ACR v1.87 Release
Moderator: ALFA Administrators
ACR v1.87 Release
The latest release of the ALFA Core Rules has been prepared for release, and is available to the ALFA servers, who we can expect to see upgrading this weekend.
As always, you can find the release notes of this and previous versions linked from the technical documentation page, and this particular release's links are here.
Highlights from this release include:
Performance: As always, there is a laundry list of fixes and enhancements that are difficult to enumerate in a change log, due to their placement behind the areas visible to end users. Servers continue to operate faster and with more stability, and capacities of servers to communicate with one another are improved. The big one that users will notice is a prompting to link your gamespy IDs to your Drupal and Forum IDs-- it will be a single clickable link, which will also prompt you to verify that you're an adult for IA's purposes, and will allow us better control of things like Temporary Retirement interfaces in the future.
RP Spells: We've added a lot of them. Most of them don't provide any mechanical effects (except Waterbreathing, which works with our swimming system), but they spare us the ambiguity of whether that Magic Missile you prepared was, in fact, Jump. This will also help those spontaneous spellcasters who cast spells that NWN2 didn't provide for us originally keep track of their spells known. In addition, the implied increase in supply of level 0 spells means that Sorcerers and Favored Souls will get to learn up to their class' actual maximum of 9 level 0 spells when they reach the appropriate level to do so.
Invocations: Almost every invocation has changed, which brings Warlocks extremely close to an expected stable "end state" for the class, more closely mirroring the descriptions in <i>Complete Mage</i> and <i>Complete Arcane</i>. While the amount that we've been able to accomplish with the class isn't enough to lift the restriction on new warlocks, the changes are significant enough that our remaining warlocks can expect a much-higher degree of stability in the function of the class, and could consider our years-old promises to make changes to the mostly fulfilled, with the expectation that any required fixes would go into the next version of the ACR before work on the class is called complete.
Combat Expertise: An old thorn in our DMs' and PA's sides, in the monitoring and enforcement of proper use of Combat Expertise, is now handled entirely by script. The feat now disables itself in response to spellcasting and does not resume its protection until the string of spells cast is complete. In addition, its AC bonus is capped by base attack bonus, it bears a server-side cooldown of 6 seconds (which is not vulnerable to the bugs associated with client-side cooldowns, as we see with things like Subdual Mode), and its AC type has changed from "untyped" to dodge-- which means that the only time people who use combat expertise can count on its bonus is when they're actually fighting things with weapons. I've verified with the PA that this handles all known enforcement issues with the feat, and should shut it down as a source of disputes and (hopefully) reduce its companion drama.
Voice Throwing: The newest ACR has a new tool to help DMs send text to distant NPCs, and to hear the things that those NPCs would hear. A DM may now select an NPC and enter # followed by a number (such as "#1") to specify that as a target for voice throwing, and then may use that number like a chat channel to speak through it (such as "#1 Hello world!"). In addition, if a DM leaves the general area where a so-marked NPC is, he or she will start to receive messages in his or her server window whenever the NPC hears something, such as chat in the general vicinity. This only works on NPCs, and DMs may not throw their voices through PCs.
Of course, the change log will be more specific and verbose on what exactly changed, and there are many smaller niblets of useful in the mix (like subdual damage no longer bugs weapons with -5 damage, and will in fact repair previously-bugged weapons when used) and players are encouraged to read the details.
As always, you can find the release notes of this and previous versions linked from the technical documentation page, and this particular release's links are here.
Highlights from this release include:
Performance: As always, there is a laundry list of fixes and enhancements that are difficult to enumerate in a change log, due to their placement behind the areas visible to end users. Servers continue to operate faster and with more stability, and capacities of servers to communicate with one another are improved. The big one that users will notice is a prompting to link your gamespy IDs to your Drupal and Forum IDs-- it will be a single clickable link, which will also prompt you to verify that you're an adult for IA's purposes, and will allow us better control of things like Temporary Retirement interfaces in the future.
RP Spells: We've added a lot of them. Most of them don't provide any mechanical effects (except Waterbreathing, which works with our swimming system), but they spare us the ambiguity of whether that Magic Missile you prepared was, in fact, Jump. This will also help those spontaneous spellcasters who cast spells that NWN2 didn't provide for us originally keep track of their spells known. In addition, the implied increase in supply of level 0 spells means that Sorcerers and Favored Souls will get to learn up to their class' actual maximum of 9 level 0 spells when they reach the appropriate level to do so.
Invocations: Almost every invocation has changed, which brings Warlocks extremely close to an expected stable "end state" for the class, more closely mirroring the descriptions in <i>Complete Mage</i> and <i>Complete Arcane</i>. While the amount that we've been able to accomplish with the class isn't enough to lift the restriction on new warlocks, the changes are significant enough that our remaining warlocks can expect a much-higher degree of stability in the function of the class, and could consider our years-old promises to make changes to the mostly fulfilled, with the expectation that any required fixes would go into the next version of the ACR before work on the class is called complete.
Combat Expertise: An old thorn in our DMs' and PA's sides, in the monitoring and enforcement of proper use of Combat Expertise, is now handled entirely by script. The feat now disables itself in response to spellcasting and does not resume its protection until the string of spells cast is complete. In addition, its AC bonus is capped by base attack bonus, it bears a server-side cooldown of 6 seconds (which is not vulnerable to the bugs associated with client-side cooldowns, as we see with things like Subdual Mode), and its AC type has changed from "untyped" to dodge-- which means that the only time people who use combat expertise can count on its bonus is when they're actually fighting things with weapons. I've verified with the PA that this handles all known enforcement issues with the feat, and should shut it down as a source of disputes and (hopefully) reduce its companion drama.
Voice Throwing: The newest ACR has a new tool to help DMs send text to distant NPCs, and to hear the things that those NPCs would hear. A DM may now select an NPC and enter # followed by a number (such as "#1") to specify that as a target for voice throwing, and then may use that number like a chat channel to speak through it (such as "#1 Hello world!"). In addition, if a DM leaves the general area where a so-marked NPC is, he or she will start to receive messages in his or her server window whenever the NPC hears something, such as chat in the general vicinity. This only works on NPCs, and DMs may not throw their voices through PCs.
Of course, the change log will be more specific and verbose on what exactly changed, and there are many smaller niblets of useful in the mix (like subdual damage no longer bugs weapons with -5 damage, and will in fact repair previously-bugged weapons when used) and players are encouraged to read the details.
Last edited by Zelknolf on Sun Jul 07, 2013 2:42 pm, edited 1 time in total.
Re: ACR v1.87 Release
As always, if you're responsible for maintaining a server and are in charge of handling an upgrade, you can find the process on the technical documentation page here:
http://www.alandfaraway.org/node/2161
And you can find all of the information that I as the coordinator of this release am supposed to give you here:
http://www.alandfaraway.org/forums/view ... 95&t=47688
If you're important enough to be primarily responsible for a module but not important enough to see those pages, please send me a PM so I can see that the forum permissions are corrected.
http://www.alandfaraway.org/node/2161
And you can find all of the information that I as the coordinator of this release am supposed to give you here:
http://www.alandfaraway.org/forums/view ... 95&t=47688
If you're important enough to be primarily responsible for a module but not important enough to see those pages, please send me a PM so I can see that the forum permissions are corrected.
Re: ACR v1.87 Release
Cool additions to the CE/ICE .Zelknolf wrote:. In addition, its AC bonus is capped by base attack bonus, it bears a server-side cooldown of 6 seconds (which is not vulnerable to the bugs associated with client-side cooldowns, as we see with things like Subdual Mode), and its AC type has changed from "untyped" to dodge-- which means that the only time people who use combat expertise can count on its bonus is when they're actually fighting things with weapons.
Would they be capped as -5 / +5 for CE and -10 / +10 for ICE?
Thanks.
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Re: ACR v1.87 Release
Yup!rorax wrote:Cool additions to the CE/ICE .Zelknolf wrote:. In addition, its AC bonus is capped by base attack bonus, it bears a server-side cooldown of 6 seconds (which is not vulnerable to the bugs associated with client-side cooldowns, as we see with things like Subdual Mode), and its AC type has changed from "untyped" to dodge-- which means that the only time people who use combat expertise can count on its bonus is when they're actually fighting things with weapons.
Would they be capped as -5 / +5 for CE and -10 / +10 for ICE?
Thanks.
Many thanks to Zelk for the fixes/PnPizings of CE/ICE.

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Re: ACR v1.87 Release
Tech delivars once again!Zelknolf wrote:Voice Throwing: The newest ACR has a new tool to help DMs send text to distant NPCs, and to hear the things that those NPCs would hear. A DM may now select an NPC and enter # followed by a number (such as "#1") to specify that as a target for voice throwing, and then may use that number like a chat channel to speak through it (such as "#1 Hello world!"). In addition, if a DM leaves the general area where a so-marked NPC is, he or she will start to receive messages in his or her server window whenever the NPC hears something, such as chat in the general vicinity. This only works on NPCs, and DMs may not throw their voices through PCs.
Re: ACR v1.87 Release
What is account linking? Varification failed, whatever it is.
Re: ACR v1.87 Release
Account linking is connecting your NWN2 Community ID to your ALFA Forum an Drupal IDs, which is meant to be used with the various website tools. Unfortunately, in its current state it will fail if you're not logged into the forums with the browser that NWN2 opens for you before clicking on the link.I-KP wrote:What is account linking? Varification failed, whatever it is.
On the plus side, it doesn't -hurt- anything for that to fail; it just slows down some other rollouts until we get a wide chunk of population on the new stuff.
Re: ACR v1.87 Release
We have some folk (that is, everyone who took the feat) having trouble with Combat Expertise-- we should be able to get a fix out to the servers relatively soon, though as an explanation, it's actually our own mini version of the Y2K bug. ALFA2 has been around along enough that some of our functions for time are reporting in negative numbers (which of course we didn't see on our test servers, because they're spritely and youthful little creatures).
It should be a simple enough thing to fix, though I have to ask for patience from everyone who uses the feats.
It should be a simple enough thing to fix, though I have to ask for patience from everyone who uses the feats.
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Re: ACR v1.87 Release
how do you unlink your account?
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Cassandra's KEMO Portrait
- Oooh shad0wfax picked up a typo of mine...isn't he a clever little guy!!
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Re: ACR v1.87 Release
Checked it out on BG couple hours back, and see what you mean. But now... it looks like it works on BG. So, that was fast!Zelknolf wrote:We have some folk (that is, everyone who took the feat) having trouble with Combat Expertise-- we should be able to get a fix out to the servers relatively soon, though as an explanation, it's actually our own mini version of the Y2K bug. ALFA2 has been around along enough that some of our functions for time are reporting in negative numbers (which of course we didn't see on our test servers, because they're spritely and youthful little creatures).
It should be a simple enough thing to fix, though I have to ask for patience from everyone who uses the feats.
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ALFA NWN1 PC: Jacobim Foxmantle
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Re: ACR v1.87 Release
It is meant to temporary go down when you using item? (like potion)Brokenbone wrote:Checked it out on BG couple hours back, and see what you mean. But now... it looks like it works on BG. So, that was fast!Zelknolf wrote:We have some folk (that is, everyone who took the feat) having trouble with Combat Expertise-- we should be able to get a fix out to the servers relatively soon, though as an explanation, it's actually our own mini version of the Y2K bug. ALFA2 has been around along enough that some of our functions for time are reporting in negative numbers (which of course we didn't see on our test servers, because they're spritely and youthful little creatures).
It should be a simple enough thing to fix, though I have to ask for patience from everyone who uses the feats.
Also - i think the AC bonus is also given with thrown weapons (it keeps staying on when i use throwing axe)
Thanks.
Re: ACR v1.87 Release
Yes. You're only garaunteed to get that AC while fighting with a melee weapon.rorax wrote:It is meant to temporary go down when you using item? (like potion)
That sounds like a real bug. Can you write a ticket with the steps you're using to make that happen?Also - i think the AC bonus is also given with thrown weapons (it keeps staying on when i use throwing axe)
Re: ACR v1.87 Release
Does that mean it will go down when you cast too?Zelknolf wrote:Yes. You're only garaunteed to get that AC while fighting with a melee weapon.rorax wrote:It is meant to temporary go down when you using item? (like potion)
Also, does that mean you can't punch with CE?
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