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ACR Update (600 MB download; plan accordingly)

Posted: Tue Apr 21, 2015 10:59 pm
by Zelknolf
ACR Update today. It's a big one, as I've been saving up changes to try to reduce re-releases of our bigger haks (creatures, tiles, placeables)
  • Traps which make attack rolls to hurt you now display the attack roll made by the trap.
  • Traps which make attack rolls to hurt you now hit on a natural 20.
  • Trap waypoints with values in "ACR_TRAP_DESCRIPTION" now properly load into the creator
  • Traps now respect both "TRAP_ORIGIN" and "TRAP_EMITTER" placeables as potential sources of projectiles
  • Trap VFXes added for magical, negative, positive, and divine damage explosions.
  • If a trap has an emitter, then single-target traps will fire rays or projectiles (as appropriate) for their VFX.
  • Random dungeons can now iterate to arbitrary size.
  • Three new dwarf male heas (7, 8, 9) -- these dwarf heads are beardier copies of default dwarf heads
  • Elf female heads (92, 93, 94, 95) and human female heads (87, 89, 90, 91, 92, 93, 94, 97) -- these are just more variations on one of the standard 'pretty faces' that are all over the vault.
  • A number of resources from the Drow Underfell pack (tiles, placeables, doors)
  • Dark Ruins tileset
  • Expanded Standard tileset
  • Updates taken from the RWS All In One pack
  • RWS-CODI Sigil expanded tileset
  • More walkmesh helper placeables (steps, arches, zigzags, etc)
This is a large download (597.14MB) -- please account for the extra download time before any scheduled sessions.

Re: ACR Update (600 MB download; plan accordingly)

Posted: Tue Apr 21, 2015 11:42 pm
by Mick
Thanks for the efforts, Z!

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 12:05 am
by Wynna
The traps especially are appreciated and necessary to current building efforts, but all of it is great! Thanks to both you and Foam, Zelk.

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 2:20 am
by danielmn
DWARVEN BEARDS?!?!?!?!

An update I can really get behind!!!!!!

(THanks Z and Foam!!)

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 5:17 am
by HEEGZ
thanks 8)

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 11:29 am
by Ithildur
Thanks and huzzah to Tech Team

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 3:52 pm
by Audark
As ever I'm impressed with the work that goes into keeping ALFA living and breathing and expanding after all these years. Well done all involved!

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 5:54 pm
by ImStrokerAce
Well done and thank you!

Re: ACR Update (600 MB download; plan accordingly)

Posted: Wed Apr 22, 2015 9:33 pm
by maxcell
Thank you so much Tech team. I am greedy for the dwarven beardly look of course, but thank you so much for all the updates.

Re: ACR Update (600 MB download; plan accordingly)

Posted: Thu Apr 23, 2015 12:52 pm
by Brokenbone
The random dungeons one especially sounds really interesting.

Is there any pilot version of this system in play? Like talk to NPC XYZ, it makes a previously boring AT somewhere else point into some instanced area?

Re: ACR Update (600 MB download; plan accordingly)

Posted: Thu Apr 23, 2015 1:42 pm
by Zelknolf
Brokenbone wrote:The random dungeons one especially sounds really interesting.

Is there any pilot version of this system in play? Like talk to NPC XYZ, it makes a previously boring AT somewhere else point into some instanced area?
They're still fairly sheltered, and the stuff you can just find as static content only goes up to CR3 (2-5 areas), but you can talk to Jasmine in the Silver Owl in Ruqel to get a quest summarized as "make this place non-dangerous enough that we can run tours through it".

Re: ACR Update (600 MB download; plan accordingly)

Posted: Thu Apr 23, 2015 2:27 pm
by HEEGZ
Zelknolf wrote:
Brokenbone wrote:The random dungeons one especially sounds really interesting.

Is there any pilot version of this system in play? Like talk to NPC XYZ, it makes a previously boring AT somewhere else point into some instanced area?
They're still fairly sheltered, and the stuff you can just find as static content only goes up to CR3 (2-5 areas), but you can talk to Jasmine in the Silver Owl in Ruqel to get a quest summarized as "make this place non-dangerous enough that we can run tours through it".
Thanks for the hook! Will check it out soon. 8)