Arelith Updates!

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Sat Mar 10, 2018 3:53 am

Kensai:
- The +6 Universal Save bonus vs Spells, and the +10 to Spot/Listen bonus is removed from kensai.
- Kensai is being phased out as a character creation option. Existing kensai will remain as legacy characters.

For further information, consult this post.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

Irongron
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Re: Arelith Updates!

Post by Irongron » Wed Mar 14, 2018 6:05 pm

I made a number of updates to the EE server, adding many rare encounters and generally improving playability.

As stated in the other announcement thread I hope those of us who already have access to EE can begin playing there prior to migration. The more feedback we have before migration, not only on bugs, but also to improve playabilty, would be really worthwhile!

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Re: Arelith Updates!

Post by Morderon » Fri Mar 23, 2018 2:26 pm

EE Only:

-usefeat command

Params: Most, if not all, single targetable martial feats.

Each param also functions as an alias: For example, -usefeat knockdown and -knockdown are the same.

What it does: Performs the feat action on your current attack target.


Known issue: The called shot sub feat used is random, this is an engine limitation.

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Re: Arelith Updates!

Post by Morderon » Fri Mar 23, 2018 10:30 pm

EE Only, starting next reset:

Smarter -twohand behavior.

It's now automatic when you have an applicable weapon in your main hand and nothing in your off-hand, and goes away when you equip anything in your offhand.

Left the -twohand command in case you hate doing extra damage and want to turn it off.

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Re: Arelith Updates!

Post by Morderon » Sat Mar 24, 2018 3:49 pm

Now on EE:

Per-part color overrides

Available through the rest menu.

Appearance -> Modify Chest -> select a specific part -> Colour is first option.

To remove a colour override, set the colour to 255 for that part.

Known issues: Colour number doesn't update on selection. Mirroring won't copy over color overrides.


Edit: Fixed sometime soon, Bug: loadoutfit when restoring an old outfit will keep the new overrides

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Re: Arelith Updates!

Post by ActionReplay » Fri Mar 30, 2018 2:04 pm

Migration is complete and we are officially on EE now for all server (Except FL and Arena).

You will have noticed a few things like the Theme on the forums have changed. This is temporary as we had to update the boards for the new setup.

There are some issues with this migration players should be aware of, some are bigger than others. We'll try and fix them as we go for the next couple of days.

* Portal Wipe
All your portals on characters have been wiped, they were linked to your 1.69 key and as you are using your new EE key now they got lost.
You can still grab these portals as usual. We have a fix for this we hope will restore your portals pending, so will be available next reset.

* Server Transition
Very likely you'll get an error message when doing this as you jump to another server and you'll find yourself in your character vault.
Just select the character you were playing on and hit play again and it will connect to the server and port you properly to the area destination.
This seems to be an EE issue and Beamdog is aware of it.

Other known, but minor issues,

* Stacking issues, we have disabled stacking on some items in wait for NWNX update. (This will take place next reset!)
Some players have received the short end of the stick on this one already
* Classes display on character list
* -walk alwayswalk/naturalwalk does not work with keyboard movement.
* Arelith custom monk weapons don't work. (Will be fixed soon)
* Arelith custom weapon finesse weapons don't work. (will be fixed soon)
* Spell special abilities don't work (includes GSF infini and healer/druid spontaneous casting).
* Stealth reveal.
* Disguise - no name change

Due to the above, the weight cap for bags has been temporarily removed.
Don't try to make golems if you already have a golem.

We'll try and get as much of this fixed as we can the coming days. Some things are out of our hands (Base game related or NWNX functionality not yet available) so bare with us as we try to mend everything as we go. Oh and welcome to EE!

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Re: Arelith Updates!

Post by Morderon » Fri Mar 30, 2018 2:44 pm

We don't normally post bug fixes here but it's likely this one was given up on:

Save spellbook function now properly works for domain spells, or should, you will have to reset (drag them back over to your spellslots from your spellbook) your domain spells and resave the spellbook.

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Re: Arelith Updates!

Post by Morderon » Fri Mar 30, 2018 6:30 pm

Do not craft with stacked items, it will result in item loss currently.

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Re: Arelith Updates!

Post by Irongron » Fri Mar 30, 2018 7:36 pm

- Adjusted bugs with starter races not going to the right location, and giving drow etc the Cordor option.

- Ship travel from Skaljard to Cordor now functions all year round (due to issues with players getting trapped there)

- Hopefully addressed the problem with crashing at Andunor's Forge Hall

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Re: Arelith Updates!

Post by Liareth » Sun Apr 01, 2018 10:12 am

Character classes are now hidden on the character list. (sorry about the crash on cities and distant shores, my bad!)

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Re: Arelith Updates!

Post by yellowcateyes » Sun Apr 01, 2018 5:40 pm

General Changes
-------------------------
- The character level limit is now 40.

Spell Changes
---------------------
- Disjunction spells now turn a target's equipped enchanted items into normal items, as per PnP.

Status Changes
----------------------
- Two new status meters have been added: Fatigue and Bowel.
- Fatigue can be kept to manageable levels by walking or sitting.
- Bowel needs can be seen to at every major settlement.
- Porta-Potty now a craftable recipe under Carpentry.

Welcome to April, everyone.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

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Re: Arelith Updates!

Post by Spyre » Tue Apr 03, 2018 2:53 am

General Updates (April 2nd, 2018):
  • -forum_password should be fixed. Players should now be able to create a forum account in-game on all three servers.
  • Spellsword path has been disabled temporarily upon character creation. Investigations into odd path behaviour are underway.
  • Spellsword AB should now be adjusted to where it should be.
  • Griff's old age has caught up to him again. He is now fixed to not wander.
  • Server transition in Fugue removed.

    Small Brogendenstein update:
  • Brog has been updated with the aim of improving it as a starter settlement.
  • Extra quests have been added to Brog.
  • Street Peddler for universal wares (similar to Cordor) added into Brog.
  • Additional housing added to Mountainside Village.

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Re: Arelith Updates!

Post by Morderon » Thu Apr 05, 2018 11:48 pm

Secure enough now.

Items should now stack.

And the cause of many of the troubles of the day or so: flagged items should not stack.

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Re: Arelith Updates!

Post by Irongron » Thu Apr 12, 2018 7:06 pm

Return to the High Seas.

- A vastly expanded range of encounters when selecting 'Scour the Seas' on a PC vessel. A mixture of various new NPC ships and landfalls. (approximately 20 new areas)

- 2 new PC ships. The 'Ironhelm' a Dwarven Longship of Brogendenstein that shares the Cordorian Flagship's special ability to hunt down specific PC targets, and a second temporary hire longboat available at Cordor docks.

- Expansion of Brogendenstein. A new, far larger, port. The addition of a barracks and extra housing.

- About 30 new 'monsters'

- An 'elongation' of the deck area of Cordor Flagship and Weary Troubadour

- Sencliff is added as an alternative start location for new characters, who will start at level 3 with pirate tattoos/contract.

- New dungeon on Sencliff

- Pirates can now tell what rank they are

- Lower ranked pirates are no longer so obvious to notice at first glance

- Shops on Sencliff now have timers of a full week like all others

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Re: Arelith Updates!

Post by Morderon » Tue Apr 17, 2018 8:36 pm

Next reset:
-description additional parameters:

+save TEXT will save current description under TEXT
+rec TEXT will restore saved description
+del TEXT will delete saved description
+list Will list saved descriptions

+temp Will start a conversation with optional prompts for information to help you create a description.

Conversation notes:

Properly formatted imperial or metric height and weight will be displayed in both measurement types.

Example typing in: Just shy of 5 foot or Just shy of 152 cm.

Will be converted to: Just shy of 5'0" (152 cm).

Proper imperial formats are:
Height:
Imperial: ????' or ????" or ????'????". You can also use foot, feet, or ft and inch or in.
Metric: ????cm or ????centimeter
Weight:
Imperial: ????lbs or ????pound
Metric: ????kg or ????kilogram

The ? can be any letter/number/symbol as long as only numbers and spaces are right before the symbol: 3 ' , 3', About3' are good, 3 text' is bad.

The height/weight values are from:
Races of Fearun > Forgotten Realms Campaign Setting > Player's Handbook > Monster Manual 3.5 > wiki (though only hobgoblin weight for that one). If your race didn't appear in any of those or is a special race the default height/weight values are used.

Liberties:
Rounded up/down to the nearest 5 or 10 in some cases.
If the race had a higher max height/weight from the random table or the race's description. I used the higher.
Same for minimum using the smaller.

Gray dwarves default's are the same as gold dwarves. On Arelith they are quite a bit removed from their slavery roots.

Shield dwarf females can be as heavy as gold dwarf females.

Of course if you don't want to use those values you can set a custom value for any (sub)race.

Additional aliases:

-savedesc
-deldesc
-recdesc
-listdesc

Additions to disguise:

Disguising under the same name as a description label will also change your description.

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Re: Arelith Updates!

Post by Spyre » Thu Apr 19, 2018 9:13 pm

After the most recent update:

Treasure Hunting - Chests now spawn after successfully finding a dig spot, logical error has been fixed.

Treasure Hunting Expansion: Graverobbing
---------------------------------------------------------------

Players with nefarious agendas that questions their own morality can now actively rob grave sites around the island.

Similar to how treasure hunting works, players will actively discover dig sites that will unearth a coffin possessing valued possessions of the deceased. These locations extend across all three servers, and have varying difficulty and reward. Players require a shovel to dig up the treasure (have a shovel in possession, and just clicking on the dig site will uncover it).

Players will also receive an experience reward for uncovering these coffins / chests (subject to increase or decrease).

Other Changes:
-----------------------

Minor conversation fixes, placeable fixes and description fixes in areas all over the island.

Fugue has been set to an no PvP zone to prevent any respawn issues.

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Re: Arelith Updates!

Post by Morderon » Sat Apr 21, 2018 10:04 pm

Next reset:

-time command

Changes time from one timezone to another

Currently supported timezones: EST, CST, MST, PST, GMT[+/-#]

-time -set TIMEZONE, replace timezone with your timezone, sets your default timezone.

Defaults to 24-hour clock unless AM/PM is specified.

Hour 24 is midnight, not 00.

Example uses:

-time 8 EST (converts 8 EST to your default timezone, 24-hour clock)
-time 4 PM GMT-7 TO GMT +10
-time 23:00 PST TO GMT

If you want me to support other timezones

A thread with the timezones name, GMT index during DST, and outside of DST, and location (optional, yet will be helpful).

I'll likely only add them if they observe DST/Summer Time

For those of you who don't observe DST you'll be better off setting your default timezone to the GMT index.

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Re: Arelith Updates!

Post by Morderon » Sun Apr 22, 2018 9:38 pm

In pipeline:
-time update:

BST (will revert to GMT during winter)
CET

added as available timezones

Now accepts dates

Format: mM/dD/yyyy (lowercase are optional). Can also use - instead of /

-time 3/4 8 AM EST

-time 8 AM EST still works.

According to the date will tell you if that timezone is observing DST/Summer time or not.

If no date is entered uses today's date.

Issues:

Leap years are only counted successfully for the current year. (really only an issue if you future date months into advance)
Don't put to much faith in it the day that DST starts or ends (mostly for the timezone that's being converted to).
DST notifications only work proper for north hemisphere.


Technical stuff:
If you want to override the day that DST starts/ends for a timezone you can do

-time -set EST,3,4

Also valid in other uses of -time

That is starts the 3rd Sunday of march, and ends the 4th Sunday of October.

Values:
1 First Sunday of March (or first Sunday of October)
5 Last Sunday of March (Last Sunday of October)
6 First Sunday of the next Month.
etc.
11 First Sunday of the next month.

If your location doesn't observe DST it's still recommended to use the GMT offset.

Defaults:

EST, PST, MST, CST: 2nd Sunday of March to start, First Sunday of November to end.
BST,CET: Last Sunday of March to start, Last Sunday of October to end.

Days other then Sunday are currently not supported.

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Re: Arelith Updates!

Post by Irongron » Mon Apr 23, 2018 11:42 pm

The Underdark Shipyard (now named 'Treadstone Locks') has received a large update, to accommodate the burgeoning population of the servers.

- 13 new houses
- The 'Treadstone Tenement', with 16 rooms for rent.
- An 'Underdark Race' only portal, serving the surface server.
- 6 New Player Shops
- A number of new merchants.

This moderate expansion to the Underdark should not only address the housing crisis there, but also allow resident players to take a more active role on the surface. It is my hope to one day soon introduce a second Underdark player ship, a temporary hire vessel serving as an alternative to the Dreadnought.

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Re: Arelith Updates!

Post by yellowcateyes » Wed Apr 25, 2018 7:55 pm

Barbarian Updates and Rebalancing

Normal Rage
-----------
- Temporary HP reduced to 6 x Class Level. The previous formula was ((12 + CON Modifier + Toughness) x Class Level) / 2.
- Movement speed bonus on Barbarian Rage now lasts 3 rounds rather than the full rage duration.


Tribal Path
-----------
Tribal companions now receive additional boons, scaling with level:
- Every 4 class levels, tribal companions receive a hard +1 STR bonus.
- Every 6 class levels, the weapon enhancement bonus of tribal companion gear increases by +1.
- Every 2 class levels, tribal companions receive +1 universal saving throw.

Tribal companions now have better feat progression. Companions start with Blind Fight, Spring Attack, Cleave, and Weapon Focus. At level 9, they receive Toughness. At level 12, they receive Improved Critical. At level 24, they receive Epic Weapon Focus.

Tribal companion weapon feats are now properly chosen for Battleaxes and Handaxes, instead of Greataxes, matching the equipment they spawn with.

Tribal path Barbarians now have infinite uses of Barbarian Rage. However, the loss of their tribal companions will initiate a six minute cooldown for this ability.
Last edited by yellowcateyes on Fri Apr 27, 2018 1:51 am, edited 2 times in total.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

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Re: Arelith Updates!

Post by Irongron » Thu Apr 26, 2018 10:35 pm

First of a series of shake-ups on area spread between servers.

- All areas north of Cordor City (above farmlands/Northern Outskirts) are now on the surface server.

This not only should help balance players between those two servers, but will also make horse travel more viable, and help with portals/travel.

More such changes will follow in the next week or two as we attempt to balance player count between servers. Will post in a general topic about this soon, sharing what is planned (as well as some very good news on the subject)

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Re: Arelith Updates!

Post by yellowcateyes » Sat Apr 28, 2018 12:04 am

ROGUE UPDATE

Class Changes
-------------
- HP per level improved from 1d6 to 1d8.

- Weapon Finesse granted at class level 2.

- Stealth Bonuses, based on Class Level.
Level 16: 10% Movement Speed *
Level 18: 20% Movement Speed; +1 AB for one round after leaving stealth, triggers only once per five rounds.
Level 20: 30% Movement Speed
Level 22: 40% Movement Speed
Level 24: 50% Movement Speed; +2 AB for one round after leaving stealth, triggers only once per five rounds.
*- Speed reduced by 10% if the rogue has monk levels.

- Detection Bonuses based on Class Level.
Level 10: Keen Senses feat. If the Rogue is an elf, she instead gets a cumulative +2 Spot and Listen.
Level 14: +5 Spot and Listen
Level 24: +10 Spot and Listen. This replaces the Level 14 bonus.

- Specialty Weapons. The Rogue gets a bonus to the AB property to any equipped weapon falling under the Rogue Proficiency category, with the exception of Quarterstaff.
Level 19: +1 AB
Level 24: +2 AB

- Lightly Armored. The Rogue, when wearing Light Armor, gets bonus Dodge AC equal to the amount their DEX modifier exceeds their armor's max DEX bonus. This Dodge AC is capped at Rogue class levels / 3.

- Sword & Dagger. At level 10 and beyond, Rogues with the Ambidexterity feat will receive a free weapon feat in Dagger for every weapon feat invested in Rapier, and vice versa. This applies retroactively to any weapon feats chosen before level 10. If the Rogue is a size Small creature, the applicable weapon types are instead Short Sword and Dagger.
Feats Covered: Weapon Focus, Epic Weapon Focus, Weapon Specialization, Epic Weapon Specialization, Improved Critical.


Epic Feat: Blinding Speed
----------------------
- Blinding Speed is now an instant action and an extraordinary effect.
- Duration lengthened to 3 turns.
- Use/Day replaced with an 8 turn cooldown.
- Every 6 Rogue class levels reduce the cooldown of this feat by 1 turn.


Itemization
-----------
- Rogue Leathers, a specialty leather armor, is now available as a Tailoring Craft Recipe.


Special Consumables
-------------------
Rogues now have access to a -rogue command that allows them to requisition a stack of special items once per IG day, in exchange for gold.

These consumables are single-use items and specialty grenades. Their requisition and uses requires a specific number of Rogue class levels, and their effectiveness scales with further Rogue levels.

Level 12: Smoke Screen - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Spot, a lingering buff to Hide and 20% concealment.

Level 14: Exploding Holy Flask - Anti-Undead Grenade that does increasing amounts of damage with Rogue levels and slows undead targets on a failed Reflex save. Affects PC Undead.

Level 16: Dust of Silence - Buffs the Move Silently of the Rogue and nearby party members for a number of turns equal to Rogue class level.

Level 18: Disjunction Shard - Anti-Construct grenade that does increasing amounts of damage with Rogue levels. Also does an AoE breach effect that affects both constructs and non-constructs.

Level 20: Mirror Dust - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to AB and a lingering Miss Chance debuff.

Level 22: Beholder Dust - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Concentration and a Spell Failure Chance.

Level 24: Paralytic Caltrops - Creates a field of caltrops that causes one round of immobilize and a lingering movement speed debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.

Level 24: Flashbang - This grenade causes a one round Stun effect and a lingering -2 universal save debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.

Reflex DC on any rogue grenade will be 10 + 1/2 Rogue Level + DEX mod.


Enhanced Grenades
-----------------------------
- All vanilla grenades are enhanced by Rogue levels, increasing damage and DC in proportion to the Rogue's class levels.


Misc. Updates
-------------
- Tribal Path Barbarians can now roleplay through their summoned tribal companions via the -associate command.
- Circlet of Corruption added as an Art recipe.
- Properties have been adjusted on the craftable item, Crown of Horns Replica.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

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Re: Arelith Updates!

Post by Irongron » Tue May 01, 2018 12:14 pm

Update to Guldorand

- Monsters should no longer be able to reach the interior of the town.

- A new 'guard' added

- New houses/Quarters

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Re: Arelith Updates!

Post by Irongron » Fri May 04, 2018 8:29 pm

- Sibayad moved to the Distant Shores server, to reflect the fact that is no longer considered part of the Arelith Archipelago.

This will be followed by a number of updates to Sibayad in the coming days/weeks!

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Re: Arelith Updates!

Post by Irongron » Mon May 14, 2018 12:09 am

Sibayad Manzil added in the first of a series of updates to that isle.

Details on home page.

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