1/17/2016
http://www.alandfaraway.info/phpBB3/vie ... te#p625520
Zelknolf wrote:Small ACR update, few things of note
- CLRScript uses .NET 4.5
This is a low-level change to a lot of our core functionality, but we don't expect that anything will behave differently, but this upgrade will make the lives of our developers easier in the future.
If you care for more detail, though this is completely irrelevant to everyone but me, Foam, and Basilica:Spoiler:- You can now only make tradescrolls from spellbooks that are identified.
- Rapiers made out of special materials are now priced as one-handed weapons, instead of light weapons
- NPCs who are turned hostile with the DMFI tool no longer auto-attack the nearest enemy (as that nearest enemy might be hidden).
- The Will o' Wisp touch attack has a better VFX, which should include a little lightning bolt jumping from the wisp to the target (instead of the previous sparkle that only appeared on the target)
- Haven Song was previously not actually making it into the haks, and so all of the claims we were previously making about Haven Song, weren't actually showing up in play. This is fixed now.
7/4/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p622906
Zelknolf wrote:Another ACR update is staged, and will be rolling out to each server as I get an opportunity to restart them--
- ACR_CREATURE_BEHAVIOR may be set to 1 on the module to turn on ACR_CreatureBehavior for all creatures in the module. Creatures without an assigned AI type will get one based on the distribution of their hit dice across their levels.
- "Phat lewt" containers no longer drop any illegal loot and no longer drop any loot for characters over the wealth cutoff (with the same patterns and safeguards against exploitation as combat loot drops).
- Quest triggers may now use ACR_QST_REQUIRED_SKILL and ACR_QST_SKILL_DC on their triggers (or waypoints, if they're constructing waypoint-based triggers) to cause a trigger to only update the quest if it is triggered by someone who passes a skill check of the former variable at the DC of the latter variable.
- Will o' Wisp touch attacks now do 2d8 electrical damage, instead of 128 damage of type 2d8.
- Wraiths who successfully touch attack a target acquire 5 temporary hit points.
- Ghosts who successful touch attack a target heal 5 hit points.
- The ghost touch attack disables its target based on if the ability score it's actually draining could be reduced to 0 if the ghost decides to drain an ability score other than the default.
6/22/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p622661
5/9/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p621512
Zelknolf wrote:ACR updates are set up and will roll out as each server finds opportunity to restart.
Few features of this...
- zSpawns will no longer produce technicolored rainbows of non-playable races (that is, skeletons/goblins/gnolls/etc will go back to the original dark sooty grey)
- ACR AI will have better performance on the lost perception event (more specifically, less likely to throw an exception)
- The combat XP that I promised a while back (wherein the most XP is had by parties of 4-6) actually happens now. (previously, the peak total XP awarded to the whole party was at 5 players, rather than the peak XP per character).
- Traps which are not placed by a Trap origin object now shoot VFXes correctly.
- Hit point adjustments and offline resting now fire later in the login process, so they don't lose hit points due to items that provide a bonus to constitution and don't heal due to temporary hit points.
- Important to note that the ACR continues to not support items that apply a penalty to ability scores. There is a complete rewrite of core systems required for such items to work correctly, and toolsetters and DMs should be aware of the serious, likely unintended, problems such items cause players.
4/21/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p621215
Zelknolf wrote: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)
This is a large download (597.14MB) -- please account for the extra download time before any scheduled sessions.
- 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)
3/23/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p620687
Zelknolf wrote:Some new things:
- Random Dungeons have reached their minimum playable state. Currently, they can only be used by builders in a limited fashion. BG will be acquiring a copyable example in the next week or two, and it should be able to be recopied/modified/overwritten now, and will be easily added to as the system matures.
- We're now using a newer version of PLINK.exe, which will improve our database connections
- ACR Traps now regard the nearest placeable tagged "TRAP_EMITTER" as the source of whatever foul explodey things we're killing the PCs with this time.
- ACR Spell Traps no longer provide an "I can't find that trap" error when triggered.
- Notifications with the acr_notifications_i system which are given callback scripts now have functional callbacks. However, as with all GUI-based scripts, they must be prefixed with gui_ and must be written assuming that they will be called outside of their intended context.
- Servers will retry to create the bodies of dead PCs if they fail the first time they try, and periodically retry until they get it right.
- ACR Traps which are spawned from an ACR Spawns spawn point will no longer spawn multiple copies of themselves on the exact same location, and will respect their respawn cooldowns.
- ACR Item Pricing now correctly prices items which grant immunity to a specific spell.
- ACR AI has the ability to instruct a creature to drop party.
- Only the random part of Ray of Enfeeblement (the 1d6) and not the bonus (the +caster level) is multiplied by 1.5 when cast with Empower Spell
- The tlk is updated-- so things which should've had their text fixed to match their mechanics in the Feb 1 release will now actually have that text.
1/31/2015
http://www.alandfaraway.info/phpBB3/vie ... te#p619833
Zelknolf wrote:An ACR update rolling out today-- there should be another smaller update coming out soon, which I'll append the notes of to this post.
Extra Couple Things on Feb 1:
- Infestations got some updates...
- Infestations now regard all members of an area which are hostile to the PCs in the area to be "part" of the infestation, and will wait for them to be slain before reducing the tier of the infested area.
- Infested areas which do not contain any group spawns may now be degraded or cleared by killing every hostile creature inside.
- You can no longer remove a tier of creatures from an infestation if there are infested areas using that tier.
- Defense Quests have been updated...
- Friendly creatures which enter a defense quest trigger area will count as a character holding the ground, and the quest cannot be failed until they die or leave.
- Whenever a PC starts or joins a defense quest, the text "defend this ground" will appear in the notifications area
- The following spells had their code updates to fire useful events on their target objects, to enable the repair of the Silverymoon University quests...
- Grease
- Color Spray
- Identify
- Swimming got some updates...
- Leaving water actually resets your breath holding counter, instead of waiting for you to swim in water with air overhead to recover.
- Water now actually applies combat penalties based on equipped weapons.
- Swim checks now apply again, regardless of the contents of the swimmer's hands
- Server-to-server portals now have a cooldown of 1 hour (60 real-life minutes)
- zSpawn no longer corrupts the spawn when body hair color of a double-digit index is used. Old corrupted zSpawn bags are still going to be corrupted, but new ones should be much more reliable.
- acr_cs_skillcheck now calls into acr_skills_i (this will have the effect of fixing skill synergy in a lot of static content)
- Swim triggers now call the standard ACR trigger exit function after handling swimming
- acr_hazards_i can now manage damage and fatigue for particularly-warm environments
- Old debug text that was lingering in the NotifyPlayer function is now gone. Spam sent to the server window when PCs receive notifications is now gone.
- gc_check_language is now available to be used in conversations to see if a PC speaks a certain language.
- various portions of the ACR now regard alandfaraway.info, instead of alandfaraway.org, the source of truth.
- #setcharges is available as a chat command for DMs, which will set the number of remaning charges left on an item to a number between 1 and 50. Out of range values will be rounded to their boundaries.
- Burning Hands is now treated as an evocation (previously, it was treated as transmutation)
- The Drow Cave placeables are now selectable as placeable appearances
12/19/2014
http://www.alandfaraway.info/phpBB3/vie ... te#p618428
8/9/2014
http://www.alandfaraway.info/phpBB3/vie ... te#p616617
7/27/2014
http://www.alandfaraway.info/phpBB3/vie ... te#p616329
Zelknolf wrote:Few things rolling out today:
- Quest triggers now record that a given trigger has already been tripped by a PC by saving that fact to the trigger instead of the PC. This means that...
- You may now have multiple identically-named triggers with different variables and still have all of them operate on the same PC.
- You may now "clean up/reset" a quest by deleting and recreating all of the quest triggers (see BG's *_patrol scripts for an example of this).
- You may now add an integer variable named ACR_QST_FORCED_STATE to a quest trigger, and cause the activation of that trigger by PCs whose quest state is ACR_QST_LOWER_STATE to be set to precisely the forced state. As with the default behavior, if the PC's new quest state is greater than ACR_QST_UPPER_STATE, they will be given the XP defined in the journal. By default, quest triggers increment quest state by 1.
- Shuriken now acquire Mighty (+10) as a temporary (non-price-adjusting) property when equipped. While this looks a bit hacky, this seems to be the only way to allow shuriken to benefit from the thrower's strength bonus, as is appropriate for thrown weapons.
- ACR Spawn Points actually respect spawn types of 8 (traps) now.
6/22/2014
http://www.alandfaraway.info/phpBB3/vie ... te#p615555
1.92 4/1/2014Zelknolf wrote:Not a whole lot in this one-- mostly opportunistically scooting out a few reasonably-self-contained things.
-- Custom poisons work now.
-- A fix that makes the Set Description button on PC tools call up the same GUI for editing as the context menu when brought up on oneself (that is, the one that works).
-- Creatures on BEHAVIOR_TYPE_FLANK should now try to backstab nearby people who are beating up their friends instead of attempting opportunistic strikes on distant foes (as that tends to mean doing dumb things like running through tangled melee and drawing AoOs, or drawing a ranged weapon and drawing AoOs).
At the time of this post, TSM and WHL are updated. There were people on MS and BG, so they'll get updates at the next restart.
No downloads; no recompiles. Builders don't need to do anything new this time.
http://www.alandfaraway.info/phpBB3/vie ... te#p612564
Zelknolf wrote:Interesting date is interesting, yes, though I have to release before the weekend on account of expecting to be on business travel this weekend, and next weekend being the last weekend before U.S. tax day (may you all be spared from the wrath of the audit gods).
So, another set of updates to the ACR, mostly centered around movement:Download size is 158.66 MB; if you have any schedules to keep, be sure to account for download times.
- Ridable horses, restricted only to warhorses (as we didn't have the people to really invest in untrained mounts in combat). Modules will have to add merchants to deal in them, they will cost 150 gold each.
- Horses behave similarly to ALFA1 horses, in that they may not be targeted while mounted and provide the mounted PC with a walking movement rate of 2.4m/s and a running movement rate of 4.8m/s (default unencumbered PC is 2.0 and 4.0)
- A new feat that all PCs acquire allows them to mount horses. The feat may be used on any horse owned by the PC to climb onto it, and may be used again to dismount.
- A PC may also dismount a horse by removing their cloak (a related restriction to this-- due to the nature of models available, we had to link the appearance of horseback riding to cloaks. Mounting a horse will create a plot-item cloak on your PC, which will copy all properties of the currently-worn cloak if there is one. I am recommending to HDMs to allow exchanges of items that boost charisma, due to the NWN2-level problem of drained spells when swapping spellcasting ability score items on spontaneous spellcasters, to rings).
- A horse may be instructed to follow its owner by speaking to it, provided that owner is in the same area.
- A horse may be instructed to cease to follow its owner by speaking to it again. (anyone can do this, mind, though abusing your abilty to "grab" another PC's horse might be CvC or griefing; such distinctions would belong to the PA if necessary)
- Slain horses are permanently dead. You have to buy another one. Precedent says that stealing or destroying another PC's property is absolutely CvC, and players should be aware.
- Horses spawn when you log in, and despawn when you log out. Error cases fail over to the horse spawning next to you, instead of where you left it. We have some outstanding issues with persistent location which currently results in often waking to an affectionate horse nuzzling its owner awake-- this will hopefully be resolved in time.
- Related, movement rates that are not damaged by movement-altering spells (like haste or expeditious retreat) and are not thwarted by Freedom of Movement are available for use on overland maps. These rates are 0.2m/s (on foot) or 0.4m/s (on horseback).
- Barbarians in heavy armor, or barbarians who are heavily encumbered, do not receive their 0.2-0.4m/s bonus to walk/run speed.
- Legacy clerics with the travel domain no longer receive a 0.2-0.4m/s bonus to walk/run speed. (they, of course, still get the freedom of movement spell-like)
- All non-magical bonuses to base movement rate stack. (magical bonuses still do not)
- Paladins get warhorses at level 5, with stats per the SRD.
- Some bad heads we released in ACR v1.92 base are removed
- Bastard swords may now be used one-handed with the Exotic Weapon Proficiency (Bastard Sword) feat. Dwarven Waraxes may also be used one-handed with their exotic feat. PCs who have not yet replaced their exotic weapon proficiency with a weapon-specific one are still shockingly broken, and should get that replaced.
- Prefacing a request with #dm now sends the text of the statement to a request queue, separate from the sometimes-spammy chat window. Players should only make use of this with the permission of the DM (and something that will probably be more-commonly used in large parties when a DM can't follow all of the conversation and manage the encounters).
As of this post, servers are mid-update, though some might only acquire functional horses once HDMs get their mitts on them, as we haven't really had very hard requirements on the state/availability of the script compiler on the hosts. However, any delays won't prevent you from portaling as it has in previous updates; there should be no risk of data loss when moving between different-versioned servers.