Arelith Updates!

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Thu Sep 10, 2020 4:55 am

From myself
================
Bug Fixes/QoL:
- Added -makesafe waypoints to Cordor Coal Mines (Grotto).
- Bless Weapon now uses the same target selection as GMW: you can target either the intended weapon or the wielder to apply.
- The Ooze and Mechanus summon streams will now appear in the -stream list even if you don't have any other Elemental/Planar streams (respectively).
- Ranger bonus Favored Enemies logic will no longer count negative Wisdom modifiers against you, as more consistent with original update documentation.
- 'Dhearow' has been corrected to 'Dhaerow' in the Elven language cipher.
- Wyrdstones won from the Skull Coin gambler now have the Mundane property.
- Fixed some inaccessible shops/placeables in Dunmarle.
- Investing gold in Outpost development with Marigorn the Overseer no longer subject to a 14-day cooldown.
- Added respawn point to Great Grotto (in the cemetery outside).
- With great reluctance, removed the hilarious 'spawn random traps all the time' flag that'd been on the Devil's Table District House's lower area for some reason.
Last edited by Batrachophrenoboocosmomachia on Sun Sep 13, 2020 1:24 pm, edited 1 time in total.
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Re: Arelith Updates!

Post by Irongron » Sun Sep 13, 2020 1:15 am

From msheeler
===================
- Continual Flame: No longer applies permanent light effects, instead now applies the same effect as light, but with a flat 120 hour duration. Will now target the same objects as the light spell does.

- PLC skill checks on examine: New feature added to allow certain skills to reveal more in depth information when examining PLCs. For example, a better lore skill might reveal more information about an object. Since this is a new feature it will begin to show up more and more as area development continues.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Sep 13, 2020 1:27 pm

From myself
================
- Minauros' acid rain should be significantly more manageable based on feedback. I'll continue to monitor for any more tweaks it may need.
- The Devil's Table District House trap fix and Great Grotto respawn point from my previous post are now live.
- The Outpost has received its first construction progress update based on initial contributions made by players so far.
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Re: Arelith Updates!

Post by Irongron » Mon Sep 14, 2020 1:54 am

A number of major changes just went live...

From Xerah, after consultation with player and fellow team members
-----------------------------------------------------------------------------------------------------

At the moment, DEX builds (including a number of divine DEX builds) are taking a lead on the server due to the extreme high AC that can be obtained. The following five changes are limited in scope, but additional options will be considered moving forward. To give an idea of some of these option that are being considered, they may include: heal potion changes, gear rework, time stop, small race tentacle immunity,

BALAGRN’S IRON HORN: No longer uses DEX bonus; 12 second cooldown added.

Commentary: This is one spell that has been enabling DEX builds to develop, this is an attempt to add some risk to that style. We are considering removing this from warlocks, adding a longer cooldown, or making it non-potionable.

KNOCKDOWN: Change to a 12 second cooldown (6 seconds less) immunity and 50% move speed reduction for 1 (Save to prevent; discipline VS AB) if currently immune to knockdown.

Commentary: For a similar reason as above, this change is to allow a bit more use out of knockdown and will be reviewed as needed.

BLINDING SPEED: Remove Haste; add +1 attack, +50% move speed, +4 AC

Commentary: Even with this change, this is still a good feat. It allows non-casters access to haste in an instant that will last for 30 rounds. In any fight longer than a minute, this is still a huge action economy advantage. For rogue builds, it approaches near permahaste in pve situations. If it were a "not amazing" feat, we would not see it as a staple on so many builds, nor functioning as so defining a feature on dex/div builds. The people who will feel this change most are dex/divs, which is appropriate. If this does not do enough, then we can look at it further, for example, making it dispelable, or potion speed.

WILD ELVES : Remove +1 AC

Commentary: Wild elves are mainly taken for the mechanical bonuses rather than actually wanting to play a wild elf within lore. The +AC makes it just too appealing for several classes. Other considerations are making this a reward (as with the other wild race classes).

RANGER: Remove 2 weapon AC bonus when character has monk levels

Commentary: Similar to how this works for spellswords, this bonus is also removed if the character has monk levels.

From the Arelith Team
---------------------------------

- Awards no longer required for Outcast or Slave start.
- Gift of Humility has been disabled from selection for new characters.
- Svirfneblin now start with the Earth summoning stream.
- The following races are being moved from +2 to +3 ECL:
- Fey, Firbolg, Ogre, Orog
- The following changes are being made to the number of Gifts a character can take based on ECL:

ORIGINAL:
ECL Maj Min
+0 2 1
+1 1 1
+2 0 1
+3 0 0

NOW:
ECL Maj Min
+0 1 2
+1 1 1
+2 1 1
+3 0 1

- The above changes are not retroactive; all existing characters will be grandfathered.

From Myself
------------------

- Added a new merchant type - 'Outdoor Supplies' . These merchants sell resource gathering tools, shovels, some traps, fishing poles, limited ranger scrolls and new climbing equipment items. Currently they have been added at the Hearthhouse in Brogdenstein, and Jory's Lodge in the Base Camp. (These stores will not be live until the next reset)

- Updated/Facelift to the above areas.

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Re: Arelith Updates!

Post by Irongron » Mon Sep 14, 2020 6:56 pm

The following changes to the recent update are now in effect.


- ECL 0 races will receive 2 Major, 1 Minor gifts (as before).
- Humans being moved to ECL +1 (qualifying them for 1 Major, 1 Minor gift).
- The drow-only Gift of Melee-Magthere and Gift of the Clergy are disabled from selection.

The following change will follow in due course

- Any drow created with both a Major gift and one of those unique Minor gifts will be given an opportunity to re-select.

(Thanks for the feedback here, definitely helped revise this one. We're not likely to look at gifts further in the near future)

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Re: Arelith Updates!

Post by Irongron » Tue Sep 15, 2020 8:49 pm

Well, just to cap what has been an odd couple of days.

I decided to heed further feedback and leave humans at 0ECL with 2 major gifts.

Following the next reset...normalcy is restored.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Mon Sep 28, 2020 1:39 am

Live next reset:
From myself
================
Based on characters' gold investments and suggestions, further construction progress at the Outpost. In addition to overall cosmetic changes:
- The Restful Mind shop has been moved outside, which will now make it subject to district taxes.
- Temp shop has been added by the portal.
- Ferry services (for non-slave UDers only) are available between the Outpost and Greyport.
- Additional hints to further upcoming content, both inside the Outpost and beyond.

NOTE: Marigorn's dialogue options have been modified, with both altered and new investment options, based on progress so far and posted proposals.
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Re: Arelith Updates!

Post by DM Hoodoo » Wed Sep 30, 2020 7:07 pm

From Zaphiel:
- Feylock's Summon Shadow has been added to -cd list.
- Scroll Mastery issue is fixed. (Hopefully.) - viewtopic.php?f=12&t=29798

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Re: Arelith Updates!

Post by DM Hoodoo » Thu Oct 01, 2020 9:58 pm

You should be able to board skiffs again. Courtesy of Bill Harper

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Re: Arelith Updates!

Post by Irongron » Fri Oct 02, 2020 4:13 pm

(All from next reset...)

From Irongron and Zaphiel:
-----------------------------------------

Persuade renamed as Leadership.

Leadership applies bonuses to henchmen and summons with an INT greater than 9, and to PC party members when the character is assigned as party leader.

Merits of Leadership skill:

1. Bonuses (Bonuses from items and boosts are counts)
Leadership rank 5:
[Henchmen/Summons] +1 all save VS fear
[Party Members] ---

Leadership rank 10:
[Henchmen/Summons] +1 AB
[Party Members] +1 all save VS fear

Leadership rank 15:
[Henchmen/Summons] +1 universal save
[Party Members] +1 save VS Mind-Affecting

Leadership rank 20:
[Henchmen/Summons] +1 AC
[Party Members] Movement Speed Increase by 5%

Leadership rank 30:
[Henchmen/Summons] +1 universal save
[Party Members] +1 fortitude save

Leadership rank 40:
[Henchmen/Summons] +1 APR (Does NOT stack with Haste) -Currently under review-
[Party Members] ---

Leadership rank 50:
[Henchmen/Summons] +1 universal save
[Party Members] +1 AB

Further to the above intelligent henchmen receive Temp Hit Points equal to Leadership -10, and Player Followers receive +1 extra save vs Fear for every 5 ranks above 50.

2. Bounty Collection
Value of bounties increased by 10% per base Leadership skill rank.

3. Common Touch
When standing in an election, you gain bonus votes for yourself for every 10 base ranks in Leadership:
10 ranks: 1 extra vote
20 ranks: 1d2 extra votes
30 ranks: 1d3 extra votes
This represents your character inspiring NPCs to vote for you. It does not confer any bonus unless you are the one standing in an election.

Note:
Conversation persuade checks remain.

Irongron Note: I indicated this was planned for some time, and I believe is a major change, granting this skill some real utility. It also features in the new city update where we are intending to include many new henchmen across the module, and inttroduce cross server support. Meeting such an NPC will often check against your leadership to determine whether they are willing to follow you.

Irongron Further Note: While this skill is both more useful for non-Barbarian Knights, and more thematic, we will NOT offer rebuilds at this time, given that the existing Knights are entirely unchanged.

Irongron Note the 3rd: I expect given the utility of this skill we will hear calls for more skill points, or at least a review on base skill numbers, alongside rebuild requests. As stated previously in other threads I do not intend to revisit skill points until I am satisfied we have 'finished' the skill rework project. The addition of Leadership leaves 2 reworks to be completed (Intimidate and Pickpocket) only once these are done will we look at adjusting base skill points, and offer full rebuilds.

From Irongron
----------------------
- Guldorand City Completed

While the new city remains locked to players, after over a year of work the city areas have been completed, as well as all critical NPCs and functions. I will now take a few weeks to add further dungeon content, test and fill in a few outstanding features. Over the next couple of weeks I shall be asking Patrons to enter the city and test it extensively, and I hope we are on schedule for a full launch towards the end of October.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Oct 04, 2020 3:33 am

Live next reset:

From Xerah
================
- Gift of Devotion no longer required for Freth Heresy.
- If Haste is cast on someone with Blinding Speed, Blinding Speed is cancelled and Haste is applied.
- Chaos Shield item now uses the same script as the spell (i.e., saves added).

From Zaphiel
================
Avascular Mass:
- Targets w/ mind immunity no longer take full damage with no fortitude save.
Iceberg:
- No longer ignores Evasion / Improved Evasion.

From Bat Country
================
- Outpost-Andunor ferry now allows surfacers to leave Andunor at obnoxious prices.
- "Replace Spellbook" no longer first entry in dialogue menu, to help reduce heartbreak when you accidentally nuke your own spellbook. EDIT: There are some issues being reported with this. This change is being temporarily reverted to investigate.
- Summoned Gelugon no longer spams Cone of Cold and blows up all your loot like an *******.
- Summoned Pit Fiend developing a growing understanding of how Improved Invisibility is supposed to work.
- Greyport District House residents no longer need to blood-fight for fixture space (raised fixture limit from default 60).
- Spider's Web bartender finally has some chill, stops outing Good-aligned drow.
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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 06, 2020 11:31 am

Live now

From Zaphiel:
Leadership Skill
- You need to be in <= 20 meters of party leader in order to get leadership skill bonuses.
- Removed VFX, added notification when skill bonuses are gained.
- Skill Focus / Epic Skill Focus: Persuade renamed as Skill Focus / Epic Skill Focus: Leadership.

From Xerah
Chaos shield (equip) adds 5% to surge change

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Tue Oct 06, 2020 1:46 pm

Warlocks no longer gain ranged touch attack bonuses from their weapon ab. This change has already been live for some time, so apologies for the delay in announcing.
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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 06, 2020 8:02 pm

Live next reset

From Zaphiel:
Character description now can be set from pin by using "-description +pin" or "-pindesc" command.

From Kenji:
The school for Mordenkainen's Sword is changed from Transmutation to Evocation

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Re: Arelith Updates!

Post by DM Hoodoo » Fri Oct 09, 2020 9:30 pm

Live Next Reset

First contribution from new contributor Anachorn! :
Fully Covered PCs, Examine and Disguise

PCs who are fully covered by clothes and armor will now be able to hide several details in their description.

* Fully covered means all visible armor slots + a visible helm or hood, you don't need to wear gear in all slots, its enough you look covered.
* The cover functionality must be enabled every time you login, use '-cover ?' for details how.
* When enabled it will be very visible in the PCs description that they are fully covered and can be treated as suspicious.
* The cover can be bypassed by a spot check, the closer the examiner is to you the easier it is for him to pierce your cover.
* The following properties are hidden in a covered PC:
* Subrace (You will be able to tell someone is an elf, not a drow or wood elf, same for other subraces)
* Abilities approximation
* Harper Pin / Zhentarim Emblem
* Slave Collar / Outcast status
* Pirate Tattoos
* Covered PCs must have their cover broken before their disguise can be broken:
The rationale is that the disguise is below the cover, and therefore cannot be seen while a PC is covered.
Players with high bluff will have the advantage of being able to remain disguised without being covered therefore staying un-suspicious.
Players with no/low bluff will be able to hide their identity while covered but will look very suspicious while doing so.
This is experimental and may change depending on how covered individuals are treated.
=====
From Xerah:
-Only Dread Pirate tattoos are seen by non pirates.
=====
From Kenji
* Light Flail (1d8 19-20 x2)
- Crit threat 19-20 instead of 20

* Light Pick (1d6 20 x3)
- Base dmg 1d6 instead of 1d4
- A part of Rogue Weapon Proficiency

* Warmace (1d10 20 x3)
- Base dmg 1d10 and crit multi x3 instead of 1d12 x2
- Can -twohand

The descriptions of the following items have been updated to correct inaccuracies: Trident, Spear, Light Flail, Heavy Flail, Warmace, Light Pick, and Greataxe.
Last edited by DM Hoodoo on Fri Oct 09, 2020 9:51 pm, edited 2 times in total.

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Re: Arelith Updates!

Post by DM Hoodoo » Fri Oct 09, 2020 9:41 pm

ADDENDUM TO COVER UPDATE:
* Covered PCs must have their cover broken before their disguise can be broken

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sat Oct 10, 2020 7:07 pm

From Bat Country
================
- Shadow Mages no longer need to worship Shar exclusively, but can select from any of the following deities, as either their primary or secondary deity:
- Shar
- Dark Moon Heresy
- Vhaeraun
- Mask
- Talona
- Velsharoon
- Cyric
- Hoar
- Set
- Queen of Air and Darkness
- Sseth
- Shevarash
- These deities were chosen for their association with Shar, and/or their close association with darkness, shadows, etc. It will be expected that non-Sharran Shadow Mages continue to reflect these associations in their roleplay.
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Re: Arelith Updates!

Post by DM Hoodoo » Sun Oct 11, 2020 8:57 pm

Live next reset

Assorted bug fixes and the like

From Anatida
===========
-Weight reduction for blank and crafted scrolls to be in line with spell scrolls

From Anachorn
============
-Being fully covered while -cover is enabled will now automatically remove your player-written description from the examine windows unless your cover is broken.

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Re: Arelith Updates!

Post by DM Hoodoo » Tue Oct 13, 2020 5:24 pm

Live NOW on PGCC

From Zaphiel:
* Pickpocket renamed as Sleight of Hand.
* Paralyze issue on acid traps upon successful save should be fixed. If not, please do not forget to report.

New class - PGCC ONLY
Invisible Blade
(Max 5 levels can be taken)
Requirements:
Skills:
• 8 Sleight of Hand
• 6 Spot
Feats:
• Weapon Focus: One Handed Edged
• Dodge
• Mobility
-----------
AB: High
Hit Dice: d10
Skills:
• Sleight of Hands, Concentration, Heal, Lore, Climb, Craft Mastery, Hide, Move Silently, Spot, Listen, Tumble, Parry, Ride
Skill Points:
• 4 + int mod
Saves:
• Reflex: High, Fortitude and Will: Low
Special:
• Cannot benefit from class bonuses while wearing any armor (cloth armor is fine. it is not... armor) and while not dual-wielding kukri, shortsword or dagger (or combination of those weapons. Like Dual-wielding Shortsword and dagger.).

Level 1 - Invisible Strike I, Unfettered Defense
Level 2 - Bleeding Wound
Level 3 - Invisible Strike II, Crippling Throw
Level 4 -
Level 5 - Invisible Strike III, Uncanny Feint, Improved Bleeding Wound
Feats:
• Invisible Strike: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. +1d6 sneak attack per feat level.

Note: This feat itself will not grant you sneak attacks. You will recieve other classes' appropriate sneak attack feats instead. This is due to engine limitations.

• Unfettered Defense: Invisible Blade gain +1 dodge ac every 2 levels starting from level 1. (Level 1, level 3 and level 5. Total of +3 dodge ac.)

• Bleeding Wound: Invisible Blade can choose to deal a bleeding wound for 1 turn, sacrificing 1d6 extra damage that comes from invisible strike. Bleeding wound will cause 1 magical damage per stack every round. Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1. Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 35 + (Stack size / 2).

• Crippling Throw: Invisible blade can throw a hidden blade at target's leg. Target can make a reflex saving throw to dodge it. DC is Invisible Blade levels + INT modifier + (Sleight of Hand / 3). On failed save, target is slowed for 1 round. This ability has a 2 turn cooldown. Leaves 3 stacks of bleeding wound. Wound effect is multiplied by 3 if attack was a sneak attack.
• Uncanny Feint: A quick Jab, a thrown pocket of sand, a flash of a knife which seeks no flesh. All to distract and misdirect ones opponent. Whilst usually weaved in with ones offense one truly skilled in misdirection can use this to determine where a foe will swing. An Invisible blade's attempts to feint and misdirect become uncannily impressive and almost supernatural in origin. (Upon a successful hit, opponent will make reflex check. DC is Invisible Blade levels + INT modifier + (Sleight of Hand / 3). On fail, opponent will lose 2 ab for 1 turn. This check can only happen once per turn.)

• Improved Bleeding Wound: Invisible Blade can choose to deal three stacks of bleeding wound for 1 turn, sacrificing 3d6 extra damage that comes from invisible strike. Bleeding wound will cause 1 magical damage per stack every round. Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1. Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 35 + (Stack size / 2).

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Thu Oct 15, 2020 3:06 pm

From me
================
- The Gigaschatten Arena ranked match mechanics are being temporarily disabled at Vendrgaunt Colosseum area in Dis (pending further edits), which will serve as a standard PvP-enabled area until then.
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Re: Arelith Updates!

Post by DM Hoodoo » Thu Oct 15, 2020 7:13 pm

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

From Anachorn:
==========
* Disguised individuals floating name tag changed from SomeDisguiseName (Disguised) to "SomeDisguiseName"
(quotes were added on both sides of the name instead of a (Disguised) suffix)
* This change is purely cosmetic, it does not change any system or the way disguised individuals should be treated (ignore the OOC knowledge they are disguised unless you see in their description you broke the disguise)

From Xerah:
==========
-Double weapons no longer qualify as 2handed weapons for the two handed weapon bonus (+2AB)
-Disciple's Kama reduced to +3 AB (from +4)
--this only was set to +4AB to attempt to give people an option VS quarterstaff; given that quarterstaff no longer has such an AB bonus, this item is reduced as well.

From Bat Country
================
- Characters can no longer both be Shadow Mages and have Druid Levels.

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

- Players will now be informed of a version mismatch on server entry. This is to ensure that we are on the same version & revision as the server to avoid players falling behind, crashing from fixed issues, etc. You will now see this as a red message above your head and in your combat log on server entry.

From Hoodoo
===========
New Player Restrictions

A New Player is defined as not having had any PC with more than 4 hours of playtime. To not be a new player anymore, simply log on to a PC with >=4 hour of active playtime and you will have all features available across all characters.
If you do not have any PCs with >=4 hours of active playtime, you will need to actively play on at least one PC for 4 hours.

New Players will not be able to do/have access to the following.
- Destroying fixtures
- Picking up fixtures they do not own
- Hurting non-hostile entities with traps
- Attacking non-hostile PC/NPCs
- Hostiling non-hostile PC/NPCs
- Pickpocketing PCs
- Taunting PCs/NPCs

From Zaphiel:
==========
* Paralyze issue on acid traps upon successful save should be fixed. If not, please do not forget to report.
* Summons are excluded from leadership bonuses.

From Starfish: (PGCC ONLY)
Class Icons for Cavalier, Favored Soul, Shaman, Hexblade, Invisible Blade


Unaffiliated
Other updates
================
- Wild Surge Heal and Harm now use the same logic as their normal spell versions:
- Harm: 10 * CL damage.
- Heal: 100 + (5 * CL) health restored.
- Half-Heal potions now use the same logic as the spell (assumes CL 11).
- Wild Surge: Elemental Monolith will no longer surge below level 14, similar to Wild Surge: Gate.

Live NEXT NEXT Reset!
From EO of Ravenloft POTM (Check them out, they're great), big thanks!
Solve major switch crashing issues.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Oct 16, 2020 2:29 pm

From myself
================
- New/updated NPCs and conversations at the Outpost, as well as various new/updated areas across the southern half of the Great Scar, to make room for...

From Sorrowkitten
================
- ...A terrifying[ly] atmospheric total overhaul of the Ruins of Tollidor, where hopefully any exploration, archaeology, and/or rampant desecration will not incur any long-term ill effect upon you (good luck).
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Re: Arelith Updates!

Post by DM Hoodoo » Fri Oct 16, 2020 2:57 pm

Live Next Reset
===========
From Hoodoo
New Command: -remake_character

Will de-level you and delete your character. Making you eligible to remake said PC. You will NOT RECEIVE ANY REWARDS WITH THIS COMMAND!!

Hoodoo Commentary: De-level requests for remakes make up an overwhelming amount of requests to the team. This command was implemented as a means to give players more agency in de-leveling/remaking their characters without DM assistance in light of the removal of the -losexp command. This was implemented and other backend measures are in the process of being implemented to hopefully streamline request processes and simultaneously help players and DMs.
Friendly reminder:
"-badge dm" enables a badge that helps us find you
For newer players:
"-ama" shows you a list of players willing to answer/help out with questions.

If you want to be one of those players feel free to use:
"-badge ama" which enables a badge on the player portal (http://portal.nwnarelith.com/) and makes you visible on on the "-ama" list


Consoles should not get the version error message anymore.

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Re: Arelith Updates!

Post by DM Hoodoo » Sat Oct 17, 2020 5:40 am

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

From Aniel
----------

Disguises should now be persistent across server transitions and resets.

From Bat Country
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- Increased z-range of -move_fixture from +/-0.3 to +/-0.5.
- New aliases for the following commands:
-move_fixture : -move
-rotate_fixture : -rotate
-pickup_fixture : -pickup
Last edited by DM Hoodoo on Sun Oct 18, 2020 7:25 am, edited 1 time in total.

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DM Hoodoo
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Joined: Sat Jun 15, 2019 10:24 pm

Re: Arelith Updates!

Post by DM Hoodoo » Sat Oct 17, 2020 3:59 pm

Live Next Reset
==========
From Zaphiel:
On Hit Ability Rework (PGCC ONLY)

* On hit effects that is implemented as "On Hit Cast (Unique)" such as poisons, spellsword imbues, swashbuckler feint / second intention, hexblade's curse, invisible blade's uncanny feint etc. are now stacks with each other. Applying new one will not remove the old one(s). To see which effects are currently active on your weapon, you will need to use -weapon command or -wp command alias. It will open an examine window that will list active effects on your weapon(s) with remaining duration.

Note: There might be cases like you apply 2 spellsword imbues and on top of that, you apply Flame Weapon and they stack with each other. Those are will be decided among team later if they will stack with particular on hit abilities.

Note 2: Do not forget to report any kind of bugs on our bug forum.
From Kenji:
- Longswords, Scimitars, and Two-Bladed Swords are now finessable.
- Longsword and scimitars are also included in rogue's weapon proficiency.
- Swashbucklers and Rogues will, too, receive their class bonuses from wielding Longswords and Scimitars.

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