ACR Release Notes v1.83
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Revision as of 19:18, 30 January 2014 by Foambats4all (talk | contribs)
New Prestige Classes
New Materials
- Darkwood (light, heavy, tower)
New Models
- Large Shield Models (70, 71, 72, 73, 74, 75, 76, 77, 79, 80, 81, 82, 83, 84, 85, 86, 87, 93, 98, 99, 100)
- Small Shield Models (170, 171, 172, 173, 174, 175, 176, 177, 178, 179)
- Cloaks (21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35)
- Dwarf, Gnome, Halfling, and Tiefling females have the a new hair style available.
- Human female heads #20, 25
- Models #100-110ish are occupied by some of the Always Summer clothes
- Dresses that are not sensible enough to wear underpants in combination with shirts that do not extend below the hips not included.
New Placeables
- 25 paintings. They're just called "Painting"
- 78 additions to our existing Medieval City pack.
- RWS Mountain Ring
New VFX
- Ashura's VFX pack; there were no conflicts-- we get them all.
New Spells
Changed Feats
- Rapid Reload no longer requires a base attack bonus.
Configuration Options
- Dimension Door has added a hook to set the local variable DIMENSION_DOOR_USED to 1, so that other scripts may detect the use of short-range teleportation to travel.
- void ACR_SetIsExhausted(object oPC, int bStatus) exists to compliment void ACR_SetIsFatigued(object oPC, int bStatus). oPC is the creature to be effected and bStatus is a boolean.
- int ACR_GetIsExhausted(object oPC) exists to compliment int ACR_GetIsFatigued(object oPC); the functions return a boolean of the character's status as exhausted or fatigued.
- A local integer may be set on the module, named MOBLOOT_ENABLED. If set to 1, intelligent NPCs will loot slain PCs. However-* this system is still experimental, and servers which use it can expect that it will require actual human support to maintain.
- zSpawn's appearance randomization functionality is now available through ACR_RandomizeAppearance()
Fixed Standard Templates
- Wyverns are the correct size.
Fixed Models
- Flying Books now have a death animation
Fixed Spells
- Shield no longer stacks with physical mundane shields, and does stack with shield enhancement bonuses from magical shields.
- Improved Mage Armor no longer stacks with physical mundane armor, and does stack with armor enhancement bonuses from magical armor, but not magical armor bonuses from Bracers.
- The targeting UI for Slow now matches the spell's target area.
- The targeting UI for Black Tentacles now matches the spell's target area.
- Leaps and Bounds now provides +6 to Jump, Balance, and Tumble instead of +4 to Dexterity and Tumble.
Fixed Systems
- The ACR will no longer log the acquiring of a subdual damage "fist" item in the database
- HDMs may inquire about the creation of other OOC non-logging items, but this information will not be made public by tech; discretion to its dissemination and policies for its use, if any, will be left to the DMA.
- Possessing DMs can now see chat dice
- Skill rolls will no longer be parsed as a foreign language by PCs who set their default spoken language to something other than common.
- DMs possessing NPCs.
- The death system is less broken.
- The warning that a player is about to self loot is now very loud, very visible, and written by a troll with broken caps lock. It should be that much harder to miss.
- NPCs created through the zSpawn UI should have a more-predictable level when multiclassed.
- Mass spawning monsters with racial hit dice through zSpawn will no longer cause the levels to decay. For example, spawning 4 lizardfolk with 6 HD will no longer result in one 6 HD, one 4 HD, and two 2 HD lizardfolk. They'll all have 6 HD.
- The DMA still sets policies about what is and is not acceptable to spawn generally, and HDMs remain responsible for their specific servers. zSpawn is powerful, and quote Spiderman.
- The spawn timeout checker is now 60 seconds, instead of 6.
- The effects placed on new PCs during the adaptation process are better tracked now, and we should have fewer instances of new players being "stuck" in adaptation.
- PC Tools Dice and Chat Dice now have a unified readout.
- The "Script lost item:" feedback no longer displays upon losing an item.
- Corpse placeables are now plot items, and may not be destroyed by bashing. Mutilating the dead functions identically; ignore any feedback about weapons not doing damage. They're messing that body up, but they don't make it vanish.
- NPCs should be less likely to despawn when PCs are talking to or fighting them.
- pChests will no longer be usable while they're saving their contents.
- NPCs will make more sound when murdered, and one can expect NPCs to be more perceptive when their best pals are killed.
- Resting always clears fatigue.
- The PC Tools time event will return the actual time and date in Forgotten Realms, and the dates/ years provided can be taken as credible.
- There is better feedback when taking nonlethal damage from non-PC sources.
- Resting without shelter is now a survival check
- It is possible to make camp in underground areas, provided that nearby threats have been handled.
- Spell tracking for Spirit Shaman and Favored Souls is now significantly more reliable.
- This means that the previously-reported potential exploit is no longer possible.
- Default speed is now player speed. This should reduce, but not solve, walk speed problems resulting from changing appearances.
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