Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
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Re: Brumm's Commit Logs

Post#691 » Sat Jan 15, 2022 10:16 am

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#692 » Wed Jan 19, 2022 12:19 pm

[*] Bugfix for broken itemproperty: Increased DC by Spellschool

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Re: Brumm's Commit Logs

Post#693 » Sun Jan 23, 2022 9:32 am

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#694 » Sun May 22, 2022 5:51 am

[*] First version of the new difficulty "Season Mode"

What we already have implemented:

- Items that drop for a season mode character will be tagged as season items with a new item property. This property does not have any effect on non-season characters so they can use season items without any restrictions.

- Season mode characters on the other hand can't use or even possess items that weren't found by a season mode character. If you pick up an item that was picked up by a non-season character before the item gets dropped to the ground. If you somehow manage to put non-season items into the inventory of a season character (for example by adding them with the persistent storage before you picked a difficulty mode) the items get destroyed.

- Season characters still have access to the persistent storage system but they can't retrieve non season items from there. For season mode items the storage system works as usual though without any restrictions.

- Bartering between season and non-season characters is not possible.

- Season mode characters get a 15% magic find bonus (this value might be changed later)

- Season mode characters get a 50% gold and XP penalty (these values might be changed later)

What we plan to do:
- Season characters get their own banked XP/Gold/Shards accounts so you can't use non-season XP/Gold/Shards on season characters DONE

- A plan for when and how a season ends and a new season begins. The current idea is to run a season for maybe a year. When the season ends all season items will be converted to be non-season items. Banked XP/Gold/Shards from your season account will be transfered to your non-season account so you start with a fresh season account.

- Season only runewords (season only runewords that were created by a season character can be used by non season characters. They just can't be build by non season characters)

- Season leaderboard (public ranking of season characters by XP maybe with some interesting stats)

- Season leaderboard rewards (rewards for characters that end up in the top 3 of the leaderboard when the season ends)
Last edited by Brumm on Sun May 22, 2022 1:21 pm, edited 1 time in total.

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#695 » Sun May 22, 2022 1:21 pm

[*] Season Mode now has it's own banked XP/Gold/Shards account
[*] Bartering is not possible anymore if season and non-season characters are nearby at the same time
[*] Fixed the reduced save item property
[*] Fixed a problem of attribute penalty being stopped by immunity

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#696 » Mon May 23, 2022 1:53 pm

[*] Season Mode now provides 5 attribute bonus points

[*] Season Mode characters can now leave the void via the NPC conversation

[*] Slightly changed rune mechanic to prevent season mode exploit
- You can't use runes on items that are not in your inventory anymore.
- Non season runes can't be used on season items.
- If you use a rune in a forbidden way you don't loose the rune anymore but get a notification.

bsb5652
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Re: Brumm's Commit Logs

Post#697 » Tue May 24, 2022 5:14 pm

latest brumm updates on beta. I also made changes to separate season stored items from regular items in persistent inv. Basically the two are treated as separate storages in your account and no items can be crossed
auction house still needs some updates but were close
Brian Bloom

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

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#698 » Sat May 28, 2022 6:31 am

- New Paladin Class Feat: Smite
Type of Feat: Class
Prerequisite: Paladin level 2.
Cooldown: 12 seconds
Ueses per day: 10
Specifics: Paladins with this ability can channel divine power to strike an opponent. Paladins add their charisma modifier to the attack roll and deals 1d16 points of damage per caster level on a succesful hit. The damage is half divine and half physical damage.
Use: Selected

Paladins get another 10 uses per day on level 8, 16, 21 and 26.
The cooldown is reduced on level 16 to 6 seconds and on lvl 26 to 2 seconds (currently 1 second; will be changed later).

Required Changes
- feat.2da
- spells.2da
- cls_feat_pal.2DA

bsb5652
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Re: Brumm's Commit Logs

Post#699 » Sat May 28, 2022 10:11 am

Changes pushed to beta. Beta patch updated.
Brian Bloom

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

Brumm
Posts: 2505

Re: Brumm's Commit Logs

Post#700 » Sun May 29, 2022 7:58 am

[*] Removed the NPC spell "Summon Hellhound" from the Druids Spellbook (it was a cantrip for some reason)

[*] Removed the Paladin Feats: Divine Spirit, Spirit of Combat, Spirit of Heroism, Spirit of Healing and Spirit of the Fallen

[*] New Paladin Aura Abilities (You can't have more than one aura active at the same time. You can switch between auras whenever you like):

Aura: Asylum (automatically granted on Paladin level 8)
Type of Feat: Class
Requirements: Paladin Level 8
Area of Effect: 20feet
Specifics: You and your allies get 2% concealment against ranged attacks per Paladin level.
You can't have more than one aura active at the same time.
Use: Selected.

Aura: Vigor (automatically granted on Paladin level 14)
Type of Feat: Class
Requirements: Paladin Level 14
Area of Effect: 20feet
Specifics: You and your allies regenerate 1 hitpoint per paladin level and get a 1% movementspeed increase per caster level. Futhermore you get one extra Smite use per day every two minutes. You can't exceed your maximum of Smite uses per day.
You can't have more than one aura active at the same time.
Use: Selected.

Aura: Resilence (automatically granted on Paladin level 20)
Type of Feat: Class
Requirements: Paladin Level 20
Area of Effect: 20feet
Specifics: You and your allies get 1% immunity against elemental damage per paladin level.
You can't have more than one aura active at the same time.
Use: Selected.

Required Changes
- spells.2da
- feat.2da
- cls_feat_pal.2DA

[*] Experimental EX-Mode-Penalty for season mode characters:
Season mode characters receive -8% elemental immunity per EX and -1AC per EX (this is really just for testing out ideas / We need to discuss what we want to keep or how high the values should be)

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