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Topics - Neutral_Zone

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News / Summons System
« on: June 27, 2015, 03:07:08 PM »
OMG it's finally here! :o

I feel guilty for putting it off for so long.

Anyway, the new summons system is finally implemented. It's not complete, so don't be surprised if you select anything other than an elemental or an animal and you summon the curse of the naked dwarf.

It is, however, workable. You can access the new menu from the Class Abilities section of the Rest Menu, and the rest is pretty self-explanatory.

Oh yeah, a note: Some folks (mostly clerics right now) will get improved summons; that is, for a certain type of summon, they'll be able to summon a creature one spell level higher than they would normally summon. That said, the exact combination of classes/feats/etc to allow you to get improved summons is specific to each type - I'm not going to spoil them, since it's all rather iffy right now and I might change the way it works.

I'll be adding in more summons (the ones already marked in the menu) as time goes on. For now, though, it's a prototype and I want to make sure there's no problems before I go ahead and make the rest.

If you don't like the new summons or you miss your fenhound (you wuss), you can still use the old summon tokens in the meantime.

There are a couple slots in the summons list with an * next to them. That means I have no flippin' idea what kind of monster to put there, so if you have any ideas let me know.

Also, please provide feedback on how the summons are. Are they squishy? Are they too strong? Do they get stuck? What features would you like to see?

New Features Coming Soon:
- Bonuses for arcane casters with school specialization or focus feats.
- Special tokens for DMs to give to players to 'unlock' certain summon types.
- Undeaders. Grr. Argh. Ungh. Brains.

Player's Corner / Esther's Emporium!
« on: August 01, 2014, 11:50:36 PM »
Guess what?! Esther has artifacts for sale! I'll be listing everything here, with prices! REALLY SHINY PRICES. For REALLY RARE GEAR.

When any items are obtained/sold I will update this post, so be sure to check back from time to time!
Be aware, stock is limited! I can only carry so much merchandise at a given time. If you have any useful items that you think are resellable, I may be willing to buy them for up to 20% of their original value.

All prices are half market value :o

Sold out!
NEW!Shadow Skin - Base AC 0, AC +5, Dexterity +1, Darkness 2/day - 17,760 GP
Girdle of Holy Might - Bonus Cleric Spell (5th, 6th, 7th), Cleric Only - 13,780 GP
Hendun's Gut Feeling - Bonus Cleric Spell (3rd, 4th), Wisdom +1, Cleric Only - 5,525 GP
Sold out!
Sold out!
Sold out!
Sold out!
Large Shields:
Sold out!
Ring of Freedom - Freedom 1/day - 7,870 GP
The Nomad's Ring - Bonus Sorcerer Spell (1st, 2nd, 3rd, 4th), Light 20m Blue - 8,325 GP (I have two of these)
NEW!The Wanderer's Ring - Bonus Wizard Spell (1st, 2nd, 3rd, 4th), Light 20m Blue - 8,325 GP
Tower Shields:
NEW!Legendary Tower Shield - AC +5 - 9,775 GP

Sold out!
Sold out!
Home Guard Legend - Cold 1d6, +5, Keen, Discipline +3 - 58,700 GP
Sold out!
Heavy Flails:
NEW!Punishment - Cold 1d8, +5, Massive Criticals 2d10 - 72,050 GP
Sold out!
Sold out!
Trickster's Curve - Sonic 1d4, +5, Keen - 45,900 GP
Light Hammers:
Hammer of Force - Magic 4d4, Damage -5, No Damage - 62,015 GP
Magic Staffs:
Nexus - Bonus Sorcerer/Wizard Spell (2nd, 3rd, 4th), Spell Resistance 20, Sorcerer/Wizard Only - 105,125 GP
Sold out!
Sold out!
Harvester of the Styx - Negative 1d4, +5, Saving Throws Death +2, Protection from Elements 1/day - 65,350 GP
Sold out!
Throwing Axes:
Divine Storm - AB +2, Sonic 1d4, Mighty +4, 10% weight - 3,600 GP (Pack of 50)
Two-Bladed Swords:
Sold out!

Austruth Harp - Greater Dispel 1/day, Healing Circle 1/day, Mind Fog 1/day - Bard/Harper/Shadowdancer Only - 21,655 GP
I'm all sold out of ioun stones at the moment, sorry!

Note: I have a minimum purchase level on some items due to item level restrictions. The general trend is +4 level 15 or higher and +5 level 19 or higher. I reserve the right to refuse a sale! Refunds may or may not be accepted.

Events / The Collector
« on: December 19, 2013, 07:56:13 AM »
People have gone missing for years. Most of the time, it was something eventually understandable. Something comprehensible, that left behind traces. But sometimes, it just didn't add up. Someone would vanish, without any logical reason. Without any evidence. And nobody could find out why.

But say, what if there were a reason? What if there was an explanation behind this madness? Well, I guess now is your chance to find out.

I am starting a quest line for all players, old and new, high and low, to join. Since this quest is primarily roleplay-oriented, you'll be seeing little battle, though your skills may be tested (And so I do not recommend extreme lowbies, though you may do so if you really wish.). I'll be doing a few adventure hooks, to get in as many players as I can.

For the time being, my available schedule begins from New Year's, to the third, then from the eleventh to the fourteenth. This is the period where I will first begin hooks. After that, it's mostly weekends.

If any of you would like to 'donate' characters to this cause, do feel free to drop me a PM and we can discuss the terms of your capture. Muahahahah!

As more information is available, I will drop messages here, as well as progress in the current storyline, and a bit of a summary for anyone that missed anything.

Any questions?

General Discussion / Potential Absence
« on: July 31, 2012, 09:08:38 PM »
Apparently I might not have internet for the next four weeks.

Moving house. Fun fun.

Annnnd apparently the new contract doesn't kick in until later. We'll see.

In the meantime, I can still get internet at other places, so I'll be around. Just not as much as I'd like. This doesn't mean my projects are on hold, though. I can still use my computers and whatnot.

I'll update this thread when I can, if I have any news.

Player Requests / Lost Items
« on: April 27, 2012, 04:13:11 AM »
Hey folks, if you accidentally sold any items or are missing anything important, take a screenie of proof and let us know. For example, I accidentally sold my brand new outfit today. (Ouch.)

Technical Support / Toolset Exporting Issues
« on: March 12, 2012, 04:30:14 AM »
Whenever I try to export certain items from the Aurora Toolset, especially areas with a significant number of placeables (50+), the toolset just hangs. Does anyone else get this? If so, any ideas on how to get the damned thing to work?

BTW: It would be nice if builders weren't so placeable-crazy. Then we wouldn't be having these problems.  ;)

EDIT: Looks like it's just my desktop. Works fine on my laptop. Weirdness.

Player Requests / Application for GDMship or DMship!
« on: December 19, 2011, 05:32:41 AM »
Hello, folks!

I'd like to try my hand at being a DM on LotN. I believe I know my way around the DM Client fairly well, and hope to bring many great adventures to LotN!

So what do you folks all say?  ;D

Player's Corner / Mounted Combat Bonuses
« on: May 01, 2011, 01:55:04 AM »
Okay, well, Kattze pointed out that she thinks Mounted Combat implemented as is with the horse module I finished is a tad overpowered. I'd have to concur, to be honest. Typically, in NWN, you get the ride roll minus ten, then divided by five, as a bonus to AC each round, IF you have the Mounted Combat feat. Previously, in LotN, the -10 penalty was omitted for Paladins, probably to compensate for the fact that the Bioware script was glitchy and the AC bonus dropped a lot of the time.

However, when my update is implemented, the AC bonus will no longer drop out some of the time, and I feel the -10 penalty should be put back in for balance reasons. Alternately, if there's potential for it to be abused by players, we might just remove the AC bonus altogether. For a better idea on how horse AC works, check this link to the NWN wiki here.

Feel free to post any comments on your decision here. Just remember that when you're choosing, it's probably best to take into consideration all the factors that contribute to this. The penalties for horse riding are negligible for most players, since you don't really intend on hiding while riding a horse anyway, but players also can only ride them in exterior, above-ground areas and have to put a feat and skill points into it to get the benefit.

Just note that the results of the poll may not guarantee that the horse system will turn out that way; it's really up to the DMs and Admins to make that decision.

General Discussion / Time For A Short Reprieve
« on: April 08, 2011, 05:02:18 AM »
Well, folks, I'd love to stay and chat, but I'm going on holiday! Just for a week, though. I should be back and will probably also have the horses all done by the 17th of April, though that's not a rock-solid guarantee. It also depends how soon all the staff decide to update the server.

Also how busy I am in the following time depends on how well any potential job interviews go. But in the meantime, have fun, folks! I'll catch y'all sometime soon.

Cheerio, you old beans.

Technical Support / Client Log Saver
« on: February 18, 2011, 11:45:56 PM »
Hey all. I've developed a tidy little program that saves your chat logs under different names so you can always keep 'em.

You'll need to create a 'batch' file for this (extension .bat). So pretty much, just make a text file, then paste this crap in, and rename the sucker.

Code: [Select]
set logPath=C:\NeverwinterNights\NWN\logs
set newLogPath=C:\NeverwinterNights\NWN\logs
set newLogName=nwclientLog
for /f "tokens=1-4 delims=/- " %%a in ('date /t') do set cDate=%%d%%c%%b%%a
for /f "tokens=1-3 delims=: " %%a in ('time /t') do set cTime=%%a%%b%%c
if exist %logPath%\nwclientLog1.txt copy %logPath%\nwclientLog1.txt %newLogPath%\%newLogName%_%cDate%_%cTime%_1.txt
if exist %logPath%\nwclientLog2.txt copy %logPath%\nwclientLog2.txt %newLogPath%\%newLogName%_%cDate%_%cTime%_2.txt
if exist %logPath%\nwclientLog3.txt copy %logPath%\nwclientLog3.txt %newLogPath%\%newLogName%_%cDate%_%cTime%_3.txt
if exist %logPath%\nwclientLog1.txt compact /C %newLogPath%\%newLogName%_%cDate%_%cTime%_1.txt
if exist %logPath%\nwclientLog2.txt compact /C %newLogPath%\%newLogName%_%cDate%_%cTime%_2.txt
if exist %logPath%\nwclientLog3.txt compact /C %newLogPath%\%newLogName%_%cDate%_%cTime%_3.txt
if exist %logPath%\nwclientLog2.txt del /Q %logPath%\nwclientLog2.txt
if exist %logPath%\nwclientLog3.txt del /Q %logPath%\nwclientLog3.txt
start nwmain.exe

Note that you may need to alter the directories if you don't have NWN installed in the default folder. This program will work in Windows only.

Once the batch file is made, copy it into your NWN folder (that's the same folder where nwmain.exe is stored). In order for this batch file to work, you'll need to either run it straight off the bat, or modify your shortcuts to run this little thing. So, for example, instead of the shortcut being "C:\NeverwinterNights\NWN\nwmain.exe" it'll be "C:\NeverwinterNights\NWN\NWNLog.bat" or different if you'd given the batch file a different name. You can then modify the shortcut's properties so it has an NWN icon, by browsing for icons and finding the nwn.exe file.

Note that this program DOES NOT open the autorun, and only starts up the main game client. If you intend on making it a direct connect shortcut, or for it to open the DM client, you should be able to add extra parameters to "start nwmain.exe". Alternately, you can tell it to open nwn.exe instead, though this may result in many duplicate logs.

Since NWN moves to a second log file after the first hits 2.4 Mb, and so on, I've added in some extra redundancies in case your log files get extra big. Three log files will contain about 30 hours of active game time. The program will also used NTFS compression to shrink the saved logs - the compression ratio is about 3:1, so your logs will be about 1 Mb for 12 hours of active play.

There is, however, one small issue. Since it's a batch file, I can't get it to run when NWN is closed, which (in most cases) would be ideal. Therefore, the dates and times are not exactly representative of when the logs were last edited, but rather, when NWN was last opened and the logs saved. So if you skip out a week, your log files from the Friday last week might look like they were made on Thursday the week after. Otherwise, there's no notable issues.

Hope you all find use for this program, I sure have. Cheers!

P.S. Let me know if you want any additional stuff added to it. I'll see what I can do, though I'm honestly not very skilled with DOS script.

General Discussion / Worst Competition Ever
« on: February 09, 2011, 02:55:18 AM »
Let's see who's character has died the most!
So far, my character Esther Salenthine has 54 deaths...

(Use your 'Persistent Storage Module' item to find out.)

Bug Reports / Death System Revamp?
« on: April 01, 2010, 05:07:23 PM »
Following what happened just now in our confusing last few hours, I think a few revamps to the death scripts are in order...

First off, we should have a script that clears all the actions of the players in the area Death's Door whenever somebody leaves. If you have an action cued up that targets the person leaving, NWN may teleport you out of Death's Door and next to the person that respawned. This leaves you permanently ghosty (and immune to level drain). The only way to fix it is to die again and respawn. Raising somebody while they are not in Death's Door will not fix the ghosty issue. Cutting the action cues when someone leaves the area should fix this issue.

Conversely, the opposite is also probably possible, and may teleport you into Death's Door. I've not yet had this happen.

If you die again after having left Death's Door inappropriately, you'll leave a second corpse... Either of which can be used to resurrect you (Only the most recent corpse will disappear.). Resetting the server is the only way I know of to remove these extra corpses.

Also, sorry for the trouble I caused today. It wasn't intentional  :-\

Bug Reports / Floating, Ethereal Halfling Merchants named Niccolo
« on: March 24, 2010, 09:40:39 AM »
Did Niccolo die?

I found him in stuck deep inside the wall of a building, floating off the ground, in the northern gates area of Neverwinter. I'll upload a screenie later is necessary. (too lazy to do it right now.)

Bug Reports / Cursed Vestment?
« on: March 07, 2010, 03:23:36 AM »
I cast Magic Vestment on my already +2 armor by accident with Graldin (Pally5/Cleric5) and it gave the right enchantment (+1), but my AC decreased by five... From 29 to 24...

I was also mounted at the time.

Script conflict, anyone?

Relogging solved the issue, although it did make my horse disappear  >:(

Bug Reports / Sick Paladins!
« on: March 06, 2010, 02:08:45 PM »
Uh-oh. Someone made a mistake.

Our paladins are coming down with a plague! No, seriously.

You know those animating rotting tables that spawn in the Forgotten Tower? The disease they inflict makes paladins sick, too.

What the hey is going on here?

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