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 Post subject: Re: NS4 Change Log
PostPosted: Wed Mar 17, 2010 1:21 pm 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
-Reverted Daeron to its former, pre-1.69 state. However, I put diviners throughout Daeron since they used to be scattered throughout the encampments.

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 Post subject: Re: NS4 Change Log
PostPosted: Thu Apr 01, 2010 11:07 am 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
Word of Faith: Enemies only, not under an effect of this spell and SR = yes for:
- 20% misschance, lasting caster level/4 rounds
- d4/level sonic damage
- if caster lg, cg, le, ce, opposed alignment (ce, le, cg, lg respectively) must pass will save v sonic or stun two rounds (visual on that).

Mind spell immunity blocks the stun part (engine). Don't know if I want to address that.

(Other updates: Both Linux and I have been pretty busy IRL the past few weeks. Have a sizeable list of things to look at, but not able to dive into it right now.)

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 Post subject: Re: NS4 Change Log
PostPosted: Thu May 27, 2010 4:33 pm 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
-Fixed Frozen Guardian's loot :lol:
-Polymorph forms now no longer receive twice their boot's dodge AC, now its just a single bonus (like everyone else)
-Healkits now heal d2 hitpoints per Heal skill point. NOTE: This is now d4 hitpoints
-Fixed some minor exploits

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 Post subject: Re: NS4 Change Log
PostPosted: Tue Jun 01, 2010 10:18 pm 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
-The Acolyte's Medallion now provides a d6 bonus vs a target's level for Turn Undead ability. Additionally it provides a d6 to your level for purposes of resisting being turned. I meant to put this in before last wipe, but I always forgot... anyway, enjoy.

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 Post subject: Re: NS4 Change Log
PostPosted: Sat Jul 24, 2010 11:00 pm 
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-2 Penalty in Daylight
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- Scythe is now slashing only. Same crit threat and damage dice.

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I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:
NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.


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 Post subject: Re: NS4 Change Log
PostPosted: Wed Sep 08, 2010 10:15 pm 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
-Added Assassin's Stealth ability. Once a day ability gives + 1 hide/ms per 2 Assassin levels. Duration is 2 rounds per Assassin level. Assassins receive this ability with 5 Assassin levels.

-Fix bug in CHA vs. WIS check on pickpocket. Was using the WIS modifier of the thief instead of the target, so he was essentially doing a check against himself.

-Improved Black Devil summon. Removed weapon focus feats and dropped strength a bit, but gave spear a +6 enhancement bonus and +6 vampiric regeneration. Gave +2 to fortitude and Keen Sense... they can't spot/listen worth anything but should prevent summon from walking slow while in Stealth Mode. Gave +10 to AC.

-Improved duration of Assassin's True Strike ability to 18 seconds. This does not affect the spell True Strike, which remains at 9 seconds.

-Rewrote spamming of healing items (potions, scrolls, etc.). After the first heal item use, there's a 10% decrease to each healing afterward to a maximum of 50% decrease. Two minutes after the last heal item use, it wears off and goes back to 0%.

-Increased heal kit healing to 1d4 per heal rank (was 1d2).

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 Post subject: Re: NS4 Change Log
PostPosted: Fri Nov 12, 2010 11:59 pm 
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Professor Nerfalicious

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Posts: 2632
-Increased artifact (that is, {Unique} items) rate
-Tweaked some of the monsters in Plane of Water to make the difficulty more in line with the other elemental planes

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 Post subject: Re: NS4 Change Log
PostPosted: Fri Feb 11, 2011 5:17 am 
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Retributive damage shields: one of a kind per customer now.

It's the intention that other bonuses from jobs or subraces don't go away when a damage shield does so if they do, please inform us (damage shields are removed when you use anything that gives you one).

Also, ammo stack size has gone up:

500 for shot ammo.

100 for thrown ammo.

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Tep wrote:
I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:
NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.


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 Post subject: Re: NS4 Change Log
PostPosted: Sun Feb 27, 2011 3:15 am 
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Bigby Redux:

Bigby 5:
Code:
School: Evocation.
SR: No.
Duration: 1 round per 4 levels, doubled with extend.
Role:
-2 AB base.
+1 AB for SF AND 14+ Caster Levels.
+2 AB for GSF AND 25+ Caster Levels.
+4 AB for ESF AND 35+ Caster levels
(non stacking, thats +1 OR +2 OR +4.)
+1 AB for every 4 levels over 24 - i.e. +1 at 28, 32, 36, 40.


Bigby 6:
Code:
School: Evocation
SR: No
Role:
AB to hit, onhit pushes enemy back + damages. If the attack roll was higher than 10, then it also KDs them for 3 seconds if it hits.

Damage = 1d8 bludgeoning damage per level. Does double damage on a critical hit.

AB: 95% of caster level + casting mod + 2 per SF/GSF/ESF in evo - i.e. +2/4/6.

This spell has a 1 round duration where recasting will fail to take effect.


Bigby 7:
Code:
School: Evocation
SR: No
Role:
Checks STR + Level + D20 vs Caster Level + Int/Cha + d20.
Pulls towards caster + slows for 3 rounds on success. When extended, pull distance doubled.


Bigby 8:
Code:
School: Evocation
SR: No
Role:
Spell failure of 1/3,1/4,1/5,1/6 based on ESF/GSF/SF/NoSF.
Requires CL of 35+, 25+ and 15+ for the SF levels.
Duration of 1 round per 10 caster levels. Extend does not increase the duration.
1 round duration past normal duration where recasting will not take effect. If the spell is removed, this 'cooldown' does not apply.


Bigby 9
Code:
Evocation.
SR: No.

Duration: 1 round per 4 levels
Role:
Reduces AC by half of the bonus.
Bonus of 2 by default.
+1 bonus for SF AND 14+ Caster Levels.
+2 bonus for GSF AND 25+ Caster Levels.
+4 bonus for ESF AND 35+ Caster levels
Also gives +1 bonus for every 4 levels over 24 - i.e. +1 at 28, 32, 36, 40.


As a part of this change, a new chat command, usable once every minute:

Code:
/makesafe N
/makesafe E
/makesafe W
/makesafe S


It might take you a few minutes, but you'll never get stuck on terrain permanently again. If you're in combat, no dice. This should also help out with the Skara + large model issues.

Additionally, /recall is now only usable once per minute.

These changes will be going in on the next reset.

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


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 Post subject: Re: NS4 Change Log
PostPosted: Wed Mar 09, 2011 8:55 pm 
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Professor Nerfalicious

Joined: Tue Apr 26, 2005 5:18 pm
Posts: 2632
-Improved poison on gas traps

-Implemented theme-based trap spawning for chests. We used to have fixed traps for each type of chest, so they were pretty predictable and had low variety. Now more types of traps are available in chests. The number of trapped chests is the same as before.

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 Post subject: Re: NS4 Change Log
PostPosted: Mon Mar 21, 2011 5:22 am 
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Absentee Ballot Dev
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Joined: Wed Oct 14, 2009 4:09 am
Posts: 2411
Bigby 9 redone:

Code:
AB check of 95% of caster level + casting mod + 2 per SF/GSF/ESF in evo - i.e. +2/4/6 against targets discipline (on sheet, basically. Doesn't allow for size mods). If failed, KD'd for 2 rounds.
Also check vs will save vs spells (normal DC for a level 9 spell, Evo focuses), if you fail, stunned for 3 rounds.
Also (also) deals 1d10 damage per 2 caster levels budge damage to the target.
Also (also also) lower hide/ms by 10/15/20/25 based on evo focuses.


PDKs:

Code:
Fear duration nerfed to level seconds, instead of 2xlevel seconds.


Blackstaff:
Code:
Random 1d6/1d10/2d6/2d10 elemental damage AND +2/4/6/8 enchantment bonus to a quarterstaff based on edit: Transmutation focuses.

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


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 Post subject: Re: NS4 Change Log
PostPosted: Wed Jul 13, 2011 11:04 pm 
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Joined: Wed Oct 14, 2009 4:09 am
Posts: 2411
We changed something, guess what. :twisted:

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


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 Post subject: Re: NS4 Change Log
PostPosted: Tue Jul 26, 2011 4:27 pm 
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Joined: Wed Oct 14, 2009 4:09 am
Posts: 2411
Fixes mostly this update:

Bigby 6 push distance quartered in places where /makesafe is disabled - which I think covers most places you can get stuck.
Little behind the scenes stuff.
Healing Sting: Now halves damage when the target passes the save, as opposed to when they fail it. *cough*

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


Last edited by mining on Wed Jul 27, 2011 1:25 am, edited 1 time in total.
I'm an idiot and wrote quillfire instead of healing sting.


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 Post subject: Re: NS4 Change Log
PostPosted: Fri Sep 09, 2011 3:46 pm 
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Slight CR/Power tweaks to early game and NS areas.
Welcome back Deputy Dog! :)

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


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 Post subject: Re: NS4 Change Log
PostPosted: Wed Sep 14, 2011 5:46 am 
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Posts: 2411
Minor tweaks to giant mountain. In unrelated news,
http://www.youtube.com/watch?v=6V4TkSuG ... page#t=12s

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Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.


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