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Beta Testing Now Available

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7 posts • Page 1 of 1
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Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 2:42 am

Hey there all and sundry.

Jimbo here, I am currently working on a few changes to the module scripting, some things to correct outstanding problems, some things are new features to attact players.

On gamespy you will notice a MERP Test Server. You may use local chars if you like to test run the beta server and see how it plays out and give some feedback here.

The following changes are in place (asterisk after the number indicates test feature):
1. Added "dagger" versions of mining, woodcutting, and gem cutting tools for those classes without the martial feat (and not wanting to buy it).
2. Added an Elixir of Health to the basic shops in Bree and Fornost. This is a cure medium wounds potion and is reasonably pricey (around 870gp) so not cheap for your starting char.
3 **. Temporary modification to the gem cutting to allow for many gems of the same type to be cut at once. Single roll, take the risk of losing all.
4. Corrected the herb multiclick exploit.
5. Started the process of modifying some summons to try and achieve a more balanced approach. Where the same summons appears for a higher level spell the duration is increased. The unearthly aura is removed from the good planar binding summons, but she has gained hps and fighter levels.
6. Modified the redemption of a contract script to take all the contracted items in the inventory in one go (timesaver).
7. Added base equpment to starting chars. They will receive one dry wood, 10 bandages, a bedroll, and a torch.
8 **. Added a new magic feature where the character may learn runes of magic enhancement. All spellcasters will acquire a Rune Pouch. When spells are cast, any runes applicable to the spell cast will be used, assuming the caster makes the Spellcraft DC of the rune, and some of the runes have an XP cost. This is an experimental system, but is the basis for allowing more flexibility to spell casters.
9 **. Combat manuveurs - fighting chars can make use of the Player Tools feats in 1.69 to activate combat manuveurs. Four manuveurs are on offer during this beta trial. To use a manuveur, access the player tools in the radial menu (associated with your class) and click on a manuveur. That creates the association. Now click on the same player tool and anywhere else to try and use the manuveur. Each manuveur has various DCs to pass and some XP to pay to be activated. There are many manuveurs planned but we await feedback on this system first.
10 **. Alternative Fighting Styles - an optional download link will be provided and should be extracted into your override directory. This will provide access to radial menus for the fighting styles of your classes. NOTE: the feats are acquired at level 2 (level 10 for mages), so a relevel would be required with higher level classes to gain these feats. Each fighting style has certain bonuses and penalties (for example Weapon and Shield style increases your AC at the cost of damage effectiveness).

AND THE BIG CHANGE:

A whole new XP and treasure system is being used. It is more AREA based, so the difficulty level of an area comes into play with each area designated as having a minimum and maximum level. Characters over the maximum level get the minimum xp (currently set to 10), whereas characters below the area's minimum level receive higher XP (maximum of 50).

The treasure system is being completely redone, to try and provide some magic items in the treasure generation.

THIS IS A TRIAL ONLY AND SUBJECT TO CHANGE AND NOT ALL AREAS HAVE THE CORRECT LEVELS SET YET.
jimbo
 
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 2:44 am

11. Modifying the herbology recipes to make them actually worth making, but not overpowered (TBA)
12. Modifying the armour and weapon crafting to make the iron/steel/mithril/adamantine/wooden items worth making (TBA)
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 3:08 am

Link to override archive for the alternative fighting styles

http://www.mediafire.com/download.php?xj3kzijzmwl

Accompanying modified tlk

http://www.mediafire.com/download.php?yfmynjtjtky
Last edited by jimbo on Fri Jun 05, 2009 7:31 am, edited 1 time in total.
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 3:42 am

13. A vast majority of magic spells have their visual effects removed (reduces lag and makes it a little trickier to work out what the enemies protections are ;-) )
14 **. Major change - healing spells. More powerful but slower. The spells now apply a regeneration effect that in the end heals more points than the original spell. This makes battles more strategic (and clerics even more valuable).
15 **. New spell runes to modify your existing elemental spells to do a different kind of damage. Want an acid fireball? Learn the Rune of Acid and place it in your Rune Pouch, but beware, its going to cost you XP to cast each attack spell. The runes cost more XP to cast the rarer the damage type. Pure magical and positive damage are the most expensive to learn and most costly to cast.
16 **. New summons. Using the Rune of the Golem or Rune of the Necomancer to summon constructs of gem or undeath respectively. Though of lesser power than the current summons (and remember they are going to be rationalised), they last the usual hours/level duration.
17 **. Summoners - learn the spell focus Conjuration and its higher level equiivalents to make your summons stronger. They will gain AC, HPs, and even slow regen (Greater Spell Focus).
18 **. Bard Songs - bard songs now last longer, 10 rounds + 1 rnd/bard level. With the usual feats also applied (lingering song, etc). The strength of the bard songs takes into account your perform skill more now, higher perform skill will give more strength to the song (in addition to your bard level).
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 3:43 am

19. Small change for DMs - DMs will automatically be able to see what spell is cast by any PC in the area they are currently in.
20. Brought the duration of the Planar Binding spells in line with the other summons, 1 rnd/level.
Last edited by jimbo on Fri Jun 05, 2009 7:36 am, edited 1 time in total.
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 7:33 am

- Added some more manuveurs for beta testing.
- Added another type of summoning rune, Elementals
- Added fatigue effects to manuveurs, decreasing with the levels of fighting expertise.

(will add to server later tomorrow when home from work)
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Re: Beta Testing Now Available

Postby jimbo on Fri Jun 05, 2009 7:39 am

Enchanting is now SIGNIFICANTLY more expensive in XP.

It now costs 330XP per incremental change. So add a +1 enchantment, thats 330XP. Make a +6 blade, and thats 1980XP.

The exception to this rule is arrows, bolts, bullets, throwing axes, and shuriken. As these are used up, there is a flat rate of 330XP for whatever enchantment is placed on them.
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