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Post by Badwater on Jan 21, 2010 2:12:02 GMT -5
Finally, yes, I'm doing some Talus updating! Today was cleaning up some transition issues, fixed a sarcophagus bug in Haunted Crypts, tweaked the drops of Halidian Fire Giants, and changed some CNR resources in Grand Chasm Cliffs and Halidian Flats.
Next will be the addition of Fandar.
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Post by Badwater on Mar 8, 2010 3:34:00 GMT -5
Five new Fire Giant Areas have been added: Halidian Tunnels North and South, Tartaran Mountains - Inside The Volcano, Tartaran Mountains - Chasm Bridge, and Fire Giant Lair - Into The Abyss.
The Fire Giant Fortress itself is not accessible yet but soon will be - I'm still tweaking the encounters.
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Post by Badwater on Mar 11, 2010 12:17:02 GMT -5
The Fire Giant Fortress will be up and ready this morning. I'm in the process of making two minor changes and then I'll restart the server.
There are a couple of new areas in the new Fire Giant Fortress.
The new Halidian and Tartaran fire giant areas will be good for characters level 21-30, depending on what you are. My level 30 character did reasonably well in the fortress but he's immune to fire and a pretty tough fighter. I'd say you will need to be at least level 28 to go solo in the fire giant fortress.
Warning! I do have a death trap in the Fire Giant Fortress. You will die if you fall in. Do be careful in there. The upside is that I have some pretty decent random loot there, if you live. If....mwah ah ah ah ah....
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Post by Badwater on Mar 28, 2010 3:55:15 GMT -5
As it turns out, I did a fair amount of basic questing with my kids on Saturday. What I found was some annoying little things that I've neglected because I have not done these quests in some time. Today's update includes the following: - Red Flag Sewer - Daniel had an invisible couch in his room, and I have deleted that. The guard down there have stopped asking for passwords because I thought that was totally irritating, but they still come up to you and interrupt whatever you're doing. Equally irritating. I think it's a faction issue and I've changed their faction. If you have any problems, please let me know.
- Lomatin Port Sewers deleted.
- Cthorna's conversation changed somewhat. Haven't quite decided how to make the Blackhearted Diamond quest make complete sense, but I'll get there. I'm not entirely happy with conversational clues so I'm going to address that.
- Fandar Dangerous Caves encounters altered. Choppable trees in Fandar removed.
- The magic casement in Trodor's Tower has been altered. You now cannot use it to get to the drow. You can use it to get to the gypsies in Kitharmin instead.
- Fixed Brand on the Run quest.
- Fixed faction problems in the Ale Chapel on Smuggler's Point.
I think I'm closer to being finished with The Blight but I have not completely tested them yet. They are not quite as uber as before and I did address some resting issues there. That is my next task, is to finish playtesting them once and for all.
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Post by Badwater on Apr 2, 2010 2:35:32 GMT -5
Today's update included eliminating an old disconnected transition that used to go from Smuggler's Point to East Lomatin, and the way to The Lost is now connected to the Kitharmin Death Mines. The Blight will become its own set of areas for level 30+. I will make the final changes on The Blight next.
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Post by Badwater on Apr 20, 2010 13:02:10 GMT -5
Today's update includes some more tweaking of the Blight and an update of Fandar's Dangerous Caves.
I think I'm going to add a couple of bugbear areas on Fandar and use Delisha's areas on T2.
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Post by Badwater on May 19, 2010 1:53:27 GMT -5
I made a few small changes today and I'm going to be trying to fix the issue with the boulders in the Collapsed Tunnel next. That might involve reverting back to the old layout and just changing encounters. And maybe adding a death trap pit. Oooooh yeah....
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Post by Badwater on Sept 9, 2010 0:06:01 GMT -5
The following was updated today: - Added a resting area in Peridotia Bogs Tunnel that was intended for the pirate quest and never worked. It will work with the PAW now.
- Modified some of the lame zombie pirate mages. I'd like to test them and see if they do better and appropriate for their CR.
- Deleted some lame placeables and encounters.
- Updated Abandoned Village, which is now Village Ruins. There are some interiors in that area and it should be interesting for levels 3-15. Lots of hidden stuff and some rogue only things to find also!
Next, I am in the process of expanding upon the Stone Tower. After that, Alvar will get a huge makeover.
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Post by Badwater on Sept 15, 2010 3:16:44 GMT -5
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Post by Badwater on Sept 22, 2010 15:51:10 GMT -5
Stone Tower is updated. I have not placed any loot yet because I'm going to run a couple of characters through tonight and see if I like it.
The encounters in Lomatin - Stone Tower have not been updated but they will be tonight.
Next I will update the areas under Stone Tower and there will be a connection to the Underdark as well.
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Post by Badwater on Sept 23, 2010 13:06:36 GMT -5
The following has been updated: - The old interior to Stone Tower is no longer. Stone Tower now has an extensive ground floor and two upper levels. Stone Tower can be adventured by levels 4-30 but is probably ideal for levels 8-27ish. Enemies are exclusively constructs. I have set up Stone Tower with further expansion and DM areas in mind.
- Stone Tower Basement and Basement Tunnels have been updated. Stone Tower will now get you to the Underdark if you take the correct route.
- There is lots of secret stash here and there and be careful of pits!
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Post by Badwater on Oct 26, 2010 22:28:45 GMT -5
Update to look at some new areas. Transition problems in Blue River areas should be fixed.
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Post by Badwater on Nov 15, 2010 4:27:38 GMT -5
Fixed quests: Ghost of Rhordan Brand on the Run Bahamut Temple quest (altered doors) The Temple of Bahamut quest should be fixed - I have run in to difficulty in Aburon's Lab with the hidden doors that were there. Those doors, and the hidden doors to get the key to the Ancient City, and the transition door that is trapped, are all CRP doors now. You will have to use the PAW to get there. The doors should work much better - this is a feature of CRP that I like very much, is that their doors are easy for the builder to place and they work very well for the player. When I work on the Lomatin sewers in the current update, I will modify the Temple of Bahamut areas in terms of encounters and loot/hidden places. *EDIT* Also new: There is now a sawmill (CNR Wookworker merchant) in Lomatin Fields, by the Windmill. This is so you don't have to hoof your cut wood all the way to Peri.
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Post by Badwater on Nov 16, 2010 12:17:53 GMT -5
The Alvar Real Estate agent has been moved to Peridotia Village. Alvar will have its own real estate agent for properties in Alvar. Peridotia Village will have at least one shop as well, and in the near future there will be other reasons for going to Peridotia Village. Lots of prep work is going on behind the scenes in preparation for moving merchants and quests from Lomatin to Alvar (or other places, he he )
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Post by Badwater on Nov 17, 2010 13:45:57 GMT -5
There's a lot going on behind the scenes right now! So.....much......garbage....!! It was garbage day today. The following areas have been deleted: Lomatin Town Hall Lomatin Prison Outside Entrance The Azure Casket Temple of Goland Lomatin Beach Lomatin Beach Cave Adventure's Guild areas (penalty for bad spelling! ) A lot is being moved and modified. Some modifications will happen after the big update. You may notice at this point that some Lomatin interior areas are not available. I will endeavor to make this inconvenience as brief as possible. *EDIT* The Marsh Snyder quests (where is Lars) are not available until after the update. The following has been deleted: Enchanter's Workshop The Mighty Pen Woodworker's Shop Kelinus' House SW Lomatin The Fur Trader
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