Hala

The Heroic Domain of Ysgard
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 Post subject: Hala Updates
PostPosted: Fri May 13, 2005 9:27 am 
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Joined: Mon Jun 28, 2004 8:30 pm
Posts: 133
Updates will be posted here.


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 Post subject: May 13th
PostPosted: Fri May 13, 2005 9:28 am 
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Joined: Mon Jun 28, 2004 8:30 pm
Posts: 133
Update:

1. Word of faith spell changes.
2. Wands of Epic Summoning are working again.
3. Wail of the Banshee and Weird fixes are live.


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 Post subject:
PostPosted: Mon Jun 27, 2005 1:16 am 
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Knight of the Holy Church of Annoyance

Joined: Wed Jun 23, 2004 7:13 pm
Posts: 101
1.Many areas superficially changed.
2.A new area or two added.
3.Jungle City hak no longer needed. You may delete this.


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 Post subject:
PostPosted: Tue Jun 28, 2005 4:56 pm 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
1, Major palette overhaul part 1 (exploit fix)
2, Plot related imports.


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 Post subject:
PostPosted: Mon Jul 04, 2005 7:10 pm 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
1, Palette overhaul part 2 (some armour nerfed)
2, Transition fixes (hopefully)
3, New areas and items
4, Plot related changes
5, Guild items (so Evangel can stfu, finally =))


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 Post subject:
PostPosted: Wed Jul 13, 2005 10:02 pm 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
1, Bastion is now accessable and populated to a basic level.
2, Bastion Market District is open for business.
3, An lot of new items, including PrC specific things.


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 Post subject:
PostPosted: Sat Jul 23, 2005 12:18 pm 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
1, Plot related area changes.
2, Some creatures abilities, behaviour and CR tweaked.


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 Post subject:
PostPosted: Fri Jul 29, 2005 7:51 pm 
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Joined: Fri Jul 02, 2004 11:28 pm
Posts: 2897
Location: Ironton, MO
1. Plot related Changes
2. Got rid of the laggy scripts surrounding the airships. You should no longer be hit with the unshift or dispelling effects.
3. Removed the Permanent Airship Pass... if you have one, good to go, it'll still work.. but there won't be anymore being sold
4. No longer have to wait for the airships to get where they are going... enter the cabin, exit, and you will be at your location.
5. Added Minotaur Village. Where? Find it yourself ya lazy bums.
6. Added a new portal. Where? Where does it go? Find out for yourself.
7. Changed the way Welcome to Hala works. It no longer has an active transition. Instead, now it has two people you can talk to which will allow you to choose your starting location in the world. This was done to give people more RP possibilities and character building possibilities. You can now choose to start your character in any of the following places: Mirtho Rest, Tel, White Wood, Naldanskar, and Bastion.

Might be more updates to follow by the time the server comes back online... but my eyes are bleeding from 5 straight hours in the toolset looking at a certain ex-team members code....

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 Post subject:
PostPosted: Sat Jul 30, 2005 3:56 am 
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Joined: Fri Jul 02, 2004 11:28 pm
Posts: 2897
Location: Ironton, MO
Arkon wrote:
1. Plot related Changes
2. Got rid of the laggy scripts surrounding the airships. You should no longer be hit with the unshift or dispelling effects.
3. Removed the Permanent Airship Pass... if you have one, good to go, it'll still work.. but there won't be anymore being sold
4. No longer have to wait for the airships to get where they are going... enter the cabin, exit, and you will be at your location.
5. Added Minotaur Village. Where? Find it yourself ya lazy bums.
6. Added a new portal. Where? Where does it go? Find out for yourself.
7. Changed the way Welcome to Hala works. It no longer has an active transition. Instead, now it has two people you can talk to which will allow you to choose your starting location in the world. This was done to give people more RP possibilities and character building possibilities. You can now choose to start your character in any of the following places: Mirtho Rest, Tel, White Wood, Naldanskar, and Bastion.

Might be more updates to follow by the time the server comes back online... but my eyes are bleeding from 5 straight hours in the toolset looking at a certain ex-team members code....


Added some more today...

8. Three new temples added, complete with Deity converter code.
9. Added Raw Materials collector somewhere, you figure it out :D
10. Stores added to Naldanskar
11. Added two new death respawn locations, White Wood and Naldanskar

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Respect is Earned! Fear is Demanded!


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 Post subject:
PostPosted: Sun Jul 31, 2005 3:14 pm 
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Joined: Fri Jul 02, 2004 11:28 pm
Posts: 2897
Location: Ironton, MO
1. Changes made to Gate, Planar Ally, Planar Binding, and Greater Planar Binding. These spells will now choose what you will summon based on your alignment at the time of casting.
2. Fixed boat stuff and removed the old docks.
3. Defenders now have a home
4. True sight now works a bit more like it should, no more uber sight.
5. Added some ore
6. Fixed Word of Faith so it should no longer affect anyone classified as a native.
7. Added an airship to White Wood
8. Celestials have a new home
9. Fixed some broken transitions

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 Post subject:
PostPosted: Tue Aug 02, 2005 4:28 am 
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Knight of the Holy Church of Annoyance
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Joined: Thu Sep 30, 2004 8:12 pm
Posts: 178
Location: Denver, CO
YAAAAAAAAAAAY ! ! ! ! :D

Chants of, "Arkon! Arkon! Arkon!" Can be heard in the far-off distance.

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"Every night has a day, even forever has to end... Sometimes." -Magus, Chronotrigger


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 Post subject:
PostPosted: Tue Aug 23, 2005 1:46 am 
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Joined: Fri Jul 02, 2004 11:28 pm
Posts: 2897
Location: Ironton, MO
22 August 2005

1. Updated successfully to NWN 1.66 (late entry) and fixed most/all bugs, new tilesets added to the mod upon update (Lost Valley, Elven City, and Elven City interior. All available in the downloads section)

2. Hangate Rebuilt (dwarves conversations fixed to no longer mention Le'Or, though other convo's might have suffered as a result, please post other conversation bugs in the bugs section)

3. 4 Quests have been fixed and readded into the mod, see if you can find them

4. 2 Completely new Dungeons aimed at low to mid level characters have been added thanks to Halflings building skill. See if you can find them.

5. New player submitted homes added into the mod

6. Added a new script known as the SnoopCatcher. Think you can get away with just diggin your hand into anything you see? Try it and find out. :twisted:

7. Removed Minotaur Caves levels 1-10. The Abandoned Cellar still remains but expect it to get an overhaul in the near future.

8. Removed other unused areas from the mod.

9. Minor scripting fixes and such.

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 Post subject:
PostPosted: Sat Sep 17, 2005 10:53 pm 
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World Leader
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Joined: Fri Jul 02, 2004 11:28 pm
Posts: 2897
Location: Ironton, MO
1. Tel rebuilding finallized.

2. New Dungeon Put In. Mid to Epics

3. Great Bridge to Ysgard is in a more graphics card friendly tileset

4. Updated some merchants with some new gear.

5. Added player housing

6. Updated Guild housing

7. No more Tin Wraiths

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Respect is Earned! Fear is Demanded!


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 Post subject:
PostPosted: Mon Sep 19, 2005 12:35 am 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
(On update)

Plot related changes.


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 Post subject:
PostPosted: Mon Sep 19, 2005 11:40 pm 
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Honor Guard: Church of Pants

Joined: Thu Dec 02, 2004 2:58 pm
Posts: 1328
* An old, lifeless area has been revamped. Levels 8-14.


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