Arelith Updates!

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Morderon
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Re: Arelith Updates!

Post by Morderon » Mon Jul 15, 2019 10:18 pm

Live now:

An RPB of 20 or above is now required to roll for an award.

Awards otherwise have the same requirements to obtain.

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Re: Arelith Updates!

Post by Silvard » Tue Jul 23, 2019 12:46 am

Live next reset:

[Bookshelves & Fixtures]
-Bookshelves that aren't tagged with a character or a faction name will be public, and anyone is free to take books out of them.
-Bookshelves and Message Boards now compare the character's name without tags in (parentheses), meaning a slave character doesn't need to add the (Slave) tag to their name on a bookshelf or message board.
-Fixtures without tags are automatically renameable by anyone. This is simply for convenience, as picking them up a few times accomplished the same thing.

[Miscellaneous]
-Players are no longer able to unequip items for which they have no inventory space. They'll get a warning instead.
-Unfulfilled assassination contracts will now properly expire after 30 days of being placed, or from the last time the bounty was increased. Expired contracts are not refunded.
-Summons and henchmen will no longer carry on with an order to attack (using player tool 1) if they lose sight of their target.

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Re: Arelith Updates!

Post by Morderon » Wed Jul 24, 2019 3:44 pm

Live now courtesy of Artenides:
Gift of Wealth now gives 5000 gp monthly.
Within the Abyss/Lost desert area transitions shouldn't take you back to the same area.

Edit Disguise/Slave/Stealth:

We updated our rename plugin to fix a rare bug.

However this also had the consequence of changing expected behavior while renaming PCs. You will currently not see any of your name changes, however observers will.

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Re: Arelith Updates!

Post by Morderon » Tue Jul 30, 2019 2:02 am

Courtesy of Artenidas:
Deep Imaskari can now take writs in Skal.

Courtesy of Mourisson:
GSF: Transmutation Teleport now has a cooldown of 10 RL mins. Resting still replenishes uses.

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Re: Arelith Updates!

Post by Irongron » Mon Aug 05, 2019 10:09 pm

From our developers:

- Quill, messages and basin description menus have a new [Set text from pin] option. This allows the player to replace the working text with a copy of the contents from latest map pin created (Via the 'Map Icon') or modified while the menu is open. With this option the player can circumvent the text input limitations of the chat bar, and copy & paste several paragraphs at once through the map pin interface. (Silvard)

- Wisp bottles: These magical items can be used to send a (speedy) message to a character in the form of a wisp. The bottles are sold only by the djinn merchant in Sibayad. (Artenides)

- Abjurer's ward will slow opponents for 5 rounds after the stun effect ends. (Artenides)

- A common cause of crashing due to the EE Resize Function has been fixed (Silvard)

- Orog now starts 10% larger (110%) from normal sized Half-Orcs, and can take +/- 5% on their height through the character creation options and -height command (if not already applied). (Spyre)

- Wild Dwarf now starts 10% smaller (90%) from a normal sized Dwarf, and can take +/- 5% on their height like Orog's can. (Spyre)

- A Woodcutters Hatchet, a Gem Hammer and Pick Axe have been added to the game.

These specialised tools will greatly increase resource gathering potential of low strength/APR characters. This update will make resource gathering finally viable for low-level PCs. The speed/effectiveness of normal weapons have NOT been significantly reduced, though they will receive a message advising them that their chosen tool is not ideal.

Currently these items will show up in 'junk' containers, such as crates and barrels. Once the numbers have been finally adjusted they will also appear on certain starter characters, according to race and class. (msheeler)

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Re: Arelith Updates!

Post by Morderon » Sun Aug 11, 2019 2:33 pm

-usefeat has some additional options.

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Re: Arelith Updates!

Post by Irongron » Fri Aug 23, 2019 11:12 pm

The next round of HAKS is going live now.

This is an extensive visual overhaul of many tilesets and placeables, and the superior 'HaK' version to the popular 'Facelift Override Package on the Vault'

In addition to this we have reskinned approximately 40 different creatures (especially some demons/devils') and added approximately 60 new creatures models which will be gradually introduced in the next days.

Due to the nature of this facelift there will be some areas that will need to reworked, as this applies a ceiling to the mines/caves, and that tileset has been used on a couple of 'exterior' areas.

Cordor especially is going to look really quite different, so it will take some getting used to.

The rural and rural winter override introduces many trees which can obscure vision, and we'll be cutting back on those in the next few updates.

Overall a radical improvement though. Players will be prompted to download the new HAKs when joining the game.

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Re: Arelith Updates!

Post by Irongron » Mon Aug 26, 2019 12:58 pm

Southern Peninsula
--------

- Jungle Hut replaced with a non 'cave' version.
- Crow's Nest expanded, with more shops, NPCs and player housing.
- Added a number of useful resources nearby

Creatures
---------------
- Added the next round of new creautres, including Owlbears and Scorpions (Giant and Normal)


From Anatida
-------------------

Reported texture issues on docked ships is now fixed, and will go live at the next HAK update


From Artinedes
---------------------

- Lesser teleport cooldown starts on cast. If the target cancels the dialog the cooldown is reset. This will prevent the opening of multiple teleport dialogs.

- Animal companion bug fix: Skill is not disabled on use to prevent cooldown issues when server transitioning.


Approved Suggestions
---------------------------------

- Some approved suggestions have been actioned, and will be announced in due course.

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Re: Arelith Updates!

Post by Irongron » Thu Aug 29, 2019 5:06 pm

(From Xerah - after next reset)

Faith in the Forgotten realms is based upon everyone having a patron deity but also being able to worship other deities is part of a polytheistic society.

This was not represented well on Arelith. Arelith’s deity system suffered from some choices being mechanically better due to piety gaining reasons or the availability of god saves with that deity. This severely limited a lot of RP options because often for QoL reasons a player would not select a god to RP if they were going to have difficulty in gaining piety.

This update is an attempt to take away what is mechanically optimal without penalizing anyone and allow for a more diverse set of worship. Thanks to Ropes for help with ideas and testing.

Deity System Adjustments:
• Boon removed from aspects (this means that a PC has access to any god save regardless of deity). All god saves operate under the same cooldown (though that is no different than how it is now)

• The disguise god save (i.e. old trickery boon) now costs 10% piety and requires 5 ranks in Bluff or Perform

• All characters can have a patron god. Any character may also attune/pray to another god (i.e. secondary; a Tyrran praying to Umberlee or Valkur before a sea voyage for example). When you pray to another god, the only thing that changes are your piety gaining aspects. Note that this is an IC action

• To switch, just select [Attune] at a consecrated altar. To return to just your patron, attune again. This does not take EXP or piety loss.

• -date now tells you your patron and if you have attuned to someone else.

Aspects and minor God adjustments:

• Fey Gods: Opened to all races; there are various different races that follow the fey gods. Nathair Sgiathach: Magic to K&I. Verenestra: H&H to Nature

• Orc Gods: A lot of the alignments were messed up a bit, so they have been adjusted.

• Kurtulmak: T&D to W&D, he is the god of sorcerers and war

• Anhur: now nature + W&D

• Osiris: now nature + H&H

• Selune, added paladins. There is an order from he Champion of Valor called Order of the Crescent Moon that has Selune paladins

• The following gods do not allow druids (but still have nature aspect): Ghaundaur, Shaundakul, Sharindlar, Gorellik, Marthammor Duin, Yondalla, Yurtrus, Dagon

• A number of Heresies and Dead gods will be (re)added (the system will be slightly different) but will require the gift of the holy to select (more info later)

REMOVED:
• Zinzerena: Dead, aspect of Lolth
• Kikanuti – not canon to FR
• Dallah Thaun – not canon to FR
• Bhaal – Dead, followers are actually worshiping Cyric

ADDED:
• Laogzed T&T + W&D (Trogs)
• Naralis Analor H&H + W&D (Elves) – LG/NG/CG (allows Elven paladins, 2e god, not mentioned in 3e, returns in 5e, was never killed)

• Pazuzu H&H + W&D [all these demon ones are CN/CE/NE]
• Orcus Magic + W&D
• Graz'zt Magic + K&I
• Baphomet W&D + T&D
• Demogorgon W&D + Magic
• Dagon W&D + Nature
• Ravana W&D + T&D (LE, LN, NE) Rakshasa god

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Re: Arelith Updates!

Post by Irongron » Thu Aug 29, 2019 9:03 pm

From Artenides:

- Assassinate bonus damage is applied to offhand weapons as well when present.

(Wiki will need updating - http://wiki.arelith.com/Assassin)

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Re: Arelith Updates!

Post by Irongron » Mon Sep 02, 2019 10:13 pm

Shadow Plane Update!
------------------
- Many new areas.
- Wharftown Reborn
- Large Expansion to Shadovar Trade Post with functioning 'Auction System'
- New Creatures
- Performance enchacements across many existing Shadow Plane areas (Plus Cordor)

Black and White Shader
-----------------

A black and white shader added for the Shadow Plane. Currently this cannot be delivered via NwSync so please ensure you have also downloaded the Arelith Override Package from Symphony

Cave Tileset Bug (From Anatida)
------------------------

You should no longer fly inside caves. Retire your capes!

Details on our news feed.

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Re: Arelith Updates!

Post by Irongron » Tue Sep 03, 2019 9:09 pm

A couple of things that were left off the last update post.

- Attunement Potions on C&P no longer take the character to Andunor

- Talona, Sseth, mask Vhearun, Shar clerics with over 50% piety can pay 10% to enter Shadow Doors.


Also if you haven't checked Mord's post on overrides - please take a look: viewtopic.php?f=23&t=25105

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Re: Arelith Updates!

Post by Spyre » Thu Sep 12, 2019 3:33 am

Courtesy of DM Apollo:

[Portal Updates]
  • Portal now shows current player-name rather than the player-name chosen at character creation.
  • At the top of the portal is a new time section:
    • This shows the current day/time in game. This should be correct for all servers.
    • Clicking "Calendar" will open up a date/time selector which will show you what day/time it will be in game at the associated real day/time.
    • Clicking Create Event will create a.chronus.eu countdown which you can then send to other players to coordinate times
    • Note - the "Calendar" feature is not available for mobile users.
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Re: Arelith Updates!

Post by Morderon » Thu Sep 12, 2019 11:45 pm

Courtesy of Xerah as the rest of us have been maining monks:

Monk Adjustments:
- Diamond Soul feat removed. Instead, monks gain a scripted Spell Resistance effect starting at level 12. This Spell Resistance is equal to 10 + 1 per Class Level, capping at +32 at 22 Class Levels.
- Each Epic Spell Resistance feat adds +2 to the scripted Spell Resistance effect. The requirement for Epic Spell Resistance has been changed to Monk level 12, rather than the Diamond Soul feat.
- Monks now get Weapon Focus: Unarmed at level 2.
- Monks now get Uncanny dodge at level 12.
- Monks now get whirlwind at level 20.
- Monks now get improved whirlwind at level 25
- Monk no longer gets Blinding Speed at 26 and Epic Dodge at 28 or any other free weapon feat from the previous updates.
- Improved Stunning Fist removed from Fighter and CoT bonus feats
- Add spot and perform as class skills (as PnP)
- Monks do not suffer -4 to AB when equipping katana
----Katana changed to allow WF/ImpCrit with monk proficiency
----Katana removed as a monk weapons (i.e. no flurry or monk extra attack)

DAMAGE & AB Bonuses to fists
LEVEL 10 --> AB = 0; Damage = 1
LEVEL 13 --> AB = 1; Damage = 1
LEVEL 16 --> AB = 1; Damage = 2
LEVEL 18 --> AB = 2; Damage = 2
LEVEL 20 --> AB = 2; Damage = 3
LEVEL 24 --> AB = 3; Damage = 3
LEVEL 28 --> AB = 5; Damage = 6

In addition, applied only to fists:
Ki Strike +4 = +2 damage
Ki Strike +5 = +2 damage

Bonus for monk weapons:
LEVEL 20 --> Damage = 1
LEVEL 24 --> Damage = 2
LEVEL 28 --> Damage = 3

- All monk characters are given an automatic, mandatory relevel.

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Re: Arelith Updates!

Post by Irongron » Sat Sep 14, 2019 1:52 pm

(Note; This update puts a little wind back in the sails of Katana wielding monks, and that aspect of this update may well be altered when the full range of new monk weapons and special combination attacks gets added) - see this post for details - viewtopic.php?f=37&t=25250#p201941

-Monks with WF:Katana now get stacking +AB on katanas (same as fighter) at level 23 = +1; 25 = +2; 28 = +3 (i.e. a pure monk with a masterly damask katana will get +6 weapon)

-ki strike 4/5 gives +1/+2 AB (21 WIS requirement remains unchanged)

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Re: Arelith Updates!

Post by Irongron » Wed Sep 18, 2019 1:04 pm

From Artenides:

The -dispel console command now can have multiple arguments.
Issuing a -dispel clar inv gho command will remove clarity, invisibility and ghostly visage from the target but not the rest of the wards.
For more info type -dispel ?
This change will allow players to macro the command easily.

From Yellowcateyes:

The maximum number of studied enemies for Ranger is now Class Level / 5 + An additional at levels 27 and 30, + 1 for each wisdom mod for every 10 levels. (that is 1 additional if you have a wis mod of 1 at level 10, 2 additional if you have a wis mod of 2 at lvl 20).

Fixture Limits:

We are beginning to adjust fixture limits across the module, increasing it for shared living spaces, and lowering it for many exteriors. No existing fixtures will be lost as the cap is lowered (they will remain saved until removed). Please remember to check the local limit when placing them.

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Re: Arelith Updates!

Post by Irongron » Wed Sep 18, 2019 7:45 pm

A truly major update from Action Replay, as we add many new spells (And VFX) to Arelith.

Read about it on our news feed: http://arelith.com/index.php/news-list/new-spells-added





- In addition to this we've also added about 2000 new placeables, which as they're rolled out into our various areas will change the world significantly. Bear with us though, updating the world on that scale will likely be a project taking at least two years to complete!

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Re: Arelith Updates!

Post by ActionReplay » Thu Sep 19, 2019 9:57 pm

Spell update, next reset

As expected here's the first update for the new spells:

Avascular Mass
Behaves the same but damage is capped at 10 HP / Caster Level. A successful Fortitude Save (Partial) will cut the damage in half and avoid the Stun effect; any sort of Mind Immunity will automatically be Partial for the target. Damage type is Negative.

Maze
Freedom of Movement counter-spells Maze. Targets with FoM or Respite will be immune to Maze Effects. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location.
Higher CR mobs, aka end-tier bosses, can't be Mazed.

Blasphemy
Changed from persistent AoE to a single, instant, AoE at target location. HD table altered and looks at Caster's Level (Not HD) vs Target's HD:
Up to caster level -1 - Dazed (1 Round)
Up to caster level -5 - Dazed, Weakened (d4 Rounds)
Up to caster level -10 - Dazed, Weakened, Paralyzed (d3 Rounds)
Up to caster level -15 - Dazed, Weakened, Paralyzed, Killed (If not Immune)

Good Hope
Changed to only give +2 morale bonus on saving throws and +2 skill checks.

Wrathful Castigation
Respects Death Immunity


Fixed various bugs and Magic Vestment should work properly now once more. Clarified some spell copy to clear any confusion.

Added proper Metamagic behavior to the new spells.

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