Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Mon Nov 06, 2023 10:07 pm

From Sincra:

Loremaster and Caster Level Bonuses:

  • Will now scale as following (additive):
    Loremaster 1: +0 CL
    Loremaster 2: +0 CL
    Loremaster 3: +1 CL
    Loremaster 4: +1 CL
    Loremaster 5: +1 CL

For a total of +3 CL.
The total bonus has not changed, just the distribution.
You will not be made to relevel.

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Re: Arelith Updates!

Post by DM Starfish » Mon Nov 06, 2023 10:17 pm

The Halloween ghosts have departed. Recipes for candy and jack-'o-lanterns will be turned off in the following days.

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Re: Arelith Updates!

Post by Sincra » Tue Nov 14, 2023 7:51 pm

From ActionReplay :

Ship System has been updated to use NUI for almost all interaction. There's still a few dialogs (Like rigging) and other minor ones that are still using legacy dialogs and I'll update them eventually.
These NUI windows should also update automatically to Ship System actions / updates. There will most likely be some bugs related to this, so let me know on the forums and I'll patch it as we go along.

Besides that there's been a few other updates:

  • Ship Map will update automatically, no need to reopen it to see updated position or direction.
  • The -ship command will reveal a status bar with icons related to the ship's current status. You can hover over an icon for further information.
  • Ships can now spot and do hostile actions on other ships that are occupied or engaged in a hostile action of their own such as grappled or engaging an NPC vessel.
  • Added a new toggle setting to only find / engage evil-aligned NPC ships
  • Ship exposure will decrease over time (ticks) instead of resetting for each tick, meaning you will be visible for a longer time, no more HIPS for ships.
  • Sinking a PC Ship will jettison cargo rather than automatically transfer it to the ship that destroyed it
  • A destroyed ship will also, always, drop their cargo in their current quadrant
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Re: Arelith Updates!

Post by Sincra » Tue Nov 14, 2023 7:51 pm

From DM Starfish and Kenji

Craft Mastery roll update

  1. Craft Mastery rolls can now save a nat 1 failed product. (Craft Mastery requires skill investment of 20 and above the craft's DC)

    Example: a 60 Blacksmith rolled a 1 on a DC 50 craft
    The crafter can roll a Craft Mastery roll vs 70 DC to save the craft
    This means there is a 50% chance that the mastery roll fails to save the craft, then God Save would come in

  2. Craft Mastery roll now extends beyond the first increment of 20 until the last increment failed. This means for every 20 points in a craft skill above a craft's DC, an extra crafting point during production is guaranteed.

    Example: a 60 Blacksmith attempts to spend a craft point for bulk ingot production that is 3 DC
    The 1st Mastery roll is 23 DC, 2nd one is 43 DC, and 3rd one is 63 DC
    By default, the 1st and the 2nd rolls are guaranteed given the investment of 60 in smithing
    Craft Mastery will then roll a d20 and add to 60 against the 63 DC, a 90% chance of getting the 3rd production point
    Therefore the following probability when a 60 smith work on a 3 DC craft:
    2 points: 0.5%
    3 points: 14%
    4 points: 85.5%

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Re: Arelith Updates!

Post by Sincra » Tue Nov 14, 2023 7:52 pm

From Twohand

With pirates and outcasts unable to trade with Port Azoun for items such as spices, flour, cocoa, rice, and sugar, the following ships will now always spawn those resources, with quantities scaling according to ship difficulty:

  • Mercantile Vessel
  • Cargo Vessel
  • Cordorian Vessel
  • Waterdhavian Frigate
  • Amnian Vessel
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Re: Arelith Updates!

Post by Sincra » Tue Nov 14, 2023 7:52 pm

From backlands:

Astrolabe Dweomercrafting Planner

As the mighty Sincra worked his anvil reforging the mysteries of dweomercrafting backlands weaved the thread forming a canvas for the dwellers to warm themselves. Enough humour, to make the experience of tinkering with the new Dweomercrafting system easier going forward a tool has been built in the Astrolabe for everyone to plan recipes!

Features:

  • Plan recipes and save them to a library (limited by browser storage limits)
  • Share recipes via links (useful for build sharing)
  • Share notes along with recipes
  • Eventually the ability to copy a recipe from the Astrolabe into the game via links

Note: This tool is less accurate than Sincra's implementation, the PGCC should be used as a defacto source of info. Please notify me if you find discrepancies! Sincra will post an update for all of you when the changes are available on the PGCC.

https://astrolabe.nwnarelith.com/enchanting

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Re: Arelith Updates!

Post by Sincra » Tue Nov 14, 2023 7:53 pm

From Sincra:

Dweomercrafting and the PGCC:
For the past year I have been sat or working on an overhaul to the way we enchant items for Arelith using both NUI and a distinct method of using Item property to points cost evaluation.
I'd like to thank everyones patience, questions and especially support from those I asked for opinions or input.

To this end the following is changing in short:

  • Hard 5% will be going away.
  • Cost will use a new algorithm to determine a very low cost curve until you start reaching end points.
  • Item properties will now use points to determine max amount you can place.
  • You gain 4 points per 4 levels up to 20 (No requisite aside level)
  • You gain 2 points per tier of dweomercraft (magic or mundane) that you have.
  • Items gain 2 points per Tier of Rune on them, with a +2 bonus if the Rune was NOT player placed.

The above result ends up with a max of 26 points for the player and an additional 6 or 8 points determined by the item.

There is far far too much details to cram into just this post so I will be including the word doc and spreadsheet.
I am open to answering questions on Discord in the development channel but make sure you have read the document first.

As before when asked, numbers are not final and can be discussed and changed if justified.
Word Doc:
<https://docs.google.com/document/d/1iek ... Uzuf0sBK34>

Spreadsheet:
<https://docs.google.com/spreadsheets/d/ ... 4nTjcktZyA>

Video Preview:
<https://m.youtube.com/watch?v=dQw4w9WgXcQ>

As a footnote, this update going to the PGCC also means Keen and other such things should now work again for Gauntlets and Magic staves as per the prior announcement regarding such.

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Re: Arelith Updates!

Post by DM Starfish » Wed Nov 15, 2023 11:28 pm

From Barr:

  • 2 new longsword part sets
  • 2 new scimitar part sets
  • 1 new rapier part set
  • 1 new greatsword part set

These are in now but we're having some model issues. We're working on a fix!

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Re: Arelith Updates!

Post by Sincra » Mon Nov 20, 2023 9:30 am

From Sincra

Dweomercraft and "Hard 5%'s":

  • The failure range has been adjusted.
  • It is now 5% failure chance to 100%.
  • In game this will show as 95% Chance of Success ranging down to 0% Chance of Success.

Rationale:
As people took it upon themselves to rush to make hard 5% items this change has been made necessary to stop the mass production of such items and to curb the Fear Of Missing Out (FOMO) factor.

For those not familiar a Hard 5% is when an added item property would normally fail and cannot be helped by a God save, however the system bottomed out at a minimum chance of 5% and so you would always have a 5% chance of success. This is what was changed.

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Re: Arelith Updates!

Post by DM Starfish » Wed Nov 22, 2023 12:15 pm

From Starfish

  • Fixed exploit enabling slaves to interrupt and escape the slave calling process.
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Re: Arelith Updates!

Post by Kalopsia » Sat Nov 25, 2023 3:12 pm

From Kalopsia

ITEM VALUES & IOUN STONES

  • The gold value of select items has been modified as follows:
    • Trap Kits: Value never exceeds 200GP
    • Potion of Cure Light Wounds: 30GP
    • Potion of Cure Moderate Wounds: 60GP
    • Potion of Cure Serious Wounds: 90GP
    • Potion of Cure Critical Wounds: 120GP
    • Ioun Stones: Value never exceeds 20000GP (this reduces the UMD requirement to the intended 15)
  • NPC vendors will keep stocking the above items at their original prices.

HARPER & ZHENTARIM

  • Fixed an issue where Master Harper and Zhentarim Operative contributed twice their class levels towards the Caster Level of Bard spells.

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Re: Arelith Updates!

Post by Sincra » Mon Dec 04, 2023 8:02 am

From Twohand

  • Brogendenstein

The telescopes in the bell tower can now be used to watch the outskirts around the Golden Halls.

  • Fiends

Following the Dragon Update, the upper caste of the Demon and Devil hierarchies have now received one of their own. Balors and Pit Fiends have been buffed and promoted to bosses in some areas and can't be found as generic mooks out in the game world anymore. To fill the gap left by them, new NPCs have been added: Goristroi, Malebranches, Dretches, Deathdrinkers, and Arrow Demons.

  • Fey Crossroads

Hidden in certain wilderness areas, Fey Crossroads act as portals connecting two different locations across the island of Arelith, and can be accessed by bards and most nature characters as long as they can convince its Fey Guardian to let them in. Of course, Fey characters can travel in and out of these gateways as they please. Thank you Svrtr for writing the NPC descriptions!

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Re: Arelith Updates!

Post by Sincra » Mon Dec 04, 2023 8:04 am

From the team

Frost Half-Giant alignment restriction has been changed from Neutral-only to Non-Lawful

Also, a reminder from the team that the Half-Giants are HALF-Giants, and not true giants. That means those that interact with half-giants can be sceptical of the half-giants' claims to being a giant, much like one would to a half-elf claiming to be an elf.

We also encourage players to explore what it could mean to be a half-giant, half-human in a similar way to half-orcs and half-elves frequently being portrayed in the Realms as rootless and never truly accepted, be it in society, their kin, or by themselves.

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Re: Arelith Updates!

Post by Kalopsia » Tue Dec 05, 2023 4:00 pm

FROM AMNESY AND THE TEAM

(with special thanks to Sincra, Kalopsia, and Party in the Forest)

HEXBLADE-HARBINGER

INFORMATION

Hexblade is awaiting an update, its features are enhanced and packaged under a revised class name: Harbinger. The updated class has strong roots in Hexes and Curses, and provides the ability to select one of 3 paths with different themes:

  • Crimson Count(ess), who brings blood arcana theme,
  • Cursed Razor, who specializes in curses,
  • Dark Seraph, who brings the most direct force.

RELEASE

  • Harbinger will be released into PGCC for testing, community feedback-driven balancing, and finishing touches (VFX, icons, descriptions). Its release is NOT changing any functionality of HEXBLADE on live servers (On the initial PGCC release the Harbinger spellbook will not be updated to the specification to not affect Hexblade players on live server as the spellbook is shared).
  • After the PGCC testing Harbinger will be enabled on live servers. Until then, anyone selecting Harbinger on the live server will be releveled by one level, and those who create a new PC with that class will have their new PC automatically deleted.
  • The details on migration of Hexblade PCs into Harbinger class will be announced closer to the go-live date.

HEXBLADE-RP

  • After the changes go live, and Hexblades are transitioned into Harbingers, can PCs still call themselves Hexblades and continue their current RP? - Yes.

SPEC

The detailed list of features is present in this document.

CURSES

INFORMATION

  • Bestow Curse has been reworked and now will be a radial master spell with 8 different curses available.
    Furthermore, Bestow Curse, a Greater spell is added as a radial master spell with another set of 8 different curses. While Curse Storm spell is updated with another set of unique curses (selected at random) which totals in 23 unique curses, some combat specific, some for RP purposes.
  • Detect Curse spell is added which will allow the attempt to detect and identify curse effects on the target (uses Caster Level check for detection and Spellcraft Check check for identification).
  • Remove Curse spell is updated, standard curses will be automatically removed while greater curses will require passing a Caster Level check vs Caster Level of the curse. Greater Curses will not be removed by restoration spells.
  • Curse Storm spell is updated, it will no longer be considered a blood arcana spell, which means there will be no risk of receiving a blood arcana surge in casting.
  • Some curses will persist through server restarts (they will be reapplied to the PC upon joining a server after a short delay). Such curses are marked in the SPEC.

SYNERGIES

  • Warlock Pact Hag II has +2 DC to Curses related to Sleep. This improves to +4 on Pact Hag III.
  • Harbinger: Cursed Razor path, Hemomancer, Specialist Wizard (Necromancy), Warlock Pact Hag III, Palemaster, and Paladin of Inquisition III are considered curse proficient which gives them +4 to Curse Caster Level checks for detection, identification as well as opposed Caster Level checks related to curses. While Warlock Pact Hag II, and Paladin of Inquisition II receive a +2 bonus.
  • Epic Spell Focus Necromancy gives a +2 bonus to Curse Caster Level checks for detection, and identification, as well as opposed Caster Level checks related to curses.

RELEASE

  • Reworked "Bestow Curse", "Curse Storm", "Evil Blight", and "Remove Curse"; as well as a few spells: "Bestow Curse, Greater" and "Detect Curse" will be available on the live server.

SPEC

The curse spell changes and additions are mentioned in the online doc for Harbinger (see above)
While the master list of curses is at this spreadsheet.


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Re: Arelith Updates!

Post by DM Starfish » Tue Dec 05, 2023 9:28 pm

Next reset or so!

From Starfish

Fishing changes:

  • Amber no longer drops from fishing. The event is long passed and I've finally gotten around to changing it back.
  • Chances to catch fishing crates are now restricted to the junk table. You can no longer catch crates with huge bait. Contents unchanged.
  • 16 new fish will be replacing the above:

UD:

  • Zailgupper
  • Wraithfin
  • Darkzee Barracuda
  • Dire Fangtooth

Surface:

  • Scuttlewark
  • Summertide Darter
  • Glass Minnow
  • Red Dragon Snapper
  • Shiversea Archelon
  • Arelithian Sea Turtle
  • Wintry Trapjaw
  • Sea Serpent
  • Krakensquid
  • Tiger Shark
  • Kingfish
  • Farsea Quipper

Bonus fish:

  • Blizzard Bream

New fishing area:

  • Lake Minmir East

As with everything fishing, please let me know if there are bugs.

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Re: Arelith Updates!

Post by Kalopsia » Thu Dec 07, 2023 10:43 am

From Svrtr and Zadi

Elemental avatar balance pass 1

GENERAL CHANGES:

  • Regen scaling changed to 0/3/6
  • Aura damage increased to 2d6
  • Aura radius changed to large
  • No longer harms neutrals

FIRE STREAM:

  • Bonus damage changed to d10
  • Aura damage increased to 2d10 while fire stream is active

WATER STREAM:

  • Water aura radius increased to huge
  • Water aura provides regen to allies equal to own regen
  • Weapon bonus damage type changes to slashing

MISC:

  • Minor vfx changes

WARPRIEST:

  • Due to a mild oversight warpriest is already able to take the feat and isn't forced to relevel. The hope is to let warpriest take it either way and so we will be monitoring it on the pgcc closely but it is possible to take it

FINAL NOTE:

  • The bug about the damage of the same type not stacking on weapons is known and being worked on and should be sorted in time for the next balance pass

From backlands

Disguised players should once again be able to receive tells from other players via the Playerlist UI.

Players can also use the auto filled content from clicking "Send Tell" for -yoink, -scry, etc by replaceing the "/t" with the desired command, such as "-yoink".

Players may need to reapply their disguise for this to work.

from Kalopsia & sk

Fear & Confusion Interactions:

  • The two effects, Frightened and Confused, now have additional interactions that can occur while under these effects, such as dancing for no reason while confused, or panicking while frightened.
  • NPCs will now have a brief movement speed reduction while under the effect of any Frighten effect, which makes it less likely for them to immediately scatter to the four corners of a room when casting Fear. This should alleviate some annoyance in PvE.
  • These changes only apply to these base statuses. Some abilities in the game do different kinds of fear effects, but none of these will be affected; only abilities and spells that use the actual vanilla Frighten function.

from sk

Dirgesinger:

  • Dirge of Awakening now uses Curse Song charges instead of Bard Song charges.
  • Bard Song is no longer required to take Dirge of Awakening.
  • Macabre Eulogy now uses Curse Song charges instead of Bard Song charges. The description has been updated as this was an unstated cost.
  • No relevels will be given as this does not affect existing builds negatively.

Blinding Speed:

  • Now counts Dirgesinger Levels for CD Reduction if the caster has Rhapsody of Blood (requiring 11 Assassin Levels and 10 Dirgesinger levels).

Magistasis Foodbox:

  • Will now store base Wine, Beer and Spirit items.
  • No longer stores Decanter of Endless Water.

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Re: Arelith Updates!

Post by Sincra » Thu Dec 07, 2023 11:01 pm

From Sincra & Kenji, as of next PGCC reset:

Dweomercraft Patch 1.0.1 [PGCC]:

Changes

= Item Property Bonus Feats now have assigned values. (Please note this does NOT mean you can enchant them)
= Gold Cost Divisor Now 4500. (Reduces top end by around 15-20 thousand)
= Cost cap per point set to 2500 gold. (8 points will never exceed 20,000 gold)
= Specific Saves (vs) now count as 1 per value. (+3 vs Fear = 3 Points)
= Specific Saves vs Spells now counts as 6 per value.
= Magic Wands can now be enchanted appropriately, as can many other things.

Image

Additions

= Torch is now considered a shield for the purposes of enchanting in existing and future system.

  • Anything a shield could accept a torch now can.
  • As with shields, characters do not benefit from bonus unarmed attacks from Monk or the pugilist line of feats while wielding a torch in the offhand.

Bug Fixes

All those in the bug thread have been addressed, please let me know if you see any regressions/unexpected behaviour.
[viewtopic.php?f=12&t=44023]

= Attack Bonus should now correctly use the formula as released.
= Enhancement Bonus should now correctly use the formula as released.
= Massive Critical should now correctly use the formula as released.
= Colour Tags no longer should show for the name of the item display.

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Re: Arelith Updates!

Post by Kalopsia » Mon Dec 11, 2023 3:45 pm

From Kalopsia

SUMMON CHANGES

  • Summons will now automatically guard their master when conjured.
  • This behavior can be disabled via a new rest menu option in the "Combat Settings" category.

ARCANE FLUX

  • Sorcerer and Wild Mage cantrips can now also trigger Arcane Flux.
  • Additionally, Arcane Flux chance has been increased as follows:
    • Generalist Wizard: 15%
    • Specialist Wizard: 10%
    • Sorcerer: 10%
    • Wild Mage: 5%

SPECIALIST WIZARD

  • Signature Spells: Cooldown reduced to 90 seconds (was 3 minutes).
  • Level 21: Can use Arcane Flux for all wizard spells of their chosen school, rather than just hostile ones.

GENERALIST WIZARD

  • Level 21: Gains the Spell Clutch ability on a 30 minute cooldown.

WILD MAGE

  • Gains Nahal's Reckless Dweomer as an instant-use feat ability:
    • 1 use +1 per 6 Wild Mage levels, replenishing 1 use every 5 minutes.
    • When cast via this feat, the below spell replenishment chance applies.
  • Greater Wild Surge replenishment is once again randomised:
    • A d100 is rolled against a DC defined by the Wild Mage's level and the cast spell's circle.
    • This DC is lowered by 1 per class level and an additional 3 per 6th class Level.
    • Base replenishment DCs:
    • Circle 1-4: Automatic success
    • Circle 5 Spell DC: 35
    • Circle 6 Spell DC: 50
    • Circle 7 Spell DC: 65
    • Circle 8 Spell DC: 80
    • Circle 9 Spell DC: 95
  • Level 21: Spells that evoked a Wild Surge gain a random +0/+1/+2 increase to their DC.
  • Fate is now on a 30 minute cooldown.

from sk

Use Poison:

  • Now a General Feat that requires 15+ Dexterity to take.

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Re: Arelith Updates!

Post by Sincra » Mon Dec 11, 2023 4:29 pm

From Sincra

NUI Description Editor: [PGCC]

  • Currently only accessible via the Dweomercraft NUI
  • Allows you to use the following with descriptions:
    • Save
    • Load
    • Delete
    • Apply
  • Edit descriptions in the NUI.
  • Tooltips on buttons will indicate functionality.
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Re: Arelith Updates!

Post by Sincra » Tue Dec 12, 2023 3:00 am

From Sincra:

Dweomercraft Patch 1.0.2 [PGCC after a reset]

Changes

  • The values drop down should now automatically select the highest value when relevant.
  • Applying Runes should now only consider if the item cannot be worked by anyone ever, or if the rune on the item is already better.

Fixes

  • Fixed an issue where the Abilities list would render a hundred choices.
  • Prepared property list should no longer show ghost properties after application of a large list.
  • Phantom max points should be resolved, will now correctly calculate remaining points visually.
  • Incorrect max points for certain items should now be fixed. (Example: Witchhunter's Cloak was showing 0, now shows 8)

Wands & Wandcraft: [LIVE after a reset]

  • Will now automatically include the charges in the name with the following format when made:
    Wand of [Spell] (Charges)
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Re: Arelith Updates!

Post by Kalopsia » Tue Dec 12, 2023 10:36 pm

From Kalopsia

SPELLSWORD

  • Arcane Marauder: The hard DEX cap on Weave Affinity bonuses to AC has been removed.
  • Mordenkainen's Disjunction: When cast via the Spellsword spellbook or by a character with > 80% levels in the Spellsword class:
    • The amount of breached spell effects is reduced from 6 to 4, and
    • When targeting enemies, the dispel caster level drops gradually with each successfully dispelled effect.

WARLOCK

  • Eldritch Summon: No longer automatically hasted when the Warlock casts Haste. Instead, the summon now gains a 50% movement speed increase in this case.

Developer Commentary
Pathless Spellswords have outperformed Arcane Marauders at their own niche. Although the latter may have a higher damage output, their lower AC can make dungeon exploration too challenging to justify it. For now, the original Weave AC behavior has been restored to remedy this, but more changes may be needed in future.

In PvP combat, the combination of Mordenkainen's Disjunction and a Spellsword's other abilities can be overwhelming. For the sake of flavour, I believe the class should retain access to the spell. However, it has proven too impactful in its current form. I have decided to make a targeted adjustment similar to Time Stop to preserve the strengths of more focused caster classes.

Instead of removing Word of Faith resistance from Eldritch Summons, I updated their numbers by removing easy access to Haste. The reasons are twofold: In the past, the 'Summoner Warlock' niche has been rather unpopular. This was because a single spell (Word of Faith) could reliably negate a third of their Pact Feat investment. Additionally, it is difficult to balance a singular summon stream for two classes, Warlock and Blackguard, when only one of them can apply a permanent +4 AC and +1 APR bonus to its summons. As a result, I believe this update will create a solid foundation for future changes.


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Re: Arelith Updates!

Post by Sincra » Wed Dec 13, 2023 1:04 am

From Sincra:

Dweomercraft Patch 1.0.3 [PGCC as of a reset]

(Thanks to A1RMAN for all the bug reports!)

Fixes

  • Fixed an issue where rune points would be incorrectly used when applying one property at a time.
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Re: Arelith Updates!

Post by Sincra » Thu Dec 14, 2023 1:04 am

From Sincra:

Dweomercraft Patch 1.0.4 [PGCC]

Changes

  • Manage URL Button is now Manage Settings in preperation for future changes.
  • Damage Resistance now calculates to 2 points per 5 as was indicated. [This may be adjusted prior to release]

Fixes

  • Fixed an issue where Keen was not recalculating correctly due to a missing player reference for object retrieval.
  • Fixed an issue where runic points would incorrectly count all item properties added, ever, instead of just the one being added at that event.
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Re: Arelith Updates!

Post by Sincra » Thu Dec 14, 2023 1:05 am

From Zadi and the team (Special Thanks to Kalopsia for the code side, and Malkalz and Hoodoo)

  • Dynamic Kobolds!

Dynamic Kobolds have entered their test phase on the PGCC. Please report all strange looking models or visual glitches on the feedback thread, please provide the model number, which you can find under the rest menu appearance dialogue. Images are also great. It will probably be on the PGCC for some time. Looking forward to see new drip pictures!

Some notes:

  • Currently only male pheno is supported, so please pick male when making your kobold.
  • Not all appearance options are in, hoods and the part options from the other kobold skins are not in yet.
  • If you have invisible body parts, try re-equipping your armor, or use the armor appearance selector.
Irongron wrote:I've literally never used -guard on anyone.

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Sincra
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Re: Arelith Updates!

Post by Sincra » Fri Dec 15, 2023 10:55 pm

From Sincra:

Dweomercraft Patch 1.0.5 + 1.0.6 [PGCC]

Changes

  • Soak (Damage Reduction (#/+#)) now calculates like the following (1 per 5 * Pierce required):
    • 5/+1: 1 point
    • 5/+3: 3 points
    • 5/+5: 5 points
    • 10/+1: 2 points
    • 10/+5: 10 points

Fixes

  • Fixed an issue where you could not use all 32 points as runic points were incorrectly subtracting from the cap in the "Add to prepared" checks.
  • Fixed an issue with partially overflowing points into Runic points. (Example, 24 points used, apply 3 point property, would take 3 runic points, now takes 1 as intended)
  • Fixed an issue where using runic points above the non-runic cap would count all points above the non-runic cap as runic, even if not player applied.
Irongron wrote:I've literally never used -guard on anyone.

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