NWN 1.69 Beta released. (Do not update for now)

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NWN 1.69 Beta released. (Do not update for now)

Post by Hamlet » Fri Dec 07, 2007 11:50 am

Many thanks to CoPaP Abyss404's Hex'ex'machina for pointing it out. :-)

Bioware 1.69 beta forum thread - Includes link to patch and revert patch.
Neverwinter Nights v1.69 Beta 1

Patch details:
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.69 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.69 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.69 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.69 TOOLSET.
IF YOU WANT TO GO BACK TO 1.68, WE HAVE A 1.69 TO 1.68 REVERT BETA PATCH AVAILABLE.

New Content added from the Neverwinter Nights Premium Modules (http://store.bioware.com/products/neverwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves
Steamworks
Tropical

17 New Music Tracks:
=-=-=-=-=-=-=-=-=-=-

New Creatures (over 100 new apperances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold )
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare ( Regular, Saddled and Armored )
Ogre Chieftan
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequsite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaledges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Trident are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.

- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.

- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.

Spell/Feat description changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Increased the limit on the SetPhenoType() scripting command to 99.
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)

- Fixed hitpoints healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell WarCry now requires a somatic component as per the spell description (spells.2da).
- Greater Sactuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da MetaMagic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existant script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Loadscreen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).


Bolded some for emphasis. :-)
Last edited by Hamlet on Fri Dec 07, 2007 12:43 pm, edited 2 times in total.

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Post by MadK@ » Fri Dec 07, 2007 12:19 pm

Please note if you update your game to 1.69 you will no longer be able to play on the Avlis servers.

An announcement will be made when/if we update.
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Post by Alphonse » Fri Dec 07, 2007 12:29 pm

ooooh


get and set description :D
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Post by rshampshire » Fri Dec 07, 2007 12:37 pm

Alphonse wrote:ooooh


get and set description :D
Ah, so now we get item descriptions along the lines of

"Any DM's there?"
"Can you unlock my PrC?"
"Thanks for the fun, that was great!"


You wouldn't believe the fun we get with the renaming tool :)
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Post by Cromagnon » Fri Dec 07, 2007 12:51 pm

Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
I take it this is eye-candy, not actual mounts?
Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
Wait, so something with Piercing resistance is now immune to a morningstar crashing down on their head? Meh. :P
Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss).
Shouldn't this be "deafened creatures?" X:|
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Post by Hamlet » Fri Dec 07, 2007 12:53 pm

The Silence effect simply removes all noises from the area. So there. :)

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Post by Sears610 » Fri Dec 07, 2007 12:55 pm

Horses...oh please tell me one is a Rothe!!!!
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Post by Fire Monkey » Fri Dec 07, 2007 12:57 pm

Cromagnon wrote:
Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
Wait, so something with Piercing resistance is now immune to a morningstar crashing down on their head? Meh. :P
No I would take it to mean that if you get hit by a morning star (bludgeoning and Piercing dmg) and you have both bludgeoning and piercing dmg reduction it will select the lowest value dmg reduction to reduce the damage.
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Post by rshampshire » Fri Dec 07, 2007 1:32 pm

Fire Monkey wrote:
Cromagnon wrote:
Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
Wait, so something with Piercing resistance is now immune to a morningstar crashing down on their head? Meh. :P
No I would take it to mean that if you get hit by a morning star (bludgeoning and Piercing dmg) and you have both bludgeoning and piercing dmg reduction it will select the lowest value dmg reduction to reduce the damage.
Cromagnon, I think you read 'worst of the multiple damage resistances' as worst for the PC when in effect I think it means worst for the Monster.

I.e. 10/- piercing, 5/- bludgening. The Bludgening resistance is the worse of the two so is the one that gets applied.
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Post by Cromagnon » Fri Dec 07, 2007 2:39 pm

Ah, got it, thanks. So if something has piercing resist but not bludgeoning, the morningstar should do full damage.
Horses...oh please tell me one is a Rothe!!!!
Or at least a dachsund for the halflings. ;)
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Post by Pessoa » Fri Dec 07, 2007 2:47 pm

I like.
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Post by Ghostie » Fri Dec 07, 2007 2:50 pm

I'm impressed they are still working on NWN1 content. Very impressed.
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Post by sinn » Fri Dec 07, 2007 3:39 pm

The "Rapid Reload" feat now gives you the proper number of extra attacks.

does this mean x-bow users will get the same number of attacks as bow users if they take this feat?
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Post by Micah » Fri Dec 07, 2007 3:45 pm

Excellent
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Post by Ninjar » Fri Dec 07, 2007 4:29 pm

Quite a bit of the material was from the last premium module they released, such as horses and the prestige class. I think that ride is a required skill for the prestige class...I don't really remember though. *goes off to check*
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Post by Melakin Skywieder » Fri Dec 07, 2007 4:38 pm

Sorry but I find this humourous
so that red/green color blind users don't get killed by traps unexpectedly
:twisted:

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Post by Fire Monkey » Fri Dec 07, 2007 4:47 pm

Cromagnon wrote: Ah, got it, thanks. So if something has piercing resist but not bludgeoning, the morningstar should do full damage.
No thats how it used to be. If you had either damage resistance it would work. Now it should be that if you have only one type of damage resistance you take full damage (i.e. it bypasses your DR entirely).
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Post by PlasmaJohn » Fri Dec 07, 2007 4:57 pm

rshampshire wrote:Ah, so now we get item descriptions along the lines of

"Any DM's there?"
"Can you unlock my PrC?"
"Thanks for the fun, that was great!"


You wouldn't believe the fun we get with the renaming tool :)
The other new script functions fix that quite nicely.
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
What's really awesome is that chat text can be modified. So you type "action:taunt" in the chat bar and the OnPlayerChat eventscript sees that, picks a random taunt and calls SetPCChatMessage(taunt); Instead of your character saying "action:taunt" she says "Your father was a Malekian lovechild."

If the replacement string is blank then the character doesn't say anything. So if you type "spell:fireball" you don't say anything and it casts fireball (assuming you have one left).
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Post by sinn » Fri Dec 07, 2007 6:16 pm

Fire Monkey wrote:
Cromagnon wrote: Ah, got it, thanks. So if something has piercing resist but not bludgeoning, the morningstar should do full damage.
No thats how it used to be. If you had either damage resistance it would work. Now it should be that if you have only one type of damage resistance you take full damage (i.e. it bypasses your DR entirely).
isnt that what he said? X:|



and can anybody confirm what I said about x-bows getting the same # of attacks per round if you take the feat?
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Post by Arond » Fri Dec 07, 2007 8:04 pm

Ditto being very impressed with the continued support and bug fixing for an old game. I hope we get the same for NWN2.
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Post by Fire Monkey » Fri Dec 07, 2007 8:22 pm

sinn wrote:
Fire Monkey wrote:
Cromagnon wrote: Ah, got it, thanks. So if something has piercing resist but not bludgeoning, the morningstar should do full damage.
No thats how it used to be. If you had either damage resistance it would work. Now it should be that if you have only one type of damage resistance you take full damage (i.e. it bypasses your DR entirely).
isnt that what he said? X:|



and can anybody confirm what I said about x-bows getting the same # of attacks per round if you take the feat?
X:| heh I think I confused myself now...
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Post by Tigg » Fri Dec 07, 2007 9:57 pm

I heart NWN1. :cuinlove:
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Post by Joeyo » Fri Dec 07, 2007 10:26 pm

Melakin Skywieder wrote:Sorry but I find this humourous
so that red/green color blind users don't get killed by traps unexpectedly
:twisted:

yes I'm ebul
Yeah, i'm colorblind. Monochromatic colorblind, but it still affects my game.

Note: I'm not offended that you find it funny.
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Post by Marleh » Fri Dec 07, 2007 11:09 pm

Cromagnon wrote:
Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
I take it this is eye-candy, not actual mounts?
According to one of the devs a while back, your PC will be able to ride horses.

viewtopic.php?t=99259&highlight

The quote below was posted in the Bioware announcement thread, so it seems they're still working on it, and still plan to release riding horses.
There's a new feat for Paladins for "Summon Mount" however the NWScript for it has not been added yet. Lots of horse specific stuff is still being ripped out of WCoC and has to be cleaned up for 1.69 release.
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Post by Jaybob » Fri Dec 07, 2007 11:23 pm

okay, so the obvious question becomes, is it possible for Avlis to move to the new version, if so, how much work will it be, and will it be worth it?

so...

Is it possible for Avlis to move to the new version?

If so, how much work will it be?

Will it be worth it?

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