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Messages - wild_down_under

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Layonara Server / Version 3.54 is online!
« on: March 21, 2015, 01:14:42 am »

Version 3.54 is online!

A lot of performance improvements under the hood that probably wouldn't excite you much and a few new goodies.

Fixes:

  • Complete reworking of rest logic. No more double messages, nicer coloured feedback. Interrupted rests now only require player level/5 minutes before another rest. So a Level 15 would only have to wait 3 minutes. Any interrupted rests now reset the player's HP to what it was before resting. DMs can now drop a safe rest tent anywhere with =c makeplc dm_safe_rest

  • Fixed the spell tracking system to be much more efficient. Also spells should cast a fractionally quicker time

  • If a player is bound to a no longer existing bindstone then set it to Center

  • North Point Craft Hall stairs should no longer get players stuck

  • Fixed an issue with the Wildflower Heaven token.

  • Crafting Top 10 now shows active players in last 90 days in the top 10 not just those that have recently crafted (and gained crafting XP).

  • Server status now keeps a better track of players logged in instead of a lag before they're off it should be fairly immediate (well within the 1 minute refresh)

Additions:

    [li]

    Updated Cave of the Snake on Dregar[/li][li]

    New Spellbook Saving/Restore System, type =c sb or read this.[/li][/list]

Other updates:

  • Significant reworking of the database. I'd get into the nitty gritty but I doubt many people would be interested.

  • Move some variables from the database to the Gem of Rememberance

  • More performance improvements in many areas, crafting, death, logging in

Also thank Guardian-452 for the update area, hopefully more to come!

-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 / 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 / Bonus event -- Dec. 13th - Dec. 15th
« on: December 13, 2013, 01:11:12 pm »
Yes, I know....it's very short notice, but hopefully no one will complain too loudly.We're having another bonus event this weekend, starting sometime this evening when I can get everything configured for it. I don't know what time that will be exactly, but I'll announce it when it happens.This will last until sometime Sunday, Dec. 15th during the night sometime.Also, as a bit more of a notice, we'll be starting another bonus event next Friday (Dec. 20th), which will last until after the New Year.  I'll mention this again, at least by the time I actually turn up the bonuses.
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Layonara Server / Bonus event -- Nov. 29 - Dec. 1
« on: November 23, 2013, 12:31:04 pm »
Greetings!We're going to hold a bonus event next weekend starting sometime on Friday, November 29, 2013 and ending sometime late on Sunday, December 1, 2013.During this time combat kill XP will be 50% higher and everyone will earn Fortune at twice the normal rate.  On top of this, XP or Fortune handed out by GMs for quests and/or RP will likewise be doubled.I know this is short notice, and I know it is a holiday weekend for the US, and so we are not setting any expectations for our GMs to have events planned during this time. In fact, we are encouraging them to take advantage of the bonus period by playing their characters.If you miss out on this one, don't worry!  We'll be having at 1-2 more before the end of the year.Enjoy!
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Layonara Server / On difficulty, randomness and changes
« on: December 08, 2012, 11:21:46 am »
All,

This post is born of a recent bug report thread which began to stray into a debate. The topics raised are something I seem to have to address on a regular basis, so here I go again.

For context, the debate that tried to start was over "random" spawns and apparently disproportionate, unexpected challenges.

There's really no such thing as a "random" spawn from a design  standpoint.  The closest thing we could have is where there are more  candidate creatures that could spawn than the maximum number of  creatures that could spawn (i.e. 10 choices but only 5 slots), but even  then the spawns follow a set of rules according to the parameters set in  the spawn trigger itself.  Those rules are set by NWN. We presently have no meaningful control over how they appear; we can only make suggestions.

Besides this fact, the world changes from time to time and there  won't always be warning or notice.  Deal with it.  The development and  GM teams will do their best to make sure that the new challenge is not  disproportionately overwhelming beyond the intended challenge, but we  are under no obligation to give anyone a detailed list of what changed.   We've never done that and we're not going to start now.  Unless an area  goes from relatively easy to ridiculously impossible, in which case we  probably would provide some sort of advisory, there may be no  warning when something changes, and there will almost never be any sort of detailed list of what changes.

Remember though, this is not a  casino; we don't have a vested interest in our players losing. People have mentioned how it's not "fair" when things change without telling people. It's  always assumed that the GMs/admins/developers here have it in for our players...that we're trying to kill them off or just make life difficult for them.  We are making things reasonably difficult for players, but only in the extent that we'd rather people not just walk right up to level 40 without breaking a sweat.  Otherwise, the notion that there's some plot to kill people's characters to the point of perming them is beyond ludicrous.

The intent for most things is that there is a reasonable chance of success provided that one falls within the intended level range of the challenge presented, and I would even suggest that PCs (as a group) have the advantage almost everywhere. Even when GMs make changes, this is the metric we recommend and strive to achieve.  Yes, mistakes are made, but they're exactly that: mistakes.  Despite how many times we try to communicate this to people, we still from time to time hear about "fairness" and things...or worse, it's the things we don't hear about from people making assumptions and gossiping. This is really unproductive and it doesn't help anyone.

As far as the bug report that started this, the poster did exactly the right thing.  He saw a possible issue or cause for concern and reported it.  Maybe it's as-intended, in which case, we'll say so.  Maybe it's not, in which case we'll review it and potentially make changes and other reasonable accommodations. Regardless, bringing it forward is the best way to find out the intent and get something adjusted.  

Hopefully, this puts some minds at rest and/or addresses some concerns that people began to voice in the bug report thread.  If not, there's space in this thread for questions.
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7
Layonara Server / Bonus XP and GP Week
« on: December 22, 2011, 10:56:24 am »
Hello Layonara Community!

Between now and some time on January 2nd, 2012, everyone will receive bonus adventuring, quest and RP XP as well as bonus GP drops.  XP will be awarded at twice (2x) the normal rate and GP will drop in 50% larger quantities (1.5x) than usual.

This is our "gift" to you for the holidays (whichever you may or may not observe) as a thanks for helping make Layonara what it is and what it will continue to be.  Please enjoy the bonus, but also remember the value of RP here.
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8
General Discussion / A serious discusion about rules and spirit.
« on: June 20, 2011, 04:25:08 pm »
I was talking with another player who is relatively new to the community and I was surprised at the lack of understanding of the spirit of Layonara. For those of us that have been here for many years and have transitioned through the many changes of the structure of Layo it has been a evolution in thinking. But to newer players there is not that foundation in the past. I think this is why every few years we run into the "but just tell me the rules" type of threads (I wrote a few myself). As I see it the team really does not want to write up a comprehensive set of rules covering every aspect of play. I think they went far out of the way not to do so. As Dorg and many others like to say if it feels wrong then dont do it. But while that works for players steeped in Layo history I am seeing it does not work for newer players. So I am opening this discussion for us to talk about what is the spirit of Layo? How do you see it as a player? and What do you do to support that spirit?

I will start by listing a few things as I see them:

1. Playing does not = getting XP
Yes NWN is a goal driven system but Layo does not have to be.
2. If a RP session is spontaneously happening go with it.
Yes it means that sometimes (hopefully most times) you wont be running off to kill things. But you will spend time talking about the events of the world or developing some depth to your PC. Interrupting a RP session or breaking away from one to go get XP is in my opinion not in the spirit of Layo.
3. Witty banter while running around killing things is super light weight RP at its best.
Take the time to stop and talk and enjoy the stories and company of who you are with. Of course there are times when you are just trying to barrel your way out of the deep so you don't have to log out down there :P.
4. Do interesting things with your PC when developing it.
You don't have to build a super perfect build every time.
5. Power leveling is not, again in my opinion, in the spirit of Layo.
It is not a race to 40th level. I know that at times many of us get caught up in that race but every level and stage is fun.

I have more to say but this is a start. I am trying to give the newer players insight into what each of us feels the spirit of Layo is.
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Anyone who did not participate in one of the plot finale quests just got a reward of their own in the form of an XP boost when next you log in.

Yes, this is for real.

Yes, it was also done at the end of the previous campaign.

No, it's not a bug.

Yes, you get to keep it, even if your character didn't participate much or at all with the Dragon Storm campaign.

Enjoy!
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Layonara Server / Version 3.30.4 is online!
« on: May 10, 2011, 10:36:40 pm »
[SIZE=32]Version 3.30.4 is online![/SIZE]
 
NOTE: There is a new HAK file for this update.  Download it here.
 
Changes/fixes:
  • Slight tweaks to Brech Mountain cave
  • Adjust Awakened spawn appearances to better match lore
  • Fix description on Xeen statue in Katherian to properly reflect lore
  • Better destruction of furniture inside player housing when the house is sold
  • Fix a furniture duplication error under specific circumstances in multi-area player houses
  • Update Angel's guild hall to add a new statue
  • Fix laggy display cases in Angel's guild hall (hopefully)
  • Mist added to Warrior Falls to reflect quest outcome
  • Fix silk quests in Center
  • Fix price coding on some West Blackford houses
  • Fix (hopefully) inconsistent issue where combat dummy appears as a music stand
  • Fixes to the Silver Buckle Inn
  • NPC changes in Kelin's Inn in Krandor
Assist credits go to Alatriel and thanks go to those who reported bugs.

Enjoy!
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Layonara Server / Significant update coming soon!
« on: October 17, 2010, 10:24:28 pm »
Hey all,

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

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

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

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

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

That's it!  Happy downloading!
[/SIZE]
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