Arelith Updates!

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Liareth
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Re: Arelith Updates!

Post by Liareth » Fri May 20, 2016 11:01 am

Live now:

- Bug fixes, including missing spawns and -guard.
- Thanks to Septire, merchants have a limited amount of gold to purchase goods with which slowly replenishes over time.

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Re: Arelith Updates!

Post by Liareth » Fri May 20, 2016 8:19 pm

Next reset:

- Merchant gold limits have been turned off until we've time to fix up the implementation.
- When inactive, RPR ticks will no longer cause characters to sit on the ground.

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Re: Arelith Updates!

Post by Dunshine » Fri May 20, 2016 11:36 pm

Fair warning, next reset the Cage Fight Beast may have toughened up from his recent experiences in the cage.

Tinker Bard should be telling his full stories again now.

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Re: Arelith Updates!

Post by Liareth » Sat May 21, 2016 2:56 pm

Next reset:

- Multiclass penalty has been disabled.

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Re: Arelith Updates!

Post by Irongron » Sun May 22, 2016 2:19 am

Horse related update this time, as I understand many have recently taken that reward.

- Settlement War Horses, each with their own unique appearance.

I met with representatives of Bendir, Guldorand, Wharftown and Myon. Each were shown the various of options of colour schemes/barding for horses, and asked to choose one that will be unique to their settlements from here on.

I've added horse fitting that scheme to each of those settlements, and will use the same model in any future NPC riders I add for them.

Brogendenstein will wait until I speak to one of their leaders, and Cordor after the next election.

Arcane Tower also been given a couple, again with their own unique model.

- A few extra horses at server transtions.



***

The mounted combat and archery feats are still disabled, Summon Mount is not. This is just the beginning of what we plan for horses, and a more considered approach for their mechanics will follow in due course.

Horses remain exclusively for those that have taken the reward.

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Re: Arelith Updates!

Post by Irongron » Thu Jun 09, 2016 1:32 am

More dungeon work, as I gradually move up the level range.

- 3 new areas added to the Southern Peninsula region.

- 10 new creatures

- fixed various recently reported bugs, and launched the recent ship changes by Action Replay.

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Re: Arelith Updates!

Post by Dunshine » Sat Jun 11, 2016 7:19 pm

Next reset:

The Nomad will be using a new bar system, with the following properties:

- Each server reset, useable placeables will get assigned randomly named drinks. This will be a combination of a quality, location and drinktype. For instance Fine Cordorian Ale (Stout), or Regular Brogendensteiner Draft, or Exquisite Myonion Wine (Red). Stuff like that.

- The Randomly named drinks are available in the NPC Barkeepers shop as well, they will be located on the final tab of the store, since they will be using cups and pitcher images, they are not considered "potions".

- The randomly named drinks are availble from the resources placed out for PC Barkeepers. So they can pour them from each and get them in their inventory, then they can be sold. Depending on the PCs bartender level, the drink will cost them 3gc, 2gc or 1gc themselves. The selling price is up to themselves. The NPC barkeepers will sell them from 5 gc and the price will go up higher depending on the quality label. So PCs can charge similar prices or give certain clients nice discounts.

- The randomly named drinks are listed accurately on advertisement boards each reset, so people are aware what's for sale atm.

- Each rl week the PC bartenders activity for a bar gets checked, Depending on activity inside the bar and drinks sold they may gain/lose a bartender level. All will start as Servants, then can become Bartender or Brewmaster. These titles are added behind the PC names automatically when behind the bar.

- Costprice of the drinks from the resources are 3 gc for a servant, 2 gc for a bartender and 1 gc for a brewmaster.

- Each rl week the PC bartender gets an XP reward of 1000 xp times the Barkeeper level

Let me know if anything breaks or needs adjustment, when the Nomad is running smoothly, I will apply the same system to other playerrun bars around the module.

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Re: Arelith Updates!

Post by Dunshine » Sat Jun 11, 2016 9:49 pm

Also next reset:

- The Cordor Arena will be rewarding victories with XP
- Gladiator background has been changed and will now be useful for Regulith: -1 Will saves, and double XP bonus for (Cordor) Arena fights. It is only available to Fighters, Rogues, Rangers, Barbarians and Monks.

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Re: Arelith Updates!

Post by Irongron » Tue Jun 14, 2016 2:09 am

A few things today.

- Approximately 20 new loot items. These are spread between various different container types.

- A greatly increased variation when looking in the mundane containers (Crates, Barrels)

- Scrap Metal dealers added to Cordor and Andunor, these will buy items such as broken golem parts, ruined machinery and damaged armour.


Also a few small recently reported bug fixes, such as the wandering NPC in Mayfields, as well some creature rebalancing in the new dungeons.

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Re: Arelith Updates!

Post by Liareth » Sat Jun 18, 2016 7:56 pm

Peppermint brings you the entirety of today's patch, and it's a big one, friends!:

PATH CHANGES

The healer path has been overhauled and now works in the following manner:

- Healers lose (and cannot regain) all weapon and armor proficiences except simple weapons.
- Spontaneous Healing. Healers can now cast Circle of Healing, Heal, and Mass Heal spontaneously. Consumes 5th level, 6th level, and 8th level spell slots respectively. These spells will appear under special abilities on the radial menu.
- Overhealing. Healers now convert excess healing into temporary hit points. This bonus cannot exceed 5 / cleric level, and lasts for a period of three rounds. The duration is refreshed on further applications of Overhealing.
- Lifeline. Healers can cast Raise Dead or Resurrection to apply a Lifeline to a target that lasts three rounds. On dying, a creature with Lifeline has all death penalties negated, and is instead raised or resurrected a round later. A creature may only be affected by one lifeline per rest.
- Expanded Healing. Pure healers gain increased radius on Circle fo Healing and Mass Heal. This radius scales up to twice the standard radius at level 30.
- Respite. Pure 30th level healers gain access to the epic -respite spell. Respite creates a 4.0m area of effect on the ground that lasts for 9 seconds. All creatures (including enemies) within the area of effect become immune to all forms of crowd control (except Timestop) and cannot be reduced to less than one hit point. On expiration of the zone, all allies within the area of effect are healed for 150 hit points.

Note that Overhealing, Lifeline, and Expanded Healing do not apply to spells cast from items.

DOMAIN CHANGES

- Death Domain now empowers Harm.
- Healing Domain now empowers Circle of Healing.

SPELL CHANGES

- Circle of Healing has had its level cap removed. Furthermore, it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.
- Darkness is no longer flagged as a hostile spell.
- Greater Restoration now has a 4 minute cooldown.
- Heal now heals 100 + 5 / level. Capped at 200 at level 20.
- Mass Heal now heals 150 + 5 / level. Capped at 300 at level 30.
- Monstrous Regeneration now lasts for 1 turn / level.
- Regeneration now lasts for 1 turn / level and heals 4 + 1 / 6 levels each round. This will trigger Overheal for Healers. Does not stack with Monstrous Regeneration.
- -teleport no longer consumes piety or spell components.

GENERAL CHANGES

- PCs will no longer be ambushed while resting. Instead, there is a chance of being ambushed once resting has finished. This means that casters are guaranteed to restore all of their spells even when resting alone. The chance of being ambushed varies per area.
- Piety and spell components will no longer be consumed if a spell could not be cast due to a lack of piety or spell components.
- The -associate command can now be used to speak through dominated creatures.

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Re: Arelith Updates!

Post by Liareth » Thu Jul 07, 2016 4:28 pm

Part 1 of tonight's update comes from Peppermint. Stay tuned for more stuff soon!:

PATH CHANGES

Healer

- Expanded Healing no longer requires pure class.
- Lifeline duration increased to 1 turn.
- -respite is now granted at Healer 28.

Kensai

- Kensai can now use throwing weapons.
- Kensai now receive +1 to saves vs. spells per 5 levels.
- Kensai no longer have their base movement rate changed, but instead receive a 30% movement speed penalty to reduce their movement rate to 120% (i.e. they still move faster than standard PCs). This is a reversion to old behavior.
- Hasted kensai no longer move slower than other hasted PCs.

RACE CHANGES

The orog subrace has been overhauled:

- Stat Adjustments: +4 STR, -2 DEX, -2 WIS, +2 CHA
(Changes from half-orc: +2 STR, -2 DEX, +2 INT, -2 WIS, +4 CHA)
- +1 Natural Armor Bonus
- +10% Fire Resistance, +10% Cold Resistance
- +1 Forging
- +2 ECL

Note that these changes apply to newly created orogs, not existing ones.

DOMAIN CHANGES

- Death Domain now empowers all Inflict Wounds spells.

SPELL CHANGES

- Flesh to Stone's duration has been changed to 1 turn per 2 caster levels.

GENERAL CHANGES

- Some items (e.g. bandage rolls, guaji root, powderkegs) have been flagged as mundane. Mundane items can be used by kensai and true flames, ignore spell resistance, and are not affected by wild magic and null magic zones. To see whether an item is mundane, examine it. Note that only newly created items are flagged; old ones remain magical.
- Item level requirements will now be displayed when examining an item that is too high level for your character.
- Two-Handed and double-sided weapons now grant +2 AB to the wielder.
- When taking the Gift of Learning or a subrace that grants bonus intelligence, characters will now be rewarded additional skill points to represent points that should have been granted at first level (e.g. +4 skill points for Gift of Learning).
- The assassin's guild now requires that assassins have five levels to take on contracts. Assassins that currently have three levels will be grandfathered in.
- Creature abilities that petrify targets are no longer permanent. They last one round per hit die of the creature.
- Removed the -deaf console command.

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Re: Arelith Updates!

Post by Dunshine » Thu Jul 07, 2016 8:50 pm

So after we broke everything, part 2 is now live:

- Adventure XP, which is an add-on to the existing combat and RPR XP systems (nothing changed in those)

From now on you can gain adventure XP, but you don't gain it immediately, it's added to your "adventure XP pool". And you'll receive it gradually in the hourly game tick at the same time as the RPR xp is awarded.

- Each ingame hour you receive 10% XP from that pool, with a mimum of 10 and a maximum of 2 x RPR.
- There are different ways to gain adventure XP:

1. By exploring areas, everytime you visit an area for the "first" time (starting now), you get some XP added to your pool.
2. By discovering portals, when activating a portal for the "first" time (starting now), you get 200 XP added to your pool.
3. By discovering certain special places around the module.
4. By defeating a new creature type for the first time. The XP awarded for this is incremental.
... more to come later!

You can thank Irongron for the original idea and Scholar for the ingenious way it's distributed.

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Re: Arelith Updates!

Post by Irongron » Sun Jul 10, 2016 1:36 am

Next big project complete; a large Sibayad expansion.

-18 new areas.

- 3 adjusted areas (including in the Underdark

- around 40 new creatures

I hope you enjoy, wanted to get this finished before I vanish for 3 weeks. As always there can be bugs/inbalances to be looked at, but will be around for the next few days to address any issues that come up.

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Re: Arelith Updates!

Post by Liareth » Wed Jul 13, 2016 9:18 pm

Next reset:

CLASS CHANGES

Druid

- Druid Animal Companions have been reverted to their vanilla states.
- Druids can now cast Summon Creature spells spontaneously. Spontaneous spells consume spell slots of their respective spell level (e.g. Summon Creature III would consume a third level spell slot).
- Druids now gain one bonus spell slot per spell level (with the exception of cantrips), giving them the same number of spells as clerics.

Ranger

- Ranger Animal Companions have been reverted to their vanilla states.
- Rangers gain +1 AC when dual-wielding at 6th level.
- Rangers gain Woodland Stride at 7th level.
- Rangers gain Evasion at 9th level.
- Rangers gain an additional +1 AC when dual-wielding at 14th level. (Total: +2 AC)
- Rangers gain Hide in Plain Sight in natural areas at 21st level.
- Ranger skill points have been increased to 6 / level. (A note on implementation: skill points are granted on taking a ranger level and can be spent the level afterward.)

PATH CHANGES

Druid: Totem Druid

- Totem Druids now gain Improved Unarmed Strike in all Wildshape forms.

Ranger: Archer

- Where Rangers would gain bonus AC for dual-wielding, Archers instead receive +1.5 damage when using a ranged weapon (i.e. 1 at 6th level, 3 at 14th level). This bonus bypasses all forms of damage reduction.

Ranger: Sniper

- Where Rangers would gain bonus AC for dual-wielding, Snipers instead receive +1.5 damage when using a ranged weapon (i.e. 1 at 6th level, 3 at 14th level). This bonus bypasses all forms of damage reduction.
- Snipers now receive Called Shot instead of Mobility. This change is not retroactive to Snipers that currently have the Mobility feat.

Ranger: Totem Ranger

- Totem Rangers keep all appearance changes, but no longer gain skill or ability bonuses from their chosen totem. (Note: this is a bug fix.)

SPELL CHANGES

- Awaken now grants +1 deflection AC / 3 levels in addition to the standard effects.
- Blade Thirst's duration has been increased to 1 Turn / Level. Enhancement Bonus has been changed to 2 + 1 / 5 levels beyond the 11th (i.e. +2 at level 11, +3 at level 16, +4 at level 21, etc.) Additionally, the enchanted weapon gains an equivalent amount of Vampiric Regeneration.
- Greater Magic Fang now continues to scale past level 14.
- Monstrous Regeneration and Regeneration now grant piety for casters with a Hearth and Home deity.

GENERAL CHANGES

- Flameberry and Iceberry have had their durations increased to 1 Hour / Level.

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Re: Arelith Updates!

Post by Dunshine » Fri Jul 22, 2016 6:28 pm

Next reset (note, not the one from 5 minutes ago).

Lasso upate:

- Upped the rewards for bringing back captured creatures, both gold as XP-wise. XP will be handed out as adventure XP.
- Adventure XP will be gained for discovering Lasso locations (only first one in an area)
- NPC buyers of lassoed creatures, will each have a randomly assigned creature type where they will offer twice the money for each reset. Talk to them to figure out which one.
- Lasso has been made compatible with the Climbing Rope. This means that is everything works correctly, you can do everything with the Lasso now. I'll leave the Climbing Rope in as well for now, to make sure people can still use them. Might make them compatible with the Lasso the other way around soon as well.

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Re: Arelith Updates!

Post by Dunshine » Sat Jul 23, 2016 12:46 pm

The used bottle o rum you might find here and there are now more likely to contain anything (again).

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Re: Arelith Updates!

Post by Dunshine » Mon Jul 25, 2016 6:47 pm

Harnak seeds are no longer craftable.
Fixed some other things regarding herbs (next reset)

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Re: Arelith Updates!

Post by Dunshine » Wed Aug 03, 2016 1:31 pm

Next reset.

- PCs will now auto-search for lasso locations, so they get a hint when they are near one (if they make the spot/search check)
- Made Lasso DCs easier across the board (there are currently around 25 places where you can use them)

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Re: Arelith Updates!

Post by Dunshine » Fri Aug 05, 2016 11:11 pm

Next reset:

- Plants (planted by PCs) can only be planted in designated areas. You'll get a message when you enter one. And for now it will be very obvious ones like fields and flower gardens. These areas also have a maximum number of plants and may have restrictions on which seeds can grow there.

- This means that all current plants that are located outside the designated areas will be "withering" and will no longer produce resources. You need to move them to fertile soil.

- Plants will now regrow resources automatically like other resource fixtures again. It's not necessary for them to be tended to anymore.

- Plants that do get tended to have an increased chance of spawning resources.

- We'll be adding more fertile areas in the module in the near future.

- Probably not the most popular of updates, but we feel it's a necessary one to give those resources value again. People will need to go out and gather them, there will be trade again.

- Some lasso tweaks: Rewards based on challenge rating instead of hitdice and lassoed creatures no longer will count towards the XP calculation gains of your party.

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Re: Arelith Updates!

Post by Dunshine » Sun Aug 07, 2016 10:29 am

- More fertile zones added
- Excluded plants from counting towards the area's maximum qty of fixtures

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Re: Arelith Updates!

Post by Irongron » Tue Aug 09, 2016 1:12 am

A significant expansion east of Bendir, and the Southern Crags. All rather pretty, and addressed some geographical problems, as well as a problematic challenge progression.

- 6 New areas.

- A number of other adjusted.

- Purchasable Farm added.

- Added a few more fertile areas across the module.

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Re: Arelith Updates!

Post by Irongron » Tue Aug 09, 2016 10:24 pm

From the next reset some changes to settlement leadership and exiles.


Faction Settlement Leadership

- Citizens standing for leadership of a settlement must also select a faction (that they are currently a member of) to be representing.

- The 'Controlling Faction' will be displayed alongside the current leader.

The Faction Leader/Founder will be able to remove (and replace) their chosen representative during the electoral term.

- Settlement leaders will not be able to exile the leader of the faction they represent.

This will not force elections on any settlement when it goes live, and will take effect during the next election process.

Exiles

- Settlement exiles will be capped at 3 +10% of current citizens.

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Re: Arelith Updates!

Post by Irongron » Mon Aug 15, 2016 4:29 am

Both I and Dunshine will be away for a week now, but before I go here is the latest update we've been working on, and it's mostly for new characters.

- New Starting Equipment

Upon character creation your character will be given different items depending on their race and class, as befits each of them. Those who select Weapon Focus, will receive the chosen weapon.

This should take a lot of the pain out of starting a fresh character, as we felt that requiring the first hour of play just to get basic supplies was needless inconveniencing many players.

- Exile Boards

Every settlement now has an 'Exile Board', featured in a public location, often just beyond the walls. Anyone clicking on it can see a list of current exiles.

- Various other bug fixes and adjustments I wanted to attend to before going.

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Re: Arelith Updates!

Post by Irongron » Thu Aug 25, 2016 12:04 am

A great many small/medium things with this one, I may not recall all.

- Resource cost for settlements no longer 1k for each citizen, but 5k for each exile

- Granting resources gives a receipt shows how much was donated/sold to the settlement

- Further work completed in Devil's Table.

- Small Headquarters added to the Halls of the Triad.

- Ship keys will once again allow orders to be given to the navigator. An owner wishing to restrict this should control access via faction powers, rather than distributing keys.

- The Sharps reduced to a single leader settlement.

- Duergar removed from Kill Scripts.


Also so many minor bugs addressed, after long boring hours in the toolset (Quality control is important)

-Fixed up two cases of broken Astrolabe transitions

- Sirag's found his key.

- Almost everything in this thread viewtopic.php?f=12&t=7828 before it gets lost to time.

- Many others that have probably forgotten in the blur of the last several hours.

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Re: Arelith Updates!

Post by Irongron » Thu Sep 08, 2016 11:22 am

Various changes, either recently gone in, or just about to.

CIitizenship

- No longer a level 7 requirement on citizenship.

- Citizen count no longer takes alts into account. Meaning that a player can only vote once in any election.

- War Bounties no longer paid. This system has been entirely removed.

- Harper Scout characters, in line with their code, can no longer run for elected positions.

- a 1 year cooldown after joining a settlement before a character may vote/stand for elections

Crafting

Craft Armour and Craft Weapon skill, now add to the daily crafting points (skill divided by 2)

Creatures

The use of dispel magic has been curtailed on many creatures, particularly at lower levels.

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