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Home » Kaedrin PRC » Kaedrin's v1.41 is released! Messages in this topic - RSS
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2/8/2011 8:27:37 PM
Kaedrin
Kaedrin
Posts 144
It contains the following changes/fixes/additions:

[list][*] 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[/list]

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2/9/2011 12:41:17 AM
Pyrotics
Pyrotics
Posts 317
Kaedrin wrote:

[*] Bigby’s Interposing hand now correctly applies a -4 attack modifier (down from 10).


Is that going to be a cmi_option? Not that I have anything against the change (I hate that spell argh!), but it does seem a huge change.

Pyrotics

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2/14/2011 9:28:35 PM
Kaedrin
Kaedrin
Posts 144
I expect to release the 1.41.2 update tomorrow.

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2/15/2011 12:25:19 AM
MortisCorpus
MortisCorpus
Posts 420
This change is going to potentially hender current characters to a point that is build progression changing when ER's are accounted for.
[*] Forest Master gains a new requirement: Special: Animal Companion or Plant Domain is required to take the class.
[*] The 30HD Dragon Shape now requires 30 pure levels of druid


I am assuming that this is going to scale with all previously mentioned classes that grant eldritch progression. How tested has this been so far? I would like to help if it has not been tested yet. This could be very favorable to warlocks, overpowwering, or hindering. It should keep them the same in theory.
[*] Rewrite Eld Blast code to calc dice via CL instead of 24 GetHasFeat calls.

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2/15/2011 12:46:51 AM
Kaedrin
Kaedrin
Posts 144
The 24 HD dragon is comparable to the old dragon so the 27HD and 30HD dragons are simply upgrades. No character should have been planned/built around those assumptions. Even if they are, they made a conscious choice to pick up prestige class benefits instead of raw power in the dragon form. This is mostly aimed at the druid/monk splashes.

As for Forest Master - Favored Souls and non-nature Clerics should be exceedingly rare. The class specifically mentions that it should be druids, nature clerics, and rangers. This simply reinforces that to combat the utter crap that is a cleric or FS build that doesn't give up anything to take the heavily loaded class.

The Eldritch Blast code rewrite had no functional change for that bullet. OEI used to do 24 GetHasFeat calls to determine how many dice you used. I changed that to a simple calculation based on caster level. It's the same thing, done differently. It probably doesn't save much CPU time but it always annoyed me when I saw it in the code. It also made it far easier to account for the special feats (fey/fiendish power) and such instead of having to get a dice number and THEN do more special code.

The one test I didn't do that is being fixed in 1.41.2 is those Warlocks that take both Fiendish and Fey Power. It would likely award the next feat after blast progression which is wrong so I'm closing that loophole as fast as possible (along with 2 other major issues/bugs).
edited by Kaedrin on 2/15/2011

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My content site: http://nwn2customcontent.wikidot.com/
2/15/2011 3:30:19 AM
AllPlayAndNoWork
AllPlayAndNoWork
Posts 65
Curse song now breaks invisibility/stealth


Including HIPS ?

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2/15/2011 3:42:13 AM
GaryBlack
GaryBlack
Posts 340
HiPS is no different from normal hiding. It only allows you to do so while being watched, so yes.

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2/15/2011 4:42:07 AM
AllPlayAndNoWork
AllPlayAndNoWork
Posts 65
So what you are saying is that a low level char with curse song can un HiPS/stealth a lvl 30 char with maxed out hide/MS and HiPS ?

Is there a skill check for the removal of the stealth (perform v Hide/MS) or just a flat out dispel of stealth when curse song is used ?

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2/15/2011 5:19:43 AM
GaryBlack
GaryBlack
Posts 340
Oh i think you misunderstood this part. Using Curse Song will break the invisibility/stealth of the character that uses it, not that of the targets. Before Kaedrin fixed it, it wasn't flagged as a hostile spell/ability, so bards could just run somewhere while being in stealth or invisible and debuff potential targets without having to fear direct retribution.
edited by GaryBlack on 2/15/2011

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Realms of Trinity DM
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2/15/2011 5:55:22 AM
AllPlayAndNoWork
AllPlayAndNoWork
Posts 65
Ahhhh, my bad...Thx for the clear up.

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2/15/2011 6:38:49 AM
Pyrotics
Pyrotics
Posts 317
GaryBlack wrote:
Oh i think you misunderstood this part. Using Curse Song will break the invisibility/stealth of the character that uses it, not that of the targets. Before Kaedrin fixed it, it wasn't flagged as a hostile spell/ability, so bards could just run somewhere while being in stealth or invisible and debuff potential targets without having to fear direct retribution.
edited by GaryBlack on 2/15/2011


Which of course makes no sense because they are... well... singing.

Pyrotics

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6/23/2011 2:20:57 AM
Grim
Grim
Posts 82
"Dragon shape feat description updated with the reduced requirements"

I was trying to find it someplace what the specific updated reduced requirements were to plan for character building, and can't can anyone update me with the kaedrins dragon shape requirements compared to the standard nwn2 one?
6/23/2011 12:08:10 PM
GaryBlack
GaryBlack
Posts 340
The Wisdom requirement has been reduced. In the original game (check the wiki...) it says Wis 29. Kaedrin's update history, version 1.40.4 it says 'Dragon Shape now only requires a 27 wisdom'.

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