Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
Brumm
Posts: 2057

Re: Brumm's Commit Logs

Post#281 » Tue Feb 12, 2019 1:34 pm

[*] Added missing Bard set variables

bsb5652
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Re: Brumm's Commit Logs

Post#282 » Tue Feb 12, 2019 8:22 pm

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2057

Re: Brumm's Commit Logs

Post#283 » Thu Feb 14, 2019 5:49 am

[*] Fix for Bard set log messages (hopefully the last one)

Brumm
Posts: 2057

Re: Brumm's Commit Logs

Post#284 » Thu Feb 14, 2019 9:51 am

[*] Acid Fog damage calculation fixed to match the description
[*] Creeping Doom swarm claculation fixed to match the description
[*] Incendiary Cloud damage reduced to 1d6/CL (from 1d6+1/CL)
[*] New Spell: Plague
Spoiler: show
Caster Level(s): Druid / Spirit Shaman 7
Innate Level: 7
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Target: Single
Duration: 6 seconds / caster level
Save: Special
Spell Resistance: No

The target creature is struck with a disease (no save). The disease spreads over to nearby creatures in close range if they fail on a fortitude saving throw. Infected creatures suffer a HP loss equal to 3% of their maximum health every round and are slowed down. Furthermore their elemental immunity is reduced by 1% per caster level.

[*] New Spell: Squall
Spoiler: show
Caster Level(s): Sorcerer / Wizard 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Target: Location
Duration: 1 round / 5 caster level
Save: No
Spell Resistance: No

The caster creates a sqall at the spell targets location. All range weapon attacks within the squall suffer a miss chance of 2 % per caster level. Furthermore the squall reduces the immunity against cold and electrical damage of all creatures within the area of effect by 1 % per caster level. Acid and fire damage on the other hand are less effective within the squall and are reduced by 1 point per caster level. The sqall affects hostile and friendly targets.

[*] EXPERIMENTAL: Increased Corpse Decay Time
The increased corpse decay time is an experiment. Please let me konw if you stumble upon any problems with it. If it works fine, I'll introduce a another new spell very soon.

bsb5652
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Re: Brumm's Commit Logs

Post#285 » Sat Feb 16, 2019 10:22 am

Changes are on beta.
Brian Bloom

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

Brumm
Posts: 2057

Re: Brumm's Commit Logs

Post#286 » Mon Feb 18, 2019 2:16 pm

[*] Removed dirty solution for longer decay times (thanks to Brian we have something better now)
[*] New Spell: Corpse Explosion
Spoiler: show
Caster Level(s): Sorcerer / Wizard 9
Innate Level: 9
School: Necromacy
Component(s): Verbal, Somatic
Range: Long
Target: Dead Creature
Area of Effect: Huge
Save: Fortitude 1/2
Spell Resistance: No

The targeted corpse explodes and damages all nearby enemies with fire and piercing damage. The damage is equal to 60-100% of the targets maximum health.


Please note: Neither the spell level nor the damage calcuation or the effect range of Corpse Explosion is final. Please keep in mind that everyting on this spell might change in the near future.

bsb5652
Site Admin
Posts: 2706
Contact:

Re: Brumm's Commit Logs

Post#287 » Mon Feb 18, 2019 7:47 pm

Changes are on beta. Beta patch required and was updated

https://www.realmsoftrinity.com/Downloads/betapatch.rar
Brian Bloom

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

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