The World of Layonara
The NWN Persistent World => Layonara Server => Topic started by: Dorganath on November 03, 2012, 10:38:22 PM
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[SIZE=24]Version 3.31 is online![/SIZE]
I'm going to start this one out by thanking all the people who contributed first, because without them, this update would be a lot smaller...and a lot less cool. So in no particular order, I'd like to give my personal thanks so Alatriel, Guardian 452, Script Wrecked, Honora, Xaltotun and mixafix for their specific contributions and/or initiatives. Specific contributions will be detailed below. Similar thanks go to the members of the Project Team and GM Team who contributed to various efforts with input and perspective. Lastly, a fair amount of this content comes from the community as a whole. While some things may not seem like direct requests and suggestions, the original motivations for some come from the community at-large, so thanks go to you all for bringing forth your ideas, even if we've managed to twist them from their original forms.
As I mentioned within the last few days, there is an updated HAK (http://nwn.layonara.com/downloads/files/layo_ctrlv3r15.rar) and TLK (http://nwn.layonara.com/downloads/files/layonara_v26.rar) file required for this update. If you haven't downloaded them yet, please do so now.
[SIZE=16]Fixes:[/SIZE]- Fix Find Traps skill bonus calculation
- Fix heal kit static drop in Swamp of Sorrows cave to be the correct version
- Fix spelling and grammar issues on discarded papers in Tomb of the Emerald Skull
[SIZE=16]Area updates:[/SIZE]- Updated – Hallowlight Forest (A path! A path!) {1}
- Updated – Fieroz City, formerly Fort of Last Hope (now matches the description in established lore) {2}
- New – Siphe Castle (interior) {2}
- Updated – Partial Great Forest facelift (adjusted spawns, new layouts and a new cave...somewhere)
- Updated – Silkwood Spider Cave (adjusted spawns for density)
- Updated – Leringard, main city and docks (now more closely matches approved description) {2}
- New – Leringard undercity (Yep! New mid-level adventuring areas with a progressive difficulty) {2}
- Edge tile fix in a quest area {3}
- Some extra CNR scattered around in a few places
- Added trash barrel to Center
- Vale and Clover reflect recent attacks and destruction
- Magic returned to the Great Rift following several CDQs by Storold and crew
- Change start point in Center to be away from the portal
- More grouped under another heading (below)
[SIZE=16]Armor Crafting updates:[/SIZE]
There are some pretty significant changes to Armor Crafting, specifically for the metal armors, helmets and shields. This project was spearheaded by Guardian 452 and ultimately most of the heavy lifting was done by him, but it was definitely a group effort with significant input coming from members of the Project and GM Teams. In terms of specifics...- Metal helmets reduced to one type per metal. Since each helmet variant differed only in appearance, they were wasting valuable palette space. Helmets can be customized to any of the other appearances. Recipes are likewise reduced to one helmet type per metal.
- Metal shields reduced to one type per metal and size factor (small, large and tower) for the same reasons as the helmets. Recipes are likewise reduced as above.
- Redundant Platinum Chain Shirt removed from palette
- Added a craftable breastplate for each metal type as a step between chainmail and splint mail
- Added Platinum and Cobalt shields
- Completely reworked the properties of all armors across all metals. Armors, helmets and shields are designed to complement each other and work as a set. There is a more consistent progression between armor types within each metal and upward through the metal types. If anyone wishes to take advantage of the new properties, old metal armors can be “oxed”. Anyone wishing to keep the old properties may do so.
- Tower shield recipe ingot requirements reduced by 1
Specifications on the new armors, shields and helmets will be posted elsewhere. They would make this post far too long.
[SIZE=16]Thrown Weapons:[/SIZE]- Weight and cost significantly reduced on throwing axes
- Crafting yield increased on throwing axes
- Stack size for throwing axes increased to 100
- Elemental rods can now be applied to throwing axes, darts and shuriken
[SIZE=16]Loot!!![/SIZE]- Loot drops updated with over 100 fresh items lovingly designed and created by the Layonara Project Team. These items replace a similar set of 100+ unique items you've all come to know and love over the last few years. Special thanks to Guardian 452 for taking the time to create the final items.
[SIZE=16]Shifter PrC forms:[/SIZE]
A while back, we disallowed two Epic Shifter feats from being used due to some serious lore violations with the forms. Particularly, these were the Construct Shape and the Undead Shape feats. It doesn't take much imagination to understand why constructs and undead are somewhat the antithesis of Layonara's Druids as we have represented them in lore. Anyway, at the motivation of Xaltotun and mixafix, we started an effort to replace these forms with something more compliant with lore. While the end result differs quite a bit from their initial proposal, proper credit is due to them for getting the ball rolling.
The Undead Shape feat is now Nature Entity Shape, and the Construct Shape feat is now Manifestation Shape.
- Nature Entity Shape – The Shifter can take the form of one of three nature entities: Nature's Warrior, Nature's Vengeance and Nature's Wrath. These forms have new properties associated with them that are around the same power level as the undead forms but more appropriate for the forms that are represented.
- Manifestation Shape – The Shifter can take the form of one of three manifestations: Obsidian Manifestion, Hematite Manifestation and Diamond Manifestation. These forms are basically re-skinned and renamed, but mechanically the same as the Construct Shape forms.
For any who are curious, a “manifestation” is a concept from our MMO work that is formed around an entity out of whatever natural materials that are available, thereby giving the formless entity a form.
Full details for these feats will be available on LORE shortly.
[SIZE=16]
General Game Features:[/SIZE] - Ship captain conversations updated to be a little more descriptive about their destinations {4}
- New customization system. This is actually a system GMs have had for a while but which was never adapted for player use. It's easier to use, better organized, allows cloning of appearances (subject to racial/gender/type limitations), has easier-to-use coloring and is always successful. That's right, there's no more DCs for modifying equipment and no more wasting potentially hundreds or thousands in True for all those failed checks. A small fee still applies, but it's far more reasonable. Thanks to Script Wrecked for adapting the system for player use.
- Updated math for the Save vs. Soul Mother. *listens for the sound of jaws hitting the floor* The new progression goes like this:
- Levels 1-3: Automatic success – no chance of Soul Strand loss
- Levels 4-20: DC = level / 2
- Levels 21+: DC = 10 + ((level – 20) / 4)
[/LIST]In other words, below level 20 (and above level 3), the chance of losing a soul strand from dying increases by 1% for every two (2) levels. Above level 20, the chance of losing a soul strand from dying increases by 1% for every four (4) levels. At level 40, that chance sits at 15%. {5}- New system – AutoXP. This system allows a new mechanism for GMs to reward good RP. Rather than a single hit with a fixed amount, this system will grant a small amount of XP, based on the character's level, at regular intervals over a period of time as long as the character is logged in, not idle and not in combat. {6}
Low-level/New player experience:- Adjustments to Center crypts and undercity spawns to be more friendly to a solo, low-level adventurer
- Dirty Claw Kobold spawns tweaked
- Adjusted combat XP curves to give a boost to characters through level 12. Formerly, this curve flattened out at level 3.
- Moved a Point of Interest to make it easier for the new player as an introduction to the system
- New characters get more True to spend
- Adjusted combat XP calculation for parties to reduce or eliminate the XP reduction when a character is below the average party level, especially by larger margins. This actually affects everyone, not just low-level characters, but the effect will be more profound for this group.
As an important comment, any items removed from the palette have been converted to dynamic items, so if they are put onto an ox, they will not be destroyed.
I'll be making a few more posts related to this update soon, but until then feel free to ask questions that come to mind.
Notes:
[SIZE=10]{1} Primary credit to Guardian 452[/SIZE]
[SIZE=10]{2} Primary credit to Alatriel[/SIZE]
[SIZE=10]{3} Primary credit to Script Wrecked[/SIZE]
[SIZE=10]{4} Primary credit to Honora[/SIZE]
[SIZE=10]{5} Please note, this reduction in the Save vs. Soul Mother DC is a purely OOC change. Please do not RP or acknowledge any sort of change in this mechanic in any in-character way. There is not IC reason for it. There's no greater purpose or mysterious shift in the Cosmos, nor have your characters become “stronger” somehow or the Soul Mother gotten “weaker” or “less hungry”. This is simply me adjusting the curve, as we have done in the past.[/SIZE]
[SIZE=10][SIZE=10]{6} This system is completely at t[SIZE=10]he discretion of the GMs, and they may[SIZE=10] enable or disable it for any character at any time for any reason. It is not an entitlement, it is a reward. Please treat it as such[/SIZE][/SIZE][/SIZE].
[/SIZE]
Enjoy!
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Metal shields reduced to one type per metal and size factor (small, large and tower) for the same reasons as the helmets. Recipes are likewise reduced as above.
Small questions, am I reading right that the Kite shields have been removed?
And would you mind expanding on the soul mother save to make a comparison to what it is today vs what it was yesterday?
Beside that.. WOW!! great work all many many thanks!
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Small questions, am I reading right that the Kite shields have been removed?
And would you mind expanding on the soul mother save to make a comparison to what it is today vs what it was yesterday?
Beside that.. WOW!! great work all many many thanks!
Kite shields as a named item have been removed, yes. Kite shield appearances have not. They're just among the various large shield variants. The real change is that there aren't these redundant items anymore that differ only in appearance.
Anyone who has a kite shield (or one of the other deprecated types) will not see a change, and there should be no problem in keeping them, customizing them, etc.
As for the previous Soul Mother save, the details are and have been on LORE for a very long time. Before the LORE team updates things, you can find it all here:
LORE: Death System (http://lore.layonara.com/Death%20System)
But just in case it's updated and someone reads this in a few weeks/months/whatever, the Save vs. Soul Mother was 1% per character level with no cap for all character levels above 3rd.
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Great thanks for the info Dorg!
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Just tested the customization system. it still hangs up if you click too fast (the old one did too) but the price is reasonable and not failing is...priceless. And the "both" feature? And copy appearance? *glee*
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Just tested the customization system. it still hangs up if you click too fast (the old one did too) but the price is reasonable and not failing is...priceless. And the "both" feature? And copy appearance? *glee*
So don't click too fast. *winks*
That's a limitation on how fast NWN can process dialog and scripts, and believe me when I say there is a lot going on when you click to change an appearance. The worst part of it is that the engine is destroying and creating a whole new suit of armor, not just changing that one part.
So slow down. I'm sure the extra seconds won't really bite too deeply into your play-time.
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Schweeet! Much kudos to everyone involved <3
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I would like to thank everybody involved. What I have seen so far is pretty great, good job all.
Also, when will be the next one? ^^
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Thanks for the the continued attention and updates Dorg and team. I am excited to get IG and check out the changes. I am particularly interested in the new Shifter shapes. Will their specs be updated in LORE soon?
Thanks.
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As soon as the LORE team can manage, yes.
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Also, when will be the next one? ^^
Greedy much? ;)
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Anyone who has a kite shield (or one of the other deprecated types) will not see a change, and there should be no problem in keeping them, customizing them, etc.
If you have one of the types that was removed and you ox it, will it be transformed into the new version?
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If you have one of the types that was removed and you ox it, will it be transformed into the new version?
Armors can be oxed to get the new stats. Helmets and shields will not, as they are technically different items.
Be aware that if you have added extra properties onto your existing armor (resistance rods, ears, tomes, etc.), you will lose these properties after sending them through the ox pack. If this applies to you and you absolutely, positively want the new armor stats, contact a GM.
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Speaking of the new armor stats, here they are for the curious:
Copper
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8
Metal Property|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+1 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+1 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||+1 Concentration
Toolset IRL|Level 3|Level 3|Level 3|Level 3|Level 3|Level 3|Level 4|Level 5|Level 1
[/table]
Bronze
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8
Metal Property|+1 AC Slash|+1 AC Slash|+1 AC Slash|+1 AC Slash|+1 AC Slash|+1 AC Slash|+1 AC Slash|+1 AC Slash|5% Blunt Immunity|
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+1 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+1 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||+1 Concentration
Toolset IRL|Level 5|Level 5|Level 5|Level 5|Level 5|Level 5|Level 6|Level 7|Level 5
[/table]
Iron
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8
Metal Property|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+2 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+2 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||+1 Concentration
Toolset IRL|Level 8|Level 8|Level 8|Level 8|Level 8|Level 8|Level 9|Level 10|Level 6
[/table]
Platinum
[table=head]|Shirt|Scale|Chain|Breastplate (new series) |Splint |Banded |Half |Full| Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8
Metal Property|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|+1 AC|
Metal Property |*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|*DR 5 Slash|10% Blunt Immunity
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+2 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+2 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||+1 Concentration
Toolset IRL|Level 11|Level 11|Level 11|Level 11|Level 11|Level 11|Level 12|Level 13|Level 12
[/table]
Adamantium
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8| 5% Blunt Immunity
Metal Property|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|
Metal Property|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|*5% Slash Immunity|
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+3 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+3 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble|
Toolset IRL|Level 15|Level 15|Level 15|Level 15|Level 15|Level 15|Level 16|Level 17|Level 15
[/table]
Cobalt
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|+2 AC
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8|
Metal Property|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|+2 AC|*DR +2/5
Metal Property|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|DR 5 Blunt,DR 5 Slash|5% Blunt Immunity
Metal Property|+2 Fort Save|+2 Fort Save|+2 Fort Save|+2 Fort Save|+2 Fort Save|+2 Fort Save|+2 Fort Save|+2 Fort Save
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+3 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+3 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||+1 Concentration
Toolset IRL|19|19|19|19|19|19|19|19|20
[/table]
Mithril
[table=head]|Shirt|Scale|Chain|Breastplate (new series)|Splint|Banded|Half|Full|Helmet
ACB / Max Dex|4 / 4|4 / 4|5 / 2|5/2|6 / 1|6 / 1|7 / 1|8 / 1|+3 AC
Check Penalty|-2|-2|-5|-5|-7|-7|-7|-8| 10% Blunt Immunity
Metal Property|+3 AC|+3 AC|+3 AC|+3 AC|+3 AC|+3 AC|+3 AC|+3 AC|DR 5/+3
Metal Property|DR 5 Slash|DR 5 Slash|DR 5 Slash|DR 5 Slash|DR 5 Slash|DR 5 slash|DR 5 Slash|DR 5 Slash||
Metal Property|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt|DR 5 Blunt||
Metal Property|+2 Save Universal|+2 Save Universal|+2 Save Universal|+2 Save Universal|+2 Save Universal|+2 Save Universal|+2 Save Universal|+2 Save Universal
Metal Property|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|80% weight|
Suit Property||+2 Discipline||+2 Discipline||+2 Discipline|+2 Discipline|+2 Discipline|+4 Discipline
Suit Property||+2 Concentration||+2 Concentration||+2 Concentration|+2 Concentration|+2 Intimidate|+4 Concentration
Suit Property|+4 Tumble||+4 Tumble||+4 Tumble||-1 Tumble|-2 Tumble||
Toolset IRL|Level 25|Level 25|Level 25|Level 25|Level 25|Level 25|Level 25|Level 25|Level 25
[/table]
NOTE: The required level listed for these items is what's computed by the toolset, and it may not always reflect what the level requirements are in-game for any given item. Take care when oxing your armors, as the level requirement may be a level or two higher than what is shown on the list. For the most part, however, the level requirements should be pretty close to the old items, so transitioning shouldn't be much of a problem for people.
Also, thanks again to Guardian 452 for putting this chart together...and for keeping Mainframe safe from Hexadecimal and Megabyte.
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Speaking of the new armor stats, here they are for the curious:
Also, thanks again to Guardian 452 for putting this chart together...and for keeping Mainframe safe from Hexadecimal and Megabyte.
"I Come from the Net. I search thru systems, peoples, and cities for this place.... Mainframe... my home. My format? Guardian.... to mend and defend.... ReBoot!
This whole armor thing was a huge undertaking I certainly wont take all the credit for it. Many were involved over on the content side of things. Countless ideas were proposed, tweaked, shot down, hashed out... you name it. In the end I hope this is received as an improvement over the existing metal armors, helmets, & shields. Each series is far more consistent than they were before. It feels like a progression now... as opposed to before where technically speaking lesser suits were sometimes better than higher level suits. Some helmets didnt offer similar properties as armor of the same metal etc.
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From a former Druid, I really like the implications of the new shifting epic feats. I feel like the epic Manifestations open up new possibilities particularly for Deep Race (Gnome, Dwarf, etc.) that want to RP an underrepresented faction of the Oak. Makes perfect sense for Beryl/Sulterio worshippers--after all, one should be multi-faceted/hone the body and mind to adamantine perfection.
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Until LORE gets updated, here's the details on the shifter forms.
Construct Shape -> Manifestation Shape
For the Manifestation Shape, the abilities and attributes of the old Construct shape (http://lore.layonara.com/Construct%20Shape) forms stayed exactly the same. The only thing that really changed is their appearances and names. For reference:
- Iron Golem -> Hematite Manifestation
- Stone Golem -> Obsidian Manifestation
- Demonflesh Golem -> Diamond Manifestation
Undead Shape -> Nature Entity Shape
To keep from repeating myself too much, here's an easy link to the Undead Shape page for comparison: LORE: Undead Shape (http://lore.layonara.com/Undead%20Shape)
For all forms, the STR, DEX, CON and Bonus HP and AC remain as they were for each corresponding form.
Risen Lord -> Nature's Warrior (Forest Render appearance)- Attacks are unarmed with +5 Enhancement Bonus
- Claws attack for 1d6 monster damage
- Bite attacks for 2d4 monster damage + Vampiric Regeneration +2
- Bonus Feat: Knockdown
- Bonus Feat: Self-concealment I (10%)
- Spell Resistance: 20
- Damage Reduction: 15/+3
- 50% Damage Immunity - Bludgeoning
- 50% Damage Immunity - Piercing
- Immunity to critical hits, level/ability drain, mind-affecting spells, paralysis, poison and sneak attack
Spectre -> Nature's Vengeance (Vegepygmy appearance)- Attacks are unarmed with +3 Enhancement Bonus
- Claws attack for 1d4 monster damage + on-hit Poison (DC 15)
- Bonus Feat: Improved Evasion
- Bonus Feat: Mobility
- Skill bonus: Tumble +20
- Damage Reduction: 15/+4
- 100% Damage Immunity - Piercing
- 100% Damage Immunity - Electrical
- 25% Damage Vulnerability - Fire
- Immunity to critical hits, level/ability drain, knockdown, mind-affecting spells, paralysis, poison and sneak attack
Vampire -> Nature's Wrath (Crawling Assassin Vine appearance)- Attacks are unarmed with +5 Enhancement bonus
- Slam attack for 2d4 monster damage + 1d6 bludgeoning damage + 1d6 slashing damage + on-hit Wounding
- Damage Reduction 10/+3
- Damage Resistance - Cold 20/-
- Damage Resistance - Bludgeoning 20/-
- Damage Resistance - Electrical 20/-
- 5% Damage Vulnerability - Fire
- Regeneration +5
- Skill Bonus: Hide +20
- Skill Bonus: Move Silent +20
- Bonus Spell: Evard's Black tentacles (2 round duration)
- Immunity to critical hits, level/ability drain, knockdown, mind-affecting spells, paralysis, poison and sneak attack
- RP LIMITATION: This form cannot vocalize at all. Players should not speak while in this form. Appropriate emotes are acceptable.
That's it in a nutshell.
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Question on DR of armors. The 5 slashing/bunt dr for example. Is it 5/- or is there an enhancement set that negates the damage resistece?
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From a former Druid, I really like the implications of the new shifting epic feats. I feel like the epic Manifestations open up new possibilities particularly for Deep Race (Gnome, Dwarf, etc.) that want to RP an underrepresented faction of the Oak. Makes perfect sense for Beryl/Sulterio worshippers--after all, one should be multi-faceted/hone the body and mind to adamantine perfection.
In what has been written for the MMO, a Manifestation has a much broader range of possibilities than rocks and minerals. As they have been designed, they form out of whatever raw materials are available, and as such they are shaped by their environments and are in no way limited to stony or rocky forms. Granted, in NWN, we are limited to our art resources, but in a world-lore sense, Manifestations can form with anything available as its raw materials.
For clarity, a Manifestation is a creature type in the MMO that form themselves. The Manifestation Shape doesn't necessarily give the Shifter the ability to do what Manifestations do but rather it allows them to take the form of a Manifestation. It's a subtle difference perhaps, but important all the same. For example, a Shifter could take the Obsidian Manifestation without the presence of obsidian nearby.
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Question on DR of armors. The 5 slashing/bunt dr for example. Is it 5/- or is there an enhancement set that negates the damage resistece?
It's 5/-
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Are these changes also effective for enchanted versions of the mithril armors?
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No, just the craftable ones.
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Right, just CNR metal helmets, armor, and shields were updated.
Dorg, would also share the new shield charts please?
Thanks
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Nice job on the metal armors. What kind of AC does the helmet provide?
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A helmet offers no base AC like armor does. But the metal the helmet is made from offers its bonuses.
See the far right column http://forums.layonara.com/layonara-server/286274-version-3-31-online.html#post1746765
Iron & Platinum helmets have +1 AC
Adamantium & Cobalt helmets have +2 AC
Mithril Helmet has +3 AC
Also remember that helmets offer AC in the Deflection category, which wont stack if you have something else offering AC Deflection
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Wow! great stuff. The death system change needs to be broadcast to the old players. Come to think of it with the way you have it now it can be used as a real draw for new players as well.
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Wow! great stuff. The death system change needs to be broadcast to the old players. Come to think of it with the way you have it now it can be used as a real draw for new players as well.
I was wondering when you'd throw in about that. *grins*
Spread the word!
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Will do.