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A land far away—a magical term that gives rise to mental images of exotic lands and exciting adventures. A land far away—the setting of countless fairy-tales and myriad bed-time stories. A land far away—that special place that we all go to when we need to escape the pressures and vicissitudes of life.

Welcome to A Land Far Away, a persistent world where the vast, wondrous Dungeons & Dragons™ universe takes on a life all of its own. A place where like-minded role-players of all races, cultures and creeds gather to delight in the wonder and joy of a thousand shared imaginations. A place where the raconteur holds others spellbound; a place where every decision has consequences; a place where the games unfold before your eyes.




ALFA Core Rules Update

We have a small patch to ACR. Deployment was successful, and should require no recompiles or anything.

Changelog:

  • Custom poisons work now.
  • A fix that makes the Set Description button on PC tools call up the same GUI for editing as the context menu when brought up on oneself (that is, the one that works).
  • Creatures on BEHAVIOR_TYPE_FLANK should now try to backstab nearby people who are beating up their friends instead of attempting opportunistic strikes on distant foes (as that tends to mean doing dumb things like running through tangled melee and drawing AoOs, or drawing a ranged weapon and drawing AoOs).

AnalogKid is elected the new Lead Administrator

With a vote of 21 to 8, AnalogKid is elected the new Lead Administrator, now being responsible for the community's election oversight, public relations, and for oversight of and conflicts between other administrators.

The position is defined by our charter, and interested members can read the details here:
http://www.alandfaraway.org/wiki/Charter

Voting for Lead Administrator Has Begun

Voting for Lead Administrator for the next six months is now open. The candidates are shad0wfax and AnalogKid. You can find their platforms here:

And you can find the voting thread here. All members may vote in this election.

ALFA Core Rules Update

Another hotfix of ALFA Core Rules has been made:

  • Followup rollout fixes a crash when creatures on the new AI would call to one another for help but not know what to do.
  • Also fix cases where stacks of nonmagical special material ammunition would be grossly-overpriced.
  • Also dragon disciples need 8 ranks of knowledge (arcana) instead of 8 ranks of Lore. (but, due to the mechanics available with the engine, Red and Gold dragon disciples are the only options that work right).
  • Also fixed (greater) shadow touch attacks, which were healing strength damage caused by other shadows this last week.

Lead Admin Self-Nominations, June 2014

If you would like to run for Lead Administrator for the next six months please post your self-nominations. Please post your platforms (and question and answer posts) in a separate thread in this forum.

Self-nominations will be open until June 7th. First round of the election will start on June 8th.

ALFA Core Rules Update

We're rolling out another version of the ACR onto our servers this weekend.

Related to the discussions in Standards about adjusting loot drops by the looting party, slain monsters are now going to have wealth vary both randomly and by the wealth of the looting party.

People who are uninterested in the details need to only really pay attention to that the ACR will follow our (very old) DMA guideline to drop less in mixed parties, with the expectation of making it up to the poor people later. There is also handling for if items are dropped or exchanged between PCs before looting (with a fairly-long-term, but not permanent, definition of "before" -- giving something away a month ago doesn't count for anything, but if your best pal in the next area is suddenly at the cutoff because of all the stuff you gave him, the ACR will not drop anything for you, though that too functions with more-reasonable limits; giving low-value gear to the guy with the bag of holding doesn't really have an impact), but not if items are destroyed (as they're gone forever) or sold (as you now have money, which counts).

We might extend advice to people to try to play in diverse groups if that's possible, as being in the same mixed group every time you adventure makes it very hard to make random drops fix anything.

For actual changes...

  • The problem with #sethp behaving oddly, as recorded in the last changelog, is corrected. #sethp should now actually try to place the creature's current hit points to its argument
  • The Touch Attack monster feat now accommodates Allips (doing wisdom drain until driving their target insane) and Greater Shadows (doing 1d8 strength damage until it kills their target). The string values of "ACR_TOUCH_ATTACK" are "ALLIP" and "GREATER SHADOW" respectively.
  • The OOC horse appearance item should now weigh a little less, to help mitigate its brutal OOCness.
  • ACR_Candlekeep now stores information about all base item types, which the ALFA.Shared assembly can provide on request.
  • NPCs on the ACR AI are now better at identifying which items in their inventories are actually weapons, and should no longer attempt to wield non-weapons as weapons.
  • Slain monsters now modify their loot dropped by x4 (for very-poor parties), x2 (for poor parties), x1 (for near-target-wealth parties), x0.5 (for rich parties), x0.2 (for very-rich parties; decimal truncation is the reason this is not in practice 0.25). Parties containing members who are above the wealth cutoff will receive no loot for killing monsters.
  • The acr_wealth_i library provides ACR_CalculateMultiplier(object oPC) and ACR_CalculateCombatMultiplier(object oPC), if module-specific content wishes to work with these systems.
  • A bug that could cause incorporeal creatures to still drop corporeal things is corrected.
  • NPCs who slay other NPCs will not prompt the dropping of loot.
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