Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra »

From Kroatius

#Bugfix

  • Allow Epic Liberator and Vigilante to use their bonus feat for FEAT EPIC WEAPON FOCUS UNARMED.
  • Weapon Focus CONCUSSION will allow WM to pick FEAT WEAPON OF CHOICE HOOKHAMMER
  • Fix: Billhook SHOULD NOT gain damange bonus from Insightful Strike and weapon attack bonus from Specialty Weapons.
  • Fix: Billhook requires Smithing skill to repair weapon not Carpentry.

Summon Horse

  • Drow, Blackguard, Warlock, Harbinger Palemaster or Evil Underdark rider will summon Dreadsteeds as usual, unless they're not qualified will summon Worgs instead.
  • Small race surface riders such as: Lightfoot, Strongheart, Ghostwise, Rock gnome and Fey will summon grey wolves instead horses.

+++

From Kenji

Cloistered Path Cleric Adjustments

Changes specific to Cloistered Path for Clerics:

  1. Tiered refunds on Domain Spells when Div Power is active

    • Level 1 - 3 Spells: 80% refund chance (100% w/ Div Favor)
    • Level 4 - 6 Spells: 50% refund chance (70% w/ Div Favor)
    • Level 7 Spells: 30% (50% w/ Div Favor)
    • Level 8 Spells: 15% (35% w/ Div Favor)
    • Level 9 Spells: 5% (25% w/ Div Favor)
  2. Extra 1 Skill Point per Level

  3. Free Craft Wand and Brew Potion priority from Magic, Knowledge, or Forge domains are swapped

    • before: Cloistered gets free Brew Potion if it has one of the three aforementioned domains
    • after: Cloistered gets free Craft Wand first, and then Brew Potion if it has one or two of the three aforementioned domains
  4. DC Increase for domain spell increases from +1 to +2 at 21 levels of cleric

Note: Existing Cloistered Path Clerics will not be forced to relevel, feel free to do so at your discretion.

+++

From KenC:

#Darkness Bugfix

Deploying the bugfix for Darkness issues. While it's been thoroughly tested, some fringe cases may still cause problems. If you notice anything unusual, please report it to the team.

+++

From Svrtr & KenC:

Modernized ranger path selection:

Changes:

  • Ranger paths are now feats selected at level 2. To ensure this works, the bonus ranger feat at level 1 has been moved to level 3
    -- If you do not select a path at ranger level 2, you will be forced to relevel

+++

From Ice

###Rogue Relevel

  • Fixed an issue (of my own making) that would grant Alertness to all rogues of keen sensed races before meeting the level 10 requirement. An automatic relevel has been issued. Sorry!

###Familiars

  • Fixed the issue that caused familiars to slur and speak gibberish
  • Familiars will now only and exclusively use their own languages, regardless of what their master speaks.
  • Familiars cannot teach languages.
  • Lore familiars will now add their lore to scroll checks.
  • Familiars based on the panther and pixie no longer get Thieves Cant.
  • These are the last issues I am aware of with familiars - if there's anything still strange after you see this changelog, kindly report it.

+++

from sk

Item ILR Changes

Truthseeker and Grasp of the Writhing:

  • Now has Item Level Requirement: 21. This was mistakenly not added in the last update. Existing items will be updated.
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Re: Arelith Updates!

Post by Twohand »

from sk/av

Chicken Coops have been added around the module which allow gathering of eggs usable in cooking recipes. They'll likely be located in farmlands or places you'd usually find chickens!

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Re: Arelith Updates!

Post by Twohand »

from sk/av

The rothes in Andunor's Rothe Fields will now produce milk that can be used in crafting recipes. Or just drank.

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Re: Arelith Updates!

Post by backlands »

From backlands

Shortly the forums will be put into maintenance mode while we perform some updates to the server. During this time you will be unable to post on the forums. The Astrolabe may also become unavailable during this maintenance window.

Rough estimate for this maintenance period is 1 hour, however some factors may increase or decrease this window. I will provide further updates via Discord prior to the forum becoming available again, if needed.

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Re: Arelith Updates!

Post by backlands »

From backlands

The forums and Astrolabe should slowly be coming back online for users now. Note that with this update we changed some routing details so until those values are updated globally some users may be unable to reach the forums.

Please be patient, once you are able to visit the forums again they should be more responsive than in the past.

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Re: Arelith Updates!

Post by backlands »

From backlands

One final notice from me for today! I am aware the custom header is missing from the forums. I plan to reimplement this in the coming days, what we had no longer works with the updates applied. Once I have some time it will return!

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Re: Arelith Updates!

Post by Sincra »

From Kalopsia

ALIGNMENT SPELLS

  • Magic Circle against Alignment: Fixed a long-standing issue where the spells applied an unconditional +2 bonus to all saving throws.
    • The spell now works like a multi-target version of Protection from Alignment, as originally intended.

+++

From Sincra:

Dweomercraft Patch 1.1.9 [PGCC as of a reset]

Additions

  • Consoles will now have an alternate ZDLG route to using the new system.
    • Anyone wishing to help test this can do so in the PGCC Arena, I have temporarily disabled the current Dweomercraft there to allow both versions to be tested simultaneously.

As always,
Please test the description editor and Dweomercraft NUI. Let me know how that handles or what breaks via the forums relevant bug MEGATHREAD.

This is one of the last major phases of the player front UI updates, thank you for the patience.

+++

From Miaou

  • Two new icons for Ranger's paths feats.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

  • All shops in Dunmarle and Skaljard now go straight to bidding when released.
  • The rituals below now allow the following classes to start them:
    • Furies' Blessing: Druid.
    • Hallowed Rest and Unhallow: Shaman.
    • Treasures of the Earth: Favored Soul.
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Re: Arelith Updates!

Post by DM Starfish »

From KenC

  • Bladethirst VFX is now blue fire per the lore

From Twohand

  • Elemental Avatar VFX has been adjusted to have less visual clutter
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Re: Arelith Updates!

Post by Sincra »

from sk/av

Shady Couriers

Messengers sent from the Thieves Den NPC will now appear as Shady Couriers instead of generic wisps.

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

Sibayad Arena Updates

Further updates for the Sibayad Arena District. Eventually it'll be perfect.

Arena:

  • Added more viewing space.

Arena Undercroft:

  • Added missing guard to the door to the prison.
  • Fixed desert lion model. Now with more mane.

Gilded Mirage:

  • Added a dart board, per popular request.

Prison:

  • Small fixes.

Noble Estate:

  • Small fixes and additions.
  • Enabled Always Rest flag (can rest to 90%) for this area.

Code: Select all

+++

From Sincra

Speedy Messengers & Messages

Changes

  • Will now state the message as a quoted piece, rather than directly.
    Example:
    Runs up breathlessly I've got something you should hear!
    The message is 'This is an example!'.
    Dashes off

This does count for goblins too.


Rationale

  • Speedy messengers are not intended for emotes on behalf of the NPC.

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

Dweomercraft Patch 1.1.10 [PGCC as of a reset]

Fixes

  • Stacks of items should correctly cost gold.
  • Menu items will now show the correct values for amounts. (Skills show +1 and +2)
  • Skill sub-menu now correctly selects skill. (Selecting Hide no longer selects Heal)
  • Menu now hides irrelevant or impossible properties. (Keen on Boots)

As always,
Please test the Console dlg, Description editor and Dweomercraft NUI. Let me know how that handles or what breaks via the forums relevant bug MEGATHREAD.

This is one of the last major phases of the player front UI updates, thank you for the patience.

Code: Select all

+++

From Backlands & Sincra:

Factions and Names

Fixes

  • Factions beginning with certain characters will no longer be undiscoverable.

Code: Select all

+++

From Twohand, SK/AV & Sincra:

Quarters, Shops & Requirements:

Additions

  • Quarter and Shop signs will now tell you the requirements to own, if there are any.

Changes

  • Quarters will no longer be refreshable if you do not meet the requirements.
  • Shops will no longer be refreshable if you do not meet the requirements.

++ Specific Changes ++
Brogendenstein

  • Hall of Legends: Quarters restricted to Arctic, Gold, Shield, and Wild Dwarf.
  • Earthkin Village: Added Arctic Dwarf to requirements list.
  • Brogwood Hut: Added Arctic Dwarf and Wild Elf.
  • Great Grotto: Restricted to Rock, Deep and Forest Gnome.
  • Deep Gnome Village: Restricted to Deep Gnome.

Tungsten Turret: Restricted to Rock and Deep Gnomes.

Radiant Heart: Restricted to members in the Radiant Heart auxiliary.

Church of Bane: Guildhouse restricted to characters faithful to Bane.

Arcane Tower: Added Harper Mage and Zhentarim Naug-adar to quarter requirements.

Boreal Keep: Expanded class requirements to Bard, Wizard, Sorcerer, Harbinger, Warlock, Zhentarim Naug-adar, Spellsword, Elementalist, Hemomancer and Loremaster.


Fixes

  • Deity requirements will now function correctly.

Notes

  • Settlement Shops still need you to have citizenship to own them. This has not changed.
  • If your Quarter should (not) have a requirement, please notify us via a bug report.

Rationale

  • Relevel is not an acceptable means to bypass requirements temporarily, this will rectify that and also make clearer the exact requirements on quarters to avoid issues going forward.

Code: Select all

+++

From Ice

###Dispels

  • Fixed a bug that caused summoned creatures to be considered hostile to their party/master. They should now consistently behave as always allied for the purposes of dispelling.

=====================
###Familiar languages

  • Familiars will now be able to speak every fluent language spoken by their masters

=========================
###Minor -makesafe fix

  • Fixed an issue that caused makesafe to not choose the closest landing waypoint

Code: Select all

+++

From KenC and Starfish!

Shadowdancer VFX

  • -shadow vfx can be used to toggle an alternate VFX for Shadow Evade and the Summoned Shadow
    This is designed to mimic the appearance of in-module shadows.
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Re: Arelith Updates!

Post by Sincra »

From Sincra

Quarters, Shops & Requirements:

Fixes

  • Temp shops will now correctly bypass requirements.
  • Some racial requirements have been fixed/adjusted, more are to come in the next few days.
  • Minor formatting and spelling fixes in info readouts on signs.
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Re: Arelith Updates!

Post by Sincra »

from Kenji

  • Healing Domain
    1. The minimum heal % bonus is now 20% instead of 3% per Cleric level
    2. Healing domain heal % bonus only applies to spells cast from Cleric or Favored Soul spellbook and Lay on Hand

+++

From The Team

###Level-up requirements

  • Due to a newly found bug, items with bonus feats must be unequipped before leveling up. We are sorry for the inconvenience.```

###Domination

  • Domination applied through spells and abilities can no longer affect summoned creatures and companions of all types. Vulnerable summons that fail the save will instead be dazed.

+++

From Ice

###Scrying bugfix

  • Fixed a bug that caused the scry cooldown to reset upon resting.

+++

from sk/av and Sincra

Dirgesinger Tweaks

Some tweaks to the Dirgesinger class to make it more compatible with other builds, while also updating the CL synergies to be more in line with other classes.

Dirge of Awakening

21+ Charisma prerequisite removed.

Bonus Feats

  • Dirgesinger can now take Epic Spell Focus in Necromancy/Illusion/Enchantment as a bonus feat.
  • You must still meet all other qualifications, i.e. 9th circle spells.

CL Synergy

  • Dirgesinger no longer applies Universal CL.
  • It will still combine 1:1 CL (both Hard and vs. Dispel) with Evangelist, Herald of the Grave Harbinger, and Bard.
  • It will also combine 1:2 CL with Assassin (both Hard and vs. Dispel) if the build contains bard.

Notes

Relevels will not be provided, but you're welcome to perform one if you wish to adjust your build.

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Re: Arelith Updates!

Post by Sincra »

From Sincra:

Dweomercraft Patch 1.1.11 [PGCC as of a reset]

Improved Dweomercrafting Feat Functionality

Changes

  • The Feat now counts for Two ranks, making it equivalent to,
    • Twenty skill points in Craft Mastery.
    • Two crafting feats.
    • A large majority in a hybrid casting class.
    • A majority in a full casting class.

Additions

  • Allows you to work with any applied rune, regardless of the Language script it was applied with.

Feedback is appreciated on the above, keep in mind however that the changes I am looking to do here are thematics and not meta defining. Ask yourself if it would allow a character to RP something cool, or be used in an almost mandatory way like the Herbalism brew potion was!

As always,
Please test the description editor and Dweomercraft NUI. Let me know how that handles or what breaks via the forums relevant bug MEGATHREAD.

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Re: Arelith Updates!

Post by Twohand »

From Twohand and Outlaw Pope

Shadow Plane Quarters

  • Restricted the Temple of Mask to the following faiths:
    • Mask
    • Vhaeraun
  • And the quarters in the Tower of Shar to:
    • Dark Moon Heresy
    • Eshowdow
    • Ibrandul
    • Shar

From Twohand

Areas and Miscellaneous Things

  • Tweaked the hitbox of dragons and the gelatinous cube, making it harder for PCs to hide inside them when used as summons.
  • Added many new skin tones for Hobgoblins.
  • Fixed the lag inside the Hogpen Guesthouse in Guldorand for clients with Enhanced Lighting turned off.
  • The priest in the Guldorand Chapel quarter should no longer wander and bother people, he'll now stay in place near the altar.
  • Added doorbells to the noble estates outside Guldorand on the Old Mine Road.
  • The Ogre Fist Trading Post is now safe from the wrath of the Crystopolis' Greater Gemstone Golem.
  • Gave a unique name to each area of the Underdark Flood Plains.
  • Made minor visual tweaks to the Underdark’s Underground Ziggurat, Greyport’s Red Tower front, and the Manor of Mourn.
  • Improved the automatic lock script triggered when certain doors are locked.
    • Normally, I wouldn't announce this one, but it has caused some doors to lock when they shouldn't. Please report any strange locked doors that you believe shouldn't be locked.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

Miscellaneous Things

  • Added a new skin tone for Shadovar characters: 128
  • Increased the attack reach of dragons since they were unable to hit certain enemies after their recent hitbox update.

From Eurydice

2 new chest models/texture

  • The original torso for male 75 now has a female counterpart, making this torso unisex. It is now chest 81 for cloth armor-types.
  • Since it's no longer part of of the chest 75 combo, male chest 75 has been made to match the female style with a new variant.

For people who are making use of the 75 male torso for their outfits, don't be alarmed! Your torso still exists, it will just need to be switched to 81 and the outfit saved.

Credits go to PassionateShadow for their texture work and assistance helping me fix some details, their original upload can be found here: https://neverwintervault.org/project/nw ... himbo-tops.

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Re: Arelith Updates!

Post by Sincra »

From Sincra

Chat System & New Approaches:

Changes

  • Old system has been partially dismantled.
  • A new approach has been implemented that was and is aimed at reducing lag, and has been on the live servers since 27/02/2025.
    • This is the same system the PGCC had for over a year without any notable issues or bugs put to the forums or my attention.

As some of you may have noticed, in rare situations since release to live, chat messages vanished.
If this occurs, please use the following bug thread to report issues.

viewtopic.php?t=47772

Please don't ping me with reports, it is not helpful.

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Re: Arelith Updates!

Post by Sincra »

From Zaphiel

-usefeat

Additions:

  • Added Atrocity Strike to the list. It can be activated with -usefeat atrostrike.

NUI Toolbar

  • Added Harbinger specific option to display Atrocity Strike feat icon instead of command label when -usefeat atrostrike is assigned to one of the slots.

NUI Focus

Additions:

  • The window should now retain its position after closed.

NUI Divine

Additions:

  • Divine Power and Divine Favor is added.

Changes:

  • It is now acessible by clerics without requiring Divine Might/Shield/Wrath feat(s).

Rest Menu > Settings > Notification Settings

  • Added various notification options to toggle whether the notifications should be send as a tell message to your chat window. Similar to how dispel feedback is displayed.

+++

From Kalopsia

HELL INFERNO

  • Reduced the duration from 6 to 4 rounds. Extend spell can no longer be applied to Hell Inferno.
  • Warlocks now require an Epic Infernal Pact to empower this spell's elemental damage component.

Rationale: The spell was originally designed without Extend Spell in mind. Following a balance review, the team determined that even with the reduced duration of 4 rounds, total damage still exceeds that of a specialised warlock's Eldritch Blast, rendering Hell Inferno a viable choice for longer encounters, or to distribute damage across multiple targets.

+++

From Ice

###CL/Dispel resistance synergies

  • Fixed an issue (that only came to light since we fixed the last one) that caused Favored Souls to lose their added dispel resistance bonus.
  • Added again the +1 CL that Warpriests were supposed to receive at effective cleric level 16.
  • The +1 CL will now be granted at majority of effective cleric levels, as soon as level 3

###Cleric CLs

  • Fixed an issue that caused Seeker and Warpriest clerics to apply their CL bonuses universally. This was affecting themselves twice, yielding wild and disproportionate CL bonuses.

###Negative Item Gold Value

  • Implemented a potential fix for negative value acid bombs. Current acid bombs may keep their negative value. Please report weirdness after you see this changelog```

###Loremaster Languages

  • Loremaster no longer gains automatic common bonus languages every level. Instead they will gain 2 bonus language slots, total, one at level 2 and another at level 4. At level 5 they still gain an automatic secret language of their choice.
  • Current loremasters - those created before the 03/09 (ninth of March) - will be grandfathered and allowed to keep their 4 common languages and secret language. However, their 4 common languages will be stored as slots, and learning new common languages instantly will become impossible.
  • The -bonus_language chat command will only display secret languages to choose from (that the PC doesn't already speak).

Rationale:
I hope this comes without surprise, as LM is both an incredibly popular class for all the features it brings. Receiving 4 automatic languages diminished greatly the value of languages as a whole, as it allowed PCs to solo-bypass the interaction needed with other characters to acquire knowledge that is intentionally exclusive and racially gated. For that reason alone - and many others that surely you can figure out, including concerns with relevel spam and setting integrity - it had to go.
And while normally we are against grandfathering, since languages are entirely an RP mechanic, we felt that it would affect the RP of people unfairly to have them drop 2 random languages without warning. In lieu of designing a clunky system that forced the players to choose which languages they wanted to drop, it was common sentiment that grandfathering was the better option.

PD: Further updates to the language system are in the works.

+++

From KenC

Arcane Archer adjustments

  • Enchant Arrow Scaling: Now increases every 4 levels after the 1st (1/5/9/13/17), capping at +5.
  • Special Attacks: Changed from ranged touch attacks to standard ranged attacks.
    Previously, their high AB made missing nearly impossible. The Seeker ability will retain its auto-hit (seeking) feature.
    These changes have been a long time coming, but they are relatively minor to observe the class's performance before making further adjustments.

Important Note:
Ranger will be removed as a prerequisite for Arcane Archer approximately ONE MONTH from the time of THIS POST.

This detachment is to return it back to the design roots as an Arcane focused class, and with the inclusion of alternative means to access them, such as Warlock and Spellsword, it is no longer as confined or necessary for Ranger to be a qualifier.

Lastly, Rangers, and by extension other ranged characters, are not being ignored.
We have plans to work on a set of feats to improve the non-AA experience. Exact details not yet ready for release but it is on the priority agenda.

+++

From Starfish

Katana Visuals

  • A number of new visual options for katanas
  • Reworked some old content to give more variety

Blades:

  • Straight Blade
  • Heavy Blade
  • Blade Catcher
  • Long Blade (Kept)

Hilts:

  • Added model for 054
  • Cleaned up models to fit with all other parts
  • Added star hilts

Handle:

  • Cleaned up models to fit with all other parts

Image

+++

From Kroatius

(PGCC Only) Emotes

  • Emotes have finally come back but available only on PGCC.

New emotes added:

  • EMOTE_ORDAIN
  • EMOTE_SLEEP2
  • EMOTE_SLEEP3
  • EMOTE_KNEEL3
  • EMOTE_KNEEL4
  • EMOTE_HANDBACK
  • EMOTE_DANCE5
  • EMOTE_SIT2
  • EMOTE_KNEEL5
  • EMOTE_SITCHAIR

Note: If the command doesn't work, you can try -emote [emote_name]

+++

From the Team

###Great Ability Feats

  • All the epic Great Ability feats from tier III to X are no longer selectable. Affected characters will be issued an automatic relevel.
  • Great Ability II (such as Great Wisdom II) has been renamed to Legendary Ability. The I version has lost its numeral.

Rationale:
As part of the ongoing goal to balance the higher cap of AB/AC/DCs, we decided that the Great Ability feats offered an unfair advantage to maximizing combat scores, that only some characters could afford. We've decided to keep the I variant, since it allows to even scores, and the II variant, that only helps characters using an odd starting value to catch up to a predicted maximum value.

While the main target of this update is for STR/Dex based martial characters, we are aware that this change may impact casters negatively, in a period where DC abilities struggle to surpass the general average of saves to be effective, and we are working toward other updates to alleviate these issues.

Thank you for your patience.

###Item Property casting, Mordenkainen's Disjunction
The item property, Cast Spell: Mordenkainen's Disjunction, has been reduced to 15 CL from 17 CL.
This currently, and retroactively, will affect:

  • Scrolls.
  • Greater Gems of Disjunction.
  • Any other items with this property.

Rationale

This is a targeted change to reduce the efficacy of Loremasters using Mordenkainen's Disjunction scrolls. Given the number of Loremasters in play, this was seen as oppressive, and the hope is that this change will also help add some value to Sorcerer/Wizard.

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Re: Arelith Updates!

Post by Kalopsia »

From Amnesy

INVOKERS:

In (especially early-game) PvE, Invokers can be overwhelming, particularly in group content, due to easily manageable Focus costs.
The lack of differentiation between single-target and AoE spell costs further reinforced their dominance, making them disproportionately powerful compared to other adventurers.

Goals of the Changes:
Maintain Invoker’s individual strength while encouraging proper Focus management as a skill to be learned.
Prevent constant dominance in group PvE by ensuring that AoE spells consume more resources, requiring more strategic decision-making.
Create a more balanced experience across different leveling stages, without excessive early-game power spikes.

CHANGE NOTES:

Invoker Adjustments

  • Epic Arcane Caster is now granted at level 21 (no longer scripted). To cast Epic Spells, Invokers still require 22 Hard Charisma.
  • The scaling Eschew Spell Components feature has been removed. Instead, Invokers no longer require spell components for their Theme/Element spells.

Focus Management

  • When an Invoker is not casting spells, they accumulate a discount on the focus required for their next Theme/Element spell. The discount scales as follows:
    • 2 rounds: 10%
    • 3 rounds: 25%
    • 4 rounds: 50%
  • Focus discounts based on Theme/Element spells now scale with Invoker proficiency, gained at levels 10 and 20. [See Table Below: Theme/Element Spells]
  • Spells with a primary AoE effect consume 33% more focus.
  • Various base focus and individual spell focus cost adjustments have been made. [See Table Below: Individual Spell Cost Increase & Base Focus Cost]

Hemomancer

  • The passive bonus to saving throws against Death Effects has been replaced with an Intimidate bonus:
    o Path Feature I: +3
    o Path Feature II & III: +5
  • Maximum focus increased to 100.

[Theme/Element Spells]

Scaling % is expressed as X%/Y%/N% for Master/Adept/Novice (based on invoker level); 20% means the spell will be 20% cheaper.

  • Master (Level 20+)
  • Adept (10-19)
  • Novice (1-9)

Elementalist - Water

Generates Focus:

  • ICE DAGGER
  • FROSTBITE

50%/35%/20%:

  • ICE STORM
  • FROST NOVA

33%/20%/10%:

  • FREEZE
  • CONE OF COLD
  • WATER BREATHING

25%/10%/No Discount:

  • BURST OF GLACIAL WRATH
  • ICEBERG
  • WALL OF ICE

10%/No Discount/No Discount:

  • FROST SHIELD

No Discount:

  • ELEMENTAL HAMMER
  • ELEMENTAL ANNIHILATION

Elementalist - Earth

Generates Focus:

  • MELFS ACID ARROW
  • MESTILS ACID BREATH

50%/35%/20%:

  • FLESH TO STONE
  • CRUMBLE
  • STONE TO FLESH
  • STONESKIN

33%/20%/10%:

  • GREATER STONESKIN
  • MESTILS ACID SHEATH
  • VITRIOLIC SPHERE

25%/10%/No Discount:

  • EARTHQUAKE

10%/No Discount/No Discount:

  • ACID FOG

No Discount:

  • ELEMENTAL HAMMER
  • ELEMENTAL ANNIHILATION

Elementalist - Air

Generates Focus:

  • HORIZIKAULS BOOM
  • GEDLEES ELECTRIC LOOP
  • LIGHTNING BOLT

50%/35%/20%:

  • GUST OF WIND
  • SCINTILLATING SPHERE
  • CALL LIGHTNING

33%/20%/10%:

  • SOUND BURST
  • BALL LIGHTNING
  • SOUND LANCE
  • CHAIN LIGHTNING

25%/10%/No Discount:

  • GREAT THUNDERCLAP

10%/No Discount/No Discount:

  • LIGHTNING SHIELD

No Discount:

  • ELEMENTAL HAMMER
  • ELEMENTAL ANNIHILATION

Elementalist - Fire

Generates Focus:

  • BURNING HANDS
  • SCORCHING RAY
  • FLAME LASH
  • COMBUST

50%/35%/20%:

  • FIREBALL
  • INFERNO

33%/20%/10%:

  • DELAYED BLAST FIREBALL
  • FIREBRAND
  • FLAME ARROW

25%/10%/No Discount:

  • INCENDIARY CLOUD
  • WALL OF FIRE
  • METEOR SWARM
  • FIRE STORM

10%/No Discount/No Discount:

  • DALTIMS FIERY TENTACLES
  • ELEMENTAL SHIELD

No Discount:

  • ELEMENTAL HAMMER
  • ELEMENTAL ANNIHILATION

Hemomancer

65%/50%/25%:

  • HEMORRHAGE

50%/35%/20:

  • REDBOLT
  • SOUL SCOUR
  • CRIMSON LIGHTNING
  • BESTOW CURSE
  • VERMILION STARS
  • ENERVATION

33%/20%/10%:

  • GRIM TERROR
  • BLOOD LOCUST
  • TRANSMUTE BLOOD
  • BESTOW CURSE GREATER
  • POWER WORD: BLEED
  • ENERGY DRAIN
  • LIFE TRANSFERENCE

20%/10%/No Discount:

  • CURSED LIGHTNING SPHERE
  • BLOOD HOMUNCULUS
  • EVIL BLIGHT
  • VITAE'S CORONET
  • PREDATOR
  • BLACKFIRE
  • CURSE STORM
  • GREATER LIFE TRANSFERENCE

No discount:

  • MASSACRE
  • SOUL SHRIEK

[Individual Spell Cost Increase]

  • ACID FOG + 1.00
  • BALAGARNSIRONHORN + 2.00
  • BIGBYS CLENCHED FIST + 2.00
  • BIGBYS CRUSHING HAND + 2.00
  • BIGBYS DISRUPTING HAND + 0.50
  • BIGBYS FORCEFUL HAND + 0.50
  • BIGBYS GRASPING HAND + 1.00
  • BIGBYS INTERPOSING HAND + 0.50
  • BLADE BARRIER + 2.00
  • DARKNESS + 2.00
  • DALTIMS FIERY TENTACLES + 2.00
  • ETHEREAL VISAGE + 1.00
  • EVARDS BLACK TENTACLES + 1.00
  • FEEBLEMIND + 1.00
  • FREEDOM OF MOVEMENT + 5.00
  • GLYPH OF WARDING GRTR + 3.00
  • GREATER DISPELLING + 2.00
  • GREATER SPELL BREACH + 2.00
  • GREATER SPELL MANTLE + 4.00
  • HASTE + 3.00
  • IMPROVED INVISIBILITY + 1.00
  • INCENDIARY CLOUD + 3.00
  • INVISIBILITY PURGE + 2.00
  • ISAACS GREATER MISSILE STORM + 2.50
  • LESSER SPELL BREACH + 1.00
  • LESSER SPELL MANTLE + 3.00
  • MASS HASTE + 3.00
  • MESTILS ACID SHEATH + 2.00
  • NEGATIVE ENERGY BURST + 1.50
  • NEGATIVE ENERGY PROTECTION + 2.50
  • POWER WORD STUN + 1.00
  • SPELL MANTLE + 4.00
  • STINKING CLOUD + 1.00
  • TRUE SEEING + 5.00
  • WALL OF FIRE + 3.00
  • WALL OF ICE + 3.00
  • WEB + 0.50
  • WITHERING RAY + 0.50

[Base Focus Cost]

Master (20+)

  • Spell Level 1: 0.30
  • Spell Level 2: 0.50
  • Spell Level 3: 0.75
  • Spell Level 4: 1.00
  • Spell Level 5: 1.33
  • Spell Level 6: 2.00
  • Spell Level 7: 2.50
  • Spell Level 8: 4.00
  • Spell Level 9: 5.00

Adept (10-19)

  • Spell Level 1: 0.40
  • Spell Level 2: 0.80
  • Spell Level 3: 1.20
  • Spell Level 4: 1.60
  • Spell Level 5: 2.00
  • Spell Level 6: 4.00
  • Spell Level 7: 6.00
  • Spell Level 8: 8.00
  • Spell Level 9: 10.00

Novice (1-9)

  • Spell Level 1: 0.70
  • Spell Level 2: 1.10
  • Spell Level 3: 2.00
  • Spell Level 4: 3.50

Feat Spells

  • Invoker feat spells are normalized on cost and will be accounted as 6th level spell for Hammer and Massacre, and 9 level spell for Annihilation and Shriek.

Relevels

  • Invokers with exactly 20 class levels will be releveled as the method of receiving Epic Arcane Caster Feat changed.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

Sibayad Quarters

Lately, there has been a lot of confusion about who can or can't live in Sibayad due to its unique melting pot of races. To alleviate this, starting next Monday, every quarter and shop (with exceptions) in the town of Sibayad will be mechanically restricted to the same races that can attain citizenship in the settlement. However, note that a character still does not necessarily need to be a citizen to own a quarter.

The only exceptions to this rule are temporary shops, the shops and quarters inside the Golden Alleys Guildhouse, and the rooms for sale in the Golden Lodge. Those remain free for all.

Note that this restriction will be displayed on the quarter sign menu, making it very clear who can or can't live somewhere.

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Re: Arelith Updates!

Post by Twohand »

From Twohand

Tungsten Turret

  • Updated two of the four Tungsten Turret quarters to be restricted to characters with Gond or Nebelun as their patron deity. This should help non-gnome Gondar artificers do cool things in the Turret too.
    • Yes, gnomes can still own these two quarters as long as they follow any of the aforementioned gods.
    • The two quarters affected by this update are vacant at the moment, so the current owners of the other quarters do not need to worry, theirs remains unchanged in terms of restrictions.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

The Fox Den

This famous quarter in the Arelith Forest hasn't been touched in more than a decade, so at least some minor tweaks were in order:

  • Characters can now rest up to 90% inside the quarter.
  • Cleaned up a lot of the furniture baked into the tileset with empty tiles so the owner can furnish the house as they wish.
    • Increased the fixture limit accordingly!
  • Changed the interior lighting and some decorations a bit, nothing too major.

from sk/av

Sibayad Arena Beast Balance

Zhorgor's been doing his best to make your games even more challenging. Mrahahaa!

The Sibayad Arena "Enragement" mechanics for the creature menagerie received a buff to all tiers. At the third tier, some of the creatures put through the cages were significantly weaker than expected. They should now perform like proper boss encounters to turn the violence dial up to 11.

  • Tier 2 and Tier 3 enragement now always ensures the creature has Blind-Fight.
  • Tier 3 Enragement will now give the creatures Improved Knockdown and Keen Sense.
  • All tiers receive some level of DR piercing, with tier 3 able to reach +5.
  • Damage and AB buffs to all tiers of enragement. Some of the stronger creatures were still not hitting standard AC even with this.
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Re: Arelith Updates!

Post by Sincra »

From Sincra

Quick Fix on Shops

Fixes

  • Minor issue resolved where not able to bid in non-player settlements.
  • Fix for a display of requirements not always showing correctly on shops.
  • Fix for a regression that was introduced after the above fix.

These three happened over the past week or so and have garnered enough attention, for what should have been a background fix, it needs this announcement.
Apologies for the inconvenience!

Minor note,
Previously I wrote that shops in settlements require citizenship and the ability to vote to own.
Recently I was asked about territories like Gloom, Saltspar, and so on and how such a change impacts them.
The answer is that it does impact them, and means that biddable territories will now make the stores in them exchange hands based on who wins.
Intially I had it allow characters to retain ownership if they swapped citizenship, but this is actually part of what caused the Hub shop issues and so has been removed.
Feel free to leave feedback on the forums on this, especially as I recognise it has positives and negatives on various approaches.

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Sincra »

From Amnesy

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

Bugfix: Invoker

  • Fixeed a bug preventing focus discount for taking break in casting spells.
  • Fixed a bug where several spells have been categorized as Area of Effect (which they are not, i.e. True Sight).

Additionally:

  • Added text to PC system chat informing focus cost Increase for casting Area of Effect spells, and Decrease for taking a break in casting spells.

As a reminder, the discount for taking a break in casting spells is only applicable to Theme/Element of choice spells.

Bugfix: Hemomancer

  • Red Harvest: When used on enemies it will correctly calculate Focus gained to 100% cap instead force normalize back to 75% cap.

Additionally:

  • Red Harvest when used on incorrect targets (constructs, elementals, golems) will go into 6 sec CD instead of 75 sec CD as a QoL improvement when missclicks on Summons do happen.

+++

from sk/av

Description Fixes & Updates

Endeavouring to remedy the lack of up-to-date descriptions, a crusade has begun to end the reign of misinformation in ingame feats, skills, spells, classes, etc.

To that end, a number of descriptions have now been updated:

  • Most skills should be up to date now, let me know if I missed any or made a mistake.
  • Mounted Combat now explains the AC bonus it gives.
  • Similarly, Mounted Archery explains what it actually does properly.
  • Weapon feats should list all the weapons they apply to, now.
  • A lot of (but not all) formatting issues with spells should be, for the most part, addressed.
  • Epic Reputation now states you're treated as Nobility, as it should.
  • Quite a few more.

If you find any descriptions that need updating, please use the Description Megathread. I/We are slowly going through these to fix descriptions, with the goal that the wiki should be much less necessary for understanding what the mechanics do. There will be more updates in the future.

Please note: I myself can only fix descriptions of NPCs and ingame placeables in areas I personally have access to. If those remain unfixed it's not because I don't want to, it's because I simply can't access the area.

The thread is linked below.
viewtopic.php?p=350717

+++

From KenC

Mundane Archer Update

------------------------

Ranged Instant Attacks

Ranged instant attacks operate differently from melee versions. When used, the character must remain stationary during the attack animation—any movement will interrupt it.
Characters affected by Haste or Blinding Speed execute these attacks more quickly. These feats can be selected as general feats, fighter bonus feats, or ranger bonus feats.

  • Ricochet (6 second cooldown | 3 seconds when hasted)
    The character can attempt to ricochet their projectile between enemies, gaining one additional bounce for every six character levels.
    Each successive bounce reduces the attack bonus of the next bounce by 5.

  • Ballistic Shot (30 second cooldown)
    The character fires a carefully aimed projectile that gains power over distance, dealing increased damage the farther it travels.
    Additionally, the shot is influenced by elevation - gaining bonus damage when fired from higher ground and suffering a penalty when shooting from lower ground.

  • Overwatch (30 second cooldown)
    The character designates an area to monitor, readying their weapon for incoming threats.
    If an enemy enters the covered zone and is within line of sight, the character instantly fires a projectile at them.

  • Entangling Arrow (30 second cooldown)
    Ranger Exclusive
    The character fires a specially crafted arrow that snares its target on impact.
    The target must succeed on a Reflex save or have their movement speed reduced by 90% for 3 seconds.```

Bonus Feat

  • Sniper's Eye (30 second duration | 90 second cooldown)
    For the duration, the character's Sneak Attack range is increased by 50% to 45 feet or 13.72 meters
    Added to Rogue / Assassin / Harper Scout / Zhent Operative bonus feat list

Additional Adjustments

  • Tiny thrown weapons are considered Invisible Blade weapons.
    When used in this way, the bleed only applies to 33% of the attacks.
  • Throwing bundles now produce ammo in quantities of 100 in line with arrows, bolts, and bullets.
  • Shuriken gains +1 APR.
  • Throwing Axe weight reduced to 0. Stack sized raised to 500.
  • Assassin's -assassinate can be used with all ranged weapons

Misc

  • Circle Kick will no longer swap to the new target
Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Kenji »

From Kenji

Ki Barrier Changes

  • Active Feat component removed
  • Wisdom to Shield AC is all passive
  • Relevant events should update Wisdom to AC (no more equipping and unequipping to force update Wis to AC shenanigans)
    1. Spells that increase or decrease Wisdom scores
    2. Equipping/Unequipping gear
    3. Resting
    4. Leveling Up
  • Scaling depends on the following:
    1. Unarmored (1:1), Lightly Armored (2/3), or Shield (0)
  • Lightly armored is open to all (instead of restricted to certain class combinations)

For existing characters who are not getting Ki Barrier AC after the update, using the -relevel command to update your Ki Barrier feat should fix it. A hotfix is already in the pipeline.

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list

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Re: Arelith Updates!

Post by Sincra »

From Sincra:

Dweomercraft Patch 1.1.12 [PGCC as of a reset]

Additions

  • The following choices are now available at the same cost as other damage (8 points),

    • Psychic Damage, 2 and 1d4 amounts
    • Entropy Damage, 2 and 1d4 amounts
    • Poison Damage, 2 and 1d4 amounts
  • Console access will now have a description edit option at the end of the property group list ("[Edit Description]"). This will use the existing description edit system and is likely to receive updates for newer functionality present in the NUI at a later time.


Changes

  • Default Enchanting system on PGCC will now use the console version of the new system to further encourage testing.
    • Arena now houses the NUI.
    • Everywhere else now uses the Console system.

Removals

  • The following choices have been removed to match live servers,
    • Save vs Chaos
    • Save vs Law
    • Save vs Evil
    • Save vs Good

As always,
Please test the description editor and Dweomercraft NUI. Let me know how that handles or what breaks via the forums relevant bug MEGATHREAD.

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