Important Area or Code Upgrades
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Important Area or Code Upgrades
This is a sticky to post about the new systems and options that have made (or will soon make) their way into the game, and might not yet be explained in the help files.
Please post questions in separate threads, to try and keep this thread as short and readable as possible.
Please post questions in separate threads, to try and keep this thread as short and readable as possible.
Last edited by Dalvyn on Fri Oct 13, 2006 9:18 pm, edited 3 times in total.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
New banker option: change coins into platinum
Most bankers are (or will be, as soon as Mask fixes the test port) now able to change coins into platinum coins free of charge.
You can do this simply by giving the banker an amount of coins worth 1, 5, or 10 platinum coins. All the coins you give must be given in 1 command (and thus must all be of the same kind of coins). As a reminder :
1 platinum = 5 gold = 50 silver = 500 copper
5 platinum = 25 gold = 250 silver = 2500 copper
10 platinum = 50 gold = 500 silver = 5000 copper
If you give one of those amounts of coins, the banker will give you the equivalent in platinum coins. If you give any other amount of coins, the banker should drop them (but better make sure you give the correct amount of coins).
If you need to change 10000 copper coins into 20 patinum, you will have to give 5000 copper twice, you can't just give all the 10000 copper coins at once.
Please report any problem you notice as quickly as possible to builders@forgottenkingdoms.com
Most bankers are (or will be, as soon as Mask fixes the test port) now able to change coins into platinum coins free of charge.
You can do this simply by giving the banker an amount of coins worth 1, 5, or 10 platinum coins. All the coins you give must be given in 1 command (and thus must all be of the same kind of coins). As a reminder :
1 platinum = 5 gold = 50 silver = 500 copper
5 platinum = 25 gold = 250 silver = 2500 copper
10 platinum = 50 gold = 500 silver = 5000 copper
If you give one of those amounts of coins, the banker will give you the equivalent in platinum coins. If you give any other amount of coins, the banker should drop them (but better make sure you give the correct amount of coins).
If you need to change 10000 copper coins into 20 patinum, you will have to give 5000 copper twice, you can't just give all the 10000 copper coins at once.
Please report any problem you notice as quickly as possible to builders@forgottenkingdoms.com
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Coloured balls of light
Spellcasters can now change the colour of a ball of light (those obtained with the spell witch light). The spell is not modified and will still always yield a white ball of light.
To modify the colour of an existing ball of light, hold it in your hand (wear ball left/right), and type the corresponding command. This will only work if you have a 'witch light' spell memorised (or a free slot that could be used to cast this spell, if you do not prepare spells).
The command you need to type depends on the colour you want. The colours listed in "help feralcolour" corresponding to the codes 10, 20, 30, 40, 50, 60, 70, 80, 90, A0, B0, C0, D0, E0, and F0 are available. The command is "changeXX", where XX is to be replaced with the code of the colour you want.
So, to turn a ball of light bright red, (1) make sure that you have a witch light spell memorised, (2) hold the ball of light, and (3) type "change90".
Note that those balls of light do not hamper drow anymore, no matter what colour they are. It might be better roleplay for drow not to use the brighter colours though.
Please report any problem you might find to builders@forgottenkingdoms.com.
Spellcasters can now change the colour of a ball of light (those obtained with the spell witch light). The spell is not modified and will still always yield a white ball of light.
To modify the colour of an existing ball of light, hold it in your hand (wear ball left/right), and type the corresponding command. This will only work if you have a 'witch light' spell memorised (or a free slot that could be used to cast this spell, if you do not prepare spells).
The command you need to type depends on the colour you want. The colours listed in "help feralcolour" corresponding to the codes 10, 20, 30, 40, 50, 60, 70, 80, 90, A0, B0, C0, D0, E0, and F0 are available. The command is "changeXX", where XX is to be replaced with the code of the colour you want.
So, to turn a ball of light bright red, (1) make sure that you have a witch light spell memorised, (2) hold the ball of light, and (3) type "change90".
Note that those balls of light do not hamper drow anymore, no matter what colour they are. It might be better roleplay for drow not to use the brighter colours though.
Please report any problem you might find to builders@forgottenkingdoms.com.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Magical Post
Fees for magical post services have been reduced. Check your local Magical Post department for more information!
(effective after next copyover/crash).
As usual, please report all bugs to builders@forgottenkingdoms.com.
Fees for magical post services have been reduced. Check your local Magical Post department for more information!
(effective after next copyover/crash).
As usual, please report all bugs to builders@forgottenkingdoms.com.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Cooking
Your character can now cook bread, soup, tarts, cakes, cookies, ... from base ingredients like fruits, flour, water, vegetables, and so on.
Check near Hriiat's shop in Waterdeep. And please report all bugs to builders@forgottenkingdoms.com.
Your character can now cook bread, soup, tarts, cakes, cookies, ... from base ingredients like fruits, flour, water, vegetables, and so on.
Check near Hriiat's shop in Waterdeep. And please report all bugs to builders@forgottenkingdoms.com.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Old mana-affecting objects
All the objects that used to modify (generally add to) mana have been changed to affect spell slots instead.
As usual, report any problem to builders@forgottenkingdoms.com.
All the objects that used to modify (generally add to) mana have been changed to affect spell slots instead.
As usual, report any problem to builders@forgottenkingdoms.com.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Quest in Shadowlands fixed
If you had a problems with a mob not following you in Shadowlands (this happened to a few players), go back there (to the room where the mob appeared) and asked on question for an imm to load "mob 28205" (if an imm is online and has time to do that).
Then wait for a few seconds and everything should resume back to normal.
This solution is only valid if your quest journal indicates that "You fought Badguy in the Shadowlands but Badguy disappeared mid battle." Also, make sure that you are in the correct room (if the mob is loaded in another area, that fix will not work).
If it still does not work, please send a mail to builders@forgottenkingdoms.com with as much information as possible.
(only valid after the next copyover)
If you had a problems with a mob not following you in Shadowlands (this happened to a few players), go back there (to the room where the mob appeared) and asked on question for an imm to load "mob 28205" (if an imm is online and has time to do that).
Then wait for a few seconds and everything should resume back to normal.
This solution is only valid if your quest journal indicates that "You fought Badguy in the Shadowlands but Badguy disappeared mid battle." Also, make sure that you are in the correct room (if the mob is loaded in another area, that fix will not work).
If it still does not work, please send a mail to builders@forgottenkingdoms.com with as much information as possible.
(only valid after the next copyover)
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
New component warehouse
A new component warehouse has opened in Zhentil Keep. Only those who possess the correct token should be able to shop there.
Please report any problem to builders@forgottenkingdoms.com as usual.
A new component warehouse has opened in Zhentil Keep. Only those who possess the correct token should be able to shop there.
Please report any problem to builders@forgottenkingdoms.com as usual.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Holy and unholy water
The spell "bless water" allows you to turn a flask of water into "a flask of blessed water". This blessed water can be used in all the ways that holy water could be used before.
Spellcasters who know the spell "bless water" can hold a flask of blessed/holy/unholy water and type makeholy (respectively makeunholy) to turn it into a flask of holy (respectively unholy) water. This is just an esthetical modification. The object can still be used in the same way.
Note that only good and neutral spellcasters (i.e. characters who know the spell "bless water") can make holy water; and only neutral and evil spellcasters can make unholy water.
The spell "bless water" allows you to turn a flask of water into "a flask of blessed water". This blessed water can be used in all the ways that holy water could be used before.
Spellcasters who know the spell "bless water" can hold a flask of blessed/holy/unholy water and type makeholy (respectively makeunholy) to turn it into a flask of holy (respectively unholy) water. This is just an esthetical modification. The object can still be used in the same way.
Note that only good and neutral spellcasters (i.e. characters who know the spell "bless water") can make holy water; and only neutral and evil spellcasters can make unholy water.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Economy and amulets of communication
Merchants should be slightly richer now, and they should regain coins more quickly. As a side note, no matter how high the economy is set, if people dry it out, those who will come after them will not be able to sell their loot.
While wearing your amulet of communication, if you have some coins (at least 1 gold worth) in your inventory, you should be able to check if there's a letter or mailbox waiting for you at the Magical Post. Simply type "check". I would appreciate if you could test this if you can.
As usual, mail bugs to builders@forgottenkingdoms.com
Merchants should be slightly richer now, and they should regain coins more quickly. As a side note, no matter how high the economy is set, if people dry it out, those who will come after them will not be able to sell their loot.
While wearing your amulet of communication, if you have some coins (at least 1 gold worth) in your inventory, you should be able to check if there's a letter or mailbox waiting for you at the Magical Post. Simply type "check". I would appreciate if you could test this if you can.
As usual, mail bugs to builders@forgottenkingdoms.com
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Magical post, letters, and parchments left in storeroom
The cost for the "check" operation on the amulet of communication has been dropped to 1 silver coin.
Parchments and other items left in storeroom have their language changed during copyover. It's a known bug, but since it's not getting fixed, the scribe of Oghma (one north from the entrance of the Font of Knowledge) has been updated to also translate parchments. Just hand it to the scribe while having at least 5 copper coins worth in your inventory.
Tamina
Tamina is rumoured to have been spotted in New Ardeep, the temporary ranger camp made up by refugees from the demon-infested forest.
As usual, all those changes will only appear after a copyover/crash. Report all bugs to builders@forgottenkingdoms.com. Thanks.
The cost for the "check" operation on the amulet of communication has been dropped to 1 silver coin.
Parchments and other items left in storeroom have their language changed during copyover. It's a known bug, but since it's not getting fixed, the scribe of Oghma (one north from the entrance of the Font of Knowledge) has been updated to also translate parchments. Just hand it to the scribe while having at least 5 copper coins worth in your inventory.
Tamina
Tamina is rumoured to have been spotted in New Ardeep, the temporary ranger camp made up by refugees from the demon-infested forest.
As usual, all those changes will only appear after a copyover/crash. Report all bugs to builders@forgottenkingdoms.com. Thanks.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Converting glory points into stat/feat points
Once the areas are updated (it might be in a few days only), it will be possible to exchange glory points into stat points or feat points without spending any coin.
To do it, you would just have to
A) wear an amulet of communication
B) Type "convertstatpoint" or "convertfeatpoint".
C) Confirm your choice by retyping it again (or type "cancel")
(Note that the corresponding help file will need to be updated)
Once the areas are updated (it might be in a few days only), it will be possible to exchange glory points into stat points or feat points without spending any coin.
To do it, you would just have to
A) wear an amulet of communication
B) Type "convertstatpoint" or "convertfeatpoint".
C) Confirm your choice by retyping it again (or type "cancel")
(Note that the corresponding help file will need to be updated)
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Lights of all kinds
The duration on torches has been reduced.
The duration on magical lights given as quest rewards has been extended or made infinite (in some rare cases).
The duration on lanterns has been decreased, but they can now be filled with flasks of oil (they still disappear when they are empty though - that's hard code and I can't change it). To refill a lantern, just hold it, make sure you have a flask of oil in your inventory, and type "fill".
The duration on torches has been reduced.
The duration on magical lights given as quest rewards has been extended or made infinite (in some rare cases).
The duration on lanterns has been decreased, but they can now be filled with flasks of oil (they still disappear when they are empty though - that's hard code and I can't change it). To refill a lantern, just hold it, make sure you have a flask of oil in your inventory, and type "fill".
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Updates
Various areas were updated recently, and all the submitted publications have found their way into the game (or should have).
If you have recently submitted one, please log in your character and check the portfolio that (s)he carries. If something looks wrong, please send a mail to publications@forgottenkingdoms.com.
Various areas were updated recently, and all the submitted publications have found their way into the game (or should have).
If you have recently submitted one, please log in your character and check the portfolio that (s)he carries. If something looks wrong, please send a mail to publications@forgottenkingdoms.com.