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fossil101

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PostSubject: Pally Set Items   Tue Sep 08 2009, 02:07

Sarah what were your thoughts when you gave lvl 60 pally set item the create undead and we get a lvl 13 shadow? In my opinion that shadow would be good for stout set but certainly is a big waste on a lvl 60. When I first saw it I thought it was a good April Fools Joke. My pally was doing great she got Vile King's key and with in 2 days she is worthless. Even with the SOS sword and having D-16 key she cant even hit the Drow Master Assasins. We have concealment and the monsters see us right away and can hit us. We hit them maybe 1 out of 4 or 5 swings. Is this the way you want it or is something wrong with this?? Whenever you have made a change, I have thought oh well time to learn something new and start over again. This time i am having trouble with the changes. I feel like you dont want us to excell in the server. I always loved coming to your server to get away from all the termoil in the world and to visit and play with allot of friends I never would have had the chance to meet. The only original players on now are the Adams family, Dark and El Gabardine. Some have left because of the recent changes and I hate that that has happened. We know you are not done with the server as of yet and it will take some time, but can we get the set items and spells finished and correct for a final time.These views are my own and not the entire Addams Family views or question. I am just trying to understand where the server is headed and stop waisting my time building a toon that can survive only to have a change and become worthless. Any suggestions would be helpful.
Thank You for your time and effort.
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harmjustice

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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 08:18

Question scratch
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DarkSky

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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 10:03

Taz you have been in party and know what gramma is talking about. . . So why the ? here please.

Yes it's very hard and now my pally will have to be remade over or I have to just kill her off. I also love your server and before always jumped up to play right after my husband went to work, sometimes I would find myself there from 8 am until sometimes after 3 in the am. I hope things get worked out soon. God Bless you and I love you all. Like a Star @ heaven


DarkSky
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Sarah the DM



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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 10:37

I don't understand the comments either. There shouldn't be a "create undead" spell on the paladin set. That would make no sense.

I did make some recent changes to some spells. There was an error that allowed low level (in a particular class) players to cast spells at higher levels. I fixed that error, so that now everyone casts spells at the appropriate level. Some spells, like Divine Might, are based on level. This fix prevents players from taking 1 level of a class and being able to act like they have the same level as someone that is level 60 in that class.

As for immunities, I removed those in the last update. That applies to a lot of the monsters, too. I still have to go through all the monsters/dungeons to reduce ability scores to reasonable levels. I'm presently working on about three plot lines, three new dungeons, and reworking the spider dungeon.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 10:47

BTW, I've said all along that the monsters in higher dungeons are overpowered given the changes to spells, like bulls strength, that no longer stack. Now with the changes to items, players are going to have to be more concerned about saving throws. That's not a major change. It's just that players never worried about it before, because they relied on item-granted immunities. The saving throws are not terribly difficult to meet, but there's certainly a greater chance of failure now versus no failure in the past from being immune to pretty much everything. Plus the immunities pretty much made classes worthless or less powerful, like rogue for sneak attack and fighters for critical hits.

I'll make reworking the monsters my top priority for the next update, but keep in mind that most of the issues are in the highest dungeons. As far as I can see, everything else plays pretty well.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 10:49

One last thing, I changed the coding so that legendary players are supposed to be able to play in more lower level dungeons than before. I'll see about increasing that range, so that a legendary player doesn't have to camp in D15 and D16 to get loot.
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harmjustice

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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 12:05

Sweet.. cheers
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Sarah the DM



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PostSubject: Re: Pally Set Items   Tue Sep 08 2009, 22:52

I went back and reread the original post. I'm still not sure how a summon undead spell got on the paladin set. If you have a set that does that, it's not supposed to be there.

As for Drow Master Assassins, absolutely nothing was changed on them at all. Their concealment is the same as always. I haven't altered that in any way.

I know any game can be frustrating at times, especially when things seem to go wrong no matter what you do. There are some encounters that are almost impossible, perhaps because you got an unlucky spawn and are surrounded by enemies when you usually only face one or two. I've respawned to go back time and time again into that sort of stuff and it gets maddening. That's why the game has items like scrolls of destruction that let you clear the field, and you can always run away and/or evade.

I do admit the paladin set was changed, only in that the immunities are removed and replaced with saving throw bonuses. None of that would have affected your ability to hit a Drow Master Assassin, unless I'm missing something.

If I AM missing something, please be very specific about what it is. There are intentionally some very hard monsters in the module. It's not supposed to be a cakewalk, but it's not supposed to be impossible either. If you're hitting 1 out of 4 or 5 swings and doing damage, that actually seems pretty reasonable against a monster that doesn't heal and doesn't have a great deal of HP. Again, am I missing something?
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fossil101

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PostSubject: Pally Set Items   Wed Sep 09 2009, 00:03

JUst came from my toon.
Pally boots left click said use and this is what it said
Use: Create Undead (16)

When i use i get a shadow eyball him this is what it said:
Undead Neutral Evil Undead (13)
AC 30
HP 96/96
Strength 14
Dex 28
Const 14
Intel 14
Wis 10
Char 10
Hope this explains what im talking about the rusty set has one also i believe it on shield but not sure. Thanks for the other info it is most helpful
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Sarah the DM



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PostSubject: Re: Pally Set Items   Wed Sep 09 2009, 07:47

Thank you for the specifics. I'll get on it. Those spells would probably be useful if you had a high level cleric, but they aren't going to help a paladin one bit.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Wed Sep 09 2009, 08:02

Paladin boots (Boots of Readiness) cast greater sanctuary 3x per day. I don't see anything about create undead. I created a pair of them and confirmed they cast greater sanctuary. Is there something else known as the paladin boots?
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Sarah the DM



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PostSubject: Re: Pally Set Items   Wed Sep 09 2009, 08:14

Rusty Set: Antique Helm, Corroded Armor, Moth-Eaten Cloak, Rusty Bracers, Tarnished Amulet, and Timeworn Shield. Helm casts true sight 3x per day. Armor casts death ward (unlimited) and epic warding 3x per day. Cloak casts improved invisibility (unlimited) and protection from evil (unlimited). Bracers cast greater bull's strength 5x per day. Amulet casts Mordenkainen's disjunction 3x per day. Shield casts freedom of movement (unlimited) and greater endurance 5x per day.

Paladin Set: Belt of Truth, Boots of Readiness, Breastplate of Salvation, Ring of Prayer, and Shield of Faith. The belt casts aura versus alignment 3x per day. The boots cast greater sanctuary 3x per day. The breastplate casts greater eagle's splendor 5x per day. The helm casts clarity (unlimited). The ring casts bless (3x), heal (3x), prayer (unlimited), and resurrection (3x). Finally, the shield casts dismissal (3x) and word of faith (5x).

There might be early versions of the items that differ, but that's what all the ones that are found now have.
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DarkSky

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PostSubject: Re: Pally Set Items   Wed Sep 09 2009, 10:57

Yes the rusty shield has one also as I said last night. . . Use him in higher dungeons and watch the little guy, he puts up a good fight before his life ends. lol!

Sarah, I remember first day of dx when it was only 1 dungeon (Goblins) it was hard but we came back everyday and all the hard work you put into it tuned out to be great and I am sure that this one will be in time, like you said yes it's hard very hard and it will take a long time for us to get into the new changes, like gramma said we can't just give up cause we don't like, we are in game family, I'm with you until the end.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Wed Sep 09 2009, 11:53

It must be older versions of the pally and rusty set items. Someone could confirm this by finding new ones and seeing if they have the create undead or summon fiend spells on them.

I really don't want to do another server item delete. That's why I came up with the idea to alter immunity-based items only when you equip them. If you look at inventory before you equip something, it might show an immunity. Once you equip it, the immunity is typically replaced by a similar saving throw bonus or spell.
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fossil101

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PostSubject: Pally Set Items   Wed Sep 09 2009, 23:31

The Pally boots i have belong to the Pally set. I have had them for awhile but never did i have the create dead on them untill recent change. If i find a new pair ill let you know
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DarkSky

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PostSubject: Re: Pally Set Items   Thu Sep 10 2009, 15:14

Just looked at two pair, same on both.
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fossil101

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PostSubject: Pally Items   Thu Sep 10 2009, 15:17

Sarah i found 2 Boots of Readiness last night. I examined them and they only had Greater Sanctuary on them. I took off my other Boots of Readiness and put in storage. Took a newly found pair and Equiped them. I then examined and now they also have Create Undead on them.
I have one pair left that does not have the create undead on them. I will not put them on and when u come on server you can put them on and see for yourself what happens.
I am not a DM and do not know how things are made to do what they do but there is definately something wrong here. Hope this has been a help to u to solve this problem.
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El Gabardine



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PostSubject: Re: Pally Set Items   Fri Sep 11 2009, 20:31

It is more than just the paly boots and rusty shield it has also affected my wizards staff and at 60 lv and only 1 orb left to get that is very annoying if I have to build a new one. I have absolutely no use for a 13 lv summons.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Sat Sep 12 2009, 12:35

That clears up a lot. Something in the coding is adding the wrong effect to the items. I'll take another look at it now that I know where the problem is occurring. Remember, this was done so I didn't have to do a complete item wipe.
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fossil101

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PostSubject: Pally Sets   Sat Sep 12 2009, 20:35

Thanks for looking into the problem Sarah and i hope the problem can be resolved without the deletion you talk about. So far i have enjoyed the changes you have made in the dungeons.
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Sarah the DM



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PostSubject: Re: Pally Set Items   Sat Sep 12 2009, 21:41

Fixed it in next update. Any items already equipped will not be affected by the fix. It only applies to newly found ones, or ones that have not yet been equipped.
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