Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#611 » Sun Jun 06, 2021 7:43 am

[*] Slightly changed the movement of Vortex spells to make them a little bit more stationary
[*] Slightly changed the visual effect of Flame Surge
[*] Added new Vortex Spell (Death Surge)
[*] Aded new icon for Death Surge
[*] Added new visual effect for Death Surge
[*] Added a new creature called Belphegor
[*] Added an AI for Belphegor which makes him use Ray of Force, Flame Surge, Death Surge and Distortion Wave

Required Changes
* New icon/vfx files from my teamshare
* tlk
* visualeffects.2da
* vfx_persistent.2da
* spells.2da
* feat.2da

Edit:
[*] Vortex spells won't leave the map anymore

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#612 » Sun Jun 06, 2021 12:30 pm

[*] Level 10 PM should now grant a bonus feat as stated in the description

Requires:
- cls_bfeat_palema.2DA

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#613 » Mon Jun 07, 2021 4:24 pm

[*] Vortex and Wave spells won't pass through walls and other obstacles anymore
[*] Vortex and Wave spells will be blocked by steep terrain now

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#614 » Thu Jun 10, 2021 2:20 pm

[*] Fixed a bug in the Spot Weakness code which locked the duration at 1 round

bsb5652
Site Admin
Posts: 3160
Contact:

Re: Brumm's Commit Logs

Post#615 » Thu Jun 10, 2021 7:06 pm

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#616 » Sat Jun 12, 2021 7:03 am

[*] Timestop now uses a persistent AoE object so it also affects creatures that enter the area of effect after the spell was cast

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#617 » Sun Jun 13, 2021 6:02 am

[*] Rod of Fast Buffing should now handle domain and subradial spells correctly
[*] Distortion Wave now starts the location the caster casts it at (and not 2 feet behind it)

bsb5652
Site Admin
Posts: 3160
Contact:

Re: Brumm's Commit Logs

Post#618 » Wed Jun 23, 2021 7:36 am

Changes pushed to beta.
Brian Bloom

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

bsb5652
Site Admin
Posts: 3160
Contact:

Re: Brumm's Commit Logs

Post#619 » Sat Jun 26, 2021 8:26 am

Changes pushed to live.
Brian Bloom

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

Brumm
Posts: 2439

Re: Brumm's Commit Logs

Post#620 » Sun Jun 27, 2021 8:01 am

- Reworked Deadly Lahar
Spoiler: show
School: Evocation (Earth, Fire)
Level: Druid 8, Sorcerer/Wizard 8
Components: V,S
Range: 60 ft.
Area: Huge
Duration: 1 round for every 10 caster level
Saving Throw: Fortitude 1/2
Spell Resistance: No

You create a small volcano which throws out volcanic material at random locations around the spell location. Each projectile deals 1d6 fire and 1d6 bludgeoning damage per caster level and throws creatures to the ground for one round. A successful Fortitude save reduces the damage by half.

<i>A rushing torrent of liquid rock bursts from the ground, washing over your foes.</i>

- Added a 1% damage bonus per Frost Mage level to Piercing Cold

Spoiler: show
Type of Feat: Class
Specifics: At 6th level, the frost mage gains the Piercing Cold ability. This allows a frost mage to ignore any cold resistance or immunity with his cold spells. Furthermore all cold spells get a damage bonus of 1% per Frost Mage level.

Affected Spells: Burst of Glacial Wrath, Cone of Cold, Creeping Cold, Greater Creeping Cold, Hypothermia, Ice Storm, Lesser Orb of Cold, Orb of Cold, Polar Ray, Ray of Frost, Lesser Aura of Cold, Aura of Cold, and Frost Breath.
Use: Automatic.


- Added new runeword Thornshield
Spoiler: show
Adds 15% shield bash bonus damage to a SHIELD.


- Creeping Cold / Greater Creeping Cold are now available to Wizard/Sorcerer
- Added an visual effect for the casting of Epic Warding

* Required Changes:
spells.2da
tlk

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