NS4 Change Log
20th Jan 06 Update:
Undersea City Ferry has been relocated.
Summons have been tweaked based upon your feedback and some new features have been added. Please see the published guide regarding how to get the most out of your summons.
Undersea City Ferry has been relocated.
Summons have been tweaked based upon your feedback and some new features have been added. Please see the published guide regarding how to get the most out of your summons.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Jobs are in for the Mystral Ascendancy now.
Features of the jobs: 8 separate levels that should span from about level 1-9, 3 new areas that are only accessable to job-takers, about a dozen new NPCs, and other surprises.
Oh, and if NPCs turn on you after looking friendly, you can kill them. It's all part of living in Garagoth....
As always, feedback and bug reports welcome. Jobs under lag-pressure seem to uncover new bugs...
Have fun!
Features of the jobs: 8 separate levels that should span from about level 1-9, 3 new areas that are only accessable to job-takers, about a dozen new NPCs, and other surprises.
Oh, and if NPCs turn on you after looking friendly, you can kill them. It's all part of living in Garagoth....

As always, feedback and bug reports welcome. Jobs under lag-pressure seem to uncover new bugs...
Have fun!
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Shifter Modifications:
Thanks to the work and investigation of DM Yonwe, the following shapes for shifters have been altered and improved to make them more viable:
Azer
Demonflesh, Iron, and Stone Golems
Rakasha
Vampires
Spectres
Details on the changes can be found here.
Thanks to the work and investigation of DM Yonwe, the following shapes for shifters have been altered and improved to make them more viable:
Azer
Demonflesh, Iron, and Stone Golems
Rakasha
Vampires
Spectres
Details on the changes can be found here.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
NS4 Change Log Revived
Its still in the DB, but I can figure out how to hook it back to the forums. Linking to it instead.
http://www.nsrealm.com/boards/viewtopic ... sc&start=0
http://www.nsrealm.com/boards/viewtopic ... sc&start=0
Updates to the Relic Diviners today:
Diviners can now determine the locations of other Relics...
Covered here:
http://www.nsrealm.com/boards/viewtopic.php?t=3597
Diviners can now determine the locations of other Relics...
Covered here:
http://www.nsrealm.com/boards/viewtopic.php?t=3597
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
Dragons added to:
Avendell
Beryn
Western Slope
Wastes of Angmar
These creatures will assist your travels for a price and they have no cares about contraband. However, you must be at least level 9 to ride.
Avendell
Beryn
Western Slope
Wastes of Angmar
These creatures will assist your travels for a price and they have no cares about contraband. However, you must be at least level 9 to ride.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Some bug fixes to the MA jobs. Let me know if you're still getting problems with items not being removed from your inv or being able to take quests multiple times. Items being stuck in your inv when a summons does the kill is not guaranteed...
Also, a code change that hopefully will lessen lag a bit - more on the way...
Also, a code change that hopefully will lessen lag a bit - more on the way...
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
Disarm Feat Update:
Here's how disarm now works on this server for Player Characters.
On a successful disarm event:
-If the Attacker is level 20 or greater then a check is made for a +/- 5 levels difference between the Disarmer and the Disarmee.
-If the Attacker is less then level 20 then a check is made for a +/- 3 levels difference between the Disarmer and the Disarmee.
If the above check fails (ie a bigger than allowable difference in levels) then the disarmed item hits the owners backback and may not be reequipt until the owner rests.
If the terms of the level check are met a percentage chance of the weapon hitting the ground is calculated:
For attackers under level 25 this is 30% (70% chance it will hit the backback)
For attackers level 25 and over this is 50% (50% chance it will hit the backback)
If a whip was used to do the disarm the above percentage is gains a +20% (50% and 70% respectively) chance of causing the weapon to hit the ground.
Any weapon disarmed after passing the level check becomes unidentified and unequippable until the owner rests. (items caused to be unidentified by disarm are reidentified on rest)
Open-handed monk disarm works in exactly the same way as above. Disarmed weapons will hit the owners inventory or the floor - never the attackers inventory.
Here's how disarm now works on this server for Player Characters.
On a successful disarm event:
-If the Attacker is level 20 or greater then a check is made for a +/- 5 levels difference between the Disarmer and the Disarmee.
-If the Attacker is less then level 20 then a check is made for a +/- 3 levels difference between the Disarmer and the Disarmee.
If the above check fails (ie a bigger than allowable difference in levels) then the disarmed item hits the owners backback and may not be reequipt until the owner rests.
If the terms of the level check are met a percentage chance of the weapon hitting the ground is calculated:
For attackers under level 25 this is 30% (70% chance it will hit the backback)
For attackers level 25 and over this is 50% (50% chance it will hit the backback)
If a whip was used to do the disarm the above percentage is gains a +20% (50% and 70% respectively) chance of causing the weapon to hit the ground.
Any weapon disarmed after passing the level check becomes unidentified and unequippable until the owner rests. (items caused to be unidentified by disarm are reidentified on rest)
Open-handed monk disarm works in exactly the same way as above. Disarmed weapons will hit the owners inventory or the floor - never the attackers inventory.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
Character Deletion:
Is is now possible to delete your old and unwanted characters in the mod.
You will find a NPC in each faction home city (generally in the temple or similar) for this purpose.
Be WARNED that deleting your character is irrevocable and you should only do so if you are 110% sure this is what you want to do.
In order to delete a character you must pass a security check.
The main thing that might cause a problem when deleting older characters is a CDKey check as we only stored this data per player in recent weeks.
Therefore if you have chars for deletion that fail the security check please pm me with the exact account and toon names and I will help.
Is is now possible to delete your old and unwanted characters in the mod.
You will find a NPC in each faction home city (generally in the temple or similar) for this purpose.
Be WARNED that deleting your character is irrevocable and you should only do so if you are 110% sure this is what you want to do.
In order to delete a character you must pass a security check.
The main thing that might cause a problem when deleting older characters is a CDKey check as we only stored this data per player in recent weeks.
Therefore if you have chars for deletion that fail the security check please pm me with the exact account and toon names and I will help.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Good news and bad news:
The good news: (for some) is that Drow, Githzerai, and Svirfneblin should get spell resistance equal to their level + 5. So, for you math wizards, a level 30 drow should get an SR of 35.
The method being used to apply the SR is not foolproof - you can still get a -10 penalty to SR from Mords which you probably shouldn't. A fix for that might be forthcoming if it's doable.
Also, if a DM 'DM Heals' you (different than the spell Heal), your SR will be stripped. To reapply it, simply rest.
The bad news:
This same method is also being used now to enable creatures to have their spell resistance set from a database entry, so no caps of 32 SR for creatures either...
More updates as well, but you don't need to know about those yet...
*edit* A note about the spell resistance: The player skin applications of spell resistance for subraces aren't removed yet, so at some level intervals, your spell resistance will reflect whatever SR is higher. If this method of SR works correctly, those playerskins will be altered.
The good news: (for some) is that Drow, Githzerai, and Svirfneblin should get spell resistance equal to their level + 5. So, for you math wizards, a level 30 drow should get an SR of 35.
The method being used to apply the SR is not foolproof - you can still get a -10 penalty to SR from Mords which you probably shouldn't. A fix for that might be forthcoming if it's doable.
Also, if a DM 'DM Heals' you (different than the spell Heal), your SR will be stripped. To reapply it, simply rest.
The bad news:
This same method is also being used now to enable creatures to have their spell resistance set from a database entry, so no caps of 32 SR for creatures either...
More updates as well, but you don't need to know about those yet...

*edit* A note about the spell resistance: The player skin applications of spell resistance for subraces aren't removed yet, so at some level intervals, your spell resistance will reflect whatever SR is higher. If this method of SR works correctly, those playerskins will be altered.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.