Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#31 » Sun May 24, 2015 9:55 am

[*] Arcane Set
[*] New sidequest: Odius Arifact

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#32 » Mon May 25, 2015 2:04 pm

[*] New RP utility to make rolls for skills, saves and abilities easier. Its implemented as a feat and you'll get it on login soon.

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#33 » Tue Jun 02, 2015 1:34 pm

[*] Removed Epic Dodge from Derros
[*] Increse CR for Derros and Drow
[*] Nerfed the Drow Castle defense forces
[*] Removed the journal restriction for the Drow Hunt quest (This means that everybody can play the whole quest but without a chance to get the quest tied set item. The item drops only for those players who have the correct journal entry. Please don't roll for the item if it drops. It is for the player who finishes the quest. The item drops only once/player. I'll optimize this some day.)

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#34 » Wed Jun 24, 2015 12:58 pm

[*] Spellcasting Prodigy works for Hexblades now
[*] Lingering Aura of Unluck doubles the duration of the aura now (like the description says)
[*] Hexblades Hound of Doom is stronger now
[*] Daggerspell Mages with Double Daggercast will cast a second Orb (K's lesser and K's normal Orbs) if they attack while they are not in combat mode (This requires some life testing; I'll revert the change if it sucks)

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#35 » Tue Jun 30, 2015 1:07 pm

[*] Changed the visual effect of the Arcane Set to prevent confusion (was the same like Divine Shield)
[*] Nerfed Hexblades Hound of Doom (just a little)
[*] Added a Set for Hexblades
[*] Added a new drop code for set items

Regarding the new drop code:
For now we start with a slightly lower base drop chance (1:10.000) to test things out for one or two weeks. If everything works fine I'll reduce it to 1:8.000. The rules are "easy":

The blue numbers stand for the players level index. You level index is determined by your HD (1/HD) and your ER (2/ER). Epic Confluence does not effect your level index. Just to clarify: The code uses your XP to check for your HD so it wont increase your chances to take your level later.
If you turn your ILR off, you are treated as a PC with 15 more levels! This penalty is capped at level 30.

The violet numbers stand for the monster CR.

To calculate your chances for a set drop, just summate the base chance (10.000) with the appropiate number from the drop table. Example:
1. A level 5 PC kills a monster with a CR of 5:
a) With ILR on: 10.000 (Base chance) - 3375 = 1:6625
b) With ILR off: 10.000 (Base chance) +/- 0 = 1:10.000

2. An ER1 PC kills a monster with a CR of 30
10.000 - 2535 = 1:7465

3. A level 40 PC kills a monster of a CR of 5
10.000 + 7840 = 1:17.840

Like I said, I plan to reduce the base chance to 1:8000 if everything works like expected.
Attachments
Drop Chances.JPG
Drop Chances.JPG (101.4 KiB) Viewed 3712 times

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#36 » Sun Jul 05, 2015 11:35 am

[*] Set base-dropchance increased to 1:8000
[*] Smugglers Redoubt accessible via the Player Return Stone

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#37 » Mon Aug 10, 2015 9:25 am

[*] Ticket 368: Telthor companion / Epic Gate summons have haste now.

bsb5652
Site Admin
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Re: Brumm's Commit Logs

Post#38 » Wed Aug 12, 2015 6:08 am

Commit applied to production/live server.
Brian Bloom

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

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#39 » Mon Sep 07, 2015 9:52 am

[*] Reduced regeneration for "Resilent" mobs by 50%

Brumm
Posts: 2136

Re: Brumm's Commit Logs

Post#40 » Thu Sep 10, 2015 9:54 am

[*] Quake Shock can be used by NPCs now
[*] Reduced ER scaling for Fire Cloud and Tentacles

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