From Starfish:
- Thanks to some bug reports and testing, Hook Removal with the Gutting Knife/Cleaver now works properly.
- Map Pieces from Megalodon or Isopod have been bumped up two rarity tiers.
From Starfish:
From Kenji
Ki Barrier Adjustments
Shield AC bonus gained from Fighter level progression now stacks with Parry AC bonus.
Epic Fighter progression has been updated and is now the following:
Fighters with 25 levels will lose 1 AB and DMG on their weapon and 1 AC from their armor with this change. The removal of the AB bonus is to remove easy access to a +5 weapon with a base of 18-20 threat range, especially for a Weapon Master build.
The Dark Spires Citadel joins Castle Gloom, Darrowdeep Castle, and the Shyr Farmstead in the Mayfield's Land Brokerage auction system as originally intended. This means:
All Myon areas are being migrated to the Guldorand Server.
This will go live shortly. Please report any associated bugs on the forums.
(In time we still plan on migrating Westcliff and the Crags so as make the Guldorand closer in area size to other servers, and to increase performance on surface, but this is still a way off due to the work involved)
Kensai:
Irongron wrote:I've literally never used -guard on anyone.
Paladin
Blackguard
Liberator
Hexblade
Ranger
Barbarian
Knight
Champion
Fighter
Warpriest 17 / Knight 10 / Monk 3 gets 23 CL and 28 CL vs Dispel
Warpriest 23 / Fighter 4 / Monk 3 gets 26 CL and 28 CL vs Dispel
Warpriest 21 / Fighter 4 / Ranger 5 gets 26 CL and 30 CL vs Dispel
From The Team, coming soon:
============================
Happy April Fools! (Weekend Edition!)
---------------------------------
Unique efforts and changes brought to you by members of the team:
DM Starfish
Party in the Forest
Cat (Nekonecro)
Matheus
Talvi
Backlands
Sincra
And some members of the community who get special thanks:
Psych3 Out
DeepWebAssassin
Spyre
---------------------------------
From Sincra, DM Starfish & Peachoo!, As of next reset:
===============================
New Items
Negative Weight Items:
-------------------------------
° Bead of Gravity (1x1)
-: -10.0lb
-: Recipe:
Alchemy – Misc Small* - DC 20, CP 40
- Shaped Obsidian
- Eagle Feather
- 1 Sail Fin
- Mithril Ingot
-------------------------------
° Orb of Gravity (2x2)
-: -50.0lb
-: Recipe:
Alchemy - Misc Small* - DC 30, CP 60
- Superior Shaped Obsidian
- Mithril Ingot
- 2 Eagle Feather
- Rough Fragments of Theurglass
-------------------------------
° Sphere of Gravity (3x3)
-: -120.0lb
-: Recipe:
Alchemy - Misc Small* - DC 40, CP 80
- 2 Superior Shaped Obsidian
- Mithril Dust
- Fragments of Theurglass
- 3 Eagle Feather
-------------------------------
* Temporary location, proper catagory will be announced when available.
Commentary:
These items actually provide inventory weight carry capacity by subtracting (even into the negatives!) weight from the total you are carrying.
These items cannot be stacked ontop of each other. (3 beads in a 1x1 slot is not possible)
Credit to DM Starfish for the Icons.
Credit to Peachoo! for the Descriptions.
Irongron wrote:I've literally never used -guard on anyone.
From Starfish and Kroatius
New familiar options:
For those that wish to continue to enjoy the curated music override you can find the files and the usage instructions at the following link:
viewtopic.php?f=18&t=17682&p=319240#p319240
From Sincra as of next reset:
=====================
Sequencer'd Planar Binding:
- Should now work as summon spells only.
- They will only summon beside you.
from sk and GrumpyCat
==================
### Crafting Recipes
Saboteur's Kits have been added as crafting recipes.
Saboteur's Kit:
- Smithing (Misc Medium - Oddity)
- Severity (DC): 24
- Required Crafting Points: 60
Materials:
- 1 Brass Gear
- 1 Flask of Oil
- 1 Dragon Blood
- 1 Wax
- 3 Acid Flask
Saboteur's Kit:
- Alchemy (Alchemy - Other)
- Severity (DC): 24
- Required Crafting Points: 60
Materials:
- 1 Ingot (Brass)
- 1 Quartz Crystal
- 1 Dragon Blood
- 1 Wax
- 3 Acid Flask
From the team, Stonehammer and Fiendish55
===========
A new pretty pixie model was added and replace the old one.
Irongron wrote:I've literally never used -guard on anyone.
From The Team:
=========================
Runic Sequencers:
* Divine, Greater:
- * Lose Spell Resistance
- * Gain Deathward
* Divine, Lesser:
- * Lose Deathward
- * Gain Lionheart
* Arcane, Greater:
- * Lose Spell Mantle
- * Gain Globe of Invulnerability
Reasoning for Change:
Sequencers made summons too hard to remove. Specifically Spell Mantles and Spell Resistance with the ability to re-apply them almost instantly via a sequencer if removed.
The above changes aim to make this less of an overwhelming element.
Irongron wrote:I've literally never used -guard on anyone.
Rework details can be read from this sheet:
https://docs.google.com/document/d/1CMD ... sr9q8/edit
We will be releasing this update to only PGCC to get feedback and improve/change features before the live release. Monks in live server are not affected in any way with this update. (If any features of existing monks in live are broken, it's a bug. Please report it on forums.)
Irongron wrote:I've literally never used -guard on anyone.
Players of Skal,
After careful consideration, we have come to the decision that our current approach to allow epic levels to remain on Skal is not performing as we had hoped. We have noticed that high-level players have an excessive influence on the island's trade and narration, which is not fair to other players who are still developing their characters.
Therefore, we have decided to cap Skal to level 19. We understand that this change may be disappointing for those who have already reached higher levels, but we believe that it is necessary to ensure that Skal remains a fair and enjoyable experience for all players.
When we implement this change, we will be capping the level across the entire island. Players who are over level 19 will be given an opportunity to leave Skal and keep their XP or accept a reduction to remain on the island. We appreciate your understanding and cooperation as we work to make Skal a more enjoyable experience for everyone.
We understand that this change may raise some questions, their is a Q&A thread on the forums to make use of. But we want to address a few of the most significant ones here:
Q: "I already have an MoD because I wanted to stay on Skal! Will this happen on top of it?"
A: No. If you want to stay on Skal, a DM will lower your level appropriately and remove the MoD.
Q: "What if I'm visiting Skal from the mainland?"
A: Staying for a day or so is fine, but if we see you hanging around for longer than that, we may ask you to leave or delevel you if you don't. We hope to have a system
in place that will automate this in the future.
Q: "How will this even work?"
A: There will be a few steps. If we find someone of level 20 or over, we will ask them to leave Skal. They may have a day or two to finish up affairs then should go. If they say they wish to remain, we will delevel them to 19 and make a note of it. If they do not depart or we find them over level 19 again, we will delevel them to 19 and apply a freeze to that level until a time they leave Skal permanently. In the long term, we hope to have a mechanical option that will not need our intervention.
Q: "If my level is frozen, how can I have it lifted?"
A: We will remove the level freeze once you have departed from Skal on a permanent basis. However, as it is a punitive measure we will apply it indefinitely to individuals whom take advantage and continue to return to Skal with the clear intention to remain. Occasional and brief visits are fine once you reach 20 and above, just don't linger.
We appreciate your understanding and cooperation as we work to make Skal a more enjoyable experience for everyone. If you have any questions or concerns about this change, please do not hesitate to reach out to us. We are more than happy to answer any queries you may have.
Thank you for your continued support, and we hope to see you on the island soon.
Sincerely,
The DM Team
From Inf
--------------
# Arcane Archer
- Fixed a bug where Arcane Quiver attacks were ignoring concealment.
- Seeker Arrow now respects concealment. Meaning, it will either hit (not crit) or miss from concealment. When this happens floating text will pop up for each lost arrow.
# Spellqueue
- Fixed a bug where only a PC's first class was checked when trying to queue a spell.
If you previously could not queue any spells, please try again. It was likely because your first class is not your spellcasting class. This should no longer be a problem. Feat spells except EMA are still not working.
From dunehunter
===============
## Paladin:
- Perseverance Oath now has its Extend Spell swapped to more generic bonus as: If a Paladin has Divine Shield or Divine Might, he gains both at lvl 16. Any existing paladin shall do a relevel to make this into effect.
## Turn Undead:
- Turn Undead now affects invisible and hidden enemies in the range. The "Too powerful" message will be hidden for turning player character to prevent protential meta gaming.
## Bug Fix:
- Materials extracted from containers are now correctly recognized for Ship repairment.
From Sincra
=======================
Sequencers & PrC bonuses:
- Should now correctly count the bonuses to caster level for:
-: Palemaster
-: Arcane Archer
-: Zhentarim
-: Harper
And any others that were meant to.
Example:
10 Wizard/16 Palemaster/4 Monk, despite being able to cast 9th circle spells was getting CL 9 on 7th circle spells, this was then raised to the minimum of 10 on Sequencers.
This fix adjusts that so it comes out as 10 + (16/2) + 0 = 18 CL.
Irongron wrote:I've literally never used -guard on anyone.
Irongron wrote:I've literally never used -guard on anyone.
From Spyre (MalKalz)
PGCC Server Automation:
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.
The Dirgesinger, Hexblade, and Shaman classes can now craft the following items:
Dirgesinger
Hexblade
Shaman
Skal Start & Level Freeze:
For existing characters that started on Skal:
Irongron wrote:I've literally never used -guard on anyone.
from sk & GrumpyCat
==================
New Carpentry Fixture: Stockade
Patented for use in all your medieval public humiliation uses.
Materials:
2 Hardwood
1 Iron Manacles
From Zaphiel:
-------------
# The Grumpy Parrot Chalice
- It’s 1 use / day charge is now consumed upon successfully using a feature of the item. This puts it into line with wisp bottles / portal lenses which you won’t lose it’s 1 use / day charge when you decide to exit / cancel the conversation.
From Sweet Potato, DM MoonMoon and Twohand
------------------
- Added gigantic colossal spears for really extremely ultra mega superhumanly tall big people
from sk
==================
Poisons:
- Poisons can now go in the Trapper's Toolbox.
- There is now an autoloot option for poisons to be placed in the Trapper's toolbox.
Butlers:
Some butlers had their conversations modified. This won't apply to every butler, only ones using the proper scripts.
- Cleaned up to look a lot nicer.
- Characters with higher Leadership than Intimidate are considered "courtly", while characters with higher Intimidate are more "curt". The butlers using the new scripts will respond to this.
- Correct titles will always be used. Nobles are referred to as 'Lady' or 'Lord', except in the case of Drow, who receive 'Jabbuk' and 'Jabbress'.
- Characters who are Monsters, Drow, or have Epic Skill Focus in Intimidate are considered Fearsome. Butlers will behave more nervously around these characters and never refer to them by name, only by their most respectful title.
- Many existing butlers now have access to head-selling
Irongron wrote:I've literally never used -guard on anyone.
Recipe changes:
Cheese:
Input:
2 Salt
10 Milk
1 Alchemistic Catalyst (Lesser)
Output:
10 Cheese
1 Alchemistic Catalyst (Lesser)
Wax:
Input:
1 Flask of Oil
1 Alchemistic Catalyst (Lesser)
Output:
4 Wax
1 Alchemistic Catalyst (Lesser)
New recipes:
Alchemy:
Bulk Wax: DC 5 CP 90
Input:
10 Flask of Oil
1 Alchemistic Catalyst (Lesser)
Output:
40 Wax
1 Alchemistic Catalyst (Lesser)
Soon:
Beehives now spawn wax
Quarter Sale Adjustments:
Note:
In Summary:
Release of a quarter results in:
Losing ownership
Lowering security DC's
Sets to Bidding
Setting a quarter to Sale results in:
Keeping ownership
Public access while for sale
Sets to Bidding
Quarter Management window:
Now shows if a quarter is for sale in the options.
-: [Toggle For Sale State (ENABLED/DISABLED)]
Now shows if a quarter is public in the options.
-: [Toggle Public (ENABLED/DISABLED)]
Setting a quarter for sale now has a confirmation window.
Confirmation dialogue is now "Yes" or "No", instead of "OK" and "Cancel" except where relevant.
Irongron wrote:I've literally never used -guard on anyone.
From Twohand, Kuma & Sincra:
New Languages:
Races and Classes that get the new languages:
Kenku:
Water Genasi & Sea Elf & Invoker (Water):
Air Genasi & Avariel & Invoker (Air):
Earth Genasi & Deep Gnomes (Svirfneblin) & Invoker (Earth) :
Fire Genasi & Invoker (Fire):
Unique interactions:
Elemental languages can understand one another if fluent but not if the elemental language is opposed.
This means a fluent speaker of Ignan can understand Auran and Terran but not Aquan.
On Rune Types:
Aquan - Espruar
Auran - Iokharic
Ignan - Iokharic
Terran - Dethek
On Gifts, Minor Awards languages added:
Aquan
Auran
Ignan
Terran
Disclaimer:
While the books are in the palette they are not in the loot matrix just yet, please bear with us!
Domains & Languages:
Domains are now ALSO given languages as below following the format (Language - Domain (Class Level))
Aquan - Water (6), Cold (18)
Auran - Air (6), Storm (18)
Terran - Earth (6)
Ignan - Fire (6)
Celestial - Good (6), Sun (12)
Infernal - Evil (6 & Lawful Evil)
Abyssal - Evil (6 & Neutral/Chaotic Evil)
Draconic - Magic (6), Undeath (18)
Deep Speech - Ooze (24)
As of next reset (if the servers do not crash in that period of time):
From the Team
Potentially in the next reset as well (or the one after that):
From Aellowyn
Added 21 new chest styles for everyone, including, large gnomes.
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.