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CHAINMAIL Beta 3 Released

Morrus

Well, that was fun
Staff member
The next build of CHAINMAIL has just been released. This build is mainly a bug-fix (some 100 bugs, apparently!)

Amongst other things - the bug which caused the server to crash when a monster summoned something should be fixed; NPC henchman/soldier AI/responsiveness should be improved; excess spawnings which were dragging the server down have been reduced. I'm not sure if the forges have been fixed yet (let me know!)

Also of interest is the inclusion of a few starting quests for lower level characters, including the first quest in the overall story.

So, here's hoping that there are less crashes! :)
 

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Morrus said:
Also of interest is the inclusion of a few starting quests for lower level characters, including the first quest in the overall story.

So, here's hoping that there are less crashes! :)

Few things that may be worth making the builders aware of.

subraces.. I got asked what my subrace was with one character a human.. my choices were..none. As for my elf, my halfling.. well my elf never got asked he has just been allocated Moon Elf.. my halfling did get asked but not when he first entered but when he left and logged in again later??

The Ants Nest Quest in the infested barn you get from the guy living in the house adjoining the barn.. promises 1000gp each if you kill the queen, we did that came back and simply got offered the quest again..no reward gp or xp was forthcoming. The Colony Queen herself who was a tough fight..gave us 1xp (no doubt deemed too tough an encounter for level 4's in a 5+ dungeon).

Forges still do not work, tested the magical (Hellish) Forges with a few different items now.. with weapons if you enchant a sword.. all is well and good if you choose to add a +1 bonus it does indeed give it a +1 enhancement..which means you can then add keen, regen etc.. however any other weapons but swords and bows and you cant enchant it to +1 because it gives you a +1 AC (Deflection) bonus instead... which itself is not seen as an enhancement, which in turn causes problems with enchanting armours.. as athe +1 AC it gives it (rightly so in this case) isnt seen as an +1 enchantment to it you can then not apply the weight reduction, regen, haste, or arcane spell reduction modifications to it. On the whole the magical forges are all over the place.

Good news is the nonmagical forges that can be used ot make normal weapons masterwork, add concentration to a helm, give an Ac bonus vs a specific type of attack etc... for mithril or adamantine.. work just fine.. however the only places ive seen them so far are underdark, cania etc... places where frankly if your needing a nonmagical benefit adding to a non magical weapon or armour pieces...your problems ARE much greater than you know :D These kinds of forges (the non hellish) should ideally be in all the settlements as they dont really provide so much so of a benefit that you couldnt already buy better than from the shops in a town anyway.

Lag and Stability wise.. lag was fine earlier in the evening..as the night progressed it got a lot worse, so fairly regular restarts are going to be likely (at least once a night). As for stability it was crashing just as frequently as before).

New Features...well everyone starts at 1st level now..no magical rations, and Shoreline now has 3 areas one for level 1+, another for level 3+ and the infested barn for level 5+.. these areas work fine at what they do group of us levelled from first to 5th tonight without too much problem and as mentioned elsewhere encounters are now far more suitable for your levels for the most part and xp far less overstated.. and as someone who has firsthand seen that you could get 50-60k as a 3rd level in a single evening I like this slower progression rate much better. There does seem to be an xp award problem for epic characters though.

shops now have a few new items..namely druid staffs and wizard staffs..nothing too exciting just CEP items, but nice all the same.

Treasure there seems to be something odd going off with the treasure tables, as my 2nd level druide found a bow of the north winds (level 21 item) and a Magic Helm (level 19 item) in the level 1 dungeon... we had an epic character pass through after he'd gone we fought and killed the usual fare but the loot was much improved?? of course I could have just been exceptionally lucky...but it seemed a little bit too coincidental to me.

Balors and other monsters that summon that had the problem with the summoning loop causing the module to crash has been resolved, they now summon fine and the module does not crash when they do.

beyond this I havent noticed much else new so far..but the modules is so huge there is no doubt plenty of other stuff to be noticed yet.
 

After agreeing to listen to the Mayors offer, there is no way to escape without sounding like a coward. No escape from conversation at all once you committed a teensy bit. The char is NOT a coward, but she's not going on a journey to the Festering Gorge on her own. But he mayor gave her gold. Eeep.

All of the sudden this 3rd level char is dying, a lot. The two new areas I ran her in slayed her and her wolfie on the spot [the Cave and the Barn/Ant Hive]. Not what she's used to overland with goblins and sech, but the combats had her out-numbered, and the lag was awful. Found the Ant Hive curious. Attackers could reach the char, but she could not reach them.

Finally decided to go to the Barracks and get some help. He demanded 8gp up front [what kinda soldier!], lagged behind, didn't respond to orders, failed to bring up when needed. Basically every reason why I didn't get soldiers before.

And then everything crashed.

Not the best time, so far...
 

Went back into the Stagnant Caves, solo, with my 8th level char. He generated the EXACT same spawns as my 3rd level and her dog, and also she, her dog, and Soldier. And the fight was hard for the 8th level guy. No wonder the other crew didn't fare so well.

But, in spite of Aelrahds questionable triumph, the XP reward was, as noted already, in the range of say, 1 per critter.

The mod as a whole does seem to run smoother, though.

I like that the 'upon-entry' gear is tidied up.
 

Greylock said:
Went back into the Stagnant Caves, solo, with my 8th level char. He generated the EXACT same spawns as my 3rd level and her dog, and also she, her dog, and Soldier. And the fight was hard for the 8th level guy. No wonder the other crew didn't fare so well.

Thing to remember here though is according to the readme (and I assume is still the case for Beta 3) monsters scale in toughness dependant upon the level of the one fighting them. So a level 1 meets rats.. those rats are a challenge for a level 1, a level 10 fights the rats those rats are supposedly a challenge (or at least as much as they can be) for a level 10.

But, in spite of Aelrahds questionable triumph, the XP reward was, as noted already, in the range of say, 1 per critter.

There does seem to be a problem with the xp script.. for creatures it deems too weak or too hard for you it gives just 1xp.. but if the monster you are fighting is a boss type..then 1xp for it is a little bit of a let down, especially when its likely killed you 2 or 3 times before you finally managed to kill it and cost you waaaay more xp than that anyway.

I like that the 'upon-entry' gear is tidied up.
Yup I like that too :)
 

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