Arelith Updates!

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Irongron
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Re: Arelith Updates!

Post by Irongron » Mon Jul 11, 2022 9:17 pm

Sequencers will go live shortly, and the post regarding their properties and recipes has been updated in line with recent player feedback and dev discussion.

Due to limitations with creating recipes they will not be craftable until after a second update, later in the evening, but will immediately appear in loot the matrix, and approximately 15 minutes after reset, in the inventories of starter caster (excluding shaman due to an engine limitations which I hope to resolve soon)

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Re: Arelith Updates!

Post by Sincra » Tue Jul 12, 2022 11:37 am

From Sincra, as of next reset:
=================================
Runic Sequencers:
- Now show what they can target in their description automatically for better clarity.
- Now show what they cast in their description automatically for better clarity.
- Now 1x1 instead of 2x2. (This will likely require newly crafted ones).
- Should now not stack when crafted.

Reminder:
Charges have been changed to:
Lessers: 10 -> 20
Greaters: 10 -> 30

Image
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Re: Arelith Updates!

Post by MalKalz » Wed Jul 13, 2022 6:27 pm

PSA:

We are aware of players reporting that their level 8 or Guldorand start rewards are not being refunded if they did not hit the level 11 mark. If you have lost a reward, please message myself and I will look into ensuring it is refunded. We will have a solution out soon to prevent further occurrences of this.

Thank you.

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Re: Arelith Updates!

Post by Sincra » Wed Jul 13, 2022 7:50 pm

From Sincra
============================
Runic Sequencers:
- Now only remove Runic Sequencer spells when applied.

Tracks:
- Fixed an issue with the Hide DC not being set correctly.
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Re: Arelith Updates!

Post by Irongron » Wed Jul 13, 2022 9:22 pm

Runic Sequencers:

- Can now be crafted by any class (due to limitiations with the current crafting system)
- Flask of Oil requirement removed for Lesser Divine
- Updated Starter and Loot version to the smaller 1x1 versions

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Re: Arelith Updates!

Post by Irongron » Thu Jul 14, 2022 2:27 pm

An advance warning on an update going live very soon...

Reward Rolls
===========

For each player, reward rolling will deactivated for x months following a successful roll. This means that IF you get one of the below rewards, you may not roll again for a certain period of time.

Major - 3 months
Greater, Normal - 2 months.
Minor - 1 Month.

Players attempting to delete a character before this period is ended will be advised that they not yet eligible for a reward roll.

Once this goes live we will:

- revert all changes to reward rolling on a medium reward character
- reenable ECL rewards.
- announce a number of new reward options.


Between now and when this change goes live characters may continue to roll characters as normal, and may want to take the opportunity to do so.

This change is hopefully only temporary, and will be replaced with a more enjoyable 'point buy' system in the future.

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Re: Arelith Updates!

Post by Sincra » Fri Jul 15, 2022 3:59 pm

From Sincra
======================
Runic Sequencers:
Greater, Divine:
- Fixed an issue where Resistance was being cast instead of Spell Resistance.

Tracks:
- Fixed an Issue with duplicating Records.
- Stopped tracks being revealed within 1 second of creation, this both helps with efficiency and also stops you seeing a constant trail. (You can still double back to see it).
- Tracks now vanish after leaving their local proximity.
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Re: Arelith Updates!

Post by Aniel » Sat Jul 16, 2022 12:13 pm

From Kenji
==========
[1][Cleric]
Paths
* Healer: Overheal reduced from 90hp to 60hp
* Defiler: Healing increased from 25% to 66%
* Warpriest: forge and war domains no longer restrict weapon specialization types

Domains
* Forge: no longer gets +3 lore and +3 craft mastery, gets +10 max crafting points instead
* Magic: no longer gets +3 lore and +3 craft mastery, gets +3 spellcraft and +5 max crafting points instead
* Knowledge: no longer gets +3 craft mastery, gets +5 max crafting points instead
* Overview
Forge: +1 Dweomercraft Tier, +10 max CP
Magic: +3 Spellcraft, +5 max CP
Knowledge: +3 Lore, +5 max CP

Note: max CP is for crafting, not trade skill distribution.

From Kalopsia
==============
WEAPON SCALE:
- Reviewed the weapon scaling factors of various races.

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Re: Arelith Updates!

Post by ActionReplay » Sat Jul 16, 2022 7:20 pm

Tweaked Port Weapons:
- Increased cooldown
- Ships can repair if attacked by Port Weapons
- Balance tweaks
- Fixed bug where they could be picked up

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Re: Arelith Updates!

Post by Sincra » Tue Jul 19, 2022 1:33 am

From Sincra
===================
Tracks:
- Now will not load while under transition protection.

Rationale:
This is in part due to some background optimisation and also the inability to follow tracks immediately back the way you came, further, the same information would have been available on the other side unless someone JUST passed you.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by MalKalz » Wed Jul 20, 2022 12:21 am

As previously mentioned in advance, the following changes will go live next reset:

Reward Rolls
===========

For each player, reward rolling will deactivated for x months following a successful roll. This means that IF you get one of the below rewards, you may not roll again for a certain period of time.

Major - 3 months
Greater, Normal - 2 months.
Minor - 1 Month.

Players attempting to delete a character before this period is ended will be advised that they not yet eligible for a reward roll.

- All changes to reward rolling on a normal reward character have been reverted.
- ECL rewards are once again re-enabled.

This change is hopefully only temporary, and will be replaced with a more enjoyable 'point buy' system in the future.

Come Friday a number of new rewards will be introduced. Please stay tuned for this.

Previously announced here: viewtopic.php?f=23&p=301147#p300610

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Re: Arelith Updates!

Post by Sincra » Wed Jul 20, 2022 10:12 am

Note from CNS
===================
Today we are putting some behind the scenes changes live. These should have no impact or change on the game as you play it, but, will fundamentally change some of the nuts and bolts around the summoning systems.

They will make future work on summons and NPC creation significantly easier and bring 15 years of complicated and varied development into a sensible streamlined system.

Due to the nature of this change, it could not be tested on PGCC first. Similarly, due to the scope of the work done there is a risk of a few bugs cropping up. I've tried hard to test as much as I can but there are so many different ways to combine builds, spells, summons and buffs like ECL that I cannot test them all. I'm on hand to fix anything that crops up but I need to ask the community for a bit of patience should anything break.

I'd also like to ask the community to pay close attention to their summons over the next couple of days and let me know if anything weird happens. Specifically:
1) Did you get the summon you expected - are all streams working as expected
2) Did anything change unexpectedly, ie. VFX

Any testing you can do is appreciated, especially fairly underused, rare, or unpopular spells and summons. We don't expect anything to be wrong but you never know. Thank you for your help!
============
The attached file shows the current state of changes to summon stats following recent balancing updates. While this balancing is not yet completed and subject to change in the near future this represents how they look on the server right now. Please use this to help ensure any stats on your summons are as they should be

https://cdn.discordapp.com/attachments/ ... 72022.docx
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Re: Arelith Updates!

Post by Sincra » Wed Jul 20, 2022 10:18 am

From Twohand
============

New weapons! These already exist in-game, but their recipes haven't been added yet.

* Berserker Fang (Bastard Sword)
Attack Bonus: +4
Ability Bonus: +1 Strength
Damage Bonus: 1d8 Slashing
Massive Criticals: 2d4
Saving Throw Bonus: +1 vs Fear
Keen
Skill Bonus: +2 Intimidate
Skill Bonus: +1 Spellcraft
Skill Penalty: -3 Concentration
Cast Spell: Lesser Spell Mantle (9), 1 use per day
Class Requirement: Barbarian
Race Requirement: Human
UMD Requirement: 30
(Only craftable by Barbarian, Shaman)

* Golden Axe of the Great Rift (Battleaxe)
Attack Bonus: +4
Damage Bonus: 3 Piercing
Damage Bonus: 1 Slashing
Damage Bonus vs Aberration: 2d4 Magical
Massive Criticals: 4
Saving Throw Bonus: +1 vs Mind Affecting
Race Requirement: Gold Dwarf
UMD Requirement: 30
Rune: Dethek (Tier 3)
(Only craftable by Gold Dwarf)

* Justicar's Reach (Longsword)
Attack Bonus: +4
Damage Bonus: 3 Piercing
Damage Bonus vs Evil: 2 Bludgeoning
Massive Criticals: 1d8
Saving Throw Bonus: +1 vs Fear
Skill Bonus: +2 Leadership
Cast Spell: Light (5), unlimited uses per day
Light: 5m, White
Class Requirement: Cleric, Divine Champion, Paladin
Alignment Requirement: Lawful Good, Neutral Good
UMD Requirement: 30
Rune: Celestial (Tier 3)
(Only craftable by Paladin)

* Assuran's Retribution (Short Sword)
Enhancement Bonus: +4
Damage Bonus: 1d8 Electrical
Keen
Massive Criticals: 1d6
On Hit: Electric Jolt (Level 1)
Skill Bonus: +1 Concentration
Skill Bonus: +1 Discipline
Alignment Requirement: Lawful Neutral, Lawful Evil
UMD Requirement: 30

* Joyous Dance (Handaxe)
Enhancement Bonus: +4
Massive Criticals: 1d4
Saving Throw Bonus: +1 vs Mind Affecting
Skill Bonus: +2 Taunt
Skill Penalty: -2 Concentration
Spell Resistance: 12
Cast Spell: Tasha's Hideous Laughter (7) 3 uses per day
Alignment Requirement: Chaotic
UMD Requirement: 30
Rune: Espruar (Tier 3)
(Craftable by Fey, Elf*)
*Drow are not joyful enough.

* Force of Honor (Katana)
Attack Bonus: +4
Damage Bonus: 1d4 Piercing
Damage Bonus: 2 Slashing
Keen
Massive Criticals 1d6
Skill Bonus: +1 Discipline
Skill Bonus: +3 Ride
Alignment Requirement: Lawful
UMD Requirement: 30

* Rankbreaker (Naginata)
Enhancement Bonus: +4
Damage Bonus vs Lawful: 2 Bludgeoning
Saving Throw Bonus: +1 Reflex
Bonus Feat: Cleave
(Can be runed with tier 2 Blade Rune)

* Mace of the Darkchildren (War Mace)
Attack Bonus: +4
Damage Bonus: 3 Piercing
Damage Bonus: 1 Bludgeoning
Damage Bonus vs Good: 2 Slashing
Massive Criticals: 2d6
Vampiric Regeneration: +2
Bonus Feat: Spell Focus Necromancy
Cast Spell: Control Undead (16), 2 uses per day
Alignment Requirement: Evil
UMD Requirement: 30
Rune: Thorass (Tier 3)
(Only craftable by Blackguard, Warlock, Hexblade, Palemaster, Dirgesinger)
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Re: Arelith Updates!

Post by DM Starfish » Thu Jul 21, 2022 8:13 am

Live now:
From Starfish
===================
Fish change:
- Flux Lamprey can now only surge on the last 6 or less in a stack. This prevents you from exploding (too much) and also protects the server from exploding.

Live next reset:
New recipes to ease the pain of the fishing masses:
- Eggs to Blood A (Alchemy):
20 Eggs
1 Lesser Alchemistic Catalyst
Output: 15 Animal Blood + 1 Small Meat

- Eggs to Blood B (Alchemy):
20 Speckled Eggs
1 Lesser Alchemistic Catalyst
Output: 15 Animal Blood + 1 Small Meat

- Guts to Blood (Herbalism):
10 Fish Guts
Output: 5 Animal Blood + 1 Small Meat

- Bulk Guts to Blood (Herbalism):
100 Fish Guts
Output: 50 Animal Blood + 1 Medium Meat
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Re: Arelith Updates!

Post by Kalopsia » Fri Jul 22, 2022 8:47 pm

From Kalopsia
==============
NEW AWARD RACES:
  • Shadovar (Normal Award)
    • Base Race: Human
    • Requirements: Non-good alignment.
    • Ability Modifiers: INT +2 (ECL: +1)
    • Bonus Language: Loross
    • Special Abilities:
      • Innate Shadow Magic - Arcane spells are automatically cast via the Shadow Weave. Note that the existing Shadow Mage path is still required to gain free access to the Shadowdancer class as a Shadow Wizard or Shadow Sorcerer.
      • Can cast Shadow Conjuration and Greater Shadow Conjuration (at level 16+) via the Innate Ability token.
    • Starting Location: Surface or Andunor as Outcast
    • Note: Due to their Innate Shadow Magic, Shadovar cannot become Druids or Wild Mages.
  • Gloaming (Greater Award)
    • Base Race: Half-Elf
    • Ability Modifiers: STR -2, DEX +2, WIS -2, CHA +2 (ECL: +2)
    • Bonus Language: Undercommon
    • Skill Bonuses: Move Silently +4
    • Feats: Small Stature, Spell Focus: Illusion, Hardiness vs. Illusions, Keen Sense, Low-light Vision.
    • Special Abilities:
      • Winged Character: Climb bonuses and Earthquake immunity
      • Can innately interact with Shadow Doors
      • 20% Immunity and 5/- Resistance against Psychic damage
      • Native Outsider: Can be turned and is negatively affected by Banishment and Dismissal spells.
      • Can cast Light on self via the Innate Ability token. When used this way, the Gloaming starts to glow.
      • Vulnerability to Sunlight: Incurs increasing Damage Vulnerability when spending time within sunlight. Just like other sunlight-sensitive races, Gloamings are blinded by Sunburst, Sunbeam and Sunfire.
    • Starting Location: Andunor
    • Note: Despite starting in the Underdark, Gloamings, like Deep Imaskari, are not typically unwelcome on the surface.
  • Green Hag (Greater Award)
    • Base Race: Half-Elf
    • Requirements: Evil alignment, female character.
    • Ability Modifiers: DEX -2, WIS +2, CHA +2 (ECL: +1)
    • Bonus Language: Sylvan
    • Skill Bonuses: Bluff +4, Persuade +4
    • Feats: Brew Potion, Use Poison, Darkvision.
    • Special Abilities:
      • Green Hag Polymorph: Can polymorph into two different human shapes at will.
      • Immunity to Poison and Disease, 5/+2 Damage Reduction and 16 Spell Resistance.
      • Can cast Invisibility via the Innate Ability token.
      • Gains a +1 bonus to Herbalism.
    • Starting Location: Surface or Andunor as Outcast
  • Fey'ri (Major Award)
    • Base Race: Sun Elf
    • Requirements: Non-good alignment.
    • Ability Modifiers: CON -2, INT +2, CHA +2 (ECL: +0)
    • Bonus Language: Elven, Abyssal
    • Skill Bonuses: Bluff +4
    • Feats: All Sun Elf feats and Darkvision
    • Special Abilities:
      • Demonic Wings: Climb bonuses and Earthquake immunity
      • Wings can be hidden using the new -feyri chat command.
      • 15% Immunity against Fire, Cold and Electrical damage.
      • Planar Bloodline: Like Tieflings, Fey'ri are negatively affected by Banishment and Dismissal spells.
      • Summon Stream: Demons
    • Starting Location: Surface
  • Kenku (Major Award)
    • Base Race: Half-Elf
    • Ability Modifiers: STR -2, DEX +2 (ECL: +0)
    • Skill Bonuses: Bluff +4, Search +2
    • Feats: Skill Focus: Perform, Use Poison, Stealthy, Low-light Vision.
    • Special Abilities:
      • Hollow Bones: 10% Bludgeoning vulnerability, 25% reduced Fall Damage
    • Starting Location: Surface or Andunor as Outcast

OTHER RACE ADJUSTMENTS:
  • Aasimar: Once more a Major Award
  • Avariel: In line with Kenku, their "Hollow Bones" now reduce Fall Damage by an additional 25%.
  • Winged Races (and level 9+ Dragon Disciples) receive a new "Winged Character" feat that confers immunity against Earthquakes, halves Fall Damage and a climb bonus equal to the character's Hit Dice. This replaces the prior, sometimes lower bonuses.
  • Water-breathing Races (and Warlocks with a Greater Fathomless Pact) receive a new "Amphibious Character" feat that grants immunity against Drown spells and effects, as well as the prior bonuses to swim checks.
  • Many races will now apply default hair/skin colors during character creation. While mirrors in the starting area can still be used for customization, this will help newer players make lore-friendly choices.

DEITY MENU REWORK:
  • There have been various changes regarding the deity system and deity selection menu. Please let me know if you notice anything unusual!

From Kenji
===========
EVEN MORE NEW AWARD RACES:
  • Storm Half-Giant (Major Award)
    • Base Race: Human
    • Requirements: Non-lawful alignment.
    • Ability Modifiers: STR +2, DEX -2, CON +2, WIS +2, CHA +2 (ECL: +3)
    • Bonus Language: Giant
    • Special Abilities:
      • Large creature
      • Water-breathing creature
      • 5% Physical Damage Immunity
      • 25% Immunity and 10/- Resistance against Electrical Damage
      • Summon Streams: Air and Water
    • Starting Location: Surface
  • Cloud Half-Giant (Major Award)
    • Base Race: Human
    • Requirements: Any neutral alignment.
    • Ability Modifiers: STR +2, WIS +2, CHA +2 (ECL: +3)
    • Bonus Language: Giant
    • Special Abilities:
      • Large creature
      • 10% Physical Damage Immunity
      • 10% Immunity and 5/- Resistance against Electrical Damage
      • Summon Stream: Air
    • Starting Location: Surface
  • Frost Half-Giant (Greater Award)
    • Base Race: Human
    • Requirements: Any neutral alignment.
    • Ability Modifiers: STR +2, DEX -2, CON +4, CHA -2 (ECL: +3)
    • Bonus Language: Giant
    • Special Abilities:
      • Large creature
      • 5% Physical Damage Immunity
      • 50% Cold Damage Immunity, 20/- Cold Damage Resistance and 25% Fire Vulnerability
      • Summon Stream: Water
    • Starting Location: Surface
  • Fire Half-Giant (Greater Award)
    • Base Race: Human
    • Requirements: Non-chaotic alignment.
    • Ability Modifiers: STR +4, DEX -4, CON +4, CHA -2 (ECL: +3)
    • Bonus Language: Giant
    • Special Abilities:
      • Large creature
      • 5% Physical Damage Immunity
      • 50% Fire Damage Immunity, 20/- Fire Damage Resistance and 25% Cold Vulnerability
      • Summon Stream: Fire
    • Starting Location: Surface
  • Stone Half-Giant (Greater Award)
    • Base Race: Human
    • Requirements: Any neutral alignment.
    • Ability Modifiers: STR +2, DEX -4, CON +4, WIS +2 (ECL: +3)
    • Bonus Language: Giant
    • Special Abilities:
      • Large creature
      • 15% Physical Damage Immunity
      • Summon Stream: Earth
    • Starting Location: Surface

From Twohand
=============
NEW GUILDHOUSE:
  • A Giant Guildhouse has been added near Guldorand
    • Ownership of the guild house / main individual residence is restricted to Giant race characters (Firbolg / Half-Giant Variations)
    • Ownership of interior guild house does not have these restrictions as it would be difficult to fill with only Giant races.
Image


NEW GIANT DEITIES:
  • The following Giant deities have been added:
    • Annam
    • Grolantor
    • Memnor
    • Skoraeus Stonebones
    • Stronmaus
    • Surtr
    • Thrym

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Re: Arelith Updates!

Post by Kalopsia » Sat Jul 23, 2022 2:00 pm

From Kalopsia
==============
INSTANT SPECIAL ATTACKS:
  • Special Attacks like Divine Smite or Elemental Strike are now performed at a disadvantage when targeting creatures with Epic Dodge.
    (This means the attack roll is performed twice and the worse result will apply.)
SPELLSWORD:
  • Elemental Maelstrom no longer increases AB.
    (This was meant to be disabled months ago with the Elemental Strike AB adjustment, but I missed it back then.)
VARIOUS FIXES:
  • Characters with Gift of Devotion can once more select deities.
  • PDK's Ward Ability now also reduces damage caused by custom damage types.
  • Half-Giants and Firbolgs are now able to switch head models using the mirrors in the Entry Area.
  • Half-Elves can now access the two new human head options that were added and enabled recently.

From Kuma
==========
FAMILIAR DESCRIPTIONS:
- Custom Familiar Skins now have proper default descriptions.

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Re: Arelith Updates!

Post by MalKalz » Sun Jul 24, 2022 4:37 pm

Awards and Rolling
==================

We are aware that there is an issue surrounding award earning when rolling a character. Players have found that after rolling a character and earning the award level presented that it is not updating in their profile to say they have it. We are currently looking to see why the SQL is not updating and will fix that as soon as possible. However, please do not be worried - there are ways to validate if you have earned a reward and it not be given to you.

For those who have been impacted, please follow these steps:

Please send a forum PM to Spyre with the following information:
i) Character name of rolled character
ii) Rough time of when they were rolled.
iii) What type of reward you were granted.

I will then personally go through the logs and update the respective entries as fast as I can.

Thank you.

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

Recommend:
- Recommend has once again been restored to its former state; any player can recommend any player by sending a tell to the person with "-recommend" in it. Players with 40 or 50 roleplay bonus can raise 10 roleplay bonus players up to 20 by sending a -recommend. The intention is to identify good roleplay when it is seen and bring it to the attention of the DMs via this command. If you have encountered something fun, something memorable or in good spirts that has made your own experience better, drop a -recommend to that person.

From DM Herald & Spyre
======================
- Colossal Weapons have their own category and have been migrated there.

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Re: Arelith Updates!

Post by MalKalz » Sun Jul 24, 2022 7:06 pm

Awards and Rolling PT. II
=========================

- Rolling for rewards should be fixed from the earlier issue.

Root Cause: People who had never received an award before of a particular type (Major, Greater, Normal, Minor) and then successfully rolled for that were not being added to. The default columns had these set as NULL and the SQL was attempting to update your award count + 1. So it was attempting to do NULL + 1 which is just NULL.

Solution: Default column entries updated to set awards to default at 0 instead of NULL. Updated each award type for all 51,011 unique CD Keys where they had NULL to be 0. Now when adding, you will at least increase properly.

Thanks!

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Re: Arelith Updates!

Post by Kenji » Mon Jul 25, 2022 12:17 pm

From Kenji
==========
1. Races
Half-Giant Adjustments
  • Storm
    Lowered size to the same as Firbolg
    Lowered Wis by 2 (from 2 to 0 bonus)
    Added Bloodline of the Sage as an option, which -2 Cha and +2 Wis
  • Cloud
    Lowered 10% Phys DI down to 5% Slash, 10% Pierce, and 5% Bludgeon
    Lowered Size by 2%
  • Fire
    Raised size by 5%
    Lowered Con by 2 (from 4 to 2 bonus)
    Raised Dex by 2 (from -4 to -2 malus)
    Added Bloodline of the Priest as an option, which -2 Str and +2 Wis
  • Frost
    Raised size by 5%
    Added Bloodline of the Shaman as an option, which -2 Con and +2 Wis
  • Stone
    Lowered 15% Phys DI down to 10% Slash, 5% Pierce, and 5% Bludgeon
    Lowered Size by 3%
Note: Existing Half-Giants are NOT grandfathered and will retroactively receive all the above changes
  • Orog and Gnoll are now 5% smaller than they were.
2. Mechanics
  • Disarm
    Regular Disarm AB Malus lowered from -6 to -4
    Improved Disarm AB Malus lowered from -4 to -2
    Disarm Size Modifier lowered from 4 to 2
3. Spells
  • Players can customize Divine Favor aura color via light stream commands.
Last edited by Kenji on Mon Jul 25, 2022 4:14 pm, edited 4 times in total.

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Re: Arelith Updates!

Post by Sincra » Mon Jul 25, 2022 12:38 pm

From Sincra
=================
Crafting Stations:
- Should no longer get stuck as "busy".
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Mon Jul 25, 2022 2:16 pm

From Kalopsia
==============
WHIRLWIND ATTACK:
  • After a successful experiment with Spellsword's Elemental Maelstrom that has been live for a few weeks, Whirlwind Attack and its Improved variant have been modified to use my Special Attack framework when activated mid-combat. For players, this means:
    • They no longer cause target-switching when used mid-combat.
    • They now interact with Epic Dodge as described in my last update.
    • They do not have an animation when used mid-combat - only a visual effect.
  • For RP purposes, the old Whirlwind Attack animation can still be accessed by using the feat out of combat.

Kalopsia
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Location: Concourse Capaneus
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Re: Arelith Updates!

Post by Kalopsia » Wed Jul 27, 2022 8:04 am

From Kalopsia
==============
PALADIN CHANGES:
  • Bonus AB and damage granted by all Epic Oath Feats was lowered by 1.
  • Holy Sword:
    • The dispel now has a 1-round cooldown after successfully removing one or more effects from a target.
    • Bonus damage versus Evil has been removed (except for Epic Oath of Vengenace)
  • Epic Oath of Vengeance:
    • Holy Sword bonus damage versus Evil lowered to +1d6 (was +2d6)
  • Epic Oath of the Ancients:
    • This Oath awards Nature Sense, which equals +2 situational AB. Taking this into account, it now grants 1 less passive AB than other oaths, making such paladins slightly weaker than others in urban environments, but stronger in natural areas.
    • The entangle effect on Holy Sword becomes a 90% movement speed decrease instead.
SPELL CHANGES:
  • Deafening Clang:
    • Duration increased to turns per level for everyone.
    • Now works like temporary essences, scaling with CL:
      • Caster level 13 and below: +1d4 sonic damage
      • Caster level 14 to 20: +1d6 sonic damage
      • Caster level 21 to 27: +1d8 sonic damage
      • Caster level 28 and higher: +1d10 sonic damage
    • The on-hit deafen effect has been removed.

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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Thu Jul 28, 2022 8:53 am

From Starfish and Kalopsia
-------------
Default ugly bark skin texture has been replaced with a much better looking bark texture. Enjoy!


From Amnesy
====================

[Hemomancer]

- % chance to gain Blood Stack is increased:
Spell level: 1 : 5%
Spell level: 2..9 : SL*10%

- Blood Stack generation adjusted:
Spell level: 1..3 : d3 (1-3)
Spell level: 4..6 : d3+1 (2-4)
Spell level: 7..9 : 2d2+1 (3-5)

- Signature Spell: Massacre
If the target is below 25% HP the spell is empowered.

- Signature Ability: Red Harvest
Rest drain when cast on self is reduced.

Healing adjusted:
Previously one could not heal more than the target's current HP+10. After the change, the target's current HP +10 is used as Max Damage of which healing is calculated.

Base 50% of the damage dealt.
BS 3 : 75%
BS 6 : 100%
BS 9 : 150%

Furthermore, the approach to Red Harvest healing has been streamlined to cleric healing/ overheal mechanic:
The HP gained is treated as healing and/or temporary HP depending if the amount would cross the max HP of the caster.
Additionally, multiple uses can stack within the Hemomancer overheal pool which scales with Caster Level and Hard Charisma:
Base: CL * 2.
Hard Charisma: 22 : CL * 3.
Hard Charisma: 24 : CL * 4.
Hard Charisma: 26 : CL * 5.
Hard Charisma: 28 : CL * 6.
Hard Charisma: 30+ : CL * 7.

Red Harvest Empower (when RH is used at 10 stacks) now includes scaling instead of set bonuses and had other requirements introduced. Effects from the stages below are not cumulative. //As a remainder the buff will trigger only if the ability is used on a hostile NPC. It can be still triggered on enemy, neutral and friendly PCs. Dodge AC is not granted if Monks levels are present. The duration remains unchanged, 2 hours which are extended if the ability kills the target.
> Stage 1 : Hard Charisma 16...18
Dodge AC : +1
Regeneration : +1
> Stage 2 : Hard Charisma 20, Hemomancer levels 5+
Dodge AC : +2
Regeneration : +1
Physical Damage Immunity : 5%
> Stage 3 : Hard Charisma 22, Hemomancer levels 10+
Dodge AC : +3
Regeneration : +1
Physical Damage Immunity : 8%
Universal Save : +1
> Stage 4 : Hard Charisma 24, Hemomancer levels 15+
Dodge AC : +3
Regeneration : +2
Physical Damage Immunity : 11%
Universal Save : +1
> Stage 5 : Hard Charisma 26, Hemomancer levels 20+
Dodge AC : +4
Regeneration : +2
Physical Damage Immunity : 13%
Universal Save : +2
> Stage 6 : Hard Charisma 28, Hemomancer levels 20+
Dodge AC : +5
Regeneration : +2
Physical Damage Immunity : 15%
Universal Save : +3
Roleplay is a two way street.

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Sat Jul 30, 2022 10:13 pm

From Kalopsia, Coder of Magic, Hero to the People
====================================

SETSTATS:
========

The -setstats command is a way to adjust a character's level 1 ability scores and reset their selected general feats. Gifts, paths and the base class are unaffected.

Application Process:
===================

Those interested in applying for a base stat change for their character must do the following:

- Submit a forum PM to the Active DM team with:
1. Character Name
2. Character Race
3. Public CD Key -> can be determined by following this link: https://wiki.nwnarelith.com/CD_key#Public_CD_key
4. Starting Stats ( + Racial Stat / Gifts consideration)
5. Intended Stats ( + Racial Stat / Gifts consideration)
- DMs will then review and respond to the PM and arrange a time to handle this in-game.
- Any issues with stat changes not working, please notify Spyre to look into it.

Note from Spyre: All players who had previously submitted a request with myself can follow this process and use the new method to make this faster and not rely solely on myself. This should help clear my backlog and let you enjoy the characters once again.

Discord: @malkalz
Determine your Public CD Key here
Can't see your vault? Have you migrated your accounts? If you have tried, and still can't see them, message me.


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Sincra
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Re: Arelith Updates!

Post by Sincra » Sun Jul 31, 2022 4:13 am

soon/next reset-ish
from sorrowkitten
===========
Added the following songs to subraces:

Kenku:
- Bard Song: Pilfering Poem
- Curse Song: Trapper's Tune

Green Hag:
- Bard Song: Slime's Serenade
- Curse Song: Venomous Verse

Gloaming:
- Bard Song: Traveler's Tune, Deceptive Ditty

Shadovar:
- Bard Song: Deceptive Ditty, Arcane Anthem

Stone Half-Giant:
- Bard Song: Miner's Melody
- Curse Song: Conqueror's Canticle

Frost Half-Giant:
- Bard Song: Frostbound Round
- Curse Song: Chilling Chant

Fire Half-Giant:
- Bard Song: Blacksmith's Ballad
- Curse Song: Conqueror's Canticle

Cloud Half-Giant:
- Bard Song: Healing Hymn
- Curse Song: Conqueror's Canticle

Fey'ri
- Bard Song: Masking Melody
- Curse Song: Conqueror's Canticle

Storm Half-Giant:
- Curse Song: Doomtempest Dirge, Conqueror's Canticle


From Sincra
==================
PGCC - Setup Menu:
- Back button added to second and third pages for level selection.

Bugfixes:
Tracks & Scrying:
- No longer leave tracks while scrying.

Rest Menu Toggles - Stop Spell Component Destruction:
- Spell Component Pouches no longer destroy themselves if the toggle option is on and the exact amount of charges required for a spell is left.

From Spyre and Sincra
============================
Weather:
- Should now be persistent when the area is loaded after the first player. This has been a long running issue so expect to see rain!
Irongron wrote:I've literally never used -guard on anyone.

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