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Topics - Anonymous Lemur

#1
Bug Reports / Dissipating Clarity potions can be vendored
December 25, 2019, 02:32:58 AM
Seems to blue "Dissipating Potion of Clarity" can be sold at the moment. Though it seems to spawn only from certain mongrelwood scavenge points
#2
Suggestions / Animal Empathy on player pets/summons
December 23, 2019, 08:54:26 PM
I feel that animal empathy should have an adverse effect on hostile summoned animals and animal companions. Though I don't think they should change hands. Instead I think they should be feared or lose attack bonus for a few rounds on a successful animal empathy check to represent their unwillingness to fight.
#3
People keep asking me to make one of these even though I'm not very good at keeping screenshots. Ashley Embersight was my attempt at bringing the deity Yevathax's lore to the forefront where everyone could see it. As he really hadn't been given much attention by the playerbase at large despite making appearances frequently. Though my character could control undead, she never animated it and was much more suited to destroying it. For much of my time with her selling potions and preaching she only had access to level 3 spells. Though eventually Yevathax took notice and one of the pumpkins in her garden exploded leaving her pumpkin scepter behind.

She was designed mechanically to fulfill a more supporting role, from a roleplaying perspective my aim was for her to be an antagonist towards arbiters, paladins, faithless and necromancers who did not offer prayers to Yevathax. Beyond her two very scary level five spell slots, she wasn't actually very strong.  Constantly encumbered by 40lbs due to her low strength score and heavy full plate and relied entirely upon bulls strength to move around. Oh she was also vulnerable to piercing damage, which is thematic for things related to Yevathax!

I'm not sure I could recommend cleric to anyone from a mechanical perspective, but I did enjoy the roleplay thoroughly and would definitely recommend that folks take a look at the underrepresented small-gods available to them. There are fleeting opportunities to establish and flesh out their respective dogma. Don't waste them!


[Hide=Character Sheet][/hide]

[Hide=Relic Weapon]

It also had Arcane Defence: Necromancy and granted up to level 5 spells.[/hide]

[Hide=A scarecrow I crafted from Cedric Fulmar's remains]

You've all probably seen this before, but I'm not very good at taking screenshots in the heat of the action.[/hide]
#4
Bug Reports / Scrying Missing from Clerics
December 03, 2019, 06:07:37 PM
Was asked to bug report this. Apparently clerics are supposed to get the Scry spell as a level 5 spell, but currently this is not the case.
#5
Once you buy one the persuade dialogue option for the other no longer seems to appear.
#6
Bug Reports / Bug with re-equipping relics
November 27, 2019, 05:13:12 PM
If for any reason the relic leaves your inventory, even though you remain attuned to it, you can't equip it without taking the extra step of re-attuning. This isn't often a problem except in the case of weapon relics which can be disarmed and thus require an extra step to re-attune before they can be re-equipped which is a real bother and could use a fix.
#7
Suggestions / Make the Reliquary Quest static
November 23, 2019, 07:47:40 PM
I don't really see the harm in making this quest a static given it is a once only quest. The rewards are sometimes a bit lack luster as it's possible to get a much worse relic than you start with from the quest. So I think it would be fine if it were placed in some manner of mysterious temple in the commons, maybe even the temple of the nine's basement.
#8
This is either an issue of consistency or a bug with this particular turn:

Defense of the Arcane: Nearby allies in a colossal radius who are bards, characters with the feat Courteous Magocracy, clerics with the Magic and/or Spells domain, sorcerers, or wizards, have a 50% chance to receive each of the following spells: Endure Elements, Ghostly Visage, and Mage Armor.

All other turn effects seem to work on the turning cleric, but in the case of this one, after 8+ Defense of the Arcane (which took several rests to achieve due to how rare the effect triggers), I haven't had a single buff applied to my character once. I think it might be bugged to not effect the caster like all the other turn effects do.
#9
Bug Reports / Cornelio's Contraband Intimdate DC 0
November 19, 2019, 07:09:42 AM
Maybe it's intentional as a joke, but the final intimidate check is DC 0 for extra money.
#10
It sucks to be able to get a party together to undertake a challenge, only for the server to decide at random that the path to it is blocked this reset.  People should give up because it's too hard or dangerous to progress, not because they get super frustrated waiting for a reset where the path both spawns and everyone is around to pursue it.
#11
Had an issue where my character dropped to bleeding, stabilized, but upon recovering to 1hp he could not move. Recovering to 1hp however caused the npcs to go hostile and proceed to execute him rather slowly. No idea what could have caused this, but at the time he did have a constitution down debuff. I was at 1hp for 3-4 rounds unable to move or use items, but there was no indication of any paralysis, fear or other effects in place.

If you need the character name pm me in discord.

Edit: I strongly suspect it has to do with my having -2 con from poison at the time. The area this occurred in was "QA - Ring 99 - Ticker Square - Alice's Bookshop Basement."
#12
Since druids in this setting are supposed to be changeling. Why not give them something appropriate to the title. A level 8 perk which allows you to select a special animal/human hybrid form.

This would eliminate the need for the lycantrope subraces and give people who like those themes more incentive to play druids. The form should be accessed via wildshape and have all the same restrictions as any wildshape.  So naturally it won't be as strong as the lycantrophy template.

I think it would be a neat way to give more customization to druids and maybe even help people see changlings in a more sinister light.
#13
The dispensary is a lot of fun and I've been enjoying it immensely. People are generally good sports and I haven't robbed or found myself being robbed at the dispensary yet. That said, I feel like the dispensary can sometimes make it a bit too easy to "settle old grievances." To that end I'd like to offer the following suggestion.

Implement a royal decree that banditry/murder/kidnapping is prohibited during a dispensary and have a number of royal enforcer gargoyles placeables set up around the commons. Then make it so that you must have a dm to do anything aside from take the King's Gift during the dispensary. If someone does decide its time to mug or murder someone at the dispensary, then they can do so with the risk of strong enforcer npcs moving to stop them.

I feel like more players would participate and it would be more enjoyable overall if that were the case. I expect this to be a somewhat unpopular opinion in some circles and I want to stress that this is not coming from someone who has ever actually been robbed at the dispensary. I just find it to be something that's a bit too inconsequential at the moment and in the worst cases can create huge cycle of unnecessarily petty murders/banditry.

Which while cool thematically, can be detrimental to peoples enjoyment of what could be one of efu's most amusing events. Also before someone suggests a player faction could enforce this sort of thing. While that's certainly true, it's quite easy for such a group to just turn into a murder/bandit squad themselves.  I don't think it would improve the atmosphere of dispensaries in the slightest.


TL:DR: Robbing/Kidnapping/Murdering at the dispensary is a bit too easy. I've never been a victim/perpetrator of it, but I can see how it discourages people from participating. Requiring a DM to take anything but the King's gift from participants would be the ideal solution. Should still be able to conduct murder banditry, but expect powerful royal guardians to come chomping. Overall the aim being to encourage more participation.
#14
Suggestions / Weapon/item buff removal on log in change
February 19, 2019, 10:14:04 AM
Currently upon logging out with spells on your blade/armor like magic weapon or mage armor. The spells are stripped. This was to remedy an ancient nwn bug which caused the spells to sometimes get stuck on weapons indefinitely.

Is this still needed? If not I think, given the frequency of EE crashing it would be nice to see this feature removed or maybe revamped to properly respect spell durations. Perhaps only stripping completely on reset? Just a thought
#15
Suggestions / Add transitions to edges of ring 96's walls
February 15, 2019, 03:50:12 PM
It's very easy to get bumped off the map and become stuck upon transitioning throughout this area. Please add transitions on the outside of all of the walls. Got stuck here for a good hour with no one available online to help. Cost a huge investment in supplies and missed two dispensaries to this unfortunate bug.

Alternatively add an /c unstuck command that shifts the players position a few feet forward and logs the occurrence to prevent exploits.
#16
Either in the tailor located at the magic shop or within the individual houses with the colours preset. It's a bit odd that you need to go to ticker square to dye your armaments appropriate colours.
#17
Suggestions / Bring back potion distillery to hubs!
February 11, 2019, 05:12:15 PM
These were great and made not very useful potions more useful if you hoarded up enough of them. Please bring them back!
#18
Suggestions / Player Tool Suggestion: Halt Undead
February 04, 2019, 03:20:08 AM
Undead persist for 24 hours through rest and can be released by a powerful enough necromancer which is neat, but one thing that is quite annoying about playing a necromancer is that if I want to have my undead minions prepared they need to be following me around constantly. I would like for their to be a tool that allows a necromancer to command his undead to stay exactly where they are similar to the release tool, but without going hostile and with the ability to be reclaimed by using the same player tool on them later when needed. Essentially just removing them from party temporarily.

This would allow undead to be kept hidden in lairs and hideaways for when the caster has need of them. At which point they can run back and retrieve them. At present its sort of possible to do this by having them hang back in certain areas then /c recall them to you, but I find this practice sort of lame and I would rather have to physically go back and get my undead. In addition it would allow you to keep your undead minions out of sight as a good necromancer is want to do instead of them randomly teleporting to you every time you transition.

Obviously what actions unattended undead take when found by hostile npcs/pcs can range from doing absolutely nothing until they're destroyed or the dm's discretion should they choose to control them.
#19
Would it be possible to return to a pre-enhanced edition  system for checking cd keys. With how incredibly unstable the game is in its current state with often multiple crashes happening in certain areas in an hour, it's beyond frustrating to be locked out of your character with "cdkey still in use" while your character just stands there vulnerable.

If it's not possible to bypass this authentication, would it instead of be possible to allow players to boot their own characters from efusl so that they can log back in more quickly/not risk dying due to crashes the moment combat starts?

I think we can all agree that enhanced edition is something of an unstable mess and while submitting crash reports is all well and good, I won't hold my breath that they will ever get around to fixing these issues given how long they've been ongoing.
#20
Bug Reports / Negative Energy Potion Feeding
January 30, 2019, 03:54:59 AM
When you give an undead a negative energy potion to drink. They will drink it, but the effect of the potion will apply to the one giving them the potion. Not a huge deal as the potions are rare. But I don't imagine it's intentional.