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Kaedrin's PrC Pack v1.41 is released!


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#1
Kaedrin

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It contains a new prestige class and about 166 fixes/additions/changes.

You can find it here: http://nwvault.ign.c...l.Detail&id=209

I'll have the non-English dialog files up tomorrow night.

Here is the changelog:
  • Add Auto-Quicken 4-9 as bonus feat choices for the DC.
  • All applications of Keen/Improved Critical (Unarmed)/Improved Critical (Creature Weapon) for creature weapons have been changed to add the feats to the hide instead of the weapon. This allows the effect to actually work. I tested and verified a 19-20 crit threat range on a wolf's fang for a level 6 druid.
  • All deities with battleaxe grant it correctly.
  • All polymorphs with more than 20 natural AC have been adjusted since the game only handles a 20 base natural AC. This allows the dragon shapes to finally have their correct AC.
  • Arcane Trickster Pilfer upgrade (Buff duration becomes 10 + class Level, now tries to dispel all effects and not just one)
  • Armor Spec feats updated to mention they do not stack with any other source of DR.
  • Assassin alignment now any (incorporates assassin and avenger)
  • Assassin no longer mentions Circle of Protection vs Good. Better spell is planned for 1.41.1
  • Badger wildshape str set to 10 (no more no damage)
  • Bear's Endurance, Mass Bear's Endurance, Greater Bear's Endurance, Chasing Perfection, Spirit of the Bear, Spirit of the Tiger, Spirit of the Boar, Spirit of the Rat, Spirit of the Wolf, Tenser's Transformation, Entropic Husk, Rage, Animalistic Power, Draconic Might, and Righteous Might now heal 1 point of damage when applied. This removes any temporary hit points and resolves the bug/exploit with casting spells on targets who have a +Con already.
  • Bigby’s Interposing hand now correctly applies a -4 attack modifier (down from 10).
  • Blackguard/Assassin Darkness spell replaced with Veil of Shadow. Self buff, 20% concealment, 1 minute per caster level.
  • Bladesinger description updated with ASF fix from 1.39 (no longer mentions 15%/30%, now indicates all light/medium armor ASF is removed)
  • Body of the Sun will have a larger size when wildshaped (from 5' to 10'). This may be adjusted more later.
  • Champion of the Silver Flame picks up Tumble as a Ride replacement.
  • Charnag Maelthra now gets wizard progression at levels 3, 4, and 5 when taking Way of the Tome (up from 3rd and 5th).
  • Child of Night, Daggerspell Mage, and Daggerspell Shaper have their one dead caster level at 2nd, not 1st level.
  • Child of Night's Night Form can now correctly cast spells while polymorphed.
  • Chilling Tentacles now uses an attack roll of d20 + caster level + 4 instead of d20 + 5. This allows Chilling tentacles to scale and hit opponents closer to the pnp rules (should be a melee touch attack). If the target is hit a grapple check is made (d20 + caster level + 8 vs the targets BAB + strength modifier + d20). A successful grapple deals the damage as normal.
  • Clean up Thorn Skin text
  • Cloudkill no longer has an SR check, now lasts 1 level per CL, and is now a Conjuration spell
  • cmi_option added to allow Eldritch Glaive to critical. Row 20.
  • cmi_option added to cap intuitive attack at +x if a character is not a pure monk. Row 24.
  • cmi_option added to control if wildshape is a full heal  Row 41.
  • Critical Flaw with AoE DCs fixed.
  • Crossbow Sniper changed to OnEquip/OnUnequip buff and not a pulse. It will now consistently keep the buff up.
  • Curse song now breaks invisibility/stealth
  • Custom feats no longer have a concentration check
  • Dark Lanterns gain a High Will save
  • Dark Transient now correctly grants the additional +1 AB bonus
  • Deathless Frenzy effects can no longer be dispelled.
  • Deep Imaskari description updated (spelling error, reference to elf, bonus feat (hide) not underground bonus)
  • Dervish ability A Thousand Cuts now lasts 10 rounds.
  • Dervish gains Parry and Taunt as class skills
  • Dispel Magic and Wall of Dispel Magic now account for Paladin/Ranger caster level.
  • Displacement can now use the still metamagic.
  • DissChord Improved Counterspell now correctly lasts 10 + Cha rounds (not just the 1 minute initial duration it was set to).
  • Dissonant Chord disjuntion now correctly burns bardsong uses.
  • Divine Champion gains Intimidate, Spot, and Tumble (Ride replacement) as class skills
  • Double check that ret invis is removing the previous effect on recasts.
  • Dragon shape feat description updated with the reduced requirements
  • Dread Commandos now gain Improved Flanking at level 1 instead of Team Initiative.
  • Drow Racial Light spell replaced with Faerie Fire for pre-existing Drow (all new drow using my pack already get it). This provides backwards compatibility to characters for PWs adding my content after launch.
  • Drown is now correctly set to be a Conjuration spell
  • Druid shield enhance no longer transfers
  • Druid shifting changes
  • Eld Disc EF/HB feats redone (swapped) so the levelup progression matches the description.
  • Elemental Archer feats are now instant
  • Elemental Archer's Elemental Storm no longer automatically targets yourself and now has a targeting circle. In 1.41.1 you will be able to cast it at range instead of by touch.
  • Ember guard form gains it's DR
  • Empower/Maximize Eldritch Blast no longer stay active.
  • Epic Spell DC correctly accounts for custom classes (no more confusion on which primary ability to use for the DC and with epic spells taken on non-caster levels..)
  • Epic spells now account for spell school focus in their DC
  • Epic spells now available to classes as they should be in pnp
  • Equipping a +Con item will heal you for 1 point.
  • Evards Tentacles now uses an attack roll of d20 + caster level + 4 instead of d20 + 5. This allows Evards tentacles to scale and hit opponents closer to the pnp rules (should be a melee touch attack). If the target is hit a grapple check is made (d20 + caster level + 8 vs the targets BAB + strength modifier + d20). A successful grapple deals the damage as normal.
  • Evards, Storm of Vengeance, Chilling Tentacles, and Wall of Perilous Flame are now limited to 1 instance running at a time (per caster)
  • Expose Weakness description updated to indicate it does not work for ranged weapons.
  • Faerie Fire gains two new VFX (red, green, randomly selects a color)
  • Fast Healing II description now mentions you need Fast Healing I.
  • Fight to the Death no longer stacks with itself. Using it while active will waste a use.
  • Flame Blade now buffs both of a dual wielders weapons
  • Flame Weapon can now has the correct duration when extended
  • Forceful Hand does the knockdown check each round and no longer dazes the target.
  • Forest Master gains a new requirement: Special: Animal Companion or Plant Domain is required to take the class.
  • Frenzied Berserker description corrected to indicate Greater Frenzy is gained at level 8 (not 7th)
  • Frenzied Berserker gains the following skills: Craft Armor, Craft Weapon, Healing, Lore, Taunt, and Tumble.
  • Frenzy now only deals 2 points of damage a round.
  • Frost Mage's descriptions updated to indicate Lesser Aura of Cold, Aura of Cold, and Frost Breath are supported spells.
  • Gate/Epic Gate summon a solar/earth elemental if good/neutral that has identical stats to the evil version.
  • Glaive no longer requires a full 5 bab to get the second (and later) attacks
  • Great Shout is now correctly an Evocation spell
  • Greater 2WD now simply provides a +1 Dodge AC bonus.
  • Guarding the Lord is now an extraordinary ability.
  • Harper Agent and Master of Radiance now grant full casting progression
  • Heavy Armor spec feat upgraded to 5/- and now mention it will not stack with any other source of DR.
  • Heavy Armor/Grtr Heavy Armor Optimization now provide a bonus for Set Trap, Sleight of Hand, Open Locks, and Parry
  • Heavy Flail adjusted. Deals d8 damage, crits on a 19-20, and has an x2 multiplier. One-handed (medium). Still a martial weapon. Now the default weapon of flail deities. Uses the same feats as the light flail (focus, spec, etc). Flail is now the rare weapon.
  • Holy Warrior now mentions the value is controlled by a cap in the cmi_options and may provide less than the expected value.
  • Hospitaler no longer mentions cleric as the only progression
  • Hospitaler now has access to all great attribute feats for it's bonus feat choices.
  • Ice Troll Berserker feat is now available for Barbarians to take (no longer an epithet feat from MotB)
  • Imaskari gain a new colors 2da that limits them to alabaster skin. Existing Imaskari are unaffected.
  • Improved Reaction, Aura of Courage, and Aura of Despair can no longer be dispelled
  • Indomitable Will effect is now extraordinary to prevent dispelling.
  • Insignia of Blessing is now a level 2 spell
  • Inspire Courage now gains a +1 from the Leadership feat
  • Intuitive Attack description updated to indicate that unarmed attacks qualify
  • Intuitive Attack will no longer work when dual wielding unless both weapons are valid
  • Iron Body/Stone Body now remove the last casting when a new casting is applied (no stacking penalties)
  • K's Orb of Cold and Lesser Orb of Cold updated with the new piercing cold code, fixes bug where magic damage is dealt.
  • Keen Edge description updated to indicate it works on slashing and piercing weapons.
  • Kelemvor's Grace can no longer be dispelled.
  • Knockdown and IKD are no longer available as item feats. They have been replaced with Iron Will.
  • Level 10 Frenzied Berserkers no longer become fatigued. class description has been updated.
  • Light SEF no longer has the strange pink/purple glow to it.
  • Lion of Talisid allows Telthor or Animal Companion.
  • Lion of Talisid is now a High BAB prc but no longer provides cleric/favored soul progression.
  • Lion's Roar now correctly makes a Fort save, not a Reflex save.
  • Lion's Swiftness is now instant.
  • Low Light Vision removed from Nixie's Grace
  • Lyric Thaumaturge now correctly stacks Bard + LT levels for songs per day.
  • Magic Weapon and Greater Magic Weapon now affect ranged weapons and bracers
  • Manifest Death no longer mentions being a cleric spell, no longer mentions undead being the target creature type
  • Mass Fowl is now a save or die spell vs players
  • Medium Armor Specialization feat upgraded to 3/- and now mentions it will not stack with any other source of DR.
  • Melee Weapon Mastery feats descriptions updated to indicate that weapons that deal two damage types DO NOT GAIN from two masteries. That I need to do this pains me.
  • Meteor Swarm is now a druid spell which deals cold damage for druid/spirit shamans.
  • Multiclass Druids that gain wildshape from prestige classes (nature's warrior, daggerspell shaper, lion of Talisid) can now gain elder elemental shape when their combined effective level exceeds 20.
  • New Feat: Epic Skill Focus (Healing)
  • New PrC: [[[Charnag Maelthra]]]
  • Ninja Wis AC is capped by Ninja level.
  • OEI's Orb of Cold and Lesser Orb of Cold now benefit from piercing cold.
  • One Shot is now on the bonus fighter feat list for the Anointed Knight, Champion of the Wild, Divine Champion, Fighter, Hospitaler, and Warrior of Darkness
  • Paladin now has access to the Heal Animal Companion spell (instead of Heal Mount/Special Companion) for Paladin/Ranger synergy
  • Paladins/Rangers who have a CL of 75% of their HD or more will now gain full caster level vs dispels.
  • Palemaster Warlock progession choice turned off as it has no support (no clue why OEI had it turned on)
  • Paragon Visionary now has the correct timer (allows the feat to work)
  • Protective Ward no longer stacks with itself in rare conditions.
  • Ranged Weapon Mastery now provides +2 blunt damage for slings
  • Ranger Two-Weapon Fighting now qualifies for Daggerspell Mage/Shaper
  • Regenerate spell will no longer stack with itself (previous application is removed)
  • Rejuvenation cocoon now correctly cures poison/disease.
  • Requiem no longer counts undamaged allies for the healing cap.
  • Resting will remove any temporary item properties from your armor and equipment held in your hands.
  • Rewrite Eld Blast code to calc dice via CL instead of 24 GetHasFeat calls.
  • Righteous Fury will no longer stack with itself (removal code moved to beginning of spell script)
  • Righteous Fury/Righteous Glory updated to detail how the spells stack.
  • Righteous Glory will no longer stack with itself (removal code moved to beginning of spell script)
  • Second Wind now heals the amount you would gain.
  • Shadow Evade lasts two rounds per class level (until 1.41.1)
  • Shadowbane Stalker class description updated with the alignment requirement.
  • Shadowbane Stalker's Discover Subterfuge now correctly boosts Search and not Spot.
  • Shining Blade and Black Flame Zealot spellcasting progression is now on odd levels, not even levels.
  • Shock Blade 3-5 are now correctly instant.
  • Shout is now correctly an Evocation spell
  • Skullclan Hunters grant Paladin spellcasting progression at each odd level.
  • Sneak attack code now accounts for epic precision
  • Snowflake Wardance changed to prevent exploits. If you change weapons or armor while the song is active you will be slapped with a -10 AB penalty for 10 rounds and notified you are exploiting.
  • Snowflake Wardance now applies an invisible VFX to track if it has been used recently. The exhaustion code will check for the VFX and only hit if it is still active. This will stop the issue with exhaustion hitting AFTER you rest (which will remove the VFX and thus cause the exhaustion to skip out). Fatigue applies at the correct time.
  • Stack eld blast now accounts for the fiendish/fey power fix and practiced invoker.
  • Storm Bolt changed to allow Stormsinger to qualify. Each level of Stormsinger adds to level you qualify for (maximum 19).
  • Stormsinger is now a medium BAB prc
  • Stormsinger Thunderstrike description updated to indicate what a Perform check is.
  • Support for Trinity's double weapons added
  • Swiftblade allows Grey Orc weaponry
  • Swiftblade: Residual Celerity and Perpetual Celerity now each provide a 3 round boost to the duration (instead of doubling and tripling the duration).
  • Tenacious Plague adjusted. Now a hostile spell. No longer has a spell resistance or hit roll check.
  • The 3-5 HD badger is no longer missing his weapons (his strength was incorrectly set to 9 and the AI unequipped his weapons).
  • The 30HD Dragon Shape now requires 30 pure levels of druid
  • True Strike description no longer mentions a somatic component. Still spell can no longer be applied.
  • Unequip will now remove any temporary bonuses from the item. This should fix the issue with unequiping, resting, and still having temporary spells on your items.
  • Update Jagged Tooth to handle the shift-unshift code that Fang has
  • Vine Mine now correctly has a default spell (was an invalid script call)
  • Warlock SR Fix/Workaround (including Mantles/Globes/SpellTurning tweaks)
  • Warlock touch attack accounts for combat expertise and improved combat expertise.
  • Warlock touch attacks penalize the use of polymorph without guttural invocations
  • Warlocks no longer gain twice the benefit of criticals for daggerspell abilities and spell specialization
  • Warpriest aura can no longer be dispelled
  • Warpriest description updated with the Spot skill
  • Weapon buff spells now work on great clubs
  • Weapon of the Deity now lasts 1 minute/level for Paladins
  • Web now lasts 1 round per CL
  • Whirling Frenzy descriptions updated for epic rage.
  • Zen Archery and Intuitive Attack no longer stack.
  • Zen Archery now only requires +1 BAB

Edited by Kaedrin, 09 February 2011 - 01:24 AM.


#2
NWN DM

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Wow... an excellent and extensive list of updates/fixes. Thanks and congratulations!

#3
Arkalezth

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Thanks! Looks like a big update. Downloading...

A couple questions/requests: you said in other thread that you had fixed Darkvision (and not sure if inspirations) in transitions. I'm playing with the previous version of your pack, and it's still bugged. They're still activated, but has no effect (i.e. the Darkvision icon is glowing, but my sorroundings are dark unless I deactivate and reactivate it again).

Also, I posted this on that thread, but you didn't reply, so I don't know if you read it. I'll copy it here just in case:

Also, not a bug, since it's in the description, but, is there any way to make Inspirational Boost add the bonus without having to deactivate/reactivate Inspire Courage? Maybe I can edit some file for it, it's kinda boring having to reactivate it every time I cast that spell.

And thanks for the non-English files too!

Edited by Arkalezth, 09 February 2011 - 01:39 AM.


#4
painofdungeoneternal

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Skywing fixes modes changing on transistions as well via client extension from what i understand ( he focuses on real problem instead of trying to fix it after the fact ).

#5
E.C.Patterson

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Another great update! Thanks for continuing to work on this defining pack!

#6
Kaedrin

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I thought I had the transition issue fixed but it turned out that was only when you loaded a game (as the event wasn't fired when I thought it was). So that one was a failure.



As for Inspirational Boost: it would require a lot of overhead in the inspire courage song that I didn't want to bother with, especially as often as the song fires. It's more a factor for PWs than SP but it's still there.

#7
Haplose

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That's an impressive list. Thank you for your continued efforts, Kaedrin!

#8
nicethugbert

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NEAT!


#9
Arkalezth

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Thanks for the reply, Kaedrin. It'd be great if that issue could be solved some day, but your pack is still amazing. I only wish I could use it in every module out there.

#10
LifeInsense

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Currently what PW's run version 1.41?

#11
painofdungeoneternal

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PW's just can't adopt something like this that fast.

I will have it installed once i've finished testing it all out-perhaps a week from now. ( Not really 1.41 but i merge in anything kaedrin adds to my codebase and there is some back and forth codewise, i already have it all merged but don't want to subject players to mistakes i make in converting it to use my pw's systems which are fundamentally different. This time it looks like he did a lot of bug fixing and exploit prevention. )

I have a few of the classes disabled ( frost mage for example ) due to the feeling among my players they are too powerful. Never had a chance to rework them to be more in line with others.

Once that happens SOD should be able to update as well, and a few others are also using my systems on their PW's.

Edited by painofdungeoneternal, 10 February 2011 - 07:22 PM.


#12
NWN DM

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painofdungeoneternal wrote...

Skywing fixes modes changing on transistions as well via client extension from what i understand ( he focuses on real problem instead of trying to fix it after the fact ).

Any idea if this would/will/does fix the whole "torch not lighting when equipped" schmozle? Posted Image

#13
painofdungeoneternal

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I never saw a fix for that.



However i just sidestepped it, and am using some code which does a Special effect on the player. I then have rules which make it get snuffed when entering magical darkness, and limited fuel so a given torch will burn out. Basically i am doing this manually and it requires a custom item. As of now following the PNP rules a torch does not seem to last very long, setting a variable on it will increase it's available fuel. Main issue is the visual is always in the same spot so it looks wrong if you are a giant, probably need to have a "node" on the torch i can attack the visual to in the sef editor. Was just a side project really to support the rules for light and not really a focus, probably needs some more work ( i have tackled a lot of little things in my codebase ).



I think grinning fool has a solution that lets you use the default torch via swapping out items, which probably is less work for the engine.

#14
Shallina

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I got a bug in the previous version, heavy armor optimisation and greater heavy armor optimisation are switched for when you can pick them up.

#15
Kaedrin

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That bug was fixed in 1.38.4 about a year or more ago. It was just the text description flipped.

#16
Kaldor Silverwand

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Just a note that as far as I can tell the conflicts between this release and my OC Makeover and MotB Makeover are fairly minimal. People who want to use both should just be aware that the Makeover Item Level restrictions and Resting restrictions will be disabled (restrictions many people disliked anyway), and that in the OC the clock will not be updated, and in MotB the Spirit Energy consumption will not be automatically paused when idle.



I have not confirmed any other issues and clearly none of these are game breaking.



Regards

#17
E.C.Patterson

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Trinity is 1.40 comptabile. Anything I need to tweak to ensure it is also with 1.41?

#18
Kaedrin

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1.41.2 is now available with the following changes:

  • +Con items with an odd bonus that are unequipped with no other con bonuses in play will no longer overheal.
  • Ability Focus (Invocations) now mentions it doesn't affect eldritch blast. Since… it doesn't mention eldritch blast.
  • All module events/scripts adjusted to use GetFirstPC/GetNextPC instead of Faction.
  • All power word spells are now correctly enchantment
  • Blackguard description now indicates the correct levels you get the sneak attack.
  • Bombardment now scales to 20d8
  • Change WoD/AK weapon buff to 10 uses/day. Duration is now 4 rounds per class level. Ability is now instant with a 6s cooldown.
  • Child of Night class description updated with actual %'s of concealment granted.
  • Confusion – targets no longer attack invisible tgts
  • Deadly Defense now correctly enforces the use of finessable weapons.
  • Deadly Lahar can now be extended
  • Death Ward now lasts 1 minute per level
  • Dehydrate now stacks properly
  • Disarm code adjusted.
  • Disjunction now correctly caps at 30 CL. This closes the practiced caster loophole on dispels.
  • Dispel magic spells no longer mention SR
  • Empower/Maximize Blast now functional again
  • Enervation (all level loss spells) gain a damage aspect to handle the fact that hit points are not lost for the levels lost (damage is normalized at 6pts negative energy per level lost).
  • Flee the Scene gains a new targeting UI graphic to show the affected area.
  • Flee the Scene now affects party members within 20' (down from the same area)
  • Flee the Scene now correctly provides a +2 AB bonus when you have Dark Transient
  • Forceful Hand now works again
  • Frenzy description now indicates Extend Rage affects it.
  • Glass Doppelganger and Shadow Simulacrum can no longer be used on players
  • Greater 2WD gains a +2 Parry bonus.
  • Greater Restoration no longer heals the caster, continues to heal other targets
  • Horrid Wilting no longer affects allies
  • If the full heal in wildshape is turned off, 1 point is healed regardless to close the loop on a temporary hp exploit/bug. Healing has been moved to before the polymorph application to prevent the temporary hit points of a shape from being wiped by the heal if damaged.
  • Implosion no longer affects allies
  • Loopholes in the +Con code closed.
  • Lore is now a class skill for Barbarians.
  • Magic Missile has been sped up
  • Mass Drown no longer has a SR check
  • Mass Drown now correctly bypasses blunt damage reduction/immunity.
  • Ninja description updated to indicate the AC cap by Ninja level change
  • Owl's Insight can now be cast again (targeting issue)
  • Painted Elves can now correctly worship Eilistraee
  • Palemaster Deathless Master's Touch now has a DC of 10 + Palemaster level + Cha modifier.
  • Palemaster Undead Graft now affects elves.
  • Palemaster Undead Graft now has a DC of 10 + Palemaster level + Cha modifier.
  • Palemaster Undead Graft now lasts d4 + 1 rounds (down from d6 + 2).
  • Requiem now only affects allies with 60' of the Bard (down from the same area)
  • Shadow Conjuration and Greater Shadow Conjuration are now affected by the summoning feats.
  • Solars now have the correct wings.
  • Song - Epic of the Lost King now affects party members within 60' (down from the same area)
  • Sound Blast now caps at a CL equal to your hit dice
  • Stonehold description now indicates the save is a Fort one, not a Will save.
  • Stonehold no longer has a SR check
  • Update Cloud Mind description with the old DC change.
  • Update Fascinate description with the old DC change.
  • Update Pilfer Magic description to indicate it now dispels all effects.
  • Unequip/Equip code now included (and aware of the +Con code) in the PC_Loaded script to stop the exploit with sticky item properties on login. This will require a constant in the script to be set to true (named 'nIsPW' )for it to be used so that PWs can turn it on (and SP users have it off by default).
  • Weapon of the Deity replaces existing enhance bonuses (like GMW)


#19
Maityist

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Whenever I use this PrC pack I can't enter locations from the Overworld Map on the Storm of Zehir campaign... Is this a new bug?

#20
Kaedrin

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Episode 138 of the NWN podcast has been released and it has an interview with me that was done this week. So it's now available for your listening pain/pleasure!

http://www.nwnpodcast.com/

#21
Kaedrin

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Changelog -

  • Hexblade can be selected but not chosen. This allows you to see the description for the upcoming new base class.
  • All Wizard spellcasting progression feats require Wiz 2 to take. Exploit fix.
  • Augment Summoning and Augment Elemental are now available as bonus feats for Red Wizards.
  • Augment Summoning and Augment Elemental are now available as bonus feats for Wizards.
  • Aura of Alignment description updated to include the save bonus
  • Bladesinger AC bonus no longer stacks with Invisible Blade or Duelist AC bonuses.
  • Bladesinger Song of Celerity is now three times your Bladesinger level. class description updated to indicate you gain 2 uses/day at 8th level.
  • Clarify description of Caustic Web to indicate the entangle is actually a 50% move debuff.
  • Dark Ones Own Luck bonus may not exceed your warlock level (per pnp).
  • Dispels vs Rangers/Paladins optimized to only work when used on players (default behavior for NPCs).
  • Divine Might now removes previous castings, will no longer fail if still active
  • Divine Shield now removes previous castings, will no longer fail if still active
  • Dragon Warrior – Dragon Breath description correctly mentions how many uses per day it has.
  • Embrace the Wild no longer mentions low light vision and no longer tries to add it
  • Embrace the Wild now correctly adds Listen and not Craft Weapon
  • Fixed a bug in dispels when determining if the target is a full paladin/ranger caster.
  • Frenzy and Whirling Frenzy can now stack.
  • Frenzy deals 6 points of damage round for characters without barbarian levels.
  • GFK ghost step gets the correct uses/day for ranks 2-4.
  • Greater Restoration will now heal up to half of the caster's injuries (up to a cap of 150 points) when self-targeting. A cmi_option will be added in the next update to control this.
  • Harper Agent spellcasting feat description updated to mention it has full casting progression.
  • Haste and Song of Fury no longer provide more attacks than it should.
  • Haste will no longer stack with Frenzy or Whirling Frenzy.
  • Heartfire now uses the red faerie fire VFX
  • Ice Troll Berserker now scales to epic levels.
  • Improved Countersong for Dissonant Chords no longer double counts the Cha bonus.
  • Lions of Talisid who do not have any druid levels will turn into the celestial leopard when using panther shape
  • Mass Camo description updated to indicate it is only a 1 minute/level spell.
  • Mass Heal and Warpriest's Mass Heal now affect any number of targets and will only affect targets with 15' of the caster
  • Monks no longer incorrectly deal slashing damage when wearing gloves. They now correctly continue to do bludgeoning damage.
  • Multiplayer files will be corrected updated for 1.41.3. There was a bug in my MP file generator that failed to change the files correctly.
  • New Background Feat: Tireless (Rage/Frenzy/Dervish Dance have no ill effect)
  • New cmi_option to turn on/off the Uncanny Dodge change.
  • New cmi_option to turn on/off the Unequip code
  • New Feat: Craft Rod (turned off)
  • New Feat: Craft Staff (turned off)
  • New Feat: Forge Ring (turned off)
  • Nixies Grace no longer mentions low light vision and no longer tries to add it
  • Protective Ward upgraded for pure rangers. "If you do not have levels in any other class except for Ranger, you instead gain the following benefits: At level 4 you gain a +2 Dodge AC bonus and a +1 Attack bonus. This bonus increases to +4 Dodge AC and +2 Attack bonus at 24th level."
  • Scout and Wilderness Stalker given a real dodge replacement for Swashbuckler dodge.
  • Sneak Attack routine for spells now correctly uses IB levels for the caster, not the target, when handling the uncanny dodge ability
  • Uncanny Dodge now provides a +1 Ref save bonus. +2 for Improved Uncanny Dodge
  • Vampiric Regen enabled for gloves (confirmed working after I turned it on and tested it).
  • Wall of Dispel Magic description updated to indicate the spell lasts 1 round per caster level.
  • Wall of Greater Dispel Magic description updated to indicate the spell lasts 1 round per caster level.
  • WoD/AK weapon buff changed to grant the elemental damage as a character bonus, not a weapon bonus.
In addition - I've put my content up on google's code hosting services so the community can access my content via Subversion if desired. This will allow for fixes/changes to be obtained sooner than waiting for a full release.

You can point your client here to access the content: https://kaedrin-nwn2...e.com/svn/trunk

At this time it is available as a read-only store.

Further - there is a second NWNPodcast interview with me available - #138
http://www.nwnpodcast.com/

Edited by Kaedrin, 21 April 2011 - 05:50 AM.


#22
I_Raps

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My Favored Soul in MOTB started to lose known spells. I see all three cls_spkn_*.2da's seem unfinished.

#23
Arkalezth

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That happened to me as a Sorcerer too.

#24
Kaedrin

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I'll post a hotfix for the favored soul 2da on vault Sunday night. What level was this for the Sorc because the 2DA looks correct from what I see.

#25
Arkalezth

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Sorry I don't remember, it wasn't recently, I just know some spells were lost. I don't know if I had your pack installed at that point.

I believe it happened at least with level 2 spells, maybe at other levels too, but I can't tell for sure, sorry.

Edited by Arkalezth, 07 May 2011 - 05:16 PM.