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Messages - Xaltotun

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1
Layonara Server / Housing Sweep -- 2016 Edition
« on: August 18, 2016, 11:30:15 pm »
Better late than never, I suppose!Here goes my first pass. For tradition and fairness, I'm going to list these here and give people a chance to a) lay claim or b) get their stuff out before the house is emptied and put back on the market.104 -- Galathea Arnaduillae
112 -- Asher Hardrock
122-- Ni'haer Barrit'tar
124 -- Lareth Vathach
131 -- Galen Iraes
136 -- Argali Trueaxe
138 -- Log Lightrunner
140 -- Twixel
142 -- Riley Alexander
143 -- Hanta Deshaldi
149 -- Elgon In'Darsus
150 -- Gormungard Boulderanvil
154 -- Ender Sai
156 -- Iradril Arkenrahel
174 -- Chakar Achmed El'Mujahir
175 -- Klaugraquene Dragonbane
179 -- Nex Jinkai
181 -- Calylith Eluchil
185 -- Starr Saphire
196 -- Azk'a Thunderaxe
203 -- Unther Hardhammer
204 -- Xanya Enyafailm
205 -- Grohin Silveraxe
206 -- Fehriel Cailomel
210 -- Drachus Vachar
217 -- Sein Alinds
221 -- Boon Loom
230 -- Gunther N'diknik
241 -- Abiorn Rukrym
246 -- Durgen Stormbrow
260 -- Wren Thendor
 This is a preliminary list. None of these characters have been seen in over two (2) years.Houses numbered in the 100's are either on Mistone or Alindor. Houses numbered in the 200's are largely on Dregar, though there are exceptions.NOTE: Potentially defunct guild halls are not listed. If I have mistakenly added a guild hall to this list, I will remove it, though defunct guild halls will be handled in some way at some point. They may be returned to the market and priced like houses according to their physical size at some later date.You may wonder what constitutes a valid claim on one of these houses. Primarily, either there's some long-term residence involved or a significant relationship (i.e. marriage, parent/child, etc.). In the case one of these houses is the hall of an active guild, but the owner is absent, the property can be transferred to one of the current active guild members.As mentioned in a previous thread, an open portal in a strategic location is not sufficient reason to maintain an otherwise empty or un-used house.In order to lay claim, put in a grievance/request for the transfer. It is not a guarantee we'll grant the request, but we will investigate and see if it is appropriate.To keep the process moving, we will only entertain claims for a period of two (2) weeks, after which any unclaimed houses will be emptied and placed back on the market. Any existing keys to these houses will no longer work after that point.If there are any questions, please ask below.
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2
General Discussion / Taking a Short Break
« on: November 24, 2015, 11:49:33 am »
I just wanted to touch bases with my Layo family... Due to some RL work and personal things I'm taking a short break until January 1st. I may still be in the forums between now and then, and will continue working through the current CDQ I have going, but in-game quests will have to resume in the new year. Thanks for your support and understanding guys and gals... I will be back. :-)-Rave
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3
General Discussion / Computer Failure
« on: November 18, 2015, 01:51:44 am »
Hard drive seems to have imploded catastrophically.  New one is in the mail.  Hopefully that was the only problem.  May be out of commission for a bit!-Lonnarin/Brewmaster
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4
Rumour Has It / The "Rush" is on!!!!!!
« on: August 14, 2015, 07:14:52 pm »

Bring your Pickaxes and Chisels!!!!

Dillon, the “Great Merchant of Port Hempstead” will be trekking to the Bullseye in Center to offer a very lucrative mining contract! No written notices! The details of the order will be presented in person and mining teams and companies will have 14 days to complete the order… no more, and no less!

100,000 True! You heard correct…. 100,000 True! Come one, come all! //This will be a RP only session and will be on the calendar. Expect about no more than an hour or so. If miners begin working on this immediately after the RP session though, expect all types of baddies to cross your path when you’re out there in “there them hills.” Expect to get beat on…I'm going to be sticking around in GM mode for several hours. Quest reward will be given to those who are working on the order for the entire time I am online.1, 2 , or even 3 players WILL NOT be able to accomplish this task. You may not even be able to carry everything with that many people! You will need a full team working in cooperation. An in-game session will be put on the calendar to turn in your goods and collect you’re reward 14 RL days after this quest is initiated.The Key word here is "Teamwork." It will make you, or break you.

There will be tasks for all levels of players.... 1st through Super Epic!

*Note: I adjusted the time a little later due to a conflict with my schedule.

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5
Layonara Server / Version 3.51 is online!
« on: March 01, 2015, 04:42:46 pm »

Version 3.51 is online!

This was a quick fix I updated with yesterday (and a hotfix on Friday) that I didn't get the chance to summarize the small details out.

Fixes:

  • Fixed a bug that had CNR loading really slow.

  • Fixed a bug with messages through the web site to characters not functioning

  • Fixed a critical bug with inserting containers into crates/chests

  • Allow for the new adventuring kits to be stored in banks or furniture

  • A couple RNQ (Random NPC Quest) tweaks and performance improvements

Additions:

    [li]

    Consecrate symbol no longer destroys the old amulet and creates a copy of the properties on the ugly yellow thing. It simply updates the tag properly and changes the name to include (Consecrated)[/li][/list]

    [li]

    Created a new journal book called A Book of Fixes and moved some of the actions to there.[/li][li]

    Introduced a fix to the ultravision, true seeing and darkness bug where after it wears off you couldn't see any players any more. This was only corrected with a relog before but now you can just use =c fixuvbug[/li][li]

    The old emote wand used to be used to save a ton of variables related to spell casting but those vars were moved to the gem of rememberance. A new function replaces the wand with a clean one if they have one.[/li][/list]

    Other updates:

    • More db performance improvements

    • Integrated new incremental backup system with no noticeable impact on the NWN server

     

    -orth

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6
Layonara Server / Version 3.50 is coming!
« on: March 05, 2015, 05:43:40 pm »

Version 3.50 is coming!

Could be tonight, most likely tomorrow night. The server is going to be down for a couple hours as I will need to sync the vaults and do the db conversion. The server is going to be moved to a new IP Address. The DNS for xora.layonara.com will work after it propagates around the internet but in the meantime you will need the new IP Address. I will give that out in a followup post.
 
You will need to update the control hak and the tlk, I'm just making sure there aren't any last minute additions to them after some final testing before I make them available. They're small files though the both of them. I will give links to these files in a followup post as well.
 
Very important note for the next update:
 
The linux NWN server is case sensitive when it comes to your Bioware name. You must use the same upper/lowercase characters for your Bioware login that you did when you created your first character on Layonara. You can't login as Orth for example when you created your first character as orth. If you do you'll see no characters in your vault.
 
If you're unsure the exact case sensitivity you used for your first character and you see an empty vault, Dorg or I can let you know the proper case sensitivity.
 
Fixes:
  • AoE Improvements for Storm of Vengeance, Web, Grease, Stonehold
  • Fix some of the Goblin creation logic for player Goblins
  • Fix Harpies producing TMIs
  • Acacea's Irrestible Dance should not work on those immune to mind spells
  • Removed Greater Sanctuary from creatures
  • Properly close all colour tags on items/placeables/scrolls so the colour doesn't bleed
  • Quill System "undo" command was fixed
  • GMs no longer "suffer" cold, heh, also cleaned up a lot of their logic to ignore hunger/thirst/cold
  • Make quill system persistent across resets
  • Fixed some weirdness with the house key dialog showing that you didn't have the right key even though you did
  • Rebalancing Mistone Deep areas
Storage System Fixes and Updates:
  • The crates will never eat your gold, all gold will always be accounted for and returned after resets. If you deposit a stack with more than 50,000 gold pieces it will be split upon the next server reset.
  • Weirdness with stacks is no longer an issue. Stacks are added and removed and logged appropriately with number in the stacks. Players may notice if they remove a stack from a crate it will not merge with a stack they already have when they first receive it. They can stack it right after they remove it though once it's in their inventory.
  • Sometimes the server would think you were too far from a crate when on horseback to do the right thing, doesn't happen any more. You probably shouldn't be managing crates on horseback, but I prefered not having weird things happen if you were
  • Bank crates now show their contents and transaction log per character upon examine
  • Crate and chest appearances can be changed using =c setapp CrateName to # where CrateName is the name of your crate and the # is a value anywhere between 1 and 21. Players must leave and return to the area to see the change though!
  • No more bank chest in use bugs!
Additions:
  • Dynamic Name System - Read Here
  • Random NPC Quest System - Read Here
  • Added ability to remove Charles Dawson's Book if you don't want it, use =c noneed chuckdbook
  • Use nwnx SetCurrentHitPoints to change PCs HP when logging in instead of the old way that did magical damage
  • Added journal entries for using voice activated emotes, sounds and actions
  • Updated Mountains of Madness and surrounding areas
  • You can store unidentified items on your ox now
  • System checks for banned players before they can even login.
  • System checks for players attempting to play from same IP and same Client Port and disallows
  • Players can set their character's description any time they want. Title any parchment "My Description" then write on it and use =c setmydesc and your player's description will change to what's on the parchment.
  • GMs can rename areas.
  • Introduction to area tracking logic for PC diversification system coming in a future update
  • GMs can now create transitions wherever they want. Whether its a "hole" showing up in the middle of Center or a doorway that leads to a Quest Area, they can plop them down on the fly.
  • Use PlayAnimation instead of ActionOpenDoor for player housing as it's quicker and doesn't need to wait for a queue, also made the door stay open a bit longer.
  • Player's bic file and portrait are now stored on the db for nicer integration with the web site
  • Updated the portal FX
Performance Improvements:
  • Remove old unused scripts and resources
  • Clean up OnActivate script to be faster
  • Login is much faster polling the db a lot less when first coming into the world, you should notice the difference.  Also removed a two functions that were rerunning through every step of the login process (17 times!)
  • All strings have been replaced with string references, this improves bandwidth and performance. Think about it this way, when you're in a party of 6 people whenever a PC would damage a Forest Giant Feller of a Broken Glade Clan the server would have to tell each client the name which is 43 bytes of data (43 characters in his name) to 6 players. Now it just tells the players to look up string reference for example, 16774043 from the layonara TLK which is 4 bytes of data. Multiply this by many names and many activities happening and you can see how this improves things.
  • The new server's CPU has been isolated so it's completely dedicated to nwn
  • The DB has been vastly reworked and improved in performance and integrity. Before many queries to the DB would look up things based upon your Bioware name and Character name. All players are assigned an ID and it's this ID that is used throughout the code now.
  • Use new nwnx GetSystemTime() to get epoch instead of polling the db for UNIX_TIMESTAMP(now())
  • Removed some unneeded heartbeats
  • OnSpawn is faster for creatures as the checks for loot drops have been made more efficient.
  • OnAcquireItem is faster for creatures, makes spawning quicker too
  • Improved performance so houses being opened won't lag the server
  • General improvements in areas where logic should be ignored for GMs
  • Move some unused areas out of the module for now
  • Creatures don't use up their buffs on module load
  • Logic to give the WL their quest items no longer needed as they've all been handed out
 
It feels like we did more, can't wait to get in and play! Thanks to Dorg, rowana and Alatriel for a hand here and there.
-orth
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7
Layonara Server / Version 3.40.2 is online!
« on: January 24, 2015, 12:25:34 pm »

Version 3.40.2 is online!

No new downloads required for this one. Just a few tweaks and nice to haves added here and there but a significant set of new areas added by Dorganath as well! 

Fixes:

  • Glyph of Warding was never working well, fixed that.

  • Fixed silver/titanium enhancements to apply piercing damage bonus for slashing weapons. You can fix existing slashing weapons by wielding the weapon and typing: =c fixracialslashing

  • Cleaned up some high lag areas due to way too many spawns which didn't present more of a challenge

  • Fixed an issue with Captain Trent's conversation in Port Hempstead referring to an older quest

Additions:

    [li]

    Unused undroppable items can be removed by the player with =c noneed . For example =c noneed emotewand. Type =c noneed on its own to get a list of items you can have removed[/li][li]

    Added some brewer's yeast and empty bottles to the Great Spikes outpost. [/li][/list]

    [li]

    More bosses now give XP[/li][li]

    Over 35 new areas added. Explore to discover. [/li][/list]

    Other updates:

    • General module cleanup of old unused files.

     

    -orth

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8
Layonara Server / Version 3.40 is online!
« on: December 26, 2014, 01:20:17 pm »

Version 3.40 is online!

This isn't a very significant update in terms of fixes or additions for players but those will be coming. The biggest change is merging Central and West together and cleaning up the haks. We hope this will make joining up and playing together easier plus it alleviates issues with the cross server portals, horses and other inconsistencies across the servers. It also makes deployment, administration and coding a bit simpler. Should the need arrive to separate them due to performance or other issues then we'll go back to that way but all the other updates mentioned in this post will still exist.

If you haven't downloaded any haks I mentioned earlier you can get them from here in one large rar (the Downloads section will be updated shortly to get each individual hak should that be easier for you):

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layonara_haks.rar (914MB)

If you have recently downloaded the big hak I mentioned in the other thread to get a jump on things, you will now only need to get the two below:

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_ctrlv3r18.rar (346KB)

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_resr1.rar (6.83MB)

Fixes:

  • Fix vine mine hampering to work properly, also fixed bug where movement speed didn't return to normal on exit

  • Fix some areas in The Deep not being set to Night only

  • Fix River of Darkness vampire spawns

  • Fix Imbue III bug with lighting being 1d8 instead of 2d6

  • Fix Divine Might and Divine Shield to be personal instead of medium range

  • Fix minimaps not being displayed properly in many areas

  • Remove debug messages from grave robber script

  • Fix many tileset quirks/bugs and reasons for crashing

Additions:

    [li]

    Added recipe cards for all devices to crafting merchants[/li][li]

    Added a roulette table to Scamps Mug Inn[/li][li]

    Updated icons for spell immunities to show which immunities instead of a generic icon[/li][/list]

    Other updates:

    • Tweak AI on many creatures to be a bit smarter. This started with some of the creatures (Shadows in Storan's Crypt and Vampire Weavemistresses) not doing anything and became a larger effort. Be warned that creatures might not act the same as you're used to. 

    • Server will now preload all houses which have furniture in them owned by players who have played within the last two weeks. This will curtail lag spikes during play and instead puts a bit of delay on server start up instead

    • Developed logic to exceed palette size without crashing DM client by removing non used items from the DM Creator palette only (but not from the module). DMs can no longer use the creator for Creature Items (Skins, Slams, Claws etc), Deeds and Demon Cards. You can still create these by command but I don't see why you'd need to. In the case of refunding Deeds for example, just buy them from a merchant as a DM.

    • Moved all dynamic resources into the module or haks

    • Merge both modules into one

    • Reorganize haks to get rid of duplicates and make resource usage more efficient

    Merry Christmas!

    -orth

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9
Rumour Has It / WANTED: Thieves to be tracked down
« on: February 01, 2013, 05:20:43 am »
*Tralek posts a notice on the bountyhunter and work-for-hire boards around Layonara*

WANTED:

I, Tralek Rivarmar, am hereby seeking an able-bodied group to track down the thieves who stole a shipment of goods from me and Vrebel.  I had a courier in route to the Saddlebag shop in Haven and thieves came upon him and killed my courier and stole the goods.

The group is brazen enough because they tatooed the forehead of my courier with a mark, the mark of a scarab with a tiny beetle.  I have visited the corpse of the courier and investigated the scene.  The courier appears to have been killed by a large insect.  I believe from the tatoo and the types of lacerations, that the group who perpitrated this belongs to a Cult that I experienced a long while ago out near the roughlands.

Seek them out and deal with them and any of my treasure still found upon them is yours as a reward.  Be careful, because they may lay in waiting.  I just want to repair the name of Rivarmar and let others know that I, nor my couriers, will not be messed with.  Come to my home at 207 Lor, Outskirts of Castle Mask, and I will give you more detailed information and directions.

Tralek

//I have left a Treasure Map at my house at 207 Castle Mask.  The door is unlocked and I left the map in the foyer chest labled "Orders 3".  This will require an experienced group probably in a level 20+ range.  Good luck!
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10
Layonara Server / Bonus XP Week....ish
« on: December 17, 2012, 11:34:38 pm »
Do I have your attention?  *grins*

It's time again for one of our famous bonus XP events.  Here's the details:
  • Begins on Saturday, December 22, 2012 *
  • 50% more XP from combat
  • 100% more XP from GM-led quests/events, RP rewards and Auto XP
  • Ends on Tuesday, January 1, 2013 *
[SIZE=10]* Start and end times will depend on when I get to it[/SIZE]


Bear in mind it is the holidays, and GM availability will be subject to other obligations first, but I've gotten assurances from at least some of our GMs for scheduled and impromptu events and the like.  



Rewards for RP are rated higher than combat, so remember to make time for it.  There have been several new characters lately from new and old players alike, so hopefully there will be some good opportunities for all.  Old faces are always good as well, of course. Make something happen!
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11
General Discussion / Arena Tournament?
« on: December 01, 2012, 07:15:33 pm »
Hey all,

I was just thinking about putting on a little quests in the Vehl Arena. A fighting tournament, with level brackets. Those would be New Adventurer (1-15), Veteran (15-20), and if more show up, perhaps another category, (21 and up). There would be one on one duels for each bracket, as well as a battle royal for each bracket. At the end the New Adventurer champion would try to take on the Veteran champion, but the Veteran champion would have limitations to the equipment, weapons, and armor he or she could use, for both the top three of each battle royal champions, and the winner of each one on one duel would also fight, with the Veteran having the same limitations as those in the battle royal. Perhaps with some food vendors and weapon venders, and with special weapons as rewards for victory? I would be willing to run it, but perhaps with some GM assistance. Just throwing this idea out there to see how many would turn up, and if it would be a good quest or a flop.

Just a though :)
Teo
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12
Rumour Has It / Spikes and Frost
« on: November 30, 2012, 01:55:36 pm »
*Görmungard is once again organizing a journey to honor the Battle Father and to cull down more nefarious creatures, to plunder their riches and to acclaim glory*
*This time he wishes to go to the Great Spikes region north of Krashin*

Link to Calendar
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13
General Discussion / The time has come...
« on: November 11, 2012, 10:06:39 pm »
Greetings Layonara Community,
 
 It is with mixed feelings that I announce my retirement from the develoment of NWN-based Layonara after doing this for seven years and some change.  This is a move I have planned for some time (and almost did several times), and which has been needed for some time, but I am only just now making it a reality.  My development focus is now shifting completely to the MMO effort and Layonara's long-term future.
 
To keep NWN Layonara going in a development sense, I now officially pass the torch to the capable hands of Script Wrecked, who will now be responsible for all future fixes and updates.
 
 I know you've all heard this plenty of times, but...this is not a “good-bye” letter. I am still very committed to and invested in Layonara and its long-term future. I still like to play here even (when the stars align properly), GM here and participate in this community. I do not see these things changing.  My presence will remain, but my fingerprints will no longer be on the updates.
 
 There's not a lot more to say here, so join with me in congratulating Script Wrecked on his new position.
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14
Layonara Server / Version 3.31 is online!
« on: November 03, 2012, 10:38:22 pm »
[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 and TLK 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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    15
    General Discussion / Destroyer's Curse: Ilsare- CANCELLATION
    « on: June 30, 2012, 02:44:35 pm »
    Sorry guys, my wisdom tooth is giving me fits today and I'm fighting a headache because of it.  Was going to try to just fight through it to get the quest done, but it's just not going to happen.  Let's continue the rp on the forum for this week, and we should be able to pick up where we leave off next week.  Sorry for the inconvenience, and thank you for understanding.

    ~Diva
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    16
    NWN Ideas, Suggestions, Requests / Under-used Areas
    « on: June 07, 2012, 11:47:07 am »
    I have found through discussions that some areas appear to be quite under-used.  Or mainly only used as a place to quickly pass through to get elsewhere.  One  example:  Hurm.  The port city has no crafthall.  The surrounding areas have so little in the way of cnr, yet the area is populated with such nice scenery.  There are forts and small populated areas (Towns if you can call them that) Orc's Watch, Bloody Gate, Lans Port, Stone, Wolfwood is huge, High Pass Fort, Xora's Tower, Thorns Keep, Audria, , the place outside Audria only reachable by ship and I'm sure there are a great many others.  So much beauty and work that the Creators and the player base have made that are seen so little of.

    Would it be alot of work to put at least maybe one Static Quest person in these places?  And maybe someone like a town cryer (That doesn't shout all the time) but someone in charge that could tell a story or brief history of the place?

    Something like this would promote more wandering, share a bit more history with the populace on whats been done by the player base.  It would also get groups out to other places instead of the regular grind of the cnr.  With these places spread all over the map, more folk would be spending more time doing that and less grinding the deep or the Forest of Fog.  

    Sure, the low levels see alot of Center and the surrounding countryside, but when you get up in your teens, it becomes "Old Hat" and you fall into the CNR grind run.  Maybe make them level specific to prevent lower levels from wiping them out early.  

    Say for instance .... My char Melody ... when she reaches lvl 15, it would be something like ...

    "Well Miss, you sure have made a name for yourself around Center and Port Hempstead, your skills have greatly improved over the years, maybe you should get out and see more of the world, as there are so many other places to see and many more folk that may need a person with skills such as yours ..."

    You folk have put alot of work in into creating this wonderful place, and the player base has made alot of history there,  I can understand the Great Library not annotating these things, but if there was an NPC at each place that told a brief story about thier location (What town wouldn't be proud of their accomplishments?) It would encourage others to have their characters to do the same and/or appreciate what players have done to make the world such as it is.

    Just a thought, a possibility, that came to me after the server crashed :)
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    17
    General Discussion / NWN Master Server
    « on: April 20, 2012, 04:25:53 am »
    If you are tired of waiting for NWN authorising your player name against a Master Server which (still) isn't there, you can add the following line to your "hosts" file:

    Quote
    0.0.0.0      nwmaster.bioware.com



    The hosts file is found here:

    [INDENT]
    [NOPARSE]Windows 95/98/Me|c:\\windows\\hosts
    Windows XP/Vista/7|c:\\windows\\system32\\drivers\\etc\\hosts
    Mac OS X 10.0 – 10.1.5|(via NetInfo or niload)
    Mac OS X 10.2 and newer|/etc/hosts
    [/NOPARSE][/TABLE][/INDENT]


    You will still have to click to acknowledge that it couldn't find the Master Server, but at least you won't have to wait for it.
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    18
    Rumour Has It / A sweet smoke drifts over North Point
    « on: March 27, 2012, 06:19:00 pm »
    The crisp air of North Point swirls with fat snowflakes and a new sweet smell. Although it has a certain burnt taint, the definitive tartness of pecan and blueberry pie wafts along the spiraling eddies of snow. The squirrels don't seem to mind the burn discards, and the few passable turnovers end up offered to those in need in Dalanthar and north at the Crossroads. The tiny server's normally green outfit is splattered with blueberry stains, though her bright smile remains unyielding in its display.
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    19
    Rumour Has It / Bears in the moonlight
    « on: March 07, 2012, 04:19:43 pm »
    Early one dawn, before the farmers awoke and after the drunkards are asleep, a rumbling may have been heard through Center by those that were light sleepers. A peek out the tent flap or shuttered window would have shown six bear lumbering from North to South, the full moon shining on their coats. Imagined perhaps. Best go back to sleep.
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    20
    Rumour Has It / Questions about the Rift
    « on: February 19, 2012, 05:15:07 am »
    A number of people are beginning to ask questions about goings on in the Rift near Dalanthar over the last year and a half with several expeditions being led by the famous Sir Storold into its dark depths.

    The last expedition left Dalanthar some months ago and never returned. In fact Sir Storold and all those who travelled with him, highly accomplished leaders in their fields have not been seen since.
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