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dragnmoon
08-27-2007, 03:48 PM
Weekly Development Activities

In QA

These items are in QA and are scheduled for Module 5: Accursed Ascension (Litany of the Dead Parts 3 & 4).

General
Dolurrh environmental effects will now display an appropriate screen overlay.
UPDATE - Players should no longer experience ethereality issues after a tavern brawl, but they will start hallucinating
We have added a glossary tool to the game. To look up a word, type "/glossary {word}" in the chat window.
There have been changes to the lifetimes of mail. Unopened mail will now remain for 21 days and opened mail will remain for 5 days. Only mail received or opened after the update will follow these new rules.
When you close and reopen the Adventure Compendium it will now remember which tab you were on and reopen to that tab.
Added a button called “Modify Party” to the “Outstanding Invitation Requests” panel which will open up the “Create Party” panel directly instead of having players open it by opening the social panel first, then hitting the “Create Party” button.
Fixed a problem where it was difficult to resize the grouping panel using the lower-right corner.
Added a new button to the character options panel called “Gameplay” which contains an option which will allow players to customize the way their quest end rewards are generated. By default, they are generated based on the character’s main class, but some players (especially multi-classed characters) may prefer for these end rewards to be completely random.
There is a new option located under the Options->Gameplay tab that allows you to turn on the "Fellow Sticky Selection". Description: "Check to prevent 'Select Fellow' keys from toggling/clearing your target when selecting the same fellow."
Sorting by quest name in the Adventure Compendium now ignores "The " at the beginning of the name. The Quest Journal will also function in the same way when sorting the Area tabs and the quest list.
Primitive drow should now appear correctly in the focus orb.Auctions
Sorting by duration now works correctly.
There are now restrictions on when you may cancel an auction. You may cancel your auction at any time if it has no bidders, or within the first hour of the posting regardless of the number of bidders.
NEW - All Proceeds from Auctions will now go to tekn0mage in hopes to make him happierTooltips
Added active/toggle/passive usage to action tooltips.
Tooltips that display long cooldown periods will display them in minutes and seconds – e.g., 2 minutes 30 seconds instead of 150 seconds.
Action tooltips will inform the user when an action is useable in water, not useable in a brawl, or when it is useable only in public. They will also display the target type for the action.
The tooltips on the character stats page have been streatched out to allow 4 digit numbers to be displayed. This was an issue for magic users with 1000+ spell points, for example.
Disabling tooltips now disables all tooltips including shortcut bar and examination tooltips.
Tooltips for skills now include the key ability.
Tooltips for spells and feats now include the save DC and save type(s).
NEW - A new tooltip will be added with description on the best tools to use against platfarmers.Shopping
You can now ctrl-click on an item in a shop to purchase the item in bulk. A pop-up dialog will prompt you to enter the number of items to purchase. Note: This dialog is only used when purchasing items. There is still no way to control the number of items you sell from a stack.
When items in a shop are alphabetized, they are sorted first by base name (e.g. sword, dagger) and then by prefix (e.g. masterwork, vorpal).
When you add items to the shopping cart, the cumulative cost of the items in the cart will affect the “can afford” status of the items available for purchase / repair.
If a player’s haggle skill changes, then the shopping cart display price will now update to reflect the change.
Blessed Cold Iron Khopeshes, Blessed Cold Iron Mauls and Blessed Cold Iron Heavy Picks will now always be sold at the Divine Reagent vendor in Feather Fall's Apothecary in House Jorasco.
The examination display now displays the "adjusted base value" which takes charges and permanent damage into account. This is the value that the vendors used to figure out how much they would purchase items for, so your items are not losing value, just displaying the item's value more accurately.Vendors now use the adjusted price to determine if they would purchase the item or not. So if you had a sword that was too pricy for a given vendor to buy, then once it is well used, it may drop to a value at which the vendor is now able to purchase it from you.Spells
Spell tooltips now include blocks that describe whether or not a spell can be resisted, and what the specific material component is for a given spell (if any).
Spell tooltips now include a metamagic information block. This block lists the kinds of metamagic that can affect this spell.
NEW - A new spell
Give Me! Evocation [Good]
Level: Pal 4, Wiz/Sorc 4, Cleric 4, Ranger 4
Components: V, S, M (Requires all the Gems you ever sold)

Gives you everything you ever wanted in DDO while taking away
everything you ever got.
Monsters
Monsters now should stop throwing stuff and attacking while they are held or otherwise helpless.
Minotaurs may occasionally use thrown weapons if charging headlong at an opponent doesn’t seem to be working.
NEW - A new Monster Added, Fluffy Pink Elephant; Nemisis to Fluffy Pink Pony (See New Paladin Mount)Combat
Offensive spells with “touch” range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto’s (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
UPDATE - The Crushing Despair FX are now persistent and actually crush you
Now if you are a divine caster and are using wands or scrolls of divine types and you happen to be under the effect of Quell’s Intercession, you will have to perform a UMD check just like every non divine caster type.
Focusing Chant now displays a proper icon when cast.
The metamagic system in Dungeons and Dragons Online has undergone significant changes in Module 5.0: Accursed Ascension.
The biggest change that casters will discover is that each metamagic feat other than Heighten Spell now has a fixed spell point cost increase rather than multiplying the spell point cost of a spell as they did before Module 5.0. These surcharges are as follows:
Empower Spell: +15 SP
Empower Healing Spell: +10 SP
Enlarge Spell: +10 SP
Eschew Materials: +2 SP
Extend Spell: +10 SP
Maximize Spell: +25 SP
Quicken Spell: +10 SP
Heighten Spell: Special (Changes base cost of your spell to that of your highest level spells)
These cost increases are cumulative if multiple metamagic feats are active simultaneously, so a Quickened, Maximized, Enlarged Fireball would cost:

20 (base) + 10 (Quicken) + 25 (Maximize) + 10 (Enlarge) = 65 Spell Points

Improved Metamagic enhancements have all been changed to flat cost reductions on these surcharges. Sorcerer Improved Maximizing III, for instance, has become "Using the Maximize Spell feat costs you 9 fewer spell points." Wizard Improved Heightening II is now "Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening."
Targetting issues with wall of fire have been fixed.
UPDATE - Magic missiles now do a better job of tracking moving targets, but if it misses it acts like a bomerang and comes back at you!
UPDATE - Despite the protests of the Silver Flame clergy that have grown rich from curing adventurers suffering from curses, Bestow Curse effects are now removed on death, but your Life is still cursed because you play DDO!!Skills, Feats, & Abilities
The number of Turn Undead attempts per rest will now be calculated on the current displayed Charisma modifier. Previously only permanent changes to Charisma from level advancement and tomes were counted.
UPDATE -The Listen skill now helps you detect hidden monsters, but not hidden Fluffy Pink Elephants
Old feat lists in the feat respec dialog now look like most of the other lists of feats and enhancements in-game and sub-feats have their icons again.
Players who have a feat called “Feat Respec Token” will once again be allowed to respec the “Feat Respec Token” and then other feats.
Barbarians now possess a new ability in the feats section of their character sheet. “Dismiss Rage” can be used at any time to prematurely end their barbarian rage. Note that you will still be subject to fatigue from your rage, and it functions only on the barbarian class ability - you cannot dismiss any other ragelike effects.
NEW- Barbarians now also possess a new ability in the feats section of their character sheet called 'Dismiss Tactics". When in use they can charge into melle with out any worries of protests from the rest of the group.
It is now possible to trade a feat for a feat which can be aquired multiple times when the player already has one. So players can now aquire Toughness as many times as they like through feat respec.
Cure <VARIOUS>Wounds spells, including the Mass Cures, can no longer be Heightened as Clerics can already freely cast the higher level versions of those spells and are the ones most likely to use them as offensive spells against Undead. Note that the Heal spell is unaffected by this change as there are more circumstances under which you may wish to Heighten the spell. </VARIOUS>
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
The Barbarian Dismiss Rage ability now will only function if you are enraged.
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
Crippling strike now occurs with ranged sneak attacks using bows, crossbows, and thrown weapons.
Favored Enemy: Orc can now be taken during character generation by rangers.
Halflings have always had their +1 bonus to attack with thrown weapons. Now this race specific feat will appear on the character sheet.
NEW - Rejoice Paladins now get a Mount at 5th level, but have only one choice, Fluffy Pink Pony. At this point the Fluffy Pink Pony does nothing but look preaty.Enhancements
Lines of Item Defense enhancements have been added to Barbarians, Paladins, Rangers, and Rogues. Note that these lines, unlike the Fighter Item Defense line, are only three enhancements deep, and are acquired at higher levels than the Fighter Item Defense enhancements. Paladins receive Item Defense enhancements at levels 3, 7, and 11, while the others receive them at 5, 9, and 13. Fighters continue to receive them at levels 1, 5, 9, and 13. As with all class enhancements, purchasing level one in one class will lock out the lines from the other classes.
Halfling luck, instead of only affecting Reflex saves, is now three distinct enhancement chains. These are not exclusive.
Halfling Luck (Fortitude) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Fortitude saves.
Halfling Luck (Fortitude) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Fortitude) I
Cost: 2 Action Points
Grants a +2 bonus to Fortitude saves.
Halfling Luck (Fortitude) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Fortitude) II
Cost: 3 Action Points
Grants a +3 bonus to Fortitude saves.
Halfling Luck (Reflex) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Reflex saves.
Halfling Luck (Reflex) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Reflex) I
Cost: 2 Action Points
Grants a +2 bonus to Reflex saves.
Halfling Luck (Reflex) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Reflex) II
Cost: 3 Action Points
Grants a +3 bonus to Reflex saves.
Halfling Luck (Will) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Will saves.
Halfling Luck (Will) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Will) I
Cost: 2 Action Points
Grants a +2 bonus to Will saves.
Halfling Luck (Will) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Will) II
Cost: 3 Action Points
Grants a +3 bonus to Will saves.
Human Versatility has undergone some revisions, and now grants five subabilities. Instead of being restricted only to a skill boost, Humans may now display their versatility by gaining a short duration increase to skills, damage, attack rolls, saves, or armor class. These boosts draw from one common pool of 5.
Human Versatility I
Prereq: Human Level 1
Cost: 1 Action Point
Grants the ability to display your versatility as a +2 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills I. Activate this ability to receive a +2 bonus to skills for 20 seconds.
Human Versatility - Damage I. Activate this ability to receive a +2 bonus to damage for 20 seconds.
Human Versatility - Attack I.Activate this ability to receive a +2 bonus to attack rolls for 20 seconds.
Human Versatility - Saves I. Activate this ability to receive a +2 bonus to saves for 20 seconds.
Human Versatility - Armor Class I. Activate this ability to receive a +2 bonus to armor class for 20 seconds.
Human Versatility II
Prereq: Human Level 4, 10 Action Points Spent, Human Versatility I
Cost: 2 Action Points
Grants the ability to display your versatility as a +3 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills II. Activate this ability to receive a +3 bonus to skills for 20 seconds.
Human Versatility - Damage II. Activate this ability to receive a +3 bonus to damage for 20 seconds.
Human Versatility - Attack II. Activate this ability to receive a +3 bonus to attack rolls for 20 seconds.
Human Versatility - Saves II. Activate this ability to receive a +3 bonus to saves for 20 seconds.
Human Versatility - Armor Class II. Activate this ability to receive a +3 bonus to armor class for 20 seconds.
Human Versatility III
Prereq: Human Level 7, 21 Action Points Spent, Human Versatility II
Cost: 3 Action Points
Grants the ability to display your versatility as a +4 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills III. Activate this ability to receive a +4 bonus to skills for 20 seconds.
Human Versatility - Damage III. Activate this ability to receive a +4 bonus to damage for 20 seconds.
Human Versatility - Attack III. Activate this ability to receive a +4 bonus to attack rolls for 20 seconds.
Human Versatility - Saves III. Activate this ability to receive a +4 bonus to saves for 20 seconds.
Human Versatility - Armor Class III. Activate this ability to receive a +4 bonus to armor class for 20 seconds.
Human Versatility IV
Prereq: Human Level 10, 32 Action Points Spent, Human Versatility III
Cost: 4 Action Points
Grants the ability to display your versatility as a +5 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills IV. Activate this ability to receive a +5 bonus to skills for 20 seconds.
Human Versatility - Damage IV. Activate this ability to receive a +5 bonus to damage for 20 seconds.
Human Versatility - Attack IV. Activate this ability to receive a +5 bonus to attack rolls for 20 seconds.
Human Versatility - Saves IV. Activate this ability to receive a +5 bonus to saves for 20 seconds.
Human Versatility - Armor Class IV. Activate this ability to receive a +5 bonus to armor class for 20 seconds. Items
In order to alleviate inventory clutter by collectables and gems, players will now be able to use a new object known as the “collectable bag” and “gem bag”. Small, medium and large versions of both are available. The small version will be awarded to those who complete, or who have already completed the low level intro quests. Medium bags are for sale at vendors, and large bags will be rare treasure. Each bag will occupy one inventory slot, while holding a number of gems or collectables depending on it’s size.
Critical hit effects on weapons were preventing sneak attack damage from applying in certain rare circumstances. This has been fixed
When you inscribe a scroll and already have the spell, it would fail with and give an error message but still take your inscription component. This has been fixed.
The chance for raid items to drop is increased when the raid dungeon is run on higher difficulty levels.The actual increase in drop rate is dependent on the actual increase in danger of the raid as the Difficulty Level is increased. The maximum drop rate of raid items from any raid on Elite is 25%
Kargon's Tasty Ham can now be enjoyed throughout Stormreach and its environs. No longer must one enter a drinking establishment to revel in the taste of the bestamest ham ... evemar.
Characters which have improved UMD skills due to feats, such as "Skill Focus: Use Magic Device" and have an item equipped using UMD which is above the UMD score the player has without the skill focus feat, will no longer find thier item unequipping itself whenever they log in.
+2 Tomes and Manuals will no longer drop as Raid loot in the Stormreaver raid. Any +2 tomes found in the warded chest will have been generated as normal treasure. The drop rate for +3 tomes has been increased to compensate for this change to the raid treasure table.
Every 20th time you finish a raid quest your end quest rewards will be selected from the raid loot table instead of being randomly generated. The number of items to choose from will be just under half of the total number of raid items without any duplicates. This is in addition to the normal chance of raid loot dropping for each player during the raid.NPC's
Restless Isles
Mu-Tong will now place the sigil in your inventory overflow if your inventory is full or if you are encumbered.
Gianthold
NEW - Since we can not keep the Giants from hopping around like bunnies, all giants have been replaced with bunnies (Cute ones to) PVP
Nothing to report



Monsters
The fleeing rust monsters in Stromvauld's Mine will no longer trip over their own feet.
Monsters that are hiding or invisible can no longer be tab (or `) selected unless a player can detect the monster using their Spot or Listen skills.
Patrolling creatures should get stuck less often.
Slimes telekinetically controlled by the Sorcerer/Wizard spell Ooze Puppet are now also telekinetically prevented from splitting. As such, you will no longer lose control of the slime due to splitting.
Monsters are more likely to respond appropriately to "calls for help" from other monsters when attacked at extreme distances.
The poison immunity that many devils and demons have has been expanded to include more poison effects that they should be immune to. This includes the cloudkill spell.
Hobgoblins with pikes will now only trip if they first successfully roll to hit.
Black wolves, such as those in the Searing Heights, now use their trip ability much more rarely.Quests
Gianthold
The Gnolls that were erroneously spawning in a tent will no longer respawn.
Players should no longer fall through the Gianthold Tor bridge.
The Reavers Fate quest will no longer inform players on success via the world broadcast.
UPDATE - Okay okay, Drexelhand's defeat will go un-noticed then, but when your new character first enters the wolrd everyone will know you made the best buld ever!
Madstone Crater
Players should now get fewer cases of hot feet a few steps from the lava’s edge.
Necropolis
The Bloody Crypt
Gullet the Famished One will no longer respawn
Plane of Night
Velah has informed the guardians of the islands within the Plane of Night that if they leave the areas they are supposed to be protecting, she will eat them.
The bridges within the Vault of Night should no longer occasionally be ethereal.
Searing Heights
Searing Heights has a mapnote indicating the location of its entrance
Vile Apothecary
Quickfoot Casters in The Proof is in the Poison quest have been downgraded significantly. They no longer have dance or fear spells, have had their caster levels and casting ability stat reduced, have slightly less AC, and have fewer hit points. This quest should be noticeably easier as a result of these changes. Other
The metamagic system in Dungeons and Dragons Online has undergone significant changes in Module 5.0: Accursed Ascension.

The biggest change that casters will discover is that each metamagic feat other than Heighten Spell now has a fixed spell point cost increase rather than multiplying the spell point cost of a spell as they did before Module 5.0. These surcharges are as follows:

Empower Spell: +15 SP
Empower Healing Spell: +10 SP
Enlarge Spell: +10 SP
Eschew Materials: +2 SP
Extend Spell: +10 SP
Maximize Spell: +25 SP
Quicken Spell: +10 SP
Heighten Spell: Special (Changes base cost of your spell to that of your highest level spells)

These cost increases are cumulative if multiple metamagic feats are active simultaneously, so a Quickened, Maximized, Enlarged Fireball would cost:

20 (base) + 10 (Quicken) + 25 (Maximize) + 10 (Enlarge) = 65 Spell Points

Improved Metamagic enhancements have all been changed to flat cost reductions on these surcharges. Sorcerer Improved Maximizing III, for instance, has become "Using the Maximize Spell feat costs you 9 fewer spell points." Wizard Improved Heightening II is now "Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening."
The primary warded chest in all raids has been converted to the standard format for all chests in DDO. Every player in the raid will have their own treasure generated and assigned to them when they look into the chest. The locking glyphs are no more.

Each character has a 1 in 6 chance to receive a special item from that raid’s loot table. Otherwise, a standard treasure from the maximum treasure table appropriate for that raid will be generated for that character. Players may re-assign any items to other characters in the raid using the new treasure re-assignment feature. This includes any special raid only items.

The raid only items are still bound once they are removed from the chest. A warning confirmation box appears when attempting to grab a bind on acquire raid item from the chest.

In addition, the primary warded chest creates the list of characters that are allowed to loot the chest at the time chest spawns. This list contains all the members of the raid at the time the list was created. Characters not on the list do not have treasure generated for them when they open the chest and may not have items re-assigned to them.

dragnmoon
08-27-2007, 03:51 PM
Feel free to add your Own.. :D:p:rolleyes:;)

Turial
08-27-2007, 03:51 PM
He he... pink ponies.

Ziggy
08-27-2007, 03:52 PM
damn funny.

Vordax
08-27-2007, 03:52 PM
Feel free to add your Own.. :D:p:rolleyes:;)

NEW - Due to large volumes of support requests, Stormcleave has permanently been removed from the game.

Vordax

dragnmoon
08-27-2007, 03:56 PM
He he...fluffy pink ponies.

Fixed it for ya :D:rolleyes:;):p

The_Silver_Griffon
08-27-2007, 03:58 PM
General

NEW - There is a new house in the marketplace called the Stormreach Convention Center and Tourism Bureau. While adventurers are free to mill about and ask questions about their favorite city, there will be no official representatives of Stromreach in this area.



:eek:

Tenkari_Rozahas
08-27-2007, 03:58 PM
NEW-Dwarves now have a permanent /stumble emote on them when they have consumed any drinks in the tavern.

dragnmoon
08-27-2007, 03:59 PM
Haha. "Stupid bard casting crushing despair ag...***!"

/splat

This made me laugh sooooooo hard... My chest hurts... STOP IT!!! IT HURTS!! :D

EDIT: Well I am Ninja, He is Ninja , she is Ninja to, I am Ninja, we are Ninja, but I believe that you are Ninja TO!

Furgulder
08-27-2007, 03:59 PM
UPDATE - The Crushing Despair FX are now persistent and actually crush you

Haha. "Stupid bard casting crushing despair ag...***!"

/splat

dragnmoon
08-27-2007, 03:59 PM
NEW - All Proceeds from Auctions will now go to tekn0mage in hopes to make him happier
We need to pass this one on to tekn0mage.. He is getting angrier.. :D:p:rolleyes:;)

Morgoth_the_Enemy
08-27-2007, 04:02 PM
# NEW - In an effort to balance the dwarven race with the rest of the playable races, any time a dwarf dies in combat they will have a 25% chance of resurrecting as a halfling.

Aesop
08-27-2007, 04:07 PM
NEW - We havea new Customer Service Hotline. Just Dial 867-5309 and ask for Jenny she'll be able to help you have a good time.

dragnmoon
08-27-2007, 04:39 PM
UPDATE - Hobgoblins with pikes will now only trip if they first successfully roll to hit, but Hobgoblins with Herrings will be attracted to the mightiest tree in the forest!
UPDATE - Black wolves, such as those in the Searing Heights, now use their trip ability much more rarely, but more often use hump leg ability.

dragnmoon
08-27-2007, 06:34 PM
By the way.. The real one is up

Weekly Dev Activities - 8/27/07 (http://forums.ddo.com/showthread.php?t=119066)

But trust me.. This one is better :D:p:rolleyes:;)

Twerpp
08-27-2007, 06:39 PM
# NEW - In an effort to balance the dwarven race with the rest of the playable races, any time a dwarf dies in combat they will have a 25% chance of resurrecting as a halfling.

That would just make them even better xD

Tenkari_Rozahas
08-27-2007, 06:43 PM
That would just make them even better xD

Even if they were female bearded halflings?

dragnmoon
08-27-2007, 06:46 PM
Even if they were female bearded halflings?

mmmm sexy

NEW - All female dwarfs have sexy new beards to pull on!

jjflanigan
08-27-2007, 07:40 PM
UPDATE - Hobgoblins with pikes will now only trip if they first successfully roll to hit, but Hobgoblins with Herrings will be attracted to the mightiest tree in the forest!
UPDATE - Black wolves, such as those in the Searing Heights, now use their trip ability much more rarely, but more often use hump leg ability.


UPDATE - White wolves have been added to all areas that contain black wolves, such as the Searing Heights. These are identical to the black wolves except they stand still and bob their heads when affected by Otto's dance.

Guildmaster_Kadish
08-27-2007, 07:49 PM
NEW - Druids have been added to DDO! Unfortunately, due to an annoying bug, no one can create a Druid. We expect this to be fixed in Mod 9.

Morgoth_the_Enemy
08-27-2007, 07:53 PM
UPDATE - Hobgoblins with pikes will now only trip if they first successfully roll to hit. On a related notes, Hobgoblins BAB has been increased to 200.

Guildmaster_Kadish
08-27-2007, 07:57 PM
NEW - Upon reaching 5000 favor, your character will be given a reward of 15,000 favor!

ArkoHighStar
08-28-2007, 04:10 PM
NEW - Turn Undead has been replaced with razzle dazzle undead, using Razzle dazzle undead will have no other effect other than a cool light show. The simple fact is it never really worked so we decided to just have fun with it!

Ithrani
08-28-2007, 04:42 PM
UPDATE -Cleric Healing spells will now cost 0 SP, unless empowered in which it cost 1.5x the SP cost.

Symar-FangofLloth
08-28-2007, 04:51 PM
New- Clerics now have a toggle that makes their party icon show as a fighter, and makes their sp bar invisible to all other players.

DrAwkward
08-28-2007, 05:21 PM
New class Icons have been added for multiclass characters.

Rogue2/Pally3/FighterX builds get a Bat icon.

ClericX/FighterX builds get the paladin symbol with a bar sinister.

Multiclass combinations mixing Cleric, Sorceror and/or Wizard together get a class icon of a wheeled chair with a blue background.

dragnmoon
08-28-2007, 06:47 PM
UPDATE - Favored Enemy: Orc can now be taken during character generation by rangers, but they have a tendicy to run away so you need to keep them on a tight leash.

UPDATE - Halflings have always had their +1 bonus to attack with thrown weapons. Now this race specific feat will appear on the character sheet, but all other racial feats will disapear to be fixed a year from now.

UPDATE - Human Versatility has undergone some revisions, and now grants five subabilities that make Human Vieratility just a usless since the change from the old version. :D

NEW - The Elfs dance has been changed to look less 'gay'.

NEW - If you are a Male Player playing a female character there is a new Voice modification added to voice chat to make you sound female so you can confuse people even more.

Sertrynus
08-28-2007, 06:53 PM
UPDATE - When using Teleport or Greater Teleport, should your character fail it's rolls, it will turn to face you and hold up a YIKES sign. If Greater Teleport is used, other party members will huddle together shaking

dragnmoon
08-28-2007, 06:59 PM
* Disclamier the following was stolen from another post of mine but it fits so well here I had to add It.

NEW - New Item added to the Reaver Raid as a Raid Item.

The Log of Combat: It is a +5 Club that:

rolls down stairs alone or in pairs
Rolls over your neighbor's dog?
What's great for a snack and fits on your back?
It's Log of Combat, Log of Combat, Log of Combat!

It's Log of Combat, Log of Combat, it's big, it's heavy, it's wood.
It's Log of Combat, Log of Combat, it's better than bad, it's good!
Everyone wants a log of Combat! You're gonna love it, Log of Combat!
Come on and get your log of Combat! Everyone needs a Log of Combat!

Aesop
08-28-2007, 07:01 PM
NEW - The Elfs dance has been changed to look less 'gay'.

UPDATE - The Elf Dance has been changed back... because they are Poncey.

Aesop

dragnmoon
08-28-2007, 07:13 PM
I had to admit... I had to look up the word Poncey... :D

That said...

Difference of opinion... Never played a male effeminate Elf :D, and don't see them that way. But hmmm went of my subject.

NEW - The Elfs dance has been changed to look less 'gay'.

UPDATE - The Elf Dance has been changed back... because they are Poncey.

UPDATE - The Elf Dance has 4 versions. 2 for people who think elfs are Poncey 2 that think they are not :D

Falco_Easts
08-28-2007, 07:50 PM
NEW - New feat has been added "Improvise". Allows you to grab the nearest halfing to use as a tower shield and/or club.

Krow
09-02-2007, 01:56 AM
NEW - Clerics will receive a new lvl 7 spell : "Defy Impossible"

When a Cleric casts this upon themselves, they are able to be everywhere at one time. Thus granting the party a chance to become wreckless with less % chance of death.