ACR v1.92 Update

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Zelknolf
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Re: ACR v1.92 Update

Post by Zelknolf »

More fixes coming out-- dwarven waraxes can be used with the generic martial weapon proficiency that fighers, paladins, rangers, and barbarians get for free now (did you know that they didn't used to be? I guess we never noticed because the only people trying were dwarves. Yay for that), and anyone with the dwarven weapon proficiency feat may use a dwarven waraxe one-handed. Thus, dwarves who can use a dwarven waraxe can do so one-handed. Non-dwarves need exotic weapon proficiency.

Planetouched don't look like anime monsters when riding their horses now. Unreported, but also totally a thing, they now also get the 2.4/4.8 m/s movement rate I promised.

Paladins can actually only summon one warhorse at a time, and mounting a warhorse doesn't produce a vestigial out-of-area party member box. Also, paladin warhorses are cleaned up when the paladin logs out.

Not-yet-fixed issues include that horseback riding and swimming don't play nice together (tends to result in the anime monster look that planetouched reported), persistent location is still pretty knackered (thus showing up in the start area when logging in after a server restart, and reliably logging in to getting smooched by all of your horses), and paladins don't have a good way to make their magical warhorses wait outside for them. You -can- make 'em wait just inside the door, which is what I suggest until I get something else figured out.

As of this post, every server was either updated or in the process of recompiling for an update.
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Re: ACR v1.92 Update

Post by Veilan »

Zelknolf wrote:More fixes coming out-- dwarven waraxes can be used with the generic martial weapon proficiency that fighers, paladins, rangers, and barbarians get for free now (did you know that they didn't used to be? I guess we never noticed because the only people trying were dwarves. Yay for that)
I noticed, and thought it was a feature... :oops:
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Re: ACR v1.92 Update

Post by oldgrayrogue »

Thank you Zelk! I noticed that when I recently traveled with my Pally from BG to TSM his horse did not come with. Will report again on next log in.
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Re: ACR v1.92 Update

Post by Zelknolf »

Paladin warhorses are a spell-like. You've got to call the horse again when you log in.

Mechanically, they're closer to a super-long-duration summon that you can ride than to an actual living skittish mammal who thinks your shirt is delicious and wants to kick that shadow just behind it.
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Re: ACR v1.92 Update

Post by kid »

Any difference between them and druid companions?
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Re: ACR v1.92 Update

Post by Zelknolf »

Yes, they're closer to a super-long-duration summon that you can ride than to an actual living skittish mammal who thinks your shirt is delicious and wants to kick that shadow just behind it.
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Re: ACR v1.92 Update

Post by kid »

So exactly like druid companions. Got ya.
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Re: ACR v1.92 Update

Post by Zelknolf »

Except the fundamental question of what they are and therefore how they are affected by spells and abilities.
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Re: ACR v1.92 Update

Post by kid »

Aha, so that's what I was asking.
Not sure I know the difference. Just curious, really.
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Re: ACR v1.92 Update

Post by oldgrayrogue »

Zelknolf wrote:Paladin warhorses are a spell-like. You've got to call the horse again when you log in.

Mechanically, they're closer to a super-long-duration summon that you can ride than to an actual living skittish mammal who thinks your shirt is delicious and wants to kick that shadow just behind it.
Not level 5 yet -- was talking about a regular horse.
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Re: ACR v1.92 Update

Post by Zelknolf »

Once more into the breach.

This time--
-- Horses should remember who their owners are if they're mounted and dismounted more than once. That was a hilarious and distressing bug.
-- Icons and talk table entries for horse feats
-- Fixed persistent location
-- Also for horses
----- Related: horses respawn next to the PC when we don't know where they go, as will be the case the first time you log in this update. It's thus possible that the horse spawns in the start area during the brief moment you're there before you get restored to your persistent location-- this should be a one-time problem, resolved once locations save again. If you're in this situation, you need a DM's help to get back.
-- Collection-type quests (e.g. herbs, animal skins) now count stack size when the collected objects are stacks of objects (so hunting two bears is now worth more than hunting one bear)
-- Frenzied Berzerkers are available now (apparently DMA allowed them a while ago and I missed it), with a max level of 5 and their default NWN2 prerequisites. Plus validation from a DM, obv.
-- Gnomes and halflings with non-default movement rates, or who have recently dismounted a horse, are no longer considered medium creatures.
-- The acr_notifications_i popup that DMs receive after using #ifs, #ifl, or #not now includes a list of the PCs who got the message and a list of the PCs who failed the check.

Then FoamBats is on the scene again, seems, so thanks to him for:
-- Bardic fascinate uses the same checks as the other bard songs to determine if one has adequate ranks in perform.
-- The #dm command checks for #dm instead of #d
-- DMs can set the descriptions of objects by entering "#setdesc <description>" into the chat window, with the object they wish to modify selected
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Re: ACR v1.92 Update

Post by HEEGZ »

Zelknolf wrote:-- DMs can set the descriptions of objects by entering "#setdesc <description>" into the chat window, with the object they wish to modify selected
Also, setting descriptions is a huge thing for me, thank you very much! Combined with the random loot generator we can see a lot more loot variety in game now.
Last edited by HEEGZ on Sat Apr 19, 2014 4:35 pm, edited 1 time in total.
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Re: ACR v1.92 Update

Post by Xanthea »

Description setting is indeed very cool.
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Re: ACR v1.92 Update

Post by HEEGZ »

Xanthea wrote:Description setting is indeed very cool.
Just tested. DMs can change items, placeables, its a great change and will make DM sessions much more fun I think. Also item awards will now have backstories and so on. Great stuff.

Also confirmed #dm command is working, though a bit buggy.

Players! If you want to send a message to the DMs, and want it saved in a queue so that it doesn't get lost in message spam, please preface your chat window message with #dm

Example:

#dm *My elf stealths and sneaks in behind the goblins from their right flank.*

This sends an alert to the DMs, with your PC's name attached, and is highly visible and we can read it at our convenience.
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Re: ACR v1.92 Update

Post by Brokenbone »

HEEGZ wrote:
Zelknolf wrote:-- DMs can set the descriptions of objects by entering "#setdesc <description>" into the chat window, with the object they wish to modify selected
Also, setting descriptions is a huge thing for me, thank you very much! Combined with the random loot generator we can see a lot more loot variety in game now.
I know this post is a few weeks stale, but I've now seen this IG and it's such a smart thing it is worth highlighting.

Example: Last night HEEGZ did a sort of "go decorate some monsters, make a rumor" thing. How is the rumor noticed in game? Some soldier NPC standing around a town had his name changed to "OOC Examine Me", maybe that is done by the normal DMFI "ring" type item to rename, I forget. So you examine him and there's a bunch of text about "This guy describes that there's some monsters doing this and that at location xyz, and watch out."

So while of course you don't create a whole dialogue tree, looking at something with an adjusted description on the fly, you get the point pretty quick that something is going on. Really slick.

So I guess take note of the #setdesc command, play around with it, good fun!
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