New Content

Started by Howlando, February 18, 2014, 12:30:05 PM

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Tala

v4_1551

Very minor thing, but players might encounter items now that they won't be able to equip. These items will be bound to specific PCs and exist for DM Loot, special stores that might be added in the future, and perhaps special quests. These items will exist so the DMs won't have to add OOC info to the descriptions of "don't equip unless your X", other variations of it and OUB.

It doesn't necessary mean that once a PC perishes the item is lost forever, but it will leave us with more control over it. Of course, even if PCs can't equip the item, they may hold it if they desire.

Tala

v4_1562

Many new and exciting Spell Changes. Thanks to Derfo and Elmo for designing them. Any bugs you find, to the bug reports forums.

More to come???

Tala

v4_1573

The EfU DM team would like to introduce 2 new Kits/Prestige Classes that from now on are available for Applications.

Players should apply for these prior creation (same as Ascetic), so the apps will be judged based off of the strength of the concept and the record of the player's past characters. However, don't be too intimidated by the necessity to app, as a large part of it is for us to monitor the amount of current PCs with these kits, as well as who currently plays them. If you plan on joining a faction or association, it is very important you'll include it in your app.

Each of these introduces a slightly new play-style to this old game, so they might not be for everyone, however the hope is you'll make the best of them.

Many thanks to Howland for designing them, and of course the rest of the team for fleshing them out along the way. Also, thanks to those who tested these in the last two months and aided with their most valued feedback and comments.


QuotePositivist

Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

Features

Sorcerer Based
Must be pure Sorcerer
All hostile spells are disabled
(unless otherwise modified below)


Spell Modifications:

Flare: Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance

Light: in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)

Burning Hands - Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison

Combust - Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.

Fireball - Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.

Wall of Fire - Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)

Elemental Shield - Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the Positive Energy Bath - Lesser Restoration + Healing for Positivist's CHA modifier.

Cloudkill - Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.

Firebrand - Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)

Good only (Exceptions possible)
Level 1: Flame Weapon changed to positive energy, celestial summoning theme granted

Level 5: Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)

Level 8: +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day).


QuoteSapper

Sappers, or Demolition experts utilize the use of bombs and grenades in their line of work, or weapon of choice. They arrive from many professions, from simple miners, to military men. While they lack skills and abilities in many other fields, they are the best in what they do.

Features:

Rogue Based (Must be pure unless given permission from DM)
Sneak Attack disabled
Special trap shop
Lvl 8 Rogue Perks are disabled


Level 1:

-Receive Sapper's Pickaxe (battleaxe) and Sapper's Gloves, which work as a set (no need to take weapon proficiency to hold the axe). Pickaxe can be used as a shovel.

Level 3:

-Alchemical Grenades item, can be thrown once/round. Does 1d6 physical damage to target with additional 1d6/2levels of splash fire damage. Touch attack to avoid physical damage, DC for reflex save for avoiding/reducing fire splash damage is 10 + sapper's dex + sapper's int + sapper level.

-Receive Grenade Case item. An item that allows the Sapper to choose additional variations of Grenades, aside for the Alchemical Grenades. Works like the RSD's brew system, and in order to unlock and view the Grenades in it, the Sapper must find the appropriate Grenade's Schematics Items IG. More powerful Grenades may be given as rewards and apps.

- 1 Grenade to choose from the Grenade Case.

Level 5:

-"Place Satchel" Player Tool. Can place visible satchel charges that do medium blast range 2d4 fire damage/class when detonated by tossed grenade. Can't be stacked (A Satchel can't be placed in a detonating range of another Satchel). DC 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3] to reduce or evade damage. Can place a Satchel every 3 minutes (2 minutes starting from lvl 8 ).

-"Remove Satchel" Player Tool. The Sapper may remove their own Satchels.

- 2 Grenades to choose from the Grenade Case.

Level 8:
- Player Tools: Detonate Satchel Charges + Detonate Single Satchel. As above, except sapper can detonate from a distance with player tool (still must be in same area). The first detonates all the Satchels in the area, the second detonates the currently closest Satchel to the Sapper.

- 3 Grenades to choose from the Grenade Case.

Level 10:

- 4 Grenades to choose from the Grenade Case.

Grenades Case

Works like the the RSD Brew System. Sappers may choose which Grenades they get next cycle, aside from the Alchemical Grenades, which are constantly with them. In order to view and unlock the different grenades, the Sapper must find the appropriate Grenade's Schematics. lvl 3: 1 Grenade. lvl 5: 2 Grenades. lvl 8: 3 Grenades. lvl 10: 4 Grenades. Various schematics may be found IG.


The Satchel

-Damage: 2d4/lvl
​-DC: 20 + [Craft Trap + Set Trap]/10 + [Sapper LVL / 3]
-Can place one every 3 minutes (From lvl 8 every 2 minutes).
-Placing a Satchel breaks stealth/invisibility.
-After placing one, it takes 1 round for it to be able to explode.
-Can't stack - place 2 Satchels in the same explosion radius.

Tala

v4_1604

A few more spell changes. Be advised that one of them (very obvious which) might be slightly buggy, so let me know how it goes, and I'm sure in a few days it will be fixed if needed. Credit goes to Elmo and Derfo for the design again.

More to come :)

Tala

v4_1629

A few minor adjustments to Sapper (see above), the major one is a cost of 1 GP in order to throw a grenade. Also added a few grenades to quests and a WaW Grenade Sapper shop, an EC one will be added soon.

Positivist had a nice test run and it is now free for all with no app, and may be picked like any other Sorcerer perk on character creation, however multiclassing from it will be frowned upon (won't make sense for your character).

Howlando

v4_1655

- Mausoleum has been reskinned and is now a hak area.
- The famed "Recluse Spiders" option of a certain quest has been heavily tweaked so it should be a lot less deadly
- Minor rewards tweaks to Three Fang Keep and a certain Bathhouse Quest,
- Lots of ambient loot has been tweaked slightly (particularly some sets, usually making them a little stronger)
- For a long time there has been a certain puzzle that unlocked some cool extra stuff that wasn't working correctly, making it so the puzzle was effectively unsolvable (for a while I just thought no one had figured it out yet). It is now working correctly. Given the bug was around for so long I will give a small hint as to where the start of the puzzle is located, it is something that exists in a relatively common exploration area.
- Added some new Secret Stuff

Tala

v4_1662

Two minor things:
Sapper changes: Physical damage from grenades has been reduced to 1d6, no gold cost for throwing grenades, Rogue minor perks may be taken. Last change isn't retroactive, so I'll help the current Sappers with this when I have the time (Don't PM me for this on IRC please).

2 (and for now, last) spell changes starting from next reset.

Caster13

v4_1667 (Next reset on 09/23/2016)

Work and testing on a new quest (level range of 5-9) has finished. It's location is currently a secret so have fun looking for it!

If I'm around when anyone's attempting the quest, let me know as I'd still like to see how it runs.

 

Tala

v4_1714

A small addition - added a minor relic shop to the starting area and to the House of Knowledge.

Caster13

v4_1735

I'm pleased to announce that a new area I've been working on for the past month has been opened up and made accessible. This area is a pseudo-dungeon filled with randomized areas to explore, creatures to encounter, puzzles to solve, secrets to find, and--most especially--a tragic mystery for lore/intellectual PC concepts to piece together and unravel.

Designed to be explored and completed over a matter of weeks (if not months--perhaps even years!), the area is intended to be explored by groups of various sizes and compositions. Some areas can be easily explored by small groups of adventurers. Others might require the specific expertise of certain character types. And some portions are intended to be overcome by an army of brave adventurers.

The majority of this new area can be explored and resolved without my supervision whatsoever. Certain parts, while still playable, however, will require my presence to fully solve and complete. Determining where and when my supervision is needed can be considered part of the mystery.

Finally, please feel free to approach me with any bugs or issues that you think may be bugs.

Caster13

v4_1752

Changes have been made to the creatures that spawn in the above mentioned area (and its explorable offshoots). It should now be much easier for solo or small parties of adventurers to scout (emphasize on scout) the strange and mysterious areas. Previously, some of the commonly spawning creatures had unusually powerful detection capabilities; this is now not the case.

Tala

v4_1803

1. Sequencers: A PC may now place in a sequencer only spells that their innate levels are equal or less to half their total levels.

2. A new puzzle quest has been added (solo 2-6). Due to the nature of the quest, if you fail the puzzle, you can't complete the quest, but you'll still have to close the quest when you leave. However, this quest has no limit, so you can always try again the next reset.

More things will be added soon.

Tala

v4_1818

Elmo decided to spoil you with more spell changes and I have a free weekend, so here is part 1 of (hopefully) 2 new changes:
New Spell Changes

Please report any bugs you find to the Bug Reports forum

ShadowCharlatan

v4_1851

Quick revamp of the House of Governance. Let me know if there are any issues.

Have made some other changes too, some that you can't see (yet).

More to come. Just getting warmed up!

 

ShadowCharlatan

v4_1852

I have made changes to a variety of quests.
- Removed quite a few dissipating potions from loot tables.
- Added a chance for "powerup placeables" to various quests.
- Also added random encounters to some quests to generally increase variability.
- Reconfigured some mean old quests which are not done very often to make them a bit more generous
- Have hopefully done some bug fixes as well

I have also added a new quest. The questgiver will sometimes appear in the inns of Sanctuary.

As usual, if you notice any issues with any of this, post them in the Bug Reports forum.