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Content for both games.

ACR v1.85 Released

Today, we release the latest version of the ALFA Core Rules. This update includes the medley of updates and fixes we typically include in a rollout, and headlines significant improvements to our ability to have servers communicate with each other and for players to communicate across server and medium boundaries.

The ALFA IRC Bot (which maintains a presence in #alfa-players) now responds to a !page command, which allows one-way messages to be sent to players in game-- just in case you need to get a hold of someone who typically plays in full screen. It's limited to 256 characters, and not meant to hold any significant information, but can get a person's attention. The Bot now also responds to !seen, and will respond with the last time that a given player was logged in, and which server the player was on.

In addition, it is now possible to send tells to players on other ALFA servers. Players will notice a revised chat select GUI window, which now divides itself into two panes (one for DMs and one for players), which can expand to four panes (local players, local DMs, remote players, remote DMs) on demand. The expected interaction is the same as before: clicking on the person you wish to send a tell to will stage your chat entry box with the needed text, or you can type #t "Character Name" at the beginning of a message to send a tell to that character.

Thanks and accolades go to Basilica for building the structure that these systems use, and for getting our new ALFA IRC Bot more than up to snuff-- bringing in functionality that we've simply never seen before.

One with eyes on the horizon would note the coming implementation of automated pen-and-paper style consumable crafting, currently expected to be in ACR v1.86.

Activity

 

Recently, we’ve seen more activity and larger numbers on our servers, enough so that it has been the cause of speculation as to why, how, or how severe it all is. Fortunately, ALFA has always kept solid data on its activity, though it has until recently been relatively disorganized in its appearance. Roughly a year ago, Hialmar produced scripts that would read our database to determine overall player and DM activity, track application numbers, and try to keep up with ALFA’s overall health.

Most recently, those scripts have been bent toward looking at ALFA’s history, to see how active we’ve been in the past, and how things in our history have affected our progress and growth, and it has produced some interesting statistics: namely, ALFA today is more active than ALFA has ever been. There are simply more people logged on more often than before: even in those first bustling days of ALFA2.

And so I would like to take this opportunity to thank everyone who contributes effort and creativity to our shared project and makes it a more appealing place to play.

It’s super effective. 

 

ALFA Monthly Spotlight - September

 Hello and welcome to hopefully the first of many ALFA Monthly Updates!  In these updates over the next few months hopefully we'll offer a short insight a month in ALFA, with a small window in game, as well as a server, DM or member spotlight!

 If there is anything you'd like to see in these, as they are very much a work in progress, please do give me a yell in chat or shoot me a PM over the forums.

 Adventure for all!

The Moonwood of the Silver Marches was a dangerous place in the best of times; but with a resurgence in Malarite activity the trio of adventurers knew that great risk lie ahead of them.  At first the trek was uneventful, wild animals their only accompaniment.  As they ventured deeper into the Moonwood however, the air became thick, the shadows long, and even the cries of birds seemed to fade into a troubling silence.  One of the elves lifted his hand, then raised four fingers to indicate he had spotted trouble; the other elf and the gnome made ready for a fight.  Spells flew and blades flashed against a vicious assault of claws and teeth as the trio fought against lycanthropes and their allies, the sounds of battle disrupting the silence of the forest.  The group fought hard, straining themselves as they faced even more resistance the further into the Moonwood they went, squaring off with a dozen foes at once from bugbears to massive wyverns, until finally there was silence again.  The trio stood there amidst the carnage, bloody and battered but alive.  And slowly the normal sounds of the forest returned, this darkness having been expunged if only temporarily.

(Short story by NESchampion) 

DM Spotlight

The DMs of Alfa have been working very hard across all our servers but we would like to spotlight just one this month, and that DM is Cloud_Dancing. She is a DM on the Moonshaes server and has been working very hard these past few months.  

Cloud has been DMing for Alfa for some time now but in the last few months she has ran a very in depth campaign on the Moonshaes that many players characters traveled across servers to be a part of. Cloud is known to be a very intensive story telling DM, of course she includes dungeon crawls and adventure (this is DnD after all), but she believes that a story should always be associated with what the PCs are doing and that there is room for roleplay in anything the DM sets up. One part of the campaign involved a doppelganger posing as people these PCs had contact with causing them to do things they would not normally do or be asked to do. This caused a lot of questioning and struggle for the PCs to find out who they were dealing with, exactly who was doing what, and why. This is only a small part of the campaign but one that surely shows the in depth story Cloud is willing and able to set up for her players. 

She is known for not only her DM story telling but also helping her players tell their PC’s individual stories. Talking to her players involved in these quests really helped in understanding just how much work Cloud puts into her DMing. Along with the great story intense DMing Cloud is a wonderful builder and has added a lot of new content to the Moonshaes. 

 Here is what some had to say… “Cloud’s ideas and stories are always inventive and creative.” “She makes an effort to pay attention to the little things and helps each PCs intents and motives along the way. If you want to do a side thing in the middle of her main adventures, she is happy to accommodate and loves the initiative.” “Specifically, the last campaign had a great deal of intrigue. There was much interaction with named and important NPCs and possibilities for IC contacts and story points for further adventures, both long-term and short term.” “She's able to take on a lot of different hats and make them sound different.” 

 We are lucky to have her on our DM staff and honored to spotlight her this month for her great work. If you have not had the great chance to be DMed by Cloud_Dancing please head on over to the Moonshaes sever as soon as possible.

(DM Spotlight composed by Aitana) 

Reporting Bugs

We always appreciate those who take the time to report the oddities they see in game, but there seems to be some variety in the detail and avenues that people use to get that information to those in a position to fix it. So in the interest of helping organize these reports, and to get the problems with our games fix, there are some suggestions for those who wish to see a problem with the game set right:

1) Never report a bug in chat.
The tech team idles rather regularly, and the chances of your report being lost because Windows decided to restart itself, a chat client crashed, a window auto-closed because the client thought it was a good idea, or just bad timing combined with bad connections is very high. If a bug report is lost, then we have a known issue that will never get fixed (and that's bad).

If you believe a bug to be exploitable (that is, unexpected behavior gives mechanical or financial advantage), feel free to PM anyone on the tech staff or the HDM of the server you're on; none of the people on those lists are the sort of chumps who'd just bury a bug, and you can be reasonably sure that it will get forwarded around until someone knows what's going on. If it's not exploitable, the next question to ask is if it's server specific. This isn't always clear-cut, but I've taken up the mantle of Tech's documentation point, so I sniff through the server bug threads too if something gets misposted. But! To save post shuffling:
-- If it's a quest, it's probably a server bug, and should be posted in the server's bug thread.
-- If it's a problem getting around in an area, it's probably a server bug, and should be posted in the server's bug thread.
-- If it's an NPC doing something strange, it's probably a server bug, and should be posted in the server's bug thread.
-- If it has to do with death, it's probably an ACR bug, and should go in the ACR bug thread.
-- If it's a feat, it's probably a Obsidian bug, but its only hope for a fix will be through the ACR, so it should go in the ACR bug thread.
-- If it's a spell, it's probably an Obsidian bug, but its only hope for a fix will be through the ACR, so it should go in the ACR bug thread.
-- If it happens as part of logging in, it's probably an ACR bug, and should go in the ACR bug thread.
-- If it happens as part of logging out, it's probably an ACR bug, and should go in the ACR bug thread.
-- If it's part of the user interface (i.e. DMFI tools, PC tools, etc), it's probably an ACR bug, and should go in the ACR bug thread.

You can find the server bug threads here:
TSM: http://www.alandfaraway.org/forums/viewtopic.php?f=190&t=45786

BG: http://www.alandfaraway.org/forums/viewtopic.php?f=242&t=45532

Moonshaes: http://www.alandfaraway.org/forums/viewtopic.php?f=193&t=42440

And you can find the ACR bug thread here:
http://www.alandfaraway.org/forums/viewtopic.php?f=168&t=45559&start=45

2) Always include as much detail as possible when reporting a bug.
I get a lot of reports that amount to "[x] doesn't work" or "[x] is bugged." -- and while this does point me toward something that doesn't work the way you expect it, that doesn't really tell me what I'm looking for. If an orc spawn is "bugged," that could be anywhere from a failure to spawn to orcs spawning in pretty pink dresses (when you said spiked shields and battleaxes... or vice versa. If you tell them to wear pretty pink dresses and they don't, that's something to say.) And this creates a problem-- a lot of bugs get fixed because the people who can fix them have no idea what you're talking about. After all, we test these things when we put them in, and we either genuinely believe that they work fine or we're confident that we've told you all of the ways that they don't.

3) Try to reproduce the bug.
While it's possible to fix something based on it misbehaving once, because there was something that made the computer think that it was a good idea to do what it did, bugs a usually more complex than one click producing a catastrophic failure, and people are prone (both to their benefit and detriment) to assume that they've done everything exactly the way they thought they have and that feedback was identical until something happens to prevent their progress. Often, this is not the case, and the initial assumption (typically that the action immediately before the bug is observed caused the bug exclusively) can be quite misleading. But! This can often be narrowed down by just trying to make it happen again; and you have the benefit of going through the steps more slowly and thoughtfully and being more likely to record what's going on while you go along.

I know it all sounds like a lot of stuff to do, but I promise that the ends of doing so are that the bugs reported with more and better information in better places are more likely to get fixed-- and the more bugs we fix, the less time you spend bouncing your head off of the keyboard and the more time you get to spend playing the game; think of it as an investment now that pays tiny dividends of reduced frustration for the rest of the time you play here.

And thankyou to all who take the time to report the oddities we see. I promise that the good work of those who diligently gather information for us makes the lives of builders and scripters much easier.

Moonshae Leaps to Live

 Our land is beautiful, the life it gives us good. How could it be otherwise? The land is the Goddess. But the Goddess serves the Balance, and as goodness grows in power, so must evil have its day. Wherefore all who live in the Moonshaes have felt the bite of evil as it rises again and again to threaten us.

What can vanquish it, for a time? The forces of good. And what are they? They have a thousand faces and a thousand names. We call them heroes.

-Andabbar Meihklann, Bard of the Snows

It was nearly 18 months ago that we heard the welcoming news of Baldur's Gate, our second server, going Live. And now - with a big congratulations to Castano and his building team - ALFA can up the count of it's servers to THREE!

With a current DM Team consising of Castano, Mirabai, Jayde, Trid, Holy_Rage, Electryc and Rorax, covering timezones across the States, through Europe and over to the Middle East, now is a perfect time to roll up that new PC or jump on a boat from Baldur's Gate.

Starting tomorrow, 12:01 AM Castano Time (EST), PCs will have a chance to wander the shores of the Moonshae Isles. Whether it be to sail among or against the pirates of the Nelanthar Isles, mingle and mix with the great druids of the Goddess who watch over the lands, or share a drink of halfling ale, many great adventures await PCs both big and small.

One small note, due to current Vault problems PCs will not initially be able to travel to Moonshae from other servers.  This is been worked on with the greatest of urgency - we just didn't want to hold up Moonshae any longer!

 

ALFA Chat

Just a small general announcement.  In preparation for our third up-coming Live server, the ALFA Admin have decided to merge our two server specific chat rooms.  The general idea was that there was no point having a million different chat rooms for 3 different servers, double so when they are not heavily used.  Therefore the following changes will come into effect shortly:

(1) #alandfaraway will remain ALFA's official channel - a good place for new and old members alike to discuss issues and ask questions

(2) #alfa-003 and #alfa-bg will be merged into a new chatroom - #alfa-players.

(3) #alfa is no longer related to ALFA.  There are people in there, but the channel is unmoderated and no longer official.

Hope these changes haven't caused too much difficulty.  They should serve to streamline things a bit in the long run.

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