The Kingdom of Paramon PW has been running online since about March 2003. While I intend to keep KoP online for our session based play, I thought that others might benefit from use of this module.
This is the latest version of KoP. I will update the version here as I change things for the official version.
The module is built to be ran as a PW and particularly used when there is a DM available to run events.
There are things you can do when soloing, but that is not the focus of this PW module. Furthermore, many aspects in the module have been partially removed or disabled as we have progressed the storyline over time (the world changed based on PC actions). I may, if people desire, add those elements back in over time.
Features of this module include several hundred areas and tons of custom systems. A focus has been placed on making a strong play environment with a touch of realism.
To figure out what systems are used in the module, please see the documentation available for my universal basemod. There are countless goodies that you can find on your own as well :)
I do not plan to offer an official guide on "how to play/use" this module. Most things are automated or can be figured out by just playing around with the toys you get when you log in. Also, the documentation for the basemod, though incomplete, has enough information to keep builders happy for a very long time.
080909 Update: Tweaked some areas, added Shayan's Item Level Restrictions (can be toggled off).
022209 Update: Upgraded to CEP2.2 . . . and that is about all for now :)
022109 Update: Fixed a few more bugs, updated a few rule-sets, changed a few more things with the lycanthrop system.
021309 Update: Bug fixes a plenty. Added user suggestions as appropriate. Changed lycanthropy system a bunch. Reworked vampire subrace. Added more encounters.
01272009 Update: Fixed more bugs and worked a bit on balancing issues. Removed old DMFI and updated to newest version to be compliant with changes in 1.69 update. Turned on level gap control and prestige class controls by default (can be changed via module variables).
011909 Update: Fixed many bugs and reworked things based on user suggestions. Reworked much of the subrace engine and will continue updates there in the future. Some area redesign and script performance tweaks.
121208 Update: Fixed a few bugs and addressed some player/user suggestions. Added back the entire desert nation region of Alnarma and ported epic quests back in using the newer basemod systems.
082608 Update: Fixed a few bugs here and there; particularly in the Plane of Fire Flame Weaver Guild areas.
081208 Update: Added a haunted manor house to Eastern Gates Approach.
Added two more options for Gold Weight System. On the module variable list, leave the INT GoldEncumbrance set to "1" if you want to keep gold encumbrance as is (the DOA system). Set the value to "2" if you want to use UOAbigail's system instead (a single item holds weight). Set the value to "3" if you do not want to use any gold encumbrance system at all, but have PCs that formerly did have gold encumbrance. Set the value to "0" if you have never used the mod and do not want gold encumbrance.
072808 Update: A few bug fixes. Added a plane of fire and a guild in the plane of fire for sorcerers, bards, assassins, clerics. Added two new religions with representation found in the guild in plane of fire.
072008 Update: More area redesigns have taken place. I have added more encounters and balanced out some of the encounters that existed.
071308 Update: A complete reworking of the module has been done. Many areas are redesigned and the entire code base is rewritten. The module runs much more efficiently and is much smaller.
The module is now compatible with version 1.69 as well as CEP2.1.
More static quests and story lines have been added.
WARNING: Given that all the code work is changed, the DB setup is very different now. Your old Databases will not be any good in this version . . . in other words you will need to start with fresh databases. Just delete the old ones after retrieving items and info you need and the module will create databases from scratch as needed.
One last thought . . . I also removed the entire Alnarma region (the desert areas) until I rework them a bit. They will be back soon I hope.
1/25/07 Update: Fixed a few things. Most striking fix is that of some databases. Seems NBDE was not playing nicely with a few systems I wrote.
Major update just uploaded. So far as the memory fix goes . . . I have things working for the most part. Just leave the sub-storm systems off (as I have it set up now) and things run great. I will try to get those special storm systems going ASAP. I am also still working on the subrace engine . . . but that will take a while to finish the rest of the modifications on since it has so much code. Most of the popular subraces are running nicely now. _________________________ Vuldrick Garrison
Posted by crazedmages at on12/30/08
Right on. As always, I admire how easy you are to fixing things and providing support. Thanks, Vuldy. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by Vuldrick at 2008-12-1406:01:58
I am working on a fix for a memory leak in the system. _________________________ Vuldrick Garrison
Posted by crazedmages at on12/30/08
The weather system is awesome and soemthing I would love to use. Yet I have found it crashes me after a few hours of being up. I went ahead and turned it off as I was using your base mod. Just wondering if there has been any updates or fixes for it as being such a good system I would hate to have to leave it off. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by DM_Necros at on10/29/08
I did not know that. I knew I had it set up right. I thought about checking the portals though since it wasn't working. I will check it out, thanks.
Posted by Vuldrick at 2008-11-0304:13:27
To DM_Necros: I did not make a No Level Loss option. What you are looking at is a part of HABD systems, which I only use to some degree as currently configured. Those things are not used in the current respawn system; at least as I have it configured. You can reconfigure the death system to use the HABD death rules, but then you will need to stop using the fugue plane. I suppose I am trying to say that the fugue death system is independently operated as compared to HABD systems. You must chose and configure to your tastes. The respawn controls that are currently used are all in the fugue at this point, or in the raise dead and res scripts for PCs that have clerics with them. Check out the code in the respawn portals. _________________________ Vuldrick Garrison
Posted by DM_Necros at on10/29/08
I seem to be having a problem with the no_level_loss_from_xp_penalty (I think that's the name of the switch.) With the few numbers of players on I wanted to let players keep their levels even if they died. That said, the value was false when I edited it, which I changed it to true. It seems players are still losing levels from respawning though.
Posted by Jstwebbrowsing at 2008-11-0216:11:09
Yes that wand would be terrific. It is at least need for testing purposes and to reverse any accident or any rule breaking turnings.
Posted by Vuldrick at 2008-10-3004:18:52
I intended to make the Undeath to Death wand as a tool to bring back Vamps . . . but I changed my mind. I honestly forgot to remove the wand. Perhaps I could make it work in the future? _________________________ Vuldrick Garrison
Posted by Vuldrick at 2008-10-3004:16:58
I have an update coming soon with some areas that use to exist in the old version of the mod . . . I have been upgrading them for months to go with the new base mod setup. So my interest is high. The addition will bring about the rebirth of the entire Alnarma Desert (currently missing) as well as an underdark city. The underdark is devoid of quests, but Alnarma Desert areas are mostly epic questing (in fact it is Ghool's Tomb of Horrors tweaked to fit in the world of Irithia). If you make any progress on the weather system let me know. I am working on a couple other projects right now, but I do intend to work on the weather system to tweak it some more . . . just not sure if I can make it very efficient given the nature of what the system does. _________________________ Vuldrick Garrison