Arelith Updates!

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Fri Sep 10, 2021 8:32 pm

From Garrbear
==============================
-Adjusted reward values for about 1/3rd of the writs.
-Stop panicking it was mostly increases, and some were pretty significant for hard writs.
-The only significant decreases were tomb of the first / last king, orclands, and halfbreed camp
-I am fueled by salt.

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Re: Arelith Updates!

Post by Hoodoo » Fri Sep 10, 2021 8:56 pm

From Kalopsia
==============

WARLOCK CLASS:
- Warlocks gain elemental Damage Resistance equal to the (total) Damage Immunity percentage granted by their pact feats. (Example: A Pact that grants 10% Cold DI will now also grant 10/- Cold DR. This change does NOT apply to physical immunity.)
- Pact Feats: Consistent prerequisites!
> (Regular) Pact feats: No ability prerequisites
> Greater Pact feats: 14+CHA (or 14+CON for Undying Pact)
> Epic Pact feats: 18+CHA (or 18+CON for Undying Pact)
- Star Pact: Concentration bonuses replaced with Spot
- Epic Undying Pact: Now grants +10% Negative DI instead of +5% Negative and +5% Physical DI
- Epic Night Hag Pact:
> Narcotic Blast: Mind Immunity and Shadow Shield now also protect against the exhaustion effect.
> Epic Eldritch Summon will call forth a Night Hag Projection instead of an Ultroloth if the Yugoloth stream is active. (This is a reskin. The summon's stats are identical to those of an Ultroloth)
- Glyph of Forestallment: Warlocks with multiple Epic Pacts can now switch between the different glyphs available to them. This is done by activating a warlock element that was granted by the Pact whose VFX you want. (If your second pact also grants the same element, use a different one!)
- Bugfixes:
> Greater Abyssal Pact: Now properly prevents certain surges
> Potential fix for Warlocks being unable to craft warlock items
> Fixed an exploit where queued Hideous Blows could be cast at range

SPELL CHANGES:
- Crushing Despair: Prevented stacking of the debuff

SUMMON CHANGES:
- Pit Fiend General: Renamed and reskinned to a Cornugon
> Removed on hit poison & disease
- Balor Lord: Renamed and reskinned to a Hezrou
> Added Improved Invisibility on cooldown
> Removed on hit Strength drain
> Fire biteback damage remains unaffected

From Artenides
==============
- High level characters on Skal will receive a notification about asking a DM for a Mark of Dauntlessness should they wish to stay on Skal or own a property there.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Sep 12, 2021 4:57 pm

Live next reset:

From ActionReplay
==============

Quarter bidding works but there is a bug with the check that looks if you already placed a bid on a property that's not working so you will not be able to remove your bidding just now. But please note that if you do pay for your bid and it takes your money, it works, and your bid is valid.

A fix is in the pipeline.

From Kalopsia
==============

WARLOCK PATH MIGRATION:
With the conclusion of our initial balance assessment phase, the time for the migration of "bardic" warlocks has come. During your next login with such a character, one of the following things will happen:
- If you started with the Bard class, it will be replaced with Warlock. You will automatically gain the new Pact Feat corresponding to your old warlock path. Your character's ability scores and 1st level feats remain unchanged, and you will need to relevel.
> An exception was made for bardic warlocks with Dragon Disciple levels or tokens. These characters instead become regular bards to avoid locking them out of their RDD levels. A relevel is still required.
- If your character took bardic warlock levels later on, the path will be removed and you will need to relevel.
- Characters with the Warlock Class will also need to relevel one last time. This ensures they fulfill the recently updated Greater/Epic Pact requirements.

WARLOCK CLASS:
- Eldritch Blast & Blast Shapes: Combined damage
> All Blast Damage Types EXCEPT Magic will now deal half magic and half elemental damage.
> Magic Blast Damage remains undivided, but was lowered by 20%. This makes Magic the best Blast Damage Type for interrupting spells.
- Eldritch Armor: No longer grants 5% physical DI. Instead, this feat now lets warlocks cast Eldritch Blasts without deactivating Expertise or Improved Expertise. The usual -5/-10 AB penalty will apply to the touch attack roll.
- Hideous Blow: STR bonus damage dice is now capped by half the character's Eldritch Blast caster level rather than a flat 15.
- Pact Spells: Added floating text feedback when the replenishment cooldown is over
- Bugfixes:
> Eldritch Blast: Fixed wild surges in Faer'zress areas and the piety issue

NOTE: Since the Warlock Path Migration is now ongoing, changes to the Warlock class will be less severe and frequent than they used to be in the past two weeks.

Discord Update:

We have disabled the verification requirement for joining the Discord. The moderators will continue to keep an eye for any disturbances. If they do arise again, please let us know and we will continue to work with Discord to prevent it from happening further.

Thanks everyone!

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Re: Arelith Updates!

Post by MalKalz » Tue Sep 14, 2021 5:21 am

From Spyre
=========

Description racial types, and stats a bit more readable. Mostly because Spyre got tired of squinting.

Image

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Re: Arelith Updates!

Post by garrbear758 » Tue Sep 14, 2021 10:04 pm

From Bat Country
=================
- Adventure XP drip rate tamped down from flat 120. Scales to RPB again (though not weighted nearly as strongly) but now also ranges with character level to better normalize behavior:
Level 21-30: 80 + RPB
Level 11-20: 40 + RPB
Level 1-10: 20 + RPB
- The first-time completion XP bonus remains triple the base reward, but now you get 2/3rds of that XP upfront, and the remaining third as adventure XP.
- Individual writ XP gains unchanged. Still monitoring these changes, and appreciative of Feedback Forum posts on writ gameplay and leveling rates and etc. Continue to expect more changes in this area and adjacent systems as we close in on a satisfactory balance.
=================

Sorry for the late announcement here! These numbers are still being looked at and are very much subject to further changes.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by garrbear758 » Thu Sep 16, 2021 7:46 pm

Live next reset:

From Kalopsia
==============

WARLOCK CLASS:
- Planar Gate: Summoned Creatures are now scaled as if the Warlock had GSF: Conjuration
- New command: -hideousblow
> This command will cast Hideous Blow on a valid nearby target.
> It will retrigger itself every 3 seconds until combat is over.
> If the current target dies and combat resumes, it will automatically switch to a new target in range.
- Eldritch Armor: While active, Expertise and Improved Expertise modes now lower blast damage by 5d6 (and 10d6, respectively)
- Epic Star Pact: Psionic Barrier DR is a static 10/+5, no more WIS scaling.
- Bugfixes:
> Abyssal Pact: Fixed unfavorable surges being more common than intended.
> Warlock/RDDs converted to Bard receive their missing Bard Song feat.
> Fixed the "Book of the Longest Winter"

VAMPIRES:
- Darkvision feat added. Existing characters will receive the feat retroactively.

PALADIN:
- Extra Turning: Now also halves the Turn Undead replenishment cooldown.
- Paladins gain the feat automatically at level 21. Existing characters will do so retroactively.

From the Team
==============

- Roleplay Bonus (RPB)

Roleplay Bonus (referred to as roleplay rating of yonder days) has had an additional tier added. There is often issues where a player falls between tiers (not fully encompassing one of the old definitions, but above what they currently were before) and as such a new tier is introduced to enable players to gain the bonuses and reflect their growth.

Note: Old 30 RPB have been increased to 40 and old 40 have been increased to 50 with this change to reflect. Players with 20 RPB are currently staged still at 20 RPB, but can request evaluation to be reviewed for a 30 (via support ticket). Anything above 30 RPB for evaluation will need to be submitted as a PM or email (arelith.dm@gmail.com) to the DM team.

Roleplay Bonus Tier Descriptions:

+ 0 – Often reserved for punishment tiers.

+ 10 – Limited roleplay, often simply goal orientated, says little to nothing in general. May also be lowered to this if consistently shows disregard for world and characterization. Note: The automatic tier that new players start at fresh to Arelith.

+ 20 – Has an active characterization, a background, a concept, but they are mostly focused on their own character growth. Reasonable writing skills. Stays entirely In Character.

+ 30 – Plays well written, well realized characters who occassionally strive to make RP outside their own circle. Generally respecting of lore and setting.

+ 40 – Plays a character that brings out high levels of RP in those around them through day to day activities, not just big events. Inclusive of a wide variety of players, and feels part of the living, breathing world of Arelith. Shows sportsmanlike behaviour and is graceful in both victory and defeat. Ideally has shown their skill in a variety of concepts.

+ 50 - This player has shown, consistently, all of the qualities of a 40 RPR. They have helped push a larger plot at least once or twice which reached a wide audience and they conducted themselves as a player in a polite and cordial fashion without going out of their way to stir the hornet's nest. They are willing to bend their character's concept and narrative to make the most fun out of each moment for the benefit of another player.

- Recommend Chat Command

+ With the above, -recommend has been altered for 40 and 50 RPB use for boosting 10 RPB to 20 RPB (similar function with how it worked for the old 30 / 40 RPB). Anyone can still freely use the command to commend players.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by garrbear758 » Mon Sep 20, 2021 6:57 pm

From your friendly neighborhood Arelith Team
================================
WRITS
-Writs can now only be performed once each, with the exception of patrols and couriers.
-Level restrictions for taking skal writs have been changed to 1-16
-Level restrictions for taking all other writs have been removed
-You cannot gain progress in a writ if with someone 20 or more levels higher than you
-If below level 10, writ reward xp is capped to 250 * character level.
-All writs rewards have been rebalanced (mostly increases). Harder and longer writs should provide better compensation.
-Radiant Heart, Assassin, and Pirate writs are unchanged for now.

-New writs / dungeons will be added to skal and the underdark. Please be patient as we work on them.

-A recommended level has been added to each writ next to the name. For example: "The Cordor Crypts (9)"

ADVENTURE XP
-Scaling is now 40 + RPB if < level 10 and 80 + RPB if 10 or higher

Commentary: The intent of this is to smooth out the leveling curve, attempt to respect your free time a bit more, and to remove awkward OOC conversations about levels when trying to do writs. We are watching this closely. Apprentice and training RP is allowed and very highly encouraged. On the other hand, if you are caught abusing this to boost lowbies with little to no roleplay involved, you will face deleveling, mark of despairs, character deletion, etc. at the DM teams discretion. If abuse of this new system is widespread, we will revert these changes. Please remember this is a roleplay server first and foremost and don't ruin it for everyone.

TLDR: Going out to do writs and ROLEPLAY with lowbies in the form of training or apprenticeship is fully encouraged. Doing it to "power level" them without roleplay will lead to punishments up to and including character deletions or reverting this change.

RADIANT HEART
-Warlocks and Palemasters cannot join even if they are lawful neutral nobles and meet all other requirements. (current characters, if any exist, should turn themselves into the authorities for processing(removal))
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by ActionReplay » Sat Sep 25, 2021 9:54 am

From Red Ropes
================================

NEW DEITIES, BELIEFS, & UPDATES!

https://youtu.be/hB-mjgS1thw

So to preface this: I did a lot of organizing and fixing.

This definitely means 99% of you have probably "lost" your deity but it's okay because you're going to be able to re-follow them without any cost - except maybe in 1% of cases where one of my fixes corrected alignment or race restrictions.

UPDATES:
Several deity alignments were fixed / corrected.

Selune is now Selûne.

Freth Heresy is now Freth Faith (& other heresies have had heresy struck from their names).

There are now 25 categories in the "deity book" now.

New race restrictions.

NEW STUFF:

Kara-turan Religions! I have "modernized" the various esoteric religions of Kara-Tur and the Hordelands:

The three major systems of The Path of the Enlightenment, The Way, the Faith of the Nine Travelers added.
The Hordelands aspects of Grumbar (Etugen) & Akadi (Teylas) added alongside the Padhran.

Zakharan Powers:
The distinct deities and its religious offshoots are added by name - only one savage power was added as the rest are super localized and would probably never be able to travel outside of the Lands of Fate (Thasmudyan).

ELDRITCH PATRONS:
The Sequence & Pistheaces were added to this category. These powers are disabled for anyone but warlocks, hexblades, and 10+ blackguards as they are Occult entities who do not care for mortal followers and are actively seeking to unmake reality.

Misc Additions:

I updated Nature & Beast spirits to have distinct animal spirits!

New celestial paragons to be added where relevant!

Nearly 60 powers added in total

Deity entries now contain deity gender, aliases, titles, and demonyms.

Keep in mind "regional" pantheons may one day be restricted to their regions so future proof your PCs with that knowledge (ie, take GoD on unusual believers.)


Additional Updates and Information can be found in this Thread:
viewtopic.php?f=12&t=35036

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Re: Arelith Updates!

Post by MalKalz » Sat Sep 25, 2021 11:15 pm

From sorrowkitten and Spyre
================================
- 4 new Pelt Cloak options from the Eugirga's Cloak Pack, pictures included. These can be used with shoulderplates for maximum mix-and-match! Options 29, 30, 31, 32

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Re: Arelith Updates!

Post by MalKalz » Sun Sep 26, 2021 11:12 pm

From Spyre
==========

- Fur mantle cloaks (Option 31 / 32) now allow wings.

From Sweet Potato
=================

- Khopesh models should no longer overwrite scimitar models and be additional appearances for the weapons

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Re: Arelith Updates!

Post by MalKalz » Mon Sep 27, 2021 3:36 pm

From Arnbjorn And Spyre (Live next reset, but with an icon fix in the works)
==========================

- New shields added for all variations (small, tower and large shields).
- Deity specific shields to come in later releases.
Image

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Re: Arelith Updates!

Post by MalKalz » Tue Sep 28, 2021 5:02 pm

Live Next Reset:

From Spyre
==========

- Characters can refund spent rewards up until hitting level 11. Previously this was capped at hitting level 6. But instead capped now at level 11.

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Re: Arelith Updates!

Post by ActionReplay » Tue Sep 28, 2021 8:14 pm

From ActionReplay
==========

- 4 New NPC Ship Areas that offer better loot from what we used to have:
Skal Longships
Illuskan Longships
Merchant Vessels
Cargo Vessels

- Merchant and Cargo Vessels now has to be attacked and boarded like with the other NPC ships. They offer good reward for a lower ship crew.

Ships that doesn't require attacking to board are only the Fishing Boats, they'll probably get this update too soon enough. Remaining NPC Vessels still require area rework are: Pirate, Slave & Privateer Ships.

- Been fixing a bunch of bugs thanks to players reporting them, some of them include:
Fixed Captain's Safe bug
Fixed a number of Sencliff Writs
NPC Ship Instance various bug fixes

- Also, this was fixed some days ago but Shop Bidding should, hopefully, be shown now for abandoned / vacant Shops as well.

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Re: Arelith Updates!

Post by ActionReplay » Wed Sep 29, 2021 9:45 pm

Next reset:

From ActionReplay
==========

- Pirate Vessels have been updated with new area, offering better loot in line as previous updates.

- Fishing Vessels removed, they were just useless anyway and offered little.

- Tweaked Sea grid map for NPC Ship Spawns a bit, merchant ships more common around Arelith and 1 Square away for instance.

- Navigator / Ship's Wheel will no longer spam nearby ships notice when ships are nearby AND docked. These messages will only notify now when other ships are nearby and at sea. You can still find nearby docked ships under [Vicinity].

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Re: Arelith Updates!

Post by MalKalz » Fri Oct 01, 2021 4:16 pm

From Aellowyn
=============

- 9 New Female Halfling Heads
- 2 New Male Human Heads
- Various fixes to other heads.

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Re: Arelith Updates!

Post by ActionReplay » Sun Oct 03, 2021 7:54 pm

Next reset:

From ActionReplay
=================

- Privateer NPC Ships update with new area, loot, etc.
- Prisoner Ships also received same treatment (These are already live)
- Fixed a number of bugs related to Pirate Writs and the new Vessels, thanks for reporting them.
- Lowered DC to find NPC Ships

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Re: Arelith Updates!

Post by ActionReplay » Fri Oct 08, 2021 11:40 pm

Next reset:

From ActionReplay
=================

- Ships with NPC Henchmen on them (Specifically the ones you can order to follow you) will now grant +30 Sail each to be used for the purpose of the Ship System. If they die, it no longer counts. Meaning these NPCs will fill blanks for smaller crews not meeting the required crew criteria. These NPCs are fixed at 30 Sails, buffs wont work on them, they don't need to be in party either just on Deck.

- Added a new Storm Skybox, this one is visible during Sea Storms

- Water Breathing now shows a pretty Effect Icon when active (Already live)

- Fixed how sorting works for Ship Average Skill, this fixes a bug with the Penny Rose grabbing the wrong skill value with multiple PCs on deck.

This also allows for above 100 Sail to be taken into account however this is still capped at max 99 sails for now. Contemplating if this will be changed or not as it would require some additional balance changes.

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Re: Arelith Updates!

Post by Morderon » Sun Oct 10, 2021 6:00 pm

Now:

From sorrowkitten
==========
- Earth Elementals have stopped skipping gym. A slight improvement was made to make them more usable.

From Me:
======
-nui command. Type -nui for more information. Of special note, type -nui item for an item quick use action menu.

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Re: Arelith Updates!

Post by MalKalz » Mon Oct 18, 2021 3:44 pm

From Sincra
===========
Bug Fixes:
Blackguard & Prisms:
Blackguards can now use prisms to learn streams provided they have taken two levels in blackguard.

Poisons:
Sassone Leaf Residue poison should now account for ownership and respect assassin and blackguard poison DC increases.
Myconid Rot poison should now calculate damage correctly as half assassin levels and one quarter blackguard levels as bonus damage ontop of 2 + 1d6 acid.
Widows Kiss poison should now correctly spawn spiders and damage the target provided they remained poisoned and fail the secondary DC.

Blood stains:
Should now respect Polymorph spells, Rakshasa, Deep Imaskari and Yuan-ti appearances for both attacking and death when -investigated.

Tracks:
Should now report the general race grouping instead of specifics.
Example:
-Deep, Forest and Rock Gnomes all report as Gnome.
-Sun, Moon, Wood, Wild, Sea, Avariel and Drow forms of Elf now report as Elf.

Half Elves and Half Orcs may now sometimes report themself as one of the parent races in addition to their actual race.
Example:
A half orc walking through an area may leave one of three tracks:
-Half Orc
-Orc
-Human

Disguising race follows grouping rules, disguising as Drow leaves tracks of Elf, Drow disguising as Sun Elf leaves tracks of Elf.
Half Elf and Half Orc can leave tracks of a human or their true race.
Above two points still require disguise or perform ranks.

From Red Ropes and Sincra
=========================
Loremaster additions:
Can now take Deep Speech as a special language. (Level 5)
Can now take Loross as a special language. (Level 5)

Language awards:
Deep Speech can now be taken for a normal award on character creation.

From Sweet Potato:
==================

-Turtles

Image

From Spyre:
==========

In efforts to fix errors related to hak content or discover issues with workshop / vault content that players use as overrides, I created the following thread: viewtopic.php?f=12&t=35248&p=276776#p276776 Please keep it updated with your AR_ERROR_LOG information so that I can slowly fix these issues. Thank you.

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Re: Arelith Updates!

Post by ActionReplay » Wed Oct 20, 2021 7:30 pm

From ActionReplay
===============

- Updated Sea Weather with directional and dynamic wind
- Added Gift of the Sailor (+6 Sail, 0 ECL)
- Added New Effect Icons for Underwater, Nightmare, Sickened and Freeze debuffs.
- The Spyglass can now spot if a Ship is in Battle with another player ship
- Skal travel month bug fix and other various bug fixes

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Re: Arelith Updates!

Post by Hoodoo » Wed Oct 20, 2021 10:50 pm

PGCC Forward Notice
=======================

Starting from November 14th, all characters on PGCC not logged onto for a week+ will be irrevocably deleted every week thereafter on Sunday.
This is for PGCC ONLY!!

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Re: Arelith Updates!

Post by ActionReplay » Sun Oct 24, 2021 9:41 pm

- Expanded Gnitaheithir Dungeon
- No more firing keys and cloth as projectiles from ship weapons :')
- Bug fixes and contextual clarification for some dialog copy

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Re: Arelith Updates!

Post by ActionReplay » Fri Oct 29, 2021 9:30 pm

Already Live / A Fair Warning Message:

Ship tracking has been going on for a while but recently I added penalties to non-rentals where their upgrades will deteriorate if left inactive long enough. Details on this are vague for obvious reasons but for a Ship to be considered active just make use of the ship content, outside the Origin Quadrant.

I see some ships are already closing in to meet the conditions to lose a tier of their upgrades why I post this warning message for them to get a chance to make use of their ships. DMs will also be notified about this and if this happens frequently enough actions will be taken to remove the Ship from the player owning it.

Again, if you are a Captain of a Ship and can't be active then consider handing over the Ship to some other player that can or a crew member that can make use of it. The conditions for a ship to be active and the time required to lose upgrades due to inactivity is already generous.

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Re: Arelith Updates!

Post by MalKalz » Tue Nov 02, 2021 8:46 pm

PGCC Only
=========

- Auto-vault cleanup script is in place. I will be manually executing the shell script tomorrow to delete player's PGCC vaults for characters that have not been modified (played) in the last 14 days. The script will then run on schedule for every 1st of the Month at midnight.

THIS IS PGCC ONLY. IT WILL NOT IMPACT THE MAIN SERVERS.

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Re: Arelith Updates!

Post by MalKalz » Wed Nov 03, 2021 1:41 pm

PGCC Wipe
=========

- I have manually run the clean up. Characters that had not been modified in the last 14 days have been permanently deleted from the PGCC to clean up vaults.

- Normal schedule: The auto-cleanup will run at 00:00 on the 1st of every month and delete characters not modified (accessed) in the past 14 days.

THIS IS PGCC ONLY. IT WILL NOT IMPACT THE MAIN SERVERS.

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