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Looks like I had changed the area tags of those Planar areas at some point to accommodate how to create the planar exits out of them. But then I never updated the underwater script to account for that. It will be fixed with the next server reset.
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(06-11-2015, 10:37 AM)Thayan Wrote: Looks like I had changed the area tags of those Planar areas at some point to accommodate how to create the planar exits out of them. But then I never updated the underwater script to account for that. It will be fixed with the next server reset.
YEEAAAAAHHHHHHHHHHHH
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06-11-2015, 10:54 PM
(This post was last modified: 06-11-2015, 10:59 PM by Wids.)
(06-11-2015, 10:34 AM)Bertram Anders Wrote: (06-11-2015, 10:03 AM)Thayan Wrote: (06-10-2015, 06:15 PM)DarkRanger Wrote: The elemental plane of water isn't flagged as an underwater area, therefore water breathing helmets or spells aren't necessary there.
Wow....so that's a bug I never knew existed. Please plan for the elemental water areas to require the ability to breathe underwater as well sometime in the very near future.
Oh wow, I always thought that was deliberate.
...kind of like how the Elemental Plane of Fire doesn't promptly reduce you to a cinder upon entering it, or how you don't immediately suffocate on two lungfuls of topsoil when you enter the Elemental Plane of Earth. If D&D 2nd Edition is to be believed, I figured that it was because the wormhole magic which allows passage to other planes also adapts the interplanar travelers to survive in those planes.
(Of course, IIRC, 2nd Edition addressed that problem by physically converting the adventurers into elementals native to the Elemental Plane in question, along with their equipment; after all, only earth in its various forms -- including solid, liquid and gaseous states of earth -- can exist in the Elemental Plane of Earth, and nothing else can. Yes, there's actually solid air to walk on in the Elemental Plane of Air. That's elemental magic for you.)
Of course, whether Thay's Elemental Plane of Water is breathable or not, it's still a good idea to enter the plane with water-breathing effects in play, if only to avoid the chance of unavoidable death once the water elementals start throwing pieces of themselves at your nostrils.
Corella d'Margo, arch-liar
Wyren Caul-of-Amber, alchemist
Tirah Het-Nanu, courtesan
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A heads up to anyone heading into the Elemental Plane of Water:
Don't go in there unless you have the actual water breathing spell prepared. The water breathing helmets DO NOT WORK.
Krees and Hadir are currently marooned in there mid gag waiting for assistance, so beware.
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Umm....did you not see earlier in this thread that they were going to change, and they have?
(06-09-2015, 09:32 AM)Thayan Wrote: Thanks for pointing out that the waterbreathing helm needs to change. As with the magic of a ring of nondetection no longer granting permanent immunity to scrying, expect the helm of waterbreathing to be changing sometime in the very near future as well. Most likely it will be changing to a waterbreathing spells per day model rather than a permanent "always on" model like it is now.
You'll now need to use one of the Water Breathing spells per day that come on it.
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Emphasis mine:
(06-12-2015, 11:32 AM)Thayan Wrote: Umm....did you not see earlier in this thread that they were going to change, and they have?
(06-09-2015, 09:32 AM)Thayan Wrote: Thanks for pointing out that the waterbreathing helm needs to change. As with the magic of a ring of nondetection no longer granting permanent immunity to scrying, expect the helm of waterbreathing to be changing sometime in the very near future as well. Most likely it will be changing to a waterbreathing spells per day model rather than a permanent "always on" model like it is now.
You'll now need to use one of the Water Breathing spells per day that come on it.
That post isn't very clear about the change to the helmets being included with the server update that made the change to the plane of water (or any server update, for that matter). Even so, my existing Helm of Underwater Action did not have any "uses per day" of cast spells for Underwater Breathing in its item properties. It only had Darkvision, Spot +something, and a light source.
We thought we were fine to go in the way we were because we didn't know the change had occurred.
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(06-12-2015, 11:32 AM)Thayan Wrote: Umm....did you not see earlier in this thread that they were going to change, and they have?
(06-09-2015, 09:32 AM)Thayan Wrote: Thanks for pointing out that the waterbreathing helm needs to change. As with the magic of a ring of nondetection no longer granting permanent immunity to scrying, expect the helm of waterbreathing to be changing sometime in the very near future as well. Most likely it will be changing to a waterbreathing spells per day model rather than a permanent "always on" model like it is now.
You'll now need to use one of the Water Breathing spells per day that come on it.
I saw the change was coming, but I was unaware that it would require purchasing an all new helm. I thought it would either come posted on the announcement boards or that charges would get added to existing helms.
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Do you two need Corella to come down there, raise y'all from the dead and slap on a couple of Water Breathing spells? It'll cost you two diamonds and every Essence of Water that you have. :P
Corella d'Margo, arch-liar
Wyren Caul-of-Amber, alchemist
Tirah Het-Nanu, courtesan
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06-12-2015, 05:48 PM
(This post was last modified: 06-12-2015, 05:49 PM by LifeLikeSage.)
I was hoping for DM assistance since the change was never placed on the announcements boards, but if I can't get DM assistance, we'd appreciate the help. Also, WE'RE NOT DEAD.
If you wanna help out Kree's player get's off work at around 9 Pacific time, I'll be off a bit earlier.
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So then the old helms are worthless and we have to buy new ones? Or will DM's switch them out?
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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