Arelith Updates!

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Re: Arelith Updates!

Post by ActionReplay » Sun Dec 09, 2018 7:41 pm

A small update to the Isle of Gnitaheithr (Random Sea Encounter). The keep has been expanded to be a proper dungeon now and the bookshelves there has been updated to be worth the loot.

Also courtesy of contributor Silvard:
* Golem Control Stones
- Unbound golem control stones are renamed according to the type of golem bound upon binding, and the stone becomes renamable by the person doing the binding.
- Golems take the name of the stone they're bound to. It updates on summon or when the stone is used on them again.
- Pre-existing bound stones become renamable the first time they're used on their bound golems.

* Writing System
- Streamlined the formatting options. A message no longer needs to be broken up in four lines, you can format the full length of the message (2000 characters) with flexibility.

And from contributor Xerah:
* Greater reward now grants -3 ECL instead of -2.

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Re: Arelith Updates!

Post by Spyre » Tue Dec 11, 2018 2:46 pm

Small updates once more:

Height Changes
-----------------------

We noticed an issue with character heights (that went unnoticed by most) where you would be a different height per server. We've corrected the variable and players can now specify their height once with a built in chat command: -height

- Characters do not need to visit the editor room to use this feature.
- Can only do it once per character.
- Type your selection twice (like delete character) to confirm your selection.
- All characters (even those who already have) should use the command to set it again so it is properly set.

Options:
Tall [TL]: The PC is set to be 4-5% taller than average.

Above Average [AA]: The PC is set to be 2-3% taller than average.

Average [AV]: The PC is set to be 99% and 101% of base height.

Below Average [BA]: The PC is set to be 2-3% shorter than average.

Short [SH]: The PC is set to be 4-5% shorter than average.

Example usage: -height AA
Piety Expansions
------------------------

Courtesy of Xerah:

New Piety generations:
— W&D gain 0.5% piety for turning in a bounty head
— T&D gain 0.1% piety for entering stealth mode (only once per round)
— Nature gain 0.5% piety for killing ABERRATION, CONSTRUCT, OUTSIDER, UNDEAD
— Magic gain 0.5% piety for applying an essence
— K&I gain 0.5% piety for creating a letter
— H&H gain 0.1% piety for a successful guard

Paladins, CoT, and Blackguards gain piety like clerics on tick (CoT & BG upper threshold is 18 instead of 28).

Additional Changes:
------------------------

- Fixed the looping piety on bounties.
- Golems should now take the description of their control stone.
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Re: Arelith Updates!

Post by Spyre » Tue Dec 11, 2018 11:30 pm

Minor QoL Update:

Available next reset:

Crafting Recipes
-----------------------

- Added bulk recipe for glass (produce 10x the amount for 10x the points and ingredients)
- Added bulk spell component recipe (10x product for 10x the points and ingredients)

This will be the end to the current bulk recipe expansions for now.

Additional Updates:
-----------------------------

-Piety is now gained from heal kits for H&H deities
-T&D stealth takes a minimum of 30 seconds before granting piety and requires at least 5 ranks in hide/ms
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Re: Arelith Updates!

Post by LittleWeasel » Wed Dec 12, 2018 3:35 am

Once more thanks to Silvard - As of next reset:

Notes:

[Descriptions & Commands]
-You can now change the description of your familiar/animal companion. To do so save a description using the -description command under the name "familiar"/"animalcompanion" (without quotes) to set it as your familiar/animal companion's description, respectively. Don't forget to save your default description before doing so!
-The command -loadoutfit now automatically changes your description to a previously saved one under the name of the outfit loaded, if it exists.
-The command -helm has been replaced by the command -toggle, which can toggle either helmet or cloak by using -toggle helmet or -toggle cloak, respectively.

[Notebooks]
-Notebooks are now safely copyable.
-Notebooks can be stored in a book bag.
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
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Re: Arelith Updates!

Post by Spyre » Thu Dec 13, 2018 5:27 pm

Small update:

Crafting:
------------

- Bulk spell component recipe added for art crafting as well.
- Lightweight lasso has been added as a tailoring recipe under Misc. Medium.
- Lasso has been given a new recipe under the appropriate trade.
- Removed the art crafting lasso

Book Submissions:
---------------------------

- A book submission from Brogendenstein has made it into the loot matrix. Look around for it.
- A player created book has made its thematic debut in a fitting area for its craft.

Magic Item Creation:
------------------------------

-Blank scrolls, wands and empty bottles now stack to 100. (Courtesy of Silvard)

Other:
---------

- A new, yet familliar face has taken up the mantle as doorman in the Cordor Barracks. He is also less stabby now.
- A small fix for healing kit piety gain to match intended behaviour.
- Blank scrolls can now be stored in a scroll case. (Courtesy of Silvard)
- Mass sale of scrolls from scroll cases now skips: Raise Dead, Resurrection, Lesser Restoration, Restoration and Greater Restoration scrolls, as well as blank scrolls. (Courtesy of Silvard)
- Enchanted Wands/Scrolls now display their proper enchantment names unless renamed by the creator (Courtesy of Silvard; edit by LW)
- Blank Wands/Scrolls now also stack. (Courtesy of Silvard; edit by LW)
- Added dart minigame to Cordor's Nomad.
- Loading areas are no longer PVP enabaled (this was an oversight).
- Small bug fixes in areas.
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Re: Arelith Updates!

Post by Morderon » Thu Dec 13, 2018 8:38 pm

Live when the above are: You should no long require weapon profs to equip a weapon, you'll receive a -4 penalty when trying to use a weapon without a prof. You cannot use spells/unique abilities from weapons you don't have a prof in.

Drow can use whips without the penalty, but cannot take weapon specific feats in whips. Drow can still take weapon specific feats in whip if they have exotic prof.

Live when the above are or the following reset (depending on the server): Kamas are tiny weapons.

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Re: Arelith Updates!

Post by LittleWeasel » Mon Dec 24, 2018 1:52 pm

Silvard worked his magic once more. As of next reset:

[Names and Descriptions]
-You can now add the tag "[all]" (without quotes) to an item's name to transparently enable anyone to edit it for the next rename/description at the basin/workstation. The tag itself will disappear, but the item will remain editable.
-Miscellaneous fixes and improvements. Totem animal companions should now properly apply the saved description. Magical wands and potions should now be even more appropriately named.

[Chat Commands]
-helm and -cloak are now aliases of -toggle helmet and -toggle cloak, for ease of use. -toggle also works with partial matches (e.g. "-toggle h" or "-toggle cl" will work just fine).
-date no longer shows the crafting points refresh timer because...

[Crafting]
The crafting points refresh mechanic has been reworked. Crafting points are now regained at a gradual and consistent rate proportionate to the character's crafting points cap. The new refresh rate matches or marginally exceeds the previous prorated refresh rate, and it kicks in whenever the character doesn't have full crafting points. This will happen whether the character is online or not, and independent of server, resets or crashes.
Don't take Life too seriously - you'll never get out of it alive...
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Re: Arelith Updates!

Post by LittleWeasel » Sat Dec 29, 2018 6:02 am

We have another wonder happening thanks to Silvard, as per the next reset:

[Chat Commands]
-losexp now provides improved feedback on exactly how many XP points it is going to remove, and how many skill points will be available to unallocate, and it requires confirmation before it goes through. It also accepts commas as thousands separators for improved ease of use and clarity.
-ranger study now provides a list of the ranger's studied enemies progress, noting which are already favored enemies and which meet the requirement. -ranger study [race] now also requires confirmation before a new studied enemy is selected.

[Languages]
- "*(unintelligible gibberish)*" is now unintelligible gibberish, inversely proportional to the speaker's fluency level. As the speaker becomes more fluent the gibberish will happen less frequently, and it will be considerably more coherent, but as long as they aren't fluent there's always a chance to flub words.

[Shops & Commerce]
-Shop owners now have access to a record of recent sales from their shop menu. Revenue is recorded post settlement tax, but pre-faction cut.

[Writing]
-The Quill Pen has been added as an Art Crafting recipe, under Book and Writing Supplies. It allows the user to edit a book using a friendly text editing interface, through multiple sessions as desired. The Quill Pen consumes ink to use, and it can be recharged by dipping it in (using it on) ink. It can be used freely on writing paper with no ink consumption to create messages (no different from using the paper itself, as it remains unchanged)
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
*nibble*
*cluck*

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Re: Arelith Updates!

Post by LittleWeasel » Thu Jan 03, 2019 10:45 am

2 Minor updates:
- Player created portals now automatically get destroyed after 5RL Minutes. Portal cluttering in various places thus should be a thing of the past. (Once more, thanks Silvard!)
- Awards can be refunded including having hit level 5 (due to the sheer leveling speed, one hits level 5 faster before realizing the concept isn't fun enough to hang on to.)
Exception: If you have used a Major Award, and want that refunded and re-use it, please reach out to us Admins BEFORE deleting the character again (a lot of time a lot of code work will have gone into 5% creations as per special request and it'd be rude to chuck it in a corner. If there are serious considerations why you don't enjoy the concept pre-level 6 contatc us. For serious bugs, contact us anytime!).
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
*nibble*
*cluck*

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Re: Arelith Updates!

Post by LittleWeasel » Sun Jan 06, 2019 4:43 am

5% Updates incoming:
As of next reset:
- Dragons have been slightly adjusted to human form and dragon form more distinctly, and more changes in that regard are being discussed. TS is now in dragon form only. The free Armour Skin feat has been removed altogether (Dragon Skin is unchanged).
- A new Bloodline has been added (Bronze)
- Further tweaks will come in the future. Those are just the most imminent ones to make them fit better into the overall server's balance setting.

That being said, at the moment the cap of active dragons has been reached and applications for them on 5% rolls will be put on hold.

For those that have recently created dragons and feel they can absolutely not live with the change, you are welcome to contact me, to delete your dragon, get your 5% refunded and try for a different option.
(Note that this offer is only valid for 2 weeks, until inclusive of 20th January 20219, as I'd like to avoid "I'll play my dragon to level 30 and have fun with it and then give it up to use the 5% for a new fun thing")
For Epic Dragons, who wish to re-level to get the Armor Skin Epic Feat, we offer a re-level to facilitate this (lvl 20+)
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
*nibble*
*cluck*

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Re: Arelith Updates!

Post by yellowcateyes » Mon Jan 07, 2019 9:59 pm

Misc
-------
- Spears are now compatible with -twohand functionality.
- Crafting requirements for Acid Bombs, Fire Bombs, Acid Flasks, and Alchemical Fire have been reduced.
- The DC requirement of Mojo has been lowered to 15.

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Re: Arelith Updates!

Post by LittleWeasel » Tue Jan 15, 2019 10:49 am

Everyone has been waiting for it...
Silvard Did it !!!
Disguise works again and is improved!!!!

Type "-disguise Gary Stu" to change your name. Type "-disguise" to UN-disguise yourself.

Other things changed:
In disguise:
- Your character's disguised name shows up in the playerlist
- NPCs should address you by your disguised name
- Your portrait is not shown when you are in disguise

Please: if you find any oddities, bugs, or things that need further enhancements, let us know in Feedback, particularly in this thread, please:

viewtopic.php?f=37&t=22679


For now though enjoy that it is back and send Silvard all the lovings, because he absolutely did it.

Stealth Update:
- when you are stealthed, your name is gray on the floaty name, as well as in the playerlist, too. :)

Name tags should also work again:
- Slave
- Bartender
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
*nibble*
*cluck*

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Re: Arelith Updates!

Post by yellowcateyes » Thu Jan 17, 2019 1:45 am

MISC UPDATES

Quests
------
- Direct XP rewards should no longer be reduced by multiclass penalties.
- The 'Hunt the Huntsman' quest is now offered at levels 12-18, instead of 10-16.

(Purple Dragon) Knight
----------------------
- The Vanguard bonus to Fear now lasts for the full duration, rather than for the first three rounds.
- The DC of Fear is now calculated as 15 + PDK Class Levels + (Intimidate / 3). Previously was 10 + PDK Class Levels + (Intimidate / 3).
- Fear effect radius increased.

Pale Master
-----------
- Undead Graft is now on a ten minute cooldown. Its DC now scales with the Pale Master's attributes and invested spell foci in Necromancy. The formula is 14 + The higher of the Pale Master's CHA or INT + 2 per Necromancy Spell Focus.
- Undead Graft now respects Freedom of Movement.

Spells
------
- Epic Mage Armor can no longer be used while polymorphed. Casting Shapechange or Polymorph Self will automatically remove Epic Mage Armor.
- Stone Bones updated to be an AoE buff to all undead within a certain radius of the target.

Alchemy
-------
- Recipes have been added that allow an alchemist to break down high quality runic components into several runic components of a lower tier. These recipes can be found in the 'Materials' category.

Tailoring
---------
- Recipes added for Mastercraft Barbed Whip, Grand Mastercraft Whip, and Variable Whip. These recipes will likely not be available until after the next reset.



ENCHANTMENT BASIN & ITEM MODIFICATION

The mechanics for basin improvements have been decoupled from Enchantment Spell Focus feats. This art has been themed 'Dweomercraft' and can now be mastered in multiple ways.

There are three Dweomercraft Tiers, each unlocking benefits when improving items through a basin or a work station.
[Tier I] - Unlocks +1 Skill Bonuses, +33% Chance from Runic, slight reduction to effective cost of the new item.
[Tier II] - Unlocks +2 Skill Bonuses, +66% Chance from Runic, moderate reduction to effective cost.
[Tier III] - +100% Chance from Runic, significant reduction to effective cost.
Dweomercraft Tiers are gated by character level. A character can only achieve Tier II at level 12 or higher, and Tier III at level 21 or higher.

Dweomercraft Tiers are granted by:
  • Every 12 Levels in a Primary Caster Class. This includes Sorcerers, Druids, Clerics, and Wizards (not Spellswords). Pale Master and Harper levels are added to the primary caster class level count, unless the character has more hybrid caster class levels.
  • 21 Levels in a Hybrid Caster Class. This includes Bards (including Warlocks), Rangers, Paladins, and Spellswords. Another dweomercraft tier is added for the 28th level of a Hybrid Caster class. Pale Master or Harper levels are added if the character has more hybrid caster class levels than primary caster class levels.
  • Each invested Crafting Feat. This includes Scribe Scroll, Brew Potion, and Craft Wand. Scribe Scroll does not count as an invested Crafting Feat if received automatically from Wizard levels.
  • Each invested Skill Focus Feat in either Craft Armor or Craft Weapon. This includes Skill Focus and Epic Skill Focus in Craft Armor or Craft Weapon.
For example, a Level 24 Sorcerer will have Dweomercraft Tier II from their primary caster class. Picking up one Crafting Feat (say, Brew Potion) would grant that character Dweomercraft Tier III. A mundane Fighter could become a master dweomercrafter if he picks up three Skill Focus feats (including one Epic Skill Focus) in Craft Weapon and Craft Armor.


ENCHANTMENT SCHOOL
------------------
- Domination spells now have a duration of 2 + CL/3 Turns, instead of 2 + CL/3 Rounds. At GSF Enchantment, this improves to 2 + CL/3 Hours. At ESF Enchantment, a second creature can be Dominated.
- Dominated PCs will now be Stunned instead of Dazed. The Stun duration against PCs remains 2 + CL/3 Rounds, and does not improve to Turns or Hours.
- Every focus feat in Enchantment grants a +2 passive, soft bonus to Persuade, Perform and Bluff.
- Having GSF Enchantment will allow a character to automatically succeed in some social interactions with NPCs, when that NPC is charmed or dominated.
- Charm spells now cause Confusion in affected PCs.
- The one round Daze upon entering a Mind Fog becomes a Stun if the caster has GSF Enchantment. If the caster has ESF Enchantment, the duration is extended to 1d6 rounds.

A new Epic Spell Focus ability unique to Enchantment is planned and under discussion.

Existing Enchanters: Some players may want to remake or rebuild their Enchanter characters, especially if the creation of magical items was a large part of their roleplay. Such players should contact the DM team for an assisted rebuild.

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Re: Arelith Updates!

Post by yellowcateyes » Sat Jan 19, 2019 2:30 am

While the above post was edited with the update, I am posting again to emphasize the following change:
Scribe Scroll now increases the Dweomercraft Tier of all characters, whether or not they obtained that feat through wizard levels or normally through the selection of a general feat.
That change should cover the vast majority of old Enchanters who found that they were unable to improve items to the degree they were able to before. For other characters (such as non-wizards who took Enchantment), the option to ask for an assisted rebuild is still available. For those non-wizard characters who chose a Enchantment focus at level 1 and would therefore normally require a remake, speak to a DM about getting a legacy Enchanter variable added to your character.

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Re: Arelith Updates!

Post by ActionReplay » Thu Jan 24, 2019 10:29 am

Currently live for Wild Mages:
-chaos has been updated. It will no longer provide an AoE shield effect but instead increase your Surge chance by +2% for each Wizard Level, starting at Level 9 (+18%). At level 28 (Full pure) it will automatically max at +90% Surge chance.

Additionally the DC of surged spells will increase based on how large your chance is with the formula "bonus chance / 10" while chaos is active. So for instance with +50% you will receive a +5 DC on surges that has a DC on them, both positive and negative ones. Chaos will not restore spells while its active and it won't work with -fate; using the fate command will override chaos for the next spell being cast.

Chaos also lasts until switched off, however chaos can only be used once every turn. So once switched on or off it can't be toggled or changed until 1 turn timeout. Its also possible to set a value you want to increase (or decrease) your surge chance to, for instance:
-chaos 73 will increase your chance with +73% provided you have enough levels to reach this value, otherwise it will cap to whatever max you have. Typing -chaos again while active will toggle it off or if provided a number will switch to that new value as long as it's not on cooldown. Typing -chaos while it's off without a value will max to whatever value based on your level.

Typing -chaos 22 would give you +22% bonus chance to surges and +2 DC on the surged spells.

Finally, this is subject to change in the coming days.

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Re: Arelith Updates!

Post by LittleWeasel » Thu Jan 31, 2019 1:05 pm

A few bugfixes and updates, courtesy of Silvard:

[Disguise] - this will have to be redone. Made a whoopsie and didn't work, but this is the part that needs the server to shut down to do it, so we'll try again in a quiet night next week.
- Names of characters in stealth should no longer be grayed out on the player list.
- Player names in game are now obfuscated while the character is disguised.


[Gem Pouches]
- Place the pouch into the gem scales, and all gems within are sold, with the exception of gems more expensive than sapphire, or the ones used for spell components.

[Banking Ledger: Note, this is subject to tweaks and changes, pending on how it goes!!!]
For Settlement accounts: Those with powers to withdraw/transfer can see all transactions (aka, people who accessed the bank account). Withdrawals will not show exact amount.
For Faction accounts: Those with powers to withdraw/transfer can see all transactions and amounts.
For personal accounts: All transfers to and from, and the amount.
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Re: Arelith Updates!

Post by Spyre » Tue Feb 05, 2019 1:16 am

Effective Feb. 4th, 2019:

5% Application Changes:

For those that have not read LittleWeasel's message, the handling of 5% requests has shifted to myself. This does not mean that applications previously submitted have been lost - I have all those. However, all new applications will follow a new process that is outlined here.

Just to quickly summarize this change:
  • All applications will follow the provided template (detailing character identity, mechanical concept and backstory)
  • Template enables all necessary fields for full application consideration to occur in a more timely manner.
  • All applications will be sent to myself, Spyre.
  • Custom rewards are still accepted; however, may not be feasible.
The focus is to ensure that your requests are met and done as quickly as possible without the need to go through a lengthy private message chain.

I hope to see what 5% rewards people will have cooking in their mind and helping bring some of those visions to life.

Regards,

Sean
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Re: Arelith Updates!

Post by Spyre » Thu Feb 14, 2019 1:13 am

Enchantment Rebuild opportunities will stop as of February 22nd. If you are looking to swap out your enchantment feats on old characters that were meant for enchanting, the DM team will assist until then. Afterwards no further rebuilds will be offered for the enchantment change.
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Re: Arelith Updates!

Post by Spyre » Sun Feb 17, 2019 9:13 pm

In attempt to investigate the source of lag, Disguise has been temporarily disabled. The functionality of renaming your character and the gray text will not work - but the base coding for Disguise is still there.

We are not saying this is the cause. But we are attempting to eliminate all possibilities.

Thank you.
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Re: Arelith Updates!

Post by Spyre » Mon Feb 18, 2019 5:19 am

Disguise is once again restored it it’s full function, renaming your character names. This was determined to not be the cause of lag and players can once again enjoy the fantastic work of Silvard.

Lag resolution - well, where to begin? This was a frustrating and trying time for the contributors to find the source. We worked with the Host and had reviewed our own wiresharks to eliminate DDoS as a possible issue. Once that was eliminated as a potential cause, it was then onto looking internally into our contributions.

We had to examine all of our updates as to what the cause was. And, even with disabling and rolling NWNX back, we still had lag. However, if it wasn’t for Mithreas and Mord catching onto some stuff, we would have been still in the dark.

What it came down to was large numbers of server vaults that had read permissions. This likely existed a bit longer than what was reported; however, went unnoticed due to the holiday time. But, once Mithreas suggested adjusting those read permissions, we were able to bring back the normal stability that the players were used to.

I do apologize that it took this long for a resolution. It impacted a lot of fun and a lot of your time to do what you wanted. I can assure you that everyone worked as diligently as possible to find a solution and were as equally frustrated when it did not work. However, now that Arelith stability has returned, we will focus on developing the game world and your narratives again.

We are thankful for the dedication the team has shown throughout Arelith’s history and the investment each member made in helping resolve this issue. We have a truly amazing and inspiring team of contributors.

tl;dr: Wasn’t DDoS, was a read-permission issues with the server vaults as there are a lot of vaults!

Thanks,

Sean
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Re: Arelith Updates!

Post by Irongron » Mon Feb 18, 2019 8:45 pm

We have increased the visual range of players by 50%

This affects the distance at which can see other creatures (including players) and certain objects. A longer range should result in both an enhanced visual quality, and better gameplay (being able to see enemies at a distance/enhanced archery etc).

Over the week we'll be watching how this impacts performance, and I may choose to raise it yet further in due course.

Spell ranges and weapon ranges are unaffected (though bows may be easier to fire at a longer distance)

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Re: Arelith Updates!

Post by Irongron » Thu Feb 21, 2019 3:02 am

- Surface characters who are citizens of a settlement will recognise outcasts when using 'examine'. This is to reflect their knowledge of the common will of the local populace.

- Outcasts receive an extra text to read and confirm before entering the game following character creation, so as to ensure an understanding of what that choice entails, and the rolelpay expectations associated with it.

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LittleWeasel
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Re: Arelith Updates!

Post by LittleWeasel » Tue Mar 05, 2019 6:01 am

The command -pickup_fixture has been (potentially temporarily) disabled for Player Characters. If a fixture gets stuck, please contact a DM to unstick it for you in the meantime.

Further, the function to change your crafted items' descriptions has been amended to now be more easily usable. Rename Item is as it was.
However, Edit Item Description now functions like a letter, and you don't have to click in and out of the fixture anymore after each written line.
In order to replace the existing, standard description, just use "erase last paragraph" until the text box is empty.
You know can also see what has already been written without having to examine between every step.
The tags [all] / [name] in the Rename Item function also still work as ever (note, that the tags are case sensitive, and need to be lower case for [all] and [proper case as the name actually is for Character Name].)

Azuth alignment options for clerics expanded.

Totem Summons should once again work on Magical Beasts and Dragons so long, as totem levels are present.

Various minor bugfixes.
Don't take Life too seriously - you'll never get out of it alive...
Mind over Matter... now that I don't have a mind, it doesn't matter...
Ware the Wrath of the Weasel:
*nibble*
*cluck*

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Re: Arelith Updates!

Post by yellowcateyes » Wed Mar 27, 2019 11:53 am

Class Changes
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- The Bone Skin bonus from Pale Master has been halved. Pale Masters now get +1 AC at level 1 and +1 AC at level 4 and every four levels thereafter. This has been implemented as a scripted Dodge AC bonus in lieu of the Bone Skin feat.
- The bonus damage granted by -assassinate is now calculated on hit, rather than on cast. This means that any changes to the INT stat will be immediately reflected in the damage done.


Spells
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- Death Armor duration has been reverted to rounds/level rather than turns/level. Additional magic damage for Pale Masters remains unchanged.
- Blackstaff now lasts turns/level instead of rounds/level.
- The duration of Power Word: Stun has been increased, scaling according to the target's hit point total when cast.
>= 201 HP: 4 + 1d4 rounds.
>= 151 HP: 5 + 1d4 rounds.
>= 101 HP: 6 + 2d4 rounds.
100 HP or lower: 7 + 2d4 rounds.


Spellsword
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- The path is now d8 HP per level rather than d6. Existing spellswords may need to relevel a wizard level in order to see this change.
- Epic Mage Armor, when cast by a Spellsword, now only grants +16 AC (+4 each in Deflect, Nat. Armor, Armor, Dodge). When cast by a Spellsword, Epic Mage Armor also provides +4 AB for the duration.
- When cast by a Spellsword, Truestrike increase Attacks Per Round by 1 and temporarily removes the limit on the number of imbue procs that can occur per round.
- The visual effect from a Spellsword imbue will now always be the last imbue cast, rather than defaulting to the 'Holy' appearance in the case of a double imbue.
- Acid, Electric, and Magic imbues have been reworked. The Silence effect from Sonic now always lasts only one round. A summary of the imbues and their effects are as follows:

> Magic: (1/1d4/1d8 magic damage) Will Save vs Breached Single Spell and 10 round SR reduction (-2 SR/-4 SR/-6 SR). Will stack during duration overlap.
> Acid: (1d4/1d8/1d12 acid damage) Reflex Save vs 10 Round AB reduction (-2/-3/-4 AB)
> Cold: (1d4/1d8/1d12 cold damage) Fort Save vs 2/4/6 Rounds 50% slow and -1 APR
> Electric: (1d4/1d8/1d12 electric damage) Reflex save vs 2/3/4 nearby targets struck by Lightning (each enemy gets a reflex save). On failing reflex save, must make an additional Will save to avoid having their saves reduced by -1 for 10 rounds. Will stack during duration overlap.
> Fire: (1d4/1d8/1d12 fire damage) Fort save vs 10 round of AC reduction (-2/-3/-4 AC)
> Negative: (1d4/1d8/1d12 negative damage) Will save vs additional damage/lifesteal.
> Sonic: (1d4/1d8/1d12 sonic damage) Will save vs 1 round of Silence


Assembly Templates
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- Elemental damage provided by Flame Weapon now varies according to summoning stream, matching the spell's functionality when cast on a melee weapon.
- Unstable charges created by spells is now 10, matching the charges created by temporary essences.
- Unstable template effects created via spell now scale according to the caster's character level.


Feats (courtesy of Silvard)
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- Skill Foci for Stealth and Detection have been combined. For example, getting Skill Focus: Hide will automatically grant Skill Focus: Move Silently and vice versa. Skill Focus: Listen grants Skill Focus: Spot, and vice versa. This extends to Epic Skill Focus.


Policy
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If you haven't already seen it, make sure to read the important update on Ban Policy by Irongron.

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Re: Arelith Updates!

Post by yellowcateyes » Mon Apr 01, 2019 11:28 pm

( This is not an April Fools joke post. Honest. Scout's honor. )

Crafting
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- A variety of Bracer recipes have been added to Forging, and basic zero-property Bracer recipes have been added to Art and Carpentry. These recipes will not be available on all servers until after the next reset, but are currently available on the Surface.

Pale Masters
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- A character must now be evil to take their first level of Pale Master.
- A neutral character may become a Pale Master by expending a Normal award. The conversation with the option to do so will appear when attempting to level up in Pale Master for the first time. This option will not show up if an award has already been spent on that character at creation.
- Existing neutral-aligned PMs may level as normal. However, if you are an existing neutral-aligned Pale Master and want to re-level your first Pale Master level, make sure to seek DM assistance to avoid having to spend a Normal award to re-take the class. Please contact a DM before de-leveling.

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