Hala Updates

The latest announcements from your Hala Team

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Aiquandol
Team Member
Posts: 133
Joined: Mon Jun 28, 2004 8:30 pm

Hala Updates

Post by Aiquandol » Fri May 13, 2005 9:27 am

Updates will be posted here.

Aiquandol
Team Member
Posts: 133
Joined: Mon Jun 28, 2004 8:30 pm

May 13th

Post by Aiquandol » Fri May 13, 2005 9:28 am

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.

Sarmanos
Knight of the Holy Church of Annoyance
Posts: 101
Joined: Wed Jun 23, 2004 7:13 pm

Post by Sarmanos » Mon Jun 27, 2005 1:16 am

1.Many areas superficially changed.
2.A new area or two added.
3.Jungle City hak no longer needed. You may delete this.

NWDuneAuron
Honor Guard: Church of Pants
Posts: 1328
Joined: Thu Dec 02, 2004 2:58 pm

Post by NWDuneAuron » Tue Jun 28, 2005 4:56 pm

1, Major palette overhaul part 1 (exploit fix)
2, Plot related imports.

NWDuneAuron
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Post by NWDuneAuron » Mon Jul 04, 2005 7:10 pm

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 =))

NWDuneAuron
Honor Guard: Church of Pants
Posts: 1328
Joined: Thu Dec 02, 2004 2:58 pm

Post by NWDuneAuron » Wed Jul 13, 2005 10:02 pm

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.

NWDuneAuron
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Post by NWDuneAuron » Sat Jul 23, 2005 12:18 pm

1, Plot related area changes.
2, Some creatures abilities, behaviour and CR tweaked.

Arkon
World Leader
Posts: 2901
Joined: Fri Jul 02, 2004 11:28 pm
Location: Ironton, MO

Post by Arkon » Fri Jul 29, 2005 7:51 pm

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....
Respect is Earned! Fear is Demanded!

Arkon
World Leader
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Joined: Fri Jul 02, 2004 11:28 pm
Location: Ironton, MO

Post by Arkon » Sat Jul 30, 2005 3:56 am

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
Respect is Earned! Fear is Demanded!

Arkon
World Leader
Posts: 2901
Joined: Fri Jul 02, 2004 11:28 pm
Location: Ironton, MO

Post by Arkon » Sun Jul 31, 2005 3:14 pm

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
Respect is Earned! Fear is Demanded!

e'Kieron
Knight of the Holy Church of Annoyance
Posts: 178
Joined: Thu Sep 30, 2004 8:12 pm
Location: Denver, CO

Post by e'Kieron » Tue Aug 02, 2005 4:28 am

YAAAAAAAAAAAY ! ! ! ! :D

Chants of, "Arkon! Arkon! Arkon!" Can be heard in the far-off distance.
"Every night has a day, even forever has to end... Sometimes." -Magus, Chronotrigger

Arkon
World Leader
Posts: 2901
Joined: Fri Jul 02, 2004 11:28 pm
Location: Ironton, MO

Post by Arkon » Tue Aug 23, 2005 1:46 am

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.
Respect is Earned! Fear is Demanded!

Arkon
World Leader
Posts: 2901
Joined: Fri Jul 02, 2004 11:28 pm
Location: Ironton, MO

Post by Arkon » Sat Sep 17, 2005 10:53 pm

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
Respect is Earned! Fear is Demanded!

NWDuneAuron
Honor Guard: Church of Pants
Posts: 1328
Joined: Thu Dec 02, 2004 2:58 pm

Post by NWDuneAuron » Mon Sep 19, 2005 12:35 am

(On update)

Plot related changes.

NWDuneAuron
Honor Guard: Church of Pants
Posts: 1328
Joined: Thu Dec 02, 2004 2:58 pm

Post by NWDuneAuron » Mon Sep 19, 2005 11:40 pm

* An old, lifeless area has been revamped. Levels 8-14.

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