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Messages - Lord Dark

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1
Important Layonara Announcements / All Recipes Added to the Wiki
« on: September 29, 2019, 11:54:57 am »
You can now search or browse through all CNR Recipes on the wiki.

https://wiki.layonara.com/wiki/Category:CNR_Recipes
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2
Just for Fun / Keys and Lockpicking
« on: January 22, 2013, 11:03:10 am »
Two images I stumbled across online.

Keys



Lockpicking

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3
General Discussion / Happy Birthday Lord Dark
« on: February 19, 2012, 04:05:39 am »
Happy Birthday, come back and play more!
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4
General Discussion / What a ripoff!!!!
« on: August 17, 2011, 02:57:46 pm »
Hi folks,

it is I Zoogmunch and having just had my cheque request for my third year of archery club membership I've been thinking about those sticks of woods with pointy bits attached and fevvers.....yes  arrows!

At the end of last season I manged to hiit a 50 meter target but mostly missed. whilst spending ten minutes hunting for my arrows in the mud I had the thought......why oh why dont the folk of Layo do this, all those battles, all those misses, here must be hundreds of arrows just lying about for the picking up as nobody ever ever ever collects them.

So anyway, As Rockhead couldnt hit a haystack in a passage but he's a stingy penny pinching dwarf I reckon Layo owes me 52,463 arrows that he must have been and picked up.

Ps.  does anyone have any understanding of physics as i now have 20 arrows in my quivver, 20 in a bag on my back, three stuffed down each sock, four held between my lips, 2 stuck in the hat and two pinches between those cheeks ( gawd knows how ill ever sit down) and I'm wondering where to stick the remainder of the 500 i bought....... please send suggestions via a postcard and owl mail to Rockhead via most taverns!
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5
Layonara Server / Version 3.30.4 is online!
« on: May 10, 2011, 10:36:40 pm »
[SIZE=32]Version 3.30.4 is online![/SIZE]
 
NOTE: There is a new HAK file for this update.  Download it here.
 
Changes/fixes:
  • Slight tweaks to Brech Mountain cave
  • Adjust Awakened spawn appearances to better match lore
  • Fix description on Xeen statue in Katherian to properly reflect lore
  • Better destruction of furniture inside player housing when the house is sold
  • Fix a furniture duplication error under specific circumstances in multi-area player houses
  • Update Angel's guild hall to add a new statue
  • Fix laggy display cases in Angel's guild hall (hopefully)
  • Mist added to Warrior Falls to reflect quest outcome
  • Fix silk quests in Center
  • Fix price coding on some West Blackford houses
  • Fix (hopefully) inconsistent issue where combat dummy appears as a music stand
  • Fixes to the Silver Buckle Inn
  • NPC changes in Kelin's Inn in Krandor
Assist credits go to Alatriel and thanks go to those who reported bugs.

Enjoy!
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6
Ask A Gamemaster / Monstrous Submissions
« on: May 07, 2011, 11:01:47 am »
Back in May 2010, a hold was placed on monstrous submissions "temporarily, until the team catches up on submissions".  All of the submissions from May 2010 seem to have been completed.  Any ETA on bringing them back?  We're at the one year anniversary.

Monstrous submissions require little extra effort to approve than any other approval.  If anything, they require even less effort, since they can say that they "came from some tribe in the woods" instead of "he came from this city at this time, check the Lore, and this event was happening there, check the lore, and so and so was the queen of this land, check the lore, and he learned elven from his fathers friend, and dwarven from his mothers uncle...".  This is much more complex than say "Tog came from the woods, he learned the way of the warriors and talks with grunts, like most orcs do".

What I also find strange is that highly complicated races like Dark elves, each of which must detail their test, how they passed, their reasoning for leaving the underdark, how they cope with being topside in an alien world, etc. are fine, but a goblin who was raised in a tribe in the woods is more complex.  The suspension does not extend to wemics or fish elves, which are very monstrous and complex in their own right.

This is not to knock the submission/approval staff.  They have a tough and thankless job, very thankless.  The stress levels of dealing with all these hurdles can be frustrating.  But when regular submissions begin to take almost a month to approve, monstrous submissions have been denied for more than half a year, and we have massive blow-outs like what happened with Silvanne, and about 1/4 of the new players who submit a new character just wander off during the process and never return, then decidedly there is a problem.

We need more staff!  Maybe the time is right for a recruitment drive to bolster numbers on that front.  We need to lower the bar!  When I first got here, maybe 6-7 years ago, I admit the bar was too low.  Right around 2005-2006 it was raised to an appropriate level, I think.  But every year since then, we have demanded more and more from our players just to start playing.  It has gotten to the point where three grown men in their 30s have to meet 3x a week for over 3 weeks to brainstorm, rough draft, edit, etc. trying to find the secret codewords just to get a battle-rager approved in less than a month.  This is a family server, children are supposed to be able to play here.  How is a kid going to make a submission without tons of outside help?  Will children have the maturity to be told "no no no no" every time they want to try to play a new game?  We've had a grown man in his 30s snap and rage-quit over this system.  

Take a look around at the server numbers.  It's basically the same 10-20 people at peek hours, with 0-4 on any time less than weekend quest prime time.  Now you might say that this is simply because the game is old, then how come other servers far less incredible than ours that shall remain nameless are hitting 40-50/64 consistently?  I will tell you why, because in order to play a game, it has become work.  In order to alleviate stress, we fret and agonize about nitpicking little things in the bios.  I write awesome bios, so I don't have to deal with most of thise stress.  Luckily I can get my non-monstrous, mundane characters approved in say, 2-3 weeks.  I still think we can do better than that.

I love this server.  It has built many fond memories over the course of over 7 years.  Please, we have to stop starving it of new players in the name of law and order and meticulous structure.  I know I make this post every year, and every year now the problem has gotten worse and worse.  I do not fault the current submission team, but rather I commend them for lasting as long as they have and working as hard as they do.  But in the end, it's equally unfair to them as it is to the players to have the bar set so high.  

In short, we could use two things.  1) a staff recruitment drive among our tiny numbers to help speed things along. and 2) to lower this bar so that people less perfect and well-written than myself can pass the very 1st step.  We also need to lift the ban on monstrous races, because it isn't the problem that they are so complex, but rather WE are being too nitpicky with the mundane races as it is.  If every submission takes weeks and weeks, then a goblin or orc is not the problem, the system as it is working now is the source of the trouble.

I commend the team currently working hard to keep this awesome world running.  Just you're working too hard over a basic process that gets harder and harder.  The higher you set the bar, the more work you make for yourselves, and the harder your job will be.  I'd rather have lots of approvals green-lighted quicker and see you people in game, playing, than making an unpaid career doing paperwork 20 hours a week.  I would rather meet lots of new players new to RP in the world than a tiny handful of seasoned veterans that survived the overly difficult obstacle course it takes to get here.  We need more staff, we need more players.  More players mean more veterans that become staff, so don't turn away the players.

You incredible people work too hard as it is. ;)
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7
Just for Fun / What a natural 20 should be
« on: May 05, 2011, 12:15:24 pm »
Just found this on a random forum post.

-Roll to climb
-20
-"You launch yourself up with such incredible force that you end up in the stratosphere, roll for falling damage."

-Roll to hide
-20
-"You can't find yourself anymore. Make another character"

-Roll to Pickpocket
-20
-"You now hold the man's heart. He dies and the guards are aware you just murdered someone."

-Roll to use a rope to tie up a prisoner
-20
-"It can never be removed by any means. You're a horrible person for doing this to someone. When the prisoner dies, the rope continues to bind their soul, resulting in some kind of freaky incorporeal undead that hates you."

-Roll escape artist check
-20
-"You find yourself in the astral plane."

-Roll to bluff guard that you're taking over his shift
-20
-"You've convinced yourself. You spend the rest of your life as a guard."
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8
General Discussion / For those that don't need a whole house
« on: April 04, 2011, 12:22:33 pm »
For those that have difficulty because they just want a little place to store some things, a bedroll they can see, and a portal, but places that rent rooms are full or you are just starting out or whatever, Acacea's treehouse at 158 Silverdell Grove is really not a house but more of one converted to a waystation for those passing through. Despite appearance there is no real lock on the door so it is always open. Anywhere that there is space you can lay down a mat and a small chest - the small ones hold the same amount as the large ones, now. The most space is probably "down" - go up to the room with the piano and the two rooms (the left one is Jaelle's, she can speak for whether or not it's available), and then walk towards the crate in the wall. There is a little transition there.

It looks strange but it's there because we've always roleplayed it as simply climbing down the crate - it amuses Acacea to no end to suddenly disappear into it.

Anyway, down there there is a fair amount of space. A brownie was already tucked under the stairs - I don't know if she's still there.

It's not glamorous or anything, but it is there and it's open and it's got a portal. There's been a few people that have used it as a transition to a rented room, and then to their own place. There's also a scattering of books there if anyone wants to check them out - just put them back after. There's reasons and stuff. For those of you especially meanieheaded, yeah there are elemental wards, please play accordingly.

The crate by the bar usually has foodstuffs in it, which people are welcome to eat out of if they need it. The only thing that was asked was that should they come into more than they need later, that they toss some back in for others. Somebody may have eaten it all by now, as I think the Lily and Jennara were the only people still putting anything in it :p

Acacea is rather unlikely to be in, but that is really no change. You never know, though. Okay, sometimes you do.

PS: Because of tileset strangeness, you may be puzzled when you first enter as to the tiny space and vast blackness - just walk into it and it will spread out.

PPS: For very older players, Aleister's lab actually remains intact and in use (well, not anymore), but it is hiding! The rest was converted and opened at least in part to irk his decaying corpse.
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9
Layonara Server / Housing Sweep -- Phase 1
« on: April 03, 2011, 11:13:14 pm »
Hello Layonara Community,

As has been commented recently (and before that really) it's far past time for a sweep of player housing. I'm going to do this in stages, and depending on how the early ones go, we may not need to do the later one(s).

Anyway, for this first phase, I am making a request to the community:

If you are an old but inactive player and have a character that you either no longer or rarely play and are willing to return your house to the market so that more active characters may benefit, please consider doing so.

In a similar vein, if you are a current/active player and have multiple houses owned by the same character, or you have a character with a house that sees little to no use, please also consider releasing these houses.

If you choose to go this route, there are two options.  You can get in-game and sell the house back to the real estate vendor using the conversation on your house's door.  If you are not able or do not wish to get in-game to do this,  you may post below with the house number, the name of the character who owns it and your Bioware player name. I will administratively release properties that are surrendered in this way.

Please note, I am not including guild halls in the counting of how many houses may be owned by a single character. However, I am aware of at least one defunct guild with a hall that remains unused, and if you are a guild owner and might consider using the guild hall as your character's primary residence, this would also help.

I am going to give this phase approximately one week, though I may extend that depending on how things go.

-----------------------------------------------------

For those curious, the next phase will involve seeking suggestions from the community on houses that may be idle based on the owners of these houses.  In some cases the original owner may be long gone but the house is still used actively by other characters, and in these cases, we will look at consolidation/transfers of such properties just so that there is no question as to the active/inactive state of the owner and property.  

Following that phase, I will do a more detailed and lengthy review of database logs and the active state of property owners.  I will use this analysis to produce a list of candidate properties that can released to the market. I will give the owners and/or residents of these properties time to respond, but if I get no response, these houses will be returned to the market.

-----------------------------------------------------

A special note for players and characters in search of housing:

Just as I am asking the current, inactive owners of properties to be considerate to the more active players and characters that are looking for housing, so too do I ask those seeking housing to not get greedy. If possible and/or if it makes RP/IC sense, I strongly request that you consider buying a house to share with other characters. If everyone who is looking for housing right now were to buy the houses that come back on the market individually, we may still be in a situation where there is a shortage of housing.  Please do not buy a house just to have a house. Please do not buy a house to have a convenient portal somewhere. Please do not buy a house simply to have a warehouse with no RP value.

-----------------------------------------------------

If anyone has any questions about this process or my intent, please ask.
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10
Rumour Has It / Diamond found by dwarf
« on: March 07, 2011, 02:34:14 pm »
Rockhead slurps his twelth pint of ale at the tavern to celebrate his good fortune. The barkeep asks what the celebration is for and Rocky, in his drunken state takes out a small pounch and shows the cut diamond he found earlier exlaining that his luck has finally come in.

The barkeep turns and posts a notice on the lost and found board describing Rocky to a tee and telling what he found.

Rocky starts to cry in his beer and appears unconsolable.



occ//tell me wher yer lost it and it yers.  Kylie,sehky might be missing it
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11
General Discussion / Happy Birthday Lord Dark
« on: February 19, 2011, 05:03:30 am »
Happy Birthday!  Hope you have a great one!
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12
Ask A Gamemaster / Ask the Loremaster: Liches
« on: January 25, 2011, 02:31:24 pm »
On Liches
  Over the last couple of months, we’ve had some inquiries on what it would take for somebody to become a lich.
  Other than the fact that we want to have the lich creature in the  world (and already have, see NPCs such as Drezneb), we never defined how  it would actually work and if it would be player attainable.

 Liches, Death, Soul Strands and Soul Vessels.
  In Layonara, and the way death works with soul strands, an aspiring  lich would have to successfully be able to attach his soul strands to  something other than his body. This “something other” is what is usually  called a phylactery, but which we will call a Soul Vessel.
  Before being able to do so, the aspiring lich would have to undertake  certain rituals. The final ritual would mean the death of the body of  the aspiring lich, re-attachment of any remaining soul strands to the  Soul Vessel and the soul of the aspiring lich then possessing the  now-dead body.
  This way, the soul would possess and control the body, but not be  attached to it through soul strands. It’d be attached to the phylactery  object (which can be any object).
 
  Because of the way the bindstones work (see LORE: Bindstones  ), the link to the bindstones will be severed at the time of successful  completion of the attachment of the Soul Strands to the Soul Vessel.
  This way, when the lich’s body  is destroyed, the soul would then  return to the Soul Vessel  and not the bindstone. It would then take  7-14 days for the lich’s corporeal form to manifest again.
 ·         If  the Soul Vessel is destroyed while soul is in the Soul Vessel, the lich  dies for real and the soul makes its way towards the Thread as normal  (see LORE: Death )
 ·         If  the Soul Vessel is destroyed while the soul is controlling the body,  the lich will continue to “survive” until the body is destroyed. At that  point, the soul makes its way towards the Thread as normal.

 Why would you want to be a lich?
 ·         [FONT="]if  you're bound to the bindstone, you will eventually die of old age. If  you're a lich, your body is already dead so you won't die of old age[/FONT]
 ·         you will not die of old age, so you have more time to practice your craft/research/magic/etc
  Anyone pursuing lichdom would have a loose grip on his sanity though.

 Lichdom for PCs?
  Player characters are able to attempt lichdom however, when successful  after several CDQs and a WLDQ, the consequence would be that the  character would become an NPC.
  This is for the following reasons:
  1)      We are not keen on making a new death system that would deal with the Soul Vessel, respawning and the like.
  2)      We don’t want to make a new class as that is too much work. We  could make a subrace skin for a lich, but that’d mean it’d make the  character classified as “undead” which could have all kinds of  consequences with spells.
  3)      We don’t want something like a "kind, misunderstood lich" RP.  To pursue lichdom, you aren’t an entirely sane person, and very likely  have Chaotic Evil tendencies. CE has always been grounds for  NPCification. Of course, there may be plausible stories to get around  the CE tendency, but that won’t overcome the other reasons.
  4)      The character would be undead. From a practical point of view,  the character would not be allowed to enter cities, craft halls, other  public spaces with a good chance of looking under the hood (literally),  which is not practical to check without permanent GM presence.
  5)      The character would also be almost impossible to play on  quests, bar potential Corath ones. We as GMs would most certainly NOT  allow the lich in a party when other party members would know IC it's a  lich, but would tolerate him because the players don't want to be mean  to the player that plays the lich.
  6)      The Soul Vessel would have to be in game. Many undead  abhorring players could/would/should go look for it and destroy it as  that would be something their character would do. This would then mean  players would actively seek the perma-death of another. You can then say  “Well, let’s not take it that far then” but that would not be realistic.


Questions? Ask!
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13
Layonara Server / Dragon Storm Campaign Finale! -- EVERYONE PLEASE READ
« on: January 24, 2011, 11:05:45 am »
Dear Layonara Community,
 
As you have likely noticed, events pertaining to the Dragon Storm  Campaign plot have been picking up as late and seeming to point toward a  significant conflict at some point in the near future.  This would, in  fact, be a correct assessment. In order to help you and us prepare for  this, we'd like to advise you of the following planned timeline of  events.
 
The plot finale will occur approximately two months from today on or  around the weekend of March 19th, 2011.  This is subject to change  depending on scheduling and other considerations, but that is currently  our target.  The finale may actually be multiple events, structured to  let characters of varying level ranges and interests to have meaningful  participation. We haven't worked this out with 100% certainty yet, but  this is at least the plan. We'll try to have something firm within a  month prior to the event so you can plan accordingly as well.
 
Between now and the finale, you, the community, may use this time to  prepare and plan. If there is something you want to try to do or  investigate, let us know as soon as possible so that we can plan for  them and assist you in your efforts.  What you do now will shape the  landscape for the finale.  Whether that ends up being a good thing or a  bad thing is up to you.
 
As a word of advice, we strongly suggest you talk amongst yourselves,  hold meetings, review every bit of information about the campaign so  far, no matter how old it may be. I know that recent events have made  personal security something of a concern for PCs and their  friends/families, but if you all need a safe place to meet, there is a  room designed just for this in Bydell Castle now (added as of version  3.30). It is adjacent to, but not part of, the Aragenite library/temple  there, but it has a separate door and is not consecrated ground, so  clergy and paladins need not worry about violating their oaths. Use this  time wisely. Ask questions, send letters and make plans.
 
For disclosure and transparency, we have already determined the conditions  for success and failure to varying degrees.  There are multiple  conditions for each and a spectrum of success and failure, so there is  no "One Right Way" to pass the campaign. We are not "railroading"  anything, but rather we have come to an agreement upon what sorts of  things constitute an "ideal" success, partial success and so on. The  better prepared you are to face the challenges ahead, the better things  will hopefully go.  Also, in this case, preparedness is not just a  matter of having plenty of weapons, scrolls and potions (though they'll  surely help) but also of having some important pieces of information at  your disposal.

I would also like to give this one piece of advice:
All keys needed to unlock the best possible outcome of this Campaign are  out there. For the best possible outcome, you'll need more than muscle.  Play smart.

On that note, good luck!
 
Lastly, I know there's been rumors floating around that the end of this  campaign means the end of NWN Layo.  I want to set anyone's mind at ease  who may be thinking this and state that this is not the plan.  For the  foreseeable future, NWN Layo will continue under the same conditions it  has for the last couple of years. This of course may change as time goes  on, but it will not be due to the campaign wrapping up.
 
If there are any questions about this post, please ask below or via PM.
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14
General Discussion / A Fond Farewell
« on: January 08, 2011, 11:39:05 am »
Hi everyone,

I have to say ... it's been a great run! That said, this post is to let the community know that I have just stepped down as a GM. The decision to retire was actually some months in the making, but I stayed on a little longer to make sure my work with Center rolled out smoothly, and to finish off my last commitments to CDQ requests.

Time. If only we all could have enough! But with my university days over and my full time job becoming more full time by the day, I know in my heart that I don't have the time for the responsibilities of GMing anymore, and it is time to step aside.

My deepest thanks to the community. You are what makes GMing here worth the time we give up. So thanks, for your commitment and passion to the world, for your creativity on quests and during every day roleplay, and for all the support you give the GMs as we try our best to weave stories for you, puppeteer a dozen NPCs at once, and keep the monsters on a short enough leash that you can at least try to solve the world's problems in a non-combative fashion. Mine were always a little unruly, and apologies to whoever they took a swipe at accidentally during a quest. I do seem to recall a few strand refunds during my tenure ... ;-)

I can say with honesty, it has been my sincerest pleasure to eavesdrop on all your RP conversations, snoop through your character's backpacks and leave the occasional surprise, bash you on the head with the XP wand from time to time, and torture your characters through development quests!

Hope you enjoyed it as much as I did.

~Carillon
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15
Rumour Has It / A Quiet word passes by...
« on: December 21, 2010, 10:39:06 am »
[SIZE=18]An old DragonCalled, by name of Sallaron Tempest, who seemed to hold some reknown as a carpenter, has died of old age in his house in Haft Lake.
He left behind his wife, two sons and a small fortune in his will was given to various charities.

During the funeral, friends and neighbours were astounded to see a mass of people attend, many seeming to be Ex-slaves rescued from a terrible life, whilst others appeared to be those of great rank and standing from various organisations.

Neighbours were noted to have been amazed by the massive attendance to the funeral, stating " He seemed like such an ordinary man. "[/SIZE]
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16
General Discussion / And thats it....
« on: December 21, 2010, 10:15:37 am »
Well, this might have been seen coming, but its time I hung up the GM gloves.

RealLife has took a wonderful turn in the form of two crazy, mad-cap spawns of Mini-Me's, whom continue to suck and drain every ounce of will to live that I have ( kidding of course! ;)  )

Add to that various other things, and sadly I just don't have time for GMing anymore, so I'll put the GM Wand back on the self, and hope someone else will pick it up and have a wave.

But I do thank you for the opportunity I had to bring about some chaos, fun and laughs to this wonderful little world you've all created. I'll be sure to keep an eye out for the MMO when it's released, and likely bring about some great ancestor of the Tempest's to see it.

I wish you all well, and of course a Happy Christmas!
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17
Trade and Market Hall / Hlint Relief Auction #2
« on: December 10, 2010, 06:52:55 pm »
Teh followin Cloak beh up fer auction.
Half o teh proceedins go teh Hlint via eh Relief Effort.

Nymph Cloak, startin bid 40,000T
//+3 Charisma, level req. 13//

//Auction ends on Wednesday, 15.12.2010, 6pm GMT
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18
Layonara Server / Version 3.30 is online!
« on: October 27, 2010, 08:02:36 pm »
[SIZE=32]Version 3.30 is online![/SIZE]

 

 This version is a pretty significant update in some ways, and it also requires new HAK files.  Please note that I've restructured the “control” HAK file into two files: a “ctrl” HAK and a “res” HAK for size and management reasons. You will need to download both of these files as well as the latest TLK file in order to enter the game.


[SIZE=-1]http://nwn.layonara.com/downloads/files/layo_resv3r1.rar (HAK)
        http://nwn.layonara.com/downloads/files/layo_ctrlv3r10.rar (HAK)
        http://nwn.layonara.com/downloads/files/layonara_v24.rar (TLK)
[/SIZE]

(NOTE: the All-in-One HAK has not yet been updated)



 This update contains some initiatives that we've been working on in one sense or the other for several months, and in some cases nearly a year,, and in particular one far reaching initiative that we hope will improve several long-running ills. I'll mention more on this later, but this one in particular is the result of a collaboration between the GM Team as a whole based on feedback and comments from the community.
 

 For expediency, I want to quickly thank the entire GM Team, the Plot Team, the Project Team and the community for their various contributions, and specifically, I want to thank (in no particular order) Script Wrecked, Alatriel, Rowana, Eorendil, Pankoki, Carillon Guardian-452 and mixafix for their more direct contributions and for saving me a load of time.


And now, onto the meat:
 

 Announcing: Center, Brelin Kingdom, Mistone[INDENT][SIZE=16]Once a town of its own right prior to the Dark Ages, the region of land  once known as Center has seen a resurgence in recent years.  The resettling began with refugees fleeing the destruction and uncertainty brought by the tsunamis that struck the west coast of Mistone. While initially little more than a tent city, Center started to become a crossroads in its own right. Its location along the strategic road between Fort Wayfare and points south helped it to become more than just a transient safe shelter for the displaced. Enterprising merchants set up their tents and wagons, finding the trade and commerce worthwhile.  [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]As has often been the story of other towns, an inn was built to serve not only those who ended up staying for a long term but also those traveling along the road. The merchant presence likewise became a fixture, drawing not only a banking presence but also facilities for skilled tradesmen. Merchants migrated away from Fort Wayfare, though this wasn't long lamented by residents, who on the whole felt some relief at having less traffic (and fewer “undesirables” lingering around their town. In keeping with this sentiment, Fort Wayfare petitioned Spellgard to “do something about that portal” in the middle of town.  Spellgard agreed, and a team led by Connor Garvill shifted the portal's exit to Center.  With the added traffic through every means, Center began to truly thrive and become a hub of activity of all sorts.   [/SIZE]
[SIZE=16]
[/SIZE]

[SIZE=16]While still essentially a transient settlement, as it doesn't qualify as a town yet, Center has grown beyond the simpleness of its rebirth into a place worthy of note.[/SIZE]
[/INDENT] To address one of the biggest problems with v3, Layonara once more has a single starting area: Center.  Located south of Fort Wayfare and north of Port Hempstead fields, Center and its surrounding areas represent a complete low-level experience for all new characters.  Its status as an unincorporated settlement (at best) makes it open to all races, even those banned from cities and towns throughout the civilized world.  That is not to say that they're welcomed by all, but there is either tolerance or numbness in those who might be considered residents.
 

 Besides the land mass that is Center, the surrounding areas have been remapped somewhat.  Existing areas have been changed and new areas have been added.  
 

 And of course, there are benches.
 

 Along with this, there is a new entry area, which should help introduce new players to the Dragon Storm campaign.
 

 As with many things, it is better seen than described, so please, stop by and have a look.  We're eager to hear your feedback.  As well, why not submit a new character and experience it through new eyes.
 

And since it is such a big thing, it's worthy of special note that Carillon and Pankoki worked quite hard and diligently to bring the Team's vision and plans for Center to life. It is no small feat they accomplished.



 -------------------------------------------------------------------


With all that said, let's get onto the list...



 

 [SIZE=16]Center:[/SIZE]
 The Center project involves 15 new areas created in or around Center, creating a new hub for the server and completely changing the experience of a first level character entering the game world. Some examples of changes relating to the hub that will help the new character:  
  • New starting     point; characters no longer appear in Port Hempstead or Fort Vehl
  •     West housing portal destination changed from Fort Wayfare to Center
  •     Smaller “Hlint-like” area with benches, facilitating players     meeting up
  •     Safe rest campsite for hanging out
  •     Temple and healer available in the area
  •     New basic craft hall in the area, with merchants available
  •     Conveniently located barn and ox merchant
  •     Low level quests located in the city areas
  •     Message board in craft hall, directing new players to other low     level quests
  •     Low level CNR and spawns placed in areas around Center, allowing new     characters to adventure more easily and safely
  •     Convenient and central bindstone, so older players hanging out can     keep an eye out for newer players and help them reach their graves
  •     New inn with full crafting kitchen, meeting room, and large stage     for player functions and quests
  •     New CNR locations, fishing spots, spawns and creatures in new areas     surrounding Center
  •     10 new scripted quests added. (Most are low level and integrated     into Center, but a few are suitable for more experienced characters)
  •     New Prunillan temple added to West server, in Center
  •     Some merchants and quest NPCs moved from other urban areas to     Center, to facilitate player gathering and usefulness of area
  •     Barn moved to Center from Port Hempstead Fields
[SIZE=16]
[/SIZE]
 [SIZE=16]Other New stuff:[/SIZE]
  • New low-level     undead area tucked away south of Center (go looking for it)
  • New module     entry area on West, replacing The Eye of the Storm area with     something that introduces the plot better. (Note: Characters do not     walk this path in an IC sense. It is more to introduce the player to     the plot and the world's setting.  The information is IC, but the     path is not.)
  • New CNR and     adventuring areas added off of Lake Splendor (you have to look for     them though)
  • Krandor     Hospital guild hall has been added to Krandor [SIZE=10](1)[/SIZE]
  • Dwarven Army     guild has been added to Bloody Gate [SIZE=10](1)[/SIZE]
  • The Coalition     guild hall has been added to the Dapplegreen Tower [SIZE=10](1)[/SIZE]
  • Meeting Room     added to Bydell Castle as a place to learn about and discuss the     Dragon Storm Plot [SIZE=10](2)[/SIZE]
  • “Magic     Mouth” system added.  There are two instances in the Bydell Castle     Meeting Room, and others elsewhere (with more planned).  You'll know     it when you see it.
  • WLDQ Reward     for Daniella Stormhaven [SIZE=10](3)[/SIZE]
  • WLDQ Reward     for Jaelle Thornwood [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Lance Stargazer [SIZE=10](3,4)[/SIZE]
  • WLDQ Reward     for Alandric Vensk [SIZE=10](3)[/SIZE]
  • New poison     type available for crafting: Hallow Wraith Spider poison (causes     chance of spell failure) [SIZE=10](5)[/SIZE]
  • Knight PrC     now available (formerly Purple Dragon Knight) [SIZE=10](5)[/SIZE]
  • System to add     a subrace bias to merchants. This is an initial implementation and     may well change over time. Right now, it's only in effect in     Trelania, and if your character is one of those against whom the     merchants are biased, you'll know what I mean. (Note: This was     requested and done due to semi-recent in-game events and player     actions, so you only have yourselves to blame...and if you think I'm     talking about you, you're probably right. *winks*)
  • Added area     between Lor and Castle Mask to illustrate the distance between them     and the benevolent presence of Raelian forces.
[SIZE=16]Changed stuff:[/SIZE]
  • A few changes made to the Red     Light caverns due to CDQ outcome
  • Rearrangement of some low-end CNR     resourced due to Center and Red Lights
  • Re-tie and remodel of 250 Prantz     to Hurm
  • Re-tie of 260 Prantz to Nith
  • Add mastiff to 117 Fort Llast
  • Remodel of Leringard Arms (121     Leringard)
  • Remodel of 125 Leringard
  • Adjusted/Rebalanced Ice Marches     areas, in part due to quest outcomes
  • Mistone Alliance Scout PrC changed     to Agent of the Realm PrC [SIZE=10](5,6)[/SIZE]
  • Show a few signs of life in the     Hallowlight Forest
  • Add Master Weapon Crafter's Anvil     in Mariner's Hold advanced crafting hall
  • Add Lesser Jewelers Benches to     Creedo and Fort Vehl craft halls
  • Adjust location of trash barrel in     Port Hempstead Hall of Reconstruction
  • Remove Systrian from Hlint
  • Adjust Hlint to follow server PvP     settings rather than being a no-PvP area
  • Add/extend some server logging
  • Add reflections of scabbard/neck     armor customizing options
  • Update/add areas in Kuhl kingdom     to reflect state of campaign plot [SIZE=10](7)[/SIZE]
  • Rename Storan to Shade of Storan     to reflect WLDQ outcome
  • Remove non-functional “metalic”     enchanting bowls from the Lookout Tower
  • Remove (illegal!) scribing and     infusing stations from Prantz craft hall
  • Rename Grannoch temple NPC for     lore reasons
  • Move Temple of Shidaleria from     Lan's Port to Fort of Kings for lore reasons
  • Remove/replace all non-human NPCs     from the Lan's Port Fisherman's Tankard for lore reasons
  • Improve emergency portal in West     and Central entry areas
  •     Merchant Interiors of Fort Vehl, Leringard and Fort Llast have been     updated and made more efficient and user-friendly
  •     Inn in Fort Wayfare downsized and made cozier and more efficient
  •     New roads to Dapplegreen, Port Hempstead, and surrounding areas     created, following Layonara maps more closely
  •     Dark Peaks of the Watcher area outside Fort Wayfare updated and     connected to new cave system
  •     GM Area NPCs set to the Neutral To All faction by default
  •     Some quest areas have been updated and refreshed
  •     Lengthen the amount of time that passes before a permed character is     whisked away by the cut-scene
[SIZE=16]Fixed stuff:[/SIZE]
  • Fix area     tagging in Silkwood Spider Cave
  • Adjust     terrain in The Grand Mountains to attempt to work around tileset     weirdness
  • Adjust     terrain in the Thunder Peaks to attempt to work around tileset     weirdness
  • Place correct     Mithril Golem in the Great Rift: Asunder
  • Fixed     (hopefully!) furniture loading problems for a certain range of     houses on Dregar
  • Fix Citadel     of Toran Enchanting Holy Pool
  • Add missing     Enchanting Holy Pool to Temple of Grannoch on Mistone
  • Close     potentially confusing race condition related to striking a rock of     ore right after a nugget has been broken off
  • Fix Implosion
  • Fix “Point     of Influence” markers related to Arkolio's WLDQ reward
  • Fix     activation and other problems related to Arkolio's WLDQ reward
  • Fix Stort     Pawn Shop
  • Rename     Charles Dawson so that he is from the correct town name
  • Remove buggy     vulnerabilities from certain Plot-specific creatures
  • Remove a     status flag reporting in the combat window when casting Power Word,     Kill
  • Marent's     quest now returns bandages
  • Horses     recovered by the horse merchant should now have their names restored     as well
  • Fix spelling     of name for Cailomel guild hall area
  • Add missing     safe rest areas
  • Journal     entries updated, removing any lasting V3 name change problems and     updating outdated entries (e.g. Haven Mine ogre problem)
  • Fixed     descriptions on statues in Lor due to incorrect references
  • Tweaked     portal code for hopefully better resilience.
[SIZE=16]Notes:[/SIZE][LIST=1]
  • [SIZE=10]New     guild halls are for purchase by their respective guild leaders only.     Anyone else who purchases any of these buildings may forfeit the     purchase price of the hall[/SIZE]
  •     [SIZE=10]The Bydell Castle Meeting Room     is deity-neutral, so paladins of certain deities need not worry     about violating their oaths[/SIZE]
  • [SIZE=10]Please     work with the GM who ran your WLDQ to obtain any material/item     rewards that may accompany this reward[/SIZE]
  • [SIZE=10]These     reward include a custom “skin”, which will be applied on login.      For best results, wait until     resting is possible, rest, log out and log back in the first time     you log in after the update.[/SIZE]
  • [SIZE=10]Details     will be up on LORE shortly[/SIZE]
  • [SIZE=10]Any     current characters with Mistone Alliance Scout levels should contact     the GM team about the options for a partial rebuild.[/SIZE]
  • [SIZE=10]Representations     of the state of Kuhl Kingdom disrupt the route typically taken to     Hilm Castle and The Great Forest (and points beyond).  Taking the     “usual” route will become significantly more dangerous. As well,     there are multiple warnings to this effect in-game, both IC and OOC.      Understand that characters caught adventuring in these areas are     subject to the full consequence that the GM Team can bring to bear,     as would be fitting for the current state of the Kuhl kingdom.  In     addition, the spawns in the Kuhl areas may be overwhelming and     completely unfair.  This is by design, and no Soul Strand losses     will be reimbursed due to the “unbalanced spawn” clause for any     losses in these areas. However, since the GM Team does not wish to     hinder the fun of players by restricting travel to points that could     previously only be reached through the Kuhl kingdom (in a mechanical     sense), an alternate route has been provided.[/SIZE]
So there it is!  As I said above, we're looking forward to everyone's feedback on Center.  It represents many hours of work and collaboration, but it may not yet be as good as it can be.  Let us hear your thoughts if there is anything that you feel is needed, missing or should be changed.
 

 Go forth and enjoy!
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19
Layonara Server / Significant update coming soon!
« on: October 17, 2010, 10:24:28 pm »
Hey all,

I'm sure you've seen by now at least one mention of me saying "in the next update" and "almost done" and the like.

Well...it's really almost here.  The last few details are being sorted out, and while I'm hesitant to give a specific day (yet), you can count on seeing it in the very near future.

[SIZE=-1]In preparation of this, you'll need to download some files:
        http://nwn.layonara.com/downloads/files/layo_resv3r1.rar (HAK)
        http://nwn.layonara.com/downloads/files/layo_ctrlv3r10.rar (HAK)
        http://nwn.layonara.com/downloads/files/layonara_v24.rar (TLK)

You can download these files now and place them in their appropriate locations.  They will not impact your ability to play before the update.

Regarding the HAKs, the first one listed, the "res" HAK, is new.  The old "control" HAK was getting kind of large, so I split off all the large graphical resources that had been stuck into the "control" HAK up to this point, so that future HAK updates in the "control" (now "ctrl") will be smaller and easier to manage on my end and yours.

That's it!  Happy downloading!
[/SIZE]
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20
Ask A Gamemaster / Druids and geming
« on: September 07, 2010, 05:16:01 am »
I play a druid, Zigruum Frostbeard, and have some questions regarding mining gems and ore.  



Brief Background:



A while back I had an OOC encounter with a GM while in game.  We had been in the Krashin kabold cave, I was playing Zig, and some of my party members had mined the alexandrite.  I used a heal spell on the rocks to role play healing the rocks while they were geming.  After coming out of the cave, a GM stopped us with their avatar.  They had various role play issues to discuss with our party, but I want to address this one about druids. They said as a druid I should have forbid the party from mining the gems and that the healing idea was not adequate.  Long story short, the GM suggested that if I mined or let a party member mine gems I could possibly have my druidic powers taken away.



I have played with other druids who have allowed and even taken part in the mining of gems.  I have also seen druids allow the harvesting of ore.  I have never seen a druid forbid a party from mining gems or even ore.



Questions for Discussion:



1)  Are druids forbidden to mine gems?

2)  Do druids have to affirmatively forbid any party members from mining gems?

3)  Are druids allowed to let party members mine for ore?

4)  What if a druid needs a silver enchantment for his scimittar to better hunt undead, the bane of most druids?  In that case would a druid be allowed to accompany a party mining silver?  

5)  As in question #4 a druid may have needs for other gems and ore (topaz dust for casting stoneskin, emeralds for ability jewelry, titanium for weapon enhancements against outsiders etc.)  Is it expected of a druid to sacrafice and pay top dollar for these finished items, were others can reduce the cost by harvesting the raw materials?



I realize and enjoy the fact that their are vast and different ways for druids to rp how they would handle these situations.  But I dont want to fear Zig losing his powers over a misconception about the mining of gems and ore. Therefore, I think after some discussion here, it would be helpful for the Team to lay down some specific parameters for druidic conduct regarding my questions.



I look forward to hearing opinions and responses from both GM's and players,



~Willhoff
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