Arelith Updates!
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- Posts: 1521
- Joined: Tue Jun 26, 2018 4:20 am
Re: Arelith Updates!
The skill update / rework will be coming very soon(tm). In the next day or two (hopefully), all characters will be forced to relevel from level 1 on login. The only exception will be grandfathered Harper Paragons created before July 2020. This will be the last exception made for them. No other exceptions or level 0 rebuilds will occur. Moving forward, we will attempt to keep forced relevels to a minimum (with the exception of potential reworks for shadowdancer and shifter, and potentially porting warlock / spellsword to be a base class).
ENSURE YOU HAVE ROOM IN YOUR INVENTORY FOR EQUIPPED GEAR. IT MAY BE UNEQUIPPED IF THE PREREQUISITES ARE NO LONGER MET. IF YOUR INVENTORY IS FULL ITLL BE DROPPED.
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
AGAIN, ENSURE YOU HAVE ROOM IN YOUR INVENTORY FOR ANY EQUIPPED GEAR YOU WILL NO LONGER MEET THE PREREQUISITES FOR. THE GEAR WILL BE DROPPED IF YOU DONT HAVE ROOM
Full announcement to follow.
EDIT: To clarify: A forced relevel means that you will be set to level 1 on login, but you will retain your experience. For example, if you were previously level 28, you still retain your experience and will have enough experience to level to 28 again.
ENSURE YOU HAVE ROOM IN YOUR INVENTORY FOR EQUIPPED GEAR. IT MAY BE UNEQUIPPED IF THE PREREQUISITES ARE NO LONGER MET. IF YOUR INVENTORY IS FULL ITLL BE DROPPED.
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
AGAIN, ENSURE YOU HAVE ROOM IN YOUR INVENTORY FOR ANY EQUIPPED GEAR YOU WILL NO LONGER MEET THE PREREQUISITES FOR. THE GEAR WILL BE DROPPED IF YOU DONT HAVE ROOM
Full announcement to follow.
EDIT: To clarify: A forced relevel means that you will be set to level 1 on login, but you will retain your experience. For example, if you were previously level 28, you still retain your experience and will have enough experience to level to 28 again.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted
-
- Posts: 1521
- Joined: Tue Jun 26, 2018 4:20 am
Re: Arelith Updates!
From your friendly neighborhood Arelith team
((Sit down and grab some coffee. It's going to be a long one.))
==============================
Skill Overhaul
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
WARNING: All characters will be forced to relevel from level 1 on login. The only exception will be grandfathered Harper Paragons created before July 2020. No other exceptions or level 0 rebuilds will occur. Moving forward, we will attempt to keep forced relevels to a minimum (with the exception of potential reworks for shadowdancer and shifter, and porting warlock / spellsword to be a base class).
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
All skills can now be cross-classed except for use magic device.
New / Changed skills:
NEW SKILL: SAIL. More information will be included in a follow-up announcement. Sail is a class skill for Barbarian, Commoner, Fighter, Rogue, Specialist, and Swashbuckler
NEW SKILL: USE TRAPS. Use Traps is simply Craft Trap and Set Trap combined into one skill. Use Traps is a class skill for: Assassin, Harper Scout, Hexblade, Ranger, Rogue, and Specialist
REMOVED SKILLS: Craft Trap, Set Trap
Skill Gain and Class Skill Changes (difference from previous in parantheses)
ARCANE ARCHER: 4 (0) / Loses Parry
ASSASSIN: 8 (+2) / Gains perform / Loses leadership
BARBARIAN: 6 (+2) / Gains animal empathy, spot, sail
BARD: 6 (+2) / Loses parry
BLACKGUARD: 4 (+2) / Gains hide, listen, move silently, spot
CAVALIER: 4 (0) / Gains listen
CLERIC: 4 (+2) / Gains intimidate / Loses parry
COMMONER: 4 (0) / gains sail
DIVINE CHAMPION: 4 (+2) / Gains concentration, listen, leadership, taunt, intimidate
DRAGON DISCIPLE: 4 (+2) / Gains intimidate, climb / Loses parry, leadership, search
DRUID: 4 (0) / Loses parry
EARTHKIN DEFENDER: 4 (+2) / Gains taunt
FAVORED SOUL: 4 (0) / Gains intimidate / Loses parry
FIGHTER: 4 (+2) / Gains listen, leadership, spot, taunt, sail
HARPER / ZHENT SCOUT: 8 (0) / Gains perform, use traps / Loses discipline,
HARPER / ZHENT MAGE: 4 (0) / Loses listen, parry, sleight of hand, appraise, climb
HARPER / ZHENT PRIEST: 4 (0) / Loses discipline, listen, parry, sleight of hand, appraise, climb
HARPER / ZHENT PARAGON: 4 (0) / Gains spot, taunt / Loses Sleight of hand, appraise, climb
(MASTER) HARPER: 6 (0) / Loses discipline, parry, climb
HEXBLADE: 4 (0) / Gains use traps
INVISIBLE BLADE: 8 (+4) / Gains bluff
KNIGHT: 4 (+2) / Gains concentration, listen, spot, taunt
LOREMASTER: 8 (+2) / Gains open lock / Loses parry, leadership
MONK: 4 (0) / Gains intimidate
PALADIN: 4 (+2) / Gains listen, intimidate
PALE MASTER: 4 (+2) / Gains intimidate, loses listen, leadership
RANGER: 8 (+2) / Gains disable trap, intimidate
ROGUE: 10 (+2) / Gains perform, taunt, sail
SHADOWDANCER: 8 (+2) / Gains perform / loses leadership
SHAMAN: 4 (0) / loses parry
SHIFTER: 4 (0) / Gains moves silently / loses parry, leadership
SORCERER: 4 (+2)
SPECIALIST: 8 (+2) / Gains sail
SWASHBUCKLER: 6 (+2) / Gains sail
WEAPON MASTER: 4 (+2) / Gains concentration, perform, taunt
WIZARD: 2 (0)
Other changes:
BARBARIAN:
-Thundering rage prerequisite is now 20 barbarian (previously 15).
-Epic bonus feats are now granted at 23, 26, and 29. (Previously 24 and 28)
BARD:
- Sea shanties now increases sail instead of parry
CAVALIER (courtesy of Kenji):
- Cavaliers now gain feats at first level and every 3 levels after the first instead of all even levels
- Save vs Fear gained at level 2, 5, and 8 as opposed to 3, 5, and 7. Fear immune is same as before (at 9)
- Cavalier will become rooted for 2 seconds if they spirited charge against a player character
- Streamlined progression to fit both CC duration and charge AB increase (on-foot and mounted) with the tier changes
- On-foot charge only gives extra 40% movement speed instead of 50%
- Cavalier BAB prerequisite lowered from 6 to 5
CLERIC:
- Death domain bonus harm damage reduced to 20% (previously 50%)
DRAGON DISCIPLE:
- Epic bonus feats are now granted at 13, 16, and 19. Previously 14 and 18.
HEXBLADE:
- Gains uncanny dodge at level 12
INVISIBLE BLADE:
- Completely reworked. See below.
PALADIN:
- With 23 or more levels of paladin, divine might now also applies divine shield, and vice versa. Note that the effects will not stack, it simply casts both simultaneously. You still need both feats for this to apply.
RANGER:
- Call of the Wild prereq lowered to 15 str/con (previously 17)
SPELLSWORD:
-Spellsword's alternate version of Epic Mage Armor now requires 20 levels in spellsword. )No more dipping 3 SS to get 4 ab on pale masters.)
SWASHBUCKLER:
- Swashbuckler Dodge AC gain reduced to 1 per 10 levels (previously 1 per 5)
WEAPON MASTER:
- Gains a bonus feat and +1 ab at level 10.
Other Changes:
-Bless duration is now turns / level for everyone, not just healers.
-Double weapons should no longer gain +2 ab from being large (bug fix)
Invisible Blade Rework - from Aniel
-----------------------------------
The maximum level has been reduced from 5 to 3. The following is their new chassis and features:
All prerequisites removed and replaced with a 7 BAB prerequisite.
Skill point gain per level increased from 6/level to 8/level.
Level 1: 1 BAB, 0 Fort, 2 Reflex, 0 Will
Level 2: 2 BAB 0 Fort, 3 Reflex, 0 Will
Level 3: 3 BAB 1 Fort, 3 Reflex, 1 Will
Bleeding Wound, level 1: On a successful melee attack the target will receive a bleeding wound stack. Every round the target receives 3 points of damage for every Bleeding Wound stack they possess.
Bleeding Wound stacks expire after 1 minute after the last application. Otherwise they may be cleared with a DC 55 heal check
Crippling Throw, level 2: On a successful ranged touch attack the target will be inflicted 2 Bleeding Wound stacks and must succeed against a reflex save with a DC equal to HD + 3 + intelligence modifier. The target does not benefit from spellcraft on this save. Upon a failed reflex save, the target will be slowed by 50% for 5 rounds. This ability has a 2 minute cooldown.
Arcane Bleed, level 2: Upon a successful melee touch attack the target is breached of up to 4 spell effects. In addition the target sustains 20% spell failure and a -5 penalty to the skills Lore and Use Magic Device for 5 rounds. This ability has a 3 minute cooldown.
Eviscerate, level 3: Upon a successful touch melee attack all Bleeding Wound stacks are removed from the target. They are dealt 3d6 damage for every Bleeding Wound stack removed this way.
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
WARNING: All characters will be forced to relevel from level 1 on login. The only exception will be grandfathered Harper Paragons created before July 2020. No other exceptions or level 0 rebuilds will occur. Moving forward, we will attempt to keep forced relevels to a minimum (with the exception of potential reworks for shadowdancer and shifter, and porting warlock / spellsword to be a base class).
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
((Sit down and grab some coffee. It's going to be a long one.))
==============================
Skill Overhaul
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
WARNING: All characters will be forced to relevel from level 1 on login. The only exception will be grandfathered Harper Paragons created before July 2020. No other exceptions or level 0 rebuilds will occur. Moving forward, we will attempt to keep forced relevels to a minimum (with the exception of potential reworks for shadowdancer and shifter, and porting warlock / spellsword to be a base class).
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
All skills can now be cross-classed except for use magic device.
New / Changed skills:
NEW SKILL: SAIL. More information will be included in a follow-up announcement. Sail is a class skill for Barbarian, Commoner, Fighter, Rogue, Specialist, and Swashbuckler
NEW SKILL: USE TRAPS. Use Traps is simply Craft Trap and Set Trap combined into one skill. Use Traps is a class skill for: Assassin, Harper Scout, Hexblade, Ranger, Rogue, and Specialist
REMOVED SKILLS: Craft Trap, Set Trap
Skill Gain and Class Skill Changes (difference from previous in parantheses)
ARCANE ARCHER: 4 (0) / Loses Parry
ASSASSIN: 8 (+2) / Gains perform / Loses leadership
BARBARIAN: 6 (+2) / Gains animal empathy, spot, sail
BARD: 6 (+2) / Loses parry
BLACKGUARD: 4 (+2) / Gains hide, listen, move silently, spot
CAVALIER: 4 (0) / Gains listen
CLERIC: 4 (+2) / Gains intimidate / Loses parry
COMMONER: 4 (0) / gains sail
DIVINE CHAMPION: 4 (+2) / Gains concentration, listen, leadership, taunt, intimidate
DRAGON DISCIPLE: 4 (+2) / Gains intimidate, climb / Loses parry, leadership, search
DRUID: 4 (0) / Loses parry
EARTHKIN DEFENDER: 4 (+2) / Gains taunt
FAVORED SOUL: 4 (0) / Gains intimidate / Loses parry
FIGHTER: 4 (+2) / Gains listen, leadership, spot, taunt, sail
HARPER / ZHENT SCOUT: 8 (0) / Gains perform, use traps / Loses discipline,
HARPER / ZHENT MAGE: 4 (0) / Loses listen, parry, sleight of hand, appraise, climb
HARPER / ZHENT PRIEST: 4 (0) / Loses discipline, listen, parry, sleight of hand, appraise, climb
HARPER / ZHENT PARAGON: 4 (0) / Gains spot, taunt / Loses Sleight of hand, appraise, climb
(MASTER) HARPER: 6 (0) / Loses discipline, parry, climb
HEXBLADE: 4 (0) / Gains use traps
INVISIBLE BLADE: 8 (+4) / Gains bluff
KNIGHT: 4 (+2) / Gains concentration, listen, spot, taunt
LOREMASTER: 8 (+2) / Gains open lock / Loses parry, leadership
MONK: 4 (0) / Gains intimidate
PALADIN: 4 (+2) / Gains listen, intimidate
PALE MASTER: 4 (+2) / Gains intimidate, loses listen, leadership
RANGER: 8 (+2) / Gains disable trap, intimidate
ROGUE: 10 (+2) / Gains perform, taunt, sail
SHADOWDANCER: 8 (+2) / Gains perform / loses leadership
SHAMAN: 4 (0) / loses parry
SHIFTER: 4 (0) / Gains moves silently / loses parry, leadership
SORCERER: 4 (+2)
SPECIALIST: 8 (+2) / Gains sail
SWASHBUCKLER: 6 (+2) / Gains sail
WEAPON MASTER: 4 (+2) / Gains concentration, perform, taunt
WIZARD: 2 (0)
Other changes:
BARBARIAN:
-Thundering rage prerequisite is now 20 barbarian (previously 15).
-Epic bonus feats are now granted at 23, 26, and 29. (Previously 24 and 28)
BARD:
- Sea shanties now increases sail instead of parry
CAVALIER (courtesy of Kenji):
- Cavaliers now gain feats at first level and every 3 levels after the first instead of all even levels
- Save vs Fear gained at level 2, 5, and 8 as opposed to 3, 5, and 7. Fear immune is same as before (at 9)
- Cavalier will become rooted for 2 seconds if they spirited charge against a player character
- Streamlined progression to fit both CC duration and charge AB increase (on-foot and mounted) with the tier changes
- On-foot charge only gives extra 40% movement speed instead of 50%
- Cavalier BAB prerequisite lowered from 6 to 5
CLERIC:
- Death domain bonus harm damage reduced to 20% (previously 50%)
DRAGON DISCIPLE:
- Epic bonus feats are now granted at 13, 16, and 19. Previously 14 and 18.
HEXBLADE:
- Gains uncanny dodge at level 12
INVISIBLE BLADE:
- Completely reworked. See below.
PALADIN:
- With 23 or more levels of paladin, divine might now also applies divine shield, and vice versa. Note that the effects will not stack, it simply casts both simultaneously. You still need both feats for this to apply.
RANGER:
- Call of the Wild prereq lowered to 15 str/con (previously 17)
SPELLSWORD:
-Spellsword's alternate version of Epic Mage Armor now requires 20 levels in spellsword. )No more dipping 3 SS to get 4 ab on pale masters.)
SWASHBUCKLER:
- Swashbuckler Dodge AC gain reduced to 1 per 10 levels (previously 1 per 5)
WEAPON MASTER:
- Gains a bonus feat and +1 ab at level 10.
Other Changes:
-Bless duration is now turns / level for everyone, not just healers.
-Double weapons should no longer gain +2 ab from being large (bug fix)
Invisible Blade Rework - from Aniel
-----------------------------------
The maximum level has been reduced from 5 to 3. The following is their new chassis and features:
All prerequisites removed and replaced with a 7 BAB prerequisite.
Skill point gain per level increased from 6/level to 8/level.
Level 1: 1 BAB, 0 Fort, 2 Reflex, 0 Will
Level 2: 2 BAB 0 Fort, 3 Reflex, 0 Will
Level 3: 3 BAB 1 Fort, 3 Reflex, 1 Will
Bleeding Wound, level 1: On a successful melee attack the target will receive a bleeding wound stack. Every round the target receives 3 points of damage for every Bleeding Wound stack they possess.
Bleeding Wound stacks expire after 1 minute after the last application. Otherwise they may be cleared with a DC 55 heal check
Crippling Throw, level 2: On a successful ranged touch attack the target will be inflicted 2 Bleeding Wound stacks and must succeed against a reflex save with a DC equal to HD + 3 + intelligence modifier. The target does not benefit from spellcraft on this save. Upon a failed reflex save, the target will be slowed by 50% for 5 rounds. This ability has a 2 minute cooldown.
Arcane Bleed, level 2: Upon a successful melee touch attack the target is breached of up to 4 spell effects. In addition the target sustains 20% spell failure and a -5 penalty to the skills Lore and Use Magic Device for 5 rounds. This ability has a 3 minute cooldown.
Eviscerate, level 3: Upon a successful touch melee attack all Bleeding Wound stacks are removed from the target. They are dealt 3d6 damage for every Bleeding Wound stack removed this way.
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
WARNING: All characters will be forced to relevel from level 1 on login. The only exception will be grandfathered Harper Paragons created before July 2020. No other exceptions or level 0 rebuilds will occur. Moving forward, we will attempt to keep forced relevels to a minimum (with the exception of potential reworks for shadowdancer and shifter, and porting warlock / spellsword to be a base class).
DO NOT LOG OUT AT LEVEL 1 OR YOU RISK LOSING YOUR INVENTORY!
You've done it [Garrbear], you've kicked the winemom nest. -Redacted
Re: Arelith Updates!
Relevels are free and unlimited for the next 2 weeks. Have fun folks. This is to allow for ease of planning and alleviate any stress trying to redo your build with the forced relevel. If you are found to be abusing it, the DMs will gladly leave you at level 1.
Use the -relevel command to relevel
From Kalopsia
==============
Customization:
- Added 6 new helmet options based on default NWN models. (Kudos to Arnbjorn for his help with the MDLs!)
From Anatida, Kalopsia, & SweetPotato
==============
64 new torso clothing/armor options. Includes all races and phenotypes.
Use the -relevel command to relevel
From Kalopsia
==============
Customization:
- Added 6 new helmet options based on default NWN models. (Kudos to Arnbjorn for his help with the MDLs!)
From Anatida, Kalopsia, & SweetPotato
==============
64 new torso clothing/armor options. Includes all races and phenotypes.
Re: Arelith Updates!
Large update to Cordor & Planes, concentrating on guildhouses.
- Abyssal Fortress
Major visual update to the both the interior and exterior, with the addition of new quarter areas, communal storage, and nightmares.
- Cordor (Mesmer Walk) Guildhouse
Major visual update, adding bar system, a number of player shops, and a new quarter areas.
- Cordor - Library
Visual update, with the addition of a new quarter area
- Cordor - Meeting Hall
Visual Overhaul.
- Cordor Guard Headquarters
Entirely replacement of area, with much larger quarters and using HAK content. Note: This tileset has NO minimap.
- Cordor (Norquar Street) Temple
Major visual overhaul, conversation to guildhouse, new quarter areas, and 4 new shops. Now using the temple system, where owner can set faith of NPC.
The following areas are marked as civic/infrastructure buildings. This means that they are NOT subject to the waiting time following release by owner or city government.
- Cordor Guard HQ
- Both Player Temples
- The Nomad
- The Social Club
- Cordor Museum Quarter
- Cordor Library
- Cordor Playhouses
- The Cordor Press
The above areas, given they perform government or cultural functions in the city can therefore theoretically have owners evicted and replaced by the player government (With the exception of the Social Club) or passed along between owners.
The guildhouse updates are made in advance of an update to that system. Please see this announcement.
Infrastructure/Civic buildings will be flagged on other servers in the coming days.
Due to the extent of this update bugs are to be expected. Please report them on the forums.
NOTE: Be advised that in order to update many of these areas we had to clear fixtures. Please contact DMs to have them returned.
- Abyssal Fortress
Major visual update to the both the interior and exterior, with the addition of new quarter areas, communal storage, and nightmares.
- Cordor (Mesmer Walk) Guildhouse
Major visual update, adding bar system, a number of player shops, and a new quarter areas.
- Cordor - Library
Visual update, with the addition of a new quarter area
- Cordor - Meeting Hall
Visual Overhaul.
- Cordor Guard Headquarters
Entirely replacement of area, with much larger quarters and using HAK content. Note: This tileset has NO minimap.
- Cordor (Norquar Street) Temple
Major visual overhaul, conversation to guildhouse, new quarter areas, and 4 new shops. Now using the temple system, where owner can set faith of NPC.
The following areas are marked as civic/infrastructure buildings. This means that they are NOT subject to the waiting time following release by owner or city government.
- Cordor Guard HQ
- Both Player Temples
- The Nomad
- The Social Club
- Cordor Museum Quarter
- Cordor Library
- Cordor Playhouses
- The Cordor Press
The above areas, given they perform government or cultural functions in the city can therefore theoretically have owners evicted and replaced by the player government (With the exception of the Social Club) or passed along between owners.
The guildhouse updates are made in advance of an update to that system. Please see this announcement.
Infrastructure/Civic buildings will be flagged on other servers in the coming days.
Due to the extent of this update bugs are to be expected. Please report them on the forums.
NOTE: Be advised that in order to update many of these areas we had to clear fixtures. Please contact DMs to have them returned.
Re: Arelith Updates!
Live next reset:
From Danger Dolphin
===================
Player suggestions:
viewtopic.php?f=51&t=31226&p=246302
viewtopic.php?f=15&t=31471&p=247594
viewtopic.php?f=51&t=21436&p=176604
- Maximum tracks now limited to 20, oldest tracks are replaced first
- Tracks now show their age (represented by a vague description and text color)
- Tracks now show gender
- Tracks now show if the person was injured
- Tracks show if the person was mounted - if so this hides their race and gender
- Wild Dwarves, Wild Elves, Wood Elves and Forest Gnomes that had -track command can now see tracks properly
- Creatures with at least 75 bluff or perform that are disguised will only show their base race when tracked. e.g. Drow will show as Elf, Duergar will show as Dwarf
From Kenji
==========
Cavalier Summon Mount parameter changes:
Dedicated Blackguards, Hexblades, Paladins, Knights, and Divine Champions get their mount visuals upgraded!
Mechanically their mounts still depend on their cavalier level. (Mount speed and ride bonus remain unchanged)
- Level 6+ Cavaliers with 10+ Blackguard/Divine Champion levels get Armored Nightmare/White Plated Charger (for good characters only)
- Level 6+ Cavaliers with 21+ Hexblade/Paladin levels get Armored Nightmare/White Plated Charger
- Level 6+ Cavaliers with 7+ Knight levels get White Plated Charger
Note: Good alignment restriction for paladin, knight, and divine champion still applies. Neutral Knights and Divine Champions don't get anything special
From Kalopsia
==============
- Scarves now allow shoulder pauldrons to be seen.
- Denim jacket top has had a texture replacement (sorry, no jean jackets for you.)
From Sorrowkitten
==================
- Sail has its own unique icon now.
From Danger Dolphin
===================
Player suggestions:
viewtopic.php?f=51&t=31226&p=246302
viewtopic.php?f=15&t=31471&p=247594
viewtopic.php?f=51&t=21436&p=176604
- Maximum tracks now limited to 20, oldest tracks are replaced first
- Tracks now show their age (represented by a vague description and text color)
- Tracks now show gender
- Tracks now show if the person was injured
- Tracks show if the person was mounted - if so this hides their race and gender
- Wild Dwarves, Wild Elves, Wood Elves and Forest Gnomes that had -track command can now see tracks properly
- Creatures with at least 75 bluff or perform that are disguised will only show their base race when tracked. e.g. Drow will show as Elf, Duergar will show as Dwarf
From Kenji
==========
Cavalier Summon Mount parameter changes:
Dedicated Blackguards, Hexblades, Paladins, Knights, and Divine Champions get their mount visuals upgraded!
Mechanically their mounts still depend on their cavalier level. (Mount speed and ride bonus remain unchanged)
- Level 6+ Cavaliers with 10+ Blackguard/Divine Champion levels get Armored Nightmare/White Plated Charger (for good characters only)
- Level 6+ Cavaliers with 21+ Hexblade/Paladin levels get Armored Nightmare/White Plated Charger
- Level 6+ Cavaliers with 7+ Knight levels get White Plated Charger
Note: Good alignment restriction for paladin, knight, and divine champion still applies. Neutral Knights and Divine Champions don't get anything special
From Kalopsia
==============
- Scarves now allow shoulder pauldrons to be seen.
- Denim jacket top has had a texture replacement (sorry, no jean jackets for you.)
From Sorrowkitten
==================
- Sail has its own unique icon now.
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.
-
- Project Lead
- Posts: 1630
- Joined: Mon Sep 08, 2014 5:09 pm
- Location: Sweden
Re: Arelith Updates!
Next Reset:
The new Sail Skill has been added to the Ship System. As usual numbers here are subject to change as we see how this plays out.
We'll also probably add more skill checks as we move forward, so any player suggestions / feedback for the Sail skill is welcome.
- Non-rental ships, and the Liberator, will have a Sail skill requirement to be purchased, associated with their size (Item bonuses do not apply for this check).
- All Sail Skill checks are transparent and will be displayed in your console showing your roll and the DC using the Ship Mechanics. Like regular skill checks rolling 1 is a critical failure, 20 critical success.
- Ships now has a required crew size based on the Ship's size, ranging from 1-4 and 6 players. You can still use a ship without meeting the Ship's requirement but will have penalties as will be discussed below.
Sail Skill has been split into two parts, one that is the total average skill for the crew on deck and one that is a regular individual skill check.
The ship's total sail skill is calculated by taking the PCs with the highest ranks in Sailing, capped by the ship crew size amount of players, on deck of a ship and dividing it by the ship's required crew size.
So for instance the Sea Leopard has a required crew size of 4 but if there's only two players on deck, each with 10 ranks in Sail, the total Sail skill of that ship would be:
(10 + 10 + 0 + 0) / 4 = 5
This encourages more players on deck and take part of the ship's voyage and invest into Sailing.
Another example: The Cordorian Flagship has a required crew of 6. If there are 8 players on deck, it will only grab the 6 players with the highest rank in Sailing. So it could be something like this with varying ranks in sailing:
(20 + 15 + 12 + 10 + 5 + 2) / 6 = 10
Item bonuses applies for these checks and if a player has no ranks in sailing they will at least contribute with a +1 to the total skill for a ship. The different required crew sizes are: 1, 2, 3, 4 & 6 based on a Ship's size.
- A Voyage Sail Skill check will be done each time a ship enters a new quadrant on the map. This check is done with the total Sail rank of that ship as mentioned above.
This skill check is of varying DC depending on a number of factors such as weather and how far off from the coast of Arelith the ship is. Succeeding a Voyage Check will decrease travel time by 1 minute (1 tick), failing will add 1 tick to it.
Additionally, succeeding the check will also reward Experience to players on board the Deck of that ship based on how far off that quadrant is from Arelith shores.
- An Avoid Enemy Encounter skill check will be done each time a random enemy encounter (PvM) is spawned on a ship. Succeeding this check will make the ship avoid the encounter and rewarding experience to the crew on deck.
Failing will result in a regular enemy encounter. DC is based on distance from Arelith Shore for that quadrant with some slight randomness to it.
- An indivdual Sail Skill check is done when using Ship Weaponry (Not the grappling hook) for a PC using that weapon. The defending ship will also apply their combined Sail Skill to increase the DC.
Success will damage the ship and reward the player with experience.
- Ships vs Ship Hide skill check has been updated to use the total Sail skill of the Ship for both the ship trying to avoid being spotted and the ship doing the spotting to calculate rolls and DCs.
- The Sextant item can now also be used by anyone with at least 15 ranks in Sailing. It can still be used by anyone with an INT modifier of at least 3 or more.
- The Spyglass item has been updated from a Spot check to a Sail check by the person using the item.
- Sail is a skill for Rangers now too
Again, this will be fleshed out more as we move forward and had a chance to look over the values and balance things.
The new Sail Skill has been added to the Ship System. As usual numbers here are subject to change as we see how this plays out.
We'll also probably add more skill checks as we move forward, so any player suggestions / feedback for the Sail skill is welcome.
- Non-rental ships, and the Liberator, will have a Sail skill requirement to be purchased, associated with their size (Item bonuses do not apply for this check).
- All Sail Skill checks are transparent and will be displayed in your console showing your roll and the DC using the Ship Mechanics. Like regular skill checks rolling 1 is a critical failure, 20 critical success.
- Ships now has a required crew size based on the Ship's size, ranging from 1-4 and 6 players. You can still use a ship without meeting the Ship's requirement but will have penalties as will be discussed below.
Sail Skill has been split into two parts, one that is the total average skill for the crew on deck and one that is a regular individual skill check.
The ship's total sail skill is calculated by taking the PCs with the highest ranks in Sailing, capped by the ship crew size amount of players, on deck of a ship and dividing it by the ship's required crew size.
So for instance the Sea Leopard has a required crew size of 4 but if there's only two players on deck, each with 10 ranks in Sail, the total Sail skill of that ship would be:
(10 + 10 + 0 + 0) / 4 = 5
This encourages more players on deck and take part of the ship's voyage and invest into Sailing.
Another example: The Cordorian Flagship has a required crew of 6. If there are 8 players on deck, it will only grab the 6 players with the highest rank in Sailing. So it could be something like this with varying ranks in sailing:
(20 + 15 + 12 + 10 + 5 + 2) / 6 = 10
Item bonuses applies for these checks and if a player has no ranks in sailing they will at least contribute with a +1 to the total skill for a ship. The different required crew sizes are: 1, 2, 3, 4 & 6 based on a Ship's size.
- A Voyage Sail Skill check will be done each time a ship enters a new quadrant on the map. This check is done with the total Sail rank of that ship as mentioned above.
This skill check is of varying DC depending on a number of factors such as weather and how far off from the coast of Arelith the ship is. Succeeding a Voyage Check will decrease travel time by 1 minute (1 tick), failing will add 1 tick to it.
Additionally, succeeding the check will also reward Experience to players on board the Deck of that ship based on how far off that quadrant is from Arelith shores.
- An Avoid Enemy Encounter skill check will be done each time a random enemy encounter (PvM) is spawned on a ship. Succeeding this check will make the ship avoid the encounter and rewarding experience to the crew on deck.
Failing will result in a regular enemy encounter. DC is based on distance from Arelith Shore for that quadrant with some slight randomness to it.
- An indivdual Sail Skill check is done when using Ship Weaponry (Not the grappling hook) for a PC using that weapon. The defending ship will also apply their combined Sail Skill to increase the DC.
Success will damage the ship and reward the player with experience.
- Ships vs Ship Hide skill check has been updated to use the total Sail skill of the Ship for both the ship trying to avoid being spotted and the ship doing the spotting to calculate rolls and DCs.
- The Sextant item can now also be used by anyone with at least 15 ranks in Sailing. It can still be used by anyone with an INT modifier of at least 3 or more.
- The Spyglass item has been updated from a Spot check to a Sail check by the person using the item.
- Sail is a skill for Rangers now too
Again, this will be fleshed out more as we move forward and had a chance to look over the values and balance things.
Re: Arelith Updates!
From next reset
- Added 14 new storage vaults to Heartwood, hopefully allowing for more nature themed players able to centre their RP there.
The following quarter sell/release delay added to the following settlements (When released/evicted they become immediately available)
Bendir
- Barracks, Burrowhome Temple
Brogendenstein
- Guard House, Thane's Quarter
Whidershin
- Mayfield's Tavern
- All temporary hire ships on surface should now release immediately.
(Note: Two other updates also went live in last 24 hours, so don't forget to scroll up if you missed them!)
- Added 14 new storage vaults to Heartwood, hopefully allowing for more nature themed players able to centre their RP there.
The following quarter sell/release delay added to the following settlements (When released/evicted they become immediately available)
Bendir
- Barracks, Burrowhome Temple
Brogendenstein
- Guard House, Thane's Quarter
Whidershin
- Mayfield's Tavern
- All temporary hire ships on surface should now release immediately.
(Note: Two other updates also went live in last 24 hours, so don't forget to scroll up if you missed them!)
Re: Arelith Updates!
From Aniel:
===========
Invisible Blade Adjustments
The damage type on Bleeding Wound and Eviscerate is changed from magical to slashing.
Eviscerate's damage is changed from 3d6 per stack to 2d4 per stack.
The spell failure debuff on Arcane Bleed has been removed.
The Heal DC to remove bleed stacks has been reduced from 55 to 35. Additionally, restoration and greater restoration (intentionally) cleanse bleeding wound stacks.
Class features require the invisible blade to be dual-wielding. To reflect this, two-weapon fighting has been added as a prerequisite to the class. Any character without this feat will have to relevel. Sorry for this inconvenience!
Any character with the feat who wants to relevel may still use the -relevel command.
===========
Invisible Blade Adjustments
The damage type on Bleeding Wound and Eviscerate is changed from magical to slashing.
Eviscerate's damage is changed from 3d6 per stack to 2d4 per stack.
The spell failure debuff on Arcane Bleed has been removed.
The Heal DC to remove bleed stacks has been reduced from 55 to 35. Additionally, restoration and greater restoration (intentionally) cleanse bleeding wound stacks.
Class features require the invisible blade to be dual-wielding. To reflect this, two-weapon fighting has been added as a prerequisite to the class. Any character without this feat will have to relevel. Sorry for this inconvenience!
Any character with the feat who wants to relevel may still use the -relevel command.
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.
Re: Arelith Updates!
Faction Salary and Due system reinstated
For those new to the system:
This allows players to receive a monthly salary from a faction.
Or allows players to pay a monthly due to a faction.
Faction owners and powered individuals can assign a salary through either the member lists or to an outsider through the salaries and dues option from the main faction page.
Characters can pay a due to a faction through either the member list (provided they can view it) or through the 'view faction pay' option on the main menu.
For those old and new to the system:
When viewing members/outsiders you'll be able to see a warning if they're unable to pay all their dues through the view members/outsider lists.
Characters can see if the faction will be unable to pay out it's salaries either on the main faction page (the page after you select a faction) or the View Faction Pay -> View Salaries.
Note: the above is only a guestimate and considers all salaries/dues for a faction/member. If a faction has 5 members each with a 1000 gold salary but only has a total of currently 4000 gold it will say "May be unable to pay salaries." but in truth only 1 out of the 5 members won't receive their gold.
Non-Tavern Guildhall Owners:
THIS IS NOT LIVE YET.
Will want to have some extra gold on hand for taxes/rent as they'd be responsible, at least for part if not fully, for the taxes/rent of interior quarters.
While I understand it was said elsewhere that guildhall owners will receive the gold from their tenants it ultimately didn't make sense as due to other upcoming changes you probably don't want to evict someone for an ultimately small amount of gold. It also didn't make sense to reward landlords for being a poor landlord and offering poor security to force such a burden on their tenants. Additionally it provides a mild incentive for owning a room within a guildhall.
For those new to the system:
This allows players to receive a monthly salary from a faction.
Or allows players to pay a monthly due to a faction.
Faction owners and powered individuals can assign a salary through either the member lists or to an outsider through the salaries and dues option from the main faction page.
Characters can pay a due to a faction through either the member list (provided they can view it) or through the 'view faction pay' option on the main menu.
For those old and new to the system:
When viewing members/outsiders you'll be able to see a warning if they're unable to pay all their dues through the view members/outsider lists.
Characters can see if the faction will be unable to pay out it's salaries either on the main faction page (the page after you select a faction) or the View Faction Pay -> View Salaries.
Note: the above is only a guestimate and considers all salaries/dues for a faction/member. If a faction has 5 members each with a 1000 gold salary but only has a total of currently 4000 gold it will say "May be unable to pay salaries." but in truth only 1 out of the 5 members won't receive their gold.
Non-Tavern Guildhall Owners:
THIS IS NOT LIVE YET.
Will want to have some extra gold on hand for taxes/rent as they'd be responsible, at least for part if not fully, for the taxes/rent of interior quarters.
While I understand it was said elsewhere that guildhall owners will receive the gold from their tenants it ultimately didn't make sense as due to other upcoming changes you probably don't want to evict someone for an ultimately small amount of gold. It also didn't make sense to reward landlords for being a poor landlord and offering poor security to force such a burden on their tenants. Additionally it provides a mild incentive for owning a room within a guildhall.
Re: Arelith Updates!
Small update today
Dispel resistance is now tracked by effect instead of by character
Most cooldowns are now cross-server/reset aware
Spellbooks/spells per day will now follow you across servers
Effects from spells/feats (including spells that are cast from items), Animal Companions, Familiars, and Tribal (though not yet other henchies) will follow you cross server.
Dispel resistance is now tracked by effect instead of by character
Most cooldowns are now cross-server/reset aware
Spellbooks/spells per day will now follow you across servers
Effects from spells/feats (including spells that are cast from items), Animal Companions, Familiars, and Tribal (though not yet other henchies) will follow you cross server.
Re: Arelith Updates!
From Kenji:
===========
- Greater Sanctuary and Protection Domain now share the same cooldown timer, using one will disable the usage of the other for 4 minutes.
- Protection Domain has its duration changed to 5 + Cha Mod rounds to be in line with other domain ability duration
- Sanctuary spell is disabled temporarily. Existing potions and scrolls will not do anything anymore.
- Spear now uses 1H animation instead of 2H
- Ambidexterity DEX prerequisite lowered to 13
From DM Snowcat
=================
From Approved Suggestion -
LANGUAGE ADDITIONS:
Shamans can now rejoice with new languages.
- Shamans now speak Sylvan, and in addition any Shaman with over 6 levels in the class, gets Animal Language
From Kalopsia
==============
WARLOCK:
Fey-pact:
- Blood-Sealing Pact: Fey-pact warlocks get half their CHA bonus to blast damage
- Eldritch Blast: Acid damage replaced by Cold damage. Various VFX updates.
- Woodland Stride feat at level 10 (when they get Entangle)
Added Spells:
- Level 4: Eagle's Splendor
- Level 9: Crushing Despair, Good Hope
- Level 10: Entangle
- Level 11: Ultravision
- Level 13: See Invisibility
- Level 14: Bear's Endurance
- Level 18: Cat's Grace
- Level 20: Faerie Fire
- Level 28: Shadow Conjuration
Removed Spells:
- Level 9: Ghostly Visage (available via Shadow Conjuration)
- Level 14: Eagle's Splendor (moved to 4)
----------
Fiend-pact:
- Blood-Sealing Pact inverted: Full CHA bonus to blast damage without a summon; no damage bonus with a summon
- Eldritch Blast: Cold damage replaced by Acid damage (Essence of Cold is now Essence of Acid, the effect remains the same). Various VFX updates.
- Summons: The team will review the existing summon cooldown in an upcoming update.
Removed Spells:
- Level 3: Balagarn's Iron Horn
----------
SPELL CHANGES:
- Dispel Magic line: Eldritch Blast removed: No more touch attacks, no more damage. Warlock CL remains capped at 20 before feats.
- Faerie Fire: Now ignores Spell Resistance. Fey-pact warlocks can only affect one target at a time; the Faerie Fire color depends on their chosen blast damage type when the spell is cast.
- Mestil's Acid Breath: No longer damages neutral targets. Fey-pact warlocks will use their active blast damage type rather than Acid damage when directly targeting a creature. (Magic damage is lowered by 5 in this case to account for defensive essences.)
- Shadow Shield: The existing Fey-pact-only VFX now changes colors depending on the active blast damage type when the spell is cast.
----------
MISC:
- Trolls: Added vulnerability against Electrical damage
===========
- Greater Sanctuary and Protection Domain now share the same cooldown timer, using one will disable the usage of the other for 4 minutes.
- Protection Domain has its duration changed to 5 + Cha Mod rounds to be in line with other domain ability duration
- Sanctuary spell is disabled temporarily. Existing potions and scrolls will not do anything anymore.
- Spear now uses 1H animation instead of 2H
- Ambidexterity DEX prerequisite lowered to 13
From DM Snowcat
=================
From Approved Suggestion -
LANGUAGE ADDITIONS:
Shamans can now rejoice with new languages.
- Shamans now speak Sylvan, and in addition any Shaman with over 6 levels in the class, gets Animal Language
From Kalopsia
==============
WARLOCK:
Fey-pact:
- Blood-Sealing Pact: Fey-pact warlocks get half their CHA bonus to blast damage
- Eldritch Blast: Acid damage replaced by Cold damage. Various VFX updates.
- Woodland Stride feat at level 10 (when they get Entangle)
Added Spells:
- Level 4: Eagle's Splendor
- Level 9: Crushing Despair, Good Hope
- Level 10: Entangle
- Level 11: Ultravision
- Level 13: See Invisibility
- Level 14: Bear's Endurance
- Level 18: Cat's Grace
- Level 20: Faerie Fire
- Level 28: Shadow Conjuration
Removed Spells:
- Level 9: Ghostly Visage (available via Shadow Conjuration)
- Level 14: Eagle's Splendor (moved to 4)
----------
Fiend-pact:
- Blood-Sealing Pact inverted: Full CHA bonus to blast damage without a summon; no damage bonus with a summon
- Eldritch Blast: Cold damage replaced by Acid damage (Essence of Cold is now Essence of Acid, the effect remains the same). Various VFX updates.
- Summons: The team will review the existing summon cooldown in an upcoming update.
Removed Spells:
- Level 3: Balagarn's Iron Horn
----------
SPELL CHANGES:
- Dispel Magic line: Eldritch Blast removed: No more touch attacks, no more damage. Warlock CL remains capped at 20 before feats.
- Faerie Fire: Now ignores Spell Resistance. Fey-pact warlocks can only affect one target at a time; the Faerie Fire color depends on their chosen blast damage type when the spell is cast.
- Mestil's Acid Breath: No longer damages neutral targets. Fey-pact warlocks will use their active blast damage type rather than Acid damage when directly targeting a creature. (Magic damage is lowered by 5 in this case to account for defensive essences.)
- Shadow Shield: The existing Fey-pact-only VFX now changes colors depending on the active blast damage type when the spell is cast.
----------
MISC:
- Trolls: Added vulnerability against Electrical damage
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
From Hoodoo
============
- You can now take a background (Slave, Outcast) with a language award, as intended. (Sorry it took so long Spyre)
From Bat Country
============
TIME UPDATE. details here, and in the previous post!
viewtopic.php?f=13&t=32103
(Read that thread. Read it. Read it. Read it. I'm begging. It has all the answers.)
Short version:
- Game time will move at 3x real time instead of 10x real time (longer days/nights etc.)
- RPR/state ticks will be every 5 RL minutes instead of every 6 minutes. Four RPR ticks is one in-game hour.
- A new command, -date_mode, will let you change how you view years (in AR or DR). Type -date_mode ? for details.
- Did you read that thread yet? You should.
- This change is not part of any canon/IG lore. No time wizards were involved. Your characters don't notice anything different.
- Time can now be viewed in 15-minute intervals. We can't add this to the Compass Clock (yet), but you can type -date for the exact current time.
- All spells/abilities with durations measured in hours are ~3.3x longer. Those measured in turns/rounds are unchanged.
- Quarter/shop ownership timers unchanged.
- Election/trade/everything else will likely have had intervals tweaked, but tried to keep anything from changing too much.
- That thread linked above? Read it.
- No, really.
We're going to be monitoring this update very closely. There will likely be some odd behaviors here and there, so report any bugs in the Bug Forum (using the Bug Forum Template!). Just make sure you read the thread first, so you know what you're reporting is an actual bug.
Also from Bat Country, but unrelated to time
============
- Sail now a Class Skill for all classes.
- Nitharit can now be stored in Mining Bags.
- Various bug fixes.
From Spyre
==========
- Dawn is now at Hour 7 (previously hour 9)
- Dusk remains at Hour 19
============
- You can now take a background (Slave, Outcast) with a language award, as intended. (Sorry it took so long Spyre)
From Bat Country
============
TIME UPDATE. details here, and in the previous post!
viewtopic.php?f=13&t=32103
(Read that thread. Read it. Read it. Read it. I'm begging. It has all the answers.)
Short version:
- Game time will move at 3x real time instead of 10x real time (longer days/nights etc.)
- RPR/state ticks will be every 5 RL minutes instead of every 6 minutes. Four RPR ticks is one in-game hour.
- A new command, -date_mode, will let you change how you view years (in AR or DR). Type -date_mode ? for details.
- Did you read that thread yet? You should.
- This change is not part of any canon/IG lore. No time wizards were involved. Your characters don't notice anything different.
- Time can now be viewed in 15-minute intervals. We can't add this to the Compass Clock (yet), but you can type -date for the exact current time.
- All spells/abilities with durations measured in hours are ~3.3x longer. Those measured in turns/rounds are unchanged.
- Quarter/shop ownership timers unchanged.
- Election/trade/everything else will likely have had intervals tweaked, but tried to keep anything from changing too much.
- That thread linked above? Read it.
- No, really.
We're going to be monitoring this update very closely. There will likely be some odd behaviors here and there, so report any bugs in the Bug Forum (using the Bug Forum Template!). Just make sure you read the thread first, so you know what you're reporting is an actual bug.
Also from Bat Country, but unrelated to time
============
- Sail now a Class Skill for all classes.
- Nitharit can now be stored in Mining Bags.
- Various bug fixes.
From Spyre
==========
- Dawn is now at Hour 7 (previously hour 9)
- Dusk remains at Hour 19
Re: Arelith Updates!
From Bat Country & Myself
======================
Using the Beamdog retexturing we have replaced all tileset textures in the Devil's Temple District House. This is using the 'Fort Interior' tileset, which is common through Andunor, including the Hub.
With yellow stone and plenty of wood I've long considered it unsuited to the ambience of the Underdark, so these textures have been replaced with far darker walls, underdark flooring and black stone to replace the wood.
We have sent this live only in the Devil's Table District House for now, so as to conduct a stability test (feel free to visit and test), if successful it will be rolled out throughout Andunor.
![Image](https://cdn.discordapp.com/attachments/652155819525144596/851798862472544286/unknown-4.png)
(More preview images, including of Hub in 'Andunor Screenshots' on Official Discord)
======================
Using the Beamdog retexturing we have replaced all tileset textures in the Devil's Temple District House. This is using the 'Fort Interior' tileset, which is common through Andunor, including the Hub.
With yellow stone and plenty of wood I've long considered it unsuited to the ambience of the Underdark, so these textures have been replaced with far darker walls, underdark flooring and black stone to replace the wood.
We have sent this live only in the Devil's Table District House for now, so as to conduct a stability test (feel free to visit and test), if successful it will be rolled out throughout Andunor.
![Image](https://cdn.discordapp.com/attachments/652155819525144596/851798862472544286/unknown-4.png)
(More preview images, including of Hub in 'Andunor Screenshots' on Official Discord)
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
From me:
============
- More dawn and dusk adjustments based on player feedback (summer has slightly longer days, winter has slightly longer nights, otherwise unchanged):
Spring (Months 3-5): Dawn at 0700, Dusk at 1900
Summer (Months 6-8): Dawn at 0600, Dusk at 2000
Autumn (Months 9-11): Dawn at 0700, Dusk at 1900
Winter (Months 12-2): Dawn at 0800, Dusk at 1800
- The AR-DR offset has been adjusted by 1 year to be exactly 1200 years (ie. 173 AR is 1373 DR). -date_mode command enabled.
- Deep Imaskari (new and existing) will receive the Low-Light Vision feat (bugfix).
============
- More dawn and dusk adjustments based on player feedback (summer has slightly longer days, winter has slightly longer nights, otherwise unchanged):
Spring (Months 3-5): Dawn at 0700, Dusk at 1900
Summer (Months 6-8): Dawn at 0600, Dusk at 2000
Autumn (Months 9-11): Dawn at 0700, Dusk at 1900
Winter (Months 12-2): Dawn at 0800, Dusk at 1800
- The AR-DR offset has been adjusted by 1 year to be exactly 1200 years (ie. 173 AR is 1373 DR). -date_mode command enabled.
- Deep Imaskari (new and existing) will receive the Low-Light Vision feat (bugfix).
Re: Arelith Updates!
From next reset:
A few minor Underdark adjustments following player feedback on official Discord.
- slight change to Silver Mines, making shop more accessible from Shipyard.
- 2 new portals added in Flood Plains
- Gnoll Trader in Flood Plains now purchases both meat and hides, and moved to their interior area for safer resting/logging.
- Slight boost to Quaggoth XP reward.
- New writ added for the Quaggoth Raider Camp
- Replaced all torches in Hub with Underdark lanterns.
A few minor Underdark adjustments following player feedback on official Discord.
- slight change to Silver Mines, making shop more accessible from Shipyard.
- 2 new portals added in Flood Plains
- Gnoll Trader in Flood Plains now purchases both meat and hides, and moved to their interior area for safer resting/logging.
- Slight boost to Quaggoth XP reward.
- New writ added for the Quaggoth Raider Camp
- Replaced all torches in Hub with Underdark lanterns.
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
I recently put in a code change to disable color tokens, because the style guide from Dec 24th:
viewtopic.php?f=14&t=31729#p250187 ,
re-posted by GrumpyCat on May 27th:
viewtopic.php?f=23&t=21795&start=25#p264747 ,
has not been adhered to by a majority, and it leaves us with a lot of very gaudy text everywhere at odds with the standard of visual design we work hard to maintain for our modules.
I have been persuaded to undo the color token removal before it went live and instead give one final notice to follow those guidelines before color tokens are disabled entirely. If you're not sure if you're overusing them, you probably are (sorry). That's fine, you can just reduce their use.
They will be removed without further warning if they remain in overuse. Please view either of the links above for more details.
viewtopic.php?f=14&t=31729#p250187 ,
re-posted by GrumpyCat on May 27th:
viewtopic.php?f=23&t=21795&start=25#p264747 ,
has not been adhered to by a majority, and it leaves us with a lot of very gaudy text everywhere at odds with the standard of visual design we work hard to maintain for our modules.
I have been persuaded to undo the color token removal before it went live and instead give one final notice to follow those guidelines before color tokens are disabled entirely. If you're not sure if you're overusing them, you probably are (sorry). That's fine, you can just reduce their use.
They will be removed without further warning if they remain in overuse. Please view either of the links above for more details.
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
From me:
============
- Printing Woodcut craft DC lowered from 15 to 3 (as they can no longer be used to copy magical books).
- Bulk Printing Woodcut recipe added to crafting matrix, details on the Wiki. (Should show up in a reset or two).
- Various LOD fixes around Andunor (shouldn't occasionally see weird black cave walls from a distance anymore).
- Made the behavior of a certain nautical-themed boon more consistent.
- Calcium looms spooling up.
============
- Printing Woodcut craft DC lowered from 15 to 3 (as they can no longer be used to copy magical books).
- Bulk Printing Woodcut recipe added to crafting matrix, details on the Wiki. (Should show up in a reset or two).
- Various LOD fixes around Andunor (shouldn't occasionally see weird black cave walls from a distance anymore).
- Made the behavior of a certain nautical-themed boon more consistent.
- Calcium looms spooling up.
Last edited by Batrachophrenoboocosmomachia on Thu Jun 10, 2021 10:17 pm, edited 2 times in total.
Re: Arelith Updates!
From Myself
Update to Andunor Silver Mines:
- 2 further shops added
- 2 Quarters
- 2 New Henchmen
- Expanded Communal Stores
(Use of the above are limited to citizens of the controlling district)
Update to Andunor Silver Mines:
- 2 further shops added
- 2 Quarters
- 2 New Henchmen
- Expanded Communal Stores
(Use of the above are limited to citizens of the controlling district)
Re: Arelith Updates!
From Kenji:
=========
Cleric Domain Overhaul - Preparation Phase
I.
Clerics changing their domains:
Players will now be able to change domains via "-domain" chat command or Rest Menu -> 3. Character -> 9. Domains if they satisfy the following conditions:
1. Cleric levels present
2. Is worshiping a deity
3. Has Domain Change Token granted by DMs or Developers upon request or domain update
-i. Currently players can change domains an infinite amount of time on the PGCC.
-ii. Players will be provided 3 free Domain Change Tokens as Preparation Phase begins. More will be provided as we continue overhauling the domains.
II.
Cleric General Spell selection changes:
As we prepare for more domain changes, here are the spells that will become generalized to all clerics rather than accessed via domains:
1. Haste as a 5th level spell
2. Enervation as a 5th level spell
III.
Certain Deities have "banned" domains - domains that are usually against a deity's dogma or, well, domain. Examples are as followed:
Aurilites will not be able to change to Fire domain, nor can Kossuthans take Water domain. Ilmatari can not take Evil domain, nor can Banites switch to Good domain.
Note that these are mechanical followers of said deities that will not be able to change their existing domains into domains that opposes their deity's domains.
One can, however, pick those opposing domains upon character creation or taking first level of cleric and THEN follow said deity. There's nothing stopping you from doing so other than your own conscious.
The banned domains for which deity will be listed on the Arelith wiki, an official discussion with the playerbase will eventually follow after further domain change testing.
From Morderon & Irongron
=======================
Guildhouse Update
Guilds (Remember any building that has at least one interior quarter (with a separate sign) counts as a guild)
- Guild Owner receives 45% of purchase price when interior quarter bought
- Guild Owner receives 45% of purchase price when interior shops bought (Some guilds may also own shops directly outside property)
- Tenants pay no maintenance/tax on their quarters. This cost is transferred to the Guild Owner. If a tenant feels the needs to secure their door, possibly because guild is not secure, this cost is passed on to the Guild Owner.
- Maintenance/tax costs on interior quarters are TRIPLED if left empty (Guild Owner pays 3x maintenance for each interior quarter when unoccupied.
- Tenants no longer require a separate key to enter the main guild door.
- If a Guild Owner's ownership times out, or the quarter is released, it is automatically transferred to a tenant, selected at random. If the interior quarter selected is not occupied, the guild is released. If the Guild Owner can no longer pay the tax/maintenance, the guild is also released.
- Guild Owners can evict from controlled shops/quarters.
Taverns
- Tavern Owners Gain 45% of the purchase price when room is bought
- Tavern Owners Gain 45% of the purchase price when interior shop is bought.
- All taxes/maintenance costs paid by Tenants go DIRECTLY to the Tavern Owner
(Thus taverns can make a great deal of money, depending on their size)
=========
Cleric Domain Overhaul - Preparation Phase
I.
Clerics changing their domains:
Players will now be able to change domains via "-domain" chat command or Rest Menu -> 3. Character -> 9. Domains if they satisfy the following conditions:
1. Cleric levels present
2. Is worshiping a deity
3. Has Domain Change Token granted by DMs or Developers upon request or domain update
-i. Currently players can change domains an infinite amount of time on the PGCC.
-ii. Players will be provided 3 free Domain Change Tokens as Preparation Phase begins. More will be provided as we continue overhauling the domains.
II.
Cleric General Spell selection changes:
As we prepare for more domain changes, here are the spells that will become generalized to all clerics rather than accessed via domains:
1. Haste as a 5th level spell
2. Enervation as a 5th level spell
III.
Certain Deities have "banned" domains - domains that are usually against a deity's dogma or, well, domain. Examples are as followed:
Aurilites will not be able to change to Fire domain, nor can Kossuthans take Water domain. Ilmatari can not take Evil domain, nor can Banites switch to Good domain.
Note that these are mechanical followers of said deities that will not be able to change their existing domains into domains that opposes their deity's domains.
One can, however, pick those opposing domains upon character creation or taking first level of cleric and THEN follow said deity. There's nothing stopping you from doing so other than your own conscious.
The banned domains for which deity will be listed on the Arelith wiki, an official discussion with the playerbase will eventually follow after further domain change testing.
From Morderon & Irongron
=======================
Guildhouse Update
Guilds (Remember any building that has at least one interior quarter (with a separate sign) counts as a guild)
- Guild Owner receives 45% of purchase price when interior quarter bought
- Guild Owner receives 45% of purchase price when interior shops bought (Some guilds may also own shops directly outside property)
- Tenants pay no maintenance/tax on their quarters. This cost is transferred to the Guild Owner. If a tenant feels the needs to secure their door, possibly because guild is not secure, this cost is passed on to the Guild Owner.
- Maintenance/tax costs on interior quarters are TRIPLED if left empty (Guild Owner pays 3x maintenance for each interior quarter when unoccupied.
- Tenants no longer require a separate key to enter the main guild door.
- If a Guild Owner's ownership times out, or the quarter is released, it is automatically transferred to a tenant, selected at random. If the interior quarter selected is not occupied, the guild is released. If the Guild Owner can no longer pay the tax/maintenance, the guild is also released.
- Guild Owners can evict from controlled shops/quarters.
Taverns
- Tavern Owners Gain 45% of the purchase price when room is bought
- Tavern Owners Gain 45% of the purchase price when interior shop is bought.
- All taxes/maintenance costs paid by Tenants go DIRECTLY to the Tavern Owner
(Thus taverns can make a great deal of money, depending on their size)
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
From Bat Country
============
- Vision VFX overhauled. Low-Light Vision and Darkvision now brighter/further reaching without being overpowering. Ultravision now uses the same updated VFX as Darkvision.
No Vision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451147540267028/No_Vision.png)
Vanilla Darkvision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451210719068240/Vanilla_Darkvision.png)
Vanilla Ultravision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451242439540771/Vanilla_Ultravision.png)
New Darkvision/Ultravision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451285008711730/New_UltraDarkvision.png)
============
- Vision VFX overhauled. Low-Light Vision and Darkvision now brighter/further reaching without being overpowering. Ultravision now uses the same updated VFX as Darkvision.
No Vision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451147540267028/No_Vision.png)
Vanilla Darkvision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451210719068240/Vanilla_Darkvision.png)
Vanilla Ultravision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451242439540771/Vanilla_Ultravision.png)
New Darkvision/Ultravision:
![Image](https://cdn.discordapp.com/attachments/652159053816135681/854451285008711730/New_UltraDarkvision.png)
-
- Project Lead
- Posts: 1630
- Joined: Mon Sep 08, 2014 5:09 pm
- Location: Sweden
Re: Arelith Updates!
Next Reset:
- Ships now have 1 or 2 rigging objects, depending on ship size. These can be used to manipulate the sails to Lowered, Half-Mast or Full Sails. Changing the sails takes 1 Turn for each step, so moving from Lowered to Half-Mast takes 1 Turn, while moving from Lowered to Full Sails takes 2 Turns.
The time it takes is decreased by 6 seconds for every 5 ranks in Sail. The Sailing Skill used is the combined skill of the two PCs using the Riggings object, or the one PC for smaller vessels. For larger ships the skill is divided by two.
To start the process a PC has to interact with the placeable and choose which state to move the sails to. For larger ships the closest PC to the other rigging object (3 meters) will automatically help out. A Progress Bar and feedback will be presented to the player(s) using the riggings. Cancelling the progress bar in anyway will reset the process.
Lowered Sails:
Ship's Speed is lowered to 5% of the Max Speed
+10 on Artillery Checks when firing against another Vessel
-20 on Evading / Dodging Artillery from an enemy Vessel
+3 on Firing Grapple Hook
-3 on Evading / Dodging Grapple Hooks from an enemy Vessel
Medium Sails:
Ship's Speed is lowered to 50% of the Max Speed
Full Sails:
Ship's Speed unaffected
-20 on Artillery Checks when firing against another Vessel
+10 on Evading / Dodging Artillery from an enemy Vessel
-3 on Firing Grapple Hook
+3 on Evading / Dodging Grapple Hooks from an enemy Vessel
- Added a -ship command. This can only be used on the Deck of a Ship.
It reveals some basic information like ship heading, weather, and other statuses. It also allows for repairing the Vessel without a drydock. Repairing requires some resources based on what you are repairing, Carpentry or Tailoring (Hull or Sails). A crafting check will be made and the DC will be affected by some parameters such as if the ship is docked or out at sea.
A minimum sail rank of 15 is required to start repairs. This also introduced a Masterly Skill check with a increased DC of +20 if you make the initial DC. Failing this Masterly Check won't fail the first roll you made. Making the Masterly Skill Check will increase the amount repaired.
Masterly Skill check has also been added to the Voyage skill check, making that will decrease the time even further when travelling the seas. This is a test and we can add more Masterly Skill checks as we go, their bonuses are very unique and based on the context of what you are rolling for.
- The Spyglass Tool / Item has been updated to allow to search for the random event landmarks based on the Quadrant you are in, this is a Sails check. There is a cooldown on this and DC varies depending on weather (night, mist) the CR of the current sea tile etc.
Making this roll will instantly have the Navigator find it as well and you can talk to them to activate the event as usual.
- Added a Toggle option to the Navigator under Abilities to either engage or evade enemy random encounters. By default its on evade.
- WIP: Added a moveable storm across the Grid, it will spawn in certain conditions and move around the grid. One can use the -ship command to get more weather information. This will be fleshed out a bit more in the future, consider this one a test sort of.
- Lowered DC a bit for avoiding random enemy encounters
- Finally Improved Sail Skill feedback and fixed a couple of bugs
- Ships now have 1 or 2 rigging objects, depending on ship size. These can be used to manipulate the sails to Lowered, Half-Mast or Full Sails. Changing the sails takes 1 Turn for each step, so moving from Lowered to Half-Mast takes 1 Turn, while moving from Lowered to Full Sails takes 2 Turns.
The time it takes is decreased by 6 seconds for every 5 ranks in Sail. The Sailing Skill used is the combined skill of the two PCs using the Riggings object, or the one PC for smaller vessels. For larger ships the skill is divided by two.
To start the process a PC has to interact with the placeable and choose which state to move the sails to. For larger ships the closest PC to the other rigging object (3 meters) will automatically help out. A Progress Bar and feedback will be presented to the player(s) using the riggings. Cancelling the progress bar in anyway will reset the process.
Lowered Sails:
Ship's Speed is lowered to 5% of the Max Speed
+10 on Artillery Checks when firing against another Vessel
-20 on Evading / Dodging Artillery from an enemy Vessel
+3 on Firing Grapple Hook
-3 on Evading / Dodging Grapple Hooks from an enemy Vessel
Medium Sails:
Ship's Speed is lowered to 50% of the Max Speed
Full Sails:
Ship's Speed unaffected
-20 on Artillery Checks when firing against another Vessel
+10 on Evading / Dodging Artillery from an enemy Vessel
-3 on Firing Grapple Hook
+3 on Evading / Dodging Grapple Hooks from an enemy Vessel
- Added a -ship command. This can only be used on the Deck of a Ship.
It reveals some basic information like ship heading, weather, and other statuses. It also allows for repairing the Vessel without a drydock. Repairing requires some resources based on what you are repairing, Carpentry or Tailoring (Hull or Sails). A crafting check will be made and the DC will be affected by some parameters such as if the ship is docked or out at sea.
A minimum sail rank of 15 is required to start repairs. This also introduced a Masterly Skill check with a increased DC of +20 if you make the initial DC. Failing this Masterly Check won't fail the first roll you made. Making the Masterly Skill Check will increase the amount repaired.
Masterly Skill check has also been added to the Voyage skill check, making that will decrease the time even further when travelling the seas. This is a test and we can add more Masterly Skill checks as we go, their bonuses are very unique and based on the context of what you are rolling for.
- The Spyglass Tool / Item has been updated to allow to search for the random event landmarks based on the Quadrant you are in, this is a Sails check. There is a cooldown on this and DC varies depending on weather (night, mist) the CR of the current sea tile etc.
Making this roll will instantly have the Navigator find it as well and you can talk to them to activate the event as usual.
- Added a Toggle option to the Navigator under Abilities to either engage or evade enemy random encounters. By default its on evade.
- WIP: Added a moveable storm across the Grid, it will spawn in certain conditions and move around the grid. One can use the -ship command to get more weather information. This will be fleshed out a bit more in the future, consider this one a test sort of.
- Lowered DC a bit for avoiding random enemy encounters
- Finally Improved Sail Skill feedback and fixed a couple of bugs
-
- Project Lead
- Posts: 1630
- Joined: Mon Sep 08, 2014 5:09 pm
- Location: Sweden
Re: Arelith Updates!
Next reset;
Fixed a number of bugs related to the latest Ship Update. Though that involves a lot of work and is really not that fun to read about I also added a new WIP feature:
The -ship command (Erroneously called -sail in code previously, sorry, its -ship now as intended) has been expanded with a parameter:
-ship stats
This will let you examine a ship and view its stats if you are part of its crew. Basically a Character Sheet for your Ship.
From Kalopsia
==============
New Race: AQUATIC ELVES
(Requires Normal Award)
- Stats: CON+2
(DEX-2, CON+4 compared to default elf)
- ECL: +1
- Feats:
Darkvision
Weapon Focus: Polearm
Weapon Proficiency (Aquatic Elf): Spear, Trident & Bows
All default elf feats except their weapon proficiency and low-light vision
- Skills: Spot +2 (in addition to the default elf bonuses)
- Special:
Amphibious:
> Immunity to drown spells and effects
> Bonuses to swimming-related activities
> Able to pass through underwater areas without assistance
> Needs to drink more water to survive on dry land
Aquatic Elves are innately familiar with the Water Elemental stream and Sea Shanties bard song
New Race: AVARIEL - ETA: TBD
(Requires Major Award)
Misc:
- Selecting an elven subrace will now adjust hair/skin color to match their typical appearance in lore. These colors are merely suggestions, players can still customize their characters using prismatic mirrors in the Arelith Entry area. This change will not affect existing characters.
From Anatida
=========
- Female Robe 083 Texture Fix
Fixed a number of bugs related to the latest Ship Update. Though that involves a lot of work and is really not that fun to read about I also added a new WIP feature:
The -ship command (Erroneously called -sail in code previously, sorry, its -ship now as intended) has been expanded with a parameter:
-ship stats
This will let you examine a ship and view its stats if you are part of its crew. Basically a Character Sheet for your Ship.
From Kalopsia
==============
New Race: AQUATIC ELVES
(Requires Normal Award)
- Stats: CON+2
(DEX-2, CON+4 compared to default elf)
- ECL: +1
- Feats:
Darkvision
Weapon Focus: Polearm
Weapon Proficiency (Aquatic Elf): Spear, Trident & Bows
All default elf feats except their weapon proficiency and low-light vision
- Skills: Spot +2 (in addition to the default elf bonuses)
- Special:
Amphibious:
> Immunity to drown spells and effects
> Bonuses to swimming-related activities
> Able to pass through underwater areas without assistance
> Needs to drink more water to survive on dry land
Aquatic Elves are innately familiar with the Water Elemental stream and Sea Shanties bard song
New Race: AVARIEL - ETA: TBD
(Requires Major Award)
Misc:
- Selecting an elven subrace will now adjust hair/skin color to match their typical appearance in lore. These colors are merely suggestions, players can still customize their characters using prismatic mirrors in the Arelith Entry area. This change will not affect existing characters.
From Anatida
=========
- Female Robe 083 Texture Fix
-
- Dungeon Master
- Posts: 6681
- Joined: Sun Jan 18, 2015 5:47 pm
Re: Arelith Updates!
Public Notice - please disreguard the Avariel addition at the moment. They will NOT be avaiable from next reset, as a few last minute wrinkles need to be worked out. Watch this space.
This too shall pass.
(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)
(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)
Re: Arelith Updates!
As of the earlier reset, the additional races for Aquatic Elf and Avariel have been reverted. They will be released at a later time.
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.
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Arelith Updates!
From me:
==============
- Food and water will decrease slightly more slowly per tick (desert thirst will still hurt, sorry-not-sorry Sibayad). These numbers may undergo further (silent) adjustments until it feels as natural as possible with regards to the time update.
- Fixture explosives 'ambient' VFX now fire less frequently/annoyingly.
- Tattoos added on character creation are no longer lost when entering the server for the first time.
- Ballad of the Dragonslayer song now properly discoverable in-game, added a few more songs too.
Also from me:
==============
You may also have noticed, if you have a quarter in the UD server, that things may have been altered a bit. I spent a while this past weekend going through the server to increase the usability/open space of all the quarters... Maybe I gave you a small adjoining bedroom, maybe I deleted your bed, maybe I updated your decorations, it all depended on what looked good and didn't require the entire area to be reworked.
In light of the guildhouse update, my main goal is to make quarters inside guildhouses more attractive for general use, and quarter outside guildhouses maybe more useful as a faction house. (Since man there were a lot of studio apartments or just plain old bedrooms out there! Expect more things like small suites, where I can cram them in.)
I'm going to keep making little changes like these as I finish going through UD quarters, and then look at Cordor or Surface or DS quarters... and so on. Don't expect anything drastic (unless I get inspired), and don't expect to lose space- I will ONLY be adding space/rooms and making what minor QoL adjustments I can.
Thanks for your patience while they're all looked at and worked through.
==============
- Food and water will decrease slightly more slowly per tick (desert thirst will still hurt, sorry-not-sorry Sibayad). These numbers may undergo further (silent) adjustments until it feels as natural as possible with regards to the time update.
- Fixture explosives 'ambient' VFX now fire less frequently/annoyingly.
- Tattoos added on character creation are no longer lost when entering the server for the first time.
- Ballad of the Dragonslayer song now properly discoverable in-game, added a few more songs too.
Also from me:
==============
You may also have noticed, if you have a quarter in the UD server, that things may have been altered a bit. I spent a while this past weekend going through the server to increase the usability/open space of all the quarters... Maybe I gave you a small adjoining bedroom, maybe I deleted your bed, maybe I updated your decorations, it all depended on what looked good and didn't require the entire area to be reworked.
In light of the guildhouse update, my main goal is to make quarters inside guildhouses more attractive for general use, and quarter outside guildhouses maybe more useful as a faction house. (Since man there were a lot of studio apartments or just plain old bedrooms out there! Expect more things like small suites, where I can cram them in.)
I'm going to keep making little changes like these as I finish going through UD quarters, and then look at Cordor or Surface or DS quarters... and so on. Don't expect anything drastic (unless I get inspired), and don't expect to lose space- I will ONLY be adding space/rooms and making what minor QoL adjustments I can.
Thanks for your patience while they're all looked at and worked through.
Done.