Important Area or Code Upgrades

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Harroghty
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Sun Sep 23, 2012 3:00 am

Character Generation

The character generation process is updated now. The basic gist is that races cost current kismet, but classes and hometowns only check against your account's accumulated kismet. See below.

(This will be posted on the website in the near future.)
  • Human
    • -No subrace
  • Half-elf
    • -Common Half-Elf 50 Kismet
      -Drow Half-Elf 300 Kismet
      • - 400 Kismet if Neutral alignment
  • Elf
    • -Moon Elf 0 Kismet
      • - 100 Kismet if LG, TN, or LN alignment
      -Sun Elf 100 Kismet
      • - 150 Kismet if TN, NG, LN, LG, or CG alignment
        - 200 Kismet if NE or LE alignment
      -Wild Elf 100 Kismet
      -Wood Elf 200 Kismet
      -Drow Elf 200 Kismet
  • Dwarf
    • Shield Dwarf 0 Kismet
      • - 50 Kismet if evil or chaotic alignment
      Gold Dwarf 50 Kismet
      • - 150 Kismet if evil or chaotic alignment
  • Gnome
    • -Rock Gnome 0 Kismet
      -Forest Gnome 200 Kismet
      -Deep Gnome 200 Kismet
  • Halfling
    • -Lightfoot Halfling 0 Kismet
      -Strongheart Halfling 50 Kismet
      -Ghostwise Halfling 100 Kismet
  • Orc
    • -Half-orc 50 Kismet
      • - 100 Kismet if lawful alignment
      -Gray Orc 200 Kismet
      -Mountain Orc 200 Kismet
      -Goblin 200 Kismet
      • - 400 Kismet if neutral alignment
  • Planetouched
    • Aasimar 700 Kismet
      Tiefling 700 Kismet
      Earth Genasi 900 Kismet
      Fire Genasi 900 Kismet
      Air Genasi 900 Kismet
      Water Genasi 900 Kismet
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Mask » Mon Oct 15, 2012 9:58 pm

Faith management

I've added some additional notifications and assistance to the 'faith management' system. Essentially, the system will attempt to notify all members of faith who are ranked at 'Prelate' or higher that someone in their faith is in need of assistance (ie, they are an enquirer/applier/questee etc). These notifications essentially take three forms:
  • If you are a prelate and a hopeful logs in, you will get a notification.
  • If you are a prelate and a hopeful is already logged in, when you log in, you will get a notification.
  • If you are a prelate and a hopeful is logged on, you will receive a 'hint' in the who list - their entry on the who list will appear slightly dimmer to remind you to get in touch.
Hopefully this will spur additional intra-faith role-play and ensure that 'hopefuls' can get, and feel, more involved more quickly.
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Sun Nov 04, 2012 5:44 pm

The village of Phran in Thesk

I updated the old stock area of Summerfield which needed some help (e.g. it had a sheriff in jeans). I improved the old quest a little bit, mostly just repackaging it, and added a second quest which is pretty challenging. I may continue to tinker with it for a few days, but those aspects are ready to go and live on the game port.

For some background, Thesk is sort of like old Persia or the regions around the Black Sea. It's a place of real cultural diffusion because it's really the beginning of the Golden Way trade route that leads from the western parts of Faerun, with which we are all mostly familiar, to the mysterious east, Kara-Tur and Cathay. It is also the central place for the historical great battles against the Horde in King Azoun IV's crusade. (See Crusade by James Lowder for context, but caveat lector: it's a terrible book.) (In fact, better that you look at The Horde TSR 1055 or Kara-Tur TSR 1032).

Gripes, suggestions, or bugs should go here.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Mask » Fri Jan 18, 2013 1:44 pm

Crafting

Crafting has had several changes over the past few days, in response to some suggestions made by Theolund. These include:
  • A couple of bug fixes has been applied to the skill gain rates, which were lower then they should have been.
  • Every game-week or partial game week you spend off line will result in a separate skill check. Previously the game only considered up to a single game week.
  • If you have money in inventory, it will be used to pay for any additional materials needed for mistakes.
  • The progression of items you can make has been re-arranged slightly.
  • Various other bug fixes.
Enjoy!
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Re: Important Area or Hard code Upgrades

Post by Solaghar » Fri Mar 08, 2013 1:25 pm

Batterhill and Cowford

This is my first surface area that I did together with Mask, and it uses a new quest system much more like the Baldur's Gate/Neverwinter Nights style of quest. You can absolutely do it in a group, but I'd suggest against both people doing the quest in a group at the same time! You might get confusing effects as multiple mobs might pop up, people choosing different responses that might not make sense when done together. Just do it one-at-a-time and you'll be fine.

Batterhill is a small village at the edge of the Sunset Mountains. It's part of the Western Heartlands, the vast, semi-lawless region extending from Baldur's Gate and the sea to the borders of Cormyr. Cowford is an even smaller village to the south! Rumors abound of troubles in Batterhill, perhaps needing the services of a skillful (mid-high level) adventurer!
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Sun Jul 14, 2013 8:03 pm

Blacksword Isle
Piracy comes in many forms, and though most notoriously from the Pirate Isles, there is another archipelago within the Sea of Fallen Stars once renowned for it: the Thousand Swords. With the shadow of the Simbul's wrath ever present and looming there, only the bravest and most foolhardy fraternity of reavers and cut throats would dare commit robbery upon those high seas. From the island of the damned that some whisper of as Blacksword, to the streets of the fabled City of Pirates itself, and sprawling across the many trade lanes of the Inner sea, they will lurk. They will wait for those bold enough to find them, and those foolish enough to be unable to avoid them; whether at sea or at port, adventure and treachery are everywhere.
This area is Casamir's first in the game and it is an impressive first effort. Look forward to more work from him (because he is already knee deep in a second area). I would just advise strongly that PCs running this quest do so in a group. (Yes, it supports groups.)

I strongly recommend, group or not, that you try this area because Solaghar and I both agreed that it's far better than the first areas that either of us turned out.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Wed Aug 21, 2013 9:37 pm

"Holyhead"

The people of the Ffolk have started to fortify their settlement on the island of Alaron in order to prevent wanton murder at their hearths and homes. It's only sensible considering the plague of drow, Northmen raiders, and -worst of all- adventurers.

(Just some little tweaks for now.)
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Fri Oct 11, 2013 2:43 am

Zazesspur Sewers

Deep below the High City of old Zaz, and twisting out from underneath, are many a wonder and horror. The city is an amalgam of cultures and architectures, and nothing reflects this better than the ancient hodgepodge sewer system beneath it. Shadows of the Shoon, of Coramshan, the Interregnum, and even older secrets lurk within this reeking darkness just waiting to be uncovered... waiting where the meek fear to tread.

The Zazesspur Sewers are a levelling and adventuring area for PCs levels 15-30. It is filled to burst with tests, quests, training, and treasure. And remember, just because a journey starts somewhere, does not always mean it shall end there, too.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Mon Oct 28, 2013 8:17 pm

Dhedluk, Meliyekur's Museum, and the Stag Steads

A nest of settlements is open now in Cormyr's King's Forest. Dhedluk, a settlement, offers an inn and some diversions. The Stag Steads, a hunting lodge used by Cormyr's nobility, is open for hunting when not otherwise in use. Who knows what lies inside the museum?

Group and individual quests begin in and around Dhedluk, but lead into the museum in some cases. The bucolic woods turn mean really quickly, so the high level area label should be heeded. This area is an old, wild forest ...so a ranger might be a good idea. There are some tamer hunting venues around, too, but be careful where you wander!
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Harroghty » Thu Jan 30, 2014 9:01 pm

Stronghold in the Goblin Marches

This simple little goblin stronghold will fill the role of Howling Peaks for the eastern hometowns. It features a two-way quest (good and evil) with equal rewards for either side. It also provides training grounds for lower-level PCs, providing an experience not only equal to Howling Peak in terms of experience gain, but with some bits of the Friendly Arms Inn included also.

This area has a number of factors designed with the lowbie in mind, but it has some safeties removed because it's probably outside of where a newbie might wander. So look before you leap!
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Important Area or Hard code Upgrades

Post by Mask » Thu Feb 20, 2014 11:43 pm

Encumbrance

The game used to have a very complicated and overly clever algorithm for determining the affects of encumbrance on your 'Stamina' when moving around. This algorithm was, in fact, not particularly clever and resulted in some strange and counter-intuitive situations occurring.

I've replaced this system with a much simpler system which simply uses the 'Load' visible in your score sheet, and then applied similar logic to 'mounts'. Thus, the weight of the rider and the what the rider is carrying will contribute to the load of your mount. To help figure out when this is happening, if you type 'speed' when you are mounted, you will get an estimate of how your mount is handling its current load.

In a set of other changes related to mounts, the different kinds of horse have been split out a bit more from a generic 'horse' to different kinds of war horses, draft horses, riding horses etc. Therefore your choice of mount will likely be more important in the future, with different pros and cons to different horse types.
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Re: Important Area or Hard code Upgrades

Post by Mask » Fri Feb 21, 2014 1:11 pm

VT Interface and window size

I've implemented auto detection of window size and subsequent resizing of the VT interface, so if you resize your terminal, you shouldn't have to type in the appropriate vt <number> command any more, it should 'just work'. Just in case this doesn't work for you, you can go back to the approach of choosing it yourself by switching off autosizing with the command:

vt autosize
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Re: Important Area or Hard code Upgrades

Post by Mask » Wed Feb 26, 2014 11:23 am

NPC Healers

NPC Healers can now cast 'restoration' so can cater for all of your negative energy needs.

Aliases

The number of aliases allowed on characters has increased from 40 to 75. In addition, you can now have 'account aliases' which are shared by all characters in your account. Useful for aliases like my old chestnut: alias gac get all.coins & put all.coins pack which seems to exist on all of my alts. Account aliases are modified using the 'aalias' command.
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Re: Important Area or Hard code Upgrades

Post by Talos » Thu Aug 14, 2014 9:42 pm

The Clawrift
The Clawrift is a vast ravine which borders the Manyfolk district of
Menzoberranzan. The chasm looks as if it has been gouged out by a giant set
of claws, giving the place its name. Its depths drop far down into the
Lowerdark from which it emits heavily toxic vapours. Notably, during
Oblodra's fall, that House's compound was dropped into the Clawrift with its
secret vaults. Thus, many horrors and lost treasures still lurk within the
Clawrift's volatile layers.

Suggested level range 35-45
A new area for the Underdark with a couple new quests.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Mon Feb 02, 2015 6:36 am

Carlsmere
The estate of Carlsmere was once a beautiful sprawling estate,
located on the shores of the Dragon's Teeth Lagoon. It was once
the prized summer home of the royal house of Tethyr. Large
beautiful gardens and intricate architecture once adorned the
sprawling estate grounds. It now lies in ruin and has been a
curiosity to many an explorer and brigand alike. Many rumours
and stories of ghostly figures and the moans of the undead have
been told by the adventurers who have dared to venture close.
However, tales of treasure hidden within by the royal family
continue to draw adventurers and treasure hunters in.
A new area by new builder Algon.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Sun Apr 05, 2015 7:23 pm

Dead Dragon Gorge
About six days' travel on foot from Menzoberranzan was a large, mostly
Faerzress-free cavern. Most people who wanted to teleport to the city aimed
for this cave and a few keyed two-way portals could be found here, along with
a waterfall that provided free fresh water. Several noble houses had
permanent scrying sensors here though they made pains to seem like they
didn't care about the place.
This area is to focus on high end character levelling for the Underdark with a couple hidden quests.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Mon May 04, 2015 12:54 am

Bowels of House Do'Urden
House Do'Urden, also known by its ancient and formal name, Daermon
N'a'shezbaernon, was a drow house of Menzoberranzan. Upon its destruction in
1339 DR, it was the eighth house. Said to be cursed for producing the famed
exile Drizzt, whatever nest of tunnels remain under the ruins is used as a refuge
by desperate, persecuted males and runaway slaves.
A levelling area for those of low level with at least one quest.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Tue May 19, 2015 8:54 pm

Druid Circle, Grey Forest
These woods taken root in the far eastern hemisphere make sanctuary
for a small circle of druids. Wildlife blossoms under the watch of
the circle, though certainly too, not without it's natural predators.
However, rumour has spread far from the lips of passers-by of abnormal
animals spotted and that the forest itself may be in grave danger.
Only the most seasoned of adventurers should travel in expedition,
if they dare!
A questing area for high level adventurers, and an amazing collaboration by Nearraba and Algon.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Thu May 21, 2015 8:23 pm

Aryvandaaran Watch Fort
Deep within the monotone and desolate barren stretches of the High Moor, the
ruins of a former occupational fort of the once great and powerful sun-elven
realm Aryvandaar have been discovered to have attracted the attention of
agents of Zhentil Keep, most likely lured by tales of ancient might and
treasure of the Vyshaantar Empire.
First area by new builder Aramil.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Important Area or Hard code Upgrades

Post by Talos » Thu May 28, 2015 3:16 pm

Hobgoblins in the Hullack Forest
This simple hobgoblin camp is meant to fulfill a role between the Friendly Arms Inn (FAI) and Maos. There is some training on par with the FAI and then, opposite a gate, there is some on par with Maos. This is meant to complement the Stronghold in the Goblin Marches. There is only a one-sided quest this time, but there are trainers for PCs of all stripes. Loosely based upon an event in Four for Cormyr.
As usual, when questing, group before you leap.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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