Module Updates

General forum for server information, questions, and announcements.

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darrenhfx
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Module Updates

Post by darrenhfx »

Just wanted to give you all an idea of a few of the planned additions you can look forward to in the next week or so.

- The first phase of a Moonwood expansion: new areas many of which feature the work of ElCadaver

- Link with Feldbarr: the long awaited connection will be made giving our dwarf friends a proper home

- Numerous other smaller updates: some of the player requests will start to see their way into the mod

We appreciate your patience with our slow roll-out of content.
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Lusipher
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Post by Lusipher »

Dat be good news, bub!

Cant wait to see Felbarr. :D
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Kest
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Post by Kest »

Anything with dwarves is good.

Does this mean we'll be getting non-spoilerish patch notes from now on? Could be useful, knowing what bugs have been taken care of.
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foaloke
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Post by foaloke »

Sweet! Thanks for all the work from each of the slav... err.. .contributors. :oops:

So, how does someone submit stuff for builds, etc.. or lend a hand? I'd love to start contributing a bit, if needed (though I've got a hell of a lot to learn). Hate to have so much fun without at least trying to give something back (don't worry, I see the donate link... ;) ).
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darrenhfx
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Post by darrenhfx »

non-spoilerish patch notes?

Yeah I'd like to try and have this happen on a regular basis.

how does someone submit stuff for builds, etc.. or lend a hand?

If you want to wait for the tutorials that Thangs is arranging, that would be one way. If you have an interest in building a certain area it sure makes it seem less like tedium. You can submit stuff directly to me for review but keep in mind that our beta servers could also use a hand in getting ready so there are plenty of opportunities to chip in.
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foaloke
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Post by foaloke »

Good to know. I'm going to start messing around with the toolset and send in anything worthwhile to get opinions, constructive criticism and/or ridicule. :wink:
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Sintaqx
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Post by Sintaqx »

Really looking forward to seeing the new moonwood areas. I've started playing around a bit with exteriors, figuring out how to do lowlands, river bottoms, forest edge, low hills, foothills, etc to set up in the vast untamed aread between Silverymoon, Winter Edge, and Rivermoot.
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darrenhfx
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Post by darrenhfx »

Update time!

We're going to have the Moonwood areas in tonight hopefully and based on how the space calculations work out, the road to Citadel Felbarr should be open by next weekend.

Anyone who wants to chip in with interior areas for either Citadel Felbarr or Auvandell please let us know.

ElCadaver is responsible for the majority of the Moonwood update so we'll finally get a look at his fine work. Also a big thanks to AL for helping me get the updates to a ready state.

As always, post your bug reports and suggestions.
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AcadiusLost
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Post by AcadiusLost »

Sintaqx wrote:Really looking forward to seeing the new moonwood areas. I've started playing around a bit with exteriors, figuring out how to do lowlands, river bottoms, forest edge, low hills, foothills, etc to set up in the vast untamed aread between Silverymoon, Winter Edge, and Rivermoot.
While well-sculpted exterior areas are certainly where the new toolset shines, and a worthy endeavor to learn to build, be forewarned that TSM is already straining under the weight of all the big exterior areas that are already in the module. You can have probably 20+ tiled, scripted, detailed dungeons/caves/interiors for the "price" of just one midsized exterior. I'd say what is most needed are interesting, fleshed out NPCs with dialog, merchants, quests, interiors for shops, inns, bars, baths, worshops, homes.

This isn't meant as a discouragement from learning Exterior building by any means; just a forewarning. The TSM module is 2.23 gigs already, and this update brings just the PWC file up to more than a gigabyte just by itself.
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Sintaqx
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Post by Sintaqx »

Oh wow. The moonwood expansion.... Very, very nicely done there. I've not seen what all spawns in there yet, but the scenery is a must-see.
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,

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Brother Humphrey
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Post by Brother Humphrey »

Yes, people, I agree with AL, here. Please, take the time to learn the toolset. We most definitely need a couple of whoreshops IG, ASAP. Seriously lacking, folks.
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Sintaqx
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Post by Sintaqx »

I could probably do up a whoreshop, complete with various communicable diseases. All the more reason to play a sunite paladin I suppose.
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,

TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
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Kest
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Post by Kest »

darrenhfx wrote:As always, post your bug reports and suggestions.
Which ones have been fixed already, so there is less backtracking? Has the mod only been updated with additional Moonwood areas? I noticed a few of the new items already on merchants at HH, is that across the server?

Patch notes would really be nice, even if they aren't specific. Like:
  • The bug concerning potions of invisibility has been fixed; their price has been increased from 75g to 337g.
Last edited by Kest on Mon Jul 07, 2008 2:24 pm, edited 4 times in total.
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darrenhfx
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Post by darrenhfx »

I know that AL has worked through quite a few of the bugs and was responsible for gettings some of the new items in the shops so I'll let him comment on this.

I'll start a new bug thread for y'all.
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AcadiusLost
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Post by AcadiusLost »

I can't claim to have gotten all the bugs, but I did make a pass through the last few pages of the recent bug reports and got many of the lingering ones, while adding some of the new items to various stores around the module.

Feel free to re-post lingering (or new) bugs in the fresh thread Darren has started.
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