Arelith Updates!

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DM Hoodoo
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Re: Arelith Updates!

Post by DM Hoodoo » Sat Oct 17, 2020 7:51 pm

Live Next Reset
============

From Xerah
==========
Gear changes (new and existing)
• Padded Vestments of the Holy Squire [From +4 DEX to +2 DEX]
• Fine Elven Boots [From +2 DEX to +1 DEX]
• Disciple’s Garb [From +2 WIS and +4 Discipline to +1 WIS and +2 Discipline]
• Armour of Immolation [From +5 Discipline to +2 Discipline]
• Duelist’s Cape [From +3 Discipline to +2 Discipline]
• Piker’s Ring [From +4 Discipline to +3 Discipline]
• Aspirant Sash [From +2 WIS to +1 WIS]
• Disciple’s Wraps [From +2 WIS to +1 WIS]
• Aspect Beads [From +4AC vs Chaos to -1 AC]

Rogue Grenade Changes:
Acid/Fire bomb
Old
Damage = target [10 + rogue / 2]d6 + splash [1 + rogue/3]d6
NEW
Damage = target [10 + rogue / 4]d6 + splash [1 + rogue/6]d6
Fire/Acid flask
Old
Damage = target [1 + rogue / 2]d6 + splash [1 + rogue/3]d6
NEW
Damage = target [1 + rogue / 4]d6 + splash [0 + rogue/6]d6

From Kenji
=========
Existing Yuan-tis should now be immune to poison again.
Yuan-tis, Duergars, and Imps should now have Venom Immunity feat instead of Diamond Body feat. 11+ monks with the aforementioned races will have both.

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Re: Arelith Updates!

Post by Spyre » Sat Oct 17, 2020 8:10 pm

Devil's Table Leadership
========================

- The Devil's Table is now lead by a single entity for upcoming elections. The old three person system is still in effect for this leadership period and will go to a single leader next called election.
Discord: MalKalith#8042
Determine your Public CD Key here
Can't see your vault? Have you migrated your accounts? If you have tried, and still can't see them, message me.

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DM Hoodoo
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Re: Arelith Updates!

Post by DM Hoodoo » Sun Oct 18, 2020 12:48 pm

From Zaphiel:
-------------
(LIVE NEXT RESET ON PGCC)
Invisible Blade Changes:
* Improved Bleeding Wound (Passive):
Critical hits now leaves 1 stack of bleeding wound. (You don't need to activate Improved Bleeding Wound for this.)
* DC for removing bleeding wound by healing kits reduced from 35 to 25.
* Crippling throw gets +3 DC if it was a sneak attack.
* Unfettered Defense now grants +1 deflection AC per INT modifier. Capped with class levels.
* Removed 6 spot pre-requisite.
* Removed mobility feat pre-requisite.
* Can now benefit from class bonuses while wearing light armor.
* Uncanny Feint:
Every two round Invisible Blade will make a sleight of hand skill check vs his current opponent's discipline.
Upon success, opponent will lose 2 AC. If invisible blade changes his opponent, old opponent will gain his AC back.
If invisible blade fails a check after a successful check, opponent will regain his lost AC.
(And no, 5 Invisible Blade feinting same opponent will not result in -10AC. It still going to be -2AC.)

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Re: Arelith Updates!

Post by ActionReplay » Sun Oct 18, 2020 8:01 pm

(Not every single detail will be explained here as this is already too much text for a huge update. And as always with a big update like this expect bugs and things to change as we tweak going forward. For reference, the words "square," "grid square," and "tile" will be used interchangeably below with regards to the new Naval Grid.)

Before jumping into the update notes I wanna give a huge thanks to Bat Country for initially coming up with the grid idea and helping out shaping the system. Also Irongron for helping out as well and brainstorming new ideas for this.

Here's a link to the update on the website:
http://nwnarelith.com/index.php/news-list/high-seas

Ship System 2.0
The Ship System has been completely overhauled. Although there will many elements players will recognize, most of it has changed one way or another. The biggest change here is the move to the Naval Grid, with ships having a physical location on the grid itself to navigate on.

The grid represents the area of the Trackless Sea surrounding Arelith, with Arelith in its center grid square. Arelith's square ("Origin," at 0,0) is considered "safe-waters," and within here you can travel to all Arelith-specific ports as before and still encounter some events like NPC vessels and Locations. However, any Player vs Player ship interaction is disabled within this center-tile.

Outside of the Origin square, we have the wider Trackless Sea: here Ships can now navigate a large grid with fixed landmarks and encounter random events based on the region of the map the ship is currently located at.

The CR of these events will increase with further distance from Arelith at the center. Sailing deep waters is now consistently dangerous, but can also be rewarding as some encounters will only be found so far from friendly coasts.

Player vs Player Ship Combat
The Trackless Sea is open for Player vs Player ship combat, but any direct interaction between ships can only be done if their locations are close enough to each other.

Ships are only valid targets to another ship if they fail a Hide check, and are physically close to one another on the grid. Furthermore, hostile actions such as Grappling and Ship Weaponry are only allowed if a target ship is within 1-tile distance (non-diagonal) of one's current location.

If a ship is diagonal from another ship's location, it may be spotted and one can scout its direction to try and pursue it but it can't be engaged by any hostile means until pursued and directly adjacent again.

Traversing The Naval Grid
When sailing outside of Arelith on the Trackless Sea you must choose a Cardinal Direction to move your ship towards. This will move your position between tiles on the map and the duration it takes to travel 1 tile in distance depends on a number of factors:
* A straight Cardinal Direction (North, South, East and West) will have a shorter duration than moving Diagonally (South-West, North-East etc).
* Ship's base Speed skill
* Weather
* Upgrades
* Ship Health

When reaching a new Tile on the map the ship will continue to travel along its given direction automatically and you have to order it to stop in that tile if you wish to stay there. As explaiend above some tiles offers unique landmarks
and events so staying there is always a valid option. The Ship's Navigator lets you plot a Direction.

Spyglass / Vicinity
Another new feature is the Spyglass option. This option lists everything your ship has spotted and found in the surrounding area. It can be a Landmark, Random Event or another Player Ship.

Landmarks are fixed and always spotted when in the same tile and can be docked at (ex.: Red Dragon Island).

Random Events are just that, random, and are based on Tile and Distance from the center tile of Arelith.

Player ship spotting mechanic takes a few things into consideration such as:
* Ship's base Hide skill
* Weather
* How the ship is moving
* Ship Health
* Docked or not

The Spyglass can be accessed from the Navigator and the Navigator will also report any findings each tick.

Ship Weaponry
Some ships can now hold ship weapons. Smaller ships are unable to use weapons but larger ones can and this comes in 4 Tiers:

* Tier 1 - Light Ballista
* Tier 2 - Heavy Ballista
* Tier 3 - Mangonel
* Tier 4 - Bombard

Ships have a Max Tier strength in how weapons can be deployed on them. For instance a Ship with a Max Tier of 3 can hold a Mangonel but not a Bombard. Alternatively It could also hold 3 Light Ballistas (Tier 1) that together becomes a total of a Tier 3 or 1 Light Ballista and 1 Heavy Ballista. This offers different loadouts one can experiment with. The penalty of using weapons on a ship is losing speed. For each Tier strength a ship will lose 7% speed, so a fully maxed weapon loadout at Tier 4 would give a 4 x 7 = 28% penalty to Ship's Speed.

Weapons behaves like fixtures and you simply place them on the Deck of a Ship to make use of them. Each weapon has its own type of projectile that is required to fire them. Valid targets are spotted within a straight, non-diagonal, vicinity of the ship as already explained.

You can always grapple a ship that is within vicinity but the more Health and Speed a target ship has the more difficult it will be to grapple it. Why its always better to weaken a ship first with weapons before grappling.

Upgrades
A ship can be upgraded by spending resources and gold at a Shipwright NPC. Higher Tiers require more rare and sometimes very unique resources or items. Currently we only have two upgrades:
* Hull - Increases a Ship's Hitpoints
* Sails - Increases a Ship's Speed

Rentable ships are excluded from this for now.

Ship Destruction
A ship can be destroyed and sink if its Health goes below 0. When this happens all players on board the ship will fall into the sea much like the "Jump Overboard" feature. A destroyed ship is useless until the next server reset where it will be brought back again. However, the penalty of losing a ship will also decrease all its Upgrades by 1 Tier and destroy any deployed weapons on deck.

You can repair your ship's hull at a Shipwright NPC.

Ship Abilities
Some ships have unique abilities that can be triggered from the Navigator. If a Ship has multiple abilities the cooldown of all abilities will be the last ability activated. Only one ability can be activated at a time. (Ex.: a "Horn Blast" which provides minor buffs to the attacking crew and debuffs to the defending crew.)

Persistant Locations
Ships are now storing their location persistently by Landmark or Dock. Meaning each time a ship reach a new harbor (Not random Location Events) it will spawn there next reset. Rentable ships are excluded from this.

Weather
The weather will change depending on region of the Trackless Sea a ship is currently located at: e.g colder in the North, warmer in the South. Weather has a large impact on many features of the Ship System. For instance a thick fog will make it more difficult to spot ships and target them and tailwind will increase the speed of a ship.

Most ships now have a map placable one can use. Interacting with this map lets you view the Trackless Sea grid and the ship's current location on this grid.

Skiffs
Skiff mechanics has been changed; instead of spawning a useable skiff for each ship at a location there is now instead a useable Dock placeable that everyone can use and it will list all ships currently anchored at this dock. Skiffs will still spawn but instead in the surrounding water purely for immersion purposes. Reason for this is several but mainly because its starting to get crowded with skiff spots and they always caused bugs one way or another mainly by pathfinding issues.

Here's a list of other, smaller, features in this update:
* Ship communication - Ships on the same tile (Outside of the center origin tile) can use the Shout channel to communicate with eachother.
* Cruisers - A new type of NPC controlled ship allowing journeys between two ports. Will see an introduction later this month probably.
* Navy Intel - Has been removed completley, its not used anymore as it doesnt fit the context of the new system.
* Critical Ship Alerts will now alert players below deck or in other areas linked to a ship.
* In general the feedback of the system has been greatly improved, e.g texts and highlights and statuses.
* Prepared for Undrenzee update
* Some new Event Locations. Wish I could've do more of these but this was taking too much time already.
* The full Sencliff estate has been opened to all who wear the ink, with certain amenities only available once you have reached the required rank.

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Re: Arelith Updates!

Post by DM Hoodoo » Sun Oct 18, 2020 9:00 pm

Also live next reset
============
From Zaphiel:
-------------
* Trueflame sorcerer that is multi-classed with wild mage can no longer trigger wild surge(s).
* GSF: Transmutation's teleport ability now should correctly appear on -cooldown (-cd) list.

also from AR
-animal language will be limited to 25 characters like sign & thieves cant. No more esoteric conversations among the birds and bees. Embrace monke and hoot your meaning simply.

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Re: Arelith Updates!

Post by ActionReplay » Mon Oct 19, 2020 9:58 am

Next reset,

* Bunch of bug fixes related to the Ship update has been squashed. Let me know if things are still not working properly or seem off.
* Rentable Ships are now allowed Upgrades as well!

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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 20, 2020 3:36 pm

Live Next Reset
=============

From Garrbear
============
Hexblade Rework

New Spells
1: Shield, negative energy ray
2:
3: Negative energy burst
4: Shadow conjuration, haste
NOTES: Hexblade had little reason to invest in casting previously. The addition of these spells will add some flavor along with giving the class some more useful options with their spellcasting.

-Change the base hex effect to -AC
NOTES: This, along with the lower requirements for the bonus feats, will provide some incentive to dip hexblade rather than leaving it only viable for heavy investments.

-PreEpic Bonus Feats: 5, 10, 15, 20
-Epic Bonus Feats: 23, 26, 29
-Hex and Curse Weapon moved to level 2
-Curse of Blood granted for free at level 6

-All hex abilities will scale at 1 (3% if percentage based) per 5 hexblade levels (minimum 1) unless noted otherwise
-All damage except curse of sacrifice (magical) will be a damage increase effect that now works with critical hits (flat 2 damage, unaffected by damage resistance or damage immunity/vulnerability). Hex of duality and hex of elemental decay will increase this damage by a flat +1 for each damage effect in addition to their normal effect of damage vulnerability.
-Curse of Duality requires 15 str
-Hex of Duality / Hex of Elemental Decay require 17 str
-Removed the pure class DI
-Added a new curse which grants DI (curse of life) at the same scaling as the hex abilities (3%/5 lvls)
-Curse of Life requires 13 str.
-Change curse of neglect to do physical vulnerability (previously AC), min level 23
-remove level requirement from curse of sacrifice
-1 more max spell known and spell/day for each spell level
-Hex cooldown lowered to 2 turns
-Prevent hex debuffs from being removed by lesser restoration. Hex will still be removed by restoration
-Maledictum of Worms removed from selectable feat list. It will be available from a FOIG location for PCs with at least 25 levels in hexblade. This is not yet implemented, and will be added and announced in a separate update.

-Curse Weapon lasts 24 hours and can be cast unlimited times per day. It will automatically apply to offhand weapons. Repeated casts will not stack. The effects of curse weapon will be removed when the item is unequipped.

-Various VFX changes.
NOTE: ALL VFX INVOLVING HEXBLADE IS FOIG. IF YOU DISCOVER SOME NEW THINGS SOMEWHERE, PLEASE DO NOT SPOIL THEM FOR OTHERS OOC.

Developer Notes:
Hexblade was very strong in regards to DPS in PVE, but fell behind in mostly every other area. These changes will make spellcasting useful for it, make it more survivable and better able to multiclass, and give more synergy with strength builds and anything relying on crits. Additionally, they allow for lower level investments to be more viable. A 5 level dip for example can give you -1 AC with Hex, dark blessing, proficiencies, and 4 unresistable damage via curse of Duality.

From Zaphiel:
-------------
* Invisible Blade hit die reduced to d8 from d10.

From Bat Country
================
- All inter-server transitions that were broken (Andunor-Abyss, various Astrolabe destinations, etc.) should be fixed. Many goats were sacrificed for this... please don't make me kill again.
- Significant mist reduction across the entire Plane of Shadow should help improve FPS for folks. Let us know in the Feedback thread if there are still significant performance issues with the remaining mist.

--------------------------------------

Hexblades will get a relevel but rebuilds will not be offered at this time

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DM Hoodoo
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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 20, 2020 6:18 pm

If you did not get your relevel as hexblade, reconnect and it will be granted to you

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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 20, 2020 6:34 pm

There was an error in updating the feat descriptions for the new Hexblade. Curse of Draining is Curse of Life, and some of the descriptions are inaccurate. The feats will still work properly, but if you encounter any issues please post them on the bug reports section of the forum. The descriptions will be fixed in the next day or so. Thank you for your patience

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