Staff Meeting

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bsb5652
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Staff Meeting

Post#1 » Thu May 31, 2018 7:07 pm

Hi All,

We are organizing a staff meeting for this weekend to organize a pretty aggressive schedule of new content and other roll outs for June and July 2018. I wanted to drop a line to get some additional thoughts of what you would be looking for in the coming months so we can focus our efforts and time appropriately.

I am working on the new anthology campaign again and will have the first 2 chapters released on 7/1 and the next 2 on 8/1, and the last 2 on 9/1. I got stalled out at work and apologize for the delay.

Thanks and will provide updates after we meet,
Brian
Brian Bloom

Realms of Trinity Executive Producer & Game Creator
http://www.realmsoftrinity.com

MortisCorpus
Posts: 1530

Re: Staff Meeting

Post#2 » Thu May 31, 2018 7:25 pm

Off this weekend. Should be able to make this one.

I do plan on finishing the Thug / Swash Set.
I do plan on finishing bugs in Eon Midenlayen.
Developer, Administrator, Lord of Ahala
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AG_7's Resource Compilation

Samyx
Posts: 655

Re: Staff Meeting

Post#3 » Fri Jun 01, 2018 1:05 am

Hi,
What i would be looking for, in decreasing priority :
1/ bard overhaul
2/ divine rework
3/ new areas
4/ ranger set
Kr Samyx

bsb5652
Site Admin
Posts: 2663
Contact:

Re: Staff Meeting

Post#4 » Sun Jun 03, 2018 11:24 am

I just wanted to drop a line and go over what we discussed in the team meeting and what we are going to be working on over the next several weeks and months.

Priority 1: Rolling out new areas and side content from Corgano and Mortis that has been sitting mostly complete but just needed my support to get over the hump.

Priority 2: Finishing up the Thug Set and getting it out for consumption.

Priority 3: Divine Spell Overhaul completion

Priority 4: Anthology Campaign 2, Chapter 1-2 release.

We will be looking at the ranger set and the bard over haul and seeing who would be best to start working on those in Mort's and other dev team's absences. So stay tuned on the time frames here.
Brian Bloom

Realms of Trinity Executive Producer & Game Creator
http://www.realmsoftrinity.com

Samyx
Posts: 655

Re: Staff Meeting

Post#5 » Mon Jun 04, 2018 3:25 am

I'd like to add also to the list :
98/ warlock ovethaul
99/ old crap sets overhaul (paladin/evil/monk/dd/hexblade)

konst3d
Posts: 569

Re: Staff Meeting

Post#6 » Tue Jun 05, 2018 4:06 am

Ok, here is my list of interests:
1) Ranger set.
2) Allow golems for divine casters and warlocks.
3) Warlock upgrade (class & set).
4) Add some bonus damage to HB set, something like monk set has I think.
5) Elder sets upgrade - DD, BG, Pally, etc...
6) Monk upgrade (class & set).
7) Animal companions upgrade (greatly increase its survivability).
8) Summons upgrade (greatly increase its survivability).
9) Divine rework.
10) Bards upgrade.
11) Bard set.

P.S.
About animal companions and summons. I think the main problem is - they die pretty fast late game.
And I realize how hard to balance them to keep it good for late game and NOT overpowered for early\mid game.
The idea is - greatly improve its survivability while keeping its offensive power the same as it is now.
Give them HUGE hp bufer - 4-5k, also give them some pretty good regeneration +200\300.
Ideally, is to give this ER-based. For example - add +1k hp and +50 regen. per player ER. Not sure how hard is this to implement.
Another idea - make summon animal companion few times a day. Increase this number with class level and ERs based probably?
Magic is impressive, but now Minsc leads! Swords for everyone!

Zan
Posts: 86

Re: Staff Meeting

Post#7 » Sun Aug 19, 2018 11:46 am

Divine rework.....
Whatabout Evil FS ....points per "1" caster level no cap......instead per 2 caster and use skill taunt or intimidate as bonus as heal for good FS.

Re: AGhost_Seven's Commit Logs

Quote

Post#41 » Thu Apr 02, 2015 3:35 pm

Mass inflict wounds line of spells have a huge radius.
Inflict wound damage increased, mass versions match the single target line in terms of damage:
Inflict Light Wounds
If you succeed in striking an opponent with a touch attack, the target suffers 1d6 + 2 points of negative energy damage per 2 caster level to a maximum of 8d6+12 with 15 per Epic Relevel. Evil aligned favored souls deal 1d6 + 3 point per 2 caster level (no cap) with 20 per Epic Relevel.

Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Inflict Moderate Wounds
If you succeed in striking an opponent with a touch attack, the target suffers 1d8 + 3 points of negative damage for every 2 caster levels to a maximum of 10d8+30 with +20 per Epic Relevel. Evil aligned favored souls deal 1d8 + 4 points of negative damage for every 2 caster levels (no cap) with +25 per Epic Relevel.

Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Inflict Serious Wounds
If you succeed in striking an opponent with a touch attack, the target suffers 1d8 + 4 points of negative damage for every 2 caster levels to a maximum of 12d8+48 with 25 points per Epic Relevel. Evil aligned favored souls deal 1d8 +5 per 2 caster levels (no cap) with 30 points per Epic Relevel.

Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Inflict Critical Wounds
If you succeed in striking an opponent with a touch attack, the target suffers 1d8 + 5 points of negative damage for every 2 caster levels to a maximum of 15d8+75 with 30 per Epic Relevel. Evil aligned favored souls deal 1d8 +6 per 2 caster level (no cap) with 35 per Epic Relevel.

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