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Post by Badwater on Jun 24, 2009 11:38:47 GMT -5
The following was updated today: - I've continued with deleting items...this update I deleted a bunch of custom weapons. I also deleted, and am continuing to delete, Antarian and Vandite weapons that do not have unique properties to them. What I deleted has only been different in terms of appearance and it's a lot of wasted resources. I deleted perhaps 65 items this update.
- Continued deleting door scripts. Scripts and creatures take about 70 mins for each deletion and there's a lot of unused junk, but it needs to be done to cut the fat, so I do a few each update. Some creatures simply have to go but if I can modify something to make it useful I do that - it saves time.
- Added another bandit area: Peridotia - Seaside Cave.
- EDIT: Just added the Bandit Hideout. I'm doing some testing of the hideout but so far everything is going as planned. I need to update some encounters in the Bandit Woods and Wild Forest and then these areas will be done for now.
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Post by Badwater on Jun 28, 2009 13:28:24 GMT -5
The following was updated today (and there will be another update tonight): - Encounters in Peridotia Bandit Woods and Wild Forest updated.
- Seashore areas of Dorigin Island have been and continue to be updated.
- Pixie Leaders Room, Root of the Tree, Pixie Tree deleted. Pixie guild tokens and keys deleted. The pixie guild effectively no longer exists in the form that it was. I will update Sunshine Valley to be able to operate as a NPC area and as a staging area for DM pixie quests.
- I have no idea why there are a bunch of duplicate bears, but they're being deleted. It's going to be 8 hours or so of just those deletions. *sigh*
EDIT - the bears have been deleted. Not that it matters, but every creature deleted is potentially a new item or area. Dorigin Island has 6 new areas now. They are all south of Swordbane Village. The necromancer area is not accessible. It is not going away; it will be relocated, but I don't have the connecting area(s) set up yet. Some of the boring interior areas still exist but won't for long. The pyromaniac quest will still exist and be in the same location for now - and for now I don't see a need to change the location. Mirek and Swordbane Village still exist as they have for now. They will be the last things I change on Dorigin Island, and I will probably get back to them after some other areas on Talus have been updated. I'm not in any hurry; with Longtide back I will talk with him about what to do with the Freeblades, and what goes on with them is to be determined before I do anything with Mirek.
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Post by Badwater on Jul 8, 2009 0:09:13 GMT -5
I have updated the following: - Created the Formian Coast on Dorigin Island and the Formians have been moved there. They were out in the middle of nowhere off Halidian Flats and I think that for what they are and the level they are they fit the easier parts of Dorigin Island better than where they were.
- Deleted the Fettiage areas. When CEP is updated then some new DM planar areas will be added.
- Changed the custom giants so they only hurl rocks once. Then they hit you. Hard. Crazy Ivan's stats have also been changed, he's not as much of a pushover.
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Post by Badwater on Jul 24, 2009 10:32:55 GMT -5
Our current updating status: - Talus has been updated to CEP 2.2. So far, nothing with the PAW has been added so you do not need to get the PAW right away. I have some testing that I will be doing over the next week to make sure the PAW will function on Talus as it does in my test module.
- Shadow Legion areas and keys deleted.
- Working on getting a functional CRP merchant going, to sell CRP items. I will post when and where the merchant(s) are up and selling items.
- I still can't mount on my horse, so I guess 2.2 is not the fix for that. Not that I was holding my breath that it would be that easy....
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Post by Badwater on Jul 28, 2009 13:05:13 GMT -5
The World of Talus was updated today to get the Player Action Widget working. You will get it automatically. If you encounter any problems please post them in the CEP 2.2 sticky thread in this forum.
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Post by Badwater on Jul 29, 2009 11:31:29 GMT -5
The following was updated: - A camping supplies merchant has been added to Peridotia. He is in the same building as the Mining Supplies.
- I've started to add the new resting properties to areas, starting with Peridotia. I will add more tonight as well as get back to getting Dorigin Island going now the C.R.A.P. is working.
- Deleting Mek's resting scripts. C.R.A.P. replaces what they were trying to do.
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Post by Badwater on Jul 31, 2009 10:25:10 GMT -5
The following has been updated: - Hidden Tracks and Hidden Items tested. Hidden Items not working as advertised and still being tested.
- Camping functions tested and working.
- Resting script changed so PC does not unequip during rest. This had been killing spells bonuses from items in the hands.
- PAW updates in Northern Peri, Island Straits, Peridotian Forest, Northern Farmlands, Peridotia Windmill, Wild Forest, Bandit Woods, Bandit Cliffs, Bandit Caves, Scenic Overlook, Rocky Plains, Rocky Pass N+S, Volcano Hill 1-5.
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Post by Badwater on Aug 1, 2009 4:54:00 GMT -5
Today the following was updated: - Flight has been allowed in previously changed areas where flight would be allowed; for example, some parts of the Volcanco hills have flight, but not all...
- The CEP app bug has been fixed.
- The following areas have been modified: Volcano Hills, Dorigin - Formains, Dorigin - Seashores, Dorigin - Manticores.
- I don't seem to be able to get the Hidden objects working. I'm going to see if hidden containers or compartments do the trick, and if so I won't care...
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Post by Badwater on Aug 2, 2009 3:12:59 GMT -5
Today Talus had CEP updated using the CEP_UPDATER.
If you do not have/use the updater then please refer to my sticky in this forum on what to do.
I had to redo CRAP scripts again but it's becoming old hat now and I don't see any problems. Post in the Bug Reports forum if you think something is amiss.
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Post by Badwater on Aug 5, 2009 14:07:57 GMT -5
The following has been updated: - Changed the properties of the CRAP spike mallet. I have no idea why crafting or custom designers always want to make tiny tools. Changed it from dagger to club so that large creatures can use it.
- Added Advanced Resting and Flying to Eerie Bogs 2-19
- Started work again on Dorigin Island and should have more areas in a few days.
- Added a place in Peri Port's Marked Resting Area so that you can try out grappling hooks outdoors. You will need them for pits also.
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Post by Badwater on Aug 7, 2009 2:19:31 GMT -5
The following has been updated: - Changed camping merchant to have unlimited grappling hooks.
- Moved a known hak in case the crp hak changed somehow and unequiped PCs again during rest.
- Deleted duplicate longswords, rings, and amulets.
- Added two more Dorigin Areas - Sea Caves and Cape Doom South.
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Post by Badwater on Aug 9, 2009 3:17:14 GMT -5
The following was updated today: - Fixed resting issue and faction issue.
- Added a Fire Beetle Cave to the Fire Beetle Nesting Grounds. You will find beetles in the cave to be a bit harder than in the Nesting Grounds. For your first few levels (2-5 depending on what you are) you should only enter the cave with EXTREME caution. Be careful - there's some big bugs in there.
- Added Cape Doom North and interiors to Cape Doom North and South. The exterior of Cape Doom North is not completed although there are some encounters and places to adventure in. There's nothing in the hills yet, but that is coming.
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Post by Badwater on Aug 21, 2009 12:44:41 GMT -5
The following has been updated: - Swamp cave with the Tepok kobolds was deleted. Sorry, the area name escapes me at the moment.
- Deadly Flying Vampires and Doom Ghosts created.
- The Necromancer on Dorigin Island is back in action. You will get to him from Cape Doom. Necromancer areas all updated, so for the most part don't expect the same adventure. I'm going to run some characters through before I decide on the loot situation there. Also, I'm using Lanthar's treasure system for the first time here and will update some other places with it and use it in new areas.
- Deleted some duplicate items. There's more (forever more) to be deleted, I'll be deleting some more next update.
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Post by Badwater on Aug 24, 2009 15:41:16 GMT -5
The following has been updated: - HC Embassy has been updated as requested.
- Lorehaven has been moved to Dorigin Island. The entrance is not obvious; it is hidden and will require the PAW to find.
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Post by Badwater on Aug 26, 2009 2:25:25 GMT -5
Today I was able to successfully get the PAW to forage for campfire wood. It involved deleting the CRAP placeable, because I went through everything on the Custom palette and did not find it, and creating a new one. My character just successfully foraged for wood and it works great.
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