Important Area or Code Upgrades

For the discussion of general topics about the game.
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Dalvyn
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Post by Dalvyn » Sat Dec 30, 2006 3:12 pm

Two new areas

A new underdark area built by Duranimir was added.

The other area serves as a base to a new trading system for merchants. For more information, visit their trading posts of Berdusk or Tantras.

If you notice any bug in the Merchants' Guild programs, please send a report to builders@forgottenkingdoms.com as usual.
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Dalvyn
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Post by Dalvyn » Sun Dec 31, 2006 8:26 pm

New trainers

Several new trainers have been added.

Be on the lookout for spells like bane, floating disc, heroism, snowball swarm, magic fang, greater magic fang, bless water, cause moderate, glitterdust, shield of faith, reduce animal, sorrow, death ward, mass armor, and tree stride!
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Dalvyn
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Post by Dalvyn » Wed Jan 03, 2007 5:03 pm

Adding more to Cooking

There was already area support for you to make things like fruit juices, tarts and pizzas, as well as cakes and cookies. On an idea from a player, support was added for chocolate! Seek out the cacao trees!
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Dalvyn
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Location: House of Wonder, Waterdeep

Post by Dalvyn » Wed Jan 03, 2007 7:31 pm

Puppets!

Customisable puppets have made their way into the game!

Currently, only a few of them are available, but a shop selling them should appear in the game when the area is ready. Seek out those who have one to see how they work.
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Dalvyn
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Post by Dalvyn » Mon Jan 08, 2007 11:46 pm

New area, new hometown, and two new races!

A new area attached to Silverymoon was brought in.

This last update should also open up two new (sub)races: Wood elves and Wild elves, as well as a new hometown for them, Tangled Trees.
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Dalvyn
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Location: House of Wonder, Waterdeep

Post by Dalvyn » Mon Jan 15, 2007 3:51 pm

New area, and something for the organizations

A new area for green-skinned gnome-toe-eating creatures has found its way into the game.

Experience gain for members of the Watch and members of the Zhentarim on patrol has been increased. It's still nowhere near what you'd get by bashing mobs during the same time, but at least it's now significant and should even show up in your percentage exp for next level.
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Dalvyn
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Post by Dalvyn » Tue Jan 16, 2007 12:21 am

New area again

Yet another area has found its way into the game (somewhere in Deepingdale). I'm not going into details, but you will find there a way to get rid of vampire bitemarks, and a new trade quest (plus other things).
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Dalvyn
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Post by Dalvyn » Thu Jan 18, 2007 5:26 pm

Bankers changing coins

Here is how bankers will (should) work from now on. All the following lines of the form A -> B are to be interpreted as follows: If you give the banker an amount of money equivalent to A, the banker will give you B.

For example, "2 platinum -> 2 platinum" means that, if you give the banker an amount of coins equivalent to 2 platinum (e.g., 2 platinum coins, 10 gold coins, 100 silver coins, 1000 copper coins), the banker will give you 2 platinum coins.

Used to change lots of low-value coins into high-value coins:
10 platinum -> 10 platinum coins
5 platinum -> 5 platinum coins
2 platinum -> 2 platinum coins

Used (most likely) to change high-value coins into several smaller-value coins:
1 platinum -> 5 gold coins
1 gold -> 10 silver coins
1 silver -> 10 copper coins

(sorry, I forgot electrum coins, but I do not feel like going and editing all the bankers again :) )
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Dalvyn
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Post by Dalvyn » Sat Jan 20, 2007 5:35 pm

Magical Post again...

Checking whether or not you have mail with your amulet of communication is now free. Also, it will be done automatically each type you use the "who" command.
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Dalvyn
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Post by Dalvyn » Wed Feb 14, 2007 3:53 pm

Hartsvale and Hartsvale township

After next copyover/crash, quest logs will have been added to those two areas. If you have problems with the quest, try going there (either near the castle or in the town) and typing "qlog local".
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Dalvyn
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Post by Dalvyn » Sat Mar 24, 2007 5:34 pm

Setting a title on a note

Get a quill, hold your note, (put all other notes aside in a pack) and type title (your title here).

That should add the title to the note's name. The keywords in the title should also be usable to target the note after that.

For example:
- hold note
- title Painting of a Circle
- remove painting
- put circle pack

Thanks for this! Nice touch and VERY practical!! - Lathander
Dalvyn
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Post by Dalvyn » Fri Jun 01, 2007 11:09 pm

No new post around here for a long time... perhaps something new tomorrow?

By the way, many of the ideas above are ideas that were suggested in mails sent to the builders address (the 'note title' idea is from Raona for example, if I remember correctly). So, if you have ideas, do not hesitate to post and/or send them in mails!
Dalvyn
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Post by Dalvyn » Sat Jun 02, 2007 1:10 pm

Explorers report that many natural resources can be found by wandering the wilderness, sometimes by simply taking them off the ground, sometimes by taking them off the dead clutches of monsters.

Spell components

Several options have been added to produce spell components. Some can be gathered in the wilderness; others need to be constructed with the proper tools; others still require various components to be combined.

There's a new object too, but you will have to find out about it in game.
Dalvyn
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Post by Dalvyn » Sat Jun 02, 2007 6:32 pm

Travellers report news from eastern Tantras.

A group of Gondar explorers have recently dug out an ancient dwarven complex in the hills east of the Earthfast mountains, in Impiltur. Inside the complex, an old forge was found. The contraption was brought back to the House of Skilled Hands, the temple of Gond in Tantras and the Gondsmen are currently studying and experimenting with it.

The reports indicate that this forge is a precision forge, used to craft small pieces (gears, wire, needles, ...) and not larger pieces like armour or weapons. The working of the forge is quite complex though, and it requires charcoal to heat up.

Gondsmen report that Artificer Arlen managed to craft a silver mirror with the precision forge, and the Gondsmen expect to be able to craft many more soon, thereby hopefully putting an end to the mirror shortage.
Dalvyn
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Post by Dalvyn » Mon Jul 02, 2007 10:50 am

The Gondars report breakthroughs in their research about the precision forge.

The first good news is that the Waterdhavian Gondars have been able to create a copy of the forge (the original forge is still in Tantras).

The second good news is that Gondar stone carvers have been very busy crafting various moulds that can be used with the precision forge.

People interested in helping out with the research are invited to visit the temple of Tantras or Waterdeep for more information.
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Dalvyn
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Post by Dalvyn » Wed Jul 11, 2007 1:43 am

Change of keyword on the precision forge

The check operation on the precision forge will be replaced with an observe operation.

Practically, that means that you can now keep your amulets of communication while using the forge.

By the way, if you have had success or trouble with the precision forge, I would appreciate if you could send comments about it to the builder address. The main goal of this addition was to add in-game support for time-consuming things that even level 1 characters could do, in order to incite higher level people to "hire" those low-level characters (i.e., a new source of income for lowbies). Did it work? Should we try to put in other similar processes? Any idea about it? Please send all comments to the builder address or start a new thread in the Discussion board if you think your comment could do with some feedback. Thanks!

(Effective after next copyover)

(Thanks to Duranamir for the suggestion)
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Dalvyn
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Post by Dalvyn » Thu Jul 26, 2007 10:25 pm

Luggage Services

Ingenious merchants have noticed that many adventurers found it hard to find a good place to store their belongings. They allied together and founded the Luggage Service, a huge Vault where adventurers' belongings can be stored ... for a small fee, naturally.

They decided to have it build in a central place, Shadowdale.

OOC: Currently, each adventurer is limited to one bag, that can contain at most 100 units of weight. You can find out the prices by visiting the Luggage Service in Shadowdale. All those parameters (bag size, prices, ...) might still need to be tweaked.

For now, it's better not to store unique items, till we can make sure that the system works.
Last edited by Dalvyn on Thu Jul 26, 2007 10:29 pm, edited 1 time in total.
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Dalvyn
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Location: House of Wonder, Waterdeep

Post by Dalvyn » Thu Jul 26, 2007 10:28 pm

Corpse Conservatory

It is well known that, even in Waterdeep, corpse desacration and looting is quite common, even for corpses that are brought in front of the Font of Knowledge. The priests of Oghma who stand guard there seem to be too busy to watch over the corpses.

The Church of Kelemvor has thus founded the building of the Corpse Conservatory, a place where adventurers' corpses can be brought and stored safely, away from the thieves' prying hands. Only the corpse's owner (if (s)he comes back to life), a member of the City Watch, or a high-ranking member of the Church of Kelemvor can reclaim corpses brought there.
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Dalvyn
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Post by Dalvyn » Mon Sep 24, 2007 12:19 am

Corpse Conservatorium

Corpses brought to the Conservatorium will now last (appromatively) 30 times longer than corpses left in the wilderness, but they will still eventually decay.

Anybody can go to the Conservatorium and check what corpses are there, so why not include it in your daily trip when you log in?
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Dalvyn
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Post by Dalvyn » Mon Sep 24, 2007 6:26 pm

Sensing the dead ...

If you are affected by "speak with dead", and if you wear an amulet of communication, you can focus your senses towards the Realms of the Dead.

Type "sense" and you'll get a quick peek at the souls waiting in the Realms of the Dead.

(can someone add it to the help file for the spell please? - thanks)
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