Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#331 » Fri Jun 14, 2019 3:44 am

[*] Fixed target mechanic of new custom AI creature
[*] Fixed new spell for new custom AI creature
[*] Removed custom AI from spider companion

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#332 » Sun Jun 16, 2019 4:05 am

* Reduced Watcher of the Halls spell DC by 10 points
* Removed Watcher of the Halls Death Ward stripping

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#333 » Tue Jun 18, 2019 2:31 pm

[*] Framework for hit detection wave spells
[*] Distortion Wave Spell (for now tied to a DM only feat for life testing)

bsb5652
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Re: Brumm's Commit Logs

Post#334 » Tue Jun 18, 2019 6:36 pm

Changes pushed to the live server.
Brian Bloom

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

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#335 » Fri Jun 21, 2019 12:10 pm

[*] Rework of the hit detection wave spellframework
[*] Adjustments to the test spell Distortion Way (let me know what you think, Gritoit )
[*] New and adjusted VFX for Distortion Wave

bsb5652
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Posts: 2752
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Re: Brumm's Commit Logs

Post#336 » Fri Jun 21, 2019 7:25 pm

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#337 » Sun Jun 23, 2019 1:10 pm

[*] New Feat: Shield Bash
Spoiler: show
Type of Feat: General
Prerequisites: Shield Proficiency, BAB +8

A character with this feat can attempt to hit a foe with his shield to inflict bludgeeoning damage. You must succeed on an attack roll based on two times your true base attack bonus + 5 + 1d20 against your targets full AC. The damage dealt is equal 2d20 for each strenght modifier point you have. Your damage is doubled on a critical hit. This ability has a cooldown of 12 seconds.

If you are using a tower shield your damage is increased by 25%. A small shield on the other hand reduces your damage by 25%.

[*] New Feat: Disable
Spoiler: show
Type of Feat: General
Prerequisites: Shield Proficiency, Shield Bash

Disable gives shield bashes the chance to throw enemies off-balance. The attacker and the defender both make a d20 roll to which the attacker adds his strength and the defender his constitution modifier. To successfully throw an enemy off balance the roll of the attacker must be equal or higher than the roll of the defender. After a successful hit the target suffers an AC penalty of 5 points for 2 rounds. Furthermore the target is knocked down to the ground for 1 round.

[*] New Feat: Pulverize
Spoiler: show
Type of Feat: Epic
Prerequisites: Level 21+, Disable, Epic Prowess

Pulverize increases the damage of your Shield Bash attack by 25%. Futhermore you land a critical hit with Shield Bash if you roll a 15 or higher.

[*] Added z-axis correction to the wave spell framework

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#338 » Mon Jun 24, 2019 3:21 pm

Mofifications to Shield Bash:
[*] Increased attack range to 3.0 feet (from 2.5)
[*] Increased AB-roll to 2.5 * True BAB + 1d20 (from 2.0 True BAB + 5 + 1d20)
[*] Added sound effect for hitting the target
[*] Added sound effect for missing the target

New Feat Take Down:
Spoiler: show
Take Down
Prerequisites: Level 21, Weapon Focus (Spear), Power Critical (Spear), Dexterity 18, Strength 18

A character with this feat can perform a deadly spear attack. You must succeed on an attack roll based on 2.5 times your true base attack bonus + 1d20 against your targets full AC. The Attack deals 15% of the enemies full HP as piercing damage. This damage is doubled on a critical hit. This feat has a cooldown of 12 Seconds.



Edit: Please keep in mind that these feats are not fully tested regarding their real potential. If it turns out that anything is unbalanced, we will adjust the feats accordingly.

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#339 » Sun Jun 30, 2019 6:26 am

* New Animal Companions (accessible only for beta testers)
* You don't loose your Take Down / Shield Bash use anymore if you are too far away from your target
* Soul Strike range increased to 3.0 feet (from 2.25)

To get the animal companions with the test rod you need to rename your the rod to the letter of the companion plus the companion level you want to spawn it with. Letters are as follows:
Bear: A
Boar: B
Badger: C
Panther: D
Dino: E
Wolve: F

Example:
A rod to summons a level 5 Bear must be named: "A05"
A rod for a level 40 Wolve must be named: "F40"

Some of the companions aren't really worked out yet and are probaly not very useful. Especially the Wolve is more a less a dummy so far. Just play around with them and let me know what you think.

Brumm
Posts: 2165

Re: Brumm's Commit Logs

Post#340 » Tue Jul 02, 2019 4:08 am

[*] Bug fix for Finishing Stroke (you just get deadly strikes if you hit your target from behind now like the description says)

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