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Liche updates
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Mon Jun 01, 2015 10:02 pm    Post subject: Reply with quote

As long as someone's enjoying them, that's the main thing - and I've seen plenty of druids & archers since! Druids were Ares tho, not me - I've just done re-tuning since. He did all the hard work Razz
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Mon Jun 22, 2015 11:25 pm    Post subject: Reply with quote

So often the sentiment when new shiney things are wanted...

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Verbannon



Joined: 30 Sep 2013
Posts: 377

PostPosted: Thu Aug 20, 2015 4:12 am    Post subject: Reply with quote

Are the various super summons like summon elemental, magic sword, phanasmic killer ect. Getting retweaked and a little upgraded to differentiate them and keep them worthwhile? Because if they are getting retweaked then I think that would be worth it. A fire elemental that casts burning hands once in a while, a mage's sword that cleaves on occasion, a phantasmal killer that maybe has a small chance of instant death, ect.
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Verbannon



Joined: 30 Sep 2013
Posts: 377

PostPosted: Thu Aug 20, 2015 4:18 am    Post subject: Reply with quote

Better yet actually,

A fire elemental that casts only burning hands and does no other attack.

Air elementals only attacks with gust of wind.

water elementals start equipped with two water whips that trip enemies up.

Earth Elementals just use their normal unarmed attacks but auto cast stoneskin on themselves.

Mage's sword cleaves, thrusts and shatters as well as disarms.

Phantasmic killer well, a chance of instant death plus a solid defense and attack probably work for it.

As for gate, I dunno no idea what it actually summons.
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Thu Aug 20, 2015 9:35 am    Post subject: Reply with quote

Some already have been considerably upgraded (gate & astral construct in particular had the biggest jump). Others may be consolidated as we fix mage fodder (eg/ elementals may roll into monster summoning spells, as they are in tabletop). That said, I don't want to turn fodder into a secondary player for the casters to destroy the world with; having a sword running around with a whole bunch of high-investment feats seems like it might be overkill Smile
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Wed Sep 14, 2016 11:19 pm    Post subject: Reply with quote

Arright, after a few months downtime from the various upsets lately & house move, the internet was switched on at the new place yesterday, so I'm back online if anyone is looking for me. I'm still likely to be scarce-ish for the next week or two due to finishing up stuff at the old apt, so mostly just checking mails & covering queries at present, but after which point hopefully back into coding properly Smile
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Sierra



Joined: 09 Mar 2015
Posts: 14
Location: Somewhere in Dagger

PostPosted: Thu Sep 15, 2016 1:02 am    Post subject: Reply with quote

Yays, Lichcake for everyone!
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Verbannon



Joined: 30 Sep 2013
Posts: 377

PostPosted: Fri Sep 16, 2016 1:16 pm    Post subject: Reply with quote

Its like eating old dried bones... *looks down and realizes he grabbed the healthy organic rice cakes instead*
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Mon Nov 28, 2016 12:55 am    Post subject: Reply with quote

Liche update:

Hokey so! After the last couple weeks getting things generally back together upstairs, I figured I was due to put up some kind of update. Several of us are back at work, primarily on the coding front - no doubt you've already noticed some of Saide's handywork the last couple weeks Smile I know there's been recent requests for imms to have details of what they're working on; I'm not going to request this across the board as it's not always reliable, and it can put unnecessary pressue on imms to feel they're obligated to work on certain things now that they've been 'promised' to the playerbase. That said, I'll try to get back to advising of my main projects semi-regularly, with the disclaimer of course that I do tend to change my mind semi-regularly due to priority/need, time constraints and/or motivation. So it's a flexible list at best!

Also, at present I appear to be the only regularly active admin & law member. If you need to direct any admin-level queries please forward to me; law issues should go via lawmail as usual.

Current projects I'm actively working on:

-immortal guidelines, conduct & coder training
-faction system (stage 2 - city reactions, Tharis)
-epic feats (sporadic - when I need a break from larger projects; shadowdancer likely sometime this week)

Projects high on the want list (that may well get overstepped by higher priority items!):
-sacks/chests/etc overhaul
-Azha repaint
-Daggerdale ruins boss encounter
-faction system (stage 3 - player influence)
-magical crafting (?)

Finally, I'm looking at a couple weeks potential leave directly following xmas; I won't have means enough to do one of my major plot arcs, but will likely be poking around running a few smaller encounters. In the interim, I don't really have the availability to run actual plots, however if you need something answered or resolved offscreen please let me know & I will see what I can do Smile
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Verbannon



Joined: 30 Sep 2013
Posts: 377

PostPosted: Tue Nov 29, 2016 7:55 am    Post subject: Reply with quote

Yay to everything there but the last bit. Smile
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hades



Joined: 01 Jul 2009
Posts: 656

PostPosted: Fri Jan 06, 2017 2:33 am    Post subject: Reply with quote

Neat, daggerdale would be better with some more stuff to do there Smile
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Nienne
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Joined: 17 Nov 2006
Posts: 2543
Location: Aussieland

PostPosted: Sat Mar 04, 2017 11:50 am    Post subject: Reply with quote

Finally, a day for coding! A few pieces, mostly around things that weren't brought up to speed on the new server:

Factions:
The command has been reloaded and I've updated a few players from recent plotwork, however I haven't gotten back into the actual coding/installation yet as I've been working on a few other long-outstanding items. There's a bit of a weird loading situation with the daemon so if the command goes AWOL again please let me know!

Religious stuff:
-creation will now allow you to roll without a deity, should you choose - rather than having to create and forsake if your character concept suits. Warnings are provided, given in our setting it would be rare to have godless adventurers & exp penalties are still greater on death!
-temples should now only allow only appropriately aligned followers to dedicate themselves, including restrictions on clergy.
-clergy restrictions now only apply to those with divine spells and/or faith-based orders; ie, only cleric/paladin/cavalier/monk should now need to operate off the deities' restricted alignment lists for clergy.
-druids and rangers can now roll up with any deity of choice, and can still use spells even if they have no deity; with Silvanus' return, druids and rangers can once more draw on the natural energies of the wild, rather than needing a deity's power to grant them their spells. Rangers should also thereby no longer need a holy symbol to prepare spells.

Warlocks:
So. It seems like the server transfer caused a considerable chunk of the warlock files to disappear, honestly not sure why. At minimum, this will have been the cause of cloak of shadows again going AWOL, and most of the non-functional essences applying to blasts and claws - those should be back now and working. It may well be the cause of many of the other warlock-based glitches caused over the last few weeks as well. I've reloaded everything I can find at this point, which hopefully will resolve some of the issues - from this point onwards please notify if/as you find any issues that the reload didn't fix. Also, as a general heads up I'll be looking at reviewing warlock class balance (and general hybrid playability) over the next couple weeks, so further options are likely to be forthcoming; I feel like the class isn't as streamlined and playable as it could be. All feedback is appreciated Smile

Thieves:
Stab has been re-tuned a bit - yeah, I know most of you were aware it was coming!
-overall damage dice have been scaled down a little;
-weapon finesse now applies to stab damage;
-player damage bonus now only applies once instead of twice per stab.
I'm not sure yet if it will be enough for balance but I don't want to nerf the class straight back down to the bottom of the food chain again, so please let me know how it shapes up and if it's too little/much/etc.

Thanks lovelies!
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Uriel



Joined: 09 Dec 2013
Posts: 54
Location: Chicago

PostPosted: Sat Mar 04, 2017 4:34 pm    Post subject: Reply with quote

Woo woo very nice N!
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Gia



Joined: 03 Feb 2017
Posts: 28

PostPosted: Sun Mar 19, 2017 2:20 pm    Post subject: Reply with quote

Nienne wrote:
It's called garble. Go to Wink
(AKA: all casters now have innate MR penetration based on caster level, per 3e standard. Lower resistance and divine precision have been removed, and power resistance now only offers the self-buff. We have yet to convert to true SR, but that is the next step now that this is implemented. MR bands have been rescaled accordingly, and further balancing to follow when proper SR comes in.)


Thank you for this specifically and everything else in general Smile It will make using offensive powers as a bard a little more viable. And the Chronicler feat looks awesome, whoever made it!

Thanks,
Gia
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