February 2023 Developer Update

Aschent_

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Dec 10, 2019
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The Dragon's Neck Dev Update


Hey TDN!

We hope everyone has had a pleasant February. We're back with a few updates on our development progress. Many of our internal conversations these days are preparing for launch, including handling developer bandwidth at launch, supporting the community, player engagement and plenty more. From this point forward there aren't any major system additions planned for TDN. Next month, you can expect to get an update on all the impending Spell Changes, and how our reagent system will interact with Spell Cooldowns. While we don't have a launch date yet, we are rapidly approaching that point and hope to share that with you ever soon.

TDN Roadmap
Below you will see a visualization of our approach to priortization at during the first 90 days after launch. This is intended to give the community perspective on where we will be spending our time as we focus on crafting a unique and engaging world that simultaneously fulfills the vision for TDN as well as gives interested players a roleplay sandbox that they can operate within.
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Explanation of focuses:

Code Development:
Early on we are going to be fixated on ensuring that the server's performance is as smooth as possible. In the event of instability, we have some levers to pull & explore to assist with issues that might arise. Outside of that we will be working on some DM tooling that will generate a suite of options available for the DM team to utilize to make the process of running events even easier. (Think DMFI but vastly improved and leveraging NUI.)

Dungeon Master Team:
The first 30 days there are two critical tasks that the DMs will take part in:
  1. Assisting in chasing down high priority bugs.
  2. Laying the groundwork for the larger narrative campaign.
Once this has been done, the DMs will be focused on sustaining the server's narrative, assisting players with the occasional issue, and working in breadcrumb elements that players can chase down to glean more information about the larger narrative. Beyond that, we want to empower the playerbase to get involved in unique ways with the server. While we will do our best to meet the general needs of the playerbase, we are going to ask everyone to understand that we are going to be a very small team at launch attempting to support a community that we expect to be relatively large at launch.

RP-Focused Systems & Enhancements:
Our objective of generating roleplay-empowering ssytems and concepts doesn't end when we launch. In fact, it is very well just beginning. We are going to be looking for feedback of what we can add to TDN in order to put more of the power (within reason) in the hands of players. Once we have a launch date established, we will also share how to go about making suggestions & recommendations in this regard.

We, collectively, are committed to creating a unique and engaging experience. But we also must ask for patience from the community when things inevitably have some rough edges. TDN is monolithic in nature, and how everything comes together in one seamless experience will be a test of the entire development team.

Warlock Design Updates
As we have been finalizing adjustments, we've made the decision to tweak Warlocks:
  • Warlocks will no longer be eligible for CG on TDN.
    • Reasoning: In order to lean into the ongoing temptation and pull of their patrons, we are designating that CG is not a viable option for Warlocks on TDN. While a Warlock can strive to do "good", their ongoing struggle against their Patron gives us reason to keep Warlocks eligible for only: CN, LE, NE, CE alignments.
    • This change also means that Titania will no longer be a Patron option for Warlocks.
  • Warlocks, for PvP, will now be auto opt-in for Permadeath.
    • Reasoning: Since the inception of DN, Blighter and Warlock (on TDN), the desire had been to lean into the more conflict-oriented nature for these classes. While DN and Blighter were clear choices for that auto-opt-in, Warlock we were on the fence about. With the change to alignment, we've made the decision to lean into that level of danger & challenge with this class. Rememeber: This is PvP PermaDeath, PvE does not have PermaDeath implications for Warlock.
For Reference: Warlock Wiki Page

HIPS Changes
Hide In Plain Sight has had the following adjustments:
  • HIPS (for non-Shadowdancers) will no longer work if the stealther is within a 15.0 meter radius of an observer.
  • In Non-Natural areas, Rogues and Assassins receive a 5 meter bonus (meaning that they can be as close as 10.0 meters for HIPS to work.
  • In Natural areas, Rangers receive a 5 meter bonus.
  • Shadowdancers maintain the ability to HIPS within any proximity of an observer.
We may tweak the names of the feats assigned to non-SD classes in the future to be more appropriate to the new application of the feat.

Peasants Civilians
Wiki page to be made soon (Our wiki service is on the fritz).. Until then, details on the Civilan class below:

Description


The Civilian. Also known as Commoners and Peasants, these individuals are the backbone of soceity in Faerun. Working as farmers, merchants, smiths, and more, they feature no strong aptitude for combat and rely on adventurers to save the day.

Dev Note: Civilians are considered a hardcore class to play. They roll for permadeath both for PvP and PvE deaths. While this class is designed to avoid combat entirely, there is significant risk in a rabid deer deciding that it's time for a Civilian to meet their end. Tread lightly.

Alignment Restriction: None.

Hit Die: d4

Proficiencies: A peasant is proficient with simple weapons. He is not proficient with any type of armor or shield.

Skill Points: 5 + INT Modifier

Class Skills: Barter, Bluff, Craft Trap, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (All), Perform, Sense Motive, Taunt

Primary Saving Throws: None

Base Attack Bonus: + 1/2 Levels

Level Progression

LevelBABFortReflexWillFeats
1st+0+0+0+0Aspiring Artisan I
2nd+1+0+0+0
3rd+1+1+1+1Breadth of Experience I
4th+2+1+1+1Mercantile Mind I
5th+2+1+1+1Aspiring Artisan II
6th+3+2+2+2Breadth of Experience II
7th+3+2+2+2
8th+4+2+2+2Landlord I
9th+4+3+3+3Breadth of Experience III
10th+5+3+3+3Aspiring Artisan III
11th+5+3+3+3Mercantile Mind II
12th+5+4+4+4Breadth of Experience IV
13th+5+4+4+4
14th+5+4+4+4
15th+5+5+5+5Breadth of Experience V, Aspiring Artisan IV
16th+5+5+5+5Mercantile Mind III
17th+5+5+5+5
18th+5+6+6+6Landlord II



Aspiring Artisan
Starting at level 1, crafting experience gained is increased by 10%. Every 5 levels, this bonus increases by a further 10%.

Breadth of Experience
Starting at level 3, RP XP is increased by 5%. For every 3 levels, this bonus increases by a further 5%.

Mercantile Mind
Starting at level 4, buying and sell prices at vendors are increased by 5%. This increases to 10% at level 11 and 15% at level 16.

Landlord
Starting at level 8, both property and rent prices are reduced by 25%. At level 18, this bonus becomes 50%.



Elves!!
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