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Messages - osxmallard

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1
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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2
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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3
General Discussion / LFG - Looking For Group weekdays
« on: October 02, 2012, 04:46:41 pm »
Slogging it alone on a group friendly server is fun for all of 3.2 seconds... yes I've timed it.... and after the hundreths and some odd trip thru the redlights alone... its time to find another way.

I am looking for people who want to do stuff weekdays from Noon CDT to around 3PM CDT = 1PM EDT to 4PM EDT. Then again on some nights after 8 to 9 PM CDT to say Midnight CDT/

My characters who I'd like to use are:

KoiganAxechucker
Level 8 Barbarian Dwarf - Voraxian

Raghnall
Level 11 "Sledge" or Acolyte of Dorand
Member of Cailomels
If he isnt crafting its a good bet he is out getting materials to craft!

Dot
Level 19 - Rogue(7)/Fighter(12) - Working on becoming a WM (bastard sword)
Selfish & Mouthy, but she can back it up too!
Works for Saddlebag Pawn
(no deity )

I also have and can help with my other characters:

Enzo Reynolt
Level 31 - Ranger(23)/Cleric(8.) of Folian S'pae
Retired "Commander of the Wood" with the Wolfswood Ranger corps
"The Green Ranger" and renowned server of pies on trips thru "the deep"

Myrddyn Reynolt
level 13 - Ranger(12)/WM - Rapier(1)
Son of Enzo trying not to live in his fathers shadow.
(no deity listed but he pays respects to both Mist and Folian)

I havnt listed Andraia (19 Cleric of Kithairien) She may be on the chopping block soon.


My play style is probably on the bashy side with RP tossed in as things go along. That being said... I'm glad to help people with quests, getting to CNR, and just slogging it out to get to that next level.

If you see me on please drop me a PM if you're interested in doing something. Please understand outside of these time windows my answer will most times be I can't go... because RL will have me being MR Mom... making supper, chauffeuring etc. ;) So dont think I'm not interested when I say I cant... its cause I dont have the time needed! :)

The main thing I don't like to do is travel with someone who isn't a fit with my characters(s) due to deity clashes. I dont like doing the whole "enemy of my enemy" so it must be ok thing. But even this rule I become flexible on when we have such a limited amount of people playing anymore. Aside from that... let's just see where things go! :)

See ya in game!

G-452


.
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4
General Discussion / Hey, I hope I'm not completely forgotten...
« on: April 04, 2012, 12:32:49 am »
I really miss this community and all of you. I always think about this game, the friends, the people and the time I spent here with all of you. I really wish things had turned out different and I could have stuck around playing on a more regular schedule. I forgive all the issues and differences people may have had with me and my RP style, all though I didn't really have any issues nor did I hold a grudge myself! =)

I hope some of the old names are out there to remember me, so that this doesn't look like some random wacky post, which will go unnoticed.


Love, Peace, & Hair Grease!

Daralith Del'Mar

Some might have known a little wacky
Malkor of the Sea as well...=)
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5
Roleplaying / The Misfit Brigade
« on: March 18, 2012, 11:33:13 am »
Here's the idea I came up with during my vacation. It's based partly on some perma-death servers from the past, as well as mixafix's suggestion about level range.

The Concept

The world is rife with uncertainty and unrest. The common folk are struggling for their very survival on a day-to-day basis. With resources scarce, some are offering up the only commodity they have, themselves. Forced into situations outside the norm, some of them discover a tenuous link to the heros of lore. Some succeed in this new life, many more fail and return to more mundane lives.

An unknown group, powerful and well-funded, begins to take advantage of the situation. They begin gathering these misfit commoners into a cohesive group, imposing strict, some would say military, order. The result is a small fighting force, right now but a seed but with the potential for powerful growth.

What will this growth result in? Who is orchestrating the dance of this force? Good or evil, helpful or power hungry?

The Rules

  • Must be 1st level to join. The first month of play, levels may be gained at will up to 5th.
  • One level gained per month at most after the first month. The idea is to keep a tight level range within the group.
  • Each player may have up to two PCs in the group at a time.
  • Only one soul strand to lose. The loss of a soul strand will trigger the PC's inherent self-preservation, forcing them to return to the mundane life of a commoner. The PC must be deleted. This is meant to build in some turnover of PCs within the group. (Should this be changed to five deaths instead of a soul strand?)
  • No gear allowed beyond what is for sale in Center's NPC shops. Recovered items from drops are not allowed either. Magical items will be awarded for service and leveling.
  • All travel must be done in groups of three or more. This is an RP group, not a leveling group. Travel is unrestricted along routes and in areas that are non-combat (eg. travel between Center and Hempstead and Vehl is allowed so along as combat is avoided).
  • Grouping with non-Misfit PCs is allowed with the following restrictions: Three Misfits must be in the group, and the non-Misfit PC(s) must hire their services.
  • All expeditions must be put on calendar, with a follow-up trip report posted. (Details to follow.)
The Goal

To establish a framework that fosters adventure with an emphasis on RP and character growth, rather than levels.
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6
General Discussion / orth checking in.
« on: February 02, 2012, 12:14:20 am »
Hello friends, old and new. It's been a while since I've been able to sit down and take a breath but I promised myself I would take the time to catch up on what I've been up to and some of the things that have to be done on the technical end over the coming month.

To start, I wanted to say that Layonara is with my heart every day. The friends I made and the moments I shared in its fantasy setting will be cherished moments I'll hold through my whole life with no regret. The past year I've been at a distance, occasionally trying to force my way back into the magic that I know makes me feel like only roleplaying can make me feel. It's been there for short whiles but real world priorities get in the way and days away become weeks and then months. I'm not going to try to explain nor am I sure I even know why, it just happens.

Life's been pretty good. I've become a bit of a sports nut, I even bought season tickets to the Blue Jays for this summer. Nothing new on the love side of things, though a kiss stolen here and there. Work has had me with a lot less time than I was afforded a few years ago but I remain physically and mentally very healthy.

As with playing, my desire for working on the MMO has had to be forced and again other worldly concerns leave me getting side tracked then ultimately not having the fortitude to jump back into the development. I am making progress in a core area though and when I can catch a breath and bare down for the final touches I'll be eager to move on to the areas that others have continued to bear down upon.

Over the coming month there's going to be a few headaches from the technical end. One of our servers is old and has to be updated, this means I have to make a decision to either stay with our existing server setups or consider moving all of our servers to a cloud based setup. I've not made that decision yet and it's a pretty complicated one as Dorganath would be able to attest to as we discussed it on IRC. Once I make that decision I will get a better idea of downtime for all our servers, web, irc, nwn etc.

I touched on the core area I'm working on with the MMO and that's focused on the web end of things. Using the versatility and module rich Drupal CMS I'm developing both a front end to a new updated community site and a back end to the MMO database structure. This could mean some heavy work needed on LORE and perhaps *cringe* if I'm really feeling adventurous, I would transfer the entire forum to drupal's forum. Alternatively there are modules that allow both vBulletin and Drupal work side by side. I wonder, do any of you have Drupal experience?

So I guess that's kind of it for my update. I'll be informing you via the Important World Announcements forum about server downtimes as soon as I can possibly know and with as advanced notice as possible. I apologize in advance if this gets in the way of some scheduled quests.

My best,
James
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7
Rumour Has It / Lord Raels message
« on: December 25, 2011, 05:53:17 pm »
On the anniversary of the Great Fires of Prantz from during the early days of the Sederra Kuhl war Lord Rael has appeared to give a speech during the celebrations.

In a suprisingly lengthy speech the self titled benevolant leader spoke to a huge crowd in the city's main square.

During his speech Lord Rael outlined several key points:

1/ He reaffirmed the alliance and the gratitude his nation has for the continued presence of the Rofireinites and their lawful ways. He affirmed the continuing acceptance of them by the Sulterians.

2/ He thanked the people of his nation for being stalwart and supportive during the long years of trouble during the wars. Both the Dark Elven invasion and the Kuhl-Sederra conflict and including the ongoing battle in Hilm.

3/ He once again extended an invitation to Castle Mask and Lor to rejoin with the greater nation for their better security and to share in the rising abundance that the Raelites are enjoying.

4/ He announced that every man women and child in Rael would soon receive a document that grants them full citizenship within the nation and every year forth they can present their document and receive a refund of 10% of the taxes they paid that year. Failure to produce the document of course means no refund. Holders of the document will have greater benefits within Rael.

5/ As part of the new Rael Citizenship benefit scheme Lord Rael has ordered a census of the people to be held in two months time where every person living in Rael must return to their home town to register themselves and their families.

6/ Finally, he announced that Rael would lend Sedera half a million true in order to help support the rebuilding process.
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8
Rumour Has It / The Velvet Cloak
« on: November 20, 2011, 03:00:03 am »
[SIZE=13]In the derelict alleys and taverns across Mistone, posters are placed all around disseminating a simple message:

We're offering work.
May be very dangerous. May be mundane.
Very good compensation.
Choose your poison:

Gloomwoods Castle, Co'rys - Look for Alistair
Broken Halls, Trelania - Look for Bram
Dragon Isles, Caesin Docks - Look for Velen


Bring the flyer with you when you approach our agents.
No flyer, no accommodation.

The best of luck to you all!

The Velvet Cloak
Mercantile Company
[/SIZE]


//This is an RP series aimed for low-level shady character types but I encourage everyone to join the fun. Feel free to RP in-game, investigate, and brainstorm but much of the series will occur on the forums. There will be no quest times, if there is a need to go in-game, whatever it is that's needed will remain in-game for as long as the server is online.

The goal here is to provide interesting development and interaction between characters that would not normally go together. I implore you to not automatically look at this as another one of Ni'haer's shady schemes (actually it is), but rather as an opportunity for your characters to grow. Imagine the fun that can be had with this experiment. Good luck to you all!
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9
Layonara Server / World Policy Update -- Sept. 19, 2011
« on: September 19, 2011, 10:39:48 pm »
Greetings Layonara Community,
 
As we have done now and then through the years, we are bringing some changes to Layonara.  Some of these are significant. Others are simple clarifications of what already exists.  Regardless of the case, from this point forward, a new set of policies and conventions will be in place for all, from the new player on up to the GM team.  These changes have come after a good deal of consideration, proposal, discussion and refinement over the course of several months.  They take into account those things that we, as a community, do well and those things that we, as a community, could do better.  The full details of all these things are too much to list here, but they will either be covered with some detail elsewhere or be evident in the way things are done by the GM team.  Don't worry; the changes are all aimed at a more positive experience for everyone.
 
What I will do here is summarize these changes and then offer an agreement between the community-at-large and the GM team. The latter is offered because in order for this all to work, it requires cooperation between everyone, whether one is “just a player” or our most experienced GM. Afterall, we're all working toward the same goal: a rich and enjoyable experience for everyone.  
 
[SIZE=18]Summary of Changes:[/SIZE]
 As mentioned above, the details of all the changes are too numerous to list here, and much of them get into administrative details.  To list the major changes in summary:
  • We are creating a world lore     publication fork. This is different from diverging NWN lore from MMO     lore, but it will still allow for some greater freedoms for GMs and     players while protecting those players who eventually wish to     achieve World Leader status or undertake a similar effort.  There     will still be opportunities to “change the world”, leave one's     mark and the the like. World lore is still important, but there will     also be flexibility.  This fork is considered to begin with the     conclusion of the last lingering matters after the world plot finale     quests held in May, 2011.  As things stand, this will coincide with     the wrap-up of Briardusk.
  • This publication fork also opens     up possibilities for GMs to run events which may not fit into world     lore.  Such events will be considered “unofficial” and     unsuitable for character development.  They are intended for player     entertainment and education...and perhaps GM entertainment as well.     GMs will clearly state when such an event occurs, so there is no     confusion on the part of players.
  • CDQs (and     GCDQs) are getting a significant change in terms of things like     waiting periods and other policies, with individual GMs being     allowed to set their own policies for the most part. They will also     be the domain of lore-friendliness, meaning a CDQ need not directly     deal with world lore, but neither should it violate it or conflict     with it. Everyone should read the updated CDQ policy, found here.
  • The world plot     will be handled in a different, more “organic” way. With the     wrap-up of Briardusk, we're taking a small break to get organized.     We will put out a “state of the world” description so everyone     knows the setting for moving forward. From that point forward, we     will be operating on a new methodology.  There will be opportunities     for world-level involvement on many levels, even when something     isn't marked as a “plot” event. To a large degree, what happens     moving forward will be up to the community.  More details will come     out over time.
  • The Character     Approval process is undergoing a shift, and we will be clarifying     some things as well. It is important for everyone to read and     understand this new policy, as it will affect all character     submissions from this point forward. Everyone should read the     updated CA policy, found here.
[SIZE=18]Agreement Between Players and GMs:[/SIZE]
  In order for everything to work well, we all need a reminder that there is a need for cooperation between both players and GMs.  Without it, there is nothing but difficulty, and anyone who has been around here long enough has probably witnessed the occasional period of problems and tension.  We recognize these will never be truly eradicated, but we can all take steps to minimize them and work more constructively when problems do arise. In that spirit, I offer the following agreement to be held between players and GMs.
 
 Players agree to...
  •     ...have fun, but never at someone else's expense.
  •     ...engage in RP as much as possible. Encourage the same in those     around you.
  •     ...keep in mind that GMs are your partners in RP here, not your     enemies.
  •     ...not spread rumors about favoritism or unfair treatment. If     there's a concern, bring it to Leanthar, EdTheKet, Dorganath, Rowana     or a Lead GM.
  •     ...try not to use words like “bother” or “inconvenience” (or     some form thereof) when approaching members of our various teams.      We choose to do this.  It's OK. It's not a bother or an     inconvenience.
  •     ...never be the reason for another player leaving the world or     abandoning a character. This has happened, generally through     behavior that has made a person feel uncomfortable or threatened. We     know it has happened.  It is unacceptable.
  •     ...avoid telling other players how to play their characters,     alignments, classes deity/dogma, race or some other significant     defining characteristic, which also includes concepts like the     Heartsong or the Al'Noth.  If there is a concern, bring it to a GM.     Otherwise, unless a player specifically asks for advice, let it be.
  •     ...work toward a better level of communication between everyone     here, whether it is with one of our various teams or with general     members of the community.
  •     ...remember that GMs and especially the lead staff have a lot     invested in Layonara.  We sometimes want to participate in     discussions. Our words, unless specifically stated, are not     generally the end of the conversation.
  •     ...understand that at times, the GM team must say “no” but this     should be respected rather than gossiped about, back-talked or     flamed.  “No” is rarely given without a reason, though if it is     (such as cases where we cannot immediately give one), it is not an     arbitrary decision.
  •     ...join the GM team in our respect for and observance of world lore.     As part of this, keep in mind that if we approach players with     matters or concerns about lore, we are only seeking to encourage and     maintain a consistent environment for everyone here.
  •     ...remember that GMs are players too.  Sometimes we just want to     enjoy ourselves just like everyone else.
  •     ...maintain respect for everyone here, from the newest player on up     to Leanthar.  This applies equally whether in-game, on IRC or on the     forums. We're all people. We're all gamers. We're here for the same     reason. Do not hide behind anonymity.
In return, the GM team will...
  •     ...provide a fair, open and enjoyable experience for everyone.
  •     ...provide a rich and interesting environment to support, encourage,     inspire and reward RP for everyone.
  •     ...attempt to communicate clearly and accurately with the community     on various matters.
  •     ...be open and available, as our time permits, for questions,     concerns and ideas. We may not be able to accommodate all requests,     but we will make reasonable efforts where it is appropriate to do     so.
  •     ...be as fair as possible. We are still people. We will make     mistakes, but the goal remains.
  •     ...try to communicate as clearly as possible at all times.
  •     ...respect, support and enforce world lore as appropriate. In doing     so, we may bring forward concerns or problems to players that are     intended in the spirit of our established world lore. Please give     these due consideration and respect our comments and the reason     behind them.
  •     ...provide a “clean slate” for all players moving forward from     this point (more on this below).
The above agreement is offered in the spirit that we're all here trying to play the same game.  We're all people. Many of us, whether player or GM, have a lot invested in this game world. Some arguably have much more invested than others, but for the most part we all have a significant emotional attachment to this place.  With such attachments often comes a sense of ownership, and with that sense sometimes there is a sense of entitlement or a way of doing things that is “better”.  It is usually these sorts of things that cause the most problems. We're all different.  We all have different ideas and perspectives.  These things are truly great, but we also need to remember that we're all here trying to get enjoyment from the same place, and this place has its set of rules and guidelines that everyone needs to follow. One person should not take their fun at the expense of another's.
 
  In understanding our various differences, let us also remember that each of us is only human.  The above agreement is a goal, and regardless of which side we're on, no one expects perfection. We do, however, request that everyone keeps these things in mind when playing here. Most of us here are adults. Let's remember to act like adults.  Speak to other players. Work out differences person-to-person, and ask for help if there are problems doing so.
 
 [SIZE=18]The “Clean Slate”[/SIZE]
  Under the GM section of the agreement, the concept of a “clean slate” was mentioned.  By way of explaining this, it is necessary to mention the oft-misunderstood “Player Watch List”.  Many players may not know if this list, while others may have the wrong idea of it.  
 
  The Player Watch list is simply that...a list of players to watch. A player may get onto the list in several ways, which can be summarized as bad or questionable behavior. Such behavior can take many forms, whether it is a complaint by another player, minor rule violations or any matter that seems of concern. We use this as a communication tool between the entire GM team, such that we may all know of issues that may require a closer eye on a player in order that they do not cause problems for others through such behavior as we may document. A player will remain on the watch list for a period of six (6) months, after which time, the thread will be moved to an “inactive” archive, assuming no further issues during that time. If necessary, an archived thread may be made active again if there are repeated issues for a given player. These threads help us determine when administrative action or more direct intervention may be necessary, and they serve as long term documentation.
 
 It bears stating, unequivocally, that the Player Watch List is not a list of people that the GM team “does not like.” This is actually quite far from the truth. It should also be said that just because someone is on the watch list does not mean the player is in trouble. In order to illustrate a little better what the list is and isn't, here are a few examples of why someone might appear on the list:
  •     Player A is seen repeatedly luring or using terrain features to     trick creature AI or is otherwise abusing creature AI to     disproportionately lower the challenge posed by a creature or set of     creatures.
  •     Player B is observed camping CNR or creatures in excess of what     rules allow.
  •     Player C is reported by Player D for some inter-personal matters     that make Player D uncomfortable or which impact Player D's     enjoyment of the game.  In this case, both players might receive     posts for tracking purposes.
  •     A GM comes across something that brings questions to mind about     Player E.  The player in question is not available at the time to     speak to about the find, and there are no other GMs around who might     be able to offer clarity. The GM posts a thread seeking attention     and comment from other GMs regarding the find. (Note: in such a     case, the post may be removed if it is determined that there is     ultimately nothing wrong or questionable.)
There are surely other reasons for appearing on the watch list, but these are among the most common.  In most cases, a GM should make contact with the player who is being listed to discuss the problem and request an adjustment in behavior.  However, whether due to time constraints, RL obligations or the player logging off of the server before such an opportunity arises, a GM may not be able to do so in a timely way. In such cases, the GM may still post in order to mark the incident for other eyes. A GM may also post to raise a player concern with the rest of the team in the absence of available information. Again, it should be stressed that someone being on this list is not automatically in trouble with the team.
 
  To enact the “clean slate”, from this point forward, any and all active Player Watch List threads are now archived permanently. Any past incidents or disciplinary actions, except for permanent bannings of course, are hereby forgiven and completely in the past.  If a player who has been the subject of one or more Player Watch List posts in the past has a new incident worthy of the Player Watch List, such incidents will be considered new, and past incidents will not be taken into account.  Repeated incidents after this point will, of course, be handled as we have in the past, with each thread serving as a historical record for future reference.
 
  This gives everyone who may have come in conflict with server rules in the past or who may have caused difficulties for other players to start fresh and without bias. It is our hope that in this environment, people will seize this opportunity to be better members of the community as a whole and remember that this is not just a single-player game and that our actions affect other players, either directly or indirectly.
 
 [SIZE=18]So let's get started![/SIZE]
  Without further ceremony or description, let's all start moving forward and continue making Layonara the best environment for RP and enjoyment it can be. For good or ill, we've all contributed to what Layonara is today.  As we go on, we will continue to shape it. Let's make it good!
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10
Rumour Has It / Eulogy for the Boy Hero in Wayfare
« on: September 05, 2011, 07:24:14 pm »
*She dresses in her best dark clothes and attends the very small funeral of a homeless child in Fort Wayfare.  The Bone Bats that came through the gate and harassed it's residents are gone but the loss of the one child hurts this Bard the most.

She stands quietly off to the side and lets the preacher say his words, only a couple adults attend, the children are kept away.  Tears stroll down her cheek but she controls the sobs that wish to burst forth, and when he is done, she pulls out a harp and begins a soulful tune and sings softly.*

[FONT="]Though better minstrels far than I May strike the quivering string; And bards more worthy of the theme Thy praises loud shall sing.
Yet I, a wandering Harper new, with heavy heart and soul feeling blue, By harp and voice to honor you, my feeble strains to try.
[/B][FONT="]

[FONT="]My voice upraised to wild swept chords I sing thy happy times be wild; Thy frowning times, running games, And all that makes thee a playful child.
All these I love and all have seen though gone now from my sight, I can but hear the children play, for all the rest is night.[/FONT]


[FONT="]But even yet, it you’ll but list, To my old harp's best note, I'll sing to you your heroic deeds, To them my songs devote.
Now guided by my faithful ox I stray from door to door, And tell how my hero fought and bled, And tales of old time lore.[/FONT]
[/FONT]
[/COLOR][/FONT][/I]

*She bows her head, drops a flower upon the ground and slowly walks away.*
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11
Development Journals and Discussion / Emwonk T'noduoy - Emception
« on: August 22, 2011, 10:55:01 am »
Mar 12, 1486
 
 Emwonk paced the floor in the common area near the fireplace in the Silverbuckle Inn.  A miniature lightning storm flashed and crackled about his person as he waited anxiously for Sister Bernice to arrive.  This would be the day she would begin treating him, and he still had doubts about her nature, and whether she may or may not serve the Wardens in all actuallity.  Elohanna sat nearby reassuring him that Sister Bernice would arrive soon and could indeed be trusted.  Perhaps he was simply fearful of what might be hidden in the depths of his own mind that had caused him to become as he was now.  He needed clarity and control though, this he knew above all the turmoil going on within himself.
 
 The woman, Sister Bernice, arrived.  As before she was of frigid personality, and detached, refering to Emwonk as "the subject" even in his very pressence.  It irritated him that she seemed to think of him as mothing more than ... what?  An object?  A sick animal needing tending?  A puzzle to be worked out and forgotten when finished?  It seemed the woman chose her words and actions precisely not only to provoke Emwonk, but Andrew as well, and perhaps even Elohanna.  As Andrew helped get things set up in a room upstairs, the woman even asked him to bring -his- favorite red chair from downstairs for herself to sit in.
 
 Then there was the blue and white pill with a "D" upon its surface that she'd given Emwonk.  He couldn't help but wonder if the "D" wasn't there as a provocation of paranoia from the woman who'd once hunted him and called herself Destiny.  Yet he took the pill anyway, as Bernice had claimed it was a sedative to help him reach the relaxed state he'd need to be in for treatment, and he couldn't tell otherwise after his brief inspection.
 
 They receeded to the room he'd be treated in, the four of them together.  Himself, Andrew, Elohanna, and the stern woman Sister Bernice, whom Emwonk thought lacked any iota of bedside manner.  The sedative pill hadn't been enough to effect Emwonk much to her surprise, especially given his diminutive size even in comparison to other Halflings.  Perhaps his special qualities interfeared with it in some way?  Perhaps it was simply all the roiling emotions and tension he had within himself about all of this so called treatment about to take place.  In any case, because the pill hadn't done the trick, Sister Bernice produced a vial of a blue liquid that Emwonk knew to be much more potent to the point that he questioned the safety of it.  It didn't help that because of the blue color it reminded him of the "Bad Soup" the Wardens had forced upon him years ago, though that had glown blue and had felt like liquid ice going down.  This concoction merely made Emwonk go nearly limp and sink into the bed upon which he lay.
 
 He saw a butterfly fluttering it's way around the room on velvet wings as his mind drifted further into numbness.  Then he could hear Sister Bernice talking in a near chant-like voice telling him to go back to his childhood.  Again and again, and again her voice intoned and seemed to get more distant, yet no less audible.  Darkness crept in from all directions until Emwonk lost sight of the room around him, his friends, and even the butterfly.
 
 He stood then near a river, or stream.  A young Halfling girl came running towards him.  He noticed he seemed young again himself.  What was this place?  Was it a memory?  He didn't know, and everything felt so strange.  The girl spoke, presumeably to himself.
 
 "Dante!," the girl skipped toward himself and then stopped to giggle as Emwonk looked around in confusion at her, and his new surroundings.
 
 "Current, unidentified entity...," he greeted her, but something about the words didn't seem right.  "Umm... nikki," he added.
 
 The girl seemed amused and responded.  "Dante!," she laughed, "What the heck are you babbling about!  I've been looking all over for you!"
 
 Who was this person?  He decided to ask her, "Who are you?"
 
 "Betti, you dope!  You know... your sister.  What the heck is wrong with you?"
 
 The name didn't ring any bells to him, for all intents she was still a stranger, but he answered, "I... don't know?"
 
 "Mom was right, maybe you are losing it!," Betti giggled and began floating a small fireball in her hand playfully.
 
 "Losing what?," Emwonk replied, his mind still clogged with confusion by the whole of it.  "Mom?," he asked, not remembering his mother, and wanting to know more.
 
 Bettie looked at him with a hint of exasperation, "Oh brother," she laughed again, "Come on the people will be here soon!  From the special school!"
 
 He paused to think in the moment about this new information, but still nothing struck him as familiar.  "What school?," He asked Betti curiously.
 
 "The one for the gifted kids.  The ones like us!," she paused only to take a breath and continued, "I'm so excited!"  She truly did look exuberant, and bounced on her toes with barely controlled energy.
 
 Emwonk thought about it all for another minute while Betti waited on him, perhaps too distracted by the fire she played with to even wonder what took him so long.  Nothing was familiar.  He felt he had to find out more and decided to start with his location.  "I don't know where I am," Emwonk stated plainly to Betti.
 
 For a moment Betti regarded him with curiosity, as though wondering if he were sincere, or merely playing a game with her.  Finally she pronounced, "What do you mean?  We're right here, near the village!"
 
 It wasn't good enough, he wanted to know something more specific.  A name for the place, he needed to know.  He asked, "Which village?"
 
 There was a sudden flash of light, and he felt as though he'd been kicked in the head by a mule.  He blinked his eyes shut hard reflexively and clutched at his head.  When the pain subsided as quickly as it had come he opened his eyes once more to find he was elsewhere.
 
 It was dark, and wet.  He stood chest deep in water covered with a layer of green scum.  Twisted trees grew up out of the mirk in all directions.  To one side he could see a patch of relatively dry ground, and on it a large ring of mushrooms.
 
 After his tongue rambled off it's initial questionings of "What?," "Where am I now?," and "Betti?  Where are you?", he paused a moment and regarded the patch of mushrooms.  He began slogging toward them numbly, "Mushrooms..."
 
 Just as he reached the edge of the mushroom-ring there was another flash of light and sudden pain in his head.  The sharp stabbing of it nearly caused him to crumple this time.  "Aah!," he shouted from the pain.  Yet he kept his feet under him after all and opened his eyes to yet another new place.
 
 He stood on the grilling of a metal walk-way.  Below him the distance was obscured by a bed of thick fog.  Other walkways, some bent and twisted as though torn apart by some gargantuan beast stretched off into the distance in an almost labyrinthine way.
 
 "Hello? Anyone here?," he questioned the twisted metal walkways and the fog all around, "Where am I?"  There was only silence, eerie, and devoid of any sound at all aside from the faint echoes of his own voice and perhaps the static sounds of condensation dripping off the metal and falling to somewhere far below.  "Helllooo?," he called out again and waited.
 
 There was another bright flash, and knife-in-the-head pain, but then when he next opened his eyes he was back in the room upstairs in the Silverbuckle.  Andrew sat asleep, Bernice watched and scribbled, bent toward him observantly, and Elohanna smiled down at him as though a burden had been lifted from her mind.  Emwonk's own stomach rumbled protest at being left empty overly long in it's opinion.  After finishing with rubbing the sleep out of his eyes, Emwonk patted the complaining tummy with one hand while he looked around in continued confusion.  The room almost seemed like a dream itself still, and the fog in his mind wasn't clearing as quickly as he'd have liked if he'd been more alert to notice it.
 
 Andrew hadn't quite been asleep after all, or the rumble from Emwonk's belly might've woken him, because he asked if Emwonk were hungry.  Emwonk merely pointed to his pack laying in the corner and nodded.  Once Andrew set the pack onto the bed within his reach he fished out some dried fish and a canteen and began to nibble and sip.
 
 Elohanna and Bernice both continued to watch him and Bernice asked whether he was alright.  Maybe she wasn't all bad after all, he began to think.  She instructed him he could remove the bandage from his arm if he liked, and then asked questions about what he could remember of his dream-state.  Emwonk still groggy from the experience explained what he could.  Andrew seemed to think the name Dante fit Emwonk well, and seemed pleased.  Elohanna was surprised to hear he had a sister, and Sister Bernice was pleased with all the detail he could describe, stating that she thought his progress for this first session was "a success" and even smiled as she offered to help him continue to really dig deeper into his mind.
 
 Emwonk himself remained doubtful that any of what he'd just experienced would help him gain control of his mind, but he knew he needed to continue to know for certain.  Focus on the goal in mind, he readilly agreed to see this journey onward.
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12
General Discussion / Nostalgia Crawl Tonight?
« on: August 13, 2011, 06:57:51 pm »
For all those places we haven't been to in a long while and maybe even forgot?

Was wandering the desert today and completely forgot about an old area set that's a heck of a lot of fun (if it's still there).

It'd be neat meet in center maybe and try and think of those places you never actually think to go.

Center - 10 PM EST, Tonight, Levels 5-20ish?
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13
Rumour Has It / A sad note among tense times...
« on: February 03, 2011, 07:25:46 pm »
....Samantha Clerin passed away this last week in one of the work rooms on the Temple grounds in Spellgard. Her body was discovered by her granddaughter when she was arriving to delver afternoon tea. The older woman was in the midst of her works when her heart apparently gave out.

... Her age wasn't known precisely but her work in the temple began over seventy years ago and she contributed a great deal to the Lucindite community.

... In accordance to her wishes her body has been dealt with and no funeral has been arranged. It is apparent that she seemed to know her end was coming as a good many arrangements had already been made.

....Rumor in Spellgard is her work room had to be locked down until the appropriate faithful could be found to dismantle the spells left at work at the time.
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14
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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15
The Silver Buckle / Welcome to the Buckle
« on: November 16, 2010, 09:13:08 pm »


Drinks, food, gaming, entertainment, and conversation

Ask about our rooms for rent - lodging lists are kept private at all times


Proprietors, Andrew Reid and Elohanna

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16
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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17
Layonara Server / Forums and IRC - September 24, 2010
« on: September 24, 2010, 09:29:26 am »
Dear Layonara Community,

We are aware that there continue to be issues with the forums, and efforts continue to bring them back to the proper level of functionality, including the visibility of posts made prior to last night (US/Canada time zones). It is pretty much a forum-wide problem that affects everyone equally, including those of us with higher-level access.

A side effect of the database problem affecting the forums is that the NickServ, ChanServ and aragen services on IRC are also down.

All I know about is that the forum database experienced a couple of crashes over the last couple of days, requiring a repair process.  Last night, orth indicated to me that the database in question was quite large and he did not know how long it would take to run the repair completely.

At this time, I can offer no information as to when these services will be back in full operation or whether any data has been lost and/or corrupted due to the crash.  I do not yet know the root cause of these problems either.

We are aware that this causes an inconvenience to people and a difficulty in conducting various RP and social functions for Layonara.  We're also aware that this has likely suspended things like Character Applications, as the CA team cannot access the threads to comment upon or approve them.

So please bear with us as we work to sort this out.  As more information becomes available, someone will update everyone.  Until that happens, please assume that things are not working properly and assume that we are working toward a fix.
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18
General Discussion / Howdy
« on: September 15, 2010, 01:49:12 am »
Everyone well?  I've been trollin' the site for a few weeks, and while listening to some old IWD tracks and couldn't help but say hey.
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19
General Discussion / Ideas
« on: September 01, 2010, 09:14:42 am »
Was just reading akata's post and Dorg's responses ... to be truthful, got me a little disheartened. One of Layo's longest serving players (and world leaders) obviously not happy about some things ... anyways, you can read that thread.



I really want to write a long, well-written post with lots of good ideas and an accurate, sensible summary of some of the thoughts that are in my head ... that said, I don't know where you guys get the time!



I was going to jump on tonight and had a peek at the server status .. again, only 2-3 characters on across both servers. I ended up watching TV and playing Bejewelled on Facebook. Unfortunately, that is becoming the preferred option more and more often - and it seems like not only for me?



Why?



I have my thoughts on the matter ... forgive me they aren't couched in loquacious (*nods to darkstorme*) paragraphs. Hopefully the gist is clear.



1. More scheduled quests please! I know GMs are doing it on a volunteer basis, I get it, I do. I did it for a couple of years and know sometimes you really can't be bothered or RL is busy or you'd rather jump on as a player ... but 2-3 a month is achievable, no? How can you incentivize the running of more quests for GMs? Give them XP for their chosen character for their time spent running quests? I certainly wouldn't begrudge a GM earning the same XP for one of their characters at the same rate my character does attending the quest they spend their time running. I don't know ... maybe others have got some ideas to encourage GMs to run quests?



2. Please change existing areas every now and again. Just a tweak, that's all I need. Does it take that long to shift a spawn two inches over? Add another goblin archer around the corner there, some warhounds with the hobgoblins there, a trap in the minotaur caves, a vampire in with the mummies, a treasure chest here, a carrion crawler there, whatever ... I contemplated making (another) new character the other day and had the thought if I have to run them through the same 100 areas that I have done literally hundreds of times previously with other characters I will seriously do myself in. I'd do it myself, honestly I would but ... *hugs his Mac*



3. Less rules, more fun! I have played here for over 4 years and I don't know the rules anymore. If people wanna make a goblin to join in on Lonn's gobbie night, go ahead! The will system and inter-character transfer of assets and house remodels and restricted classes and 4 CDQs to move from A to B and 2 CDQs to change from Y to Z ... I dunno, maybe it's just me but i'd rather play with 20 people, half of whom play as NG when their approved alignment is LG than play with one person who plays their alignment by the letter of the law. If someone is ridiculous with relaxed rules, kick em out ... but do the excesses and abuses of the past have to erect these impossible barriers for entry for new players?



4. More positions for characters! Ongoing responsibilities! Ability to change the world! I know this has been gone over numerous times elsewhere ... don't think there is an easy answer and I understand the lore books are to be released at some point and lore needed to be crystallized at some point and for various dramas lore has had to be re-written but it is a little demoralizing. I think Acacea has written about it elsewhere, all the challenges of the world are these new things that for whatever reason weren't a danger to everyone last week? WLDQs especially. I don't want to go into the ins and outs of all the WLDQs of the last few years but prior to Blood's fall the WLDQs run seemed to affect existing plots and people ... now it seems as if each WLDQ tackles a newly introduced foe so as to not affect existing lore? Fenrir's mithril-eating Balamti? Never heard of them prior to his WL. Daniella's unhappy God. Was it a concept that was created for her WLDQ? Alandric's child of chaos? Never read about him in lore. If other WLs agree, maybe this topic is better taken into the WL forum for dissection?



5. Re-attachment of DTs. Again, it's been spoken about to death elsewhere ... but again I keep coming back to how many of those players/characters now gone due to their character perming would have remained versus those people who remained because of the existing DT system? I'd put money down that the former is more numerous than the latter. Ark is on 9 tokens, if/when he loses No 10, there (most probably) goes yet another player.



Please read this as written from the perspective of a player who wants to get excited about Layo again. Do they read as criticisms? I don't mean them to be. Read them as from a player who wants to look at the server status of a night and jump on and go for a run with a dozen others on west or a different dozen on central.



Dorg, I don't need a response from you individually addressing these points, it's cool.
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20
Rumour Has It / Darkies in a Forest Cave
« on: May 18, 2010, 10:13:58 am »
*Griff Silversand makes a report to authorities in Lor*

Oi tell ye we were comin outa some fire opal cave in de forest near Corax Lake, when we got jumped by some dark elves.  De messed wit de wrong folks ye see, cause we was not no ordinary group; Dis was a Voraxian Warparty Oi was in.  We were lickn our chops when we spotted em, Meh, Zig, Unther, Gunder n dis carrot top Dot.  Slayed em all like rabid dogs we did.  Oi make dis report cause Oi member ear'n bout some darkies held up in Prantz loike.  Not sure if its related er not, but if de be de same darkies dat the Grey's had over in Prantz, well...let's jus say its not an issue no more.  By Vorax their evil has been put to rest n Lor folk can rest a bit easier now me tinks.
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