-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * CHANGE LOG * "Neverwinter Nights: Darkness over Daggerford" v2.0 A Neverwinter Nights: Enhanced Edition Premium Module Developed by Ossian Studios® Inc. Published by Beamdog -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This is a change log for the list of improvements done to create the enhanced version of Darkness over Daggerford released on June 1, 2018. It's important to note that although we have said the number of improvements (which includes redesigns and bug fixes) number close to 500, the truth is that the number of unique changes is actually closer to 1000. This is because many fixes often resulted in numerous other side-effect problems surfacing that then had to be fixed, but those issues are not mentioned or listed here as separate entries. We also sometimes chose to conglomerate individual fixes into a single line entry because they were similar (e.g., new skill check implementation across 50+ dialogs) but each were unique fixes. Lastly, this log contains spoilers!! -=-=-=-=-=-=-=-= * NEW CONTENT * -=-=-=-=-=-=-=-= Voice-Over -=-=-=-=-=-= * Added voice-over dialog to the following main NPCs:- - Astriel - Brattal - Captain Dratharion - Captain Frederick - Derval Ironeater - Drelia Jadystacia - Duke Pwyll Greatshout - Falias Emberthumb - Gorgomorz - Hevesar - Lady Bronwyn Greatshout - Matagar Bugo - Purfbin - Raegen - Talarenne - Teygan - Veiti - Seven minor NPCs * Added voicesets to the following NPCs:- - Astriel - Brattal - Captain Dratharion - Drelia Jadystacia - Gorgomorz - Purfbin - Raegen - Veiti * Added voice-over dialog to the following cutscenes:- - Intro Movie - Trade Way North - Meeting with Bugo - Chateau Elite Finale - Gorogmorz and the Tanarukk - Teygan's Visitors - Brattal in Illefarn - Dratharion in Illefarn - Gorgomorz Attacks Portraits -=-=-=-=- * Added new portraits to the following NPCs:- - Astriel - Bugo - Dratharion - Drelia - Frederick - Hevesar - Purfbin - Raegen - Sememmon - Talarenne - Teygan - Veiti Music -=-=- * Added new music to the following areas:- - Stronghold EE - Echoes of Bhaal - Black Stone Inn EE - Black Stone Inn - Chateau Elite Inn EE - Chateau Elite Inn - Blade Cliffs EE - Sword Coast Cliffs - Daggerford (Night) EE - Daggerford Night - Trollbark Forest EE - Trollbark Forest - Happy Cow Tavern Upper EE - Happy Cow Tavern Upstairs - Happy Cow Tavern EE - Happy Cow Tavern - Wild Hills EE - Wild Hills - Illefarn Mines EE - Illefarn Mine Tunnels - Lizardfolk Village EE - Lizardfolk Village - Wild Pastures (Day) EE - Wild Pastures - Brush of Barbs EE - Desolate Wilderness - Edalseye's Basement EE - Wild Hills - Edalseye's Library EE - Desolate Wilderness - Zhentarim Camp EE - Wild Hills * Amended existing music for the following areas:- - Daggerford(Day) Daggerford Theme - Wild Pastures (Night) Rural Day 2 - Saslick's Hut Generic Dungeon -=-=-=-=-=-=-=-= * IMPROVEMENTS * -=-=-=-=-=-=-=-= -=-=-=-=-=-= * Treasure * -=-=-=-=-=-= * Overhauled treasure to reduce value of found loot by over one million gold pieces * Implemented class-specific treasure system to numerous hoards, including:- - Blade Cliffs - Shipwreck Hold - Brush of Barbs - Tomb of Telarthir - Crab's Claw Coast - Umgatlik's Shrine - Daggerford - Black Stone Inn Cellar - Daggerford - Black Stone Inn Secret Room - Daggerford - Black Stone Inn Sewers - Gillian's Hill - Gillian's Tower - Illefarn - Hall of Wonder - Liam's Hold - Tent - Lizard Marsh - Redeye's Chest - Lizardfolk Village - Saslick's Hut - Lonely Barrens - Kyleena's Tent - Lonely Barrens - MRCD Cave - Stronghold - Bhaal Temple - Trollbark Forest - Troll Mound - Western Farmlands - Jonas' Den - Wild Hills - Dark Druid Burrow -=-=-=-=-=-=- * Merchants * -=-=-=-=-=-=- * Overhauled buy/sell markups which were overly-generous and in some cases allowed PCs to sell items back to merchants at profit * Overhauled merchants' Appraise which was automatically set to succeed on many merchants * Provided realistic Appraise ranks to merchants based on their trade/experience/character * Implemented favor system for some merchants to give favorable Appraise reactions once a particular condition is met * Allowed monks to purchase from Stophole Abbey * Ensured Lashar's two separate store locations are treated as a single store -=-=-=-=-= * Skills * -=-=-=-=-= * Implemented generic skill system across all conversation skill checks - Prevents skill checks being incorrectly retried - Sets DC and XP award by default, overridden on creature blueprints if required * Included textual and visual feedback of skill success/failure * Added xp awards to a number of encounters where skills can be used to succeed without combat -=-=-=-=-=- * Resting * -=-=-=-=-=- * Ensured PC has the opportunity to rest before leaving Trade Way Caravan * Ensured PC is rested before the final battle and told they will be be able to by Captain Frederick * Overhauled Rest Encounters to greatly reduce 100% occurrence and greatly increase one minute respawn time * Greatly reduced frequency of rats in Rest Encounters * Implemented 'Camp on Travel' allowing players to arrive at destination fully rested on journeys greater than four hours -=-=-=-=-=-=- * Combat AI * -=-=-=-=-=-=- * Trolls were previously resurrected allowing xp exploit, and were not killed by fire/acid - Now they are knocked down below 1 hit point at which point they can be killed by fire/acid * Gorgomorz AI improvements:- - Corrected target of Invisibility spell from PC to self - Prevented continual attacks on dead henchmen - Corrected distance to nearest enemy calculations - Corrected no action being taken when trying to heal without any remaining healing spells - Removed certain buffs being applied on higher difficulty levels -=-=-=-=-=-=- * Cutscenes * -=-=-=-=-=-=- * Fixed those cutscenes which had combat starting (with damage taken) before the cutscene finishes - Daggerford – Flophouse - Daggerford – Wealthy Artiste Studio - Daggerford – Dwarven House - Daggerford – Black Stone Inn Sewers - Eastern Farmlands – Bottom of the Hole - Daggerford – Gorgomorz Attacks * Fixed double transition when aborting Flophouse cutscene and removed needless teleport into Daggerford * Fixed Gorgomorz cutscene camera position issue when viewing from outside the city gates * Fixed Gorgomorz cutscene stopping completely before Gorgomorz's second fireball * Fixed Hevesar's text not being visible to various races in finale cutscene * Fixed other minor issues in finale cutscene -=-=-=-=-=-=-= * Placeables * -=-=-=-=-=-=-= * Adjusted 30+ flickering, clipping, blocking or awkwardly-positioned placeables * Added ~10 new magic items -=-=-=-= * Text * -=-=-=-= * Corrected 200+ typos, formatting errors, incorrect words, and anachronisms in dialogs, journal, and descriptions * Added 15+ NPC and placeable descriptions -=-=-=-=-= * NWN:EE * -=-=-=-=-= * Resolved 20+ issues with graphics/tilesets/loadscreens following migration to NWN:EE * Removed old TNO tileset haks and switched to using the official versions of those tilesets from NWN:EE resources. * Redid intro movie with new VO and exported to wbm format. * Redid credits movie to add new credits listing and credit screens, and exported to wbm format. -=-=-=-=-=-=-=-=-=-=-= * NPCs and Creatures * -=-=-=-=-=-=-=-=-=-=-= * Fixed conversation with Egbert ending abruptly after he gives PC 100gp * Fixed exploit to gain unlimited Charisma bonuses from Quintessa * Fixed Lashar appearing simultaneously inside and outside Holdfast Inn * Fixed Ivus' dialog regarding a room key to reflect actual implementation * Fixed Emmaline walking into a wall rather than staying at her POST * Ensured Derval can be talked to easily when forging * Ensured Ghost Smith can be talked to easily when forging * Fixed Ginny disappearing from Daggerford after PC had rested * Added alignment adjustment for encouraging Beb-Shuur and Xianga to jump * Prevented Polymorphing Wizard from polymorphing into a huge ship(!) * Fixed stationary Ospreys in Crab's Claw Coast * Fixed Seagulls not spawning in Crab's Claw Coast * Ensured Tanarruk have racial type of Outsider * Fixed Chateau Elite doorman recognising PC when he hasn't met PC before * Changed Black Dragon in Lizard Man Village cutscene to use acid rather than fire * Fixed Fulbar/Gildamesh copied-but-not amended drink descriptions * Relocated boar pen to avoid regular escape from previous pen -=-=-=-=-=-=-=-=-=-=-= * Gameplay - General * -=-=-=-=-=-=-=-=-=-=-= * Fixed experience scaling function to award correct amount * Updated all Cloak blueprints * Fixed issue on World Map where previously charmed creature would persist and attack PC on next entry * Added map pins to:- - Gillian's Hill Tower - Stronghold (when acquired) - multiple places in Daggerford Castle * Ensured items which trigger various DoD events are removed from PC inventory before character export * Fixed constant appearance of PC Properties skin in PC inventory on death * Prevented henchmen dying in piranha pool to avoid endless death loop * Fixed Veiti not attacking in combat * Fixed Veiti not summoning her animal companion (but only summons when she is the sole henchman) * Included hints about Gorgomorz's Fear effect in Frederick's endgame dialog * Added extra fear-resisting items in Daggerford stores -=-=-=-=-= * Quests * -=-=-=-=-= A Circle of Fowl -=-=-=-=-=-=-=-= * Corrected Bloodstone Chest description * Fixed empty text boxes appearing above birds due to 'speak string' variable not being set * Amended Tatham's dialog to cater for Feynemonee not having helped find Bloodstone * Amended Feynemonee's dialog to cater for PC already having found the Bloodstone * Amended Feynemonee's dialog to remove assumption 'fowl druids' are still alive * Prevented Tatham from randomly falling asleep when offering merchant services * Adjusted cutscene angle to avoid blocking placeables A Mad Miller -=-=-=-=-=-= * Fixed Player journal not being being updated when Loru's journal was found * Amended Maerovyna to react favorably or unfavorably in future Store dealings depending on quest outcome * Fixed Maerovyna's dialog to allow her to be informed of Loru's death regardless of miller's survival * Fixed Maerovyna's dialog to remove assumption that reward was agreed * Loru will reveal true identity when attacked via Radial Menu so journal entry now makes sense in this scenario * Prevented quest being blocked if Loru attacked via Radial Menu * Prevented quest being blocked if you kill Miller before telling Maerovyna about Loru * Catered for Miller being attacked via Radial Menu * Added extra Journal entries to cater for the various quest outcomes * Added minor alignment shift for lying to Maerovyna A Party to Wake the Dead -=-=-=-=-=-=-=-=-=-=-=-= * Added journal entry to cater for PC having refused Moris' offer of a reward * Corrected opened/closed state of Elveronne's sarcophagus depending on quest outcome * Fixed Moris' dialog to prevent multiple reward offers being given to PC * Prevented quest being blocked if Elveronne killed via Radial Menu * Prevented quest being blocked if PC returned downstairs having not talked to both sisters * Fixed Elveronne's dialog to cater for PC quitting and restarting conversation * Allowed any Holy Water to affect Elveronne A Rendezvous with Teygan -=-=-=-=-=-=-=-=-=-=-=-= * Fixed quest being blocked if initial Teygan cutscene is aborted Abducted Shepherds -=-=-=-=-=-=-=-=-= * Jerick's lad will only recognise you if he's previously met you * Fixed Hevesar giving incorrect XP award on quest completion * Fixed restart of Hevesar dialog allowing multiple XP awards to be gained * Ensured henchmen are present for encounter near Smugglers' Cave entrance * Amended empty Smugglers' Cave to prevent duplicate items being looted from placeables * Corrected encounter blueprint of some orcs to ensure their spawning An Uncommon Criminal -=-=-=-=-=-=-=-=-=-= * Stopped 'Scavenging the Countryside' quest from incorrectly appearing in journal under various circumstances * Ensured quest does not remain unfinished if PC refuses to help Vladmyr, or PC pays off the debt * Fixed dialog branch which would result in Davey not leaving Black Stone Inn at end of quest * Fixed possibility of journal not updating with details of what to do with fake painting Astriel Takes Flight -=-=-=-=-=-=-=-=-=-= * Fixed issue with cutscene abort leaving slain Tanarukk alive and in incorrect faction * Fixed Strength check in Troll Mound to function correctly, and be retriable if Strength increases * Adjusted composition of Orcs in Orc Lair * Adjusted composition of Tanarruk in Lower Orc Lair Bandits Beware -=-=-=-=-=-=-= * Fixed Teygan's dialog resetting if conversation aborted * Adjusted composition of Bandit group Bhaal's Bag of Blood -=-=-=-=-=-=-=-=-=-= * Removed quest and replaced with new quest - 'Xatuum's Time of Troubles' * Fixed Astriel's dialog to correctly reflect Xatuum's status * Fixed secret trigger not being activated if Xatuum killed via Radial Menu * Removed placeable that wasn't being removed from Stronghold after redecoration * Switched Stronghold lights on after redecoration * Adjusted composition of Xatuum's skeletons Birthday Present -=-=-=-=-=-=-=-= * Fixed occasional game-blocking bug where PC gets locked in cell and cannot continue * Removed unnecessary cutscene upon entering Maxillian Manor * Prevented possibility of drugged PC walking away from the conversation * Overhauled Chase Maze layout to:- - Prevent Jonas and son being attacked through bars - Prevent henchmen attacking through bars - Give Jonas and son realistic positions and behaviour when PC returns to maze * Overhauled Maze cutscene * Ensured quest does not remain unfinished if family members attacked via Radial Menu * Ensured relevant family members take action if the other is attacked * Ensured family members take on appropriate form if attacked via Radial Menu * Added and corrected journal entries to accurately reflect various quest outcomes * Fixed Jonas and son's movement to fireside in Manor * Amended 'The Chase' to be an actual chase rather than the 'teleport to PC' that it was * Ensured quest does not remain unfinished if Gravia is killed before Jonas and son * Prevented Gravia from blocking stairway by giving her a POST * Adjusted Gravia's dialog to remove assumption that PC helped Pettywick * Adjusted Gravia's dialog to allow PC to check where their items are being stored * Adjusted music from 'Night Only' to always play, but only when 'the chase' begins Border Dispute -=-=-=-=-=-=-= * Fixed Frederick's dialog to prevent quest being given multiple times * Implemented an exit for the elves if persuaded to leave peacefully * Added xp award for resolving Kyleena's departure peacefully * Adjusted xp award from Frederick based on quest outcome * Adjusted Kyleena's dialog to be more appropriate if persuaded to leave Bugo's Special Delivery -=-=-=-=-=-=-=-=-=-=-=- * Fixed Nakoto's animations often freezing after conversation ended * Spawned in correct number of assassins * Adjusted assassins to use stealth * Equipped assassins with more appropriate weapons * Removed random treasure from Gray Oozes Cattle Rustling Around Daggerford -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Fixed Jerick's dialog so that he correctly recognises quest has been completed * Fixed Astriel not recognising PC had already spoken to Hevesar * Fixed journal entry not appearing in certain circumstances after talking to Hevesar * Fixed multiple quest xp award being given by Hevesar * Ensured consistency between various Hevesar dialogs * Fixed journal entry being given before PC has agreed to help * Corrected Ivus' dialog assumption that Hevesar has already been interacted with * Fixed Hevesar's dialog ending abruptly when certain conversation options are selected * Corrected Goblin Kitchens cutscene start location to be dependent on which door was opened * Amended Goblin Settlers faction to Hostile so they are the correct faction when attacking PC * Amended other Goblin faction to True Neutral to prevent Tanarruk attacking them * Fixed script that was preventing orcs joining in the final battle * Fixed wrong blueprint being used for Elite Orcs which was preventing their spawn * Ensured Irvin can be told the quest has been completed on all dialog branches * Ensured Irvin can be told the quest has been completed if PC never previously talked to him * Ensured Lavna can be told the quest has been completed if PC never previously talked to her Detained in Daggerford -=-=-=-=-=-=-=-=-=-=-= * Fixed xp exploit from occurring when aborting Astriel's conversation * Prevented critical path breaking when aborting Astriel's conversation * Removed Wikkers' blood from the streets of Daggerford at a suitable point Duke Greatshout Lives -=-=-=-=-=-=-=-=-=-=- * Update journal at appropriate point to prevent quest being left unfinished * Given xp award for quest completion * Added check to avoid player having to repeat entire dialog if not in possession of orb on initial conversation * Ensured correct speaker tags are used on each dialog branch of Duke and Bronwyn Edalseye's Tower -=-=-=-=-=-=-=-= * Changed three of the four Prince Julap riddles * Fixed cutscene issues if PC kills Edalseye before returning through portal Evani's Incredible Fantabulizer -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Fixed Fantabulizer music still playing after light show has ended * Fixed Vejoni's discount store never opening * Fixed Mayor Wilsey dialog logic to ensure questions about Lucas only appear when appropriate * Fixed Ivus dialog logic to ensure questions about Lucas only appear when appropriate * Fixed various dialog logic options with Evani regarding order PC tells her about Vejoni/Lucas * Fixed Evani's dialog to only reference Vejoni's store when appropriate * Fixed Lucas' pathfinding to his exit point * Restructured Vejoni's dialog so PC can choose to attack him even if initially decided not to Fernigold the Younger -=-=-=-=-=-=-=-=-=-=- * Corrected corpse description which contained game mechanic details * Fixed Fernigold the Elder's dialog to prevent quest from ending if you are not carrying the body but plan to return it * Fixed dialog options that assumed PC was carrying the body when they were not * Reduced reward for a 'poor fisherman' and made reward contingent on quest outcome * Fixed reward dialog not resulting in reward being given in some circumstances * Prevent coffins from being destroyed in Tomb before undead have appeared * Fixed console Divide by Zero error that occurred on trigger/coffin activation Fishing with Live Bait -=-=-=-=-=-=-=-=-=-=-= * Fixed girl's failure to disappear from Eastern Farmlands if cutscene was aborted immediately Jouka's Awl ----------- * Fixed the extreme difficulty in talking to Jouka while at his anvil * Prevented multiple reward negotiations Mayor Wilsey -=-=-=-=-=-= * Corrected Munroe dialog to use Intimidate and Persuade rather than Bluff * Fixed Munroe scripts to correctly detect whether they'd been attacked * Fixed Mayor Wilsey dialog to ensure correct options are displayed to PC regarding how Munroes were dealt with * Fixed Munroes behaviour to ensure all flee when leader is either killed or flees * Adjusted xp rewards based on quest outcome * Prevented dialog being initiated with Munroes when they are fleeing Mighty Rat of Cunning Demeanor -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Ensured dialog with knights occurs before cave is entered * Fixed dialog with knights terminating abruptly if certain options are chosen * Fixed cutscene abort issues * Fixed regular failure by Roo to return to cave due to heartbeat script interfering with escape script * Fixed Knight's dialog to ensure it correctly determines whether Roo was defeated * Ensured body parts that were spawning in cave remain visible to PC Orc Infiltrators -=-=-=-=-=-=-=-= * Fixed quest being left unfinished by adding update after note given to Frederick Party 6 -=-=-=- * Ensured quest can be completed if PC defers giving the barrels to Rab Peredus the Great -=-=-=-=-=-=-=-=- * Prevented attack on Peredus resulting in infinite combat in inescapable area * Prevented Sulfurus fleeing when asked various questions in dialog * Overhauled Sulfurus' surrender code and dialog * Overhauled Sulfurus' departure code and dialog * Removed needless cutscene from Sulfurus cave entrance * Implemented Sulfurus attack if hoard is tampered with * Added Sulfurus subdual xp award * Added additional Burnas conversation to recognise quest completion and extended 'Peredus the Great' * Fixed Burnas' dialog to prevent complete dialog tree being replayed to PC on certain branches * Amended Peredus dialog to cater for bones already having been retrieved when initially conversing Playing the Spy for Captain Frederick -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Prevented journal being updated before quest had been accepted * Fixed multiple skill checks allowing infinite reward renegotiation * Restructured entire Captain Frederick dialog to fix numerous logic issues * Fixed Captain Frederick's dialog restarting under certain circumstances * Fixed Captain Frederick's dialog to prevent PC being unable to inform him about Wikkers * Fixed Captain Dratharion's dialog to prevent quest being blocked under certain circumstances * Ensured appropriate PC responses are available when talking to Frederick having already talked to Dratharion Redeye's Eggs -=-=-=-=-=-=- * Added journal entry to ensure initial update was appropriate to whether PC had met Green Hag * Ensured Raegen will speak her dialog at appropriate point when PC enters slave hut * Restructured Redeye's Corpse dialog to ensure all options appear to PC and added variety to Skill checks * Rewritten final journal entry to reflect actual events * Ensured damage applied to priest when emptying piranha jar into pool * Fixed Uzzak-Szalzik's ambient behaviour to ensure conversation with PC occurs * Prevented untimely deletion of Uzzak-Szalzik's trigger Scavenging the Countryside -=-=-=-=-=-=-=-=-=-=-=-=-= * Added xp award for obtaining sheet music through skill use Shipwreck Survivor -=-=-=-=-=-=-=-=-= * Amended journal entry to not make assumption of PC's actions if vampire killed immediately * Amended journal entry to not make assumption of PC's actions if vampire killed after deal struck * Added journal entry to cater for vampire being killed via Radial Menu at certain stages of quest Showdown at the Holdfast Inn -=-=-=-=-=-=-=-=-=-=-=-=-=-= * Fixed 'Lie' option appearing inappropriately if PC has killed Drelia * Added extra dialog for Astriel to cater for different points in the quest when player may inform her of events * Prevented quest being blocked if player aborts Teygan conversation Strange Cargos -=-=-=-=-=-=-= * Fixed Astriel dialog to only present options about Mariners' Alliance door if player has talked to Taffy * Prevented Taffy from attacking PC after successful Bluff check * Added xp award for bypassing Taffy peacefully * Added xp award for avoiding combat with guards on Barracuda * Fixed multiple bottles of Harbor Bottom Whisky being taken from PC * Fixed xp exploit from occurring when aborting Astriel's conversation * Prevented break in critical path when aborting Astriel's conversation * Fixed potential to completely bypass several sections of Amara/Astriel dialog if player completes quest before talking to her * Adjusted cutscene angle when taken to Bugo to avoid view being obscured by NPCs Taking a Toll -=-=-=-=-=-=- * Fixed Gnolls incorrectly demanding toll and attacking player if ogres had been killed * Adjusted several journal entries to ensure they accurately reflect events The Black Stone Inn -=-=-=-=-=-=-=-=-=- * Fixed Astriel not leaving inn after Zhentarim attack under certain circumstances * Changed cutscene to instigate combat in correct location and at correct time * Changed Rod of Detection to be undroppable given its plot-critical nature * Fixed secret trapdoor not always spawning following its detection * Fixed Maid not resuming her duties after Zhentarim cutscene The Dwarves of Illefarn -=-=-=-=-=-=-=-=-=-=-=- * Fixed faction issue which would cause henchmen to attack Slave The Gillian's Hill Gang -=-=-=-=-=-=-=-=-=-=-=- * Prevented Sejellus giving reward twice for dealing with Gillian's Hill Gang * Removed cutscene on entry to Gang's base to allow for stealth approach * Increased size of Gang's base * Adjusted composition of Gang The Great Cheese Caper -=-=-=-=-=-=-=-=-=-=-= * Ensured PC does not need to restart dialog to inform Millie they have the amulet if not initially stating they have it * Prevented Intelligence/Druid/Ranger only dialog from appearing for all classes * Fixed incorrect double xp award when demanding reward from Millie to help her escape * Fixed wrong journal entry being updated when demanding reward from Millie to help her escape * Adjusted xp rewards to better reflect quest outcomes(more xp was given for sending her to her death than helping her escape) * Fixed some journal entries that were failing to mark the quest as completed * Overhauled cutscene when she calls Porto to prevent various problems potentially occurring * Corrected descriptions on all NPCs in the dairy, who all shared Millie's description * Prevented quest being blocked if player quits cutscene at Gillian's Hill * Equipped Sejellus with the torch he was supposed to be carrying and given him a POST * Restructured journal updates to cater for PC changing their mind on betraying Millie, and killing Yentai instead * Fixed Porto dialog that wasn't always setting variable to indicate player had talked to him * Adjusted 'boat' cutscene to improve camera angle The Green Hag -=-=-=-=-=-=- * Ensured any existing shape-change is removed from PC prior to being polymorphed * Fixed certain combinations of player and Hag shape-change permanently giving PC party a dwarven racial appearance * Fixed area transition shape-change issues by restricting further polymorphs while under the influence of the Hag's magic The Hall of Wonder -=-=-=-=-=-=-=-=-= * Fixed block traps allowing PC to walk away from the dialog to avoid them * Implemented correct Search checks with appropriate rewards on all Pedestals The Missing Chest -=-=-=-=-=-=-=-=- * Fixed journal entry appearing before PC had picked up chest * Added journal entry to cater for scenario where chest is obtained prior to talking to Erik * Fixed dialog option that allowed PC to incorrectly inform Delfen the chest had been delivered * Implemented new cutscene when chest returned to Delfen to alleviate issues occurring with previous cutscene * Fixed Delfen asking you to retrieve the chest if it had already been returned to Erik * Fixed Erik's dialog to cater for having found the chest before talking to him * Fixed Delfen's dialog to cater for already having returned the chest to Erik * Fixed Erik not disappearing from cave if cutscene aborted * Adjusted gold rewards which were inconsistent across quest outcomes and skill use * Adjusted xp rewards which were inconsistent across quest outcomes and skill use * Allowed chest to be returned to Delfen even if PC had previously annoyed him * Added more dialog options to Erik to cater for events in the cave * Added potential for Erik to flee the docks on certain quest outcomes * Adjusted various Delfen dialog reactions based on quest outcomes * Fixed malformed token in Erik's cave dialog The Phantom of Liam's Hold -=-=-=-=-=-=-=-=-=-=-=-=-= * Fixed occurrence of console message 'Could not find encounter lulaspawn in area lulaspawn' * Fixed Lula's dialog in Daggerford sometimes incorrectly switching to her Liam's Hold conversation * Adjusted crevice in cliff face to allow immediate entry on subsequent uses after first successful use * Adjusted crevice to always be found once it has initially been found * Adjusted crevice dialog for consistency of options * Adjusted damage type of Insect Bite from Magical to Piercing * Fixed initial alienation of Rab resulting in some NPCs conversing with PC as if quest was successfully completed * Fixed initial alienation of Rab resulting in Mayor Wilsey asking how quest was progressing * Fixed initial alienation of Rab resulting in Nell asking about Xanda * Fixed Mayor Wilsey asking about Xanda if Sieronius has married Xanda * Fixed additional Jemmy dialog options to ensure they appear upon quest completion * Fixed inability to inform Rab of quest completion if quest completed without Sieronius being slain * Fixed repetition of telling Rab that quest is completed * Fixed appearance of text "Rab seems to have left his house hastily" upon entering Rab's house when Rab is present * Restructured Sieronius OnDeath code to ensure Xanda is not left behind after marrying Sieronius * Fixed Xanda appearing in her home despite having married Sieronius * Fixed Xanda's marriage to Sieronius not functioning correctly * Fixed Lula's marriage to Sieronius not functioning correctly * Fixed visual effects not appearing during Lula ceremony * Fixed Xanda not being able to be interacted with when Inside the Cliffs upon reload of save game * Fixed Xanda triggering OnExit script for Inside the Cliffs causing Lula's dialog to reset * Fixed Lula's removal from Inside the Cliffs * Fixed trap on cobwebbed door to function correctly * Added additional information to help player locate cliff entrance * Added additional dialog for Rab on quest completion * Removed Random Encounter which Sieronius would join in on the side of the PC The Princess of Fanloc -=-=-=-=-=-=-=-=-=-=-= * Amended Soliana's dialog to remove assumption that Griswald is alive * Amended drawbridge control trigger dialog to remove assumption that Griswald is alive * Prevent quest being blocked by Soliana not spawning if Feldran hadn't been met before drawbridge opened * Fixed loot bag spawning when a reward had not been asked for at the Drawbridge * Amended Drawbridge dialog to make reward references relevant to previous dialog * Ensured Map Note for Gnarled Tree always appears when appropriate * Corrected Griswald's Persuade(Success) dialog line to Persuade(Failed) * Fixed failure of multiple Persuade skill checks to appear in dialog * Fixed Feldran dialog to ensure options to ask if Griswald can talk to Soliana do not appear if Griswald is dead * Fixed Henchmen not being able to leave castle via drawbridge transition * Adjusted location of dead knights to avoid floating placeables on uneven terrain * Fixed Tracking dialog on footprints to be relevant to plot state The Story So Far -=-=-=-=-=-=-=-= * Fixed certain class-related items incorrectly spawning/not spawning in Traveler's Chest * Fixed Trampled Grass not appearing if cutscene aborted * Fixed opening Caravan cutscene to prevent camera starting inside PC The Suspicious Death of Duke Greatshout -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Fixed xp exploit from occurring when aborting Astriel's conversation * Prevented break in critical path when aborting Astriel's conversation The Truth About Vampires -=-=-=-=-=-=-=-=-=-=-=-= * Clarified use of Daxiong's Marvelous Magriscope in item description * Relocated Daxiong if encounter resolved through successful skill use * Fixed Daxiong's Prototypes not attacking PC * Fixed Intelligence check branch of dialog always appearing * Fixed spawned body parts disappearing before player would see them * Fixed Callaway failing to return to farm after dialog with Mabda ends * Fixed Callaway being unable to be conversed with after dialog with Mabda ends * Prevented quest being blocked if conversation with Mabda and Callaway is aborted * Added dialog for Callaway when quest is resolved * Added dialog for Mabda when quest is resolved * Fixed door sound playing repeatedly when lever is used a second time * Added xp award for successful use of Skills to resolve encounter * Fixed Liam Sunmist store to give intended reduction in Sell price when quest complete Umgatlik's Shrine -=-=-=-=-=-=-=-=- * Fixed reputation and faction issues to prevent raised workers from fighting each other * Adjusted cutscene to only be abortable at suitable point in dialog to prevent logistical problems * Fixed Succubus Combat AI to correctly check location and state of nearest worker Wogbog's Walking Stick -=-=-=-=-=-=-=-=-=-=-= * Adjusted quest to allow stick to be found irrespective of having met Wogbog * Implemented Search roll correctly in order to find Wogbog's stick