extreme caution! Spells don't work. Potions don't work. Wands don't work. Buffs don't work. Rods don't work. Scrolls don't work. Temporary effects do not work. Staffs don't work. It is rough and tumble! It should be great fun for the brawny types!
|
|
|
Post by Badwater on Feb 27, 2012 13:19:27 GMT -5
Talus 2 has been updated with the new haks.
In addition, some changes were made in the Northport Slum Apts. and Valahna North has been added.
I did some other small things but forgot them what with all the haks nonsense.
|
|
|
Post by Badwater on Mar 4, 2012 20:43:12 GMT -5
I have added 8 or so areas that are the beginning of The Great Desert.
There is an encampment, The North Camp, that has only a basic merchant and cleric. I have things simple for the moment just so that I can test out the desert thirst system and then I will add to it. For example, you'll be able to get various scimtars in the desert because that's all the nomads use for a melee weapon.
There isn't anything in the way of loot because most everything is an outdoor area so far. I will add an undead dungeon next and there will be things good and bad there.
You must have water to survive in the desert. The general merchants in Crescent Bay and Valahna have empty water bottles. North Camp has them. There are sources of water in the desert. "Use" the water bottle, like you would a potion, to drink and refill the water bottle.
I will have more additions later in the week.
|
|
|
Post by Badwater on Mar 17, 2012 9:17:54 GMT -5
The PAW and the Desert Heat functions were not working. Both have been fixed.
This will free me up to go back to adding more content on my next couple of days off.
*UPDATE* Don't go into the desert areas yet. Water is not working as it should.
*UPDATE 2* Looks like I have the water thing fixed. It should be ok to go in and explore.
|
|
|
Post by Badwater on Mar 23, 2012 9:25:07 GMT -5
Today the Great Desert was updated, with more content being added to the Ruins.
You will need to be at least level 6-8 to even think of going inside the Ruins. You do not need to be quite that high a level to be on the surface.
The Tower is easier than the Crypts. The Crypts will have an additional level, but I thought I'd get this in and see how things are working first.
|
|
|
Post by Badwater on Apr 1, 2012 8:16:10 GMT -5
Today is T2's final update. I've added what I've wanted to and so I'll be switching to updating T1 from here on.
I added a bunch of NPC content today.
|
|