Divine Wrath: At class level 15 or higher, Divine Wrath also applies Divine Might if the character has the feat and sufficient piety.
Passive Bonuses:
Reduced the Charisma thresholds to unlock passive AB by 1 (to 20 and 24, respectively).
Once per round, scoring a critical hit with a melee weapon will ...
... extend the duration of Divine Wrath by 2 seconds if the ability is active.
... reduce the cooldown of Divine Wrath by 2 seconds if the ability is inactive and on cooldown.
Weapons with a base threat range of 20/x3 apply 3 second adjustments instead of the above 2 seconds.
Domain Feat: At level 10, Divine Champions can use the -domain command to select one domain feat of their choice. They receive all corresponding passive bonuses, languages and use their Champion levels for class level requirements of associated features.
Domain Powers can be activated via the radial menu. Their CL is 10 + Champion levels or the character's total level, whichever is lower.
Note: Clerics cannot acquire a third domain using this class feature, and any cleric levels will override all champion levels with regards to domain scaling and progression, even if they are lower.
Luck domain now has a feedback readout whenever you mine, and now properly applies to gathering resources as well.
Bards can now learn curse songs from the world, and dirgesingers can now learn both regular and curses. This is a bugfix, no mechanical changes over how it is meant to work
Updated Invisible Blade description (and class text, thanks Kuma!) to match the requirements that were updated last year
Collective bugfix that was breaking UCL - and removing the -UCL command (sorry guys, it had to go).
Updated Automatic Still Spell descriptions to mention the ASF they receive
The ASF reduction from classes/Autostill should now be properly reapplied after dying.
Autostill's feat description has been updated to mention it reduces ASF
Extrusion should now correctly kill people that fall under the minimum HP range
If Taunt is activated during an attack, the attack action will be canceled to allow the Taunt to take effect. Attacks will resume once the Taunt concludes.
The exploit that allowed Taunt's animation to be canceled has been fixed.
The "-usefeat" command now accepts "taunt" as a parameter.
Irongron wrote:I've literally never used -guard on anyone.
Gained bonus ability to comprehend written deep speech as if 25% more fluent.
Giant / Jotun Boon:
Lost Attributes.
Lost Saves.
Lost Skills.
Gained 30lb's of carry capacity.
Riding Instructor Boon:
Lost Ride Skill Bonus.
Gained prevention of being thrown except by spell or jousting.
Furies Boon:
Lost Attributes.
Lost Saves.
Gained dice alteration on Call Lightning. (d6 -> d10)
Gained alternate Call Lightning VFX.
Commentary & Rationale:
Boons have been around for some time, but of late their place in the design of the server has come under scrutiny both in and out of the team.
On some level they invoked a sense of the Fear of Missing Out (FOMO) but also willed character breaking to not be at a disadvantage through the use of the boons.
It was also raised as a Find Out In Game (FOIG) issue as substantive mechanical power was being gate kept.
As such, all original bonuses on the above 4 have been lost and are now as described by the gained comments.
As the title of this update suggests, the new approach will be to encourage use for roleplay and thematics, instead of the most powerful.
Irongron wrote:I've literally never used -guard on anyone.
Going forward you must be able to vote in a given settlement to bid or buy a store that it manages.
There are some exceptions, these are as follows:
The shop is not managed by a settlement. (No change to wilderness stores)
The shop is a temporary stall.
Commentary and Rationale:
People buying and bidding on stores in places they do not actively play or are involved with makes it harder for settlements to manage those stores as the characters will often be less visible.
Further, the pricing and attitude towards the community a store is in will sometimes be less considerate, as concerns or problems are not immediate/reflective on an individual.
For a long time, the ownership of surface wilderness quarters by Underdark characters has been a gray area, but despite no official ruling, in many cases this was deemed fine. However, given the proximity of some quarters to civilized areas, the team had an internal discussion about each individual quarter and reached a decision.
Disclaimer: The following races are exempt from the restrictions and can own all wilderness quarters: Deep Imaskari, Duergar, Gloaming, Green Hag, Rakshasa, Svirfneblin, and Yuan-ti. For the purposes of this announcement, the term "Monstrous Underdark Race" refers to all other Underdark characters, including Outcasts, but excludes the seven aforementioned races. For the time being, the rulings below will be enforced by the DM team only, as any other approach would require a considerable code update to the quarter system. While not elegant, we count on your understanding.
Permitted Quarters
All monstrous Underdark races and characters are permitted to own quarters in the following areas:
Arelith Forest, Cricket Cavern
Arelith Forest, Lake Benwick Cave
Skull Crags, Weatherstone Cave
Upper Shyr, Herdsman's Cave
Southern Peninsula Jungle, Hut
Southern Peninsula Jungle, Tower
Restricted Quarters
The following quarters should not be owned by monstrous Underdark characters:
Arelith Forest, Heartwood Grove Quarters
Bendir Dale, Trader's Route Secluded Cottage
Bendir Dale, Riverbank Farm
Bendir Dale, Riverbank Cottage
Cordor Frontier East, Wagons
Cordor Frontier East, House
Guldorand, Old Mine Road Houses
Sibayad, Outskirts Quarter
Special Cases
Monstrous Underdark races are prohibited from owning the guildhouses listed below but may purchase interior quarters within them:
Will now correctly continue to spawn the intended loot, even if destroyed and respawned.
Dweomercraft Patch 1.1.6 [PGCC as of a reset]
Additions
Following Class (Spellslots) [cost] have been added:
Favoured Soul (1) [1]
Favoured Soul (2) [2]
Favoured Soul (3) [3]
Favoured Soul (4) [6]
Shaman (1) [1]
Shaman (2) [2]
Shaman (3) [3]
Shaman (4) [6]
Changes
Following have been enabled:
Spell Resistance (10) [2]
Vampiric Regeneration (1) [4]
Following have been disabled:
Skill (Climb)
Fixes
Description Editor will now respect locations or inventories of the target item, moving too far or changing the inventory will cause the NUI to close on any interaction.
A request:
Please test the description editor and dweomercraft nui, let me know how that handles or what breaks.
I'd like to get both out asap.
Irongron wrote:I've literally never used -guard on anyone.
Lesser Curses: Unchanged. Automatically removed by all spells and abilities that are at least equivalent to a Restoration spell.
Greater Curses: In addition to Remove Curse, which is unchanged, spells and abilities that are equivalent to a Greater Restoration spell can now attempt to break greater curses.
Similar to Greater Dispelling, these restoration spells are limited to a base CL of 23 when trying to do so. Class and feat bonuses can exceed this limit.
Remove Curse and Pray are unaffected by any CL limits. Pray scales with character level, Remove Curse with caster level (as before).
Added various feedback texts to make the system more transparent:
Casters now receive detailed results of their CL check when attempting to break curses using any of the above methods (besides -pray).
Clicking the curse effect icon reveals the curse type (this is OOC information).
Reworked the feedback text dispatched when curse effects are being applied.
OTHER CHANGES
GSF: Abjuration: Increased the CL bonus to removing curses from 1 to 2, now matching the bonus towards dispels.
Vitae's Coronet: No longer erroneously removed by restoration spells.