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Messages - gilshem ironstone

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// and all in the vicinity see smoke and flames billowing from the Saddlebag Pawn Shop, as Thhakuk's Flaming Greatsword ignites the old wood! //

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Increased Fortune, XP and GP until Tuesday.

The Soul Mother is also taking the weekend off work.
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Layonara Server / NPC Quests
« on: September 21, 2017, 05:22:10 am »
I posted in regards to this some time ago, but can't find the original to link to.Could we get the NPC Jobs/Quest system reset again?Of the six jobs usually in circulation, only 3 of them are now available.And of those three the jobs are Mithril and Yew requirements.Thanks. 
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The Silver Buckle / Rare Auction
« on: December 13, 2016, 04:41:14 pm »
News arrives to Sagewald of a rare auction occurring in Port Hempstead's future. The first notice to arrive at the Silver Buckle is elegantly penned on silk and reads:

Coveted treasures await your eyes! From peace to war, fortune to misfortune, their blood endures as it has over one thousand years. The Duke. Sons of Kieran. Scholars of antiquities have attempted to view the family holdings and were repeatedly rebuffed - until now. 

Announcing now, that not only is there to be an auction, but experts and scholars are invited to inspect the items before they change owners. 

Prized objects, never before revealed to recorders of history. The very blade with which Calum Elf-Friend struck down his elvish brother in the second century.

Ebony figurines of creatures unknown, made from hardwoods now extinct on the peninsula.

Reservations for exclusive access will not be arranged; all would-be buyers or inspectors will be expected at the auction. 

 *a time and day far enough in the future to allow a great deal of travel time is here*

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General Discussion / Leave of Absence
« on: November 25, 2016, 05:29:20 pm »
Going to be unavailable until after New Year's.  With the holiday season, work, a massive influx of RL and dealing with some mental health issues, I will be busy until at least then.  Hold the fort while I'm gone.-Brewmaster
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Just for Fun / I Found ShadowTrek!
« on: October 10, 2016, 03:04:00 am »
My old Star Trek Universe expansion pack, collection of rules systems, psionic abilities, races and ships designs I wrote up about 10 years ago for use with Shadowrun 3's Ruleset!  One day during Spring Break in college I decided to lock myself in my room, binge watch every Star Trek episode known to man and use the ShadowRun core system for combat for a total campaign coversion to the Star Trek Universe.  Took about 2 weeks!  I used the Psionic handbook from 3E as the basis for the psionic traditions, Psychoportation, Telepathy, Psychometabolism, Clairsentience & Psychokinesis, with different stats dictating their usage, as sort of a "magic" system for the setting, which used Shadowrun style fatigue drain and power levels.  I was really pleased with how Astral Projection had 6 different variants, one for each discipline to make an extra spin on the classic out of body experiences.  Still can't find my master gear list though, and advanced rules on personal shield and armor systems as well as my advanced rules on ship combat, warp speed travel and other hot topics.  Some additional races were also plucked from Deadlock 2 and the more obscure animated series/comics portion of Trek lore. (Q is not included as his role is always played by the DM!)When we played way back, the party commanded a Klingon Bird of Prey.  Led by Az-Ptol and his team of Klingons with Skabot playing a Psychoportation gifted Gorn Engineer.  He'd mostly hiss and slurp at the engines, beat them with a giant wrench and when they still didn't work, he'd grab them and channel Wesley Crusher/Traveller psionic powers to push them beyond Warp 8, sometimes glitching and getting them stranded in parallel realities.  Good times!Consolidated it to one file and attached it for any interested Shadowrun players or folks who are interested in seeing what obsessive Trekkie GMs do in their spare time instead of running off to Miami Beach.
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Layonara Server / Plot News - September 26th 2015
« on: September 26, 2015, 03:47:44 pm »
Hello Everyone!The GM Team just wanted to touch base with you regarding Plot progressing and the like. While we are not completely done tying off the previous plot, we are already hard at work on the next one. We would like to see it started November sometime but at this time we do not have a schedule in place. We're mostly writing to let you know that something is in the works though, there are hints and shadows already happening IG.Holding the anticipation over your heads.....~GM Team~
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Layonara Server / Version 3.58 is online!
« on: May 31, 2015, 01:05:41 pm »

Version 3.58 is online!

Just a couple of bug fixes and an area update.


  • Fixed an issue with the quickbar deletion and replacing not working

  • Fixed an issue with the spellbook saving system not saving clerical domain spells properly

  • Fixed an issue with some spider cocoons not respawning



    Area update[/li][/list]


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Layonara Server / Coming Soon! Enhanced Mapping
« on: April 05, 2015, 09:23:35 pm »
Another fun feature coming to the next update includes some nice enhancements to the minimap system. 

Map Pins

Let's start off first with the map pins. All map pins will now be persistent, they will save over server resets and be there for you forever. Included with the map pins update is the ability to set, list, delete and rename the map pins via commands. This can save you some time if you want to custom macro a command like =c map set Path to Fort Miritix for example and then use that key many times as you travel. The commands associated with map pins are:
  • =c map set Pin Name - This will set a map pin at your current location with the name you designate.
  • =c map list - This will show a numerical list of map pins for the current area.
  • =c map delete # - This will delete the map pin with the number you define (as revealed in the =c map list)
  • =c map rename # Pin Name - This will rename the map pin for the numbered pin for that area (as revealed in =c map list)
  • =c map save - Saves all of your map pins.
Note: You will not see map pin updates until you re-enter the area when using the commands as opposed to using the regular NWN map pinning UI. A bit more on this later.The system automatically saves your map pins when you log out but if you wish to be entirely sure you can use the =c map save command as well.

Area Mapping

The second feature is an ability to map out an area which exposes the entire black area for good. To perform this, you purchase a Magical Map Book from the Magical Vendors. Proceed to use it, then travel around in the area and you'll be notified about your mapping progress. The length of time it takes to map the area takes many things into account such as your Intelligence, your Wisdom, your Lore, your Gather Information, your Ranger levels, the size of the area, the time of day, whether it's above ground and whether it's an interior area. The minimum time it will take is 3 minutes and the maximum is 10 minutes.Just because you may be able to run around the area quickly and expose all the "black" on the minimap won't expedite the procedure. Mapping progress pauses when you rest, engage in combat or if you remain in the same general vicinity. Mapping progress is cancelled if you die or change areas.Once you complete your mapping the entire map will be exposed. After a server reset if you wish for the areas you have mapped to automatically be revealed to you then use =c toggle automap and then when you enter an area you have had mapped the minimap will be exposed.If you prefer to not automatically have the maps revealed to you but would rather expose them on an area by area basis then use =c map reveal in an area where you wish the map to be revealed.

Map Sharing

Once you have an area mapped out you can share your information about the area with other players using =c map share Plen (use their dynamic name) for example. Map sharing reveals the entire area to the other player as well as copying your map pins over to the map for the person you are sharing with. The player must re-enter the area to see the updated map pins.Note: To facilitate some of the commands that I've been introducing that require you to re-enter an area I've created a command that will portal you to a very small area then back to the location you were standing. Use =c  refresharea if you wish to use this instead of manually leaving the area and coming back.This update should be out some time this week.-orth
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Layonara Server / Coming Soon! Saved Quickbars
« on: March 26, 2015, 08:43:26 pm »
As I mentioned in my post on the Spellbook save/restore system I have been working on the same sort of system for quickbars and it will be available in the next update. It works much like the spellbook system. The system does not differentiate each bar, all three bars are saved and restored as one set when using the commands.So for example Plen might have one of his bars typically used for buffing party members and himself. He can set it up then do =c qb save buffs then once he goes out to battle he can restore his offensive spell bar (that he set up earlier) with =c qb restore offensiveYou can even save the custom macros to switch to a different bar as a slot. So for example in my previous case I may make Ctrl-F1 on my buffs[/b] bar be a Custom Macro slot with the label Offensive and the command =c qb restore offensive[/b] then my Ctrl-F1 on my offensive[/b] bar to be labelled Buffs and the comand =c qb restore buffs[/b] This way I sort of have a quick toggle between the two.Perhaps your player has many items that they like to use but the bind of equipping/using/equipping what was there previously can use up a costly 3 slots. This shouldn't be a problem anymore.  You can even create quickbars for varying types of equipment depending on where you're going.The commands are:
  • =c qb save name
  • =c qb restore name
  • =c qb delete name
  • =c qb list
  • =c qb describe name
  • =c qb replace name
Replace name with whatever you wish to designate that set of quickbars as.I tried to find every single case for binding to the quickslot but if you see anything weird then let me know. I may not have caught every possible quickslot binding possibility.-orth
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Layonara Server / Coming Soon! Saved Spellbooks
« on: March 15, 2015, 10:22:16 pm »
Are you tired of constantly rearranging your spellbook depending on where you're heading or who you're with? Well I'm please to introduce a new system that saves your spellbooks to the db which you can restore at any time.Here's how it works:Get your spellbook all prepared and then use the =c sb save command and specify a name for your spellbook, for example =c sb save defaultNow say for example Plen is going to craft a bunch of raise dead scrolls so he replaces all his spells at Level 5 and Level 9 with Raise Dead (he uses Quickened Raise Dead spells so he can craft more at once). Once he's done he can restore his spellbook with =c sb restore default and all the spells he had set up before are replaced once again. Note: When using this system all spells are restored as used up, so it's best to do this right before resting.Now Plen realizes that it would make sense to actually set up a spellbook for crafting Raise Dead scrolls, so before I craft my scrolls I'll set up a spellbook for that with =c sb save craftraisedead that way before he crafts Raise Dead scrolls again he can just use =c sb restore craftraisedeadNext time Plen is out with a group of people he may want to save his spellbook once it's all set up, he may have many depending on how many people are with him or perhaps his planned role (healing/defensive/offensive). So he might do =c sb save partyof5 once he's all prepared, then he can restore that again later in the future when he's with close to or the same sized party.Other associated commands:
  • =c sb list will list all your spellbooks
  • =c sb describe bookname will show all the spells (and their metamagic if applicable) for each level in that book
  • =c sb delete bookname will remove a spellbook entry
  • =c sb replace bookname will overwrite the current entry for that book with your current spells
The system takes the first class that is a caster class with a spellbook (Cleric, Druid, Paladin, Ranger, Wizard) when using the =c sb save command. If you have more than one casting class with a spellbook then you must use one of the following commands:
  • =c sb savecleric
  • =c sb savedruid
  • =c sb savepaladin
  • =c sb saveranger
  • =c sb savewizard
So for example if you had a Wizard/Druid character (Wizard being your first class), if you used =c sb save default for example then it would save your wizard's spellbook under the name default. Then you would have to use =c sb savedruid defaultdruid for the druid's spellbook. Note, all spellbook names must be different per character, even if they're for different spellcasting classes.If for some reason you have more spells memorized in a spellbook then you have slots available for restoring (maybe you were wearing more modifying jewelry when you saved) then it will just fail to populate those missing slots but everything else will work.If you just type out =c sb[/b] you will be told all the available commands.I hope you enjoy this new feature, it should be coming with the next update which won't be too long away. I'm also working on a similar system for Quickbars too. Not sure if that will be ready in the same update or will be in one down the road. 
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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 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.
  • 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!
  • 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.
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Layonara Server / The NWN server is going to be moved again
« on: February 26, 2015, 09:12:38 am »
Hello all,As you know we've been running our server for the past 2 months on a new host and while for the most part it has been acceptable there have been issues with random "blue screen of deaths" killing the entire server as well as intermittent lag spikes. While trying to debug these I started considering another server where I could get an equally good deal and came across one that was Linux though. I wondered to myself how difficult and how capable our current world would be to run on Linux especially with our NWNX plugins. So I tested it locally and fixed a few bugs here and there and things seemed okay. At that point I wondered if there were any new NWNX plugins for Linux that I could tap into to help the world. This is when I really got excited and started greatly considering we'd move from Windows to Linux. There are  many plugins that are now available that can enhance our world.This is how and why I was able to introduce the Dynamic Names system.  Some of the other plugins give us functionality for many other ideas we've always been limited by the capabilities of what Bioware gave us. Not only that, there are performance improvements that these plugins provide to help the world run smoother and faster with less lag.I hope you understand that this move shouldn't be much of a blip on the radar and should hopefully lead to a smoother world with some exciting new features coming as well.Here's a taste of some of these new features:
  • 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.
  • 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.
  • The login process is faster. Some of the checks have been moved to not even allow players in the world instead of booting them after the login. Other processes that only need to be done once a reset are now doing so.
  • Dynamic never ending NPC quests.  If a pawn broker over hears you talking about something, you might want to listen to what he has to say. "Speaking of trading, Firg Knucklebar in Fort Llast was looking for some help with making a run to Dregar." (More on this to come!)
  • You can now ox unidentified items.
  • GMs can rename areas.
  • Increasing fortune for diversifying your exploration with groups, the more the merrier.  The more unique areas you visit the higher the rewards become! (more on that soon too)
  • Improved performance on NPC creature spawn/loot
  • Complete restructure of a lot of the database, much cleaner and faster
I was originally planning to get this entire move and update done this weekend but it may be delayed a few days as I want to get some thorough testing in plus (!!) the missus has been extremely patient with me this past fortnight as I've coded away so I'd like to reward her tomorrow. Some of these features may not make the first update after the move but the framework is laid out and the coding is started.I'll keep you all posted as things progress.All the best,orth
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Layonara Server / Coming Soon! Dynamic Names
« on: February 08, 2015, 05:57:10 pm »
I wanted to give the community a heads up on the new system that will hopefully be arriving in the next update. We are going to be introducing dynamic names to the world. What are dynamic names? Well now whenever you don't know a character all you will see above them or when they talk and other events is "Someone". It will be up the characters to introduce themselves to others or for your character to dub that character with a name.Associated commands will be:
  • =c intro
  • =c introparty
  • =c introarea
  • =c dub
To introduce yourself to an individual you use =c intro Plen for example. This will find the closest PC to your PC and introduce yourselves as that name to them. This will then change it so the other character sees Plen instead of Someone. =c introparty The Bird Lord for example would do the same thing but for all characters in your party. The same for =c introarea Feathers for example but it will work on any players in the immediate vicinity. If you would prefer to see someone's name as something else, you can forego their introduction and use =c dub instead. This works on the closest PC to your PC. For example, Connor could be near Plenarius and do =c dub Werechicken. If you have someone dubbed, from that point onward any time the player introduces themselves, it will ignore the introduction and use what you have dubbed them as.This will be a bit confusing at first when everyone is "Someone" but it should gradually get all worked out. You don't have to RP the introduction or dubbing of a PC who your PC knows well enough, just run the command(s). (Though feel free to RP it if you want!)Certain parts of the game world will still use your real name. For example the looter notification shows a Floating Message above the player to anyone that's nearby and can't be personalized on a per player basis. Storage logs on crates will still use the original name. There will be other cases we discover too, some will be fixed, some may not be able to be fixed.We hope this will help encourage the RP aspect of ones true name being held secret if they wish it that way. Also characters can use aliases to some if they so desire. Sometimes we're even confused/forgetful if one of our characters has met another yet, so this should help too. GMs always see your real name of course, but they too can dub you something else if they prefer.  (i.e. =c dub Victim #5) *gm grin*If you have any further ideas or just questions or comments, fire away. This isn't a set in stone update if players aren't thrilled about the idea but we think it will be a really fun addition.-orth
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The Silver Buckle / The Silver Buckle Presents: PIE!
« on: February 14, 2015, 11:43:41 am »
This is cancelled.
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Ancients Legacy / All Across Mistone......
« on: January 24, 2015, 01:11:27 am »

Reports begin to stagger in across Mistone of small ground tremors. Being unusual in most places, officials are scratching their heads. None of the tremors have caused damage or injuries but as they continue (a minor quake or two every few hours somewhere on the continent) people begin to worry about what this might mean.

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"C'mon, Chimes," said Toby as they walked back toward the door, leaving a very dead dark elf on the lawn. So to speak. Again. It was practically old times! "I'll buy you a drink."

Thank the gods. She'd often wondered why all the drama happened when someone had worked up a thirst. She'd even thrown a stinkbomb at him at the bar and no one. Had even. Chased her. Not even a little bit. Not even a curse. Too busy with the 'rapier' jokes. Easy mark, only five points. Low hanging fruit, as it were. HA!

"First one still free?" he asked. "Yep!" She eyed him and they spoke over the top of one another. "Is that the one you're getting me?" "That's the one you're getting."

She hopped up onto a stool, deciding her poison was whiskey. Toby said he knew there'd been a reason he liked her (as if there weren't a hundred!), so she told him about how she'd given up the will-o after the great chicken incident of '97, but she'd died since then.

He was getting the glasses when his wife walked in, saying she'd thought he'd be right back... Or something wifely. Caught at the pub! One time a flame-winged Strife-demon had stopped at the Arms for a drink, and his wife had come to bawl him out for it, too. Acacea helpfully explained that he'd been killing a dark-ear as he poured.

"Something came -" he stopped and looked at the halfling. "Not. Helpful." he said under his breath, and handed her the bottle. "Just do me a favor, and if you feel like talking... take a shot first, okay?"

"I didn't make enough whiskey for - oops." As far as drinking games went, this one could use some work.

"You... he...? Did you?" his wife was stammering.

"Did what?"

Something about she'd said she wanted him to make it stop, not what she meant, somebody's pet. This was winding up to be a long one, so she lined up another shot, only to have Zari pick it up and toss it back. Quarreling was thirsty work, apparently.

Acacea looked at the place where her drink had been, and the glass reappeared, empty.

Toby poured her another one while defending himself, something else about blah blah preferring someone else to him, but as she reached for it, his wife snatched that one, too. The thirsty halfling watched it go away, again, and then looked to Tobias with imploring eyes.

"Might be quicker if you just drank it from the bottle..." he managed with a grin, but Zarianna got his attention back with, "You believed her?"

"Truth..." Acacea muttered to herself.

"No... Yes... I don't know! This whole situation has got me so confused."

"Tell me about it," Acacea said knowingly, as if anyone was listening, and reached for the bottle to take his advice just a hair after Toby himself snagged it and drank like he needed a few, himself. She blinked at the bottle when it was passed back to her, and it was removed from her disbelieving hands by his wife, as though she were merely passing it back and forth between them. She rested her head on the bar. Need. Drink. Light. Fading. Too. Much. Brainsick.

“You did. You actually believed her.” Zari took a drink straight from the bottle and set it back down on the bar, and the halfling stood on her tiptoes to reach for it. It wobbled. She tipped it toward her and peered into the opening. Sadness awaited. Mere drops. Not even a message from the wide world awaited her; this bottle had never bobbed in the sea, had never sung in the wind. She stuck her tongue out as they argued above her, tipping the bottle in hopes of catching the last of it in her mouth, but Toby, seeing it raising into the air, took it as though it were being offered and drained it.

“Wow. Thanks a lot.” She could agree with Zari’s sentiment, here. She stood on her tiptoes once more to look at the empty bottle, then cast her gaze heavenward, wondering, “I can’t tell if Lucinda is trying to make me quit drinking, or what. It’s like a tag team between her and Ilsare…”

“Thanks? What the hells do you mean by that?”

What if she didn’t exist? There was a thought. What if she really had died, and this had all been some sort of long queue to the Soul Mother… the elves could be demons in disguise. Lightly disguised. A thin veneer of disguise. Her soul, the whiskey. She climbed onto the stool in order to get over the bar, but Zari was already getting herself another bottle and Toby pulled one out and set it in front of the halfling. Two! Two bottles of whiskey. Her odds were improving. “Just like Ilsare. Can’t make up her mind!”

Leringard’s fashionista picked up her newly acquired bottle and took a drink from it, which only aggravated Toby more. Acacea, too. “Stop your drinking!” complained her husband, and took a shot from the other bottle. “You stop yours!”

She looked between them. At both bottles. She mused aloud, “Why is this my life?”

Somebody wasn’t supposed to be drinking when they were mad, but they weren’t mad, blah blah, she nodded thoughtfully at each comment, now. “So much for your trust!” Yes, profound! She must consider this. “Tell her, Acacea!” Wait what. She tried to remember what they were arguing about as he set the bottle down in front of her so he could lean into the bar with both hands.

She eyed it. “Definitely not mad. Very happy.” Her hand creeped toward the whiskey while she spoke, and his bloody wife that never laughed at her jokes struck again to drink from it. “Varg YVV!” she swore in a common pit tongue. Cantankerous harpy! Toby took the other back as if in retaliation. “If you drink, I’ll drink!” Nancing applechaser!

Her ears were melting. She was quite sure of it. She was watching Zari wave around the bottle as she talked, but the words had gone all wah wah wah. No. This was an elusive beast. It called for stealth, and dedication. Crouching down in front of the bar, she listened for the sound of heavy glass clunking down, and when it came she made her move! Leap! Grab! Dash! Sour, burning oblivion awaited!

She hopped up into a stool far away from the bickering couple, hugging her prize to herself. Both elves looked at her quizzically for an instant before returning to their argument. And she… she needed five of these. Five of… she held it upside down over her head and squinted disappointedly up into the opening.

“She was soul-bound. Damn our luck.”

The halfling clanked the empty bottle onto the bar grimly and stood. Brushed herself off with wounded dignity. “You drink all that, that quickly?” Toby asked, as his wife looked over and added, “Ilsare’s panties, Chimes. Slow down.”

“If she opens her mouth again, it’d better not be about you or she’ll be taking another trip,” Toby was saying, and he absently slid a bottle down towards Acacea as his wife swung her legs over the bar. Trotting up gamely, she saw, before her very eyes, the bottle struck a glancing blow by elven legs, wobbling, tumbling… !

Toby was fast, but lives were at stake, and he couldn’t have expected her to dive for it with no regard for obstacles or, indeed, her safety. She snagged it from the air on her way by and barreled into a few stools, but still folded into a protective somersault and came up with bottle safely in hand, world saved once more!

“Oh… thanks,” she heard, as Zari bent down to take it from her in her moment of triumph. “Would’ve been a waste. Good catch.”

She sat. Chin in hands. Elbows on knees. This was Dead Man’s Pass, and she was the last Diamoniar. Struck down by unexpected parties from behind. She pondered the world as the bottle was set back down on the counter, and then picked herself off the floor and onto her feet. “WHAT IS WRONG WITH YOU PEOPLE?!”

The married couple turned in surprise at the shout. “Both brainsick. YOU!” she leveled a finger at Toby to single him out. “Are only mad ‘cause you love her! Isn’t that a ridiculous place to be in when you consider that! You!” she whirled to Zari, stabbing her finger at the air. “Likewise!” Why did tall people always make things so complicated? Not all of them, she conceded to herself. The mermaid had appreciated her playing-card analogy. She could always pull that one from her sleeve if it proved necessary. The pretty one - the woman, that is - was definitely the shiny deck, in this case.

Toby leaned slightly to one side to stage whisper, “I think she drank too much.”

“Both of you! Kiss! Immediately!” She crossed her arms demandingly, and Zarianna stage-whispered back to her husband, “I think we better do what she says…”

He nodded sagely at her wisdom, then turned to his wife to kiss her. He leaned into it as she returned it, then scooped her up into his arms. Acacea grabbed the bottle as they were occupied and made a break for it. “'KAY, YOU CAN STOP NOW!” she called behind her, fleeing down the hall. No crazy Pit critters were going to eat her soul, no sir.


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Layonara Server / End of GM Break
« on: September 10, 2014, 11:24:18 pm »
Greetings community!As all good things must come to an end, with this post we are bringing an end to the summer-long GM break. Along with this comes an end to the extended bonus period. XP/Fortune rates and GP drops have been reduced, and the Soul Mother is back on duty. Hopefully everyone enjoyed the extra goodies while they lasted.If it is any consolation, I have set a new “baseline” for some of these rates, mostly as an experiment. This baseline is, on average, higher than our previous baseline, though likely subject to change over time in announced and unannounced ways. In other words, I might make adjustments for balance reasons (generally unannounced) and I might have the occasional bonus weekend or experiment with other tweaks to our various rewards. These adjustments are not likely to take things below the “normal” rates that have been in place for years, but they may fluctuate without warning.Over the next months we will be conducting an experiment on what the new baseline for rates of various rewards on the server. We won't necessarily be announcing these and they will likely not stay steady over the time period of this experiment. Meaning sometimes you may log in and see a very noticeable difference but at other times, it may seem much closer to normal. The rates will not be adjusted downward from the current 'normal', so don't worry about that! Additionally, we may run some bonus weekends to do some more concentrated tests which we would really like it if the community would be able to help us out with that. (Besides, bonus weekends, right?) With only the rare exception, our GMs will be returning to running quests and events (though a few never actually stopped), and everyone is very much “on duty” once more.
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General Discussion / Howdy All!
« on: August 30, 2014, 12:40:13 pm »
Dunno if anyone remembers, but I figured I'd check in and say hi, after being gone for so long. Life has been moving along, I finally got my first Fulltime job, I'll be starting it soon. It's exciting, I'll be working as a QA Software Dev. I'm also moving into an apartment finally, among other things. :D Unfortuatly, I won't be coming back to layo, but I do miss you guys! I wish you all the best! Link092
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Layonara Server / Version 3.31.3 is Online!
« on: August 10, 2014, 08:38:24 pm »

Version 3.31.3 is online!

This is primarily a minor bug-fix with a couple of area updates, so it's pretty small and limited. Even so, it bears documentation. As mentioned earlier, there is an updated TLK file required for this update. Download layonara_v28.tlk (contained in layonara_v28.rar) here:


  • Unit Flag of Might no longer gives a boost to Charisma, due to it's rapidly negative effect on Charisma-based casters. All other bonuses remain intact.

  • Fixed a minor (and potentially exploitable) bug in Fortune

  • Fixed a build error in one of our custom loot drops

  • Exceptional Amulet of Eagle's Splendour III should now cast the spell as designed. Existing amulets of this type will need to be replaced or oxed.

  • Reset the in-game time epoch

Area updates:

  • Haven mines are now blocked off due to quest outcomes. Worry not...something will take its place, but not just yet.

  • Remove crypt placeables in 259 Prantz, Haft Lake District, by request.

Other updates:

Regarding the adjustments for Champion, all that has happened in this update are name and text changes, removing nearly every reference to Champion or Unholy Champion of a given deity and referencing solely “Divine Champion” or “Unholy Champion”. The custom Champion classes that we created have been renamed in such a way to a) encourage player action and b) discourage taking those classes on level-up between now and the next update.

Any players with characters that have Champion levels for some deity other than Toran or Corath must contact a GM to be de-leveled/re-leveled in order to remove all “Champion of X” (or “Unholy Champion of X”) levels so that they can be replaced with “Divine Champion” (or “Unholy Champion”) levels. Please do this as soon as possible. If anyone still has levels in the non-standard classes by the time version 3.31.4 is released, these characters may be considered illegal by the game server.


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