|
Post by Whispers on Apr 20, 2018 3:15:39 GMT
Patch Notes Updates | Buffs | Nerfs | Area Changes
Any and all changes made to the server such as the strength of Undead, area updates, bug fixes, nerfs and buffs to items, and much more will be posted and updated here for everyone to see. If you notice a change that hasn't been posted here, please let us know! We're doing our best to make this server as clean and self-sufficient as possible - but we have a very small staff who love what they do. So please be patient and gentle when you see bugs, changes, or fixes that we make.
|
|
|
Post by Whispers on Apr 20, 2018 21:23:32 GMT
The Forest Update Area Changes | Updates | New Items
Uh oh.. What's happening? Well thanks to "the naia" (who will be leading this project) we will be getting the very much needed rework of one of the most iconic areas in the entirety of Dark Hour - The Darkglade. Don't worry - most of the transitions you've grown to know and love will stay in the same spot, and all of your badges and search points will remain relatively the same! However the areas are being revamped to be a little more aesthetically pleasing now that we've upgraded to Neverwinter Nights: Enhanced Edition. What does this mean for new content? It means that there will be more for you as players to do. There will be a few more badges, more search points, and many more points of interest put into the game. Right now it feels like the Darkglade is nothing more than buffer areas to reach better content such as Baraban, and Ludor. Our goal is to make the Darkglade a little more interesting, and give players a reason to linger within the dangerous forests beyond 'resting points'. This includes a few new items that have been added to the game. (If you want to find out what exactly has been added - perhaps take a stroll through the forest and see for yourself!) This project is a work in progress, but you'll notice changes to areas throughout the next couple of weeks!
|
|
|
Post by Whispers on Apr 22, 2018 19:39:57 GMT
Minor Server Update: Fixed an issue where the key you received from 'Zholan City Guard' profession would not allow you to open the guard tower in Kalaram (Market District).
|
|
|
Post by Whispers on Apr 29, 2018 3:47:54 GMT
The Experience Update (Part 1) Balance | Updates | Overhaul
Right now Dark Hour is set up for a level 4 cap player-base. This means that getting the Experience Points required for our level 8 cap server will be very hard - and even harder for those with ECL adjusted subraces and characters. Players with ECL +2 (our highest ECL) could fight tooth and nail to collect every special kill badge, all the 'point of interest' badges and still be years off of their maximum level. Of course, you go into an ECL character with the expectation of it taking a much longer time than others to level up - but at this rate even players without ECL will struggle to reach maximum level. More casual players with less time on their hands will likely never reach the max level. So, to fix this, we're going to be reworking how much experience some badges give, among other things. Dread Knight: 100xp => 500xp Dread Mage: 100xp => 500xp Ghost Captain: 100xp => 150xp Abomination: 100xp => 150xp Behemoth: 100xp => 250xp Hunter: 100xp => 250xp Leaper: 50xp => 150xp These particular infected are supposed to represent stepping stones to a Players survival experience. The more you collect, the more experienced the character you are playing becomes at surviving the impossible. Taking down a leaper after spending all of your collected scrolls, heal kits, and potions only to receive 50xp (as much as a regular point of interest badge gives) could be seen as highly discouraging from hunting any other special monsters on the server. This we feel is the first step toward making Dark Hour feel more rewarding to play. To balance out the fear of ever leaving the safe house we want to reward players with a dangerous, challenging, but highly entertaining and worth-while experience.
Note: If you have already killed one of the above special infected and have the old badge to prove said kill, you can speak to a DM to get the missing EXP and have your badge replaced with the new Kill Mark.
|
|
|
Post by Whispers on May 2, 2018 5:03:28 GMT
Minor Forum Update: I added a 'Request' section to the In Character section on the forums to avoid clutter.
|
|
|
Post by Whispers on May 6, 2018 9:16:26 GMT
Minor Patch: ~ Fixed Hallowed Temple Badge (Contact a DM if you received this badge before the fix and you will be compensated) ~ Removed Kalaram Slums, added rubble around former entrances ~ Minor area modifications (usable placeables, etc) ~ Kalaram Guard Tower touch-up
|
|
|
Post by Whispers on May 9, 2018 23:14:35 GMT
The Bard Update Buffs | Update | Class Changes
Thanks to 'redcrayon' and their hard work, Bard's can now cast bard song on allies without needing the ring of kinship or a party. We believe that this will inspire more to take a more musical route when making new characters. Bard's were having a very hard time joining others for travel without a ring of kinship, as they were heavily crippled by their inability to cast their very team orientated spells to help their friends. We don't think the party requirement makes sense, so thanks to a very helpful and kind player - Bard's can now sing, play, and dance their hearts out for their allies without fear (well, mostly!). I want to give a personal thanks to those who help improve the server. We are very grateful to have such dedicated and kind players breathing life into this server. You rock! Love, The DM Team ~ ❤ ~
|
|
|
Post by Whispers on May 10, 2018 5:36:32 GMT
Minor Rule Update: Changed Kenku, Kobold, and Goblin to Gold instead of Silver. This means that they now have to be requested on the forums prior to creation.
This means that said subraces will be treated as Gold level, meaning if you are not playing them correctly you will be warned once, and if you continue the character will be temperately placed in 'jail'. Meaning you will not have access to them until the DM's decide what to do about said situation.
Those who currently have this subrace can keep their character, but we request that you at the very least put a biography up for said character.
|
|
|
Post by Whispers on May 16, 2018 5:20:53 GMT
Minor Patch: ~ Tailoring Model: Cost removed, Added Shields, extended cloak range to include FR deity cloaks ~ Access to the Vipers has been removed until bugs can be squashed. ~ Ranger Lodge basement search spot fixed ~ Temple of Lathander search spot fixed ~ Hunter's updated to hunt people better ~ Badges weight reduced ~ Fixed Annedhel Vault transition ~ Dirtied up Sundered Desolation
|
|
|
Post by Whispers on May 19, 2018 22:49:18 GMT
Minor Forum Update: Added an 'Archived Request' sub-board to Requests, to make things easier to keep track of.
|
|
|
Post by Whispers on May 24, 2018 23:02:14 GMT
Major Server Update: ~ Darkglade area changes ~ Siranda castle changed, more difficult ~ bard song now works on those not in party ~ hit-chance on zombies increased ~ all mutations buffed ~ INVISIBILITY DURATION NERFED: Now lasts 3 rounds + 2 x Caster Level! ~ Kalaram waterfront changed ~ new creatures added ~ invisibility ring changed
Note: If you have the old ring of invisibility, please speak to a DM about replacing it!
|
|
|
Post by Whispers on May 26, 2018 4:34:15 GMT
Major Server Update: ~ Zombie Strength Changed [Now scales as you leave Kalaram, with the forest/vaults being the most dangerous] ~ Zombie Clothing Added ~ Food is now more scarce ~ Raise Dead Scrolls are now more scarce ~ Minor Area Tweaks and Badge Additions
|
|
|
Post by Whispers on Jun 18, 2018 7:03:41 GMT
The Swamp Update Updates | Buffs | Nerfs | Area Changes
This is a little late as these changes have been in for a couple of days now, but to better clarify the changes made we've decided to finally post the patch notes on this! We had noticed how stagnant the server was starting to feel. There wasn't much mid-game content, and very little end-game that didn't require massive groups to manage. So, we've changed that by adding in two brand new dungeons. The Tel'kara Swamps, and the Seven Oaks Asylum. We believe that this new content with bring a lot to the table, and start Dark Hour down a path that doesn't entirely rely on Vaults for content. We very much hope you enjoy this new update, and look forward to seeing what it brings to the Roleplay Environment of the server! ~ Added Tel'kara Swamps (Dungeon) ~ Added Seven Oaks Asylum (Dungeon) ~ Added 50+ new items ~ Added new badges ~ Made Wayward Inn securable ~ Added gate in front of Sundered Desolation ~ Fixed Holy Sirandian wares ~ Added Temple of Lathander ~ Added new scrolls (WiP) ~ Upped the DC on varying search areas ~ Buffed some Vault items ~ Buffed some items found in Kalaram ~ Knight Captain EXP on kill increased On top of these changes, we've updated some more quality-of-life and difficulty increasing aspects such as; ~ Tel'kara bosses added/fixed ~ New portal out of swamps at the end of dungeon ~ New mechanic introduced to Tel'kara swamps to avoid exploit ~ Minor area changes ~ Items changed minorly; Subjugation ring, Doctor's Band, Great Totem, Staff of Calamity. (Ask for replacement) ~ Removed broken mechanic from Knight Captain ~ Replaced broken mechanic with spooky new mechanic for the Knight Captain ~ All bag-hands items fixed (You'll know which ones, ask a DM for replacement ~ Seven Oaks Asylum potions balanced
|
|
|
Post by Whispers on Jun 18, 2018 7:09:14 GMT
Module Changes: ~ Updated Darkglade Forest with a new area ~ Added new badges in the Darkglade ~ Added in a few new player-areas
|
|
|
Post by Whispers on Jun 20, 2018 23:23:21 GMT
Module Update: ~ ALL Seven Oaks Asylum potions are more dangerous ~ Haks updated ~ Achievement Earned: Dedicated Host!
|
|