Some additions/alterations since the last update here:
- New
evil snowman creature added to the game (that's what the picture above was from).
- Several new desert threats (such as the
spiked cactus) and other model additions coming with the next update hak release (
coming in a matter of days).
- New area cleared to make room for more player housing closer to the starting town.
- Added small xp bonus for identifying tracks that are found.
- Added the ability for PCs to change their voiceset from within the game (and added a reference to the website).
- Updated generic dye pots to properly work on cloaks (just like the
magical dye pot that's been in-game for ages).
- Several other additions
- Updated
polymorph other and
shapechange spells to get rid of the conversation-based menu and replace it with VC commands to set options anytime (even in the midst of combat). Full listing of possible forms are available on the website and ingame via VC command.
- Updated all polymorph options (via spells or Wildshape variants) to properly merge properties from worn armor, shields, and other equipped non-weapons onto the polymorphed form's creature skin.
- Updated polymorph forms and module so that changing into a demon shape means no penalties when in the Dark Realm.
- Updated NPC perception scripting so that a Bluff check combined with a magical disguise (via
hat of disguise or polymorphing) can make similar NPCs non-hostile.
- Updated Planar turning to properly take into account the new Demon and Celestial racial types and the location of the turning (harder to turn demons in the Dark Realm, where they are natives).
- Multiple updates to existing spells.
- Added 11 new spells (and replaced 2 existing ones), many for clerics and druids:
Circle of Light HealingArea effect
cure light wounds (replaces
healing circle).
Bard 5, Cleric 5, Druid 5
Circle of Moderate HealingArea effect
cure moderate wounds.
Bard 6, Cleric 6, Druid 6
Circle of Serious HealingArea effect
cure serious wounds.
Cleric 7, Druid 7
Circle of Critical HealingArea effect
cure critical wounds.
Cleric 8, Druid 8
Circle of Great HealingArea effect
heal (replaces
mass heal).
Cleric 9, Druid 9
Grabthar's Hammer1d8+1 bludgeoning damage, ranged touch (x3 damage on critical hit).
Sorcerer/Wizard 1
(yes, the spell's name is a small bit of humor added to the game, kind of like my
wands of invisibility that are actually invisible in inventory)
Jade Moonslashing damage in a path away from the caster
Cleric 7, Druid 7
Crashing Wavewater does bludgeoning damage along a path away from caster
Cleric 3 (Harcorth/Aquar), Druid 3
Earthen Fistrock and dirt does bludgeoning damage along a path away from caster
Cleric 3 (Terris), Druid 3
Bone Throwbone boomerang damages an undead target
Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1
Water Throwball of water inflicts bludgeoning damage, extra damage against fire elementals
Cleric 2 (Aquar/Harcorth), Druid 2
Frostfalla single target is turned to immobile ice
Druid 8
Tornadoconjures a tornado that moves around destroying things
Cleric 9 (Borzig/Typhis), Druid 9
In Progress:Magic spells scripting overhaul - Still working on recoding all of the spells in the game in between bugfixes, additions, updates, and...oh, yeah...raising 4 kids (AD be a stay at home dad/dragon). I figure I'm somewhere between 50% and 75% done with the spells, and will be revamping the Player Item Enchantment System once all the spells are done (so that scrolls, wands, and potions can have true assigned caster levels).
On the horizon...- Updated quest system for streamlined scripting, better bookkeeping, and faster quest additions.
- Updated item appearance crafting system.
- Additional areas for exploration/adventure.
- Additional new art resources (creature/item/vfx/tileset/placeable models, icons, etc.)
Modifié par The Amethyst Dragon, 24 janvier 2011 - 06:47 .