Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra »

From Kuma, Aellowyn, DM Herald & Sincra:

Additions:

Three new negative weight items that are oriented at Blueleaf supplies instead, using carpentry.

New Carpentry Catagory:
"Other"

New items:
Featherweight Coffret
Size, 1x1
Weight, -10lb's
DC, 20
CP, 40
Carpentry - Other
Crafting materials:
10 Tough shells
1 Softwood
1 Mithral Ingot
1 Cut Amber

Featherweight Case
Size, 2x2
Weight, -50lb's
DC, 30
CP, 60
Carpentry - Other
Crafting Materials:
1 Sample of Blueleaf Extract
2 Rare Hardwood
5 Sapphires
2 Mithral Ingots

Featherweight Trove
Size, 3x3
Weight, -120lb's
DC, 40
CP, 80
Carpentry - Other
1 Vial of Blueleaf Extract
3 Rare Hardwood
1 Displacer Hide
1 Mithral Dust

Big thanks to Kuma and Aellowyn for their excellent work on writing and art respectively, and to DM Herald for setting the recipes up.

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Re: Arelith Updates!

Post by Sincra »

from sk

Skaljard's "One Final Glory" writ is now maximum level 19, instead of 17.

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Twohand »

From Ice

Fixes

  • Aura of Alignment will now correctly work as an area spell, affecting non-hostile targets caught in the area.
  • Haste will no longer apply NPC leadership bonuses to players
  • Fixed an issue that could cause PCs to instantly lose their lycanthropy
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Re: Arelith Updates!

Post by Irongron »

The Sibayad Update

As detailed above this is a massive update, and the result of months of work.

This adds a surface settlement that is 'monster neutral', meaning that all races can go to Sibayad and trade, with minotaurs, gnolls and outcasts able to settle. Many of the details are in game, but please do keep in mind that if one is playing a creature such as a drow, we still very much expect you to RP your race accordingly when in the settlement.

With so many new features there will almost certainly be bugs/balance issues and questions, so please report anything you see!

Be advised, that as with previous updates that supplied many new writs, the reward for many others has been reduced accordingly. Mid-level advancement will therefore be slower, but the overall pool of potential writ XP is now higher, especially for underdark characters, who are now able to accept Sibayad writs.

All previous portals in Sibayad have been removed, and NPC travel to the isle is no longer possible.

Further additions to the Sibayad setting is certain.

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Re: Arelith Updates!

Post by Twohand »

From Twohand and KenC

Updated feedback system for assassin quests: Players will now receive a notification when the target fails to spawn due to the area still being under cooldown.

For context, this cooldown is triggered when the target spawns and is shared among all assassins who happen to have a quest pointing to the same area. While unlikely to happen, this situation can cause players to think the quest is bugged when it's actually just under said cooldown.

However, if no feedback message of any kind appears while in the correct area, please report the quest for further investigation. Remeber to include a screenshot of the quest log.

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Re: Arelith Updates!

Post by Kalopsia »

From the Team

AWARD ROTATION - WINTER 2024

NEW AWARD RACES

  • Arctic Dwarf: [Greater Award]
    • Base Race: Shield Dwarf
    • Ability Modifiers: DEX -2, CON +2
      • Compared to Shield Dwarf: -2 DEX, +2 CHA
    • ECL: +0 (two Major Gifts)
    • Bonus Feats:
      • Small Stature
      • Battle Training vs. Giants
      • Hardiness vs. Poisons
      • Hardiness vs. Spells
      • Weapon Proficiency: Primitive
    • Bonus Language: Dwarven
    • Skill Bonus: +4 Climb
    • Resistances: DI 25% (Cold), DR 10/- (Cold), +2 Saves vs. Cold
    • Special: Cannot worship the Mordinsamman if Divine Classes are present
    • Starting City: Skal
  • Durzagon: [Major Award]
    • Base Race: Duergar
    • Alignments: LE, NE
    • Ability Modifiers: CON +2
      • Compared to default Duergar: -2 STR, +4 CHA
    • ECL: +2 (one Major Gift)
    • Bonus Feats:
      • All default Duergar feats and immunities
    • Bonus Languages: Undercommon, Dwarven, Infernal
    • Skill Bonus: +2 Leadership
    • Resistances:
      • DR 10/- (Acid, Cold, Electrical, Fire)
      • Spell Resistance 16
    • Innate Abilities: Invisibility, Poison, or Darkness (shared 5-minute cooldown)
    • Summon Stream: Planar, Devil
    • Special:
      • Half-Devil (can be banished to Baator)
      • Devil's Sight (Permanent Ultravision)
    • Starting City: Andunor
  • Gith: [Major Award race]
    • Base Race: Half-Elf
    • Bonus Feat: Darkvision
    • Bonus Languages: Undercommon, Gith
    • Resistances: Spell Resistance 11 + level (up to 26)
    • Starting City: Andunor
    • Variants: (must choose one)
      • Githyanki:
        • Alignments: any non-good
        • Ability Modifiers: STR +2
        • ECL: +1 (one Major Gift)
        • Bonus Feats:
          • Improved Combat Casting
          • Weapon Proficiency: Martial
        • Skill Bonus: +2 Intimidate
        • Default Deity: Vlaakith
      • Githzerai: [Major Award]
        • Alignments: any neutral
        • Ability Modifiers: WIS +2
        • ECL: +1 (one Major Gift)
        • Bonus Feats:
          • Still Mind (stacks with monk)
          • Weapon Proficiency: Monk
        • Skill Bonus: +2 Concentration
        • Innate Ability: Shield (5-minute cooldown)
        • Default Deity: Zaerith Menyar-Ag-Gith

PLANETOUCHED RACES

  • Now selectable by all humanoid non-award races with 0 ECL (Sun Elf, Gold Dwarf, ...)
  • Planetouched templates no longer increase ECL, letting characters select two major gifts.
    • Note: This replaces the old bloodline customisations for Tieflings and Aasimars.
  • Variants:
    • Aasimar: [Greater if good-aligned, Major otherwise]
      • Heritage: (must choose one)
        • Aasimon Heritage:
          • Bonus Feat: Darkvision
          • Bonus Language: Celestial
          • Skill Bonus: +2 Leadership
          • Resistances: DI 10% (Electrical), DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Ability: Virtue (no cooldown)
          • Summon Stream: Planar, Celestial
        • Archon Heritage: [Cannot be chaotic]
          • Bonus Feat: Darkvision
          • Bonus Language: Celestial
          • Skill Bonus: +2 Listen
          • Resistances: DI 15% (Electrical), DR 10/- (Electrical)
          • Innate Abilities:
            • Continual Flame (no cooldown)
            • Protection from Evil (once per rest)
          • Summon Stream: Planar, Celestial
        • Divine Heritage Heritage:
          • Bonus Feat: Darkvision
          • Bonus Language: Celestial
          • Skill Bonus: +2 Leadership
          • Resistances: DI 5% (Divine, Negative), DR 5/- (Divine, Negative)
          • Innate Ability: Sacred Flame (no cooldown)
          • Summon Stream: Planar, Celestial
        • Eladrin Heritage: [Cannot be lawful]
          • Bonus Feat: Darkvision
          • Bonus Language: Sylvan
          • Skill Bonus: +2 Perform
          • Resistances: DI 10% (Electrical), DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Ability: Blur (5-minute cooldown)
          • Summon Stream: Planar, Eladrin
        • Guardinal Heritage:
          • Bonus Feat: Darkvision
          • Bonus Language: Celestial
          • Skill Bonus: +2 Animal Empathy
          • Resistances: DI 5% (Acid, Cold), DR 5/- (Acid, Cold)
          • Innate Ability: One with the Land (once per rest)
          • Summon Stream: Planar, Celestial
    • Tiefling: [Greater if evil-aligned, Major otherwise]
      • Heritage: (must choose one)
        • Abyssal Heritage: [Cannot be lawful]
          • Bonus Feat: Darkvision
          • Bonus Language: Abyssal
          • Skill Bonus: +2 Bluff
          • Resistances: DI 10% (Electrical), DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Ability: Electric Jolt (no cooldown)
          • Summon Stream: Planar, Demon
        • Infernal Heritage: [Cannot be chaotic]
          • Bonus Feat: Darkvision
          • Bonus Language: Infernal
          • Skill Bonus: +2 Intimidate
          • Resistances: DI 10% (Fire), DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Ability: Command (1-minute cooldown)
          • Summon Stream: Planar, Devil
        • Night Hag Heritage:
          • Bonus Feats: Darkvision, Immunity to Sleep
          • Bonus Language: Abyssal
          • Skill Bonus: +2 Bluff
          • Resistances: DI 5% (Cold, Fire), DR 5/- (Cold, Fire)
          • Innate Ability: Sleep (1-minute cooldown)
          • Summon Stream: Planar, Yugoloth
        • Rakshasa Heritage: [Cannot be chaotic]
          • Bonus Feat: Darkvision
          • Bonus Language: Infernal
          • Skill Bonus: +2 Bluff
          • Resistances: Spell Resistance 12, DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Abilities:
            • Polymorph Self (5-minute cooldown)
            • Serene Visage (once per rest)
          • Summon Stream: Planar, Devil
          • Special: Can use the -head command indefinitely
        • Yugoloth Heritage:
          • Bonus Feats: Darkvision
          • Bonus Language: Abyssal if non-lawful, otherwise Infernal
          • Skill Bonus: +2 Bluff
          • Resistances: DI 10% (Acid), DR 5/- (Acid, Cold, Electrical, Fire)
          • Innate Ability: Darkness (5-minute cooldown)
          • Summon Stream: Planar, Yugoloth
    • Genasi: [Greater Award]
      • Air:
        • Bonus Feat: Darkvision
        • Bonus Language: Auran
        • Skill Bonus: +2 Tumble
        • Resistances: DI 15% (Electrical), DR 10/- (Electrical)
        • Innate Ability: Gust of Wind (1-minute cooldown)
        • Summon Stream: Elemental, Air
        • Special: Featherfall: Reduced fall damage and improved climb skill.
      • Earth:
        • Bonus Feat: Darkvision
        • Bonus Language: Terran
        • Skill Bonus: +2 Search
        • Resistances: DI 15% (Acid), DR 10/- (Acid)
        • Innate Ability: Resistance (no cooldown)
        • Summon Stream: Elemental, Earth
        • Special: Mining Luck: Increased mining yield for ore veins and gem deposits.
      • Fire:
        • Bonus Feat: Darkvision
        • Bonus Language: Ignan
        • Skill Bonus: +2 Taunt
        • Resistances: DI 15% (Fire), DR 10/- (Fire)
        • Innate Ability: Blades of Fire (no cooldown)
        • Summon Stream: Elemental, Fire
        • Special: Spot Welding: Can repair metallic items once per rest.
      • Water:
        • Bonus Feat: Darkvision
        • Bonus Language: Aquan
        • Skill Bonus: +2 Spot
        • Resistances: DI 15% (Cold), DR 10/- (Cold)
        • Innate Ability: Ray of Frost (no cooldown)
        • Summon Stream: Elemental, Water
        • Special: Amphibious Character: Can breathe underwater. Unaffected by Drown effects.
    • Fey Touched: [NEW - Normal Award]
      • Bonus Feats: Hardiness vs. Enchantments, Low-light Vision
      • Bonus Language: Sylvan
      • Skill Bonus: +2 Perform
      • Innate Abilities:
        • Vicious Mockery (no cooldown)
        • Charm Person or Animal (1-minute cooldown)

OTHER RACE CHANGES

  • Kenku: Reduced to Greater Award.
  • Vampire and Rakshasa: Now selectable by all humanoid non-award races with 0 ECL (like Planetouched races).
    • Specifically, all ECL 0 subraces of "original" NWN races (Elf, Dwarf, Gnome, Halfling) are valid options now. The same restrictions apply to planetouched templates.
  • Half-Giants: Re-enabled as Major Award options with the following changes:
    • Removed the original alignment restrictions.
    • Reduced the height some.
      • Note: This will also apply to existing characters.
    • Please make sure to check the updated lore in our wiki article before creating a new Half-Giant!

FAQ

  • How will this affect my existing planetouched character?
    • Existing Tieflings and Aasimars:
      • Retain their original innate abilities (Darkness and Light, respectively).
      • Retain their original bloodline and its ability score adjustments.
      • Receive damage immunities/resistances based on an alignment-dependent heritage.
        • This heritage is the best fit on the law/chaos axis and does not grant any other abilities.
          • Aasimars: Archon if lawful, otherwise Aasimon.
          • Tieflings: Devil if lawful, Demon if chaotic, otherwise Yugoloth.
    • Existing Genasi:
      • Retain their original ability score adjustments.
      • Receive the new, lowered damage immunities/resistances listed above.
      • Gain access to the new innate ability spells.
  • Do Damage Resistances granted by these planar templates stack with my equipped items?
    • No. They are item properties on the creature hide, and as such subject to the usual stacking rules.
  • Can I create a Kobold/Hobgoblin/... Aasimar, Tiefling or Vampire?
    • No, only ECL 0 subraces of "original" NWN races (Elf, Dwarf, Gnome, Halfling) are valid base races.
    • Due to the limit of one award per character, award races cannot be combined with planetouched templates.
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Re: Arelith Updates!

Post by Twohand »

From Twohand and Outlaw Pope

  • New deity: Herne

Herne the Huntmaster is a deity worshiped by the Orcs of the High Forest, and thus divine classes are restricted to Orc and Half-Orc characters.

From Ice

  • Fixes:

Fixed a vanilla bug that caused the fire elemental auras to infinitely stack. Second applications will only refresh the duration now.

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Re: Arelith Updates!

Post by DM Starfish »

From Starfish

Fishing stuff

  • The fishing spot at the river port now works
  • The fishing spot at the ominous boundary now allows catching of the proper "fish"
  • Another attempt has been made to give the seas around Arelith an appropriate climate, please let me know if any changes are noticed

From Gryphoth

  • A shiny new human male head for everyone to use

From Eurydice

2 new shoulders, supporting all races and genders, pheno 1 and 2.
Shoulders 36 and 37.

Credits go to Bioware for the textures that 37 makes use of, with credits going to Lisa on the Vault for the original shoulder that the model was heavily altered from. Expect more shoulders coming in the next few updates.

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Re: Arelith Updates!

Post by DM Starfish »

from sk

Custom Manacles

Binding tools such as Manacles and Lassos should now support custom descriptions and names between uses, rather than resetting it to the default one every time.

Spin The Wheel

New game option added: Spinning Wheels.

  • These typically come with 46 segments but could be modified by area developers. Plan your games accordingly. You'll know how many segments a wheel has when you spin it.
  • "-cheat" is already fully interactable with them, so go ham with your Akabi cosplay RP if you like.
  • No plans to add these as fixtures.... yet. However, they will be added throughout the module when we get around to it.
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Re: Arelith Updates!

Post by Kenji »

from Kenji

Icewind Dale Sound Sets Update

  • All voice sets now available (3 HoW, 5 Fighter, 2 Rogue, 5 Wizard, 1 Barbarian, 1 Bard, 1 Drow, 1 Monk, and 1 Sorcerer for both genders)
  • Volumes and attack grunts fixed
  • New Arundel sound set

For feedback and reports, visit:
viewtopic.php?f=37&t=40630&p=314641

Dev Commentary:
The volumes of the .wav files were each individually adjusted by hand and compressed manually - some volumes may still be too low and some may be too loud.

Certain attack grunts may be mismatching - they are pulled from existing NWN assets to match similar style of grunts to the IWD voice set as IWD voice sets did not come with attack grunts.

Feel free to give specific feedback to help further improve the soundset using the template in the thread linked above.

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list

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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • Radiant Heart characters who shift their alignment to evil, become outcasts, or level up into palemaster, warlock, harbinger, and blackguard, will have their rings automatically removed by the NPCs in the Falls of Ascension. Until the character atones (requires DM involvement), they won't be able to rejoin the faction or use most of its services, including walk past the front gate alone. Kudos to sk for updating the DM tools!
  • James Wayland, the Sencliff recruiter, will now turn down Radiant Heart characters if they meet the requirements to become a pirate.
  • Pirates and noble, neutral harbingers, warlocks, and palemasters, are no longer eligible to join the Radiant Heart.
  • The scroll vendor in the Order of the Radiant Heart can now purchase your stuff directly from the scroll case.
  • Small Seed Balms can now be placed in the herbalist bag.
  • Removed many funny names from the random name generator used by yellow NPCs.
  • The Corpse-Master can no longer leave his cave to set the village of Skaljard on fire.
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Re: Arelith Updates!

Post by Twohand »

From KenC

Shadowdancer's Shadow

  • Shadows gain movement speed when activating Blinding Speed & Sprint
  • Increased the proximity range required to gain Sneak Attack from the shadow's presence to 16 meters (previously 10 meters).
  • Shadows gain d6 Sneak Die per 6 of its levels. This is limited by the Shadowdancer's hard DEX.
  • Shadows gain Sure Striking per 6 of its levels.
  • On attack, shadows teleport next to a Ranged Shadowdancer's target (PVE)
  • Shadows can use the following commands: -walk, -disguise, -language, -emote, -backpack, -loadoutfit, -twohand
  • The shadow's Ranks in Hide and Move Silently scale up to the Shadowdancer's.
  • The shadow's Ranks in Bluff and Perform scale up to the Shadowdancer's.
  • Introduces -shadow as a chat command. With it, the Shadowdancer can set appearance options for their shadow. This is purely cosmetic.

Appearance options include:
Shadow Fiend | Shadow Snatcher | Shadow Scuttler
Shadow Prowler | Shadow Cluster

  • Equipment can be set for the shadow: As long as the selected weapons aer within your inventory, the shadow will attempt to equip them.

Further details are outlined within "-shadow ?"

Synergy:

  • Harbinger synergy with Lurker in Darkness. Harbinger/6 levels count for scaling of Summon Shadow.
    Shadow Evade, Shadow Daze, and Shadow Displacement. Harbinger levels must exceed Shadowdancer levels to enable synergy.

Experimental Change (PGCC)

  • Shadows copy weapon properties, excluding Attack Bonus and Enhancement.

Developer Note: While the Unfettering Edge bug was unintended, the power of the shadow was not overwhelming. We'll use this test to determine if the damage will be enabled.

Misc Additions

  • Added feedback for swapping languages on associates.
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Re: Arelith Updates!

Post by Twohand »

From Ice

Turn Undead Rework

  • Fixed a few major bugs (The HD limit wasn't working, duration issues, wrong caps, the special effects of the domains were failing to trigger, vermin was not targetting aberrations)
  • Turn undead will now only affect hostile creatures
  • Reduced Planar Turning reqs from 19/19 to 16/16. However, it now needs the Extra Turning feat.
  • Turn undead has a HD cap based on the HD of the creature. Outsiders (if your domains allow you to turn them) add their SR (or half their SR if you have the Planar Turning feat) to this check.
    -- This cap (henceforth Power) is the sum of all your divine classes + 1d6 + cha mod + 1d6 (if you have improved turning) +1d2 per oath of inquisition.
  • This value is also used to determine the effect of the special effects (IE: moon damage against undead is 1d3/Power
  • A character is subject to turning if your domains permit it, and if its HD is lower than your remaining power. Every affected creature lowers the remaining HD of creatures that can be affected, but not the overall intensity of the effects.
  • Player Characters that are affected are always struck with the custom Frighten effect - its intensity is equal to (remaining power - target HD)/2 , capping at 10 with a minimum of 2. This effect has a duration of 5 rounds.
  • Affected Player Characters are also struck with 12 seconds of a special effect that prevents them from targetting the Turner.
  • PCs have an immunity period of 60 seconds after being affected.
  • For NPCs, If power is twice that of the HD of the target creature, it is destroyed, or it wanders away disappearing solemnly into the horizon.
  • If it is not but it's still above its HD, it will instead be Rebuked (immobilized) or struck with the custom Frighten effect for a duration of 5+Power rounds at max intensity (10). The effect can vary depending on your alignment.
  • Affected PCs will never show any VFX.
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Re: Arelith Updates!

Post by Twohand »

from sk

The Reaper's Wheel!

A new "Reaper's Wheel" gametype has been added to the module. This is similar to Roulette, but with a few special rules:

  • Results can be 1 - 36.
  • There are also two additional results that are possible: Scythe and Double Scythe (equivalent to 0 and 00).
  • Color is announced for evens and odds appropriately.
  • This will be added to suitable placeables throughout the game. Currently no plans to add a player-craftable fixture.

NOTE: There is currently no cheat mode for this, but plans to add this, as well as Curse of Misfortune interactions in the future.

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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • Added bulk recipes for the following herbalism and carpentry items:
    • Pine Tar
    • Hardwood Resins
    • Natural Gums
    • Small Seed Balm
    • Charcoal
    • Bottle of Chocolate
    • Bottle of Kaeth
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Re: Arelith Updates!

Post by DM Starfish »

From Starfish

  • Fixed a broken animation with the Alchemical and Angler's lantern
  • Fixed a number of badly configured model files, some players may crash less
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Re: Arelith Updates!

Post by Sincra »

From Ice

###Bugfix
-Awaken will no longer mysteriously disappear if the animal companion is dominated.

###Appraise

  • Feats and racial modifiers will now be considered part of the hard score for the purposes of appraise calculations, thus increasing gold gains per transaction. Int mod bonuses and gear are still soft.

##Turn Undead:

  • When calculating power, harpers and zhents add half their level (rounded down, as normal). If they are priests, they also add +3, for a maximum total of +5.
  • Enabled debug feedback in the PGCC. This is permanent and won't (shouldn't) be disabled. One of the variable readouts will inform you of the turn undead power calculations, if you are having trouble tracking the numbers in the main server.
  • Fixed an old, old pervasive issue that caused turn undead to target certain wrong creature types instead of the ones they were meant to affect (for example, vermin was affecting shapechanger, ooze was affecting nothing).
Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Sincra »

From Ice

Favored Enemy

  • Having both the Favored Enemy Human and Elf feat will automatically grant FE Half-elf when you acquire the feat, through level up or using the -ranger study command. The same is true for Half Orc. Please note that if you take the half-orc FE feat and then take orc and human, you won't be issued a refund.
    Rangers having either Half Orc or Half Elf FE will be issued an automatic relevel.

    Gnolls

  • Gnolls are no longer considered goblinoids - they are now mechanically recognized as monstrous humanoids, for all racial, language, and FE purposes. They are still vulnerable to lycanthropy.

+++

From Twohand and KenC

  • Updated the height of the following races:
    • Stone and Storm Half-Giant: +5%
    • Fire and Frost Half-Giant: +15%
    • Cloud Half-Giant: +9%
    • Deep Imaskari: -3%
    • Half-Orc: +2%
      Despite the size increase, Half-Giants remain smaller than Firbolgs, which is intentional in case we add other Giant-Kin in the future (Wood Giants, Verbeegs, Fomorians), so there's a visible distinction between the races.

While they sound very special, in the end, Deep Imaskari are just Humans who happen to have a very interesting past and look a bit weird. The size decrease brings them in line with the base race, but as a little bonus, since they are on the taller side of Humans, the -3% means they can still be as tall as the maximum height one can pick with the Normal Award.

The +2% bump for Half-Orcs is there to make it a little more evident that, while they're as tall as Humans in general, they're still a bit heavier.

+++

From Eurydice

Perhaps my largest clothing update yet. Featuring updates to existing meshes on the server, and improved/adjusted content from CEP 3 and the Custom Content Challenge assets from the NWN Vault.

  • 2 new helmets. Thanks to Pstemarie for Project Q and Stonehammer for their additions to the 2019 CCC that their helmet is featured in. Model 89-90. The helmet from Project Q had its mesh altered to suit the proportions of PC models better, alongside aesthetic improvements.

  • 2 updated helmets, original work is credited to Kroatius. Touch-ups and model fixes. Model 71-72.

  • 1 new pair of poofy pants, male and female, all phenotypes supported. Model 157. Featured in CEP 3, author unknown.

  • 1 new pelvis to match the pants. M/F, all phenotypes supported. Model 159. Featured in CEP 3, author unknown. I made minor airbrush alterations to pelvis texture.

  • 2 new neck models. Credit goes to TheBarbarian for creating the neck models featured in 2014's Gothic CCC. Credits go to the CEP team for the second necklace model, author unknown. I made heavy alterations to the plt and mesh to match the aesthetic style of the recent Aellowyn necklaces added. Model 7 and 95.

  • Fixes to male sash 32. Male models should clip less and fit better.

This update could not have happened without the years of CEP work, and creators participating in the Neverwinter Vault community. More to come.

Links to original content:
https://neverwintervault.org/project/nw ... ror-mirror
https://neverwintervault.org/project/nw ... 014-gothic
https://neverwintervault.org/project/nw ... -q-archive
https://neverwintervault.org/project/nw ... nsion-pack

Image
Image
Image
Image
Image

+++

From Kroatius

PGCC Only

  • New emotes:
    • -pointing
    • -holdchin (Holding chin)
    • -holdhead
    • -crossarm
    • -faint
    • -dejected
    • -followme
    • -hoeing
    • -sleep
    • -kneel2 (kneel variant2)
    • -taunt
    • -salute
    • -music1 (lyre, lute)
    • -music2 (violin)
    • -dance1
    • -dance2
    • -dance3
    • -dance4
    • -solong
    • -walllean
    • -pushup
    • -ordain
    • -victory
    • -terrifed
    • -talklong (play randonm talk animations)
    • -pushup
    • -salute
    • -readlong (read animation)
    • -sitread (Chair sitting animation + reading) (30s)
    • -sitread (Ground sitting animation + reading) (30s)

Special thanks for Váei and Palmweaver for their works with the animations.

New Belt appearances

  • Added New belts
    • Belt 78: Gonne
    • Belt 79: Quiver
    • Belt 90: Book
      Image
      Image
      Image

+++

From KenC:

Rest Menu

  • Settings => Equipment Settings
  • Added Toggle Belt on Weapon Equip

+++

From the Team

Item Updates, Batch 1

As part of an ongoing effort to improve, add, and tweak both new and existing items, we will be performing a series of batch updates to items. Summaries of properties changed will be posted in each announcement, but the full list of properties can be seen on the forum post instead, as they would exceed character limit otherwise.

CHANGED ITEMS

Existing items will be updated live by our scripts and new items crafted will have the new properties as stated.

Serpent's Woe

AC Values across the board are undergoing tweaks for balance:

  • AC Bonus +4 -> +3
  • -1 Dexterity -> -1 Charisma
  • NEW: -1 Reflex

Unfettering Edge

Bless Weapon made this one a little absurd, so we've tweaked the damage as followed:

  • Bludgeoning Damage 1d6 -> 1d4
  • ADDED: 2 Slashing Damage

Headband of Protection

This was too powerful of a counter for some classes, in addition to interactions with Faerie Fire that made it impossible to remove concealment:

  • Removed immunity to Spell Level 1 and lower.

ALIGNMENT CHANGES

And because we want to open weapons up to more alignments...

  • Fiendish Reaver: Now allows LN, TN, CN in addition to Evil restriction.
  • Colossi's End: Now allows TN, CN in addition to existing restrictions.
  • Unfettering Edge: Now allows any Non-Lawful to use, no longer just Chaotic.
Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Twohand »

On Fixtures in the Wilderness

While NPCs don't do much on their own without a DM controlling them, remember that they're still part of the game's world. With this said, please be mindful of where you place fixtures, especially when their nature is not compatible with the surrounding environment.

To elaborate, a small campsite with a tent and a cooking pot in a forest is very nice and immersive, but a faction or settlement border marker inside territory governed by hostile NPCs is not. After all, no bugbear tribe would tolerate a settlement's flag inside their cave; it would be trashed right away or used as a rug, but bugbears probably don't care about rugs.

Going forward, the team will take a more active stance on fixtures that clash with the theme of the area they're placed in. So, if in the next few days you find your wilderness faction flags missing, assume they’ve been destroyed by the local NPCs.

This is not a new rule, you can still make border markers just fine, but we’re asking you to put yourself in the shoes of the server's NPCs when exercising your judgment and creativity.

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Re: Arelith Updates!

Post by Sincra »

From Ice

###Appraise
-Fixed an oopsie that caused gold gains to be lower

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Kenji »

From Kenji

Package and Recommend Button update

This is an extensive update on the Package and Recommend button in terms of priority of the feats as well as the skills. This update will serve three purposes:

  1. Helps newer players in distributing points and taking meta-relevant feats
  2. Helps experienced players in building their builds from time to time
  3. Helps PGCC testers in quickly distributing the skill points and getting relevant feats

I. Packages

  • Barbarian, Ranger, Fighter, Rogue, and Swashbuckler has a set of initial packages
  • All old packages have been removed

II. Recommend Button

  • Pressing the Recommend button will no longer distribute skill points on Cross-Class skills, only the class skills for the multiclass. Ex. Rogue will not cross-class Discipline.
  • Certain feats are prioritized depending on which class. Ex. Fighter multiclass prioritizes on Weapon Specialization and EDR, Paladin/Blackguard/Cleric multiclass prioritizes on Divine Might and Shield

Note: Feedback on which skills or feats from the recommend button are always welcome to help further improve this project

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list

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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • Fixed a long-standing bug that prevented characters from turning in minotaurs for gold to the Servitor Golem in Skaljard's Artificer Tower.
    • To capture a minotaur, beat them up until they are close to death, then use a lasso to subdue them.
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Re: Arelith Updates!

Post by Sincra »

From Kenji

Liberator Buffs

  • Bonus Language: Celestial
  • Feat Bull's Strength at 2nd level (the same one as Blackguard)
  • Free Signature Weapon at 5th level
  • Free Signature Weapon Mastery at 12th level
  • All Harper levels count towards Liberator level progression

Bugfixes

  • Liberator levels count towards rogue grenade access and scaling with Ordnance Familiarity†
  • Liberator included among the other divine classes for piety gained per server tick (Same level ranges apply)

Misc Changes
"Method: Simple Experimental Device" has been renamed to "Method: Grenadier Basics"
†"Improved Method: Complex Experimental Device" has been renamed to "Improved Method: Ordnance Familiarity"

Note:

  1. Existing Liberators will not be forced to relevel, feel free to do so at your discretion.
  2. The Liberator's level 20 capstone ability will be determined and developed later.

+++

From Ice

###Fixes

  • Fixed an issue that caused pseudodragons to retain true seeing. I'm sorry, my beloved mlem lizards, your eyes are too strong for this meta

###Keen Senses
The following races now receive innately this feat:

  • Gnoll
  • Bugbear
  • Vampire
  • Rakshasa

These classes now receive Keen Senses at the given levels:

  • Ranger 10
  • Assassin 7

If your character already has Keen Senses natively, gaining it from a class will instead grant Alertness

+++

From Ice and KenC

AutoFail

  • Rest menu addition: Character > Autofail Saving Throws.
    When enabled, your character will roll a 1 against any saving throw effect.
    This has a duration of 10 minutes.

+++

From KenC

Shadow Commands & Adjustments

  • The -shadow command has been updated: -shadow skin :code: and -shadow gear :code:
  • Parameter addition: -shadow gear swap (causes active shadow to equip current weapons)
    Not usable in combat.
  • (added) -shadow conduit (12 second cooldown)
    This lets the shadowdancer channel her sneak attacks through her shadow, making it an extension of her lethal finesse.
    Any Improved Sneak Attack bonuses the Shadowdancer would gain are instead transferred to her shadow. This enhances the shadow’s threat level while adding to the Shadowdancer’s unpredictability in combat.
  • Shadows now take on the name of their new form (e.g., Shadow Fiend).
  • (removed) Shadow Cluster skin.
  • (removed) Level requirement for skins.
  • Shadows will no longer gain weapon properties via the PGCC test.

Shadow Mage support

  • Shadows now scale with ½ Wizard or Sorcerer levels for Shadow Mages.
  • (PGCC) Hasted, used on the shadowmage will also haste the shadow.
    This effect is a true haste, modified to disable the AC and APR bonus. This will only affect casting and move speed.

Ranged Shadow support

  • Ranged weapons are enabled on Shadows.
  • Shadows copy the Point Blank Shot and Rapid Reload if the Shadowdancer has it.

Bug Fixes

  • Saving the shadow's equipment should persist upon logging out.
  • The shadow should persist upon server transitions.
  • -alwayswalk should function for summons/henchman that can use the command.

Additional Notes

  • The walk command for associates should by entered as: -a -alwayswalk
  • To emote from associates, use -a [emote command] ex: -a -sit

====================

Wounding Item Property

New item property: Bleeding Wound

This functions the same as the vanilla Wounding property with the following exceptions:
Damage Type is Bleed, and the damage stacks instead of using the vanilla property.

This replaces the Wounding item property on equip.

+++

from av/sk

Disguise Skill Maximum

Effective Disguise skill can no longer exceed the 127 maximum that all skills have by default, even when taking into account bonuses like Secret Identity or Serene Visage.

Justification: With all bonuses considered, Spot will never exceed 127, so neither should Disguise be able to exceed it through effective bonuses.

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • Added many new shields suitable for barbarians, men-at-arms, and Chessentan characters.
    • Credits go to BigfootNZ, PLUSH HYENA of DOOM, Eurgiga, and the CEP contributors for their awesome work.

From sk/av

  • Halborod's shop in Guldorand now has every deity cloak preconfigured and available for buy. These cloaks should be as close as possible to canon representations of the symbols and colors.

From Ice

  • Blessed bolt no longer procs any special VFX when hitting a rakshasa.
  • Fixed some issues with the banishment-planes system that caused extraplanar creatures (giths, imps) to not be banisheable from the material plane.
  • Fixed some minor issues with the conditions that would grant the alertness feat to keen sensed races, and some code that could have caused further issues.
    • Note: If you have alertness from an item at the time of leveling up, you will not receive the feat permanently. Remove all gear possessing the feat before leveling up

From Aellowyn

  • Added 10 new male heads. 9 elves and 1 human.

    • 9 Elves #32 - 40
    • 1 Human #99
  • 7 heads from TheBarbarian (32, 35-40).

    • A few given mild touch-ups from myself.
  • 3 custom made by me~ (33, 34 & 99)

From Eurydice

  • Robes 181-186 have had their colours corrected to better match the nwn palette, and work better with the various other bicep models on offer for the server.

  • Credits go to TheBarbarian for the original texture work.

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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • Added a herbalism recipe for bulk sweetberry wine.
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