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Re: Arelith Updates!

Posted: Tue Feb 21, 2017 10:31 am
by Peppermint
- GSF Necromancy now grants Ray of Enfeeblement instead of Negative Energy Ray.

Re: Arelith Updates!

Posted: Wed Feb 22, 2017 9:38 am
by Peppermint
Having observed the new summons in action over the course of the previous week, we feel some have a bit have too much sustain, so we're dialing that back a little:

- Huge Water Elemental: Regeneration +7 -> +4
- Greater Water Elemental: Regeneration +11 -> +6
- Elder Water Elemental: Regeneration +13 -> +8
- Ancient Water Elemental: Regeneration +15 -> +10
- Monolithic Water Elemental: Regeneration +15 -> +10
- Ancient Earth Elemental: DR 3/- -> DR 2/-
- Monolithic Earth Elemental: DR 3/- -> DR 2/-
- Gelugon: Regeneration +5 -> Regeneration +3
- Blue Slaad: Regeneration +5 -> Regeneration +4
- Green Slaad: Regeneration +5 -> Regeneration +4

We've also made the following changes:

- Dismissal and Banishment now prevent the Epic Dragon Knight spell from being cast, correcting an oversight.
- Clarity now has a 12 round cooldown. We hope this change will introduce windows of vulnerability to mundanes without skewing the scales too much in casters' favor. We're well aware that this change has huge implications, however, so we'll certainly keep a careful eye on how this plays out and make adjustments if necessary.

Re: Arelith Updates!

Posted: Wed Feb 22, 2017 9:57 am
by Liareth
I just realised I forgot to mention an earlier update here, so a few days late but here we go ...

- Outcasts now gain Undercommon as a free language.

Re: Arelith Updates!

Posted: Thu Feb 23, 2017 7:35 am
by Peppermint
Next reset:

- Reduced the crit range/multiplier on EDK summons from 16-20/x4 to 16-20/x3

Re: Arelith Updates!

Posted: Wed Mar 01, 2017 11:33 pm
by Irongron
Just covering a few recent updates.

3 new Deities: Vaprak, Kurtulmak and Bhaal

Andunor Hub Expansion introduces new rotating merchants with unique wares

The first steps in a new poison system with currently 2 new poisons.

Re: Arelith Updates!

Posted: Wed Mar 08, 2017 2:27 am
by Irongron
- This is the first in a number of major updates that will be looking at the economy of Arelith, as well as preparing for a large Lowedark update. 2 new reward races have also been added.

APPRAISE SKILL

The Appraise skill will no longer affect how much one buys goods for when dealing with an NPC merchant.

The skill will instead raise the price one can get from a merchant when selling items, not only as a % of its value, but also increasing the maximum price of the store itself. A dedicated appraise character may reach values of over 500, which will allow for the effective sale both of crafted and looted items from chests, weapon ranks, and lockers.

Appraise bonus, as before, is given when dealing with a merchant of the same race, but also a further bonus if the merchant and the PC both belong to the same settlement (Settlement Citizenship)

Item bonuses are factored into appraise, and the appraise skill will no longer be possible to add at the enchantment basin.

SEARCH SKILL

Automatic search checks are made when looting the corpse of a defeated creature, or opening a treasure container, in both cases there is an added chance of discovering one or two extra items. The effective use of this search function is capped at a skill value of 100.

REWARD ROLLS

When rolling your character using the -delete_character function, the total value of their inventory, including equipment is factored into their reward roll. This is currently a +1 bonus for every 200 thousand gold, capped at 1 million.

PC SHOPS

A number of shops have been added to the module, to accommodate these and upcoming changes to the player economy of Arelith.

LOOT MATRIX

We have expanded the 'master containers' for many treasure objects (chests, weapon racks etc), acheiving a 5 fold increase in the potential pool of objects. As items are gradually added over the following days there will be a noticeable increase in diversity.

LOWERDARK UPDATE

An existing dungeon in the Underdark has been reworked, with adjusted spawns, to prepare for the upcoming Lowerdark update. Elsewhere conversations and descriptions have also been changed or expanded.

NEW RACES

Wild Dwarf:
Size: Small
FC: Barbarian
Poison use
Fire Immunity 15%
+1 additional saves against poisons compared to other dwarves
+4 saves against disease
Lose: Stonecunning
Lose: Skill affinity: Lore
Everything else as base race.
ECL: 0
Gift Level: Minor
Additional: +1 to cooking skill instead of forging.

Deep Imaskari:
Half-elf Base
Underdark start
+2 intelligence, -2 dex
Low-light vision
Spell clutch: Refresh all second circle arcane spells and below 1/rest
+4 to hide
Loses all half-elf feats except low-light vision
ECL: 0
Additional language: Undercommon

Gift level: Greater

MINOR CHANGES

Some NPC merchants have had their inventories altered, a few outstanding bugs have been fixed, and an extra merchant added to the Sharps District of Andunor to ensure citizens are able to take advantage of the above appraise bonus when trading in their own settlement.

Re: Arelith Updates!

Posted: Thu Mar 09, 2017 4:09 am
by Irongron
- Chests, Weapon Racks and Armour Lockers are no longer automatically locked % trapped, though the better ones will have a higher chance of this.

- Various expansions to loot are going through, there may be some strange activity as we experiment with balance, but overall the quanity and utility of treasure is being expanded.

Re: Arelith Updates!

Posted: Sat Mar 11, 2017 5:32 pm
by Irongron
- A great many new magical items (some quite powerful) added to the matrix, on both servers. approximately 600 new treasure drops in total. This is stilly part way done, but to give some perspective treasures were previously being drawn from a pool of around 250 across all treasure containers.

- Item level restriction has been removed. This was a difficult choice, as on one hand I really wanted the low levels to be able to use and enjoy the treasure they found, while on the other it was originally introduced for some sound reasons. My instinct was to remove it only for items requiring levels 4-10, but in the end we decided to lift the restrictions entirely. It is entirely possible that we'll be looking at this again as we monitor its impact on the economy.

- Imps and fey no longer see their food/water levels drop, also certain 'hidden' races out here.

- A bunch of minor stuff, mostly creature/minor area adjustments, such as making snakes drop 'normal' animal loot.

Re: Arelith Updates!

Posted: Sun Mar 12, 2017 11:47 am
by Irongron
Encumbrance value adjusted slightly, allowing those with lower strengths to carry that little bit more.

Re: Arelith Updates!

Posted: Sun Mar 12, 2017 12:29 pm
by Morderon
-saveoutfit -d [outfitname] added. Deletes a stored outfit.

Hunting bags/mining bags/keyrings/head bags - have an additional option in their conversation to store all suitable items in inventory.

Re: Arelith Updates!

Posted: Sun Mar 12, 2017 2:13 pm
by ActionReplay
Another update, if you missed Morderon's features above please take a look!


Spell Changes

Earthquake
Now deals 1d6 bludgeoning damage / Caster Level at a max of 30d6 for pure casters. In addition to this the spell also has a Reflex save to beat or targets in the AoE will be knocked down for half a round (3 seconds).

Meteor swarm
Now deals 1d8 fire damage / Caster Level at a max of 30d8 for pure casters. In addition the spell does not affect allies within the AoE.

Bigby Spells
The Bigby line of spells (Except Bigby's interposing hand) will all apply an Immobilize effect if the target is immune to Mind Affecting spells, given the target fails the saves. This is a revert to standard vanilla NWN behavior but expanded to Bigby's forceful hand as well. Immunity to Movement Speed Reduction bypasses this behavior.
In addition the 9th circle spell, Bigby's crushing hand, was bugged for a long while and didn't deal any damage. This has been fixed and the spell works as intended now.

* The following spells now removes Immobilize: Remove Paralysis, Restoration, Greater Restoration and Freedom of Movement.

* Freedom of Movement added to Breach List

Re: Arelith Updates!

Posted: Sun Mar 12, 2017 10:06 pm
by Septire
RDD dragon breath
Damage buffed to RDD Level * (1d4+15)
Save buffed to 15 + RDD level + Cha modifier.

Added wing/tail chooser to palette, should be able to get a DM to help you select wing appearances if you have a 5% roll or if you have RDD wings. Kobolds should be able to choose wings that match their scale color or close to it. Someone should add this to the character customization room...

Kensai can now force-feed potions to their associates and summons. I'm sure they'll appreciate the extra buffs. Still can't use wands. Kensai Blackguards rejoice!

Should see all this next update, stay tuned.

Re: Arelith Updates!

Posted: Mon Mar 13, 2017 3:06 am
by Septire
Pending update on Appraise and Search:

Both the bonus loot search roll and the appraise check at vendors should use the best skilled party member within 40'. So no need to have the search guy to do all the searching or the appraise guy to do all the appraising, having them nearby is good enough.

This is a QoL change to make partying and selling your loot involve a lot less micromanagement. Should go live whenever I get around to testing it for any unforeseen bugs (so probably, hopefully, sometime tomorrow).

Re: Arelith Updates!

Posted: Tue Mar 14, 2017 9:56 am
by Peppermint
Tonight, we're making some adjustments to epic evocation spells.

- Greater Ruin now deals 45d6 + 10 damage. No saving throw. Epic Spell Focus: Evocation no longer multiplies this spell's damage. Instead, if the caster does not have Epic Spell Focus: Evocation, he will suffer 30d6 magic damage in backlash when casting the spell.

Rather than ramp up the damage solely for evokers, we're now forcing backlash onto non-focused casters. This means that Greater Ruin is now a viable option for non-evokers that are willing to partake in a risk vs. reward assessment, as opposed to the previous model, where non-evokers never had a single compelling reason to consider the spell.

We're also dialing the damage down to about half but removing the saving throw. In practice, the damage remains about the same, but rolling a 1 no longer results in instant death. For a spell that did excellent damage regardless, that kind of variance seemed really unhealthy.

- Hellball damage types changed to Divine, Magical, Negative, Positive. No saving throw. No longer affects doors, placeables, or the caster. Epic Spell Focus: Evocation no longer multiplies this spell's damage. Instead, if the caster does not have Epic Spell Focus: Evocation, he will suffer 30d6 magic damage in backlash when casting the spell.

Hellball has always been very binary, also notorious for being a "noob stomper" in PvP. Against an opponent that properly immunized against elemental damage, it did very little. In any other case, its damage was absolutely absurd. Neither case felt ideal.

So we're lowering the overall damage but changing the damage types to make the spell more difficult to resist. This means that the best case and worst case scenarios are being drawn to meet somewhere in the middle. Against inexperienced opponents, it'll do less; however, against experienced opponents, it'll do more.

We're also changing it not to affect fixtures so it's a bit more practical.

Also, courtesy of SandySunCloud:

- -description altered to accept new parameters: +ap (append), +nl (new line), and +np (new paragraph). See the in game help for details.

Re: Arelith Updates!

Posted: Wed Mar 15, 2017 12:30 pm
by DM Noxt
Greensteel and Mithril helmets, armors and shields updated. Additionally:

Automatic Still Spell I = -5% Spell Failure.
Automatic Still Spell II = -10% Spell Failure.

Re: Arelith Updates!

Posted: Thu Mar 16, 2017 1:50 am
by Irongron
NEW CRAFTABLES

- Ornate Jewellery box & Enchanted Jewellery Box (Forging). Can be used to automatically collect all jewellery from your inventory, or to store it one object at a time. Can also be used at most jewellery merchants to bulk sell the contents

- Adamantine Knuckles (Tailoring) An upgrade to Brass Knuckles

- Fixture Skull Pole (Carpentry) Pending the next reset.

- Fixture Impaled Monster Head (Carpentry) Pending the next reset.

- Potion (Cookery) Pending the next reset.

ASSORTED OTHER

- Scrap dealers added to Brogendenstein and the Earthkin Village (Grungni & Earthkin Trader)

- New Shops added in 3 locations.

Re: Arelith Updates!

Posted: Thu Mar 16, 2017 12:02 pm
by Liareth
Live now:

- PROCEDURAL LOOT SYSTEM. You can now acquire procedurally generated loot from mobs, bosses, and chests. Think "artifact-lite". The best loot that can be obtained through this system is equivalent to the best loot that can be obtained by enchanting, though this will require good luck.

I won't go into detail about drop rates except to explain that there are a number of algorithms underpinning the system. If any of you are familiar with WoW's loot system, you might compare this to their "bad luck protection". The intent is to reward sensible levels of adventuring with loot that is generated to be useful (in most cases) to at least one member of your party.

I'm really interested in hearing feedback on the drop rate and quality of generated items. Note that the drop rate is quite complex, but it does vary based on how many items you've found of type [insert secret tier system] in [insert secret timeout period].

Re: Arelith Updates!

Posted: Sun Mar 19, 2017 1:13 pm
by ActionReplay
Small update:

- Ball Lightning now behaves exactly the same as Firebrand, just being another element, Electricity.

- Skull Coin merchant added to Andunor Ogre caves. Pure Monster races can trade Skull Coins for gold here (Kobold, Goblin, Hobgoblin, Ogre, Orog, Imp & Gnoll)

Re: Arelith Updates!

Posted: Thu Mar 23, 2017 12:03 pm
by Irongron
- Loot contaners have been adjusted, so that the 'cap' on item value for the lower two tiers is raised - meaning that one should see a general incrase in the quality of treasure.

- Skill enchantments via the basin are now restricted. Spell Focus - Enchantment is required to add +1 bonses, and GSF plus level 15 is required for +2.

= The skills Heal and Appraise removed from the list of options.

Re: Arelith Updates!

Posted: Fri Mar 24, 2017 12:34 am
by Irongron
- New Herb resource: Yarrow.

- New Consumable: Yarrow Leaves (Mundane Healing)

NEW RECIPES:

Cookery: Yarrow Seeds, Flask of Oil, Healing Draught (Mundane Healing)

Tailoring: Chirurgeon's Gloves, Medic's Belt (Mundane Healing)

AREA WORK: Some cosmetic changes to Freth/Claddath, and the return of each district's exile board.

Re: Arelith Updates!

Posted: Fri Mar 24, 2017 9:21 pm
by Liareth
Next reset:

- Procedural items can now spawn with the runic property. Refer to the procedural item post in the reference section for further information.

Re: Arelith Updates!

Posted: Sat Mar 25, 2017 6:50 pm
by Liareth
Next reset

- Enchanting an item no longer costs the enchanter experience points, unless the item is 'impossible' (e.g., needs to roll a natural 20 to succeed, 5% chance).

Re: Arelith Updates!

Posted: Sat Mar 25, 2017 9:50 pm
by Mithreas
Next reset

A handful of minor gift tweaks to complement the recent enchanting basin changes.
- Gift of Lightfingers added (+6 Pickpocket)
- Existing skill gifts (+Perform, +Bluff, +Hide/MS, +Spot) made zero ECL.

Re: Arelith Updates!

Posted: Sun Mar 26, 2017 12:49 pm
by ActionReplay
Next reset

Following Spells have been reworked / fixed:

- Healing Sting
Deals 1d6 + 1 Damage / 2 Caster Levels
Capped at 20 Caster Levels

Heals the caster for the amount of Damage dealt. If healing goes beyond Maximum HP of Caster and the target dies from the damage, all excessive healing is applied as Temporary HP for 1 Hour / 2 Caster Levels. Saving Throw Removed from this spell.

- Nature's Balance
A Lesser Spell Breach is applied to all enemy targets caught in the AoE failing their saving throw.

- Dirge
The penalty effects from Dirge is no longer removed when exiting the AoE. Instead they last 1 Round / Caster Level.

- Creeping Doom
Spell will only increase in damage by 1d6 each round if there is a targetable creature in the AoE. It was a bit buggy before.

- Bombardment
Added Reflex Save v.s Knockdown for 1 Round, party-friendly & respects SR.


Bug Fixes / Adjustments:
- Fixed Monster Skull Merchant not taking stacked items properly into consideration
- Some Creature tweaks

Re: Arelith Updates!

Posted: Mon Mar 27, 2017 10:06 pm
by Liareth
Live now:

Added the -walk command. This command allows two options to cap walking speed.

alwayswalk
This command forces the character to always walk as if they had detect mode active (yes, even elves). The system works smartly -- so, for example, if you have alwayswalk on, then activate a detect mode or become encumbered, you won't suddenly walk at half rate.

naturalwalk
This command forces the character to always walk at the natural walk rate of 100% (unless they'd otherwise walk more slowly). This allows characters under movement speed increasing effects to keep natural pace with their party. Note, this does not change run speed at all, so fast characters can have this active at all times and it will only impact move speed when walking.

They can be toggled with -walk alwayswalk or -walk naturalwalk, and for ease of use, I've added aliases to -alwayswalk and -naturalwalk.