Arelith Updates!

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Re: Arelith Updates!

Post by Sincra » Sat Feb 25, 2023 6:15 pm

From Twohand

  • Updated the Heartwood Grove's looks and features.
    -- Added a new, druid-only, quarter. Control over it lets you choose a deity for the Grove's sacrificial altar.
    -- Special thanks to Floofystoofs for writing a really neat description for the Heartstone.
  • In addition to Ranger, Barbarian and Shaman Cavaliers now can also summon a wild horse as a special mount.
    -- The wild horse still gets replaced by a nightmare/white charger if the character has any of the good or evil classes listed in the cavalier wiki page. Nothing changes in this regard.
  • Hamjid the Scribe of the Mercantile Building in Cordor will buy the contents of your scroll case.
    -- He's still grumpy and won't sell you any of his scrolls.
  • Fixed a broken transition in the Plane of Earth.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sat Feb 25, 2023 7:42 pm

from sk

General Changes:

  • Throwing Axes can now be used for dartboard competitions. Or, well, axe throwing competitions. This is to allow large races to play darts!

Spells:

  • Serene Visage: No longer applies a Bluff bonus. Instead, it now has its own icon to tell you whether it's active or not, and applies the +4 bonus to disguise checks silently.
  • Predator: Now removes Movement Speed Penalties (but no other movement-inhibiting effects such as Slow) when applied.

Bug Fixes:

  • Fixed an issue where characters run while in detect or stealth mode.
  • Fixed lasso stacks being deleted on binding.
  • Fixed a few performance issues with werewolf transformations.

Manacles:

  • Cleaned up Manacle Key description.

New Items:

  • Saboteur's Kit: You'll have to find it and try it out ingame.

Cordor Jail Changes:

  • Fixed DCs and functionality of Jail Doors.
  • Various script fixes and adjustments.
  • The jail guard will now sleep on random intervals.... lazy good for nothing.........
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sun Feb 26, 2023 5:39 pm

From Sincra:

Yoink and Delays:

  • Yoink now has a VFX when an attempt is made to conjure you.
  • Yoink now has a 12 second delay upon accept, and a VFX to symbolise progress and ongoing event.
  • Yoink can now fail if you are damaged or move too far during those 12 seconds.
  • You may now ward an area while someone is accepting the yoink to prevent it.
  • Feedback messages from yoink are now delayed at random to stop it being so obvious if a player denied or an issue occurred.

Project Image and Stealth:

  • Now prevents you sending images while stealthed AND disguised, this is temporary until the disguise being unmasked is fixed.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Sun Feb 26, 2023 6:20 pm

From Kalopsia

SKILL READOUTS:

  • Reminder: You can check your effective Climb skill and eligible Lore skill for scroll usage by double clicking their skill entries in your character sheet.
  • This feature has now been expanded for disguise skills:
    • Double clicking Bluff or Perform will display your character's current disguise skill.
    • This readout will include Hidden Persona / Secret Identity bonuses for the current disguise, if the character has either feat.

BUG FIXES:

  • Fixed multiple cases of immunities applying where they should not:
    • Weird & Phantasmal Killer: Immunity vs. Death no longer protects against the death effect.
    • PDK Fear: Immunity vs. Mind-affecting no longer protects against the fear effect.
    • Terrifying Rage: Immunity vs. Mind-affecting no longer protects against the fear debuffs.
  • Improved range calculation when using abilities like Hideous Blow or Pickpocket against NPCs.

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Re: Arelith Updates!

Post by Sincra » Mon Feb 27, 2023 7:47 am

From Twohand

  • Added Siv the Cobbler to Skaljard. She'll repair and add spurs to your boots for 500 gp (+5 Ride, -5 Move Silently).
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Mon Feb 27, 2023 4:54 pm

From Kalopsia

BUG FIX:

  • Disguise checks are once more an opposed skill check (both sides get to add 1d20, not just the spotter).

FROM YOUR SUGGESTIONS:

  • Replaced Male Elf Head #16 with a beardless version.
    Image

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Re: Arelith Updates!

Post by Sincra » Mon Feb 27, 2023 5:14 pm

From Sincra

Raise-dead/Resurrection permission window:

  • Timer extended to 60 seconds to better facilitate choice and avoid people missing the window.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Feb 28, 2023 9:50 am

From Sincra

Autoloot:

  • New option (Grenades)
  • Will now autoloot a grenade directly into your inventory if one of the rogue grenades that are commonly found on enemies.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Tue Feb 28, 2023 11:54 am

Next Reset, From Starfish:

  • Seed (Bloodroot) recipe changed to:
    1 x Bloodroot Stalk
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Re: Arelith Updates!

Post by Kalopsia » Wed Mar 01, 2023 5:59 pm

From Kalopsia

BUG FIXES:

  • Divine Grace: No longer erroneously grants twice the CHA modifier to saving throws.
  • -usefeat command: Fixed an exploit that allowed characters to activate certain abilities regardless of their remaining uses.
  • Secret Identity: Should now be functional. Unfortunately the time spent in disguises was never recorded, so characters will start over with no bonuses.
  • Serene Visage: The remaining spell duration is now displayed when clicking the effect icon.

from sk

False Life:

  • Correctly added to the Cleric and Favored Soul spellbooks.

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Re: Arelith Updates!

Post by Kalopsia » Sat Mar 04, 2023 6:14 pm

from sk and Kalopsia

CHANGED ITEMS

Rogue Leathers (Reduxed):
Now Padded (1/8) AC.
UMD Requirement [55]
Runic: Thorass
Ability Bonus: Dexterity [+1]
AC Bonus [+4]
Cast Spell : Rogue's Cunning (3) [2 Uses/Day]
Skill Bonus : Disable Trap [+2]
Skill Bonus : Hide [+2]
Skill Bonus : Move Silently [+2]
Skill Bonus : Open Lock [+2]
Skill Bonus : Search [+2]
Skill Bonus : Sleight of Hand [+2]
Skill Bonus : Use Traps [+2]
Spell Resistance [26]
Use Limitation: Class : Rogue

Displacer Beast Hide Armor (New Property):
Passive Concealment [30%]

Illithid Tentacle (Reduxed):
Bonus Feat : Disarm (Whip)
Damage Bonus : Psychic [2d6 Damage]
Enhancement Bonus [+4]
Use Limitation: Racial Type : Drow

Enchanted Fine Silk Shirt (Reduxed):
Ability Bonus : Dexterity [+1]
AC Bonus [+4]
Skill Bonus : Bluff [+2]
Skill Bonus : Discipline [+2]
Skill Bonus : Hide [+3]
Skill Bonus : Move Silently [+3]
Skill Bonus : Perform [+2]
Can be runed

Infiltration Belt -> Infiltrator's Belt (Reduxed):
Runic: Thorass
Ability Bonus : Constitution [+1]
Cast Spell : Serene Visage [1 Use/Day]
Skill Bonus : Bluff [+4]
Skill Bonus : Discipline [+2]
Skill Bonus : Perform [+4]
Can be runed

Headband of Protection (New Properties):
Immunity: Damage Type : Force [5%]
Immunity: Spells by Level [Level 1 or Lower]

NOTES:

  • Existing Rogue Leathers keep their base AC, but the new skill bonuses will be updated accordingly.
  • Infiltrator Belts will keep their DEX, but will be updated with all new properties except for CON.
  • Illithid Tentacles will not be updated.

OTHER CHANGES

Trickery Domain Changes:

  • Level 2: Serene Visage
  • Level 3: Invisibility (removed Sleep)

From Inf

Arcane Archer 1.2 patch

Nerfs

  • Seeker Arrow can no longer critically hit.
  • Arcane Quiver is reduced to 1/3 of its total while moving (minimum 10 if >= 10). Works just like the ranged AB penalty but for Arcane Quiver.
  • 1/3 AB classes only gain 1/2 class levels as Arcane Quiver progression. Full details:
    3/4 BAB: 1/2 Arcane Quiver progression.
    1/2 BAB: 1/2 Arcane Quiver if AA levels < caster class levels.
    1/2 BAB: Full Arcane Quiver if AA levels >= caster class levels.

Buffs

  • Arcane Archer now gains spell slot progression once every 3 levels. Functions like Pale Master, but every 3 instead of every 2.
  • Arcane Archer's Arcane Quiver abilities cooldown 5% faster per hard INT mod.
  • Arcane Archer has a new Arcane Quiver ability: Sentry Arrow.
    When fired at a location, it shoots nearby enemies.
    When fired at an ally, it follows the target and shoots nearby enemies of the archer or the target. Cannot be cast on self.
    Image

Misc

  • Arcane Quiver charges, cooldowns, and at what levels they're gained has changed:
    Level 2 Imbue Arrow: 5 charges, cooldown of 60 seconds (more charges)
    Level 4 Death Arrow: 3 charges , cooldown of 120 seconds (more charges, faster recharge, moved to lv 4)
    Level 6 Sentry Arrow: 2 charges, cooldown of 180 seconds (new arrow)
    Level 8 Seeker Arrow: 2 charges, cooldown of 180 seconds (moved to lv 8)
    Level 10 Hail of Arrows: 2 charges, cooldown of 300 seconds (moved to lv 10)

  • Arcane Archer now has Concentration as a class skill.

  • Arcane Archer can now take Great Intelligence bonus feats.

  • Bugfix: Arcane Quiver abilities now check for a ranged weapon when the attack begins instead of just on cast.


From Kalopsia

WARLOCK UPDATE

PACT SPELL CHANGES:

  • Fiendish Pact:
    • Tier 1: Added: Scare
    • Tier 2: Added: Command, Life Transference (3min CD), Strangulate
    • Tier 3: Added: Greater Life Transference (3min CD), Mass Bull's Strength
  • Unseelie Fey Pact:
    • Tier 1: Added: Serene Visage
    • Tier 2: Added: Freeze, Vengeful Mount (3min CD)
    • Tier 3: Added: Baleful Polymorph (3min CD), Mass Eagle's Splendor
  • Fathomless Pact:
    • Tier 1: Added: Blur, Frigid Darkness
    • Tier 2: Added: Frostbite, Gust of Wind, Negative Energy Burst (3min CD), Withering Ray
    • Tier 2: Removed: Poison
    • Tier 3: Added: Mass Bull's Strength, Negative Energy Flood (3min CD)
  • Night Hag Pact:
    • Tier 1: Added: False Life (3min CD), Serene Visage
    • Tier 2: Added: Crushing Despair, Poison
    • Tier 3: Added: Baleful Polymorph (3min CD), Mass Eagle's Splendor, Phantom Wound
  • Star Pact:
    • Tier 1: Added: Blur, Frigid Darkness, Scare
    • Tier 1: Removed: Bear's Endurance, Ultravision
    • Tier 2: Added: Command, Withering Ray
    • Tier 3: Added: Mass Cat's Grace, Phantasmal Killer (3min CD)
  • Undying Pact:
    • Tier 1: Added: False Life (3min CD)
    • Tier 2: Added: Hemorrhage, Life Transference (3min CD)
    • Tier 2: Removed: Animate Dead
    • Tier 3: Added: Greater Life Transference (3min CD), Negative Energy Flood (3min CD), Mass Bear's Endurance, Redbolt (3min CD), Soul Scour
    • Tier 3: Removed: Create Undead

SPELL LIST CHANGES:

  • Removed: Mass Fox's Cunning, Mass Owl's Wisdom

ELDRITCH BLAST:

  • Warlocks no longer need to use Greater Blast Shapes to empower their blasts with the various Epic Pact bonuses.
  • Epic Undying Pact grants full Palemaster synergy for Eldritch Blasts, rather than half.
  • Hideous Blow applies a third of the blast damage as temporary hit points for a short period of time.

ELDRITCH SUMMON:

  • Creatures summoned with the Eldritch Summon line of feats now synergise better with the warlock's pact spells and abilities:
    • Self-casting Haste also hastes them.
    • Eldritch Blasts heal them by 1d2 per 3 warlock levels.
    • Casting (Greater) Life Transference on them bypasses the pact spell cooldown.
  • Eldritch Summons can resist Word of Faith via a successful fortitude saving throw.
    • If they pass this saving throw, they are instead blinded for 9 seconds, like player characters.

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Re: Arelith Updates!

Post by Kalopsia » Sun Mar 05, 2023 10:22 pm

from sk

Item Changes:

  • Penumbral Vestment, Murder's Raiment, Desperado's Raiment, and Disciple's Garbs AC were increased to +4 from +3.
  • The Spellbinder's Garb now has +3 AC.
  • Existing items will be updated, as always.
  • Existing rogue leathers skills have been fixed to match that of the recipe.

NEW STATS

Murder's Raiment:
Armor Bonus: +4 (AC Armor Modifier)
Enchantment Bonus: Intelligence +2
Skill Bonus: Bluff +3
Skill Bonus: Perform +3
Skill Bonus: Spot +3
Skill Bonus: Move Silently +3
Skill Bonus: Hide +3
Runic (Thorass)
Only Useable By: Assassin
Increased UMD Requirement (40)

Penumbral Vestment:
Armor Bonus: +4 (AC Armor Modifier)
Enchantment Bonus: Constitution +2
Skill Bonus: Move Silently +4
Skill Bonus: Hide +4
Shadow Shield (13) 2 uses/day
Runic (Thorass)
Only Useable By: Shadowdancer
Increased UMD Requirement (45)

Disciple's Garb:
Armor Bonus: +4 (AC Armor Modifier)
Enchantment Bonus: Wisdom +1
Discipline +2
Runic (Thorass)
Only Useable By: Monk
Increased UMD Requirement (45)

Spellbinders Garb:
Armor Bonus: +3 (AC Armor Modifier)
Bonus Spell Slot: Warlock Level 7
Bonus Spell Slot: Warlock Level 8
Enhancement Bonus: Charisma +2
Skill Bonus: Bluff +4
Skill Bonus: Concentration +2
Cast Spell: Spell Clutch (1/day) - only affects Warlock spells.
Runic
Only Useable by: Warlock
Increased UMD Requirement (45)

Desperado's Raiment:
Armor Bonus: +4
Enhancement Bonus: Dexterity +1
Enhancement Bonus: Intelligence +1
Skill Bonus: Bluff +4
Skill Bonus: Leadership +4
Skill Bonus: Intimidate +4
Use: Fox's Cunning (10) 2 Uses/Day
Runic (Thorass)
Only Useable by: Swashbuckler
Increased UMD Requirement (45)


from sk and Kalopsia

NEW ITEMS

Avernus' Rebuttal:
Longsword
ILR [21]
UMD Requirement [35]
Runic: Fiendish
Damage Bonus : Fire [1d4 Damage]
Damage Bonus : Magical [1d4 Damage]
Damage Bonus vs. Alignment Group : Chaotic [1 Damage] [Type: Bludgeoning]
Damage Bonus vs. Alignment Group : Good [1d4 Damage] [Type: Piercing]
Enhancement Bonus [+4]
Extra Melee Damage Type : Piercing
Keen
Use Limitation: Alignment Group : Evil
Visual Effect : Flames, Red

Sharkskin Armor:
Studded Leather Armor (3/4)
ILR [21]
UMD Requirement [35]
Runic: Espruar
AC Bonus [+5]
Cast Spell : Freedom of Movement [1 Use / Day]
Immunity: Damage Type : Slashing [10% Immunity Bonus]
Damage Shield : Piercing [1 Damage]
Skill Bonus : Taunt [+5]
Use Limitation: Racial Type : Elf
Only craftable by : Aquatic Elf

Displacer Beast Raiment:
Cloth (0/0)
AC Bonus [+3]
Cast Spell : Invisibility (3) [Unlimited Uses / Day]
Passive Concealment [30%]
Skill Bonus : Hide [+5]
18+ Hard Dexterity Requirement

Grip of Night:
Shortsword
ILR [21]
UMD Requirement [30]
Runic: Thorass
UMD: 30
Cast Spell : Blur [1 Use/Day]
Enhancement Bonus [+4]
Keen
Special : Ghost Walk
Skill Bonus : Hide [+2]
Skill Bonus : Move Silently [+2]
Use Limitation: Class : Assassin
Use Limitation: Class : Rogue
Use Limitation: Class : Shadowdancer
Visual Effect : Glow, Black

Craft Recipes:

  • Avernus' Rebuttal
    • DC 50
    • CP 550
    • 2 Ingot (Adamantine)
    • 1 Ingot (Greensteel)
    • 1 Inferno (Scroll)
    • 1 Gate (Scroll)
    • 1 Rogue Stone
  • Displacer Beast Raiment
    • DC 38
    • CP 300
    • 5 Improved Invisibility (Scroll)
    • Alchemistic Catalyst (Greater)
    • 1 Displacer Beast Hide
    • 6 Spider Silk
  • Grip of Night
    • DC 47
    • CP 530
    • 2 Ingot (Adamantine)
    • 2 Ingot (Steel)
    • 1 Shadow Conjuration (Scroll)
    • 1 Mithril Dust
  • Sharkskin Armor
    • DC 53
    • CP 350
    • 1 Juvenile Megladon
    • 10 Shark Teeth
    • 10 Tough Shell
    • 1 Beljuril Gem
    • 3 Tanning Acid

From the team

Ingot Redistributions:

  • Some of the Ingot recipes have had their DCs and CP numbers changed. The following table reflects their new values:

    NameDCCP
    Zinc11
    Tin21
    Lead31
    Copper41
    Iron61
    Bronze82
    Brass82
    Silver102
    Steel122
    Gold143
    Mithral163
    Greensteel184
    Adamantine204

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Re: Arelith Updates!

Post by DM Starfish » Mon Mar 06, 2023 10:37 am

From The Team:

Broken Scrying Mirrors:

  • Due to a constant influx of these special items and very little outflow due to their very nice passive, they will now break 90% of the time when the bearer is scried.
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Re: Arelith Updates!

Post by DM Starfish » Mon Mar 06, 2023 10:37 pm

We have revised the above:

Damaged Mirror of Divination

  • Only warns PCs about incoming scrying attempts 20% of the time.
  • Doesn't always break when used to scry.
    • The chance to shatter is 45%, lowered by 1% per 2 hard UMD ranks (up to -15%).
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Re: Arelith Updates!

Post by Kalopsia » Tue Mar 07, 2023 6:59 pm

from sk

Serene Visage:

  • The bug where it will not apply should be fixed.
  • An experimental fix has been submitted to see if we can get it to transfer cross-server.

From Kalopsia

RACE ECL CHANGE:

  • Rakshasa: Lowered ECL to +3, allowing them to select a Minor Gift on character creation.
  • Due to how the race is being applied to characters on the live servers, gift selection is done via the -selectgifts chat command.
    • This chat command can also be used by existing Rakshasa and Vampire characters to select their missing minor gift.

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Re: Arelith Updates!

Post by Kalopsia » Thu Mar 09, 2023 11:41 pm

from the team

Bard Changes:

  • Bards no longer have the following skills as Class Skills: Open Lock, Disable Trap, Use Traps.
  • Existing bards who took these skills will need to relevel.
  • Pilfering Poems: The additional Open Lock and Disable Trap skill bonuses from this specific song are now capped by the target's Rogue Levels (only the song specific bonus, not the base bonus provided by every song).

from sk (with help from Twohand)

Thieves Guild:

  • When entering the Thieves Guild, people nearby you who are in your party will now enter with you.
  • "The Guardsman" can now assist you with contacting people. He seems to know a guy... or two. Or many.

Dartboards:

  • Should now work again.

Spellbook Missing Spell Fixes:

  • Baleful Polymorph: Bard 5
  • Predator: Bard 4
  • Sustain: Bard 0

Bard:

  • Equations involving 2:3 ratios should be improved, meaning that the numbers resulting from these class synergies should be more correct mathematically.

From Kalopsia

VARIOUS CHANGES:

  • Poison Immunity Items: Now instead grant a +5 bonus to saving throws vs. poison and 25% poison damage immunity.
  • Petrification: Now also applies 10/+2 DR, as well as immunities one would expect an inanimate statue to have.
  • Poisons now color the health bar and apply a poison effect icon.
  • Reviewed some of the bonuses granted by Djinni.

BUG FIXES:

  • All weapon poisons now work as they should when it comes to weapon type, duration and application checks.
  • Damage shield effects no longer damage the attacker twice when using instant special attacks.
  • Fixed Animal Empathy target validation.

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Re: Arelith Updates!

Post by Kenji » Thu Mar 09, 2023 11:50 pm

Roguish Update

From the Team

  1. Rogue

    • Lightly Armored (Rogue Feat)

      • The AC bonus has been migrated from Dodge AC to Armor AC (stacking on your chestpiece when wearing Light Armor: Padded, Leather, or Studded Leather). This makes it count while flatfooted.

      • The bonus will also be counted vs. Touch Attacks to properly simulate a Dexterity bonus.

      • Lightly Armored AC bonuses stacks with the AC granted from 5 Fighter levels.
        #NOTE: No net change of AC gained, but Flatfoot no longer make rogues lose their reimbursed Armor Dex AC

    • Rogue's Feat progression has changed from 3n+1 pre-epic and 3n post-epic to 2n post level 13:
      7, 10, 13, 15, 17, 19, 21, 23, 25, 27, 29
      #NOTE: A net gain of 1 pre-epic feat after level 13 and 2 epic feats after level 20

    • Characters with Complex Experimental Device or at least 2/3 of their levels as Rogue and the Simple Experimental Devices feat are now immune to their own Choking Powder cloud.

  2. Vigilante

    • Signature Weapon (both T1 and T2) no longer adds the AB on the weapon, but on the character, instead
      #NOTE: This change no longer provides Vigilantes with DR-piercing weapons

    • Will save is no longer high, leaving Reflex to be the only high save
      Gruesome Technique fear now has separate duration and malus to AB/AC/Skills/Saves/5n%ASF depending on target:
      PCs: 1-round fear, -4 malus, 75% movement penalty
      NPCs: as is

    • Vigilance Cause

      • No longer gains Skill Mastery (Previously gained at 9)
      • Gains Still Mind at 8 instead of 7
      • Gains Slippery Mind at 12 instead of 13
      • Gains Keen Senses at 18 instead of 17
    • Freedom Cause

      • Gains Uncanny Dodge 2 at 8 instead of 7
      • Gains Improved Evasion at 10 instead of 15
      • Gains Defensive Roll at 16 instead of 9
      • Gains Uncanny Dodge 4 at 19 instead of 17
    • Vindication Cause

      • Gains Guerilla Warfare at 12 instead of 15
      • Gains Crippling Strike at 15 instead of 9
  3. Invisible Blade

    • Lightning Reflex prerequisite is changed to Dirty Fighting

    • Lowered BAB prerequisite from 7 to 4

  4. Harper Scout/Zhentarim Operative

    • gains Intimidate as class skill
    • Now gain 1d6 Sneak Attack at levels 2 and 4 if they are paired with the Rogue class. This is to ensure sneak attack progression is retained as best as possible.
      Grenades:
    • Harper Scout/Zhent Operative levels are now properly counted for grenade purposes (must have Rogue Levels to combine).
    • Harper Scout/Zhent Operative obtains Gruesome Technique for free at level 3

    Non-Roguish Classes/Paths

  5. Cleric Seeker

    • - No longer synergizes with Monk for Ki Strike and Whirlwind

      • Gains 3/4 CL from Rogue multiclass
        Examples:
        • A 23 Seeker / 4 Rogue / 3 Monk gets 23 + 3 + 3 CL, which is 29 (4 * 3 / 4 is 3)

        • A 23 Seeker / 3 Rogue / 4 Fighter gets 23 + 2 + 3 CL, which is 28 (3 * 3 / 4 is 2.25, rounded down to 2)

  6. Shaman

    • - No longer synergizes with Monk for Ki Strike and Whirlwind

    #NOTE: Warpriest retains its synergy with Monk


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Re: Arelith Updates!

Post by Kalopsia » Fri Mar 10, 2023 9:42 pm

from sk

Serene Visage:

  • Since the other experimental fix did not work, we have now added a new one. THIS ONE should allow it to transfer servers and the spell should apply correctly again. Sorry for the trouble.

From Kalopsia

POISON FIXES:

  • Fixed an issue where secondary effects would not trigger reliably for food poisons.
  • Improved effect icon handling for poisons; the poison icon no longer replaces all others.
  • Updated the feedback text when trying to apply poisons to incompatible targets.

PGCC FIXES:

  • You will no longer sporadically lose all spell effects while testing builds on the PGCC server.

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Re: Arelith Updates!

Post by Kenji » Fri Mar 10, 2023 10:54 pm

From Kenji
Vigilante Adjustment
Ki Barrier can no longer be used with light armor.


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Re: Arelith Updates!

Post by Kalopsia » Sat Mar 11, 2023 9:47 pm

From Kalopsia

BUG FIXES:

  • Fixed the caster level calculation for item cast spells.

LYCANTHROPY:

  • Reworked the system to no longer rely on polymorph effects. This also fixed a number of bugs like the unreliable saving throw formula.
  • Instead, characters now only have their appearance changed to that of a Werewolf and gain the following bonuses:
    • +12 soft STR, DEX, CON and a +5 natural AC bonus.
    • +4 to Detect and Stealth skills, -8 to Concentration.
    • 10/+1 damage reduction and 3 regeneration every 3 seconds.
  • While transformed, lycanthropes are unable to activate items, cast spells and use feat spells. They use their regular melee weapons and equipment.
  • The transformation lasts until cancelled; characters will still automatically attack anything in sight unless they pass a saving throw.
    • If the automatic attacks force you to attack a creature out of range, you should be able to move away in the following round.
    • In order to unshift, a saving throw must be passed. The DC drops over time, so waiting for a few minutes will help if you're unable to.

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Re: Arelith Updates!

Post by Sincra » Mon Mar 13, 2023 6:59 pm

From Sincra & Zaphiel:

Timer bars:

  • A new library has been created and is being rolled out, this library features more responsive and selective interruption of timer bars depending on the task being undertaken.
  • The following task timer bars have been updated and are now interrupted (by):
    -: Pickpocket (Moving, Taking damage, Using any items, Equipping, Un-equipping and Casting any spells.)
    -: Quarter breaking [Bash/Picklock/Disable Trap] (Moving, Taking damage, Using any items, Equipping, Un-equipping and Casting any spells.)

From sk

Ships:

  • Ship Guards can now be dismissed by talking to them.
  • Note: They will not return until the next reset.

Rogue (Lightly Armored Feat):

  • Elven Chainmail now counts as Light Armor for the purpose of the Lightly Armored feat.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Mar 17, 2023 2:29 am

From Inf

Arcane Archer

  • Sentry Arrow now fires the same amount when targeting a location vs an ally.
  • Sentry Arrow now has a half round delay in addition to arrow flight time before dealing damage.
  • Fixed a bug where Sentry Arrow could fire at targets not in LoS if there were less enemies than arrows per volley.
  • Fixed a bug where Sentry Arrow could be stacked on the same target by multiple Arcane Archers.

Dev Commentary

Sentry arrow was doing too much damage too quickly to enemies when fired at a location. It's meant to be an immediate damage loss that's made up for over the next 2-3 rounds compared to firing at a target.

There will likely be more balancing changes to Arcane Archer in the future. Going forward, I'll introduce them to the PGCC first with a flag to get feedback from you.

New Feature: Spellqueue

  • Players can now queue up a list of spells they want to cast on themselves using -sq. This stores a | delimited list of spell IDs which you can queue up by entering -sq again.
    -sq 78x|102|9|13|355|354
    -sq
    The above casts Extended Haste, Mage Armor, and Zoo Buffs.
  • Metamagic is supported using this list of suffixes:
    EXTEND = "x"
    EMPOWER = "e"
    MAXIMIZE = "m"
    SILENT = "s"
    STILL = "l"
    QUICKEN = "q"
  • To help you build your spellqueue, you can type -sq debug to toggle on showing the caster level and spell ID of spells when you cast them. And how spellqueue is reading your queue.

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Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Sun Mar 19, 2023 5:28 am

New Herbalism recipe: Sweetberry Reduction (Sugar)
DC: 7
CP: 4
Input: 10 Sweetberries
Output: 5 Sugar

Roleplay is a two way street.

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Re: Arelith Updates!

Post by Sincra » Sun Mar 19, 2023 2:09 pm

from sk

yes i didn't forget about you guys either

Dreadnought Improvements

  • The Dreadnought has received a slew of visual updates, both up top and underneath.
  • There is now a On-Deck storage.
  • Captain's Cabin quarter rolled into the standardized ship-attached quarter door as with other flagships.
  • Underbelly storage is now tied to the ship key, like it should be.
  • You should no longer get stuck in the map by the navigator.

Disguise Masking:

  • Disguise Masking now generates a random username string to prevent username overlap.
  • There is now an "Obfuscate Player Name" option in the Disguise Settings menu that can be used to mask your player name as a random string all the time.

From Sincra:

Herb bag and Allowable items:

  • Now allows:
    -: Charcoal
    -: Pine Tar
    -: Natural Gums
    -: Hardwood Resin

Timer Library:

  • Fixed issue with movement being wrongly failed due to old (now deleted) code.
  • Added new functionality for two person timers that can each be failed by another persons circumstances, expect to see this used in future.

Dismissal, Banishment & Planetouched:

  • Any negative effects applied by the two listed spells no longer applies to Native Outsiders, this means:
    -: Aasimar
    -: Tieflings
    -: Rakshasa
    -: Fey'ri
    -: Gloamings

Imps are still shunted as intended.

Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sun Mar 19, 2023 2:26 pm

From Inf

Spellqueue

New functionality. Here's a full explanation of -sq so you don't have to piece it together.

Old Functionality

  • To queue up spells immediately:
    -sq <spell IDs>
    -sq 78x,113

  • To turn on debug mode to see CL and spell IDs when you cast and info from the sq command:
    -sq debug

New Functionality

  • To store up to five spellqueues:
    -sq save a <spell IDs>
    -sq save a 78x,113

-sq save b <spell IDs>
-sq save c <spell IDs>
-sq save d <spell IDs>
-sq save e <spell IDs>

Note: You must save using a, b, c, d, e for these.

  • To view your stored spellqueue slots:
    -sq display

Dev Commentary

Custom Text Macros aren't quite long enough for the amount of buffs people have. To save a longer sequence of spellcasts, use -sq save a. This should allow you to queue up as many spells as you need.

Most feat based spells and Domains are still not working. If you see other problems, please @ me in the Discord. I'll likely add a target based version of this next if I can. Working idea: -sq target <spell IDs> or -sq target a

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Irongron wrote:I've literally never used -guard on anyone.

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