Arelith Updates!

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Re: Arelith Updates!

Post by ActionReplay » Thu Oct 19, 2017 6:19 pm

Next reset:

• Adjusted Drow Ambushes
These spawns will only be hostile to Surfacers now. The ambushes will no longer be triggered by Slaves (Background or Clamped). Lets see how this works out.


Following update is by our new Code Contributor yellowcateyes:

• Knight Class (Purple Dragon Knight PrC)
Prerequisites: Base Attack Bonus of 6, Any Weapon Focus, Skill Focus: Discipline

Up to 10 levels may be taken in this PrC. As before, the Knight class may choose one of three paths: Vanguard, Protector, or Valiant. The choice of path affects the cooldown duration of certain class feats, and can add potent effects with enough class levels. The level progression of when these class feats are obtained remains unchanged. However, the functionality of each feat has been reworked as follows:


1. HEROIC SHIELD
Standard Action
Duration and Cooldown of 1 Hour
Range: Targeted Ability

The Knight designates a friendly target as a Ward. The Ward gains 5% + 1% per Knight Level damage immunity to all damage types, as well as 1/+1 DR. Additionally, the designated Ward benefits more from the knightly abilities described below.


2. RALLYING CRY
Instant Action
3 Turn Cooldown (1.5 Turns for Valiant)
Range: Colossal

The Knight and all nearby allies gain +1 AB and +1 Damage for 1 turn. The Ward, if within range, gains an additional +2 damage.
(Valiant 7): At class level 7, the Knight Valiant increases these bonuses to +2. At class level 10, the Knight Valiant increases these bonuses to +3. These bonuses cannot exceed the Knight Valiant's Charisma modifier, but have a minimum value of +1. An affected Ward's +2 damage is added on top of this increased bonus.


3. INSPIRE COURAGE
Standard Action
3 Turn Cooldown (1.5 Turns for Protector)
Range: Colossal

The Knight removes fear effects from all allies in range. All affected allies gain a +2 bonus to all saving throws for 1 turn. If the Ward is within range, the Ward has one negative status effect removed.
(Protector 7): At class level 7, the Knight Protector removes all negative status effects from all affected allies (as per the Restoration spell). The saving throw bonus is increased to +4. For one turn, the Ward's defensive bonuses from Heroic Shield is doubled.


4. FEAR
Standard Action
3 Turn Cooldown (1.5 turns for Vanguard)
Range: Large

Nearby enemies must make a Will save versus Fear. The DC of this save is 10 + Knight Class Levels + Intimidate / 3. Enemies who fail this saving throw suffer a -1 penalty per 4 Knight levels to AC, AB, and Saving Throws, and a 5% Spell Failure chance per 4 Knight levels. The minimum penalty is -1. Mind-protecting spells do not block this effect. The debuff lasts one turn.
(Vanguard 7): At class level 7, these penalties are doubled for the first three rounds.


5. OATH OF WRATH
Instant Action
3 Turn Cooldown
Range: Targeted Ability

A targeted enemy loses 2 AC for 1 turn. In addition,
(Valiant): all allies within a colossal radius gain +1 magic damage, plus 1 per five PDK levels, against the target's racial type.
(Vanguard): the target incurs 5% vulnerability to all damage types, + 1% per Knight level.
(Protector): the target loses 1 AB per five Knight levels and gains 2% Spell Failure chance per Knight level.


6. FINAL STAND
Standard Action
3 Turn Cooldown
Range: Large

Each nearby ally is healed for 1d8 HP per Knight level, and an additional 1d8 HP per 5% missing health on that ally. Healing on the Ward is empowered (150% of normal). Additionally,
(Valiant 10): at ten class levels, the Knight Valiant and all affected allies gain 10 Regeneration per round for 1 Turn.
(Protector 10): at ten class levels, the Knight Protector and all affected allies gain 20% immunity to elemental damage types and 5/+10 DR for 1 turn.
(Vanguard 10): at ten class levels, enemies within the area of effect are immobilized for one round with no saving throw.
Last edited by ActionReplay on Fri Oct 20, 2017 7:29 pm, edited 2 times in total.

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Re: Arelith Updates!

Post by Irongron » Fri Oct 20, 2017 2:06 pm

Moving forward with horses now. This is the first stage, and we're yet to be looking horse breeds, special equipment, 'saving' ones horse and of course...jousting.

With Darrowdeep also right around the corner coming updates will be following something of a theme.

In the meantime, here are the changes. (EDITED)

- Ride now substitutes for Tumble AC while mounted. The rider will receive a penalty to AC equal to their bonus AC provided by Tumble, but this penalty will be offset by 1 for every 5 ranks in Ride. No net AC will be gained by having Ride above 30.

- Mounted Combat now only offers a flat +1 AB to melee combat while on horseback. Further scaling of combat abilities according to the ride skill will be introduced alongside the upcoming 'horse breed' phase.

- Riders suffer from 10% Spell Failure unless they have the Mounted Combat feat.

- Mounted Archery no longer offers a +5 AB bonus, but instead, as in vanilla NWN, helps offset the default penalty to archery while on horseback.

- The legacy Ride Reward now substitutes for investment in the Ride skill, rather than stacking on top of invested skill ranks. The substitute ranks are equivalent to 5 + Hit Dice.

Note: When we introduce horse breeds the Mounted Combat bonuses may only be at full effect when riding a warhorse/destrier.

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Re: Arelith Updates!

Post by Morderon » Sun Oct 22, 2017 11:52 pm

Appraise:

1) Highest rolled appraise in party, as long as they remain near merchant, should be used no matter who is selling.

2) Smarter appraise handling when dealing with subraces. Example: Goblins will be getting better prices from NPC goblinoids instead of halflings.

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Re: Arelith Updates!

Post by Irongron » Mon Oct 23, 2017 1:54 am

Well it's finally here. Castles Gloom and Darrowdeep have gone live along with Mayfield's Land Brokerage.

Details on the castles can be found on the new feed on the homepage.


My thanks to the team for their help in making this happen, it's been another very large project.

Note what while the areas are updated, bidding will begin following a further update tomorrow.

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Re: Arelith Updates!

Post by Morderon » Mon Oct 23, 2017 1:42 pm

Additional details on the above:

Support/Upkeep levels (introductory prices):

Low (Default): Yearly cost of 1k resources.

Medium: Yearly cost of 2k resources

High: Yearly cost of 3k resources.

The settlement also gets charged when it increases it's support level, but only the difference between their current support level and the new support level.

So if raising your support level doesn't work don't keep hitting it as you'll drain your resources :P

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Re: Arelith Updates!

Post by Irongron » Mon Oct 23, 2017 4:00 pm

-Bidding has now opened for the castles, and will remain open for the follow 6 game months.

-Summon mount is now disabled in line with previous announcement (those with horse reward should still have it.)

-Introduced the first mounted only weapon (to be found in game) and developed a system whereby the engine can restrict certain weapons if one is on foot/mounted. This is to leave room for futher development in this area.

-NPCs that react to PC with the noble background will now also treat any currently elected settlement leader as a noble, in addition to anyone with the Epic Reputation feat (to reflect their 'celebrity' status).

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Re: Arelith Updates!

Post by ActionReplay » Tue Oct 24, 2017 8:14 pm

Oh boy, here we go, next reset:

Dragonshape Changes

• Dragonshape has been changed so that it no longer synergizes as well with the monk class. For example, Monk WIS-based AC, UBAB progression and other unarmed bonuses will no longer apply while in Dragonshape.
• The Blue Dragon form has been replaced with a Bronze Dragon. This form has a defensive gas-type breath attack. Those caught in it must roll a Will save versus a DC that scales with the druid's levels and WIS score. A failed save results in -5 AB and 5% Spell Failure.
• The AB, AC and stats of the Dragonshape forms have been adjusted across all three forms. Generally speaking, Dragonshape is now more useful offensively with higher AB. However, Dragonshape is now much more vulnerable defensively, with lower AC and the removal of DR.
• The WIS requirement of Dragonshape is now 25.

Note: We will be monitoring the performance of Dragonshape. Further tweaks may be forthcoming if needed.

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Re: Arelith Updates!

Post by Irongron » Wed Oct 25, 2017 11:34 pm

A crafting update, from the next reset.

REPAIR KITS

Can be made via forging, carpentry and tailoring, and used to repair items for each discipline. Made in stacks of 5. Each use repairs 100% of the damage -10% per 5000gp value of the object, with a minimum cap of 20% of the total.

TEMPORARY ESSENCES +D6 (Alchemy)

The same ingredients as the +4 variety, but with a greater DC and Crafting Point cost.

POISONS - Cave Terror, Elemental Rime, Eyeblast & Widow's Kiss (Herbalism)

Each poison requires no special class or race, save for Widow's Kiss, which is drow only (Blackguard or Assassin)

I also lowered the crafting point cost of many exisiting poisons

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Re: Arelith Updates!

Post by Dunshine » Thu Oct 26, 2017 7:31 am

PDKs will have the option to -relevel now (reset for this just happened).
If you no longer meet the new PDK requirements, the relevel is done automatically on login.

Note, you'll be required to choose a similar build then before. So do not go from FG/PDK to full Druid, Cleric, Wizard, whatever. We'll be logging this.

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Re: Arelith Updates!

Post by Peppermint » Thu Oct 26, 2017 6:19 pm

All right, folks. Having messed around with the numbers a little more, we feel we've done goofed with the PDK requirements.

Next reset, PDK requirements adjusted to the following:
- Skill Focus: Discipline

And that's it. No Weapon Focus, no BAB. This should hopefully open up more build avenues for PDK.

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Re: Arelith Updates!

Post by Dunshine » Fri Oct 27, 2017 3:39 pm

Next reset, courtesy of Miesny_Jez

ESF:Divination

-Scry - no longer requires Claivorance spell, all other requirements the same as previously.

Additionally:
Having ESF:Divination will allow the character to detect that someone is scrying on them (no details of whom though, just the information they are being scryed)

And fixes to the NPC Slavemasters dialog for the Prisoner slaves, they have an option to bribe the NPC to gain freedom there now as well.

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Re: Arelith Updates!

Post by ActionReplay » Sat Nov 04, 2017 6:59 pm

Big update from yellowcateyes, next reset:

Quality of Life Update:
• Auto-identify when looting should now be working properly again and will use the highest Lore skill possessed by your PC party members.
• We have also added an auto-loot feature that is available through the rest menu, you can enable/disable different options there:
1) Auto-pickup gold,
2) Automatically put jewelry in jewelry boxes
3) Automatically put bounty heads in headbags
3) Automatically pick up cut gems
4) Automatically pick up potions
5) And finally a toggle whether to ignore or pick up unidentified gems and potions


Right-Click Examine Update:
• Intelligence and all of the Skill-Based descriptors have been removed from right-click examine.
• The granularity of output has been reduced; the adjectives are limited to High, Low, and Average.
• The Wisdom-based and Bluff-based checks for inaccuracy have been removed, replaced with a mimic system (See below).

The only attributes shown are Strength, Constitution, Charisma, and Dexterity. For example:

Strength: High
Dexterity: Low
Constitution: Average
Charisma: Low

Stat Mimicry
Characters with invested ranks in Bluff or Perform can choose to modify one or more of their attribute descriptors. This is limited to one attribute per 7 invested ranks. Those who have invested 28 ranks can attempt to affect a different description for all four displayed attributes. The command works as follows:

-mimic [Attribute] [Hi/Lo/Av/St]

[Attribute] can be STR (Strength), DEX (Dexterity), CON (Constitution), or CHA (Charisma).
[Hi/Lo/Av/St] refers to whether you want to mimic a High, Low, or Average value in the chosen attribute. 'St,' or Stop, ceases mimicry for that attribute.

When an onlooker views a character trying to mimic a different attribute, an invisible opposed roll will occur testing the higher of the onlooker's Spot or Search versus the higher of the mimic's Bluff or Perform. If the onlooker wins the roll, they will see the mimic's true attribute descriptors. Otherwise, they will see the adjectives the mimic has chosen.

Notes:
• Because of the mimicry system, attribute desctriptors will now be visible regardless of -disguise state.
• Attribute descriptors will also now be visible on polymorphed individuals.
• The maximum number of mimicked attributes is based on the total combined invested ranks of Bluff and Perform. Conceivably, a character can start mimicking different values for all four visible attributes as early as level 11.
• Mimic roll results will persist for one hour before the opposed skill check can be rolled again.


Alignment Spells Update:
• The Alignment series of spells now offer partial protection versus enemies of the Neutral alignment. Aura mechanics have been replaced with AoE castings.
• Protection versus Good and Protection versus Evil now offer +2 Deflection against opposing alignments and neutrals, +2 Saves against opposed alignments (+1 versus neutrals), and +4 Will against opposed alignments (+2 versus neutral). The two spells stack with each other, but not themselves.
• Magic Circle Against Alignment is now an AoE spell with a Large radius. The duration has been changed to turns / level, and the spell offers the same bonuses as the Protection from Alignment spells.
• Aura versus Alignment is now an AoE spell with a Large radius. Mind Immunity has been removed, replaced with +6 Will versus opposed alignments and +3 Will versus neutrals. An Aura versus Alignment spell offers +4 deflection AC against opposed alignments and neutral enemies, 5 + CL SR, and a damage shield of 6 + 1d8 damage. The holy aura deals divine damage, while the unholy aura deals negative energy damage.
• Bugfix: Protection versus Alignment spells no longer stack with themselves.

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Re: Arelith Updates!

Post by Irongron » Mon Nov 06, 2017 10:49 pm

In preparation for upcoming updates, and the end of bidding on Darrowdeep Castle the 'noble' background has been removed, and moved to a minor reward.

As mentioned previously the same benefit is obtained from either having the Epic Reputation Feat, or being a currently elected settlement leader.

The 'noble' background has been renamed as 'Artist' and those who have already selected 'noble' background are effectively grandfathered as being members of the minor aristocracy.

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Re: Arelith Updates!

Post by Morderon » Tue Nov 07, 2017 5:32 pm

Next reset:

Runic update:

Runics are now keyed off of languages instead of base race.

Xanalress can be used in place of elven; and the other way around.

Draconic, celestial, abyssal, and infernal runics can now drop.

From common to rare:
Any language (or common)
Elven & Dwarven are tied.
Draconic
Outsider (celestial, abyssal, and infernal).

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Re: Arelith Updates!

Post by Irongron » Tue Nov 07, 2017 6:09 pm

Transmutation Update
--------------------

- Focus feats in Transmutation now offer bonuses to Fox's Cunning, Bull's Strength, Bear's Endurance, Cat's Grace, and Owl's Wisdom.
- Greater Spell Focus: Transmutation increases the attribute buff by +1. Epic Spell Focus: Transmutation increases the buff by +2. These bonuses are applied after metamagic calculations.
- The -teleport console command has been modified. The present functionality is available with Greater Spell Focus: Transmutation, at level 21 onwards.
- Additionally, a character with Epic Skill Focus: Transmutation may now enter '-teleport create.' This creates a short-lived Source portal node at the transmuter's location.


General: The above-mentioned spells should now display user-friendly feedback as to the number rolled, regardless of whether one has Transmutation foci feats.

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Re: Arelith Updates!

Post by Kirito » Fri Nov 10, 2017 10:43 am

The Arelith gods have granted me the power to post in the updates thread... and with it I bring you not one but TWO quality of life updates!

Next reset.

*** -losexp chat command becomes available. ***

No more will you have to play the gods of against each other to correct your levelling mistakes!

This command will allow you to remove any amount of XP. Everything to do with this command is logged so if there are any issues we can see what your XP was and how much you removed and what it became (and also to watch for anyone trying to exploit this somehow... you have been warned!).

E.g. -losexp 15000 will remove 15000xp.

*** Decrease skill points ***
There is now an option in the crafting menu to decrease your skill points. The number of skill points that can be removed from a crafting skill is dependant on the amount of XP you have lost when using the -losexp command at a rate of 2 points per levels worth of XP. The entire level XP must be removed in one go (eg lvl 10 must remove 9000xp, they can't remove two lots of 4500 xp). Similarly to above, everything to do with this option is logged.

WARNING: These points will only be available to be removed until you level up again, at which point you will lose these points.

e.g. Level 10 character with 20 Forge decides to remove 9000xp (using -losexp 9000). He will now be able to remove 2 points from forging, and then add 2 points to something else.

If our Level 10 Character with 20 Forge decides to remove 17000xp (using -losexp 17000 or -losexp 9000, followed by -losexp 8000) he will be able to remove up to 4 points from forging.

If people are found to be exploiting these commands somehow we will not hesitate to unleash the army of fey on you ;)

Have a nice day!

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Re: Arelith Updates!

Post by yellowcateyes » Fri Nov 10, 2017 5:27 pm

Several Underdark subraces have been reviewed and updated. The following changelog indicates additions or modifications. Existing racial bonuses have been left in place unless otherwise stated.


Orogs:
+ Bonus Feat: Power Attack
+ Orog-Specific Armaments: This martial race now produces several unique craftable items, including Orog Battle Armor (Full Plate), Orog Heavy Sword (Greatsword), and the Orog Bastard Sword (Bastard Sword). These armaments were designed with Orogs in mind, and will be much less effective when wielded by other races.


Gnolls:
+ Bonus Feats: Power Attack, Toughness
+ 5% Physical Damage Immunity


Goblins:
+ The CHA penalty has been removed.
+ ECL increased from -1 to 0.
+ Bonus Feat: Use Poison


Duergar:
+ 2 STR
+ Savvy Traders: Duergar now benefit from the "same race" bonus to appraise calculations when dealing with any NPC vendor, regardless of the vendor's race.


Note on existing characters: The added feats, immunities, and mercantile perks will be available on existing characters of these subraces. However, the updated ability scores will not be reflected on older characters. The change to goblin ECL affects all goblin PCs, new and old.

Further explanation can be found in the news feed on the homepage (arelith.com)
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Re: Arelith Updates!

Post by yellowcateyes » Tue Nov 14, 2017 4:04 am

Update to Divination Spells
--------------------------------

FEEBLEMIND
- Now does CHA damage as well.
- If the target has arcane caster levels (i.e. bard, sorc, wizard), the DC is increased by +4.
- If Feeblemind reduces the target's INT to 3 or less, the spell stuns for 1 round / level in addition to the usual effect.
- The vanilla NWN bug with Maximized Feeblemind has been fixed. Metamagic should apply normally.

POWER WORD, STUN
- Targets with more than 150 hit points will now be affected by this spell. Such targets must make a Will save or be stunned for 1d4 rounds (duration modified by metamagic). The DC of this saving throw increases based on the target's hit points.
151-200 HP: +3 DC
201-250 HP: +2 DC
251-300 HP: +1 DC
301+ HP: +0 DC

POWER WORD, KILL
- When targeting a single creature, this spell will now affect targets with more than 100 hit points. Such targets must make a Fortitude save or die. The DC of the saving throw increases based on the target's hit points.
101-150 HP: +3 DC
151-200 HP: +2 DC
201-250 HP: +1 DC
251+ HP: +0 DC

All mentioned DCs are modified by Divination Spell Foci.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

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Re: Arelith Updates!

Post by Irongron » Tue Nov 14, 2017 4:07 pm

A much anticipated expansion to Andunor, with the addition of a Middledark Port District, allowing for more room, easier travel, and an alternative to the Hub for those intent on keeping a low profile.

This also marks a moment a foreign power takes a true interest in the city, with the addition of an embassy.

It is now some time since the last Andunor update, and features available in Cordor now added to the city, such as a 'street peddlar' merchant who buys many objects unable to be sold elsewhere, and a tanner purchasing hides.

These areas fall outside of Sharps/Devil Table's control, and are not part of Arelith's settlement system.

In an unrelated update the 'Desert Rangers' should now work as intended.

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Re: Arelith Updates!

Post by Dunshine » Mon Nov 20, 2017 7:19 am

Improvements on project image, courtesy of Miesny_Jez:

- Using "-project_image" for sending messages will NOT use spell components/piety
- Project_Image will now respect the Disguise name of the character, both when Sending as well as creating of the Clone
- There will be finer control over the -project_image. It will be possible now for the Master to go into Stealth while the Clone is unstealthed (use Player Tool1 for that)
- It is possible to command the Clone created through -project_image to go into "Detect Mode" through the circular associate menu
- The "-project_image" Clone will be able to be recognized by a Diviner with ESF:Divination, the Diviner will have to have higher Caster Level then the PC creating the clone to be successful in recognizing the illusion.
- The "_project_image" Clone will now correctly recognize the Caster Level of the Master including all path modificators

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Re: Arelith Updates!

Post by yellowcateyes » Sun Nov 26, 2017 5:23 pm

If you have not read up on Arelith's plans regarding Neverwinter Nights, Enhanced Edition, make sure to do so. In the meantime, a few minor updates:
  • The -date console command has been updated to a general status display. Use it to check crafting point refresh timers, the stored Adventure XP pool, and food, water and rest states.
  • Stored adventuring XP should be displayed whenever one toggles the -adventure mode on or off.
  • For individuals worshiping wild, monstrous or nature deities, there are two new altar options available in Art Crafting.
  • Auto-looting potions should no longer pick up water bottles or alcohol.
  • Preserving fresh blood magically is now an option available via Herbalism and Alchemy recipes. There is no need to be alarmed.
We are still investigating the mysterious case of the missing Column fixture.
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Re: Arelith Updates!

Post by Morderon » Tue Dec 05, 2017 1:56 am

The owning settlement leaders and others with necessary powers should now be able to access a keep's faction through the same NPC that manages upkeep levels.

This NPC will also refer to PC's by title, specified by their rank inside the internal/broker/castle faction, if applicable.

The settlement leader may appoint a lord (or any other title they want) for the castle.

The settlement leader(s) as well as the lord may grant lesser nobility depending on upkeep level of the keep.

Low: 2
Medium: 4
High: 8

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Re: Arelith Updates!

Post by Irongron » Fri Dec 08, 2017 10:28 pm

- Few small changes across the Cities and Planes sever, such as adding the quest giver to the employment office in Andunor's Hub and various extra dressing here and there.

And the big one...

- Artifact system removed

This will be replaced with gold that will increase over time. Eventually we will look at at something similarly rewarding but without obvious issues artifacts entailed.

Existing artifacts remain in place (for now).

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Re: Arelith Updates!

Post by Kirito » Sat Dec 09, 2017 12:21 am

Spellsword Electric and Acid imbues have also been fixed to work as intended now

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Re: Arelith Updates!

Post by Kirito » Sat Dec 09, 2017 8:11 am

New horses have been released into the wilds of Arelith.

Depending who you are, they will have a positive (or negative) affect on whether they will let you stay on them. (E.g. someone riding a little pack horse will mostly be fine trotting along the roads with anyone on their back... however an elven horse will not like being ridden by a half orc.)

Different breeds will also have an effect on the speed you will travel (along with non-DEX ride at a rate of 1%/3 skill) with pack horses being slowest (10% increase) and wild horses fastest (30% increase).

(Also fixed a bug that meant spell failure from previous update wasn't applying... however it appears to be making up for lost time and is staying around too much now! - fixed and waiting to go live)

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