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Re: Arelith Updates!

Posted: Tue Oct 01, 2024 4:53 am
by DM Starfish

From Kroatius

Some new belts from numbers 71 - 76

From Eurydice

Belt 18 has been given a facelift. It now appears as a silken sash, instead of being a duplicate of belt 68 with bugged texture-work.


Code: Select all

- Support for Phenotype 1 and 2.
- Support for all races and genders, uniform design.
- Minor cloth physics appear on the sash.
- Cloth colour is controlled by cloth colour 1.

Credits to Bioware for the Sedos model, from which the sash model and its texture is derived from. Thanks also goes to Robert Burson on the NWN Vault for his porting work. Original file here: https://neverwintervault.org/project/nw ... othing-pcs


Re: Arelith Updates!

Posted: Wed Oct 02, 2024 5:05 am
by DM Starfish

Live now:

  • Belts 71-76 have been temporarily removed.
  • Rainbow staff is definitely working now.

Re: Arelith Updates!

Posted: Thu Oct 03, 2024 1:31 am
by Twohand

From Twohand

  • Added a source portal inside the Hearthhouse Inn, located in the harbor of Brogendenstein.
  • Added an altar to Dunmarle Castle in Skal, behind the Rustfire Inn. Use it to resurrect your dead friends!

Re: Arelith Updates!

Posted: Thu Oct 03, 2024 2:35 am
by Sincra

From Sincra:

Abjuration Ward, Duration & Exploit Fix

Changes

  • Duration for the ward is now shorter, the following is the progression,

For caster levels, it is CL / 5, as below:
5 CL = 1 IG Hour (20 IRL Minutes)
10 CL = 2 IG Hours (40 IRL Minutes)
15 CL = 3 IG Hours (60 IRL Minutes)
20 CL = 4 IG Hours (80 IRL Minutes)
25 CL = 5 IG Hours (100 IRL Minutes)
30 CL = 6 IG Hours (120 IRL Minutes)

For Loremaster levels, it is (LM Levels + 1) / 2, as below:
1 LM = 1 IG Hour (20 IRL Minutes)
2 LM = 1 IG Hour
3 LM = 2 IG Hour (40 IRL Minutes)
4 LM = 2 IG Hour
5 LM = 3 IG Hour (60 IRL Minutes)

  • If you have a Caster Level and Loremaster levels, whichever gives the longest duration is used.

Fixes

  • Resting will now remove abjuration wards, even if you have logged out with one created.
    • Prior to this you could have multiple or be able to rest by logging out and in.
  • Casting an abjuration ward will now remove all others you have created on any given server. One max!
  • If offline for more than 3 minutes (this may be adjusted up or down) your abjuration ward will now automatically be removed.

Re: Arelith Updates!

Posted: Thu Oct 03, 2024 3:09 am
by Sincra

From the Team

Scrying

  • Fixed "alternative scrying methods".
  • Backend scry optimizations.
  • The Abjurer's Ward (but not Abjurer's Ward Teleport) will now terminate ongoing scry attempts in the whole area. Except [REDACTED].

Re: Arelith Updates!

Posted: Sun Oct 06, 2024 10:37 pm
by Sincra

From KenC:
===================
Elven Chain
---------------------------
- Now, comfortable enough to rest in.

From Sincra:
===================
Brew Potion and Crafting
---------------------------
Changes
---------------------------
- Will no longer confer the 50% bonus while crafting potions in the crafting station systems.

Rationale:
The following thread highlighted several points on how the feat, while beneficial to some, was providing a large boon for something niche/locked away that ultimately left some feeling lesser or missing out.
viewtopic.php?f=91&t=46713

From Ice
===================
###Misc
- Changed the behavior of the Bigby line of spells. Previously if you were mind immune you would be struck with a special immobilize effect - now the regular effect will be applied, bypassing normal immunities. Freedom still makes you entirely immune
- Dirgesingers and Evangelists can now see the song options in the -toolbar without bard levels
- Fixed the white and purple ioun stone requiring more UMD than their texts indicated - you may have to drop and pickup your ioun stone to update it.
- Fixed Nature's Balance description; it never received extra CL/5 1d4 SR. Removed its save.

### Black Blade of Disaster
- Fixed and change the AB/damage range of this spell for Harbingers. It will now start at 29 AB/Damage, and it gets a +5 incremenent if you have the weapon hex feat, and another +5 if you are at CL 28.
- Non Harbingers: Fixed a vanilla bug with this spell that prevented it from using the casting modifier as it was intended. This spell now has a base value of 22 AB, but it gains +1 enhancement per casting modifier. This spell is also subject to epic summon scaling bonuses so its AB and damage increases with further CL.
- Wizard Specialist Conjurers treat the blade as if their casting modifier was +5 higher, capping at 20.
- The spell cast from scrolls has a fixed AB of 32.

### Appraise
-Removed the charm bypass effect.
This was added as a way to add nuance to the system and allow further interactions with it, but in reality all it did was re-introduce the appraise jiggle in a new format. While we considered a few potential ways to fix this, I don't think any of them are without issue (hostile merchants, disguise override, unexplainable exceptions, etc), so rather than to add more and more complexity to it, I think it's more sensible to remove the functionality altogether.
An update is in the works alleviate the issues of matching the race requirement.

### dispel
- I got Tom Sawyered into updating the whole -dispel command.
- -dispel now accepts the full string name of the spell or the type of spell, without spaces, in addition to the regular shorthand. So you can now type "sto" or "stoneskin", "glo" or "globeofinvulnerability".
-- As a rule of thumbs, if the spell has "greater" or the author's name, these are ignored. "Mestil's acid sheath" is just "acidsheath".
- This command will now remove any and all instances of the same stacking type, such as using "invisibility" will remove all forms of invisibility - no matter if it's from assassin's invis, the spell invis, improved invisibility or invis sphere
- Little known fact, but you can sequence different spells to be removed individually from -dispel, such as writing "-dispel clar min has" would dispel specifically clarity, mindblank, and now haste. I didn't write this, the functionality was already there.
- The previous spells that were added to the list are now live if you see this changelog
- Also added all variants of mage armor, including epic mage armor

From Aellowyn
==============
Three new belts!

Two custom made by Aellowyn: A sash and one leather belt with rivets.
One katana belt ripped from the BatintheHat robe.
Belts were made to fit all gender, race and phenotype 2.

-Rivets # 69
-Sash # 70
-Katana # 77

Image

From Eurydice
===============
Pelvis, shins, thighs, feet 129

Slot 129 now has actual models, and is no longer an empty and bugged slot for the respective body-parts. The fabulous Lisa's High Wizard Caladnei pants from the NWNVault have been modelled to conform to the male phenotype, bringing support for both genders.

Icons have also been added for the pelvises in the inventory, modified from original Bioware icons for male and female pelvises to remain in line with the NWN aesthetic.

-Support for all races.
-Support for pheno 1 and 2.
-Textures have been adjusted on the shins and boots from the original work to have better contrasting with the NWN colour palette.
-Icon support.

Credits go to Lisa on the NWNVault for her original model work. Thanks also goes to Aellowyn for allowing me to repurpose a shin model for the males. Original Vault file here: https://neverwintervault.org/project/nw ... d-caladnei

Please let me know if you have any issues with the model.
Image
Image


Re: Arelith Updates!

Posted: Sun Oct 06, 2024 10:49 pm
by Sincra

From KenC:

Unarmed Fighters

Changes

Hands-on Training:

  • Rogue: Gloves now receive bonuses from Specialty Weapons (+AB)
  • Gloves now receive enhancement bonuses from deep Fighter (+AB and Damage)

Shadowdancer's shadow gains the following feats if applicable:
-Brawler
-Pugilist

I AM THE STORM:

  • BugFix: Elemental Stance should properly applies damage to gloves.

Re: Arelith Updates!

Posted: Mon Oct 07, 2024 5:24 pm
by Twohand

From the Team

Map Pieces join Iceberries and Flameberries in the Loot Graveyard, as they can no longer be found in bookshelves (though they can still be obtained through other means). It's official, you guys looted everything!


Re: Arelith Updates!

Posted: Tue Oct 08, 2024 11:38 pm
by Twohand

From Twohand and Outlaw Pope

50 new entries to the deity list!

  • Celestial Empire and Other Powers of Kara-Tur¹: Celestial Emperor, Ai Ch'ing, Chan Cheng, Ch'en Hsiang, Chih Shih, Fa Kuan, Hsing Yong, Kwan Ying, Nung Chiang, Shu Chia, Jade Ladies, Rice Spirits, Moon Women, Spirit Warriors, Ladies of Compassion, Lords of Karma, Ten Million Officials, Sages, Ancestors, Bauhei, Monkey, Garuda, Indra, Yama, Amaterasu, and Chirasu.

  • Padhran faith of the Hordelands¹: Byubo, Bimasara, Furo, Jujimo, Mahavidi, Piminasi, and Zavandarma.

    • The Eastern Religions' deities have been added atunement-wise, as religion in Kara-Tur is more focused on philosophy. The Way, the Path, the Eight Million Gods, etc., can be attuned to for roleplaying purposes or by necessity. It's a flavor packet in your water bottle.
  • Savage Gods of Zakhara: Migal, Kiga, The Drummer², The Beast², Kar'r'rga², Pag³, Ragarra³, and Shajar³.

    • Some of these function like spirits with cults but no formal priesthoods that grant spells.
  • Seldarine and Elven Powers: Tarsellis Meunniduin, Kethryllia Amarillis¹, Felarathael¹, Lashrael¹, Rellavar Danuvien⁴, and Darahl Firecloak⁵.

  • Other Powers: Bhaelros (Calimshan), Sun Father (Maztica), and the Living Axe Cult (Dwarven Heresy)⁶.

    • Sun Father is a distinct spirit among the Azuposi who has his own legitimate priesthood. As for the Living Axe Cult, the FR wiki provides details on the limited lore available, it's something like a Dwarven heresy.

1 - Can only be venerated (attuned), not chosen as patron deity.
2 - Does not sponsor divine classes
3 - Nature deity, but no druid sponsorship.
4 - Nature deity, but no druid sponsorship. Sponsors paladins despite deity alignment.
5 - Sponsors paladins despite deity alignment.
6 - Heresy; divine classes require the Gift of Devotion.


Re: Arelith Updates!

Posted: Tue Oct 08, 2024 11:49 pm
by DM Starfish

From Party in the Forest

Just in time for Spooky Season:

  • 6 new skull masks:
    • Wolf Skull
    • Dragon Skull
    • Deer Skull
    • Roc Skull
    • Ram Skull
    • Cow Skull
  • 1 new plague doctor mask
  • These are helmet appearances

From Eurydice

Bodice 73's texture has been adjusted. The bodice is no longer dominated by a metal colour, it will now be controlled by leather 2. Metal rivets remain a metal colour on the corset.

From Kroatius

  • Some weapons that were missing textures should now be fixed

Re: Arelith Updates!

Posted: Wed Oct 09, 2024 12:09 am
by Sincra

From Sincra:

Abjuration Ward, Minor Fix

Fixes

  • On Enter should work correctly once more for hostile effects.
    • This necessitated an overhaul of the back end to use tracks like data storage, if any quirks are noted please do report it.

from sk and Sincra

Deck of Stars & Loremaster

  • The Deck of Stars now allows anyone with Spell Focus in Divination to use it.
  • If the Spell Focus feat is acquired from an item, a UMD check of 15 is now required to use the Deck of Stars.
  • Loremaster Greater Secret of Scrying is now known as Greater Secret of Divination, and allows access to the Deck of Stars and to see Attunements just like the Spell Focus feat.

Re: Arelith Updates!

Posted: Wed Oct 09, 2024 6:26 pm
by Sincra

from sk

Cheaters Gonna Cheat

  • Loremaster Secret of Divination and Secret of Illusion now allow usage of the Portent and Guise Facing options respectively when using -cheat.
  • This counts as having Epic Spell Focus in the corresponding option only for the purpose of calculating the cheat rolls.

Re: Arelith Updates!

Posted: Wed Oct 09, 2024 10:21 pm
by Sincra

From Ice & Twohand

###Appraise Zones

  • Certain locations are now special economic zones that serve as alternative matching race requirement of appraise.
    *Shadovar: Free trade zone, always true
    *Dis: Free trade zone, always true
    *Sibayad: Surface races
    *Hub: UD races/outcasts
    *Sencliff: Pirates
    *Crow's nest: Pirates and surface races
    *Arelith Forest: Shamans, druids, rangers, barbarians, Ancient paladins and Animal/Plant clerics/Div Champs
    *Radiant Keep: Radiant Members.
    *Earthkin alliance territory: Earthkin races - gnomes, hins, dwarves. While this doesn't include grey dwarves, they already have the benefit of always matching race requirements.

Also added more exactness to the appraise feedback, and it will tell you whether you are getting the best reaction possible (extremely favorable).


Re: Arelith Updates!

Posted: Wed Oct 09, 2024 10:24 pm
by Sincra

From Ice, with terrible trepidation

###Familiars!

  • I got Tom Sawyered (again!) into updating familiars.
  • All familiars will now bestow a small skill bonus upon their master, scaling up to 10 points at combined* level 10, when they are out and in their proximity.
    -- Any class that receives the familiar feature will add to the HD of the familiar. This is what combined means.
  • At combined CL 15 they also translate their native language to their master.
  • The pixie fell down a flight of stairs and broke all her limbs, and as consequence her open lock/disable trap skills were reduced to almost nothing. She will, however, murmur radical secrets about disable trap to her master, in the form of a skill bonus.
  • The skill is derived from the base familiar.
  • The language is not derived from the base.
    -- A bunch of familiars can speak multiple languages, but they can only translate one.
    -- All familiars - even those normally incapable of vocalization - have at least and at most one language that they can translate. Some choices may be esoteric (IE: Cooshee). This won't be documented in the changelog.
  • All these classes can now select the Familiar feat: Arcane Arch, Bard, Dragon Disciple, Palemaster, Invoker, Loremaster. This feat can be obtained with a bonus or general feat. LMs must use a secret.

FAMILIAR- LANG - SKILL
BAT - ANIMAL - SEARCH
EYEBALL - DEEP - SEARCH
FDRAGON - SYLV - BLUFF
RAVEN - ANIMAL - LORE
FMEPHIT - IGNAN - OPEN LOCK - does not work for QBing
IMEPHIT - AQUAN - SLEIGHT OF HAND
HELLDOG - INFER - INTIMIDATE
IMP - INFER - APPRAISE
PANTHER - ANIM - CLIMB
PIXIE - SYLV - DISABLE TRAP - Does not work for QBing
PSEUDODRAG- DRAC - SEARCH


Re: Arelith Updates!

Posted: Thu Oct 10, 2024 12:46 am
by Sincra

From Ice

###Fams yo

  • The familiar bonus to Search no longer contributes toward QB calculations.

Re: Arelith Updates!

Posted: Thu Oct 10, 2024 7:37 am
by DM Starfish

From Irongron

  • Fire Pillar fixture removed from crafting, for now
  • Added New Henchman and Fur Trader to Westcliff.
  • Updated/improved a few henchmen (inc in Eagle)
  • Fixed an issue with lizardmen spawning stuck inside hut placeables.
  • Mister Ruffles now ignores level restrictions and the henchmen cap when joining a party.

From Starfish

  • Paella recipe now only requires 3 jewel shrimp, it used to require 6

Re: Arelith Updates!

Posted: Fri Oct 11, 2024 11:01 am
by DM Starfish

From Ice

###Familiars

  • Fixed a pretty big issue that prevented all familiars from granting the skill bonus.
  • Fixed an issue where some classes weren't adding to the HD (LM, RDD, PM, AA) - this also opened the Animal Companion selection window instead of the Familiar window.
  • Reduced the pixie's OL/DT to 0 - it was still surprisingly high.
  • Addressed the spamminess of the familiar "aids you" text - it will only run once, when you summon a familiar.

Re: Arelith Updates!

Posted: Sat Oct 12, 2024 12:00 am
by Sincra

From Ice

More Familiar Fixes

  • Due to mechanical limitations, the familiar feat is only available for elementalists after level 5.
  • Pathless elementalists will be given an automatic relevel

Re: Arelith Updates!

Posted: Sat Oct 12, 2024 12:03 am
by Twohand

From Twohand

Divine Champion Update

The Divine Champion is the Paladin of deities that do not sponsor Paladins, often serving the same vigilant and militant purposes in their churches. With this said, this small update gives them a few divine-themed perks:

  • The class can now use divine wands.

    • Existing wands will not be updated. You will need to craft new ones.
  • For the purposes of interacting with the deity system, Divine Champion is now fully considered a divine class.

    • While the class already had to respect a deity's worshiper alignment to choose them as a patron, they now also can't worship deities that don't grant divine magic.
  • Divine Champions are now granted a free language at level 1. Much like Clerics and Blackguards, it is based on character alignment:

    • Abyssal: Neutral Evil and Chaotic Evil.
    • Celestial: Any Good.
    • Infernal: Lawful Evil.

Re: Arelith Updates!

Posted: Sat Oct 12, 2024 12:03 am
by DM Starfish

From Starfish and Tide

###NEW BAIT BUGS

  • Six new rare bait bugs:
    • Blood Worm
    • Orb Weaver
    • Bog Haunter
    • Sweetberry Incher
    • Night Scarab
    • Shy Larva
  • Each new bug has a preferred habitat and will sometimes attract fish that wouldn't usually be interested in small bait
  • Rare bugs will never be put onto your rod when you bait your rod straight from the jar
  • Fixed Arelithian local water temperatures being flipped

Re: Arelith Updates!

Posted: Tue Oct 15, 2024 8:28 am
by DM Starfish

From Ice

###Familiars

  • More fixes to the familiar language system. Familiars should now be able to understand themselves.
  • Known bug: Sometimes, the familiars slur their speech - this is being investigated

Re: Arelith Updates!

Posted: Thu Oct 17, 2024 9:49 am
by DM Starfish

From Party in the Forest

New off-hand items!

#Tomes:
These come in a number of varieties and three sizes for each variety. Sizes are small, medium and large and depending on your model you should use an appropriate size. As a general suggestion:

  • Small races and female medium races should use small
  • Medium sized males should use medium
  • Half orcs and pheno 2 should use large

All tome recipes are under carpentry > torch and they all have the same ingredients, DC and craft points required:
DC 19 CP 8

  • 1 book
  • 1 charcoal

#Tome types:

  • Story Tome
  • Necromancy Tome
  • Spell Tome
  • Alchemy Tome
  • Ledger Tome
  • Humanoid Sketch Tome
  • Monster Sketch Tome
  • Scenic Sketch Tome

#Goblets:
These come in a variety of glass, wood, silver, gold and iron. And there are four liquids for each variety which are water, wine, spirits and ale.

All goblet recipes will be under art crafting > torches and will have the same DC and crafting point cost with differing materials depending on the type.
DC 19 CP 8

  • 1 Iron/Gold/Silver Ingot OR 1 Glass OR 1 Softwood
  • 1 Water/Wine/Spirits/Beer

Re: Arelith Updates!

Posted: Thu Oct 17, 2024 12:17 pm
by DM Starfish

from sk

Song Learning and Teaching

  • Anyone who can learn Bard Songs and Curse Songs can now teach them. Previously you had to have 15 levels of effective Bard. I hope this will help open up RP between teachers and students.
  • You'll also now get a message when passing over a location of inspiration when you already know the song, and it'll tell you what song can be learned there.

Re: Arelith Updates!

Posted: Sun Oct 20, 2024 8:22 pm
by Kalopsia

from KenC

Counterspell

Spellcasters receive a 'new' Counterspell feat.

This functions the same as the vanilla feature, but can be added to the toolbar for ease of access/use.

You'll find it under your class special abilities.


Re: Arelith Updates!

Posted: Tue Oct 22, 2024 7:56 am
by Sincra

from sk
=======================
Manacles
=======================
- Grapple Checks are now automatically succeeded for the defender if they have Freedom of Movement.
- Manacle DCs have also been adjusted. Listed below.

Mithril
------------
Strength Modifier: 45 -> 30

Adamantine
------------
Open Lock/Sleight of Hand Modifier: 70 -> 60
Strength Modifier: 50 -> 40

Runic Manacles
------------
Open Lock/Sleight of Hand Modifier: 90 -> 80
Strength Modifier: 60 -> 50

===================
Warpriest Dispel CL
===================
- Warpriest should now properly add all levels to Dispel CL for applicable classes.
- Previously it was only counting half levels, leading to less Dispel CL than intended.

=========================
Trickster Priests and Misfortunate Souls
=========================
- Luck, Illusion, and Trickery Domain now have some hidden bonuses to "-cheat" functions where applicable.
- Curse of Misfortune now has interactions with the gambling systems.

Luck Domain
-----------------
- Clerics with this domain now count as Divination Specialists both for the purpose of reducing Portent failure chance, and increasing their Divination bonuses to corresponding Spellcraft rolls.
- To counteract certain dice roll effects provided by Curse of Misfortune, Luck Domain may now trigger a godsave boon that will turn the tables in your favor! Your gods will not help you with this if you're cheating, though.

Illusion Domain
-----------------
- Clerics with this domain now count as Illusion Specialists for the purpose of Guise Facing and standard Sleight of Hand cheat functions. This can improve some of their bonuses as a result.

Trickery Domain
-----------------
- Trickery Domain now gets a +2 bonus to the Spellcraft Check on Guise Facing, since they already get a +2 Sleight of Hand bonus for standard cheat methods, this basically makes it equally as useful for both cheat methods.

Curse of Misfortune
-----------------
- Applies a -15 penalty to all cheat-related skill checks, which means you'll be a lot easier to detect while doing it.
- Terrible things will now happen to dice rolls, on occasion...
- Because it's too difficult to predict what result a character actually wants to achieve with coins, this curse currently does not affect coin flips. This may change in the future.