AGhost_Seven's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#11 » Sat May 31, 2014 1:23 pm

  • 5% Global Spell DC ER scaling is committed. Please update the following spell descriptions as their static DC save scaling has been removed.
    • Hold Person
    • Destruction
    • Implosion
    • Wail of the banshee
    • Tasha’s Hideous Laughter
    • Grease
    • Cloud of Bewilderment
    • Scare
    • Mass Blindness
    • Burning Pitch
  • Summon Creature fix. Removed old journal entry checks for back when CEXP was a low magic campaign.
  • Warlock fixed...
  • Fix for the burning pitch heartbeat.
  • Rod of MetaPrepa is ready for integration. Just need to make it acquirable by players annnnnd done.
  • Fix for the blur spell: wasn't working with the rod of fast buffing (and wouldn't work with the MetaPrepa rod either).
  • Crackling Weapons now deals a bit more damage, scales with ERs, and works with Warmaces and Falchions.

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#12 » Sat Jun 07, 2014 1:15 pm

  • Applied my AoE instance limiter to the web and silence spell
  • Radius of Silence now is the same as Storm of Vengeance.
  • Lowered generic BAB bonus on all companions
  • Nature's Avatar works on all companions.
  • Companions now gain permanent haste provided they have at least 5 levels of either druid or ranger.
  • Fixed the hide dropping when companions die. lol.
  • Spell resistance on Wall of Fire, Blade Barrier, Delayed Blast Fireball, and Mind Fog now is evaluated properly. Let me know if there's a SR AoE that I missed.
  • Added BMR's creature descriptions.

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#13 » Sat Jun 14, 2014 7:04 pm

  • PC System has been added to the Epic Traps
  • Bumped damage a bit for all traps. This is not final.

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#14 » Sat Jun 21, 2014 4:39 pm

  • Did a few fixes for the buffing rod... Mirror image and other spells will only work on yourself, even if you target the rod to an ally.
  • Added ApplyItemPropertyToWeapons to rot_ginc_spells. Function handles the application of item properties in a similar manner to Flame Weapon.
  • Undeaths Eternal Foe now adds 2d8 vs Undead to all party members. This affects ammo and throwable weapons as well.
  • Dropped particle lifetime and spawn rate for the fire effect which is used on several occasions (2.7 skyship fight, red order deaths, naval fight in RoT III). Hopefully this will lower the strain on some of the older computers.
  • New Shard Feat Line in progress. All of the feats will be for levels 34 and up, and will require the Legend Epithet Feat.


      Legend
      Requirement: 60 Shards; Level 34

      You have become so powerful that tales of your exploits are heard across the very planes.

      Use: Automatic

      Sacred Reserve I
      Requirement: Level 34, Legend, 15 Wish Shards

      Once per day, if your hitpoints reach 0 you will be automatically healed 100 hitpoints. Level 19 Spirit Shamans and higher heal themselves for 250 hitpoints instead.

      Use: Automatic

      Sacred Reserve II
      Requirement: Level 36, Sacred Reserve I, Legend, 10 Wish Shards

      Once per day, if your hitpoints reach 0 you will be automatically healed 300 hitpoints. Level 19 Spirit Shamans and higher heal themselves for 450 hitpoints instead.

      Use: Automatic

      Sacred Reserve III
      Requirement: Level 38, Sacred Reserve II, Legend, 10 Wish Shards

      Once per day, if your hitpoints reach 0 you will be automatically healed 500 hitpoints. Level 19 Spirit Shamans and higher heal themselves for 650 hitpoints instead.

      Use: Automatic

      Sacred Reserve IV
      Requirement: Level 40, Sacred Reserve III, Legend, 10 Wish Shards

      Once per day, if your hitpoints reach 0 you will be automatically healed 700 hitpoints. Level 19 Spirit Shamans and higher heal themselves for 850 hitpoints instead.

      Use: Automatic

      Legendary Resilience
      Requirement: Level 35, Legend, Epic Resilience(shard feat), 15 shards

      Your Epic Resilience can no longer be dispelled, it has become a supernatural ability.

      Ability Persistence: Legendary Resilience
      Requirement: Level 38, Legend, Legendary Resilience, 10 Shards

      Your Legendary Resilience feat is now an automatically activated aura.

      Use: Automatic

  • Increased random drop's overall worth. Caps remain the same.
  • Major changes to tailor. It now only uses the blueprints from the cloth, chainmail, and full plate categories. Once your appearance has been chosen, it will automatically change the armor type to the correct one that your armor actually had. What this means for players is that you can now change the appearance of custom armor types with no issues.
  • New caster level and spell DC increase variable for NPC. See inc_rot_hooks_casterlvl and inc_rot_hooks_spelldc for details.
  • New on_spawn_rand_casterpower to randomize caster level and DC of NPCs.
  • Fixed drown and despair aura for the on_spawn_creature_auras.
  • Dispel effects should no longer strip Supernatural or Extraordinary abilities for the "Dispel All".
  • Fix for the journal based "key system".

bsb5652
Site Admin
Posts: 3230
Contact:

Re: AGhost_Seven's Commit Logs

Post#15 » Mon Jun 30, 2014 10:10 pm

I noticed a big commit, did you forget to log it?
Brian Bloom

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

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#16 » Mon Jun 30, 2014 10:20 pm

That would be because I added stuff to our in-house caster level and DC spell hooks:

Code: Select all

// If you set this local variable on an NPC it will increase its caster level
// based on that value. This could technically also be used to lower caster level,
// but isn't really meant to be used in such a manner.
const string HOOKS_CL_NPC_INCREASE = "HOOKS_NPC_CL_INCREASE";

// If you set this local variable on an NPC it will increase its Spell DC
// based on that value. This could technically also be used to lower Spell DC,
// and in this case shouldn't really cause any issues either.
const string HOOKS_DC_NPC_INCREASE = "HOOKS_DC_NPC_INCREASE";

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#17 » Tue Jul 01, 2014 4:24 pm

  • Metaprepa seems to work now. Its properly integrated into the spellhooks, it doesn't use up the userdefined variable anymore.
  • on_spawn_rand_allsave added for monster designers to use.
  • Made on_spawn_rand_bab more flexible. Changes won't cause any problems with creatures that already use the script.
  • Added on_spawn_rand_spellpower to the Crypt Sanctifiers, along with other minor tweaks.

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#18 » Sat Jul 05, 2014 10:30 pm

  • Fix for protection from energy, should work with the the rod now.
  • sExtremeModeScript variable added, see Monster Framework documentation for details

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#19 » Tue Jul 15, 2014 9:03 pm

  • Added logic to the AC scaling for EX and re-factored the creature scaling to give it its own main().
  • Summon exploit fix.
  • Infinite gold exploit fix.
  • Fix for the Rod of MetaPrepa. Will only cast all preparations on the PC, and not the entire group's.

AGhost_7
Posts: 2574

Re: AGhost_Seven's Commit Logs

Post#20 » Sun Jul 20, 2014 11:01 pm

  • Added HOOKS_CL_PC_OVERRIDE. See inc_rot_hooks_casterlvl for details.
  • Major overhaul of the MetaPrepa Rod. Subradials, potions, and scrolls now work with the MetaPrepa. The caster level is now the correct one, and not a hard 10 CL. Domain spells still don't work. The book gets wiped when you relevel, and can no longer be changed of character.
  • Gave practiced spellcaster to several creatures
  • Trap Proficiency now increases by 5% per ER
  • New low-end Elven Chainmail.
  • EX Mode AC fix.

Return to “Release Notes/ To Do”

Who is online

Users browsing this forum: No registered users and 7 guests

cron