NWN2

NWN2 specific content.

ACR and Core Content Policies

Spirit of the Rule

This document is meant to clarify positions on things which are core to the work of the tech team at ALFA. In all cases, it is assumed that the discussion presented are merely examples. They are not complete or inclusive; they do not portray a complete policy. In all instances where there is ambiguity, tech supports the charter, first and foremost. All instances where the exact language of the charter does not apply, the charter's preamble ("ALFA’s mission is to provide an immersive persistent world for the purpose of high-quality online role-play using the D&D™ game system within the Forgotten Realms™ setting.") is taken as the central goal of development.
 

 

Third Party Software

In the interest of keeping ALFA accessible to players, there are only three pieces of software which may be required for players to play in ALFA on Neverwinter Nights 2:

-- Neverwinter Nights 2
-- Neverwinter Nights 2: Mask of the Betrayer
-- Neverwinter Nigths 2: Storm of Zehir

However, it is acceptable to take advantage of features provided by third party software, so long as the same functionality is available (not necessarily as conveniently) to all players. For example, the ACR requires that users of just the base client press end after a cross-server tell to correctly enter the text, but those using the Client Extension may simply click to gain access to the same functionality. Both are still capable of sending cross-server tells, but those whose clients enable greater convenience in doing so may take advantage.

Builders may be required to use third party software, at the discretion of any of the TA staff heads or the TA.

Game server hosts may be required to use third party software, at the discretion of any of the TA staff heads or the TA.

 The tech admin holds no sway over the servers hosting the forums, chat, or database and developers seeking integration with any should seek the approval and coordination of the Infrastructure Admin.

 

Setting

As ALFA is written in the Forgotten Realms, references to other campaign settings should be avoided in new content, and removed from old when opportunity presents. Contributors need not be rigorous with this, but a basic web search should be done on names included in the core content to be sure that the name isn't obviously of a different setting, and corrections based on respect to setting should be taken seriously.

Specifically, this means we should not reference:
-- Bigby
-- Heward (of the Handy Haversack)
-- Leomund (tiny hut, secret chest, magnificent mansion)
-- Melf
-- Mordenkainen
-- Tenser
-- Vecna

 

Technology

In times after 1358 DR (that is the year of the Time of Troubles), the technology present in the majority of Faerûn reflects the development of the Age of Discovery. Firearms exist, as does artillery, but the use of both is crude and difficult enough that fortifications have not yet become squat and star-shaped. Navigation is improved to the point of the reliable production of seaworthy ships, and the knowledge / technology to determine longitude exists, but timekeeping is not yet accurate enough to calculate latitude. A distant "new world" is commonly known and colonized, but travel to and from it remains difficult and expensive. Medicine has advanced to the notion of chemical properties bearing healing use, and surgery is a practiced and sophisticated art, but is still performed without anesthetic. New cities are planned; advanced nations are capable of enforcing detailed legal systems.

As such, for core content to be added to the ALFA core content, it must pass one of two requirements. Either it must:
-- Be specifically referenced in a Forgotten Realms sourcebook (such as Lantanese technology).
or
 -- Not be mentioned in the negative in any Forgotten Realms sourcebook, and have existed in Europe, North Africa, or the Middle East by 1550.

This, specifically, disallows (based on prior requests):
-- High heels (developed largely during the 20th century) 
 

 

Content Rating

The Player Admin and Dungeon Master Admin have requested that ALFA's core content maintain a "PG-13" content rating. However, as ALFA is not a film, I again defer to the "spirit of the rule" philosophy of our development here and interpret this as a "teen" rating, which is applicable to electronic games. The distinction is important, given that films have greater control over timing of content (for example, nudity can be brief or non-sexual in a film, [and a film can maintain a PG-13 rating while showing breasts briefly] but the nature of a gaming-- and persistent world-- medium gives the developer less control over timing or context.

Similarly, this is not to be construed as a requirement for the specific build of servers. If one server wishes to build a dungeon of constant sodomy, that server is beholden to the DMA, and if players seek to act out more-mature content, they are beholden to the PA.

To maintain a teen rating, our core content may include:
-- Violence
-- Alcohol references
-- Drug references
-- Tobacco references
-- Implied or non-explicit nudity (this means that we don't display anyone's genitals and we don't show female nipples-- Barbie dolls are about as far as you can push a teen rating)

And our core content may not inculde:
-- Gore, dismemberment, or extreme violence
-- Explicit use of drugs, tobacco, or alcohol (distinct from reference by the level of abstraction; we don't teach anyone how to cook smack, and most of our in-game chemicals are renamed near copies of real-world sorts)
-- Explicit nudity
-- Sexual content
-- Strong Language (however, in the interest of keeping our core content professional, we should avoid mild profanity as well)

NWNx4 and NWNx4 Plugins

System requirement

ALFA strongly recommends that all game servers run a 64-bit OS for the operating system that runs nwn2server. A 32-bit OS does not provide enough address space for many modules to function reliably when hosted by nwn2server.

If nwn2server is hosted in a virtual machine, ALFA recommends that either VMware or Hyper-V be used for the virtualization infrastructure. Both of these products have both been validated and are functional in production use for live servers.

Specifically noted, VirtualBox should not be used or the game will not function properly, on account of bugs in VirtualBox's timer handling (often manifests as perception not working over time or other time-based systems in the game malfunctioning).

It is preferred that the Windows version (Windows 7 or Windows Server 2008 R2 or higher are strongly recommended) used to host the game server be a version that supports acting as a Remote Desktop Protocol (RDP) host, typically Professional (or higher) editions. Server editions also include Remote Desktop Protocol host functionality. RDP provides a superior remote administration experience as compared to VNC.

The recommended memory size to allocate to a game server instance is 4GB. This may be adjusted based on the actual memory consumption of a module, but 2GB provides plenty of headroom for most of our servers.

The Linux utility instance of a game server cluster can be assigned 128MB of memory or potentially even less. Multiple game server instances that are physically colocated may share the same Linux utility instance (which is recommended in such a configuration).

NWNx4

ALFA uses NWNx4 to host all of its live servers.

While this document cannot replace the documentation provided with NWNx4, a brief explanation can be offered: NWNx4 is an application which runs alongside the nwn2server application, communicating with, running processes for, and altering the data within to achieve functionality which cannot be created without such means.

The NWNx4 application works with a number of community-generated plugins-- libraries of functions and hooks, which are either called from the NWN scripting language or which intercept standard functions or functionality to correct bugs-- which are required for the proper function of ALFA's core ruleset.

NWNx4's web page can be found here:
http://www.nwnx.org/index.php?id=home

And the download page for NWNx4 is here (we recommend using the most up-to-date files from the git repository: server files (same folder as nwn2server.exe) and nwnx4 folder):
http://www.nwnx.org/index.php?id=nwnx4

NWNx4 is configured through the nwnx.ini file, which is plain text and contains help text to describe the function of each setting, which is installed to the NWNx4 install directory. Once configured, a server is run through NWNx4 by running one of the NWNx4 executables. The started application will also start nwn2server.

Redistributables that need to be installed:
Some of the NWNx4 plugins require functionality from C++ redistributables. These programs are free and free to share, provided by Microsoft. They can be found here:

 C++ 2010 SP1 Redistributable
http://www.microsoft.com/download/en/details.aspx?id=8328

 C++ 2005 SP1 Redistributable
http://www.microsoft.com/download/en/details.aspx?id=26347

 Windows PowerShell 2.0 (For old OS's, already included with Windows 7 and Windows Server 2008 R2)
http://support.microsoft.com/kb/968929/en-us (choose Windows Management Framework Core installer for your OS)

Current plugins in use:
(this section is being worked on: this is a current list of libraries needed)

These files need to be in the same directory as nwn2server.exe:
 NWNScriptJIT.dll -- NWScript JIT support, C# script support
 NWNScriptJITIntrinsics.dll -- NWScript JIT support, C# script support
 AuroraServerNetLayer.dll -- bug fixes

These files need to be in the same directory as nwnx4_*.exe:

 NWNx4_Hook.dll -- allows script hooking in the first place
 NWNScriptCompiler.exe -- required to allow the content patcher to recompile a module. Take from AdvancedScriptCompiler\NWNScriptCompiler.exe on the ACR repository.
 xp_AuroraServerNWScript.dll -- script improvements, C# support, allows workarounds of engine limitations
 xp_bugfix.dll -- bug fixes
 xp_craft.dll -- customization of items during live play
 xp_mysql.dll -- allows communication with SQL databases
 xp_objectattributes.dll -- allows the modification of creatures during live play
 xp_ServerVault.dll -- allows vault reads / writes to occur without stopping the main server process
 xp_srvadmin.dll -- allows scripts to carry out server administration actions.
 xp_system.dll  -- 
 xp_time.dll --  MySql.Data.dll -- MySQL client library for CLR scripts.

These files need to be configued before running nwnx4:
AuroraServerNWScript.ini
-- AllowManagedScripts=1
xp_craft.ini
-- Set the database directory to proper location of the Campaign Database on the machine
AuroraServerVault.ini
-- The text within the configuration file explains how to configure the plugin. If this configuration fails, players will be unable to see their vaults.
-- Typical configuration is to set LocalServerVaultPath=C:\NWN2User\servervaut , RemoteServerVaultPath=\\alfavault\alfa\vault , SpoolPath=C:\NWN2User\servervaultspool . The key is that RemoteServerVaultPath points to the network mount that connects to SSHFS, and LocalServerVaultPath points to nwn2server's configured server vault directory (must be a LOCAL directory), and SpoolPath points to a local directory that is used as a "scratch" holding area for BICs waiting to be uploaded. nwnx.ini
-- The text within the configuration file explains how to configure the plugin. If this configuration fails, the server will default to inappropriate settings (such as PvP, download server, or custom GUIs) or requiring the module to be started manually after nwn2server.exe stops.

The collection of these files is available on the DM FTP, beginning with ACR version 1.85, separated by version.

ALFA Release Notes v1.85

Change Log

New Hak:
-- This release includes the release of an acr_templates.hak. This hak does not need to be downloaded by individual players, and is being used in place of maintaining a campaign folder for the servers.

New Systems:
-- A web interface to be used to flush cached copies of player character files, created by our Server Vault plugin, from the individual servers, allowing us to once more "clear" the server vaults of players.
-- Seamless portalling, allowing players to be sent to new servers without the clunky log out and log in method used previously. This system also communicats with our Server Vault plugin, to assure that the player character file successfully saved before the transfer, to minimize chances of player character file corruption. Currently, this system does not function for DMs, as we do not currently have a reliable way to track which DMs are permitted on which servers.
-- Tells may now be sent cross-server. The chat select window has migrated from a one-pane list of all people logged onto the server to an expandable (2 or 4 pane) window which lists either all players on all servers in one and all DMs on all servers in the other or, if expanded, local players/ local DMs/ remote players/ remote DMs. Tells may be sent cross server with #t "Character Name" (to send a tell), #r (to reply to a tell), #rt (to send another tell to the same person you just sent a tell to), and clicking on names in the chat select window will populate the chat box with the appropriate syntax to send a tell to that player, evaluating whether the player is local or remote for you. Players are strongly encouraged to acquire the latest version of the client extender for this release, as the base client does not afford us the ability to populate the chat entry field as gracefully, and typing will require pressing END before entering your tell to send the tells cross server. Currently, only 256 characters can be sent in one tell, and longer tells will be split into multiple shorter tells.
-- Notifications of players logging into and out of other servers are now sent to all players. This may be toggled with #notify on and #notify off, to fit with player preferences.
 -- Simple server diagnostics can be performed on a server with #ping, #uptime, and #version. All players have access to these reports.
-- Server admin commands can be run with #sa <command> by players or DMs who are identified as server admin on the server. Such designations are made at the database level, only by specific HDM request.
-- When a spellcaster who prepares spells logs in after having been logged off for long enough to warrant an offline rest, that spellcaster will be prompted to prepare spells. Players will have opportunity then to rearrange their spellbooks before preparing spells.
-- The IRC bot is now capable of sending messages to players in game, and noticing when players were last logged in using the !page "player" message and !seen player syntax.

New Tools:
-- acr_version_i now contains an ACR_GetVersion() function, which returns the ACR version as a string. This can be used to verify that a server is using a correct version of the ACR and will prevent play on an out-of-date server.
-- Our IPC / ServerCommunicator functions now automatically update a server's external IP address, for reference by the other servers.
-- Spellcasters who have been offline long enough to trigger an offline rest will now be prompted to configure their spellbooks before the associated spell preparation happens.
 

Enhanced Systems
-- NPCs spawned through the zSpawn widget will attempt to use whatever gear is placed in their spawning widget containers. If the item is equippable, the NPC will attempt to equip it. If it is not, it will be copied to the NPC's inventory and be accessible through the AI. If an NPC is spawned like this, the "default" leveled gear will not be spawned.

Fixed Systems:
-- Bardic knowledge can now be rolled from the  chat dice system, matching on any entry beginning with 'bar' -- e.g. #bar, #bard, #bardic, #bardic knowledge -- all are valid entries.
-- Players in Quarantine are no longer marked as online.
-- Skill checks which are usable untrained, but which cannot beat a DC higher than 10 untrained, now can be rolled, but will report a result of greater than 10 as 10.
-- Interaction with the TLK composer / performer is now treated as activity for the purposes of the RP XP scripts.
-- Reporting of rolls and languages is again improved, being more likely to reach listening DMs.
-- Content contained within angle brackets (< >), double parenthesis ( (( )) ), and comment indicators ( /* */, // ) will no longer be translated into foreign languages.
-- The DMFI language system will no longer discuss which langugages characters have; it will, instead, focus on languages.
-- The DMFI follow functionality now accurately explains that only PCs may be followed.
-- Numerous hilarious spelling errors and typos are removed from the loading screens. Such hilarious instances of ".com" instead of ".org" and "numeber" instead of "number" are corrected.
-- Offline rest counts as resting for the purposes of calculating rest restrictions now.
-- Randomized appearances will no longer color eyebrows / facial hair / body hair to match the NPC's eyes.
-- Persistency for the TKL performer now functions across servers, and uses the central database to save its data.

Deity Notes:
-- Horus-Re can now be selected as a deity.
-- Amaunator now has an appropriate icon for the faith. (However, Amaunator continues to be a deity selection which requires explicit approval from the server's HDM, as Amaunator has not risen in ALFA's timeline as of February 2012)

ALFA2 Canon Time Line

This page serves to chronicle the major events from ALFA's history, the major events from FR history which our DM team has ruled have happened as chronicled in FR, and those major events from FR history which happened in living and recent memory of the characters in play. This information is reasonably in character for characters of average intelligence, as even the distant or scholarly events-- such as the birth of deities, the silence of deities, or invasions of countries-- generate chatter in distant lands. The cut between the Forgotten Realms and the ALFA timeline happens in 1375 DR.

1379 DR:  The Year of the Lost Keep
(This Year)
* Nothing border-crossing yet.

1378 DR: The Year of the Cauldron
(Last Year)
* An army of giants marches on eastern Luruar, leaving
the settlements of Auvandell, Sundabar, and Citadel
Felbarr largely isolated for the year. The
coordinated forces of the Knights in Silver and the
dwarves of Felbarr eventually sees the giants routed.
* The cult of Memnon musters in Calimport, building an impressive fleet of ships that they threatened the Sword Coast with, until their leader has a terrible
vision and abandons the quest. The fleet falls apart shortly after, without having launched any ships.

1377 DR: The Year of Haunting
(Two Years Ago)
* Baldur's Gate and Amn come to be curious about an
unusually large number of missing caravans and each
blames the other for them all. The resulting
hostility brews into a brief war, in which Nashkel is
occupied by a Baldurian expeditionary force. It is
withdrawn shortly after.
* Srinshee arrives in Myth Drannor to present the
Ruler's Blade to Ilsevele Miritar, granting
significant credibility to the reformed court of
Cormanthor.

1376 DR: The Year of the Bent Blade
(Three Years Ago)
* Baldur's Gate is rocked by a pervasive plague of
vampires, which claims many lives. Two heroes of
the region-- Lemuel Odgenstorm and Ragnus
Ironlung-- were slain in the campaign to liberate the
city from the undead.
* The Dean at the Lady's College in Silverymoon
presents a challenge to the students of the school,
which results in the deaths of many promising young
wizards. The stunt reveals lore of Occidian, but
the dean dies before being able to reward the victors
of the challenge.
* The Zhentarim are finally defeated and the war
between Zhentil keep and Cormanthor ends in
victory for the elves.

 1375 DR: The Year of Risen Elfkin
(Four Years Ago)
* Orcs launch repeated raids on the countryside 
through the western lands in The Silver Marches,
lead by the orc "Blue Tusk," claiming lives and
trade. They are sourced from the Dungeon of the
Ruins, where they lost to a few whose names would
become more common in coming times: Lemuel
Ogdenstorm, Rathalan Whitsword, Sylvaine de
Rochelle, Laniara, Madeleine Bourgeois, Sywyn
Ste'fend, and Garlus Ironbeard.
* A massive rebellion ousts the Zhent occupation of
Shadowdale, ending with the degenerated WEave
therein being healed by Sylune Silverhand, one of
the seven sisters, sacraficing herself.

1374 DR: The Year of Lightning Storms
(Five Years Ago)
* Daemonfey make sporradic attacks all across Faerûn,
focusing on established elven cities. Eventually,
Evermeet becomes agitated enough to form an army
lead by Seiveril Miritar and his daughter Ilsevele,
and they begin a march toward Myth Drannor to
stop the attacks at their source.
* Sharran cultists use a curious and ill-defined form
of magic to steal the Black Diadem from Elminster,
and then launch attacks across Cormyr and the
Dales in efforts to destroy wide swaths of the
Weave. They are successful in Shadowdale.
 

1373 DR: The Year of Rogue Dragons
(Six Years Ago)
* Dragons make devastating attacks on Tangled Trees,
Highmoon, and Trenahess, doing unspeakable damage
to them all. Dragon attacks are more common
throughout the year, though none claim quite so
many lives. It was revealed to be the doing of a lich
later in the year, when his phylactery was destroyed
and dragons returned to normal.
* Sephris Dwendon, Chosen of Oghma, is slain as part
to a plot that brings the knowledge of the creation
of Shades back to circulation, though the
knowledge remains in isolated esoteric circles.

1372 DR: The Year of Wild Magic
(Seven Years Ago)
* Bane is reborn, tearing his way out of the body of
his son Iyatchu Xvim. He quickly rises to power and
his chosen, Fzoul Chembryl, uses his post as leader
of the Zhentarim to spread the faith.
* Tilverton is attacked by Shades, and is destroyed
utterly. Trade that moves between the Dales and the
Dragonmere is stymied.
* Lolth falls silent for some months, responding to
no attempts to contact her and granting no
blessings to her followers.

1371 DR: The Year of the Unstrung Harp
(Eight Years Ago)
* Everska is beseiged by the phaerimm, and their
ravenous appetite for magical energies leaves the
mythal there permanently damaged.
* The Goblin Wars are fought in Cormyr, and king
Azoun IV and Nalavarauthatoryl slay one another
in its climatic battle.
* The Tower of the Sun on Evermeet is destroyed in a
raid, and a significant portion of the wizards on the
island are killed in the conflict.
* The Confederacy of the Silver Marches, also known
as Luruar, is formed and Lady Alustriel, one of the
Seven Sisters, is elected High Lady.
* The Northlander kings swear fealty to Queen Alicia
Kendrick, giving birth to the Moonshae Isles as a
nation.

1370 DR: The Year of the Tankard
(Nine Years Ago)
* The infamous "Shaking Plague" strikes Scardale and 
parts of Sembia, leaving countless dead.
* Obould Many-Arrows and his army of orcs, goblins,
and Frost Giants attack Mithral Hall in the Silver
Marches.
* Waukeen begins granting spells to her clergy again,
after a decade of silence. It is rumored that
mortals freed her from a divine prison.

1369 DR: The Year of the Gauntlet
(Ten Years Ago)
* Powerful Bhaalspawn who distinguished themselves 
from their failed bretheren, wage wars across wide
regions and make attempts on one another's lives.
The ultimate plan of Bhaal, to have this conflict
lead to his revival, fails, and the Lord of Murder
remains a dead power.
* Thay begins another in its series of invasions of
Algarond. Szass Tam animates horded of undead to
be the vanguard of the attacks. It, like those
before it, eventually ends without significant gains.
* Iyachtu Xvim frees himself from prison beneath
Zhentil Keep, and rises as the god of Strife and
Tyrrany. 

ALFA Release Notes v1.84

Change Log

New Systems

  • The UI during area loading has been signficantly changed. Now: 
    • Tips will display in a larger stylized font on a solid background, for readability.
    • "Joke" tips (such as "Remember to blink!" and "The best cure for insomnia is the realization that it's time to get up!") have been removed.
    • The ALFA mission statement and ALFA's pillars have been added to the tips rotation.
    • Seven screens for ALFA's major projects expected in the next couple months have been added.
    • Ten screens for major events in recent history (1369-1378 DR) have been added. Only characters with at least one rank in Knowledge (History) or at least 10 intelligence will see these.
    • Fifteen screens for the major greater power deities known widely in the northwest of Faerûn have been added (Bane, Chauntea, Cyric, Kelemvor, Kossuth, Lathander, Mystra, Oghma, Selûne, Shar, Silvanus, Sune, Talos, Tempus, Tyr). Only characters with at least one rank in Knowledge (Religion) or at least 10 intelligence will see these.  
      • Time constraints prevented the inclusion of Corellon, Gruumsh, Yondalla, Moradin, and Garl Glittergold.
  • ALFA now supports scripts written in C#, and nwscript can include script extensions, such as #ifdef / #ifndef / #else / #endif
  • ALFA has acquired a server health monitor, which will measure the speed with which requests are processed on the servers and periodically update the database with this information. We will be working on getting this into a nice display on the website.
  • ALFA is adopting Skywing's Aurora Server Vault solution, and thus vault lag should only be experienced by the person logging in, and recovery of the saved character file during disconnects or instability should be much more reliable.
  • DMs who use Skywing's Client Extension can now make use of the "View Creatures in Other Areas" functionality.
  • xp_craft has been moved to the haks, and should allow the use of functionality like BG's tailor on all servers.
  • ACR_RandomizeAppearance is now available through acr_zspawn_i, which can be used to randomize the appearance of a generic NPC.

Fixed Systems

  • The language system is now more robust, and it should be harder to confuse it.
  • Initiative may be rolled with chat dice, translating any use of # plus the first three or more letters of the word into a desire to roll it.
  • #history will now roll knowledge (history) instead of knowledge (nature)
  • Doors do a better job of placing PCs transitioning through them, making them less likely to appear on unwalkable terrain.
  • Appearance customizing widgets will no longer cause tints of the character to turn black when adjusting the color of the target's skin, eyes, or body hair.
  • Auto Follow now sends characters to follow others are a more socially-appropriate distance
  • Auto Follow can no longer be used to follow an NPC.
  • Double RPXP loops should be significantly less common.
  • GetRandomTint will attempt to salvage a request for a random tint of a race it does not recognize, and return completely-random tints.
  • GetRandomHeadModel and GetRandomHairModel now have handling for subraces in them, making it less likely that randomized NPCs with non-standard subraces acquire invalid head/ hair models.
    • This should also make the appearance of unexplained oversized eyepatches and spectacles less frequent.

Fixed Spells

  • Mage Armor is again fixed, and should not stack with mundane armor and should stack with the magical portion of magical armor.
  • Bladesingers now must have Greater Spellsong to benefit from it.
  • Heal and Harm now both recover the status afflictions defined by the SRD, provided that they are used on the correct targets.
  • Combust now inflicts damage like its 3.5 version, not what Bioware cooked up.
  • See Invisibility now lasts for ten minutes per caster level, reflecting the change from 3.0 to 3.5 which Obsidian couldn't be bothered with.

Performance Improvements

  • A number of technical errors in ACR-released conditional scripts for use by conversations have been fixed. This should result in no functional change, and a trivial performance improvement.
  • The logic used to determine if an area transition looks safe before performing the transition is improved to be more performant.
  • AI scripts are moved to the haks, and a large mass of unneeded variables are no longer loaded into it, resulting in a significant performance improvement.

 

ALFA Release Notes v1.83

Change Log

New Prestige Classes
- Bladesinger
- Mystic Theurge

New Shields
- Large Shields
-- 70
-- 71
-- 72
-- 73
-- 74
-- 75
-- 76
-- 77
-- 79
-- 80
-- 81
-- 82
-- 83
-- 84
-- 85
-- 86
-- 87
-- 93
-- 98
-- 99
-- 100
- Small Shields
-- 170
-- 171
-- 172
-- 173
-- 174
-- 175
-- 176
-- 177
-- 178
-- 179

New Shields (Rule Types)
- Darkwood (light, heavy, tower)

New Cloaks
-- 21
-- 22
-- 23
-- 24
-- 25
-- 26
-- 27
-- 28
-- 29
-- 30
-- 31
-- 32
-- 33
-- 34
-- 35

New Paintings
- 25 of them. They're just called "Painting"

New Placeables
- 78 additions to our existing Medieval City pack.

New Hair
- Dwarf, Gnome, Halfling, and Tiefling females have the a new hair style available.

New Heads
- Human female heads #20, 25

New Clothes
- 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 VFX
- Ashura's VFX pack; there were no conflicts-- we get them all.

New Spells
- An actual Shadow Conjuration
- An actual Shadow Evocation
- An actual Greater Shadow Conjuration

Changed Feats
- Rapid Reload no longer requires a base attack bonus.

New Placeable
- RWS Mountain Ring

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 dex 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.

Performance Improvements
- The OnClientEnter event will no longer process more than once per area transition.

Fixed DM Tools
- The DMFI target tool now closes when you click the close button.
- The DMFI target tool no longer prevents clicking in the space below the window.

Ruled-Out
- RWS Ceilings have unresolvable conflicts with walls and floors in standard tiles. Using it would be a "breaking" change that would place a significant burden on build teams. 

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