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Messages - tom bombadill

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General Discussion / A cave of Monsters quest postponed
« on: December 26, 2012, 07:40:06 pm »
My apologies but due to illness I've had to postpone this event to the weekend.
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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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3
Layonara Server / Transparency -- Version 3.31 testing
« on: November 06, 2012, 11:41:40 pm »
All,

For the sake of transparency, I wanted to let everyone know that I am enlisting the help of some people on the Project and GM teams to aid in testing out the various changes aimed at improving the experience of the low-level character and, perhaps more importantly, the new player.

To this end, I am allowing these players to exceed the usual 6-character limit in order to make a new character for the purposes of testing.  While they are free to play and RP these characters in other capacities, their primary purpose, at least initially, will be for use in testing, providing feedback and some other related tasks.

In addition, I will be allowing consideration of character alterations that may not normally be approved or allowed without special circumstances or the use of Graceful Pleas. In truth, these characters are going to be a special circumstance. To reassure everyone, these characters will not be made to be super-powerful or equipped with all the latest gear. At the same time, I do not want them to have any impediments to effective testing, so any reasonable requests for changes are likely to be honored and granted without much process.  I'll use my own judgment on what is reasonable, naturally.

The list of players may change over time. The current list of players who will be covered under this are:
  • Dezza
  • Script Wrecked
  • Guardian 452
  • lonnarin
  • Xaltotun
If there are any questions or concerns, please ask below.
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4
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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    5
    General Discussion / Reminder about Chests
    « on: October 22, 2012, 08:08:27 am »
    Placeable containers such as chests and pantries must be opened and closed carefully. If one sticks open and the server resets, all items within will be lost!

    If you should open a chest in any store and be unable to close it, please notify the owner at once.
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    6
    General Discussion / Genetic Roulette
    « on: October 12, 2012, 08:50:22 pm »
    This documentary is free to view for the next week.

    If you care about what you eat, what your kids eat and the future, I suggest you watch the whole thing.

    Genetic Roulette—The Gamble of Our Lives-English - YouTube
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