Arelith Updates!

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Sun Jul 31, 2022 4:55 pm

-SetStats and Wizards / Spellswords
===================================

We are aware of an issue with memorized spells when doing -setstats. At this time, if you are a Wizard or Spellsword, your request will be put on hold. If you have already had it done, I will work with those players to have their memorized spells returned (this will likely just be me giving scrolls).

A fix will be implemented soon. When it is, we will announce it and lift the hold off of Wizards / Spellswords.

Thank you!

UPDATE: This has been fixed for Wizards / Spellswords.

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Re: Arelith Updates!

Post by Hoodoo » Tue Aug 02, 2022 8:35 am

From Backlands
============

Fixed http://craft.nwnarelith.com/ . It's back up and running again.

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Re: Arelith Updates!

Post by Sincra » Tue Aug 02, 2022 10:59 pm

An update regarding a previous update:
========================================
In the following post:
viewtopic.php?p=232448#p232448

It was noted that Blackguard AND Assassin would get 1 Poison DC per 3 levels.
This is not the case in the code and is infact:
1 per 3 Assassin levels.
1 per 4 Blackguard levels.

The Wiki has been updated to reflect this.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Wed Aug 03, 2022 10:11 pm

Colossal Hammer (Masterly Damask):
- No longer needs eggs and a catalyst, no longer outputs blood

Eggs to Blood (Alchemy):
- No longer needs catalyst
- Both recipes are now:
- 20 Egg or Speckled Egg
- 1 Blood of a Magical Creature
- 1 Ingot (Iron)
- Output is the same
- This is the last change to this recipe, I promise
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Re: Arelith Updates!

Post by Silvard » Thu Aug 04, 2022 12:37 pm

Thanks to the NWNX Community loading times have been decreased by at least an order of magnitude. This is an experimental change, and we will be monitoring server stability in the coming days to make adjustments if necessary.

Our sympathies to those who enjoyed gazing at the marvelous loading art from our talented contributors.

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Re: Arelith Updates!

Post by Sincra » Fri Aug 05, 2022 12:59 am

From Sincra, as of next reset:
===============================
AFK & Conversations:
- You will now be booted from any active conversation while not getting RPR ticks, this will occur after 10 minutes and every subsequent 5 minutes up until you are either kicked for extended duration AFK or are no longer away.

Tracks:
- Kenku now have a custom race description.
- Giant races now have a lineage group. (Giant of X Lineage)
- > This includes Firbolg, Ogre and all Half Giants.
- Fixed an issue with Minotaur race and subrace showing the same thing.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Fri Aug 05, 2022 9:03 am

From Sincra and Starfish:
============================
Poisons:
- Stonefinger Toxin fixed and crafting enabled, it goes on blades and on consumables
- New Earshatter poison for blades:
- 5 Amethyst Dust
- 1 Aural Gland
- 1 Flask of Oil
- 1 Salt
- Makes 5

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

Minor portal update:

- Lowland Swamps (A) portal renamed to Lowland Swamps (Crossroads)
- Lowland Swamps (B) portal renamed to Lowland Swamps

Note: only people with the hold names would see this updated. This should hopefully be less confusing.
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Re: Arelith Updates!

Post by Sincra » Sat Aug 06, 2022 2:55 am

From Sincra
==========================
Rest Menu Settings, New option:
Disguise Settings:
- Disable Automatic Cover [Toggle Active/Inactive]
- > As the name suggests this turns off cover being automatically on if you meet the requirements. If you want cover to work again it can be toggled off.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Sat Aug 06, 2022 10:38 am

From Kalopsia
==============
VARIOUS CHANGES:
  • Gloamings now automatically detect Shadow Doors
  • Like Half-Elves, Shadovar always appear as Humans when examined while fully covered.
    Additionally, the Lore DC to recognize them has been increased.
  • Spell Mantle duration was lowered to rounds/level when casting the spells via items.
  • Casting Time Stop via scrolls or other items as a Spellsword will now also trigger the delayed variant.

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Re: Arelith Updates!

Post by Sincra » Sun Aug 07, 2022 1:00 am

From Sincra
=======================
Conversations & Force Exit while AFK:
- You will no longer be kicked from select conversations, these are as follows.
- > Bonus Language Selection
- > Entryway related dialogue
- > Note writing
- > Containers, such as head bags, book bags or mining bags.
- > Book Shelves
- > Rest Menu
- > Factions Menu
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Sun Aug 07, 2022 5:47 am

From Inf
=======================
- Call Lightning no longer hits corpses. :cloud_lightning:


From Starfish
==============
Fishing:
- There's now a chance to fish up waterproofed crates of cooking ingredients on beaches and when sailing the ocean!
- Underdark vessels can now fish in the Undrenzee by putting out to sea from their home port (The centre of the map is equivalent to this)
- Fishing spot information should read as Underdark Ocean when at the home port for the above
- Previous Underdark Ocean spots are now Underdark Beach
- Dynamically adjusted catch rates of treasure fish (The more you catch, the rarer they become for that reset)
Report anything fishy to the bug forum!
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Re: Arelith Updates!

Post by ActionReplay » Sun Aug 07, 2022 11:56 pm

Next reset:

Ships can now encounter Whales and other Sea Creatures as a random event, much like NPC Vessels and Landmarks. These creatures can be engaged from a Light or Heavy Ballista to attempt to grapple them.

Upon a successful grapple attempt the creature will become hostile and spawn next to the ship, attacking the hull. They can be defeated as any other regular enemy and doing so will result in resources and other trinkets.

Multiple Ship Weapons can be used to strengthen the grapples on the creature or it may break free and escape. To release a creature mid-fight interact with the Weapon to do so; if all grapples are released the creature will also escape.

Be warned, however, as some Sea Creatures will attack relentlessly even with broken or released grapples and the only means of escape in this situations is to defeat it.

Sea Creatures come in varying strength and difficulty and is subject to change as we go along. Much like other Ship content they scale based on where on the map you are.

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Re: Arelith Updates!

Post by MalKalz » Mon Aug 08, 2022 8:19 pm

Server Crashes & You
===============

The surface server has been experiencing a large number of crashes. We are attempting to perform RCA by seeing if we can crash it or another server with a similar process. This should hopefully isolate the cause or mark what may be theorized as causing it as coincidence. We apologize for the turbulence. Hopefully we can determine the root of the issues shortly.

Thanks,
Spyre

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Re: Arelith Updates!

Post by Sincra » Tue Aug 09, 2022 12:20 am

From Sincra
========================
Rest Menu & Spellbook saving:
- Now asks you to Confirm if you wish to save after clicking the Save option.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Tue Aug 09, 2022 9:35 am

From Starfish:
==================
- Megalodons caught with fishing are now Juvenile Megalodons
- Pray you don't ever encounter an adult in open water
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Re: Arelith Updates!

Post by ActionReplay » Tue Aug 09, 2022 7:59 pm

- Added two new Leviathan Sea Creatures that can be found in specific tiles on the map
- Jettison Cargo: Can now specify which type of resource to jettison
- Master of Import NPC added to Amnian Trade Post. Can buy cargo below market price for non-pirates.
- Bug fixes and improvements to the Sea Creature update

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Re: Arelith Updates!

Post by Sincra » Wed Aug 10, 2022 8:28 am

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

Jotunhold Update

- All Firbolgs and Half-Giants now have access to the interior of Jotunhold. Only one wing remains in control of the Guildhouse.
- Five quarters previously tied to the Guildhouse now can't face eviction and are buy-able only by Firbolgs and Half-Giants.
- Two new quarters free for all races have been added to the Guildhouse wing, which still maintains control over the shop, the communal storage, and the portal chamber.
- The portal in the wilderness outside is now a two-way portal.

* Developer Commentary: Like the Horde Camp stands as a place to foster Half-orc roleplaying, so was the goal of Jotunhold to promote Giant roleplaying. These changes aim to push the location closer to the idea that conceived it.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Wed Aug 10, 2022 3:34 pm

From Sincra, as of next reset:
=====================
Rest Menu Readouts - New Option:
- If you are a:
* Wizard
* Spellsword
you will now see one of two new options (or both if you took both classes) under the Readouts section (Miscellaneous -> Custom Information Readouts), these are:
- Display Unknown Wizard Spells
- Display Unknown Spellsword Spells
Clicking either will open a NUI Window (See Image below for preview) that displays spells not learnt.
- Information displayed respects Specialised schools and their banned opposite.

Drugs:
- They now do things.


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

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Re: Arelith Updates!

Post by ActionReplay » Wed Aug 10, 2022 10:01 pm

Next reset:

From Twohands, Eira & ActionReplay
===========================

Diving Bell Update:
- New Ocean Floor area added
Somewhere in the Trackless Sea the ruins of a hidden temple lies underwater.

This is a "static" ocean floor area, and hopefully the first out of many to come. This means its not instanced like the existing ocean floor areas and unique to its specific quadrant.

Multiple Diving Bells can ascend into it from different ships at the same time. These are usually larger type of areas connecting to other areas in a small dungeon with their own mysteries.

Due to these areas taking longer to explore the Diving Bell will not degrade when at the bottom of the ocean floor, but oxygen can still run out.

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Re: Arelith Updates!

Post by Irongron » Wed Aug 10, 2022 10:36 pm

from sorrowkitten, CNS and DM Starfish (Also on our News Feed
=======================


UNDEAD STREAMS
All Undead streams have been completely rebalanced and redone from the ground up.

Changes to existing streams:
- Mummy Stream: Now Zombie stream (No longer summons mummies)
- Vampire Stream: Now Ghoul stream (No longer summons vampires)

New Streams Available:
- Zombie (Available to everyone automatically, default stream)
- Ghoul
- Mummy (Granted to Clerics automatically)
- Wight
- Vampire (Granted to Vampire characters automatically)
- Ghost (Granted to Dirgesingers automatically)
- Abomination (Granted to Palemasters automatically)
- Skeleton
- Wraith
- Beast Spirit (Granted to Shamans automatically)
- Drowned Dead (Granted to Fathomless Warlocks automatically)

Accessing the streams in game is possible through loot. There are planned content expansions to acquire the streams through other means.

Note: You can also create Canopic prisms yourself to exchange streams with people, for those who have access to the different streams from their class or race.

*** AS ALWAYS: All summons may be subject to balance changes. I'm interested to hear honest feedback about how they operate on Live, as PGCC is not a good benchmark for testing. ***

NEW COMMAND: "-ucl"
- Typing "-ucl" followed by the Tier Number (not to exceed your maximum) will let you summon undead at any tier you have unlocked access to. You can use this to summon weaker undead for flavor purposes, if you wish.

CLASS MODIFICATIONS:
Blackguard:
- Create Undead now uses the new streams.
- You can change the streams at will as normal.
- You will receive slightly weaker summons or sets of summons than most other summoners for some of the streams.
- At level 19+ Blackguard, you gain Tier 6 Undead.
- Epic Fiendish Servant increases all Undead tiers by 1. This means that 19+ Blackguard with this feat can receive Tier 7 summons.

FAMILIAR SKINS: Crawling Claw
- A new Familiar Skin option is now available for the Pixie.
- Credit to Zarathustra217 for the model.

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Re: Arelith Updates!

Post by DM Starfish » Fri Aug 12, 2022 10:34 am

From Starfish:
==========================
Fishing:
- Now grants piety to those worshiping a Hearth & Home deity
- Fixed a bug that said that you caught a treasure fish even though you weren't lucky enough
- You'll now catch junk instead of nothing if a treasure fish escapes
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Re: Arelith Updates!

Post by Kalopsia » Sat Aug 13, 2022 8:16 pm

From sorrowkitten
========================
Tyrantfog Aura (On the Abomination and Zombie streams):
- Now deals d2(1/3 HD) Poison damage each tic and a failed fortitude save will daze for 6 seconds.
- Poison or Disease immunity prevents both the damage and the daze.
- Does not overlay with other Tyrantfog Aura effects in the vicinity (meaning only one will apply once)
- Cooldown is the same as other Undead CC auras, that being once every 12 seconds.

BUG FIXES:
- UCL should work properly now, and summoning spells should begin to use your UCL as they should.
- BG summon tiers should be correct going forward.

CHAT COMMANDS:
- The "-ucl" command has been improved and given a more detailed readout. Type "-ucl" to see it. "-ucl ?" will still show help text.
- (PGCC ONLY) "-setup" will now grant you all summoning streams, not just undead ones.

UNDEAD STREAMS:
- Beast Spirit stream has been renamed to Beast Revenant stream to avoid confusion.
- Spectral Harpist has been renamed to Spectral Lyrist.
- Some Challenge Rating adjustments have been made to ensure the summons do not kill EXP.

SHAMAN:
- The Shaman spirit VFX now only applies to animal summons, not elementals or undead.
- It made no sense being applied to every summon.

UNDEAD STREAM BALANCE PASS 1
More may be made in the future based on performance and feedback.

Stream Summon Adjustments:
----------
VAMPIRES

T4 Vampire:
Evasion

T5 Vampire:
Evasion

T6 Vampire:
Bumped Enh to +5
Bumped APR to 3
Bumped AC by +5
Evasion

T7 Vampire:
Bumped AB by +3
Evasion

----------
GHOULS

T6 Ghoul:
Should now count as Medium instead of Small

T7 Ghoul:
Should now count as Medium instead of Small

----------
GHOSTS

T5 Ghost:
Changed name to Spectral Lyrist (from Spectral Harpist)

T6 Ghost:
Should now use its Aura of Menace
Bumped APR to 3
Bumped AB by +4

T7 Ghost:
Bumped AB by +4

----------
DROWNED

All Tiers:
Now have working Creature Properties.

T6 Drowned:
Bumped Enh to +5

----------
ZOMBIES

T6 Zombie:
Bumped Enh to +5

----------
ABOMINATIONS

T3 Abomination:
Now qualifies as Medium creature, properly

T4 - T7 Abominations:
Now qualify as Large creatures
Movement Speed reduced to Slow from Normal

T4 - T5 Abomination:
Crit Range increased to 19-20.

T6 Abomination:
Crit Range increased to 18-20.

T7 Abomination:
Crit Range increased to 17-20.

----------
BEAST SPIRIT

T7 Beast Spirit:
Counts as Large creature now.



From Kalopsia
==============
HEMOMANCER:
  • Hell Inferno cast via the class spellbook now applies Bleeding Damage

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Re: Arelith Updates!

Post by Sincra » Sat Aug 13, 2022 10:53 pm

From The Team:
===================
Zoo Spells and their Returns:
* Zoo Spells now have static gains, these are as follows:
- * Normal: 4
- * Maximise: 5
- * Empower: 6
* This will not change the caps or benefits of other sources such as:
- * Base Cap 5
- * Transmutation (0, 1, 2)
- * Empower (+50%)
* Average uses to reach the cap will now be:
- * Normal: 2
- * Maximised: 1
- * Empowered: 2
* This change will also apply to Mass Zoo spells.

Reasoning for Change:
While sometimes you would get lucky you often would roll 2 to 4 on the first application due to that being a majority of the 1d4 + 1 roll case.
This change retains the average applications required but guarantees the values, thereby allowing you to build around this 4 bonus or the larger 5.
For casters this also means more reliable buffs if you use metamagic.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Irongron » Sat Aug 13, 2022 11:51 pm

After next reset:

From Msheeler
============

-The two nobles estates in Westclifff have a new home on the Old Mine Road on the Guld server, and have much larger grounds, both inside and out.

- NPC Market added to Westcliff exterior

- Fixed some wrong facing doors in Temple of Viper and Stonehold

- Moved Logjam Cook so writ can be completed.

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Re: Arelith Updates!

Post by Sincra » Mon Aug 15, 2022 7:47 pm

From Sincra
===================
Tracks:
- Now has a debug print out for errors in relevant but hard to determine spots during tracks examination. Hopefully you never need to see this!
- Fixed an issue with the first record being sent one line further down than intended.
- Should no longer get unknown direction error.
Irongron wrote:I've literally never used -guard on anyone.

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