Arelith Updates!

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Thu Feb 18, 2021 10:38 pm

From Bat Country
================
- Re-enabled UD earthquakes- please don't stone me to death (haha). It's weighted towards lower strength quakes and the knockdown effect has been removed entirely. Will be monitoring for adjustments.
- Various fixes, typo corrections, cleanup.
- Re-enabled henchmen recruitment for level 30s. I don't have the time to rework the system to manage henchman hogging, but I don't want to leave it disabled... Please only use henchmen for adventuring, not for 'guard' duty. Thanks.

From Aellowyn (Pending next Hak Update):
==============

Head sizes, orientation & eye locations have been normalized so glowy eyes line up properly.

"Tree model" Great Club fixed.

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

- RDD has been moved back to the Major Reward category. It was known that this shift to greater was temporary, and based on current active numbers, it caused it to shift back as the class had become more widely popular. Other rewards subject to change at the discretion of Grumpycat and the team.

Next reset from ActionReplay:

- Ship Navigators will now display what possible Events are available in your Ship's current position on the map.
Access this under [Vicinity / Spyglass] option
- Iron Throne Couriers should be working properly now (Thx Hoodoo!)

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Re: Arelith Updates!

Post by Irongron » Fri Feb 19, 2021 12:14 am

(Please see other update news above this)

From Red Ropes:
-------------------------

-Update to many Myon NPC dialogs to reflect the recent changes.
- Some updates to the Banite Temple, both dialogues and visually.

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

- Further work to the Banite Temple (Visual overhaul)
- More Guldorand fixes/adjustments
- Increased the level range of a number of mid-high level writs, extended them into the epic levels.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Thu Feb 25, 2021 2:24 pm

From myself
================
- Shadovar enforcers at the Shadovar Tradepost will now only react if you attack other creatures. Tracks everywhere are rightfully nervous.
- The Jotun's Blessing boon has been disabled pending rework.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Feb 26, 2021 3:41 pm

From myself
================
- Creature combat AI updates (Stronger. Faster. Better.) This also includes a fix for Aboleths and Juggernauts, who are no longer allowed to play PC ping-pong while killing you to death.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Mon Mar 01, 2021 8:51 pm

Live next reset
From myself
================
- All changes in the combat AI library have been reverted. I apologize for making a joke in the previous announcement, as many took it (understandably) as a major change or 'new' AI instead of the minor code cleanup it actually was, and I am still cleaning up my PMs and DMs for all the various (longstanding and/or unrelated) issues people reported. Future AI changes by myself, minor or major, will not be announced publicly on release to avoid future such misunderstandings.

Done.


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Re: Arelith Updates!

Post by Irongron » Mon Mar 08, 2021 11:24 am

Arelith Full Screen Load Images Now LIVE



(And the broken caravan routes now fixed thanks to Spyre!)

Tacked onto this:

From Spyre
========

- 8 New Helmet models (more to come eventually) available next reset. Any issues with them, please create a bug report. Modifications to some will occur naturally over time.

From Xerah
===========
Signature spells added
These spells operate on the same cooldown, but the character has a bit more options when it comes to choosing which one to be able to cast. Some of the original spells were conditional and this should allow more flexibility with still maintaining the theme of the specialists.

• Abj: Globe of Invulnerability + Greater Dispel
• Conj: Acid Fog + Cloud kill
• Trans: Tensors + Flesh to Stone
• Necro: Circle of death + Undead to Death
• Enchantment: Good hope + Crushing despair
• Illusion: Phantasmal killer + Nightmare
• Evo: IGMS + Bigby’s Forceful hand
• Divination: True sight + Feeblemind

NECRO specialist
• Circle of death get same scaling as PM
• Chance for Dread mummy = 5 + Wizard Level %

TRANS specialist
• Tensors:
o +1 STR/DEX; note: this can allow for +12 with tensors and a zoo spell with ESF.
o HP Bonus Specialist has this bonus maximized
o Specialist gets additional bonus of +1AB per 10 levels
• Empower does give an effect for maximized transmuter zoo spells (i.e. +10)

CONJ specialist
• Wizard lvl check for summoning a monolith elemental
• No chance of hostile summon with GSF
• Chance for Monolith elemental = 10 + 3 * Wizard Level %
• GSF Conj adds 15 + wiz level/2 to SR on the summon
• ESF Conj adds Haste to the summon

Dev Comment: Conjuration seemed hard pressed to give up Trans, but by adding SR and giving summons haste, this should make it a better option. Zoo spells can be added with wands as needed

DIV specialist
• ESF: premonition gives +7 DR (instead of the +5)
• Diviner decrease cooldown by 120 seconds
• 4min long scry only allowed by diviners

SCRY
• Returned to 60 second base
• Option for 120 seconds and 240 sections (use -scry 1min/2min/4min to set)
• 10 minute cooldown
• Cooldown is not refreshed on rest but does regen

Dev Comment: People were complaining that they hated the longer scry so I’ve set it back to the initial one. You now have the option for a longer one; or an even longer one if you’re a diviner.

Tensors:
o +1 STR/DEX for each spell focus (specialist wizards get additional +1); note: this can allow for +12 with tensors and a zoo spell with ESF.
o Divine shield is not allowed during/before casting
o Fortitude Save bonus = +5
o HP Bonus = Wizard level D6 (Specialist has this bonus maximized)
o AB bonus = wizard levels (caster level) turned into fighter of same level (i.e. like divine power) which may gives bonus attacks (Specialist gets additional bonus of +1AB per 10 levels)
o Polymorph is removed
o Spell failure = 100%
o The command “-dispel ten” will dispel this

Deck of Stars
• Requires greater spell focus now (this was planned for a while)

UNDEAD Summoning:
• Dread Mummy has Word of Faith removed
• SR scaling changed to 15 + wiz level/2 (from 1 per wiz level)
• Tyrant Fog and Warrior Zombie tiers flipped around

Dev Comments: Dread mummy WoF often did not do much and stood around doing nothing a lot of time because of LoS issues. This should allow it to be a lot more effective. The tyrant fog zombie is a downgrade to the warrior zombie and has been flipped.

Evo Spec Bug Fix:
Evocation spells should no longer use spell components

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Mon Mar 08, 2021 6:15 pm

From Garrbear
===============
Hide in Plain Sight (HiPS) changes:
-Removed from Ranger, Shadow Mage, and the Vine Mine spell
-Moved from Shadowdancer level 5 to level 11

Hide in Plain Sight is a feature that was disabled on Arelith for about 10 of the last 15 years. Since the Shadowdancer class was added to the server and HiPS began to appear in various class features, the level of mechanical understanding on the server has increased dramatically. While overall this is a good thing, it means that the inherent issues of the ability are more widely understood and abused.

I know this will be a controversial change for many of you, so I will do my best to explain how it can be abused and the reasons behind the removal of the ability. If you have any questions I'll do my best to follow up in the feedback post or feel free to pm me on Discord at Garrbear#5548.

So, Hide in Plain Sight cancels the action queue of anyone targeting you when it is used. This is done before the stealth check is made. What this means is that anyone attacking you or attempting to cast a spell on you will immediately stop what they are doing, even if your stealth scores are -100. Besides the obvious factor of being able to cancel spells in mid-cast, this all will immediately flat foot someone. Flat footing will remove their dodge bonus to AC, which depending on the build will account for 5-20 AC, along with any dex AC for a character lacking uncanny dodge.

By using hotkeys to disengage (when the attack radial button is on a quickbar, it will become an instant disengage button when you are attacking) and stealth quickly, one can immediately attack again out of stealth, resulting in the reduction in AC, along with your opponent either wasting a spell or standing there doing nothing until they can react.

This is most abusable on builds with high levels of burst damage through either sneak attack or other abilities, such as a Rogue / Shadowdancer or a Barbarian / Shadowdancer / Weaponmaster. There is no reasonable counter to this (technically Truesight works if you can read minds and guess correctly when they are going to use HiPS, but it's not a very practical solution), and there is no way to code around it as it is a hardcoded ability.

The ability is being left on Shadowdancer (and Shifter kobold commando for the three of you playing one) at a higher level for now, as until an overhaul of the class is completed, the class is lacking features to make up for the loss of this. With that said, it is subject to removal at the team's discretion at any time.

Characters with Shadowdancer levels or the feats dodge and mobility but not spring attack will be given relevels. Rangers > 3 and Shadow Mages will also be given relevels. Full level 0 rebuilds or relevels for other classes will not be offered.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Mon Mar 08, 2021 9:41 pm

From Garrbear
===============
Shadow Mage changes:
- Shadow mages can now use evocation
- Evocation (except darkness and shadow themed spells) and transmutation are now cast at minus 6 caster level (CL) and dice check (DC)
- Enchantment, necromancy, and illusion spells get plus 2 CL in addition to DC
These numbers are subject to change.

Done.


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Re: Arelith Updates!

Post by Irongron » Tue Mar 09, 2021 10:10 am

Cavalry Weapons
‐------------------------

- Cavalry Axe and Cavarlry Sword added to the category 'Cavalry Weapons' in forging. Cavalry Hammer will be added later in the day.

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Re: Arelith Updates!

Post by MalKalz » Tue Mar 09, 2021 9:56 pm

Some updates that went in and were missed in announcements:


From Garrbear
==============
Fixed an exploit allowing you to use -fate without performing an action.

Panache! changed to the following:
`You receive a bonus to all social skills equal to the higher of your intelligence or charisma modifiers.`

Dev Notes: Panache! was very useful for divine swashes, but it was effectively useless for any other builds. Swashbucklers already require 3 stats, and this prevents them from having to try to gear for a 4th.

Fixed an exploit allowing for 100% DI with hexblade

Fixed an exploit allowing hexblade damage bonuses to stack on repeated uses of curse weapon

Fixed an exploit granting +5 AB by relogging while parry is active

Fixed UCL for loremaster with secret of necromancy to use character level

Fixed ward duration for loremasters (now 3 * loremaster level, compared to 1/2 CL for full casters)

Removed 1.5x divine might damage from crossbows to match other ranged weapons (This should have been done when it was removed from other ranged weapons but I was dumb and didn't at the time.)

From Danger Dolphin
===================

Added back in Vanilla-ish curse song in the place of Falataer's Flute (Song 0). This is due to the new curse songs being particularly buggy due to the current Beamdog issues with loops. The Vanilla song has been nerfed down in line with the bard song update, but also comes with lower perform requirements.

At 28 (Requires 70 Perform):
-3 AB
-3 Damage
-3 Unisaves
-46 HP
-6 AC
-16 Skills

At 25 (Requires 60 Perform):
-2 AB
-3 Damage
-3 Will
-2 Fort/Reflex
-38 HP
-5 AC
-13 Skills

At 20 (Requires 40 Perform):
-2 AB
-3 Damage
-3 Will
-2 Fort/Reflex
-28 HP
-4 AC
-10 Skills

(Full values for low levels to follow on wiki)

Stuff involved in next reset:

From Garrbear
=============
- Relevels that were promised earlier for SD and such will be provided mechanically.

From Spyre
==========
- Fixed a few helmet issues.

Discord: @malkalz
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Re: Arelith Updates!

Post by Irongron » Thu Mar 11, 2021 12:37 am

Resource - Obsidian
------------------------------

- This a rename of the existing 'Resource - Crystal' we already had on Arelith. This was an oddly generic name for a resource, that conflicted with many others and had very few uses in crafting. Now 'Obsidian', it will still work in those few recipes, and matches both its appearance in game, and Forgotten Realms lore, where it used not only for weapons, but also for creating Ioun Stones.

Leading onto...

New Recipes (Art Crafting) - Ioun Stones
------------------------------------------------------------

Each of the Ioun Stones in NWN are represented:

https://nwn.fandom.com/wiki/Ioun_stone

Unlike skleens these are 1 use per day, and significantly more difficult to create. Furthermore , they are each tied to a specific class(es) and require 15 UMD to use for anyone else. Class restrictions are as follows:

Strength (Pale Blue): Fighter, Hexblade
Dexterity (Deep Red): Rogue
Constitution (Pink): Barbarian, Ranger
Wisdom (Blue): Cleric, Druid, Monk, Shaman
Intelligence (Scarlet & Blue): Swashbuckler, Wizard
Charisma (Pink & Green): Bard, Sorcerer, Favored Soul
Armour Class (Dusty Rose): Paladin

As with skleens, these provide a +2 to their stat, or + 1 in the case of the Dusty Rose. They will not stack with each other, and last 60 turns.

Climbing Points
------------------------

During work on the Deep Wells, we introduced new climbing points, albeit using the same base system as the old rope use spots. It's my intention to gradually roll these out across the module and dungeon, but it will take time.

- Added a number of climbing spots around Cordor (And a few elsewhere)

Mainly these are used to take shortcuts through dungeons, access hidden resources or break into buidlings. It is a gradual process, and this is only the beginning (Neither Skal nor Sencliff yet have any)

These work in a different way to previous rope use areas, so I will explain in more detail now.

- Climb spots are visible to any character, you do not need to use a rope to see them.

- Clicking on a climb spot will show the rough difficulty (based upon the characters climb skill vs the DC), and the potential danger. The latter is crucial, as this determines how much damage it is possible to take from a fall - even a relatively easy climb might still be involve a near-fatal drop depending on its location. The feedback on risk is determined by comparing the PCs hit dice, to the number of d6 rolled as fall damage. So, for example, a 30D6 fall may yield a result of 'Potentially fatal' but could equally result in far less damage.

- The feedback will tell you if a rope helps.

- After clicking on a climb spot, the climb will begin in approximately 10 seconds. If you move away (click elsewhere) the climb will be cancelled.

- If you are climbing DOWN, and fail, you will fall, thus still reaching the end destination, albeit alongside damage.

(Note- There are still some issues with the climb system, as detailed in bug reports. We are working to rectifying this, and to show the Climb Roll vs DC when a climb is attempted, so players can more plainly see how they performed)

Various Fixes
--------------------

I've actually been trying to take a break from development after the new city, and to take time to play. In doing so, however, I notice some other smaller things that need to be fixed, so in the latest round:

- Fixed up some use nodes on player shops in Nomad & Mayfields, where it was difficult to access to the shop inventories.
- Nomad now not so dark after nightfall.
- Changed a few of the Load Screens.
- Fixed up a few typos.
- Assorted facelift additions, such as changing doors to better models.
- Significantly improved Dayna, the hench...person in Cordor' Fickle Finger.

From Aniel
=========

- Fade to black during rest has been temporarily disabled to remove the jarring blip. This is a temporary solution until a proper solution is developed.

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Re: Arelith Updates!

Post by garrbear758 » Thu Mar 11, 2021 8:37 pm

From Garrbear

Note: The feats are going to PGCC ONLY for testing. Another announcement will be made when they are live.
============
Class Changes:

FIGHTER

Second Wind (Granted at level 2)
- Standard action - 10 minute cooldown - self only
- Grants fighter level * con mod hp.

New Feat Options:

Epic Second Wind (Fighter 21, Str 21)
-Second wind also grants +2 ab and +2 damage for 1 turn and clears debuffs.

===============================

RANGER

Gains +3 Caster Level vs dispels at level 21. (Subject to change)

Gains 1/2 Ranger level to climb checks in natural areas.

Use Poison added at level 3.

Nature Sense added at level 16.

New Feat Options:

Dual wield mastery (Ranger 15, Str 17)
-A ranger with this feat gains +2 ab while dual wielding.

Blood Lust (Ranger 15, Str 15, Con 15)
-Blade thirst grants additional vampiric regeneration equal to a ranger's HARD constitution modifier.
-Awaken grants their animal companion regeneration equal to a ranger's HARD constitution modifier.

Call of the Wild (Ranger 23, Str 17, Con 17)
- Awaken grants a ranger's animal companion bonus AC equal to the ranger's constitution modifier. It also grants the animal companion spell resistance equal to 15 + (ranger level / 2).

================

Hexblade

Gains +3 caster level vs dispels at level 21. (Subject to change)

================

Dragon Disciple

Gains dragon disciple level towards climb checks after gaining wings (level 9)


THE NEW FEATS ARE ONLY ON PGCC FOR TESTING

Heavy fighter and particularly strength ranger haven't been in a very good place for awhile. These feats should bring some life back into strength variants of those classes, while still being difficult to achieve for divine dip characters.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by The GrumpyCat » Fri Mar 12, 2021 12:29 am

From Irongron
New Henchman added to the Halforc Camp
Ioun stones crafting DC increased to 42
More Climbing Spots

From GrumpyCat
Crafting Changes
Kings Crown has been removed and replaced as a required ingredient for Freedom of Movement and Deathward potions.
Portal lens recipe now makes 3 lenses
After over a decade, brass has been brought in line and changed to something reasonable! It now requires 2 coal, 2 zinc and 1 copper chunk. The bulk brass recipe has been brought in line with these new requirements. The spare brass recipe has been removed. Rejoice!
There are now bulk recipes for Glass bottles and Glass vials. See note here.

Note: Initially suggestions for this had been rejected, because in the long term the team are considering an overhaul of the crafting system. However it seems such a overhaul may be a long time coming, and with the removal of the extra brass recipe, adding in these two options didn't seem such a bulk out, especially as they were both highly requested and are items much used. That being said we likely won't be adding may more bulk recipes in future – so please don't expect more like this.
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.)

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Re: Arelith Updates!

Post by garrbear758 » Tue Mar 16, 2021 9:03 pm

From Garrbear
==============
Various bug fixes for the new ranger and fighter feats. These changes are live as of the next reset. Rangers and fighters have been granted an optional relevel if they desire to take the new feats and meet the prerequisites, but we will not be offering full level 0 rebuilds.

From Garrbear, Kenji, and Aniel
===============================
-Maximum caster level (CL) vs dispels is now capped at 30.
-The formula for dispels has been changed to be
1d20 + dispel's caster level vs. 12 + creator's effective level. (previously 11 + creator's effective level.)
-Epic Spell Focus (ESF) abjuration now gives at total of +3 vs dispels (previously +4)
-Base maximum dispel CL is now 23 (previously 22)
-Warlock greater dispel CL capped at 20 before feats (previously 22)
-Holy sword capped at 21 before feats (previously 20)

Okay so to simplify this a bit:
-CL vs dispels is being capped at 30. This means that taking Arcane Defense Abjuration (AD: Abj) or being a paladin who is either pure or dipped into a class that also gives CL will not let you get above 30 anymore.
-ESF abjuration has a 5% lower chance to dispel. Everything else is effectively unchanged here due to the changes in formula.
-Warlocks got a small but very needed nerf.

Anyone with the feat AD: abj will be given an optional relevel token. Full level 0 rebuilds will not be offered.

=================================

NOTE: We've been having some technical issues with our relevel tokens, so please submit a bug report if you are supposed to be getting one and still don't as of the next reset.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by garrbear758 » Thu Mar 18, 2021 9:27 pm

From Kenji:
Cavalier Overhaul
- Max level is now 10
- Cavaliers will be releveled once certain bug is resolved
- Spirited Charge now scales with Cavalier Levels and Strength Modifier
- Ride bonus from Cavalier levels reduced from 5 to 2 per level. These bonus ride ranks count towards retaining tumble AC while riding.
- Mounted Spirited Charge Extra AB Progression:
Start at +2AB at level 1, +1 AB at every odd level, and another +1 AB at level 10, scaling up to +7 AB maximum
- On-foot Spirited Charge Extra AB Progression:
For Cavalry Weapons
Start at +1AB at level 1, +1 AB at every 3rd level after the 1st, scaling up to +4 AB maximum at level 10
For Non-Cavalry Weapons
+1 AB at level 2, +2 AB at level 6, +3 AB at Level 10
- Knockdown DC Formula as follows:
Cavalier's Strength Modifier, Size, Armor, and Cavalier Level
vs
Defender's Strength Modifier, Size, Armor, and 1d20

Cavalier Progression
Level Passive Mechanical Quality of Life
1 Practiced Rider Spirited Charge T1 Reduced Summon Mount Cooldown
2 Bonus Feat
3 Fearless +2 Summon Common Mount (120% MS)
4 Bonus Feat
5 Fearless +4 Spirited Charge T2
6 Bonus Feat Summon Rare Mount (130% MS)
7 Fearless +6
8 Bonus Feat Spirited Charge T3
9 Fear Immune Summon Unique Mount (140% MS)
10 Bonus Feat Spirited Charge T4

Cavalier's Summon Mount
- Summon Warhorse renamed to Summon Mount
- Summon Mount Cooldown is increased to 12 minutes, but reduced by 1 minute for every Cavalry level
- Cavaliers can choose to summon their regular mount or special mount as to avoid metagaming
- Summons saddled horse at Cav 3, leather barded horse at Cav 6, and chainmail barding horse at Cav 9 for Regular mounts
- Certain classes or races will unlock Special mounts when combo'd with Cavalier (Priority ascending as followed)
Arcane Steed: Arcane Casters (Wizards, Sorcerers, and Spellswords)
Plated Charger: Characters wearing heavy armor
Nightmares (Saddled at 6 Cav, Barded at 9 Cav): Blackguards, Hexblades, evil-aligned Clerics/Favored Souls
Wild Horse (without Saddle): Wild Races (Wild Elves, Forest Gnomes, Wild Dwarves) and Druids
Nightmare (unsaddled): Wild Races with the aforementioned "evil" class levels
- The above mounts are aesthetics only and will not share the same ride bonus and/or movement speed as those horses placed in the modules
- Arcane Steed will become the default mount for the Arcane Casters after Cav 6
- Wild Horse will almost always be the default mount for wild races

From Anatida, Sweet Potato, Kenji, Mythic/Merry, and R0GUE
- All tiers of Cavalry Weapons (from bronze to MDamask) are craftable
- Cavalry Special Weapons (available to all races and classes)
Orcslayer (Cavalry Axe)
+3 AB, +4 bludgeoning damage
+5 AB vs Orc, Half-Orc, & Orog
Damage bonus vs Orc, Half-Orc, & Orog: negative 4 dmg
Massive Crit: 2d6
Runed already

Knight Commander's Saber (Cavalry Sword)
+5 AB, -3 AB, +4 bludgeoning damage
+4 Leadership
+2 Charisma
Massive Crit: 2d4
Class Restriction: Cavalier, Knight, Paladin
UMD Requirement: 30
Runed already

Bec de Corbin (Cavalry Hammer)
+4 AB, +4 slashing damage
Massive Crit: 2d8
Runed already

From Kenji
Weapon Balance and Changes
Svirfneblin Rune Hammer:
- Lowered enhancement from +5 to +4
- UMD reduced from 75 to 30
- Cleric requirement no longer needed for crafting

Wakizashi:
- Changed Shield AC back to Deflection AC
- Can now be equipped on mainhand
- Has AB penalties removed

Naginata: Damage types changed from bludgeon/slashing to bludgeoning/piercing
Platebreaker Lance: Lowered enhancement from +5 to +4 for both medium and small variants
Light Flail: Lowered base damage from 1d8 to 1d6

All of the changes are retroactive and there will be no grandfathering
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by Irongron » Sat Mar 20, 2021 2:59 am

From myself:

Underdark
----------------

- Added a great many screenshot loadscreens to different areas, matching the theme
- Minor visual update to Slavers' Tower interior

Surface
-----------

- Fixed Bendir Temple
- Screenshot loadscreens added
- Adjusted some creatures in line with recent feedback

Cordor
-----------

- Visual Update to a number of areas, especially Thoraminds and the Cordor Press
- 6 New shops added
- Emma Lane expanded. 3 new (very attractive) houses added, plus one shop building.
- New low level dungeon added - Constructs - No Writ (Yet)
- Load screens updated across module

Misc fixes elsewhere, mostly to dialogs.

From Sorrowkitten
-----------------------------

- Sencliff houses have been re-imagined. New bug-free tilesets and visual updates, as well as some feature changes. Please enjoy and let me know if anything is wonky.

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Re: Arelith Updates!

Post by The GrumpyCat » Sun Mar 21, 2021 3:12 pm

Award Update!

Human genasi are being moved down to a normal award. Non-human remain at greater.

Imps moved up to a Major Award
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.)

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Re: Arelith Updates!

Post by Hoodoo » Sat Mar 27, 2021 7:08 am

From Hoodoo/Grumpycat
-------------
New Award: Language Award
Pick a language you can naturally know from character creation. (Will not count to your learning cap)


Minor
======
Abyssal
Celestial
Draconic
Dwarven
Elven
Gnome
Goblin
Halfling
Infernal
Orc
Undercommon
Xanalress
Giant
Sylvan
Gnoll

Normal
======
Animal
Sign
Thief

From Irongron
------------------
Pirates start at level 6 with their "ink"

From Kenji:
Wakizashis have their invisible ASF removed
Cavalier unable to level up bug fixed (for live, PGCC is still being investigated)
Summon Mount fixed, enjoy your ride
Cavalry Weapons can now be customized

Changes to Summon Mount:
Summons different mounts based on armor worn and summon tier.
Tier 1 (Cav 3): Saddled Palfrey (All armor)
Tier 2 (Cav 6): Saddled Palfrey (No/Cloth armor), Leather Barding (Light armor), Chain Barding (Medium & Heavy armor)
Tier 3 (Cav 9): Saddled Palfrey (No/Cloth armor), Leather Barding (Light armor), Chain Barding (Medium Armor), Plated Charger (Heavy Armor)

Nightmare Mounts:
Available to the following Classes and Evil Alignment - Blackguard, Hexblade, Wizard, Spellsword, Sorcerer, Cleric, and Favored Soul
Unsaddled Nightmare - Evil Classes & Wild Race (Wild Elf, Forest Gnome, Wild Dwarf)
Saddled Nightmare - Evil Classes and Tier 2 Summon Mount
Armored Nightmare - Evil Classes and Tier 3 Summon Mount

White Charger:
Available to the following Classes and Good Alignment - Paladin, Champion, Knight, Cleric, and Favored Soul
White Chain Charger - Good Classes and Tier 2 Summon Mount
White Plated Charger - Good Classes and Tier 3 Summon Mount

Wild Horse:
Druids and Wild Races will always summon wild horses
Rangers can summon wild horses if they use Summon Special Mount, but if they have any of the aforementioned evil classes then they will summon Nightmares, instead.
From Garrbear
==============
Hexblade Change

Curse of Life is now a permanent DI effect instead of applying when casting curse weapon. This should fix further 100% DI exploits.

As a reminder, using obviously unintended exploits like this to gain a competitive advantage in PvP OR PvE is against the rules.

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Irongron
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Re: Arelith Updates!

Post by Irongron » Sat Apr 03, 2021 1:55 pm

Large update to Sencliff
-----------------------------------

Including....

- extensive visual update to the Sencliff (Cove) area (formerly the docks)
- Addition of a bank and vaults.
- A number of new player shops
- New quarters
- 4 extensive guildhouses - 'Crew Houses' these can only be purchased by Dread Pirates' and each have their own different pirate flag outside, displaying the chosen name for their crew.
- Sencliff shipyard now buys many resources
- Slavery Abolished on the Cliff
- Ferry to Guldorand
- Update/Fix to some pirate tasks
- Update to all resident henchmen, making them more suitable for the level range.
- New areas/Climb positions, and so on.
- Bhaalspire now in a separate area, and surrounded by graveyard (This change was largely made to mitigate performance issues)
- Pirates now start at level 6, and some spawns adjusted accordingly. If you have a pirate less than level 6, you can try politely pinging DM channel for the raise.

Developement Notes: I took a look at this start position a few weeks ago, and decided it badly needed work. The addition of new ships remains a possibility, but I first want to monitor activity, and do some further playtesting.

Climb Script Update: (From Msheeler)
-----------------------------

- Climb tests should now display DCS. NOTE: If it tells you that a rope helps, you need TWO characters working in a team. If they use a rope on your character the climb will be much easier. Generally a rope helps when descending.

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Irongron
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Re: Arelith Updates!

Post by Irongron » Tue Apr 13, 2021 11:00 pm

From Kenji
=========

Cavalier balance changes
- Overall: Mounted Spirited Charge damage for most weapons nerfed by ~4%
- Damage Adjustment: Overall charge damage for spears are buffed by ~3%, naginata ~6%
- Calculation fix: Charge base damage scales with character level instead of being a flat (30 - cav lvl)
- Platebreaker Lance: Enhancement lowered from +5 to +4, UMD Requirement lowered from 70 to 30, removed Bonus Damage Type: Slashing, and only requires 1 Mithril Dust instead of 2 for crafting

From Xerah
=========

Warrior Zombie given some minor boost
Tyrantfog Zombie (12 to 5) and Warrior Zombie (5 to 9) CR changed
Hide of Tyrantfog zombie and warrior zombie swapped (i.e. 10dr vs 5 dr)
Added great mother and Ilsensine as selectable options
Added missing feats to the Gnoll race.

From Irongron and Garrbear
===========================
Intimidate Rework

Intimidate now has an active ability which can be found in your class radial.

As a standard action, you can attempt to intimidate your opponents. You make an intimidate roll, and all hostile creatures in an area of effect centered on your character must make a concentration roll vs your intimidate roll. If they fail the check, they lose 1 AC for 5 rounds. If they fail the check by more than 20, they lose one additional AC for 5 rounds (2 AC total).

Additionally, intimidate can be used to suppress voters in elections. You can decrease the amount of votes all of your opponents receive by 1dX, where X is your hard intimidate score divided by 10. This does not stack with the leadership bonus to votes, and you will use the higher of the two. If they are the same value, it will default to using leadership. (Mathematically, opponents losing votes is exactly the same as you gaining votes.)

Note: This is our last planned skill rework. We will be re-balancing class skills and skill gain per level for all classes, which will follow with a subsequent re-level for any affected characters.

From Myself
==========

A bit more follow up on Sencliff.

- Expansion/visual overhaul of the Undertunnels
- Rework of the Oceanids
- Auto Respawn Point added in Sencliff Cove for new Pirates (Similar to how people that start in Cordor respawn on docks there until otherwise assigned.

Cavalier Weapons
- Finally added in the missing Cavalier Hammer recipes.
- Finally added in the unique Cavalier Weapon recipes.

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Sat May 01, 2021 2:39 pm

Public Service Announcement: Shop Faction Options
=================================================

- Shop faction options were defaulted to off with a code change by accident which is already being addressed in a future reset.
* This means that your shop may be not selling partial stacks and have other settings you set on. Please check and turn them back on.
* Your shop did not go up for sale. So do not panic.
* Your shop is still tied to its faction.
* Prices should be the same on your items, so just go through a verification.

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


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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Sat May 01, 2021 2:54 pm

Public Service Announcement: Shop Faction Options (Stage 2)
===========================================================

- Resets should address the above. Let us know if there are any issues afterwards.

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


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Irongron
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Re: Arelith Updates!

Post by Irongron » Sun May 02, 2021 12:22 pm

-Added priest (cleric) quarters to Guldorand (Clergy House)

- Moved Guldorand Exile Board to new city.

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Irongron
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Re: Arelith Updates!

Post by Irongron » Sat May 08, 2021 1:29 pm

Property Sales

When releasing or selling a property via the quarter/shop sign, it will not go up for sale immediately, but rather become available for purchase at a random time over the next few RL days.

Thus, characters cannot transfer or auction property. In cases where the owner needs to temporarily pass it to another character (due to holidays/deployment etc), they can request it from the DM team.

State buildings, such as Guard HQs, Brokerage Buildings and small quarters/temporary shops are excluded from this system.

I expect considerable discussion on this, in the meantime you can see my reasoning on this thread.

viewtopic.php?f=13&t=33413#p262783

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The GrumpyCat
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Re: Arelith Updates!

Post by The GrumpyCat » Tue May 11, 2021 8:15 pm

From Garrbear
=============
Fixed a bug where hexblade DI was calculating as Hexblade Level * 3 instead of (Hexblade Level / 5) * 3

Intimidate should now be working properly. Please update the bug reports page on the forums if there are any further issues.



From DangerDolphin
====================
From player suggestion: viewtopic.php?f=51&t=30146&p=240555

New Epic Spell: Planar Conduit

Classes: Epic Sorcerer, Wizard, Cleric, Favored Soul
Requirements: 21st level, the ability to cast 9th level spells, spellcraft 15

Planar Conduit has requirements matching that of Mummy Dust, but intended for neutral and good summoners. It summons two creatures (One stronger than the other)
For the purposes of this new spell, characters can only use streams on their own Good-Evil alignment axis.
Evil characters can take this feat and use the neutral summons, but there is no support for demons and devils. This may be advantageous for surface evil characters to hide their alignment.

Characters using this epic spell will default based on their alignment:
LG, NG: Celestial Archons (Existing stream)
CG: Celestial Eladrin (New stream)
LN, LE, TN: Mechanus (Existing stream)
CN, NE, CE: Slaadi (Existing stream)

Example:
A LG Cleric will by default summon Celestial Archons. She does not need to know the Celestial stream to do this. If she learns the Eladrin stream, she can summon these too. She cannot summon Slaadi or Mechanus Formians with Planar Conduit even if she learns the streams.

These summons will scale with Conjuration Foci, but not with Epic Caster Bonus. See http://wiki.nwnarelith.com/Summoning_Changes to understand the difference.

Conjuration Specialist Wizards will receive bonuses to Planar Conduit in the same manner than Specialist Necromancers do for Mummy Dust (% Chance of two powerful summons, and built in spell resistance)

All summons are subject to balance changes in future.

From Kalopsia
==============

Tenser's Transformation:
- The Signature Spell version of Tenser's could be cast while polymorphed. This was unintended, unbalanced and therefore fixed.
- Tenser's cast by Specialist Transmuters will last 3 rounds longer. This lets these characters access Discipline while maintaining the Signature Spell indefinitely at level 30.

Epic Spells will now respect scripted spell failure.

Familiars:
- Summon Familiar now has a cooldown of 10 minutes, starting the moment the familiar is slain or dismissed.

Smite & Turn Undead:
- Just like Bard Song, these abilities now gradually replenish uses every 10 minutes. The feats Extra Turning and Smiting remain unchanged, affecting the maximum amount rather than the cooldown.

- Blackguard, Harper Paragon and Zhentarim Enforcer gain access to divine wands. This change only affects newly crafted wands, not existing ones.
- Paladin and Blackguard now follow the Cavalier progression in regards to fear immunity: +2 stacking saves vs. fear at class levels 2, 5 and 8; full immunity at 9.


From Sweet Potato, Anatida, and Hoodoo
=======================================
FORSOOTH FOUL PEASANTS, DEVOID OF FASHION AS THOU ART, FOR THE GREAT AND MAJESTIC SWEET POTATO DOTH GRACE THINE UNADORNED BACKS WITH A COLLECTION OF ACCESSORIES WITH WHICH YOU MAY SPEND AN ETERNITY BROWSING THROUGH!

New Backpacks! Read more about it here:
http://nwnarelith.com/index.php/news-li ... ack-models
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.)

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