Post by Acaos on Mar 17, 2016 22:49:56 GMT
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- HG Enhanced has been updated. You can use the HGE Updater or download the new package from the HG Enhanced page on the wiki.
- Note that the server rules have been updated. Especially note that it is considered unacceptable to craft on a server on which a run is taking place, as this can cause serious lag.
- LIMBO IS HERE! Limbo, home of the loathsome slaadi and the xenophobic gith, is a two-part run spanning 11 areas and 75 different foes. Limbo is recommended for a party of 6 to 10 level 61-65 characters, and features both an 'easy' and 'hard' mode with differing degrees of challenge and reward. It is the first area of the mod in which the new and most powerful class of loot, eXtremely Rare (XR) can drop, and the very first designed to challenge paragon-level characters!
- MAJOR CHANGE TO TAGGING: dead and confused PCs who participated in a boss fight will now receive tags upon the boss's defeat. You will still not receive credit if you are not logged in or if you are not in the area when the boss is defeated.
- Defeating some bosses (especially in the Abyss) may now spawn additional chests containing consumable items.
- It is no longer necessary to make two trips through the Abyss to initiate a fight against one of the demon lords as the Prince of Demons. Should there be enough players in the party with the correct wand pieces, you can now immediately hand over those wand pieces to the demon lord in conversation. Old pacts can and should be discarded, as they are no longer used.
- It is now only necessary for one person in the party to have wand fragments to initiate a fight against the Prince of Demons or to defend Pelor. In addition, players who have already received a reward for a particular scenario (each Prince, plus Pelor) will not lose their fragments or attunements for participating in the scenario (however, they will also not receive the rewards for that scenario, and cannot initiate it).
- Weapon, armor, and shield slagging (e.g. from alkiliths) has been made less vicious. Instead of immediate destruction, your weapons will now suffer a Decreased Attack Modifier temporary effect, and armor and shields will suffer a Decreased AC Modifier temporary effect. The first incident of damage will be a -2 effect, the second incident -4, and the third will slag the item as normal. You can repair partial damage to your items by resting.
- Many disease- and poison-based attacks which previously resulted in instant death now do large amounts of damage instead on a failed save or check. The damage types done are Blight (for disease) and Venom (for poison).
- Many creatures in the Hells have had poison immunity added.
- Many LL areas have had map note pins added to mark area transitions.
- The trainer in the [TEST] chamber can now give you epic and paragon spell tokens if you request it and qualify for those tokens.
- Item changes:
-- Two BUR small shields have been added.
-- A new Legendary Ranger bow has been added, similar in function to the Legendary Archer bow. It can be found in Rona.
-- Dreamdraughts now work in any of the outer planes of the Great Wheel (e.g. the Hells, Hades, the Abyss, Limbo, Mechanus, Elysium, and so on). They also now properly restore each of your consumed spells of the dreamdraught's school with a 2/3 chance, rather than simply having a 1/3 chance to not work at all.
- Low-level quality of life changes:
-- Some low-level bosses now drop random rares as loot.
-- The Imported Items Merchant will now also purchase normal gems found while adventuring for a premium over the normal sale price. Having the Appraisal skill will improve the sale price even further.
-- Low-level quests now grant 25% of the experience required for the next level (up from 10-15% before).
-- The Alchemist now sells Monstrous Regeneration Packs.
-- Some low-level enemies which spammed missile storms have been made less nasty.
- Class and class ability changes:
-- Assassins may now Mortal Strike twice in the same round (but not twice in the same flurry; there is still a small delay between Mortal Strike attempts).
-- Legendary Assassins and Blackguards now have some measure of inherent venom damage immunity due to their long experience with the use of poisons.
-- Legendary Druids now have some measure of inherent venom damage immunity.
-- Legendary Paladins now have some measure of inherent blight damage immunity.
-- Characters with the Perfect Health feat now have some measure of inherent immunity to blight and venom damage.
-- Dragon Shape changes:
--- Dragon Breath now costs (CL / 8) EP (rounded up). Legendary Druids will never pay more than 5 EP to use Dragon Breath.
--- Legendary Dragon Shape is now less awesome (smaller). Remember, it's not the size that counts.
- Spell changes:
-- Added new spells, all of which you will need HGE to use: Assay Resistance [D] (Clr 5, Drd 5, Wiz 4), Deep Breath [C] (Drd 1), Hawkeye [T] (Drd 1, Rgr 1), Murderous Mist [C] (Drd 4), Unluck [D] (Brd 3).
-- Black Blades of Disaster can no longer instantly destroy non-living objects.
-- Enemies which gust as part of a knockdown attack will no longer gust fonts.
-- The Reverse Gravity spell no longer functions under Time Stop or underwater.
-- The Fissure and Reverse Gravity spells now do CLd4 base damage instead of CLd6.
-- Flying foes are now immune to Earthquake, and take reduced damage from Fissure and Reverse Gravity based on their maneuverability.
-- Swimming foes underwater are now immune to Earthquake and Fissure.
-- Epic and Paragon spell changes:
--- The Death of Magic arcane epic spell no longer prevents newly-spawned monsters from invoking their autocasts (though it will prevent further casting after that point, as normal).
--- The Drawmij's Preclusion arcane paragon spell now blocks all summoning in the area for one round per six caster levels. There is also a visual effect around summoning targets when summoning is blocked, letting you know the spell is working.
--- The Lure Phane bard paragon spell now lasts for 8 rounds, but only has effect every other round, rather than every round, simulating your party acting twice each round for the duration.
--- The Aegis cleric epic spell now grants (CL / 6) base damage reduction and (CL / 6) stacking damage reduction to all exotic and esoteric damage types. The damage immunity bonus is unchanged.
--- The Miracle cleric epic spell now grants (CL * 10) temporary hit points rather than a flat 1000 temporary hit points. The maximum hit points thus granted are now capped at 5000 rather than 2000.
--- The Immutable Force druid epic spell no longer grants complete and total invulnerability. However, it grants the following for its duration:
---- Immunity to critical hits, mind effects, and knockdown.
---- 100% immunity to all damage types. (Note that inflictions may reduce this temporarily during the effect before they are restored).
---- A restoration each round (and at the beginning of the effect).
--- The Serendipitous Forethought cleric paragon spell now allows you to take 10 on all save checks if that would make the saving throw successfully; if it would not, it permits you to roll twice and take the higher of the two rolls.
--- The Rejuvenation Field druid paragon spell now protects targets from all Blight, Degeneration, and Venom damage while active. In addition, it automatically heals persistent wounds.
-- The spell pedestal has been unlocked for bards and sorcerers.
- Weapon changes:
-- A new series of paragon feats have been added called Paragon Weapon Alternate (weapon). These allow you to use alternate weapons at a lesser bonus than your primary weapon. They require the Epic Prowess feat and proficiency in the chosen alternate weapon to take.
--- As an example, a character with WF/GWF/EWF/LWF/PWF (longsword), WS/EWS/LWS/PWS (longsword) and Improved Critical (longsword) would receive +9 AB, +20 damage, and double base critical range when using a longsword. If that character then took PWA (shortsword), they would receive +5 AB, +10 damage, and +1 critical range when using a shortsword.
--- NOTE: You must have Legendary Weapon Focus or Paragon Weapon Focus in at least one weapon for Paragon Weapon Alternate to function at this time. You will also need to log out and log back in after taking the feat for it to be effective.
-- Tiny weapons:
--- All tiny weapons now do 1d4 base damage unless specifically noted below.
--- Sap {B} and Katar {P} now require WP (Rogue) or WP (Exotic) to use and has a critical rating of 18-20/x2. As Katar is no longer a simple weapon, it no longer works with the Intuitive Attack feat.
--- Kukri {S} now requires WP (Rogue) or WP (Exotic) to use. Its critical rating remains unchanged at 18-20/x2. You can now use the PC Scry to exchange club feats for kukri feats if you are a Rogue.
--- Sai {B} and Wind Fire Wheel {S} no longer have a parry bonus, but instead have 2d4 base damage. Their critical rating remains at 19-20/x2.
--- Assassin Dagger (17-20/x1) {P} and Dagger (19-20/x2) {P} are unchanged except for their base damage.
-- Small weapons:
--- All small weapons now do 1d6 base damage unless specifically noted below.
--- Light Mace {B}, Short Sword {P}, and Sickle {S} now have a critical rating of 19-20/x3.
--- Light Hammer {B} and Hand Axe {S} now have a critical rating of 20/x4.
--- Whip {S} now has 2d4 base damage. Its critical rating remains at 18-20/x2.
--- Light Pick (20/x4) {P} is unchanged except for its base damage.
-- Medium weapons:
--- All medium weapons now do 1d8 base damage unless specifically noted below.
--- Heavy Mace {B} and Long Sword {S} now have a critical rating of 19-20/x3.
--- Morningstar {P} now does only piercing damage, and has a critical rating of 19-20/x3.
--- Warhammer {B} and Battle Axe {S} now have a critical rating of 20/x4.
--- Bastard Sword {S} now does 2d8 base damage. Its critical rating remains at 19-20/x3.
--- Dwarven Waraxe {S} now does 2d6 base damage and has a critical rating of 20/x4.
--- Katana {S} now does 2d8 base damage. Its critical rating remains at 18-20/x2.
--- Light Flail (18-20/x2) {B}, Rapier (18-20/x2) {P}, Scimitar (18-20/x2) {S}, and Heavy Pick (20/x4) {P} remain unchanged except for their base damage.
-- Large weapons:
--- All large weapons now do 1d10 base damage unless specifically noted below.
--- Spear {P} does 1d8 base damage (as before) and now has a critical rating of 19-20/x2.
--- Heavy Flail {B} now has a critical rating of 18-20/x2.
--- Halberd {P} now does only piercing damage, and has a critical rating of 19-20/x3.
--- Maul {B}, Trident {P}, and Greataxe {S} now have a critical rating of 20/x4.
--- Scythe {S} now does only slashing damage and has 2d8 base damage. Its critical rating remains at 20/x4.
--- Falchion (18-20/x2) {S} and Greatsword (19-20/x3) {S} remain unchanged except for their base damage.
-- Huge weapons:
--- All huge weapons now do 1d12 base damage.
--- Lance (20/x4) {P} and Mercurial Greatsword (20/x4) {S} remain unchanged except for their base damage.
-- Double weapons:
--- All double weapons now do 2d6 base damage.
--- Double Axe {S} now has a critical rating of 20/x4.
--- Double Scimitar (18-20/x2) {S}, Dire Mace (19-20/x3) {B}, and Two-Bladed Sword (19-20/x3) {S} remain unchanged except for their base damage.
--- Still no Double Pick {P}. If it ever happens, it will be 20/x4.
-- No monk weapons have changed, nor have any ranged weapons at this time.
- Things that did not make it into this update, but will make it into a future update very soon:
-- The Harthoon fight in the Abyss will be shortened significantly.
-- We are adding the ability to acquire or refine higher-rank crafting gems to modify UR and XR weapons. This process will very likely require the collection of both 2d12 and +16 gems of the types you wish to use. Start collecting them now.
- Bug and exploit fixes.
Additional notes:
- Please do not redeem canopics at Ixion for motes at this time (should you choose to redeem them for a specific type of XR). If you select a random XR and receive a mote, please contact a DM to have your canopics reimbursed. (Not because there's a bug with the motes, but because they are very underwhelming stats-wise and we want to improve them).
- Druids may see new Font of Protection or Font of Vengeance spells. These slipped in and are neither implemented nor documented.
- HG Enhanced has been updated. You can use the HGE Updater or download the new package from the HG Enhanced page on the wiki.
- Note that the server rules have been updated. Especially note that it is considered unacceptable to craft on a server on which a run is taking place, as this can cause serious lag.
- LIMBO IS HERE! Limbo, home of the loathsome slaadi and the xenophobic gith, is a two-part run spanning 11 areas and 75 different foes. Limbo is recommended for a party of 6 to 10 level 61-65 characters, and features both an 'easy' and 'hard' mode with differing degrees of challenge and reward. It is the first area of the mod in which the new and most powerful class of loot, eXtremely Rare (XR) can drop, and the very first designed to challenge paragon-level characters!
- MAJOR CHANGE TO TAGGING: dead and confused PCs who participated in a boss fight will now receive tags upon the boss's defeat. You will still not receive credit if you are not logged in or if you are not in the area when the boss is defeated.
- Defeating some bosses (especially in the Abyss) may now spawn additional chests containing consumable items.
- It is no longer necessary to make two trips through the Abyss to initiate a fight against one of the demon lords as the Prince of Demons. Should there be enough players in the party with the correct wand pieces, you can now immediately hand over those wand pieces to the demon lord in conversation. Old pacts can and should be discarded, as they are no longer used.
- It is now only necessary for one person in the party to have wand fragments to initiate a fight against the Prince of Demons or to defend Pelor. In addition, players who have already received a reward for a particular scenario (each Prince, plus Pelor) will not lose their fragments or attunements for participating in the scenario (however, they will also not receive the rewards for that scenario, and cannot initiate it).
- Weapon, armor, and shield slagging (e.g. from alkiliths) has been made less vicious. Instead of immediate destruction, your weapons will now suffer a Decreased Attack Modifier temporary effect, and armor and shields will suffer a Decreased AC Modifier temporary effect. The first incident of damage will be a -2 effect, the second incident -4, and the third will slag the item as normal. You can repair partial damage to your items by resting.
- Many disease- and poison-based attacks which previously resulted in instant death now do large amounts of damage instead on a failed save or check. The damage types done are Blight (for disease) and Venom (for poison).
- Many creatures in the Hells have had poison immunity added.
- Many LL areas have had map note pins added to mark area transitions.
- The trainer in the [TEST] chamber can now give you epic and paragon spell tokens if you request it and qualify for those tokens.
- Item changes:
-- Two BUR small shields have been added.
-- A new Legendary Ranger bow has been added, similar in function to the Legendary Archer bow. It can be found in Rona.
-- Dreamdraughts now work in any of the outer planes of the Great Wheel (e.g. the Hells, Hades, the Abyss, Limbo, Mechanus, Elysium, and so on). They also now properly restore each of your consumed spells of the dreamdraught's school with a 2/3 chance, rather than simply having a 1/3 chance to not work at all.
- Low-level quality of life changes:
-- Some low-level bosses now drop random rares as loot.
-- The Imported Items Merchant will now also purchase normal gems found while adventuring for a premium over the normal sale price. Having the Appraisal skill will improve the sale price even further.
-- Low-level quests now grant 25% of the experience required for the next level (up from 10-15% before).
-- The Alchemist now sells Monstrous Regeneration Packs.
-- Some low-level enemies which spammed missile storms have been made less nasty.
- Class and class ability changes:
-- Assassins may now Mortal Strike twice in the same round (but not twice in the same flurry; there is still a small delay between Mortal Strike attempts).
-- Legendary Assassins and Blackguards now have some measure of inherent venom damage immunity due to their long experience with the use of poisons.
-- Legendary Druids now have some measure of inherent venom damage immunity.
-- Legendary Paladins now have some measure of inherent blight damage immunity.
-- Characters with the Perfect Health feat now have some measure of inherent immunity to blight and venom damage.
-- Dragon Shape changes:
--- Dragon Breath now costs (CL / 8) EP (rounded up). Legendary Druids will never pay more than 5 EP to use Dragon Breath.
--- Legendary Dragon Shape is now less awesome (smaller). Remember, it's not the size that counts.
- Spell changes:
-- Added new spells, all of which you will need HGE to use: Assay Resistance [D] (Clr 5, Drd 5, Wiz 4), Deep Breath [C] (Drd 1), Hawkeye [T] (Drd 1, Rgr 1), Murderous Mist [C] (Drd 4), Unluck [D] (Brd 3).
-- Black Blades of Disaster can no longer instantly destroy non-living objects.
-- Enemies which gust as part of a knockdown attack will no longer gust fonts.
-- The Reverse Gravity spell no longer functions under Time Stop or underwater.
-- The Fissure and Reverse Gravity spells now do CLd4 base damage instead of CLd6.
-- Flying foes are now immune to Earthquake, and take reduced damage from Fissure and Reverse Gravity based on their maneuverability.
-- Swimming foes underwater are now immune to Earthquake and Fissure.
-- Epic and Paragon spell changes:
--- The Death of Magic arcane epic spell no longer prevents newly-spawned monsters from invoking their autocasts (though it will prevent further casting after that point, as normal).
--- The Drawmij's Preclusion arcane paragon spell now blocks all summoning in the area for one round per six caster levels. There is also a visual effect around summoning targets when summoning is blocked, letting you know the spell is working.
--- The Lure Phane bard paragon spell now lasts for 8 rounds, but only has effect every other round, rather than every round, simulating your party acting twice each round for the duration.
--- The Aegis cleric epic spell now grants (CL / 6) base damage reduction and (CL / 6) stacking damage reduction to all exotic and esoteric damage types. The damage immunity bonus is unchanged.
--- The Miracle cleric epic spell now grants (CL * 10) temporary hit points rather than a flat 1000 temporary hit points. The maximum hit points thus granted are now capped at 5000 rather than 2000.
--- The Immutable Force druid epic spell no longer grants complete and total invulnerability. However, it grants the following for its duration:
---- Immunity to critical hits, mind effects, and knockdown.
---- 100% immunity to all damage types. (Note that inflictions may reduce this temporarily during the effect before they are restored).
---- A restoration each round (and at the beginning of the effect).
--- The Serendipitous Forethought cleric paragon spell now allows you to take 10 on all save checks if that would make the saving throw successfully; if it would not, it permits you to roll twice and take the higher of the two rolls.
--- The Rejuvenation Field druid paragon spell now protects targets from all Blight, Degeneration, and Venom damage while active. In addition, it automatically heals persistent wounds.
-- The spell pedestal has been unlocked for bards and sorcerers.
- Weapon changes:
-- A new series of paragon feats have been added called Paragon Weapon Alternate (weapon). These allow you to use alternate weapons at a lesser bonus than your primary weapon. They require the Epic Prowess feat and proficiency in the chosen alternate weapon to take.
--- As an example, a character with WF/GWF/EWF/LWF/PWF (longsword), WS/EWS/LWS/PWS (longsword) and Improved Critical (longsword) would receive +9 AB, +20 damage, and double base critical range when using a longsword. If that character then took PWA (shortsword), they would receive +5 AB, +10 damage, and +1 critical range when using a shortsword.
--- NOTE: You must have Legendary Weapon Focus or Paragon Weapon Focus in at least one weapon for Paragon Weapon Alternate to function at this time. You will also need to log out and log back in after taking the feat for it to be effective.
-- Tiny weapons:
--- All tiny weapons now do 1d4 base damage unless specifically noted below.
--- Sap {B} and Katar {P} now require WP (Rogue) or WP (Exotic) to use and has a critical rating of 18-20/x2. As Katar is no longer a simple weapon, it no longer works with the Intuitive Attack feat.
--- Kukri {S} now requires WP (Rogue) or WP (Exotic) to use. Its critical rating remains unchanged at 18-20/x2. You can now use the PC Scry to exchange club feats for kukri feats if you are a Rogue.
--- Sai {B} and Wind Fire Wheel {S} no longer have a parry bonus, but instead have 2d4 base damage. Their critical rating remains at 19-20/x2.
--- Assassin Dagger (17-20/x1) {P} and Dagger (19-20/x2) {P} are unchanged except for their base damage.
-- Small weapons:
--- All small weapons now do 1d6 base damage unless specifically noted below.
--- Light Mace {B}, Short Sword {P}, and Sickle {S} now have a critical rating of 19-20/x3.
--- Light Hammer {B} and Hand Axe {S} now have a critical rating of 20/x4.
--- Whip {S} now has 2d4 base damage. Its critical rating remains at 18-20/x2.
--- Light Pick (20/x4) {P} is unchanged except for its base damage.
-- Medium weapons:
--- All medium weapons now do 1d8 base damage unless specifically noted below.
--- Heavy Mace {B} and Long Sword {S} now have a critical rating of 19-20/x3.
--- Morningstar {P} now does only piercing damage, and has a critical rating of 19-20/x3.
--- Warhammer {B} and Battle Axe {S} now have a critical rating of 20/x4.
--- Bastard Sword {S} now does 2d8 base damage. Its critical rating remains at 19-20/x3.
--- Dwarven Waraxe {S} now does 2d6 base damage and has a critical rating of 20/x4.
--- Katana {S} now does 2d8 base damage. Its critical rating remains at 18-20/x2.
--- Light Flail (18-20/x2) {B}, Rapier (18-20/x2) {P}, Scimitar (18-20/x2) {S}, and Heavy Pick (20/x4) {P} remain unchanged except for their base damage.
-- Large weapons:
--- All large weapons now do 1d10 base damage unless specifically noted below.
--- Spear {P} does 1d8 base damage (as before) and now has a critical rating of 19-20/x2.
--- Heavy Flail {B} now has a critical rating of 18-20/x2.
--- Halberd {P} now does only piercing damage, and has a critical rating of 19-20/x3.
--- Maul {B}, Trident {P}, and Greataxe {S} now have a critical rating of 20/x4.
--- Scythe {S} now does only slashing damage and has 2d8 base damage. Its critical rating remains at 20/x4.
--- Falchion (18-20/x2) {S} and Greatsword (19-20/x3) {S} remain unchanged except for their base damage.
-- Huge weapons:
--- All huge weapons now do 1d12 base damage.
--- Lance (20/x4) {P} and Mercurial Greatsword (20/x4) {S} remain unchanged except for their base damage.
-- Double weapons:
--- All double weapons now do 2d6 base damage.
--- Double Axe {S} now has a critical rating of 20/x4.
--- Double Scimitar (18-20/x2) {S}, Dire Mace (19-20/x3) {B}, and Two-Bladed Sword (19-20/x3) {S} remain unchanged except for their base damage.
--- Still no Double Pick {P}. If it ever happens, it will be 20/x4.
-- No monk weapons have changed, nor have any ranged weapons at this time.
- Things that did not make it into this update, but will make it into a future update very soon:
-- The Harthoon fight in the Abyss will be shortened significantly.
-- We are adding the ability to acquire or refine higher-rank crafting gems to modify UR and XR weapons. This process will very likely require the collection of both 2d12 and +16 gems of the types you wish to use. Start collecting them now.
- Bug and exploit fixes.
Additional notes:
- Please do not redeem canopics at Ixion for motes at this time (should you choose to redeem them for a specific type of XR). If you select a random XR and receive a mote, please contact a DM to have your canopics reimbursed. (Not because there's a bug with the motes, but because they are very underwhelming stats-wise and we want to improve them).
- Druids may see new Font of Protection or Font of Vengeance spells. These slipped in and are neither implemented nor documented.