Please Welcome our Distinguished Guest

This is a general open discussion for all ALFA, Neverwinter Nights, and Dungeons & Dragons topics.

Moderator: ALFA Administrators

User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Re: Please Welcome our Distinguished Guest

Post by AcadiusLost »

NickD wrote:What would be super nice and somewhat related to 1.23 would be having a nwn2.exe command line parameter to update the pwc from the command line. Something like nwn2.exe +update [ipaddress:port]... or even a separate app other than nwn2.exe that just does pwc updates.
The 1.23 content auto-downloader we were referring to does just that, automatically. When you attempt to join a server, it checks your hak/pwc/tlk resources against those required by the server, and updates your client accordingly. You even get a screen where you can read server announcements and news while the download proceeds.
User avatar
[OEI] McGnome
Goblin Scout
Posts: 3
Joined: Tue May 05, 2009 8:14 pm

Re: Please Welcome our Distinguished Guest

Post by [OEI] McGnome »

I believe the command line parameters are in GrinningFool's plan. You might ask him.
Mikayla
Valsharess of ALFA
Posts: 3707
Joined: Sat Jan 03, 2004 5:37 pm
Location: Qu'ellar Faen Tlabbar, Noble Room 7, Menzoberranzan, NorthUnderdark

Re: Please Welcome our Distinguished Guest

Post by Mikayla »

Since its a topic of discussion in another thread (and a huge problem for me and my PC), I'd love it if y'all could fix the problem with drow light penalties being assessed even when its dark outside. In short, the light aversion penalties penalize drow PCs anytime they are outside, regardless of whether its day or night. In a low-level, RP-heavy, CvC-open world like ours, thats a really heavy penalty for us low level drow. Thanks.
ALFA1-NWN1: Sheyreiza Valakahsa
NWN2: Layla (aka Aliyah, Amira, Snake and others) and Vellya
NWN1-WD: Shein'n Valakasha
User avatar
NickD
Beholder
Posts: 1969
Joined: Sat Jul 31, 2004 9:38 am
Location: Auckland, New Zealand

Re: Please Welcome our Distinguished Guest

Post by NickD »

[OEI] McGnome wrote:I believe the command line parameters are in GrinningFool's plan. You might ask him.
Ah, thanks. :)
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
danielmn
Fionn In Disguise
Posts: 4678
Joined: Sat Nov 05, 2005 9:08 pm

Re: Please Welcome our Distinguished Guest

Post by danielmn »

Rob, a few questions for you and the guys at Obsidian.

Regaurding the toolsetting of items, are there future plans to expand on what we can already do with the toolset as far as properties? Below are our special materials and what they are supposed to do, yet the toolset prevents us from replicating many of these properties....


Adamantine:
Armor made from adamantine grants its wearer damage reduction of 1/- for light armor, 2/- for medium armor, or 3/- for heavy armor. Adamantine weapons are automatically masterwork. Only weapons, armor, and shields normally made from metal can be fashioned from adamantine.

Ammunition +60 gp
Light Armor +5,000 gp
Medium Armor +10,000 gp
Heavy Armor +15,000 gp
Light Weapon +1,000 gp
One-Handed Weapon +3,000 gp
Two-Handed Weapon +5,000 gp

Alchemical Silver:
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. Alchemical silver weapons have a -1 damage penalty due to the softness of the blade.

Ammunition +2 gp
Light Weapon +20 gp
One-Handed Weapon +90 gp
Two-Handed Weapon +180 gp

Arandur:
Armor made from arandur grants sonic resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Light weapons made of arandur inflict +1 point of sonic damage. One-handed weapons inflict +1d2 points, and two-handed weapons inflict +1d3 points. Ammunition is considered a light weapon.

Ammunition +40 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Light Weapon +2,000 gp
One-Handed Weapon +3,000 gp
Two-Handed Weapon +4,000 gp

Astral Driftmetal:
Armor and weapons crafted from astral driftmetal are fully effective against incorporeal attacks, as if it were made of force. The armor’s full armor bonus to AC (including enhancement bonuses) applies to the wearer’s touch AC against incorporeal attacks, and weapons suffer no miss chance against incorporeal opponents.
Astral driftmetal is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from it.

Shield +6,000 gp
Armor +12,000 gp
Weapon +5,000 gp

Bluewood:
Bluewood weapons and armor have the same hardness and characteristics as normal armor and weapons of that type but weighs half as much. Bluewood armor and weapons created in this fashion are considered masterwork items and gain the appropriate bonuses.

Light Armor +300 gp
Medium Armor +600 gp
Heavy Armor +1,200 gp
Shield +300 gp
Light Weapon +400 gp
One-Handed Weapon +600 gp
Two-Handed Weapon +900 gp

Cold Iron:
Armor made from cold iron grants its wearer a saving throw bonus against magic spells and spell-like abilities equal to +1 for light armor, +2 for medium armor, and +3 for heavy armor.
Any magical enchantments cost an additional 2,000 gp.

Light Armor +1,000 gp
Medium Armor +4,000 gp
Heavy Armor +9,000 gp
Weapon x2

Copper:
Armor made from magically treated copper grants a +2 circumstance bonus to saving throws against poison and disease, but the wearer suffers a -2 penalty to saving throws against lightning and electricity.

Armor +1,500 gp

Darksteel:
Armor made from darksteel grants acid resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Light weapons made of darksteel inflict +1 point of electricity damage. One-handed weapons inflict +1d2 points, and two-handed weapons inflict +1d3 points. Ammunition is considered a light weapon.

Ammunition +40 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Light Weapon +2,000 gp
One-Handed Weapon +3,000 gp
Two-Handed Weapon +4,000 gp

Dlarun:
Armor made from dlarun grants fire resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Light weapons made of dlarun inflict +1 point of cold damage. One-handed weapons inflict +1d2 points, and two-handed weapons inflict +1d3 points. Ammunition is considered a light weapon.

Ammunition +40 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Light Weapon +2,000 gp
One-Handed Weapon +3,000 gp
Two-Handed Weapon +4,000 gp

Dragonfang:
A dragonfang weapon is crafted from the horn, claw, or fang of a true dragon. It deals +1 point of energy damage per strike, the type depending on the type of dragon the fang originally came from. This damage is non-magical in nature and does not stack with magical damage of the same type if the weapon is enchanted. Only piercing and slashing weapons can be crafted from dragonfang. All dragonfang weapons are considered masterwork.

Weapon +1,000 gp

Dragonhide:
Dragonhide armor and shields are crafted from the scales of a true dragon. In addition to granting 5 points of energy resistance against the same type of energy as the dragon embodied, dragonhide armor is considered one category lighter. The armor check penalty is reduced by 2 (including the +1 masterwork bonus), but other qualities remain the same as normal armor of that type. Dragonhide shields grant a +2 bonus to saving throws against area spells that deal that same type of damage. Dragonhide can be fashioned into any sort of scale, hide, or plate armor, or steel shield. Chainmail and chain shirts are not possible. Dragonhide is immune to the same type of energy it protects its wearer from.

Light Armor +3,000 gp
Medium Armor +6,000 gp
Heavy Armor +11,000 gp
Shield +4,000 gp

Duskwood:
Any weapon or shield made from duskwood is considered a masterwork item.
Duskwood can be worked into a breastplate, with the following stats: armor bonus +5, max Dex bonus +4, armor check penalty -2, and arcane spell failure 20%. A duskwood breastplate is treated as light armor for the purposes of movement and other limitations.

Breastplate +3,000 gp
Shield +1,000 gp
Weapon +1,000 gp

Fever Iron:
Armor made from fever iron grants cold resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Light weapons made of fever iron inflict +1 point of fire damage. One-handed weapons inflict +1d2 points, and two-handed weapons inflict +1d3 points. Ammunition is considered a light weapon.

Ammunition +40 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Light Weapon +2,000 gp
One-Handed Weapon +3,000 gp
Two-Handed Weapon +4,000 gp

Fiendbone:
Any weapon made of fiendbone is treated as evil-aligned for the purpose of overcoming damage reduction.

Weapon +3,000 gp

Frystalline:
Any weapon made of frystalline is treated as good-aligned for the purpose of overcoming damage reduction.

Weapon +3,000 gp

Gold:
Armor made from treated gold grants acid and fire resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Its armor check penalty worsens by 1 and weight increases by 10%. Gold weapons ignore the damage reduction of monsters of the aberration type. Gold weapons and armor are immune to rust and corrosion (but not acid).

Light Armor +3,000 gp
Medium Armor +6,000 gp
Heavy Armor +10,000 gp
Weapon +3,000 gp
Other item +150gp / pound

Hizagkuur:
Armor made from hizagkuur grants electricity resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Light weapons made of hizagkuur inflict +1 point of electricity or fire damage, whichever is more beneficial to the wielder. One-handed weapons inflict +1d2 points, and two-handed weapons inflict +1d3 points. Ammunition is considered a light weapon.

Ammunition +50 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Light Weapon +2,500 gp
One-Handed Weapon +3,500 gp
Two-Handed Weapon +4,500 gp

Living Metal:
Over time, items made of living metal naturally shapes itself to fit its wearer. After one week of regular use, increase the maximum Dexterity bonus by 1, reduce the armor check penalty by 1, and reduce the arcane spell failure chance by 5%. A weapon with a living metal grip molds itself to fit the wearer’s hand perfectly, granting the wearer a +2 bonus on attack rolls to avoid being disarmed. In this use, living metal can be used in combination with other special materials and still retain its properties.

Light Armor +1,000 gp
Medium Armor +2,500 gp
Heavy Armor +4,000 gp
Weapon grip +1,000 gp

Mithril:
Mithril armor is considered one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Its maximum Dexterity bonus is increased by 2, its armor check penalty is reduced by 3, and its arcane spell failure chance is reduced by 10%. Anything made of mithril weighs half as much as normal, is already considered to be masterwork, and gains none of the usual benefits.

Light Armor +1,000 gp
Medium Armor +4,000 gp
Heavy Armor +9,000 gp
Shield +1,000 gp
Light Weapon +1,000 gp
One-Handed Weapon +6,000 gp
One-And-A-Half-Handed Weapon +9,000 gp
Two-Handed Weapon +12,000 gp

Pandemonic Silver:
Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of alchemical silver. In addition, a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it’s unsheathed in at least a light breeze. This scream is a sonic, mind-affecting compulsion that is a fear effect. Other than the wielder, those within 30’ who hear the scream must succeed on a Will save or cower for 1d4 rounds. The DC of the Will save depends on the strength of the wind, as indicated on the table below.

Wind Force Save DC
Light (0-10 mph) 10
Moderate (11-20 mph) 13
Strong (21-30 mph) 16
Severe (31-50 mph) 19
Windstorm (51-74 mph) 22
Hurricane (75-154 mph) 25
Tornado (155--300 mph) 28

Pandemonic silver can be forged to form the striking surface of any slashing or piercing weapon made of steel.

Light Weapon +9,000 gp
One-handed weapon +11,000 gp
Two-handed weapon +13,000 gp

Platinum:
Armor made from treated platinum grants cold and sonic resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Its armor check penalty worsens by 1 and weight increases by 10%.

Ammunition +160 gp
Light Armor +3,000 gp
Medium Armor +6,000 gp
Heavy Armor +10,000 gp
Other item +200gp / pound

Serren:
Serren bows, arrows, and bolts have the ghost touch special quality, although the property is not magical.

Ammunition +80 gp
Bow +4,000 gp

Silver:
Armor made from treated silver grants electricity resistance 2 for light armor, 4 for medium armor, and 6 for heavy armor. Its armor check penalty worsens by 1 and weight increases by 10%. Weapons made from treated silver count as alchemical silver weapons for the purpose of penetrating damage reduction, without the reduction in damage. Silver weapons and armor are immune to rust and corrosion (but not acid).

Ammunition +60 gp
Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +5,000 gp
Weapon +3,000 gp
Other item +50gp / pound

Sondarr:
Sondarr does not rust or corrode as metal does; however the stone shape spell and similar effects work against it normally. Casting stone shape or transmute rock to mud on an item made of sondarr destroys it. Items made from sondarr weigh as much as their metal equivalents.

Armor +2,000 gp
Weapon +1,000 gp

Suzailian Chainweave:
Damage reduction of 1/piercing for light armor, 2/piercing for medium armor, and 3/piercing for heavy armor.

Light Armor +1,500 gp
Medium Armor +3,000 gp
Heavy Armor +6,000 gp

Zalantar:
This rare magic wood is as hard as normal wood but is very light. Any wooden or mostly wooden item made from zalantar is considered masterwork and weighs only half as much as a normal wooden item of that type. The armor check penalty of a zalantar shield is reduced by 2. To determine the price of a zalantar item, use the original weight but add 10gp per pound to the price of a masterwork version of that item.



Take the materials that give you resistance for instance...arundur or darksteel...the progression from light to medium to heavy being 2, 4, and 6 respectively, however the toolset only allows us increments of 5 on resistances. For things like silver and gold armour, I've not found a way to increase the weight of the armour, only decrease.

Also, shields in and of themselves seem to be broken, as they do not hold the intended MW property of reduced Skill check, nor do they hold other properties such as Mithral appropriately. I imagine we can fix the weight issue of tower shields inhouse.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
User avatar
Riotnrrd
DMA's Technical Liaison
Posts: 1682
Joined: Sat Jan 03, 2004 2:04 pm

Re: Please Welcome our Distinguished Guest

Post by Riotnrrd »

Are there any plans to fix the low light vision / darkvision item property / spells?

Currently casting the spell gives no effect. There is no button to turn it on, like there is for elves / dwarves / planetouched, etc... so the spells and item properties have no in game effect.

Thanks!
Post Reply