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Messages - ShadowCharlatan

#1
Tensions in Ticker Square are rising as the remnants of the Stonebuilder's Guild troubles Ticker Town with protests and blockades. After the recent speech from Foreman Burnside, the struggling guild has been busy. Rumours spread of Stonebuilders seeking work throughout Ring 99, in all sorts of places, from all sorts of people. Meanwhile, those tired of trying to quench their thirst at dry wells have turned to wallowing and bloody-mindedness. They despair for how their lives have turned out, or lay blame on Merchant, Butcher, or other figures around Ticker who helped decide on the contract.

Today, Stonebuilders led by Alharim Khora blockaded the Merchants Guildhall with boulders and rubble. For now, the Butchers seem reluctant to get involved, and the Merchants Guild is far from caving to the Stonebuilders. A few Rumour Mill reporters question Stonebuilders about what the guild actually wants, hearing only a litany of mumbled complaints and desires for assistance. Few of the working men and women can articulate clear demands. Nevertheless, the wretched mood among the Builders shows no sign of abating, and all sides are only hardening in their stances.
#2
Bug Reports / Renewal of the Ponds Update - Bugs
July 28, 2019, 12:20:07 PM
Post your bugs here.

This update has a large surface area, so please report any bugs or anything that seems out of place in the new setup.
#3
Announcements / Re: v5 Major Changelog
June 30, 2019, 07:24:17 AM
v5_806
- Bandit Drudge renamed to Bandit Dweeb again.
- Behind the scenes changes which will support a wider variety of treasure coming out of containers and monster corpses.
#4
Announcements / Sponteneous Prelude
June 16, 2019, 03:22:26 AM
I will be running a prelude 30ish minutes from the time of this post. A Prelude is a quest for PCs just beginning their story, which gets them involved in the gameworld in some way.

This prelude will not involve an ongoing plot, and anyone is welcome to join in.

The theme will be a slave encampment run by a monstrous race, which the PCs will try to navigate and potentially escape.

PCs may be standard playable races, or can choose to be goblins or kobolds also.
#5
Announcements / Re: v5 Major Changelog
March 31, 2019, 07:14:28 AM
Added Tinkering schematic drawing. Access through the crafting menu. Can be done once per IRL day.
#6
Announcements / Re: v5 Major Changelog
March 30, 2019, 05:40:52 PM
- Updates to Ticker Square aesthetics
- Rumour Mill association updates
- Significant new features for Merchant Guild Members
#7
Announcements / Re: v5 Major Changelog
March 24, 2019, 10:30:35 AM
- Charm person, animal, and monster spells now do the standard NWN "Dominate" effect. You can control monsters that you cast this on. Naturally, you shouldn't use it on "blue" NPCs.
- Dominate spell duration doubled.

- Minor updates to Merchant Guildhall for Merchant Guild Members.
- Some new events and NPCs in Ambient NPC system.
#8
Announcements / Re: v5 Major Changelog
February 05, 2019, 02:39:09 PM
Some additions to the Pauper Ponds, including the introduction of its two STRONGHOLDS: The Groundskeeper's Cabin, and the Abandoned Sunpurse Manor.

Strongholds are essentially what they sound like - a claimable PC headquarters where you can rest and gain other benefits. Strongholds work using the old Monster Lair system (for those of you who have seen these in past chapters), so by bringing certain items and gold to them... they become bigger and better outfitted. For Pauper Ponds, you need a DM to toggle the Stronghold so you can claim it.

It is also possible (for certain Strongholds, like the ones in the Ponds region) to defeat the current claimant and take over the Stronghold, but in general you should get a DM when a Stronghold is changing hands.

In time it is likely that Strongholds will follow for Ticker Square and the Peerage, and they will be claimable by PCs of certain status in those regions.

These will facilitate various character concepts and player factions. Enjoy.
#9
Announcements / Re: v5 Major Changelog
February 03, 2019, 07:16:29 AM
I tweaked the main crafting function in a way that I'm hoping will fix some of the issues we have seen.

Unfortunately it will reset ALL crafting recipes, so just be aware of that.

The change I made also prevents some forms of crafting exploitation, and needed to happen anyway. Let me know how it goes.
#10
EFU Mechanics / Crafting in EFU: City of Rings
January 20, 2019, 03:52:02 PM
This thread briefly describes the crafting system in EFU: City of Rings.

Crafting in City of Rings will be familiar to everyone who enjoyed crafting in EFU:A and EFU:M, but with many changes.

How crafting works, in short
Crafters put items into specific crafting placeables. Those items are consumed in the process of an experiment. The results of the experiment can be good (a nice item), meh (nothing happens), or bad (monster, or spell effect). You also need to succeed on a crafting skill roll to get the nice item.

There are four crafting systems in EFU:CoR.

Alchemy – Combining the study of nature with the arcane to produce semi-magical and miraculous products.
Herbalism - Combining plant and animal parts to produce beneficial salves and concoctions, like antidotes and cures.
Cooking – Combining edible ingredients and procedures to create food and drink – simple and exotic alike.
Tinkering – Combining materials and exploiting their physical properties to create everything from everyday tools to heavy weaponry.

Crafting calculations
The calculation for skill in the crafting systems is as follows:
QuoteAlchemy skill = 1/2 Lore Skill + 1/2 Spellcraft Skill + Wizard levels + Sorcerer levels + EFUSS Alchemy
Herbalism skill = 1/2 Lore skill + 1/2 Heal skill + Druid levels + Ranger levels + EFUSS Herbalism
Cooking skill = 1/2 Lore skill + 1/2 Concentration skill + EFUSS Cooking
Tinkering skill = 1/2 Lore skill + 1/2 Craft Trap skill + Rogue levels + Wizard levels + EFUSS Tinkering

Changes to the overall crafting system

Crafting recipes are unique to each player character. No one can use the same crafting recipes between different characters. When you share in-character lore about the system, you can do it in a flavourful way, rather than talking about specific recipes.

Crafting stations are no longer portable. You need to find an in-game laboratory to do crafting. This eliminates exploits. It also means crafters need to travel to potentially dangerous areas. Some laboratories might be in far-flung places, but others will be more well-travelled than you might like. Some crafting stations even have very significant bonuses that will ensure you will almost always succeed in your rolls. NOTE: One minor exception to this is that Campfires (created by oil flasks) continue to offer cooking system access with a small negative modifier.

Monsters summoned by crafting do not go away. Monsters no longer despawn after a short while when alchemy or herbalism go awry. However, crafters often consciously decide how much risk they want to take on. I hope there will be no Balors on the streets of Ring 99.

Sundering is no more. Sundering items into elemental shards is no longer a feature of the crafting system.

Colour coded items. Effort has been taken to make the system very transparent, so it is friendlier to crafting noobs. Items that can be used in crafting are usually colour coded according to which system they belong to. Guidance is also provided in the item description.

Getting crafting items is part of the challenge. Crafting limitations are now based on item scarcity. You need to somehow supply yourself with the resources to do your crafting. There are module-wide systems of item distribution which we have put in place and can adjust to provide more or less items if we feel things are out of hand. In addition to these murky systems, you might find crafting items in some quests or explorables or stores as appropriate.

No more downward spiral of nerfing. DMs have multiple ways to adjust the system to keep things in balance. It is unlikely we will return to days of week-old alchemy masters, and DMs nerfing items in the system until it's dead.

Changes to Alchemy
There are two ways to do alchemy.
QuoteThe first way is elemental alchemy. This involves extracting, combining, and empowering the four fundamental elements of Air, Earth, Fire, and Water.  As well as Positive and Negative Energy. Alchemists who engage in elemental alchemy frequently seek out items linked to these elements, as well as magical fuels which can increase the risks and rewards of their experiments.

The second way is complex alchemy. This involves experimenting with rare and unique items that possess unusual alchemical properties, which can lead to discoveries considered more subtle and sophisticated than those obtained through manipulation of raw elements. However, magical fuels provide little benefit in complex alchemy, unlike their role empowering elemental alchemy.
In-game, you will find items associated with an element, or items with more complex and indefinable properties – such as troll warts, or mummy dust.

If you find something elemental, you can use magical fuels to empower your alchemy and reach into higher tiers of risk and reward.

If you find something complex, the rare item allows you to access an alchemy theme that already contains some nice items and maybe some dangers as well.

Changes to Herbalism
Herbalism is very much the same as it was. It has been expanded with new plants and new crafting themes. As usual, it works hand-in-hand with the gardening system.

Changes to the Gardening System
New plants. Several new plants are available in gardening. Old favourites will be recognisable from past chapters.
Gardening zones. In the past, gardening was an area-wide affair. In the City of Rings, there is only so much space suitable for cultivating plants. You must now plant your seeds in gardening zones. You will find some public places and some secret places to do your gardening.

Changes to Cooking
Cooking-specific changes have been minimal. Cooking was Underdark themed for EFU:R. Now it has returned to a more 'surface' flavour. Some of the more unique and interesting cooking options are now more visible and available.

Introducing Tinkering
Tinkering is the new addition to the crafting system.

Tinkering involves finding packs of materials to unlock crafting themes based on civilisations (e.g. lizardfolk, drow, etc.) or technologies (ammunition, throwables, traps, etc.). Items are found in-game from module-wide loot tables and potentially specific ruins and areas derived from a certain kind of civilisation.

Tinkering allows you to make random loot items (repurposing those materials to create or repair weapons and armor and such), or to make more specific tech (grenades, contraptions, traps, siege weapons, etc). You just need to find the bundles or schematics to do this stuff.

Finally...
As always, while we have tried to make this a bug-free experience, this system has been revamped and may contain unforeseen bugs. Keep an eye out and post a bug report if you find anything strange.

We are also highly aware that the crafting revamp is very new and untested. So don't panic if something doesn't feel right, or if it's a struggle to get started. We welcome constructive suggestions and feedback.

Many thanks to the DM team and players for their patience.

Enjoy.
#11
These should be hostile next reset. I see no issue with the journal update.
#12
Announcements / Re: ?????
January 03, 2019, 07:24:14 AM
#13
::[ Dhimany 17th : Year 166 : 1388 DR ]::
As the number of silent gods has grown, one strange exception has begun to draw the attention of the people of Sanctuary.

Indeed, many have realised that the gods of the gnomish pantheon have not ceased to grant spells, blessings, and miracles to those who worship them. It has not escaped the opportunistic, nor the former priests and clerics of dead faiths, that Dunwarren itself is a gnomish city - if svirfneblin - and that it would only be natural to pay respects to the gnomish pantheon in such a place.

And so it has become more and more common among the people of Sanctuary:
...to offer prayers to Garl Glittergold to bless them with luck...
...to pay homage to Callarduran Smoothhands in thanks for Dunwarren's protection and the svirfneblin mechanists who created it so well...
...to beg Flandal Steelskin's aid when working crude smithies and craftworks...
...to ask for protection from Segojan Earthcaller and Baervan Wildwanderer when travelling beyond Sanctuary...
...to thank Baravar Cloakshadow for hiding Sanctuary so well...
...to bless the Watchers and Warders in the name of Gaerdal Ironhand that they may better defend the place...
...to ask for inspiration from Nebelun the Meddler when trying something new, or making something inventive...
...to wish Urdlen's frothing madness and wrath fall only upon the enemies of Sanctuary...

Even among some humans, the wielding of blessings in the name of gnomish gods has started to occur. There is a sizeable minority of folk who devote themselves to the gnomish gods, as all other powers seem to dwindle and fade.
#14
Off-topic Discussion / eee
October 22, 2018, 10:43:01 AM
This post's original content has been deleted.
#15
Announcements / Re: New Content
October 02, 2018, 01:51:58 PM
Society Bounties should be back next reset. Let us know if you notice any bugs.