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Messages - Dorganath

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81
Quests Ideas and Discussion / Something along these lines
« on: October 04, 2016, 11:18:52 pm »

Something along these lines is already in the works. What is happening with the Black Plague right now is, as we've stated, is the first part of this and firmly a work-in-progress. Details on this first pass will be posted very shortly, but this first pass is intented to test only certain aspects. There will be more to come as we test, refine and progress.

As Acacea noted, this sort of thing has been already used pretty extensively. What we're looking at, however, is more of a formalization of using these forums as an alternative to in-game RP with some structural elements to keep events moving forward while providing for some methods appropriate to the medium.

Whether it ultimately takes the form the OP described above or not, there will be something that comes out of this effort.


82
Ask A Gamemaster / Without giving an answer
« on: October 04, 2016, 12:10:11 am »

Without giving an answer either way here, bear in mind that this (and actually many/most of the static quests) were designed with only place names in mind (vs. place names + continents/kingdoms/GPS coordinates) was to encourage exploration as opposed to a simple "FedEx" quest (i.e. Go here, get this, bring it somewhere else) that has only an invesment of time and a reward of XP, GP and/or some trinket. Contrast that with having absolutely no idea where Fieroz City is, just happening to stumble over it and getting the thrill of having found it...or maybe getting a few hours of RP in while someone guides you there or helps you in your quest to find it.

Anyway, that's the intent with how things are currently designed and implemented.

-----

As a side note, I remember one time, aaages ago, where a quest was set to start at some place like Xora's Tower. In the quest description was something to the tune of, "If you don't know where this is and are not able to get there on your own, you probably should not attend this quest." To me, this turned the destination (which at the time I didn't know where it was nor could I likely have gotten there on my own!) from something I'd just heard of into a destination to be found (at some point)...and it was pretty cool when I did eventually come across it. Ymmv, of course!


83
Implemented Ideas / An official comment is
« on: October 03, 2016, 11:43:26 pm »

An official comment is forthcoming...


84
Layonara Server / cbnicholson wrote:Since the
« on: October 03, 2016, 11:41:44 pm »

Quote from: "cbnicholson"&cid="2761162"

Since the location is a personal home and Daniel does not have a home of his own per se - he currently resides in an apartment of sorts at 189 Wayfare -  I would be willing to assume ownership and keep it functioning as it is while using the upstairs as quarters if Serissa/Lana is amendable.  It seems to offer a niche that guilds simply cannot provide and I would hate to see that functionality go away for lack of a caretaker.

sincerely,

cb.

 

ps.  Consider this a first offer, I'll defer to anyone else who wants to assume this since DB is already a Angels guildmember and I'm not sure how this crosses a line or  if it does.

Unfortunately, this may very well cross a line...or at least step very deepily into the grey fringes of said line, enough to probably make it wise to err very strongly on the side of caution. As a prominent member of the Angels, which is an economic/trade-oriented guild, Daniel operating another trade-related entity (even though it's of a different model) is kind of going against the spirit of the rules...even if the Saddlebag shop itself is not officially a "guild" as we have defined them.

This is not a hard "no", but it is not really what we would consider an ideal situation. In either case, we'll leave this open for now.


85
Layonara Server / silverblades wrote:Can the
« on: October 03, 2016, 11:29:30 pm »

Quote from: "silverblades"&cid="2761165"

Can the goods they have in their stores be auctioned to the public, and coin donated to any cause that guild/person was giving to?  Or for that matter any house on the block . I hate to see rare items simply deleted, considering some could have a story behind them. For example knowing you have a set of Armor that could of possibly of been worn by Klaugraquene Dragonbane keeps these players legacy somewhat alive. Sort of like the houses that have a story and their locations.

That is an interesting question, but one that would have some challenges and new questions in implementation. There's also the notion of this being an OOC sweep and not an IC one.  In truth, we may not know for sure whether these guilds would be active in an IC sense or not, but it makes no OOC sense to maintain space for them in the event they might be. Similarly, what charities/causes they might have supported would be similarly unknown in the absence of some kind of will or statement.

If the guild was defunct in an IC sense and faded away/abandoned itself, the town/city would reclaim the properties and either sell the assets or otherwise add them to its own treasury. Maybe such sales would be open to the public, and maybe they would not be.

At any rate, it's something to consider.

However I will say that since there are 26 houses and 4 guild halls up for this first round of the sweep (and at least one other sweep to follow), most of which have been owned or resided in by people of some moderate-to-great renown, I am strongly disinclined to consider this as a part of the process for them all. Besides being extremely resource-intensive for whoever manages the auctions/sales, it will slow the release of properties to a crawl. Considering that I can clear out everything in a house and return it to the market with about three commands executed against the database in about a minute, the prospect of spending several hours per house digging through storage, figuring out what's worthwhile to sell and to manage an auction for each is not all that appealing or practical.

In the past, regardless of who owned the place, we have simply wiped all storage and items and turned each house into a "clean slate". In my opinion, the legacy of these characters is better served by their stories than by their stuff.


86
Layonara Server / Acacea wrote:Character limit
« on: October 03, 2016, 01:24:23 pm »

Quote from: "Acacea"&cid="2761159"

Character limit of 1?

No.

You can bring multiple characters to the party, as long as it makes sense and there's no "hive mind" thing happening. IF anything progresses to the point of an in-game quest, you'll be forced to choose, but there's no such limitation while we keep things on the forums.


87
Layonara Server / After much delay and review
« on: October 02, 2016, 09:49:07 pm »

After much delay and review of the initial list, I have a revised list of houses which will be put back on the market and made available for purchase sometime soon. My goal is to do this within the next week or so, but I am making no guarantees. I will not be announcing them when I do release them in order to be fair to those who may have limited opportunities to sign on and take advantage.

As we have said for years now, if you already own a home or have free use of a home owned by someone else, please refrain from scooping up a house of your own just to have it.

Houses are intended primarily for RP purposes, so if you have access to a space currently and only wish a house for storage or a convenient open portal, kindly hold off on such a purchase until others have had a chance to take advantage.

With that said, here is the new list and their present locations:
 

112 -- Port Hempstead - Municipal district
124 -- Leringard
131 -- Leringard
136 -- Leringard
138 -- Krandor
140 -- Krandor
142 -- Krandor
143 -- Krandor
149 -- Krandor
154 -- Silkwood Forest - Folian's Vale
156 -- Silkwood Forest - Folian's Vale
174 -- Fort Wayfare
175 -- Fort Wayfare
179 -- Haven
185 -- Haven
203 -- Castle Mask Outskirts
205 -- Castle Mask Outskirts
206 -- Castle Mask Outskirts
210 -- Castle Mask Outskirts
217 -- Rolling Hills
221 -- Rolling Hills
230 -- Prantz - Haft Lake District
246 -- Prantz - Haft Lake District

In addition, the following addresses are due to be returned to market, but only after their doors are re-located to their original locations, which will require a module update:

104 -- Hlint (currently in Stone)
241 -- Prantz - Haft Lake District (currently in Fort Miritrix)
260 -- Prantz - Haft Lake District (currently in Nith)

As a note, this is only the first pass. The next pass will focus on characters who have not signed in within the last year. More houses may be released during the second pass.

Lastly, there have been some questions about houses/locations that are currently owned by characters long gone. For the most part, these are the houses that were owned by World Leaders, and in some cases, the houses themselves have stories of their own. It is our intent to release the addresses back into the housing pool, but the locations themselves will not be made available.


88
General Discussion / Iconoclastic wrote:When I was
« on: September 20, 2016, 09:17:03 am »

Quote from: "Iconoclastic"&cid="2761076"

When I was commenting about longbows above, I was refuting the notion that  'they couldn't wield a longbow because it would be too unwieldy, like when on horseback'.  As for what you are saying, I half-agree with you.

Only half because of the way the race is set up.  It says they all carry those weapons, which implies they're all trained in them before they would have adopted any formal class/profession.  Its not bourne up by the nwn mechanics though...  they don't have claws, and they are restricted to druid rogue ranger barbarian sorcerer and bard as starting classes.  Druid can use spear but not shortbow, rogue and bard can use shortbow but not spear, ranger and barbarian can use both, and sorceror cannot use either one.  Its why I think the race needs the things mentioned in that line as base racial abilities.  I.e. claws, and proficiency with spear and shortbow.

I believe I explained this to you in IRC, but for everyone else's benefit, Wemics are already ECL +2 subraces, in part because they depend on being a subrace of Human. Here is not the place to debate whether or not they should be ECL +2, as that decision was already debated and arrived at based on their current build and all the plusses and minuses relating to them. Adding the elements you suggest would bump them up into ECL +3 territory. It is a reasonable point you make, but it does not concern us overly that not all classes can use both shortbow and spear at level 1. More on this in a bit.

Moreover, Sorcerers and Bards among the wemic are very rare, and a Druid not using a bow is part of the class. (side note: there is precedent for bow-wielding Druids in the case of elves because of racial proficiencies. If there were such a narrow, specific thing we could apply to wemics, it would already be done.)

Quote from: "Iconoclastic"&cid="2761076"

On the other hand, I don't agree with the view that using any other weapon is alien to them.  Every one of their starting classes has its own weapon sets that they are trained in, with many other weapons than shortbow/spear.  The lore for them says that they would always be seen with spear and shortbow, as those are the weapons of the hunt.. and they're all about the hunt as a race.  But the fact that they diversify into several classes shows they train for different roles outside the hunt as well.  Hunting may be what they enjoy most, take the most pride in, normally the center of their lives, but I imagine they train for when the other skills are needed.. like the war with invading najashanians.

You are free to disagree of course, but you seem to be ignoring their culture and traditions here. Wemics, as written, are described in the tribal sense...how they are in their home territories. A Wemic living among the prides would use one of those three options exclusively. It's part of who they are as a culture. Whatever war they might have with the najashanians or any other invading force, they, as a culture, would use these weapons and their skills as hunters to defeat their enemies. They, as a culture, will not be going to the strange lands outside of their home and stockpiling the "exotic" weapons of humanoids in the hopes of better fending off their enemies. It's not how they think or believe. As I said, you are free to disagree with this all you want, but one would not ever see an army of metal-clad, dual-longsword wielding Wemics charging across the grasslands to meet their enemies.

There's also the aspect that this is how they are at Level 1...as brand new characters. That is what we're debating here, because you are suggesting we make changes to the starting build. The point about the feats necessary to use either a spear or a shortbow are certainly valid to a degree, but also not. The only reason they have any weight at all is that we put a bit of a limit on a wemic's starting weapons which is over and above the specific limitations of other classes. Going beyond these limitations requires choice and investment, just as it would be for any class. Beyond that though, each wemic is not a cookie-cutter copy of every other wemic, and while they may have received training in both, a preference may have emerged or the individual never really developed a proficiency for one or the other. A wemic PC Druid may have, for a time, trained in the use of both weapons but abandoned the bow as part of his druidic devotions.  A Sorcerer wemic may have found she's a crappy hunter with either weapon, but zappy balls of plasma work pretty well, but as I said earlier, this is extremely rare. In this light, I do not really see a need to add feats to the base build to compensate for these specific cases, the most restrictive of which is very rare

Quote from: "Iconoclastic"&cid="2761076"

I suppose I'd draw a parallel with being a chef. 

A better, Layonara-centric parallel is an elf from Voltrex. An new elf character whose story has them leaving Voltrex is basically in a state of self-exile. They are not simply or immediately welcomed back, regardless of whether or not Voltrex is currently allowing visitors. As outcasts, they wouldn't be accepted back into elven society as full members without some significant sort of show of devotion or other act that helps/benefits Voltrex in some solid way...and then only if they agree to stay. An exiled Voltrexian elf may have its roots steeped in the traditions of Voltrex, and at Level 1 remains a product of these very traditions, as it spends more time away from Voltrex, the character grows more distant in literal and figurative ways from the Voltrexian way, but that first century or so of the elf's life still make a significant and lasting impression on the character's basic behaviors, beliefs, etc.

Similarly, a wemic who leaves the grasslands is leaving behind its people and its heritage. Its reasons for doing so might be curiosity or rebellion or feeling a draw to be elsewhere. Whatever the case, the longer it spends away, the more distant the traditions and customs become...but they are still deeply ingrained in the wemic's personality. Now, the wemics don't have the same sort of prohibition on returning, though like Voltrexian elves, they rarely leave. That said, the wemic coming back to its pride bearing the weapons of mankind would not be well-received. HOWEVER, as other parts of the wemic's description suggest, these other weapons are not forbidden to wemics...only that they do not start that way.

A wemic may really pursue any interests it wishes (i.e. become a painter like your hypothetical chef example), but it will not have done these things before leaving Veapra and certainly not by its Level 1 emergence into the PC realm.


89
General Discussion / Iconoclastic wrote:Now both
« on: September 19, 2016, 09:16:47 am »

Quote from: "Iconoclastic"&cid="2761036"

Now both of those above having been said... what I am wondering is where do we find weapons appropriately sized for wemics?  Large-sized shortbows, longbows, scimitars, etc?  A wemic is size large, and can wield a 'large' weapon in one hand.. so they should have larger versions of the weapons medium creatures would wield in two-hands, which they would wield in two-hands as well.

As far as I know, there are no "large" versions of shortbows. Spears are already "large", I believe. That said, the shortbow will scale its size somewhat to the size of the holder, so it won't (or shouldn't) look disproportionate to the wemic's size. This is a limitation in something called "base types" rather than the notion that we just didn't create one.  In other words, you don't need to find a "large" shortbow; any shortbow should do.

As for scimitars, longbows, etc...I refer you to what EdTheKet posted in response to the original inquiry:

Quote from: "EdTheKet"&cid="1396862"
Quote
The way that paragraph was worded, I believe it meant that those were the weapons they use most in their homeland,
It is worded like this:
Quote
Wemics are always seen carrying a few spears and a short bow. These are the weapons of the hunt, and these are the only weapons, apart from your claws, to kill prey with.
and it says always :) And here's why: They live for the hunt, they die for the hunt, so they use those weapons. Also, longbows are really really unhandy if you're a wemic. Compare them to the horse archers of old, they had short bows, because you just can't use a longbow when galloping around on a horse. A wemic (like a centaur) can very much be compared to somebody shooting arrows from a horse, after all their torso is human, so hence shortbows. Longbows make you have to stand still and aim, shortbows allow you to shoot and run around your prey in circles. That's why.

These weapons are part of the culture and traditions of the wemic. The race is primarily included as an RP-heavy race with some boundaries as to how they are played. Just like how clerics tend to be limited to weapons preferred by their deities, wemics have similar limitations. Just because a wemic could (mechanically) wield a double battle axe in each hand (or even a longbow), does not mean it should...or would even...not without some significant RP justification, as with a cleric who wishes to use a non-preferred weapon. In my personal opinion, a wemic who takes up different weapons has more or less forsaken the traditions of its people, and would probably be shunned or at least looked at as being "corrupted" by outsiders if it showed up at its tribe carrying such things.

I suppose the key thing is whether one intends to play a wemic with all their attitudes, culture, etc. (as we more or less expect for all races, faiths, and so on)...or play a large lion-man beast-like thing because of its implied mechanics. The discussion above seems angled toward raw mechanics and what is physically possible. I don't think that's really a matter of debate. Would a wemic be physically capable of wielding a longbow? It most likely could physically handle such a weapon. But would a wemic do so? Almost certainly not.


90
LORE Ideas, Suggestions and Requests / Acacea wrote:Ah, so if I
« on: September 15, 2016, 04:25:46 pm »

Quote from: "Acacea"&cid="2761044"

Ah, so if I understand you, you are specifically responding to the notion that the (probably true at this point in time) case of Rangers being allowed to take the Duelist class, even if true, is arguably not a "fix" because of the possibility that it was done deliberately and/or room for discussion on whether their combined feat should qualify to begin with, and so on. 

So sort of like - "does this qualify?" "I think it used to not qualify but now it does" "hopefully it's fixed then" "Well, I can't confirm but it's arguably not broken even if not" ?

This....plus injecting that while acknowledging that an apparent conflict does exist for this one particular case, it is simply a notion that the decisions made for the Ranger by itself and the decisions made for the Duelist by themselves effectively, by happenstance and probably not design, prevent such a combination by virtue of their conflicting requirements and limitations without some additional factor. That this conflict exists is not proof that it is a "bug" or that it requires change, but simply a by-product of two somewhat dissimilar things coming together that don't have any obvious way of meshing. I feel like there's a few other examples of something like this in NWN, but I'm having trouble thinking of specific ones at the moment. There's plenty on the RP side of things (Aeridinite Palemaster? Az'attan Battlerager? etc.), but the hard mechanical conflicts are a little less obvious.

I am fairly certain (and would be pretty surprised, actually) if the decisions made for the Duelist class were done with any consideration for a potential multi-class with Ranger...or any other class for that matter. Classes, prestige or otherwise, are generally designed for themselves alone and not much thought is given to multi-class synergies/limitations except where the prestige class kind of depends on or is intended to augment another class. In my opinion, the Ranger/Duelist combo probably was not even considered because the two are kind of...divergent in their flavors, but if that combination was considered, maintaining the  integrity of both classes was likely deemed more important than mechanical work-arounds that sacrifice class RP.

Like I sort of alluded to in my last post, if we were playing around a tabletop and a player wanted this class combo, I'd probably allow it, while enforcing the light armor limitation of Dual-Wield, but this would be a "house rules" extension. NWN, for all its configurability and flexibility, is pretty rigid in some places, and those places usually are where all the core mechanics reside. Alas!

So is it a "bug"? Depends on perspective. Should it be allowed? Arguments can be made for and against. Is it even possible to change it? Possibly not.


91
LORE Ideas, Suggestions and Requests / No need to clarify, but thank
« on: September 15, 2016, 02:29:56 pm »

No need to clarify, but thank you for doing so!

I'm hoping this doesn't devolve into a long (and potentially emotion-laden) discussion about game balance. I'm really not interested in dissecting the Ranger class, why it has what it has and whether or not it's appropriate, but we can't really talk about the whole picture without at least touching briefly on it.

And before I say anything more, I have still not looked up the Ranger changes we put in a while ago, and I won't have time to do so for hours (if it happens today at all), so sprinkle a "grain of salt" on all of this. I'm discussing it in the context of understanding displayed in this thread so far.

To start, why do Rangers have Dual-Wield and not Ambidexterity + Two-weapon fighting? Well, it's one feat, making it cleaner, but also it preserves the character of the class by prohibiting heavier armors, a limitation that the individual feats do not have. Along this thread, why are they excluded from Ambi- + 2-W Fighting (Yeah, abbreviating...sue me!)? Possibly to prohibit (pure) Rangers from wearing heavy armor? To be honest, I am not privvy to these particular decisions, but it is not hard to conclude that the decision was made for balancing reasons and for preserving the feel of the class. The point is, however, this path was chosen for the Ranger for a reason, rather than just auto-granting them Ambidex + 2-W Fighting. Obviously, these sorts of limits on feats can go out the window when multi-classing is involved, but I'm not worrying about that for the moment.

Similarly, Duelists have Ambidex. as a prerequisite for a reason, one which is mostly flavor and which does not really impose any mechanical limitations or realistic benefits whatsoever.

So then why would Rangers be excluded (by consequence, not necessarily intent) from Imp. 2-W Fighting? Same reason? Lack of armor prohibitions? Breaks the "feel" and intent of the class? All of these?

These limits are typically fine for all (or most) cases, except perhaps for this one, special case. That the Duelist cannot really benefit from Ambidexterity and the prerequisite is really only there for flavor in the NWN setting muddies this question a little further. In a "house rules" PnP setting, if a GM wanted to allow Dual-Wield to serve as the Ambidex. prerequisite, I'm sure that would be fine. But NWN is a little (OK, a lot) more rigid than that. For one, feats with requirements typically require all of the prerequisite feats, not one or the other. I'm pulling on memory here, and the last time I opened the relevant 2da file(s) was probably a year or more ago, so more grains of salt here. My point is, I do not believe it's possible to have an either-or prerequisite feat on a feat (*). In other words, I don't think we can define, even if we wanted to, that Feat C requires either Feat B or Feat C. Similarly, I'm thinking the same sort of limitation is present for defining class prerequisites (*), in that Class Z requires Feat A and Feat B AND one of either Feat C or Feat D. If this is not possible under NWW without some binary hackery, then there really isn't a "fix" to this particular problem. However, if it is possible, we would have to evaluate whether or not it is appropriate to do so for reasons of game balance. In this case, it probably would not  tip things too badly, but then there's still the question of "Is it really 'broken'?"...which is going to be a matter of opinion.

Back to the Two-Weapon + Ambidex.  vs. Dual-Wield question...I still maintain they are different. I will admit, however, to conflating Dual-Wield with Two-Weapon Fighting. However!  Dual-Wield's name itself implies it is for fighting, not just being ambidextrous. Also, I would suggest Dual-Wield is not truly both put together because it does, in fact, have limitations where the two feats together do not. So in truth, a Ranger does not have both of those feats automatically, but rather has a third feat that grants the same benefits under specific circumstances. Again, I realize that the Duelist cannot really get any benefit from Ambidexterity and that feat is there mostly for those "I am not left-handed" moments of RP, but I am still personally of the belief that Dual-Wield is not the same as Ambidex. and 2-W Fighting squished together; it's more like Lesser Ambidexterity and Lesser Two-Weapon Fighting squished together (if they existed, of course), which is not quite the same thing in flavor or mechanics.

Lastly, please understand I am not trying to just say "No" here in any arbitrary way. My initial (and possibly slightly-feverish) response was intended to suggest that something that is not really "broken" might not be "fixed". And yes, there was conflation with Dual-Wield and Two-Weapon Fighting, but also I apparently left out some other words that would have been helpful to include in my response last night. Anyway, apologies for any confusion my earlier words may have brought. Hopefully I've outlined things a little more fully here.

For the record, I understand the intent behind the initial question, and I understand why one would want this. I also do not feel so strongly as to say "no, this should never happen", because in the context of a Ranger/Duelist mix, the impact would seem to be negligible, at first glance. It's a good question, but this particular issue is not necessarily one we can (or should?) change. We could have a conversation on whether or not the Ranger/Duelist split is a "good mix" from both mechanical and RP perspectives, which would be a whole other thread and which might actually play into the decisions as to whether or not to pursue a change to allow this combination to happen at all.

 

(*) If I am forgetting or missing a case where this is actually true, I'm happy to look deeper into it.


92
LORE Ideas, Suggestions and Requests / Acacea wrote:Dorganath
« on: September 15, 2016, 09:09:31 am »

Quote from: "Acacea"&cid="2761035"

Quote from: "Dorganath"&cid="2761032"

That said, as Duelist bonuses vanish with a second weapon in-hand, then there isn't really going to be a "fix" for a Ranger/Duelist combo, meaning that this won't enable you to keep Duelist bonuses while fighting two-handed...though I believe you'll keep the other benefits of Dual Weild/Ambidexterity.

By Ranger/Duelist fix, I think he meant, "hopefully Dual Wield now counts as fulfilling the Ambidexterity prereq for Duelist, since rangers are not allowed to take that feat" (because they get a better one). The other thing isn't really ranger specific and not anything broken with that particular combination... if anything Dual Wield qualifying as Ambidexterity means it's really less an investment than other classes actually taking the Ambidexterity feat, hehe!

I was choosing not to assume one over the other (or either!) and only address the one possible interpretation. I've found people often mean different things by "fix", which sometimes really means "changed" since there's no actual problem to "fix". Also, last night I was (mentally) unable to put in the effort to look up specific changes to the Ranger class to comment on anything further, as I am in the grips of a late-Summer virus of some sort that seems to want to make my face explode.

For what it's worth, Ambidexterity and Dual Wield are only partly related. Forgetting mechanical benefit for a moment, Dual Wield is specifically fighting with two weapons. This is a specific set of techniques that employs two active weapons at the same time.  By contrast, Ambidexterity is the ability to use one weapon in either hand with similar levels of efficacy. For the latter, I give you the "I am not left-handed" lines in the duel between Inigo Montoya and the Man-in-Black in "The Princess Bride", where both combatants (arguably Duelists...though probably more accurately "swashbucklers") start out using their left hands and switch after a time to their right hands.

While their bonuses and mechanical benefits do seem related and similar, what each of them means is actually somewhat (and importantly) different, imho.


93
LORE Ideas, Suggestions and Requests / Rangers were updated a little
« on: September 14, 2016, 10:43:04 pm »

Rangers were updated a little while back, bringing  them a little more in line with 3.5. I do not have that list of changes handy (I think they're in an update log post somewhere), but I know it affected some of the mechanics of Rangers in terms of feats, skills and spells...or some combination thereof.

That said, as Duelist bonuses vanish with a second weapon in-hand, then there isn't really going to be a "fix" for a Ranger/Duelist combo, meaning that this won't enable you to keep Duelist bonuses while fighting two-handed...though I believe you'll keep the other benefits of Dual Weild/Ambidexterity.


94
Rumour Has It / Whatever the communal
« on: September 07, 2016, 12:00:00 am »

Whatever the communal thoughts about the Black Plague’s threats previous to now, every one of them had been banished in the coming weeks. Despite the preparedness of the Rofireinites, and much to their predictions, it wasn’t enough to contain the disease once it took hold. The spread of it, even with the help of the Aeridinite supplies was already beginning to claim several new victims each day.

The Rofireinites began addressing the situation not unlike their court systems, They broke the concerned areas down into districts and created small medical ‘courts’ in areas where the ill could be brought. Doing the best that they could, they provided comfort, sanitation and isolation in these areas, trying to slow the spread of the disease. Within two weeks of their efforts, they were already calling back for reinforcements from other locations, burning through their supplies at a rapid rate and turning once again to the advice of the Aeridinites.

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

In Hurm, rumors of a returned legend had begun to surface. A halfling woman of no small renown had arrived to coordinate certain locations within the city, bringing with her some small, but not insignificant amount of hope to the locals. Her Rofireinite faith was proudly displayed in this time of crisis, perhaps causing some from out side of her district to make their way to hers in order to seek aid. She was not the only known face making her presence known, and indeed another halfling of legendary (or at least storied) status soon joins her, arriving not by ship but simply arriving. This companion seems quite an unlikely pairing, but for those who know them and their history. Where the first is quiet, purposed and regimented, the other is none of these, either in appearance or sound. Yet still, the second bears a quality that helps support the spirits of those afflicted while the aid workers work to support their health. Others of lesser, but important notice and bearing Rofirein’s standard continue to arrive over time.

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

Some four or more weeks after the general affliction of Liwich, the first case of The Wasting Death was reported in Boyer. Rumors began to abound about shutting down travel anywhere near Liwich, including some distance from the boarders, sea and land wise, to contain the spread.

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

In the town of Bitterridge, Danniel and Lana Poetr bear witness to the progression of the Wasting Death first-hand. Though not everyone becomes infected, large numbers do, and those afflicted range from having just the barest of symtoms to being only a few breaths away from death. The stench of disease and decay, the acrid burn of cremated flesh and the pained and tortured sounds of suffering assault the senses every moment.

Daniel is recognized in town, but thankfully only by a fellow Rofireinite who pulls him and Lana aside and out of earshot so they can speak. The other tells Daniel that their names are uttered as curses and it would be best for them to keep a low profile. Yet there is need of their aid, and so they are brought to a clinic somewhat off the main path but no less in need.

They find that medicines and spells only seem to slow the progress of the disease, and the greatest effect comes for those in the earliest stages. For those more progressed, all there is to do is to keep them as comfortable as possible.

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

From his camp outside of Hurm, Vrebel's eyes can take in much of the city at once. Beyond the more frequent pillars of smoke and the piles of rotting bodies, one would scarcely know anything was amiss from this distance. On the occasions that he passes someone or ventures closer to survey the situation, he eventually learns that while his name (and those of the others) are well known, his likeness apparently is not. Comments about him and the others range from hatred (for bringing this upon them) to awe (for having the courage and power to stand against a dragon and live) to ridicule, the latter generally suggesting that the group that angered the Black Plague should have done a more thorough job.

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

In Wymere, Daniella Stormhaven has no shortage of work ahead of her. As in other places, she finds that the usual medicines and divine blessings have only a minor effect, successful in slowing the progression of the Wasting Death in those showing the earliest touches but without actually halting the disease. Despite this, the aid she can give brings some hope to a desperate populace facing (or having faced) the unrelenting march of death among their friends, their families and themselves. She begins to receive similar reports from the small troupe of Toranite volunteers who had disbursed to other cities and towns in Liwich under her direction. The communications are few and far between and sometimes reference other communications that never arrived. Not long into her work there at Wymere, the town begins locking down communications locally, after finding a bird arriving with messages who was fully afflicted by the disease.

(Part Seven)


95
General Discussion / Hey, thanks for your
« on: September 03, 2016, 12:21:44 am »

Hey, thanks for your comments.

I also did not implement the "Someone" system, but viable options were given for your particular quandry. The changes were made for RP purposes, and yeah, there are definitely strong pros and cons to it. The suggestions about using the Bioware/login name (as opposed to the character name) for sending tells is the best one I can offer at this time.

That said...if the prevailing opinion sways toward moving things back to how they used to be, we'll go that way...however so far the reception has seemed to be positive, overall.


96
Fixed Bugs / Server has been reset. All
« on: August 25, 2016, 10:44:11 pm »

Server has been reset. All settings should be back to normal.


97
Fixed Bugs / Acacea wrote:That setting
« on: August 24, 2016, 09:27:41 pm »

Quote from: "Acacea"&cid="2760867"

That setting (autofailure) is modified by a serverside ini file (nwnplayer I think), and it was off before. Might be one of the weird things from server resurrecting, or someone snuck it in... hehe

(edit: dangit wild font sizes)

It is indeed a default, and it did sneak in again due to the recent server troubles, which reset the nwnplayer.ini file it its default settings (see: several threads posted by lonnarin). It has since been restored from a backup copy, but the server needs to be reset before those changes take effect.

Until then, enjoy the uncertainty!


98
Fixed Bugs / Full resolution now in place.
« on: August 16, 2016, 10:44:05 pm »

Full resolution now in place.


99
Fixed Bugs / Full resolution now in place.
« on: August 16, 2016, 10:43:54 pm »

Full resolution now in place.


100
Fixed Bugs / Just tested this out in-game.
« on: August 16, 2016, 09:55:15 pm »

Just tested this out in-game. I was not able to reproduce your report. The full ox pack did return my overflow items.

However, it should be noted that there is a 4-second delay between the "full" message and when the item makes it back into your inventory. It's been a while, but I think this was instituted quite some time ago to prevent an inventory conflict when the item was returned instantaneously. If one's inventory is full (or almost full with unusable spaces for the size of item being moved), the way NWN handled the transfer caused it to try to put the item back into one's inventory before it was fully "removed" by the engine. This caused the item to be dropped on the ground and often lost.

At least that's what I seem to remember. I may not be right about it, however I did time the delay and it is indeed 4 seconds. As well, it usually does not return the item to the same space in inventory but rather the first available space of the correct size.


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