Global changelog

Updates and announcements

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ilmarinen
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new player command: wizlog

Post by ilmarinen » 29 Feb 2020, 12:58

new player command: wizlog
refer to the helpfile
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nienne
Posts: 63
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Location: Straya

Re: Global changelog

Post by nienne » 29 Feb 2020, 14:45

A few updates today:

-Ibby is now killable again (yay!). He has also remembered how to cast a couple spells he had forgotten about. However no balance changes to the fight itself so please still expect a very intense end-game group fight. Your mileage on 'killable' may vary :)
-True strike now works & has been tuned down to be more reasonable for L1 spell.
-FYI enchanting appears to be broken for any non-mage and non-psionic spells into items. I will try to fix ASAP.
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ilmarinen
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new spell: shield other

Post by ilmarinen » 29 Feb 2020, 15:01

new spell: shield other
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nienne
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Re: Global changelog

Post by nienne » 01 Mar 2020, 14:18

All of the expertise and powerattack feat tree abilities should now work for those who have purchased the unarmed combat feat. Not sure if I picked up the monks properly but will check soon & add if I didn't...

Rush should now take into account base unarmed enchantment (eg/ precise strikes, monk class scaling bonus), so should become more accurate for these users. No change for errbody else.

Shatter now works again, & will strip any stoneskin/iron body/variants on a successful hit. It was a little too good once fixed, so it now also has a will save. Please provide feedback if you find that this is still too good, or if the will save once again renders the feat just a placeholder.

Thieves should now get their # stabs/round accurately; some of you may go up or down in count depending on build. An attempt will be added for every bracket in thief (including prestige class with thief as base), but you won't get extra freebies after multiple brackets of another class.

Fighters' weapon mastery moved down to L17. Weapon focus still at L5 and weapon specialization now at L7; both now apply a scaling benefit now of +1 attack/damage at L1, and an extra +1 for every 5 levels of fighter gained thereafter (including PrCs with fighter as base class). Overall this will result in a slightly higher maximum than previously for a fully classed fighter, and fairly close to what several caster classes can gain via buffs. Those who take other classes will get less mileage depending on their number of brackets in fighter. As greater focus/spec are thereby redundant, they've been removed (they may linger a little yet, am tired so will put removal code in later). You may need to feats fix to reallocate the feats, but they will still work normally even if you have already gained them at the wrong point in levelling.
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ilmarinen
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new feat: armor training

Post by ilmarinen » 01 Mar 2020, 19:58

new feat: armor training
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ilmarinen
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new feat: weapon training

Post by ilmarinen » 01 Mar 2020, 19:59

new feat: weapon training

weapon focus has been removed
weapon specialization has been removed
divine favor spell has been adjusted
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ilmarinen
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new feat: armor mastery

Post by ilmarinen » 01 Mar 2020, 20:05

new feat: armor mastery
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ilmarinen
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fighter class featmap remap

Post by ilmarinen » 01 Mar 2020, 20:06

fighter class featmap remap happened

Everything more or less in accordance with pfsrds.
Capstone mastery feats were moved to capstone levels to punish LA races.
uriel
Posts: 54
Joined: 20 Aug 2019, 05:09

Parnelli forest

Post by uriel » 01 Mar 2020, 22:34

In Parnelli forest, Shambling mounds were cleaned up a bit to include reflex saving throws for vine/paralysis attacks.

Also there should be much larger packs of creatures running around the forest and better respawn rate, so it should be more attractive for cycling, like the Dagger Marsh.
odin
Posts: 111
Joined: 29 Jul 2019, 14:17

OOC Training Hall

Post by odin » 01 Mar 2020, 22:38

There's now an OOC Training hall near the pond west of Shadow. You can get a test dummy there that will tell you how much damage each of your attacks does and what type of damage it does.

Note that this room is PURELY ooc.

For now there's only one of them but I might expand it if people are having to wait in line to test their DPS meters.
uriel
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new exp bug fix

Post by uriel » 02 Mar 2020, 05:49

There was a bug causing L20, L19, L18 monsters would give less XP than L11 monsters.

The cause was that the new XP system used a sliding scale that created nonlinear results.

The fix was to replace the sliding scale with a constant. If you feel you are gaining XP too fast please hollar.
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ilmarinen
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Re: new exp bug fix

Post by ilmarinen » 02 Mar 2020, 09:21

uriel wrote:
02 Mar 2020, 05:49
[...]
The chance had been reversed.
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nienne
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Re: Global changelog

Post by nienne » 07 Mar 2020, 02:33

Enchant feat has had a patch fix so that oracle/cleric/druid spells now work, since those classes can buy the feat (previously only spells with mage or psion class settings would work). Still needs a further fix overall for some issues with caster level/etc, but for now at least it should work. If you find anything you use glitches, please let me know as I'm still trying to find the rest of the holes in the feat.
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ilmarinen
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new subrace: trixie (gnomes)

Post by ilmarinen » 07 Mar 2020, 20:48

new subrace: trixie (gnomes)
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ilmarinen
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new creator command: man

Post by ilmarinen » 07 Mar 2020, 21:09

new (old) creator command: man
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ilmarinen
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guards/jailing bugs

Post by ilmarinen » 08 Mar 2020, 19:42

bugs related to jailing should be fixed. guards no longer use pathfinder daemon, which failing to perform its duty was the reason why they failed
uriel
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Re: new exp bug fix

Post by uriel » 09 Mar 2020, 00:42

ilmarinen wrote:
02 Mar 2020, 09:21
uriel wrote:
02 Mar 2020, 05:49
[...]
The chance had been reversed.
OK so attempt number 2 :) The purpose of this fix is so that you get more XP for killing a higher level monster than for killing a lower level monster. Example: currently killing a L11 monster will give more xp than killing a L20 monster.

This time I am leaving the scaling alone and instead modified the xp table (/adm/include/new_exp_table.h).

Levels 1 - 11 are exactly the same as they were. The xp needed for a level is, (starting with level 2):

Code: Select all

  xp = 500 * 2^level 
Levels 12 - 50 are different. The xp needed for a level is (starting with level 12):

Code: Select all

xp = 1,000,000 + (level-9)*(level-10)*100,000 + (level-8)*(level-9)*(level-10)*2000 
This ends up in basically the same place as the standard XP table. But because the spacing between levels always increases, killing a stronger monster will always give more xp than killing a weaker monster.

The cost for L50 is now 302,760,000, which is up slightly from 290,000,000.

For reference, the XP to advance using 3.5 ed scale is

Code: Select all

 xp = 500*(level)*(level-1) 
So what we are doing at SG is not exactly the same, but in the same spirit.

Cheers!
Uriel
odin
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MR Rings + MR Spells

Post by odin » 11 Mar 2020, 01:05

MR rings have been reverted to stack with MR granting gear (aside from other rings), but will not longer stack with MR spells (improved armor, aegis of fate, casters lament).

Improved armor has been buffed to give MR equivalent to caster's lament/platinum bands.

At least that's what I hope I did.
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ilmarinen
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reward change: once per 2 days

Post by ilmarinen » 11 Mar 2020, 16:15

reward can be used once per 48h.
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ilmarinen
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postal service notifications

Post by ilmarinen » 12 Mar 2020, 16:53

postal service might sometimes notify you about new letters...
odin
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Legacy Skill Overrides

Post by odin » 12 Mar 2020, 20:30

No prestige class should now override base state needed for various skills.

The three offenders were as follows:

Archmage: int to influence
versatile arcanist: cha to spellcraft
chronicler: cha to academics
odin
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Drow MR

Post by odin » 14 Mar 2020, 17:10

Drow MR has been changed to a flat 10. They have been reduced to LA1 to compensate.
odin
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Spell Penetration vs Resistance

Post by odin » 14 Mar 2020, 17:11

Has been changed to use a d20.

Current function is caster level + feats + gear vs feats + gear + racial traits + (spells OR mr band). The caster must exceed the defender's total magic resistance.

It's quite possible the numbers are now out of whack on individual mobs, but those can be adjusted. If you're finding you flat out can't hit anything with magic anymore, please bug report it.
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ilmarinen
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enchantress and player weapons

Post by ilmarinen » 15 Mar 2020, 00:27

enchantress will be able to bring player-crafted weapons above +6...
after that you won't be able to edit enchantments put onto them.
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ilmarinen
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discerning poisons

Post by ilmarinen » 15 Mar 2020, 15:03

discern will report poison oil layers on a weapon and poison type of your survival skill is high enough
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ilmarinen
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new spell: glibness

Post by ilmarinen » 15 Mar 2020, 17:10

new spell: glibness
odin
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Grand MR Update

Post by odin » 16 Mar 2020, 18:25

Through cat magic, almost all mobs with the set_property("magic resistance") function have been updated to use set_mob_magic_resistance(). This is a far superior function that assigns MR on a sliding scale based on the mob's highest level (the details are in /std/monster.c) for those curious.

Most mobs that had MR before should have taken a nerf (including one that had 200 MR in a level 20 area, I shit you not). All mobs affected by automatic change are now set to "average" (meaning they have MR equal to highest level).

There are a few remaining that I will have to change by hand due to inherits, but most likely these will be simply set to zero.

Caster level vs magic resistance function will be changed back to 1d20 instead of 1d100 shortly.
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ilmarinen
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crafting skill bonus

Post by ilmarinen » 18 Mar 2020, 02:57

crafting skill bonuses once again can be increased with toolsets and artisan's trinket
odin
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Discern Additions

Post by odin » 20 Mar 2020, 19:09

Discern now also tells you the base damage type of your weapon.
odin
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Further Weapon Updates

Post by odin » 20 Mar 2020, 22:07

All base polearms now inherit from one of two types (polearm_piercing or polearm_slashing). Everything else has been normalized between the two. For the moment, player crafted polearms are slashing type only.

Also found a couple of base weapons (clubs, sickles) that had incorrect threat modifiers, damage types, or both set. Those have been corrected.
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