Arelith Updates!

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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Thu Feb 02, 2023 9:53 am

We are experiencing some back end problems and have taken the servers offline for now. Hopefully we will be able to return to full service soon. Please be patient while we perform maintenance.

Roleplay is a two way street.

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Re: Arelith Updates!

Post by DM Starfish » Thu Feb 02, 2023 10:27 am

Servers are back up!

Roleplay is a two way street.

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Re: Arelith Updates!

Post by Sincra » Thu Feb 02, 2023 6:45 pm

From Sincra:

Rest Menu Setting added:
"Disable your attempts at disguise breaking."

  • This will stop you attempting to break disguises on examine.
  • Found under Disguise options in settings.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Thu Feb 02, 2023 7:55 pm

From Kalopsia

BUG FIXES:

  • Custom Damage: Fixed missing damage on gloves.
  • Liberator: Added to divine class list for Craft Wand. Note: Existing items won't be updated retroactively.
  • -dismiss command: Now also works for undead dominated via the Deathless Master Touch ability.

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Re: Arelith Updates!

Post by Kalopsia » Sat Feb 04, 2023 2:40 pm

From sk

Spell changes:

  • Life Transference: Damage changed from 4d8 to 8d4.

  • Greater Life Transference: Damage changed from 7d8 to 14d4.

    • Reason: The averages of these two spells were often quite spiky which made them difficult to use. I hope that this change will allow the output averages to be more stable.
  • Spinal Tap: Range reduced to Short from Medium.

    • Reason: Thematically, the spell should be Touch range, but that would make the spell too difficult to use and Medium is too far for a spell that competes with Hold Monster. Short makes a decent compromise.

From Kalopsia

INSTANT ATTACKS:

  • If an attacker is running, their melee instant special attacks against PCs now roll at a disadvantage.
    • This disadvantage applies to both attack and threat rolls, causing the attacker to roll a d20 twice and proceed with the lower result.
    • The above change replaces the prior 0.5 second movement speed penalty.
  • Icethorn Strike: When used against PCs, the movement speed penalty is now negated entirely by a successful saving throw.

BUG FIXES:

  • Barbarian: Fixed unarmed rage damage progression.

From Inf

Class Adjustments: Arcane Archer

  • Imbue Arrow now respects Elemental Streams:
    • Air: Electric
    • Earth, Ooze: Acid
    • Fire: Fire
    • Water: Cold

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Re: Arelith Updates!

Post by Sincra » Sat Feb 04, 2023 7:45 pm

From Sincra

Chat Commands:
<-reveal>:

  • Now uses a generic feedback to help avoid situational metagaming.

<-notell>:

  • Can now be sent to the person you wish to block.
  • Send again to unblock or use as per the dialogue.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Tue Feb 07, 2023 9:35 pm

From Kalopsia

EFFECT ICONS:

  • Clicking any effect icon currently prints the remaining duration of all active effects corresponding to the icon.
    • This feedback text is now more detailed and will also list the specific bonuses applied by each of these effects.
    • Additionally, the remaining duration is now presented in a more readable format for longer-lasting effects.

Image


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Re: Arelith Updates!

Post by Kalopsia » Wed Feb 08, 2023 8:08 pm

From Kalopsia

BUG FIXES:

  • Time and Seasons: Seasonal weather, dawn/dusk times and lycanthropy will now operate at the correct time scale.
  • Effect Icons: Fixed a few minor issues with the generated text output for some spells and abilities, and improved the skill bonus readouts.

From sk

  • Horrid Wilting and Destruction now have their descriptors set properly to Negative and Death respectively, which should make them respect Defiler recharge %s.

From Inf

Arcane Archer

Multiclassing

The following classes now synergize with Arcane Archer:

  • Bards
  • Sorcerers
  • Spellswords
  • Warlocks
  • Wizards

Note: This is because they fulfill the prerequisite for AA today and are arcane spellcasters.

Benefits from Arcane Archer

  • Arcane Archer adds its levels as CL for dispel protection.
  • Arcane Archer adds its levels as CL if you have more AA levels than the caster class. If not, it adds 1/2.

Benefits to Arcane Archer

  • Arcane Archer adds arcane spellcaster class levels to its Arcane Quiver progression if you have more AA levels than that class. If not, it adds 1/2.
    (Arcane Quiver is a catch all term for Imbue, Seeker, Hail, and Death Arrow. Before today their level was tied to just your AA level with a max of 20. You can now reach up to level 30 scaling via multiclassing.)

Examples

  • 10 Wizard / 20 AA: CL 30, CL 30 vs dispels, 30th level Arcane Quiver
  • 20 Wizard / 10 AA: CL 25, CL 30 vs dispels, 20th level Arcane Quiver
  • 21 Bard / 9 AA: CL 25, CL 30 vs dispels, 19th level Arcane Quiver
  • 19 AA / 6 Bard / 5 Fighter: CL 25, CL 25 vs dispels, 25th level Arcane Quiver

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Re: Arelith Updates!

Post by Sincra » Fri Feb 10, 2023 12:14 am

From Sincra and Twohand:

The Cordor Press:

  • Should now work across servers once again.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Feb 10, 2023 10:30 pm

from sk

There is now a visible expiration warning on Divine Power, Divine Shield, Divine Might, Divine Wrath, and Divine Favor when:

  • There's 15 seconds left on the duration.
  • The moment it expires.

This should help maintain your uptime when things get hectic. Having played a cleric recently, I noticed it was very easy to miss. Let me know if this doesn't work as intended.
Image

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Re: Arelith Updates!

Post by Kalopsia » Sat Feb 11, 2023 9:24 am

From Garrbear

  • Swashbuckler now gains 1 soft int per 7 swash levels
  • Swashbuckler now gets improved evasion for free at 26
    • Swashbucklers that manually selected the feat on levelup will have to relevel
  • Parry is now a skill for Feint/2nd Intention DC Calculations

Swashbuckler since it was initially created has been absolute hell to gear. This was never the intention for the class. Additionally, pure or near pure dex swashes were extremely feat tight and just slightly subpar. These changes should make gearing easier, make dex swash a little more viable, and allow parry to be used for the debuff DCs to open up more build variety.

From Twohand

All Mithril items have been renamed to Mithral, the more lore appropriate spelling.

From sk

Spell Duration Warnings:

  • Divine Favor should not spam you with warnings anymore.

Frigid Darkness:

  • Should no longer have an inexplicable delay in casting.

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Re: Arelith Updates!

Post by Kalopsia » Sat Feb 11, 2023 4:49 pm

From Kalopsia

MORE FIXES:

  • Characters with permanent poison immunity from paths or (sub)races now gain the Venom Immunity feat, letting them access most poison recipes.
  • Alignment Spells: Fixed an oversight that may have caused the +2 saving throw bonus to apply against all alignments.
  • Ship Darkness should now properly protect light-sensitive characters when boarding other ships.
  • Effect Icons: Fixed a few more minor issues, improved the time format and included "vs. Alignment" part in relevant effect entries.

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Re: Arelith Updates!

Post by Kenji » Mon Feb 13, 2023 8:07 am

Cleric

From Kenji, SK, DM Starfish, Sincra, et al. (2023)

Chaos Domain
Note: Cleric Levels scale with Smite

  1. Color Spray
  2. Chromatic Orb
  3. Displacement
  4. Confusion
  5. Bigby’s Disrupting Hand
  6. Cloud of Bewilderment
  7. Greater Chromatic Orb
  8. Prismatic Spray
  9. Tasha’s Hideous Laughter

Law Domain
Note: Cleric Levels scale with Smite

  1. Hold Person
  2. Clarity
  3. Pacifying Bond
  4. Lesser Planar Binding
  5. Lesser Mind Blank
  6. Dominate Person
  7. Hold Monster
  8. Greater Planar Binding
  9. Dominate Monster

Luck Domain
Note: Gets 5% more resources from resource nodes

  1. Remove Paralysis
  2. Remove Curse
  3. Keen Edge
  4. Spell Resistance
  5. Wounding Whispers
  6. Stone to Flesh
  7. Ethereal Visage
  8. Premonition
  9. Shadow Shield

Animal Domain

  • Eagle Sight replaces True Seeing (4)
  • Baleful Polymorph replaces Awaken (6)

Illusion Domain

  • Phantom Wound replaces Greater Shadow Conjuration (7)

Undeath Domain

  • Chill Touch replaces Negative Energy Ray (1)
  • Vampiric Touch replaces Infestation of Maggots (4)

Vermin Domain

  • Poison replaces Web (1)
  • Quillfire replaces Poison (2)
  • Spider Skin replaces Quillfire (3)

Defiler Path

  • Now gains proficiencies in Shield, Light, and Medium Armor
  • Can use up to Large Shield without inducing Spell Failure

Healer Path

  • Now gains proficiency in Light Armor

All caster paths no longer suffer from spell failure if equipped with heavier armor.

All clerics obtain 2 domain change tokens


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Re: Arelith Updates!

Post by Sincra » Tue Feb 14, 2023 5:10 pm

From Inf
--------------
# Arcane Archer

BAB requirement has been reduced to 4 from 6.

## Why?

I want to make low BAB progression classes more useful for Arcane Archer builds. Needing 12 Wizard to reach 6 BAB made that hard.

From Sincra, in a reset or few:
=================================
Writ Papers & Disposing of them:
- You may now once again dispose your writ papers, under the same condition as before that you must not be on the cooldown period for accepting any new writs.
- It will now however track your completed writs regardless of disposal, so upon taking a new writ paper you will see the same quests marked as already completed if they were.

from sk
=============================
Shadow Magic:
- Transmutation CL is no longer reduced for Shadow Casters.
- The DC penalty still applies to Transmutation spells.
- Evocation still retains the -6 CL and accordant DC penalty.

Withering Ray:
- Now fires 1 beam per 3 Caster Level, to a maximum of 5 beams instead of an immutable maximum of 3.

Negative Energy Flood:
- Now correctly applies strength bonuses to undead.
- Tentative fix to the reanimation appearance bug.

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

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Re: Arelith Updates!

Post by Sincra » Thu Feb 16, 2023 10:02 am

from sk and the team

We are now introducing a new set of tools and system to Arelith players for the purpose of conflict resolution and creating new avenues of roleplay. These are intended to be used responsibly, and we will be heavily observing their usage in game.

Image


MANACLES AND BINDING

We are introducing items into the game which can be used to bind and inhibit other players with a LOT of nuance and possibilities for counterplay. We refer to these, in broad terms, as Manacles.

There are SIX manacle tiers all with their own quirks and traits. I will not be sharing those OOCly. You have to Find Out In Game.

  • Lasso (the old lasso now uses the new system)
  • Manacles (Iron)
  • Manacles (Steel)
  • Manacles (Mithral)
  • Manacles (Adamantine)
  • Manacles (Runic)

You can also create Manacle Keys:

  • Which, when paired with a set of manacles, creates a unique key set that can be shared, stored and traded freely.
  • You can create copies of a key by using the original key on other unassigned keys.
  • Manacle keys and their copies cannot be put in the Keyring. it is INTENDED for these to have pickpocket risks.

Still to do:

  • Add a few more spell-type manacle spells with different quirks.

SHACKLING UP

Manacles can be applied to other characters whether subdued or not. When used on non-subdued targets, it will bring up a conversation menu with three options:

[Submit: Allow Restraint]
[Resist: Opposed Checks]
[Flee: Hostile Action]

Submit: Automatic success. Use this if you're willing to go along with the RP.
Resist: This is sort of an optional "soft-consent" option which has its own grapple check system. Basically, you would use this if you're willing to go along with the RP, but want to contest the attempt with a bit of dice involved (so that it isn't an automatic success).
Flee: In most cases, could lead to PvP. Use this if you have a plan to escape.

While Subdued, the character is given a different set of options to conform to our PvP rules:

[Submit: Allow Restraint]
[Give Up: Succumb To Wounds]

Submit: As before.
Give Up: If you select this option, it behaves like the -giveup command and sends you to the fugue.


While bound, subjects will have certain penalties to their abilities:

-5 AB
-15 Discipline
-5 Reflex
-4 Dexterity
x% Spell Failure (depends on the type of shackles used, and is reduced if the subject has Still Spell or Automatic Still Spell)
Forced to walk (cannot run)
Cannot use portal lenses or attunement potions
They will also have the (Prisoner) tag appended to their name and a tidbit added to their description.

When someone who is bound dies, their Bound status will be removed and any applied bindings/manacles will appear next to their corpse.


BREAKING OUT

The level of nuance and counterplay with these manacles allows UP TO SIX standard escape methods, along with a few SECRET interactions to give you an advantage in getting out. The options for releasing binds are the following:

Accessible by using a Manacle Key item on a set of Manacles:

  • Open with key (auto success if it's the correct key, not applicable to lasso)

Accessible by using new "-uncuff" command (type "-uncuff ?" for help):

  • Untie Others (Lasso only. No check required- automatic success)
  • Sleight of Hand (Self Only, with opposed spot checks to detect)
  • Open Lock (Can't be used on Lasso. Opposed by all three perception skills: spot, search, listen to detect)
  • Strength (Uses your Hard strength to see if you're strong enough to break the bindings)
  • One other FOIG method which will not be divulged (with some other FOIG methods in the plans...)

Additionally, as a fallback option and to help you retain your capability of choice, there is a new command you may use while bound: "-optout" (type "-optout ?" for help). This is an OOC command that can be used to free yourself from the binding system when you have no other options. Please note that this should be considered A LAST RESORT. Using "-optout" to free yourself from binding systems should be done responsibly. It's recommended that you use it IMMEDIATELY if you don't want to proceed with the roleplay, not after accepting manacles and keeping them on for a length of time. In short, this is to be considered an OOC method of escape, to be used in severe situations only. We will be watching.


SMITHING RECIPES

New Category: Manacles

Code: Select all


--------------------
Manacle Key
--------------------
DC: 5
CP: 1

Materials:
- 1 Ingot (Iron) 
- 2 Coal

Result: 2 Manacle Key

Code: Select all


--------------------
Manacles (Iron)
--------------------
DC: 8
CP: 15

Materials:
- 1 Ingot (Iron)
- 1 Flask of Oil
- 4 Coal

Result: 1 Manacles (Iron)

Code: Select all


--------------------
Manacles (Steel)
--------------------
DC: 15
CP: 30

Materials:
- 1 Ingot (Steel) 
- 1 Flask of Oil
- 4 Coal

Result: 1 Manacles (Steel)

Code: Select all


--------------------
Manacles (Mithral)
--------------------
DC: 23
CP: 60

Materials:
- 1 Ingot (Mithral) 
- 1 Flask of Oil
- 4 Coal

Result: 1 Manacles (Mithral)

Code: Select all


--------------------
Manacles (Adamantine)
--------------------
DC: 29
CP: 90

Materials:
- 1 Ingot (Adamantine) 
- 1 Flask of Oil
- 4 Coal

Result: 1 Manacles (Adamantine)

ART CRAFTING RECIPES

New Category: Manacles

Code: Select all


--------------------
Manacle Key
--------------------
DC: 5
CP: 1

Materials:
- 1 Ingot (Iron) 
- 2 Coal

Result: 2 Manacle Key

Code: Select all


--------------------
Manacles (Runic)
--------------------
DC: 40
CP: 120

Materials:
- 1 Manacles (Adamantine)
- 1 Greater Spell Mantle
- 1 Flawed Chardalyn Stone
- 4 Coal

Result: 1 Manacles (Runic)
--------------------
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Feb 17, 2023 12:22 pm

From sk

Knock:

  • The bug causing NPCs to turn hostile should now be fixed.

Manacles:

  • Some adjustments have been made to help clarify different things with the systems.
  • Small bug fixes.

From Sincra

Grenade Levels:

  • Should now correctly count Vigilante and Liberator for grenade level requirements, where appropriate.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Sat Feb 18, 2023 4:15 pm

From Kalopsia

BUG FIXES:

  • Archery Movement Penalties: Fixed an exploit that allowed characters to bypass these penalties.
  • Elemental Meteor: Added missing scaling with Conjuration foci.
  • Epic Summon Spells: Can no longer be dispelled. Epic spells were not meant to be affected by them.
  • Predator spell: Can now be scribed.
  • Wizard: Fixed an exploit that allowed metamagic on infinite spells granted by Greater Spell Foci.

OTHER CHANGES:

  • Caltrops: Duration reduced to 3 in-game hours.
  • Dispels targeting Persistent AoE Spells now use proper dispel checks against the original caster level.

From sk

Manacle Dialog Menu:

  • The bug where the Subdual menu comes up on targets that aren't subdued should be fixed.

Manacle Spell Failure:

  • Auto Still III now removes spell failure for everything except the Runic Manacles.
  • Runic Manacles are instead reduced by 25% (becoming 75%)
  • Still Spell, Automatic Still Spell I, and Automatic Still Spell II each reduce spell failure chance by 25%. This effect is cumulative.

Manacle Keypairs:

  • Now shown on the character description of bound characters.

Manacle Descriptions:

  • There is now a tidbit in the Manacle descriptions that clarifies some of their proper usage.

Manacle Unlocking:

  • When removing bindings from someone with your familiar, you should now receive the manacles in applicable uncuff types rather than them going to your familiar's inventory.

Manacle Strength Checks:

  • Now uses your Soft Strength score instead of your Hard Strength Score.
  • Strength Thresholds of manacles have been increased (slightly) to compensate.
  • There is now an additional +1 to the DC per 6 HD of the captive (to make the baselines more fair to lower level characters). Overall it should be easier to get out of them than it was before given attrition.

Manacle Properties:

  • Polymorphing/Shapeshifting now releases you from manacles, except in the case of Runic Manacles, which now outright prevent polymorphing and shapeshifting.

Captive Descriptions:

  • Captive Descriptions will now show you whether you have the correct key or not, in addition to showing the ID.

Item Descriptions:

  • The bug where manacle rules were showing in descriptions of all items has been fixed.

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Re: Arelith Updates!

Post by Kalopsia » Sun Feb 19, 2023 1:05 am

From sk

  • A new and improved Cordor Jailhouse has been added to the server.

From Kalopsia

HELMET MODELS:

  • Reviewed the size of helmet models 55 to 62 to be more consistent with other helmets.

BUG FIXES:

  • Barbarian Rage: Fixed penalties for characters with less than 16 CON.
  • Defiler: Removed spell failure when equipping large shields.
  • Wild Magic: Now re-rolls on the surge table rather than displaying the "Surge vanished" text. (Exception: -fate)
  • NPC Bolt Attacks: Now properly respect the target's immunities.

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Re: Arelith Updates!

Post by Kalopsia » Mon Feb 20, 2023 12:33 am

From Kalopsia

MISC CHANGES:

  • Abjuration Specialist: The non-functional dispel CL increase at wizard level 28+ has been replaced with Breach Resistance, reducing the amount of breached effects by 1 when targeted by such spells.
  • Wakizashi: The slashing damage bonus on these weapons has been replaced with an equal amount of piercing damage, thereby fixing unintended instances of damage stacking when combined with Enhancement Bonuses. This change will affect such weapons retroactively.
  • Hideous Blow: Instead of wasting an action when queued to target a creature out of range, Hideous Blow will now trigger a regular Eldritch Blast or Spear instead, if the target is close enough for these abilities.

BUG FIXES:

  • Slave Callers should now be able to summon disguised characters.
  • Race-specific polymorph abilities now also release characters from manacles (except for Runic Manacles, which prevent them)

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Re: Arelith Updates!

Post by Sincra » Mon Feb 20, 2023 12:34 am

from sk

Bug Fixes:

  • Wraith Stride now properly removes movement-inhibiting effects.
  • Fixed Climb skill focus feats not being able to be taken.
  • Fixed Divine Power stripping Temporary HP.
  • Wild surge polymorph breaking racial sizes should be fixed.
  • Various issues with the Werewolf response to Runic manacles.

Manacles:

  • Manacle Key description now shows how to unbind yourself.
  • New Manacle Type: Silver, under Art Crafting. While worn, these will prevent werewolf transformations but they are easier to break with strength checks than iron.
  • Polymorphing behavior has also been slightly adjusted. Druids are able to shapeshift while wearing Runic Manacles using Wild Shape/Elemental Shape, but the Runic Manacles will adjust to their size, per the magic contained. Other methods of polymorphing may be difficult to do while wearing them, however.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Mon Feb 20, 2023 1:29 am

From Twohand

  • Unlocked the door to Norogh Norr's temple. You don't need to interact with the magic mouths anymore.
  • Added a doorbell system to the gates of Darrowdeep (gong), Castle Gloom (bell), and the Horde Camp (bell).
  • Linked the guildhouses of Darrowdeep and Castle Gloom to their respective gates (this means you can enter the castles if you have the inner guildhouse key, useful if you are not a citizen of the settlement in charge of the castle).
  • Restricted the Horde Camp's ship to Half-orc PCs.
  • Added new spell scrolls to several Surface and Guldorand merchants.
  • Increased the fixture limits in the houses of the Treadstone Locks.
  • Doors and fixtures should stop disappearing from the wagons in the Cordor Frontier.
  • Many miscellaneous area fixes and tweaks, mostly in the Surface server.

= With DM Honey and DM Satyr

  • The Trade Post south-west of Arelith, now under new management, has been rebuilt after suffering considerable damage in the war between Amn and the Lords' Alliance.
  • Established a Guldorand embassy in the city of Cordor.

= With Kuma

  • The Wormworks dungeon is back in the slums of Andunor.
  • Added a level 1 - 10 writ for the Wormworks.

From Sincra

Circle of Doom:

  • Should stop giving those pesky TMI's.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Feb 21, 2023 8:53 am

From Sincra:

Sequencers & The Ban List:

  • Blood Homunculus has been added to the ban list.
  • Pacifying Bond has been removed from the ban list.

Reminder:
Using the Sequencer will clear it so you can select a new spell, should you have a banned spell in it.

Autoloot settings:
Auto-loot Meat:

  • Will autoloot meat into your inventory or hunting bag if available.

Aut-loot Blood:

  • Will autoloot blood into your inventory or hunting bag if available.

Circle of Doom:

  • Should now work on Undead as a healing source again.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Tue Feb 21, 2023 8:09 pm

From Kalopsia

MISC CHANGES:

  • Slippery Mind: Now also works against fear effects.
  • Ship Darkness: Fixed my fix; it's now getting applied to the proper area.

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Re: Arelith Updates!

Post by Sincra » Thu Feb 23, 2023 10:57 pm

From Twohand

Two new rental ships:

  • The Blue Drake, a longship in the Crow's Nest.
  • The Spelunker, an Underdark ship with a diving bell.

Iron Throne update:

  • Moved the Courier ship signs from the Iron Throne HQ to the Guldorand pier in the surface server. This means you can now forcefully return and release the ships if they are rented but their owner is offline.
  • Added a new surface rental ship with diving bell, the Iron Throne Scout.

From backlands

Astrolabe

The following URL's now redirect to their respective modern application in the Astrolabe:

  • craft.nwnarelith.com -> astrolabe.nwnarelith.com/crafting
  • portal.nwnarelith.com -> astrolabe.nwnarelith.com/portal

Fixed a bug causing the crafting pages background to not display!

Support Portal

  • Now shows an example portrait name when making a new request (placeholder text)

From Sincra:

Bolt attacks on NPC's:

  • These should now default to having a DC for damage or effect components, this is to mirror the fact players no longer have access to saveless bolts.
  • Exceptions to this may be when an area developer has deigned it neccersary to keep a saveless bolt.
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Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Fri Feb 24, 2023 8:52 pm

From Kalopsia

BUG FIXES:

  • Damage vulnerabilities applied by Blackstaff are now affected by restoration spells and abilities.
  • Undead created by Negative Energy Flood will no longer attack their creator.
  • The -hood command will no longer slow down kobolds.

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