Arelith Updates!

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Liareth
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Re: Arelith Updates!

Post by Liareth » Sat Jan 30, 2016 11:07 pm

- Speedy Messengers can now be sent to real names (if the target is undisguised) or visible names (if the target is disguised). Characters without a disguise will have priority here; if there's somebody called Jimmy Bob and another person is disguised as Jimmy Bob, the real one will get the speedy.

If a character's name looks like "Jimmy Bob (Disguised)", then just enter "Jimmy" or "Jimmy Bob" when sending a message.

- If a character has been in stealth mode for thirty seconds or longer, they will no longer be able to receive Speedy Messengers until they leave stealth mode again.

- Disguising will now change your portrait to the default male or female portrait, and undisguising will revert it.

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Re: Arelith Updates!

Post by Liareth » Sun Jan 31, 2016 9:16 pm

Next update (will be rolled out tomorrow morning - afternoon, GMT) will include:

- *looks* has been removed. The system has been replaced with the examine system. When you examine a creature in the game through the radial menu, and you're within 30 yards of that creature and have direct line of sight to them, you will attempt to inspect the creature and the results will be displayed at the bottom of the creature's description.

There is a timeout period of three minutes (up from two minutes to balance the fact that you can roll individually on multiple creatures now) between attempts to inspect somebody; if you try to examine them again before then, you will simply see the results from your last attempt.

You can attempt to break disguises through this system, as you could with the old one. If you successfully break a disguise then the creature's real name and portrait will be displayed in the examine window.

- We have added a new chat command, -rotate_fixture. This will attempt to rotate the closest fixture to you (you need to be within 4 yards of it as with -pickup_fixture). It can be used as such:

-rotate_fixture 50.0 (rotates the fixture 50 degrees clockwise)
-rotate_fixture -50.0 (rotates the fixture 50 degrees counterclockwise)
-rotate_fixture north (sets the rotation to 0 degrees, or the respective degrees for the provided cardinal direction)

- *follows* has been removed. The system is replaced with -follow Name, which you can use to follow a certain player. You must be within 15 yards of the player to follow them. You can also send -follow in a tell to follow a specific character.

- -hostile Range has been added (! hasn't been removed, don't worry!). You can use this to hostile all player characters in the same area as you up to Range yards away. If you don't specify a range, it will hostile the entire area. Really useful for archers, for whom ! was previously useless. You can also send -hostile in a tell to hostile a specific character.

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Re: Arelith Updates!

Post by Liareth » Tue Feb 02, 2016 5:55 pm

This reset (live now):

- We've made some minor tweaks to the new examine system. Statues will no longer display statistics, which clear up a long standing bug with *looks* (thanks Peppermint). We've also tweaked the output to make it clearer that you're assessing somebody and the text isn't part of their description. If you break a disguise, their real name will no longer be displayed above their head, though their real portrait will temporarily be displayed when the examine window is up.

- The range on assessing creatures in the examine window has been reduced from 30 yards to 15 yards to be more in line with how the system used to work.

- The chat command help system has been moved to an examine-based system. Type - or -help to see it. You can see the help for each individual command by typing -command ?, for example, -disguise ?. We'll soon be doing a pass over all the command help documentation to update it.

- Fixed a bug with dragon summons; both the good and evil variety are now roughly equivalent in power.

Next reset (live in a few hours):

- Language progress is no longer tracked per phrasebook. Your progress will now be saved on your character. You will still need a phrasebook in your inventory to learn a language, but if you lose that phrasebook or replace it with another, you'll still keep your progress. Existing progress will transfer over as long as you pick up the book then activate the language at least once.

- You can now see your progress towards mastering languages by using the -language command. You won't see your exact progress, but you will see a rough indicator; you'll be either Unknown, Beginner, Intermediate, Advanced, or Fluent in a language, where Fluent represents complete mastery (e.g. a "learned language").

- -move_fixture <x> <y> has been added. This command can be used to move the nearest fixture by the provided x and y units. Very useful for precise positioning of fixtures! Note that you can only more a fixture in a 4 yard radius around yourself and you can't position them out of bounds, nor can you modify their z coordinate (height).

- The "recognised" text that sometimes displays in the combat log has been updated to be more descriptive.

- Small bug fixes.

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Re: Arelith Updates!

Post by Irongron » Fri Feb 05, 2016 1:11 am

- Adjusted some areas to reflect recent ongoing events.

- Added more random encounters near Cordor.

- Allowed all gnomes to be able to use the River Delta Ferry in the Grotto

- Reduced the damage reduction on worgs spawning in low level areas

- Made Margoyles a little less deadly.

- A few small dialog and area adjustments in line with recent bug reports and suggestions.

Overall just a small update as I prepare for introducing the new Cordor, hopefully within the next 2 weeks.

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Re: Arelith Updates!

Post by Liareth » Sat Feb 06, 2016 6:19 pm

Today's updates come to you from Peppermint:

- Replaced the -send_image spell for epic illusionists with -project_image. Incorporates the old behavior, but if no recipient is specified when the command is used, then the caster will instead summon an illusory clone of him or herself. The clone lasts for 1 hour / level or until the caster rests. It possesses all of the caster’s equipped items, and can be sent into combat, but cannot cast spells. Additionally, the clone can be commanded to speak via the new -associate command (see below), and all speech it hears will be relayed to the caster in the combat log.

- Replaced the -familiar chat command with -associate (alias: -a). This command can now be used to speak through animal companions, familiars, and projected images. If the user has multiple valid associates, then the player tool 1 feat can be used to designate which one should speak.

- All spells from the Shadow Conjuration line now use illusion focuses to calculate their DCs.

- All shades summoned from the Shadow Conjuration line now gain bonuses if the caster is focused in illusion: +1 AB, +1 AC, and +12 hit points per focus.

- Phantasmal Killer and Weird now fear targets for 1 round / level on a failed will save. Targets that fail their fortitude saves still die.

- A caster’s persistent areas of effect can no longer be directly stacked; new instances of the same spell will replace old ones. AoEs cast by different casters will still stack. Note that this behavior does not currently apply to Blade Barrier or Wall of Fire, but it may in the future.

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Re: Arelith Updates!

Post by Dunshine » Thu Feb 11, 2016 3:36 pm

An update that went live during the server migration (courtesy of Morderon, thanks!)

- exiled PCs are temporarily not considered citizens.
- when applying to another settlement, the citizenship of the old settlement gets auto dropped.
- if you drop a settlement (either with the registrar, or by moving to another settlement), you get a voting cooldown of 1 IG year
- If you sign up for a settlement for the first time, no cooldown to vote.

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Re: Arelith Updates!

Post by Liareth » Sun Feb 14, 2016 7:35 am

These changes come from Peppermint and will go live approximately eight hours from this post. Note that the specific numbers involved with some of the new mechanics will certainly change as we start to see in which devious ways they are employed.

Spell Changes

- The following spells no longer respect spell resistance: Acid Fog, Cloudkill, Entangle, Grease, Stinking Cloud, Vine Mine: Entangle, and Web.
- Acid Fog now applies an 75% movement speed penalty (no save), and -2 to AB and damage rolls for so long as creatures remain within the area of effect.
- Cloudkill now deals 1d4+1 constitution damage per round to all creatures within the area of effect. A successful fortitude save halves this.
- Entangle and Vine Mine: Entangle now applies a 50% move speed penalty to all creatures within the area of effect.
- Incendiary Cloud damage increased to 4d6 + 1d6 / 2 levels. Additionally, blinds creatures for so long as they remain within the area of effect.
- Mind Fog now applies a 2d6 will save penalty (save for half). On a failed save, also dazes for one round.
- Vine Mine: Camouflage now grants Hide in Plain Sight to all allies within the area of effect for so long as they remain within of the area of effect.
- Wall of Fire damage increased to 2d6 + 1 / caster level. No longer allows a saving throw. Deals double damage to undead.
- Dispels no longer respect spell resistance. This is a revert to default behavior.
- Greater Dispelling is now capped at 20 caster levels.

Warlock Updates

- Warlock damage reduced to (1d6 + 1) / 2 levels (i.e. average damage reduced by .25 per level).
- Warlock summons now have a cooldown of (Spell Level + 1) rounds.
- The -warlock chat command now accepts parameters (e.g. “-warlock cold”).

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Re: Arelith Updates!

Post by Liareth » Thu Feb 18, 2016 10:34 pm

We've added two new chat commands:

- -updates can be used to browse this very thread from in-game! There's a character limit, so only the latest five or six posts will be displayed, and the formatting is a bit iffy (it doesn't like the forum text formatting code), but otherwise it'll serve as a good way for players to keep up to date for now.

- -manual [page] can be used to bring up the contents of the forum posts contained within the Mechanical Changes subforum. You can type -manual ? to view a list of valid pages, or just input a thread title from the subforum. The threads are currently empty, and we'll fill them in as we find time. Community help here would be massively appreciated -- just reply to one of the threads with any suggested additions and we'll add them on if we like them!

Irongron will be along shortly to tell you all about his latest project, I have no doubt.

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Re: Arelith Updates!

Post by Irongron » Thu Feb 18, 2016 11:59 pm

Here it is, Arelith's foremost city is now a very different place...

- Approximately 50 new and adjust areas around Cordor.

These are really best seen by exploring.

- Many new features including

A lot more dynamic citizens
Arena contests
Newpaper
Expedition House

- New items, creatures and much, much more.

This comprises almost all of what I wished to see added here (More will follow in the coming days), and represents maybe the last 3 months of work. a big thank you to the team that helped with this.

There are more features and changes I intend to add to this in the coming days, so be prepared for even more.

I'll properly credit and thank the team tomorrow, hard to type after so much work today...

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Re: Arelith Updates!

Post by Irongron » Sat Feb 20, 2016 7:58 pm

We sent a number of fixes live today for Cordor.

In addition to smaller stuff, the Expedition House, Arena and Cordor Press should be bug free.


Part of the reason I wanted to make the big Cordor update on Thursday is so that I would all be working for weekend peak times, so enjoy!

As I said earlier this update didn't represent all of the Cordor project, so there are more features and areas to be introduced over the next two weeks.

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Re: Arelith Updates!

Post by Liareth » Mon Feb 22, 2016 4:45 pm

As of next reset.

- Persistent AoEs no longer affect player corpses.
- The -dispel command now correctly removes effects applied by the -blind and -deaf console commands.
- Associates will no longer follow you closer than intended in some cases.
- Some other minor tweaks and bug fixes.

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Re: Arelith Updates!

Post by Dunshine » Sat Feb 27, 2016 10:59 am

After next reset, courtesy of ActionReplay.

A new path for Wizards: Wild Mage.

Available for Wizards who specialize in no Spell School (General Wizards). Allows chance to have a Wild Surge occurrence each time a spell is cast (5%). This value can be affected by in game elements. Use this Path with extreme caution!

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Re: Arelith Updates!

Post by Dunshine » Tue Mar 01, 2016 11:17 am

Several fixes regarding on character creation, some recent changes got lost. Skins for Goblins, Kobolds and Gnolls should be available again.

DMs got some fancy new tools, courtesy of Septire.

And a new item is introduced, the lasso.

Lasso useage (apologies for the lengthy description):

1. Attempt to capture a NPC using a Ranged Touch Attack.

This is only possible against NPCs which are:
- Not boss-type creatures
- Not flagged as plot or immortal
- Not PC associates
- Medium or Small sized
- Near Death

On a succesful ranged touch attack, the creature will be captured (visualized by a beam effect between PC and target) and be added as a Henchman. This henchman is not controllable at all, and will only follow you.

After capture:

- One PC can only capture one creature at a time.
- When you drop the lasso item, log off, or die, the captured creature will flee.
- You can use the lasso item again on the captured creature to release it (it will flee) or you can use the lasso item on another PC, to transfer the captured creature to the targetted PC.
- You can sell the captured creature to certain NPCs in the module (currently there is only 1 in the UD, but if no big issues turn up, more of them will be added soon)
- Currently, it's not possible to take captured creatures across servers (other portals work fine)

---

2. Attempt to throw the lasso to certain locations in the module, so you can use it to climb there.

- First, you need to use the lasso item on yourself to "initialize" it. Doing this will indicate that you're actively looking for possible targets nearby to use the lasso on. If you detect any possible locations, you will be informed of this, and those target locations will become visible (useable). Note: before that, they are not visible at all.

- Once you have spotted some target locations, you can click on one of them to attempt a lasso throw towards it. (do not use the targetting of the lasso item for this, just do a mouseclick on the target, you'll get an OOC message about this as well)

- When your lasso throwing skills are high enough for the DC of the target, you succesfully tie a lasso between source and target locations, which will become visible with a "lasso beam" effect.

- After that any PC can attempt and use the lasso from both sides of the rope. When doing so, you get 3 options. (climb, cut, retrieve).

- Attempting to climb the lasso, will make a climb check against the climb DC of the target, on succes you get ported towards the other end of the rope.

- Attempting to retrieve the lasso (you get the lasso item back in your inventory), will check your rope skill against the rope skill of the lasso (which is equal to the rope skill of the one who tied it there). This will ensure it's always possible to retrieve your own lasso's behind you. Cutting the rope is always a succes, but you will not get the lasso item back in your inventory.

There are only a few locations currently where the lasso can be used (UD currently), but I intend to go over a lot of areas in the entire server to add more locations later on.

The current locations have a floaty hint text, indicating to you it's possible to use a lasso at that point. This to make you guys familiar with the system. There might very well be locations added later on where you don't get this hint, and you just need to try and find spots where you can use your lasso yourself. Kinda like the using of a shovel currently. You can dig anywhere, and sometimes you find something (most times you don't).

There are 3 things relevant for this second lasso function.

- You need to detect any possible targets. Your spot and search skill (whichever is higher) is used for this. There might be targets that are only visible for trained eyes.

- You need to make a succesful rope skill check, against the DC of the target. Not all targets will be easy to succeed against. So higher rope skill helps to get you to throw to more difficult targets. This same rope skill will lower the climb dc of the target (see below).

- You need to make a succesful climb skill check against the climb DC of the target. Not all targets will be easy to climb to. But when a skilled rope user tied the rope, the DC of the climb can be lowered to zero even.

The Rope Skill is calculated as follows:

DEX modifier + STR modifier

Bonus of +1 for every level the PC has in any of the following classes: RANGER, ROGUE, ASSASSIN, ARCANE ARCHER, SHADOWDANCER (Edited: Removed Monk and Harper, added Arcane Archer and Shadowdancer, this to reflect the 3.5 classes that have the Rope Use skill)

Bonus of +5 if the PC has the Exotic Weapon Proficiency
Bonus of +5 if the PC has the Good Aim feat

The Climb Skill (which was already used in several places on the server) is similar:
DEX modifier + STR modifier
Bonus of +1 for every level the PC has in any of the following classes: MONK, HARPER, RANGER, ROGUE, ASSASSIN, FIGHTER, ARCANE_ARCHER, BARBARIAN

---

We're going to review this for a while to see if any issues come up.

As usual, if you find issues/bugs, report them.
Last edited by Dunshine on Sun Mar 06, 2016 11:28 am, edited 1 time in total.

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Re: Arelith Updates!

Post by Liareth » Fri Mar 04, 2016 12:46 pm

Catching up with some recent updates that were undocumented.

- -loadoutfit and -saveoutfit have been added. These allow you to load and saved named outfits, e.g. -saveoutfit OverlyRevealingAttire and -loadoutfit OverlyRevealingAttire. You can view all of your saved outfits through the crafting menu.
- Eating and drinking will no longer trigger an emote ("*eats*" or "*drinks*").
- Resting will no longer trigger the snoring VFX.
- Hunger and Thirst now decay 30% more slowly.

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Re: Arelith Updates!

Post by Dunshine » Fri Mar 11, 2016 1:57 pm

Wharftown has a new trader who will be interested in captured creatures.

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Re: Arelith Updates!

Post by Dunshine » Sat Mar 12, 2016 10:45 pm

Active next reset there will be a Skin Changer NPC in the Character Creation area. This gives current Goblins, Kobolds and Gnolls the option to change their skin to a different model of the same race.

Contact your friendly DM if you're interested in this.

Also a couple of bugfixes:
- Lassoed creatures will lose any aura effects
- Possessed Familiars will no longer turn PCs permanently into their familiar in a certain room of the Minogon Plant.

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Re: Arelith Updates!

Post by Dunshine » Fri Mar 18, 2016 10:26 pm

Small update.

Sibayad should have it's own lasso creature buyer and hopefully cross-server travel with lassoed creatures works now. Hard to test that, so let me know if there are any issues with it (or if it works at all even).

Also added a check on maximum henchman, lassoing a creature when you already have 2, will fail now.

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Re: Arelith Updates!

Post by Dunshine » Wed Mar 23, 2016 10:01 pm

Next reset:

- Sibayad will have it's own Slavemaster and Slaveclamper, with the same functionality as the system in Andunor.
- The slavemaster dialog now has an option for slave PCs to bring in captured creatures (on behalf of their master rp-wise).

Let me know if any issues in the slavery system come up after this update.

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Re: Arelith Updates!

Post by Dunshine » Sat Apr 02, 2016 8:22 pm

https://www.youtube.com/watch?v=A4I9DMSvJxg

I've added over 20 lasso locations across the server, which will be live next reset. Almost all of them are only reveiled when you use your lasso on yourself, to actively search for possible targets. These locations can lead to otherwise unreachable locations, or will just be a conventient shortcut. A wide variety in spot, rope and climb checks among those locations. I will be adding more and more locations in the near future, without further notice of it here. So it is worthwhile to keep searching.

I suggest you all start learning the ropes *coughs*

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Re: Arelith Updates!

Post by Dunshine » Tue Apr 19, 2016 7:14 pm

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Re: Arelith Updates!

Post by Liareth » Sat May 07, 2016 10:45 am

- Fighter bonuses have been changed. Please consult the fighter manual for a listing of the exact bonuses.
- The movement penalty from wearing armour has been removed.
- Bonuses from paths and backgrounds now stack (for the most part). For example, if you take the soldier background which gives you +1 discipline and the kensai path which gives you +10 discipline, you will now correctly receive a total of +11 discipline.
- Two new player-made deities have been added to the deity system.
- The deity system has been modified to allow for as many deities to be added as we please. If a canon FR deity is missing and you want them to be represented, please post a suggestion which includes a description in the same format as the existing deities. We will not accept suggestions to add any additional player-made deities; has only happened a few times as a result of RP over many years.

Some fundamental changes to the background and path handling system were made during this update. Please report any bugs relating to those things that you might encounter. For example, if you find yourself with +100 discipline rather than +10 discipline, or if the fighter bonuses give you +20 AC instead +2 AC, these are bugs you should report.

Known issues:

- Piety gain / loss displays with strange characters. This is fixed for next reset.

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Re: Arelith Updates!

Post by Liareth » Sat May 07, 2016 4:25 pm

Next reset:

- Player-made deities have been moved to their own category in the book of deities. They will now be labelled "setting-specific deities".
- A "planar powers" category has been added to the book of deities along with many powers.
- Thanks to Septire, resource nodes will now drop resources in a stack rather than individual chunks.
- The healer path no longer has alignment restrictions.
- The option to toggle hood has been removed from the self crafting menu.
- The -hood chat command has been added, which optionally takes a variant. The variant 1 on human females uses the maskless hood.

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Re: Arelith Updates!

Post by Liareth » Tue May 10, 2016 4:26 pm

Next reset:

- Bonus experience from roleplay rating will no longer be modified by effective character level. This means that it will won't scale down at positive ECLs or scale up at negative ECLs. If you have 20 RPR then your character will gain 20 experience every six minutes regardless of their ECL. This does NOT impact the bonus towards ECL that is provided by RPR. A player with 20 RPR will still receive -0.5 ECL.
- All players will now start at 10 RPR (rather than 0). Existing players who have 0 RPR will be bumped up to 10 RPR when the update is rolled out.

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Re: Arelith Updates!

Post by Irongron » Sat May 14, 2016 9:50 am

In line with the recent theme of updates we've adjusted the reward system. It is now a lot more likely to get a medium or lesser reward when deleting an established character.

The new system goes like this.

Level 26+: 5% chance for major, 95% for normal
Level 21+: 5% chance for major, 45% chance for normal, 50% chance for minor
Level 16+: 5% chance for normal, 95% chance for minor

For those of you new to Arelith, or unfamilar with the system, this is what happens when a character is deleted (By typing "-delete_character" in game.) It removes the character from the game, but can offer some interesting perks on your next one.

It's never been something for everyone, but we think this will make it more desirable. Enjoy.

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Re: Arelith Updates!

Post by Irongron » Fri May 20, 2016 3:27 am

A few changes here, though the big one has been announced for some time.

- Familiars reverted.

Mages will now summon their default familiar, and can do so only once a day. We're looking at an option to reskin them to a desired form, for those what want to keep their cats, frogs and other strangeness. I'll also be seeing if we can grant rogue skills to anything other than the pixie.

Animal companions and summons should not be affected.

- Cordor now elects a single council leader.
- A few various existing creatures rebalanced.
- New dungeon added on the surface server. First of a few I hope to send live in the coming week.

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