Mid-June 2025 Patch Notes

krezk

Developer
Original poster
Staff member
Apr 15, 2025
16
5
3

Update on Languages​

We heard your concerns, and have discussed this internally to reach a conclusion. Here are the changes from the initially proposed language system following deliberation:
  • PCs with intelligence under 12 and without the Erudite background receive no free language -> Humans, half-elves and half-orcs receive a free bonus language to allocate, for their mother tongue. The other races receive their racial knowledge for free, as was already proposed.,
  • Already known languages are grandfathered in at 50% fluency -> Already known languages are grandfathered in at 75% fluency.,
Thanks all for the feedback and the patience. A new system is always daunting, and things might keep changing while we figure out what the sweet spot spot is.



The patch will go live as soon as technical issues are fixed. Keep an eye on the official Discord server's announcements, and thank you for your understanding!

General​

  • Level cap is now bumped to 11.
  • Silver cap is also slightly increased.
  • Fixed PC height resetting upon leaving the OOC area.
  • Fixed AC reduction from armor durability loss not persisting upon re-equipping.
  • Fixed AC reduction from armor durability loss not being applied to 0 AC armor/clothing.
  • Fixed DM possession of an NPC breaking persona names for the DM.
  • Fixed Restoration effects not clearing up to 4 effects. This will also improve NPC clerics restoration spells cast on players.
  • Various container fixes.
  • Fixed an issue where a caravan purchased by a person could only be entered by them. The dialogue option should now appear offering the option to join a caravan preparing for departure.
  • Fixed Favored Soul and Shaman not being allowed to use wands/scrolls of certain spells even though they are part of their spell list.
  • !outfit will now allow the change of clothing not currently worn. If a piece of clothing is targeted with the selector, that piece will be the one that the outfit/color copies to.
  • Dominated creatures (with Animal Empathy, for example) will now correctly be transported with the player character through transitions.
  • Several transition fixes and area fixes across many different areas.
  • Intrigue's Border re-opened, access to eastern map region. (Brost still remains closed off and under reconstruction, but surrounding areas are open)
    • This includes access to previously existing Dungeons that were inaccessible, along with newly added/created dungeons.
  • Numerous areas within the Wealdath are now open and accessible (after previously being made inaccessible inadvertently).
  • Border Patrol NPC fixes implemented.

Threat & Combat​

  • General improvements to the threat system. Targets should now be correctly picked based on the threat generated. This should translate into more consistent behaviour for all enemies
    • Reminder: !ithreat or !cthreat have to be activated to make use of intimidation or concentration for generating more threat.
  • Enemies now properly alert nearby enemies when engaging, preventing them being pulled away from their group alone.
  • Fixed enemy creatures sometimes getting stuck in a casting animation while trying to use their abilities and doing nothing else, even when attacked.

Jobs System​

  • Wages will no longer be lost if disconnected while on the clock.
  • Wages will no longer be lost if the player does not clock out before the end of business hours (for jobs that have business hours) or end of day (for 24hr jobs).
    • For jobs with business hours, the player will be automatically clocked out and paid wages for the time spent working.
  • Automatic payment occurs if forgetting to clock out before leaving work areas.
    • Wages cover time spent on-premises.
    • Players are automatically clocked out after one hour off-premises.

Magical Anomalies​

  • Fixed wisp (anomaly) explosions hitting an animal turning all animals hostile to the caster.
    • They will now only turn the specific animal hostile, but not affect the whole wildlife faction.
    • This change does not apply for other types of NPCs, such as guards or commoners.
  • This is your only OOC notice/warning - Magical Anomalies appear to have changed and shifted.
  • Improved UX/Notifications upon Anomalies spawning.
  • Magical Anomalies will now have a chance to spawn when using a wand or scroll.

Spells​

  • We've updated Wands/Scrolls Documentation to hopefully provide better clarity: <https://www.dragonsneck.com/wiki/Wand-and-Scroll-Crafting>
  • Aid spell will no longer override a target's temporary HP if it is higher than what it would apply.
  • Fixed Aid not correctly granting the fear save and AB boni.
  • Bard song will no longer apply to a target that already has a stronger bard song active.
  • Bless Weapon, Flame Weapon, Lightning Weapon, Frost Weapon, Acid Weapon and Song of Blades now correctly apply to ranged weapons for the whole duration of the spell.
  • Magic Weapon and Greater Magic Weapon:
    • Duration changed from 5 rounds / level to 1 minute + (1 round / level).
    • Bonus changed from +1 (+2 for GMW) damage to +1 (+2 for GMW) enhancement bonus . This, in essence, is +1(/+2) damage and +1(/+2) AB.
  • New spell: Comprehend Languages added (PnP rules, duration reduced to 5 minutes + (1 minute / level)).

Abilities​

  • Fixed Divine Power effects running out as soon as the temporary HP provided was depleted.

Loot System​

The entire loot system has been completely overhauled. While item quantities are largely the same as before, the types of items have been reworked.
  • All weapons/armor/clothing will now feature at Material and Quality - these materials/qualities will result in a base set of item properties.
  • Consumable resources are available and found in most loot containers within dungeons, ranging from offensive utility, defensive, support, and more. We expect that the available consumables will become a mainstay in many characters' approaches to dungeon encounters.

Factions​

  • New faction-specific items awarded per rank.
  • Ranking up is now available for all factions.
  • Upcoming faction Discord server (currently in final testing).
    • This will be a place where we can establish overall faction dogma and mission objectives which various sub-leaders can take forward.
    • It will also serve as a place for light OOC coordination for schedules. It is, however, not meant to be a replacement for the main discord server, but a companion instead.
  • There will be more information regarding the faction ranks and their meanings/responsibilities for each faction released soon.

Languages & Chat​

The Language system has undergone significant reworks in order to allow characters to progress naturally in learning a new language without DM intervention, alongside customisations and optimisations. This has been a deep rewrite of much of the system and, while tested, nothing prepares for a system going live. Please be alert (and understanding) of any issues.
  • Characters may now attempt to speak a language which they are not totally fluent in, although this is very difficult and failing is likely to be unintelligible.
  • Successfully understanding or speaking a language increases fluency, but it should be noted this is a very slow process and a long-term endeavour for any character.
  • !lang speak (without specifying a language) now opens an nUI menu which lists the languages which you have some level of proficiency in.
  • using the command /lxxx, where xxx is the name of a language, will have that language be the "base" language only for that single line. For example /lgnomish I have anger problems.
  • Multiple languages can be spoken in the same line of text by using [langsnippets].
    • The shortcut [] can be used to return to the base language.
    • I am typing in common [elven] This would now be elven [dwarven] and this now dwarven [] and back to common.
  • "Novel style" typing is now an available option using the toggle !typingstyle (or !tysty). This changes the engine to expect typing in that style and appropriately adapt it for display.
    • Gamer Style: I agree *Nods quickly.*
    • Novel Style: "I agree" Nods quickly.
  • The number of free languages a character knows is now much reduced. All characters will "lose" at least 1 language. Existing characters will have all prior languages converted to be 50% fluent under the new system, and then they may re-choose (!lang learn xxxx) their new quota of languages to be totally fluent in.
  • The Linguistics skill no longer directly grants new languages, and instead make it easier to learn new languages.
  • A 100% fluent character can reflect on what a language sounds like to non-speakers using !lang translate xxx yyy, where xxx is the name of the language, and yyy are the words or sentence they wish to reflect on.

Spellcast Widget [NUI]​

  • Activated using the !spellwidget or !spells command.
  • This is a new NWN2-style 'quickcast' menu.
  • Additional config parameter allows access to some limited options for sizing of the menu !spells config.
  • The menu may be freely moved around the screen and will remember its last position.
  • Spells cast spontaneously via the Cleric's ability (Cure & Inflict, domain abilities) must be done using the standard NWN hotbars.
  • A class dropdown will appear for multiclass characters with two/three spellcasting classes.
  • Metamagic toggle menu will appear in appropriate situations for spontaneous casters.
  • Spell tooltips include the number of spellcasts available.

Heal Kits​

Heal Kits on TDN are intended to be used with greater caution (i.e. after a fight, while resting, etc.) However with some frequency, they are used as a pre-to-mid-combat utility. Instead, mid-combat utilities for healing should more commonly be potions. (Potions being higher cost, immediate heal; Heal kits being lower cost, prolonged heal, non-combat-oriented).
  • Heal kit effects will now begin the following round after the kit is applied.
    • If the player using the kit within this round is damaged, the heal will be cancelled.
  • Heal Kits will now generate a moderate amount of threat for the user.
  • If within melee distance, activating a heal kit will generate attacks of opportunity.
  • If the player being healed is damaged at any point during it, the healing over time effect will stop.
  • Heal kits will now heal for 1d20 + Heal Ranks + 5.
  • Heal kits now ensure that the whole value rolled is applied over the 10 rounds, instead of rounding down and losing some HP they should have provided.

Class specific

Divine Champion​

  • Litany of Battle reworked: The divine champion inspirationally, or perhaps hauntingly, utters a rousing verse of her god's sacred teachings. Nearby allies in a 10-meter radius gain a +1d2 divine damage bonus when dealing damage to enemies along with 10 temporary hitpoints. This ability may be used once every 12 minutes. Starting with level 7, the damage bonus increases to +1d4 divine damage, the temporary HP to 20, and the cooldown decreases to 8 minutes. Duration is 1 + ¼ class level + CHA modifier rounds.
    • This ability was reworked because the percentage critical chance increase the original was meant to grant was not technically feasible.

Monks​

  • Ki Strikes, Defensive Manuever and Blinding Strikes will now all start at the beginning of the next round in order to alleviate complexity of using them in line with a round start/end.

Paladin​

  • Fixed an issue where Lay on Hands would not take HP away from the paladin when healing another creature.
  • Righteous Ire reworked: The paladin marks an enemy as the focus of their holy indignation, suffering a -1 penalty to armor class against that target. However, they gain +1 Divine Damage against that target. This ability may be used once every 20 minutes. The penalty increases to -2, the damage bonus increases to +2, and its cooldown decreases to 18 minutes at level 9; to -3, +3, and its cooldown decreases to 16 minutes at level 13; and to -4, +4, and its cooldown is reduced to 14 minutes at level 17. Duration is CHA modifier rounds.
    • This ability was reworked because the percentage critical chance increase the original was meant to grant was not technically feasible.

Rangers​

  • Fixed an issue where a ranger could only pick Rapid Reload, Sharpshooter, Exotic Weapon Proficiency, Cleave and Knockdown on bonus feat selection. They can now acquire them as general feats as well.
    • Due to this bug, we will allow re-levels beyond what the relevel tool allows **only** to allow for the feat to be selected earlier for a Ranger if previously intended. No other changes will be allowed that are not in some way related to taking one of the above feats.

Weapon Master​

  • Masterful Strikes reworked: The weapon master instantly grants his weapons immense destructive force. His successful strikes deal an additional +1d6 physical damage based on the weapon of choice, this damage bonus is also applied to two non-player-character creatures within a small radius around the Weapon Master. This ability may be used once every 20 minutes. The cooldown decreases to 10 minutes at level 10. Duration is 3 rounds.
    • This ability was reworked because the percentage critical chance increase the original was meant to grant was not technically feasible.
  • Master's Stance reworked: The weapon master instantly applies +2 Critical Hit Modifier to his attacks for his weapon of choice. This ability may be used once every 12 minutes. The cooldown decreases to 8 minutes at level 9. Duration is 5 rounds.
    • This ability was reworked because the percentage critical chance increase the original was meant to grant was not technically feasible.
 
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