Brumm's Commit Logs

Details about releases, and a list of work that needs done. Locked, but viewable by all.
Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#681 » Tue Dec 28, 2021 2:36 pm

[*] Fixed spelldamage calculation for Scintillating Sphere

[*] Shadow Evocation is now properly subject to metamagic
[*] Shadow Evocation is now properly set to be an illusion spell
[*] Shadow Evocation now allows you to cast Ice Storm, Scintillating Sphere and Shout
[*] Shadow Evocation no longer deals partially negative damage

[*] Greater Shadow Evocation is now properly subject to metamagic
[*] Greater Shadow Evocation is now properly set to be an illusion spell
[*] Greater Shadow Evocation now allows you to cast Isaacs Greater Missile Storm, Chain Lightning and Greater Fireburst
[*] Greater Shadow Evocation now has an icon.

[*] Removed the following log message "Oghma's Blessing: Adding 1 level to caster level"

[*] Rock Gnomes now get their illusion spell bonus; the bonus got changed to +2 CL +2 DC for Illusion spells.

Updates Required
- .tlk
- spells.2da
- .tga files from my teamshare (icons)

bsb5652
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Re: Brumm's Commit Logs

Post#682 » Tue Dec 28, 2021 3:54 pm

Changed pushed live.
Brian Bloom

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

Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#683 » Wed Dec 29, 2021 5:47 am

[*] Shadow Evocation is a level 5 Wizard / level 6 Bard spell again
[*] Greater Shadow Evocation is a level 7 Wizard spell again
[*] Shadow version of Isaacs Missile Storm now has its own visual effect
[*] Shadow version of Chain Lightning now has its own visual effect
[*] Shadow version of Greater Fireburst now has its own visual effect
[*] Shadow version of Ice Storm now has its own visual effect
[*] Shadow version of Scintillating Sphere now has its own visual effect
[*] Shadow version of Shout now has its own visual effect
[*] Weird no longer kills targets with less than 15HD automatically
[*] Weird deals on a succesful Will save but a failed Fort save 0.5% or the targets HP in magical damage (subject to immunity)

Updates Required
- .tlk
- spells.2da

bsb5652
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Re: Brumm's Commit Logs

Post#684 » Wed Dec 29, 2021 8:07 pm

Changes pushed live.
Brian Bloom

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

Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#685 » Thu Dec 30, 2021 3:08 pm

[*] Updated Splinterbolt
Spoiler: show
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Save: None
Spell Resistance: No

You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 1d7+1 points of piercing damage per casterlevel and cripples the target for 30 seconds. Crippled targets suffer a movement speed penalty of 25% and a -4 penalty to their attack rolls.

This spell gains the benefit of Sneak Attack or Death Attack when appropriate.

<i>You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan's javelin whistles through the air.</i>


[*] Updated Mass Contagion
Spoiler: show
- Same Contagion now but as an AoE version


[*] Updated Searing Light
Spoiler: show
Caster Level(s): Cleric 3, Sun 2
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No

You direct a beam of white-hot light at a single target. The beam deals divine damage based on the target's racial type:
Undead: 1d12 per caster level.
Construct: 1d10 per caster level.
Other: 1d8 caster level.


[*] Updated Mass Inflict Spells
Spoiler: show
Mass Inflict Spells now reduce the damage immunity against negative damage by 1% / 3 CL for 30 seconds.


[*] Favoured Soul Set doesn't increase the CL of Searing Light and Hammer of Gods anymore but increases the damage of divine spells 35%

[*] Fixed description of Scorching Ray
[*] Scorching Ray now hits the ground near the target if the caster fails on his RTA.
[*] Scorching Ray now combines the damage of all hits and applies it as one damage effect (same damage, less performance impact).

[*] Forgrimmithal now runs the reward code on his first death (so even if the respawn script fails to fire he should drop his items)

[*] Scintillating Sphere damage changed to 1d12/CL
[*] Fireball damage changed to 1d12/CL
[*] Shout damage changed to 2d6/CL
[*] Greater Shout damage changed to 3d8/CL

Updates Required
- .tlk

Updates Required
- .tlk
- spells.2da
Last edited by Brumm on Sat Jan 08, 2022 3:07 pm, edited 2 times in total.

bsb5652
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Re: Brumm's Commit Logs

Post#686 » Sat Jan 01, 2022 10:10 am

Changes pushed live
Brian Bloom

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

Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#687 » Sat Jan 01, 2022 1:48 pm

Fixed broken Name/Description from Mass Contagion

Updates Required
- .tlk
- spells.2da

Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#688 » Sun Jan 02, 2022 2:50 pm

[*] Changed Scorching Ray
Spoiler: show
- Fixed damage calculation
- Removed Scorching Ray multihit option (player request)
- Removed visual effect for Sorching Ray misses (too much performance impact)
- Performance improvements

[*] Signifcant performance improvements for Isaac's Missile Storm spells

[*] Spellmantle consumption is now working correctly for multihit spells even if the mantle effect got applied by the creatures on_spawn script and even if the caster made a succesful roll Harsh Casting roll

[*] Fixed Favoured Soul set divine spell damage bonus

[*] Increased damage of Hammer of the Gods to 2d6 per CL
[*] Increased damage of Mass Inflict Light Wounds to 2d8 per CL
[*] Increased damage of Mass Inflict Moderate Wounds to 2d10 per CL
[*] Increased damage of Mass Inflict Serious Wounds to 2d12 per CL
[*] Increased damage of Mass Inflict Critical Wounds to 3d11 per CL
[*] Increased damage of Flame Strike to 2d10 per CL
[*] Increased damage of Fire Storm to 3d10 per CL

[*] Experimental version of Meteor Swarm (Location).
Spoiler: show
I did not update the description so far. Just let me know what you think about the concept in general and the damage values. If you like the new location spell we could remove the drop down menu for Meteor Swarm. If you cast the spell on a hostile target, the single target version would be fired and if you cast it on the ground the location version would be fired.

[*] Ability Score Penalty from items ignore immunity to ability score decrease effects now

[*] Fixed an issue with the saving throw penalty itemproperty (it was a percent value and not working at all)

[*] New Unique Item: Hermes Sandals (Boots)
Spoiler: show
- AC between +1 and +15
- Bonushitpoints between +1% and +12%
- Dexterity +12
- Movementspeed increase between 1% and 25%
- Swift and Silent
- Immunity Knockdown
- Improved Evasion
- +10 MS/Hide

[*] New Unique Item: Pest Bringer (Scythe)
Spoiler: show
- Enhancement Bonus between +1 and +18
- Vampiric Regeneration betewen +1 and +20
- On Hit: Pestilence between LVL 1 and LVL 40
    Reduces the targets AC by 1 for every 10 Level
    Reduces the targets fortitude save by 4
    Reduces the targets immunity against Acid damage by 1%/Level
- 5d12 Acid Damage
- Massive Criticals 3d12
- Charisma -8
- Oversized Weapon
- Saving Thow Decrease: Universal -4

[*]New Itemproperty Universal AC Increase
[*]New Itemproperty Universal AC Decrease

Updates Required
- .tlk
- spells.2da
- iprp_onhitspell.2da
- itempropdef.2da
- itemprops.2da

Edit: Changed stats of the Pestbringer; Added Itemproperties for universal AC


Reverted for now due to a bug we are not able to find.
Last edited by Brumm on Sat Jan 08, 2022 3:08 pm, edited 1 time in total.

bsb5652
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Re: Brumm's Commit Logs

Post#689 » Mon Jan 03, 2022 7:11 pm

Changes rolled out, latest tlk file was not packed due to me not being able to copy it over before I ADL built. I will push it on next deployment.
Brian Bloom

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

Brumm
Posts: 2507

Re: Brumm's Commit Logs

Post#690 » Sun Jan 09, 2022 10:54 am

Restored the following changes from post #688:

[*] Changed Scorching Ray
Spoiler: show
- Fixed damage calculation
- Removed Scorching Ray multihit option (player request)
- Removed visual effect for Sorching Ray misses (too much performance impact)
- Performance improvements

[*] Signifcant performance improvements for Isaac's Missile Storm spells

[*] Spellmantle consumption is now working correctly for multihit spells even if the mantle effect got applied by the creatures on_spawn script and even if the caster made a succesful roll Harsh Casting roll

[*] Fixed Favoured Soul set divine spell damage bonus

[*] Increased damage of Hammer of the Gods to 2d6 per CL
[*] Increased damage of Mass Inflict Light Wounds to 2d8 per CL
[*] Increased damage of Mass Inflict Moderate Wounds to 2d10 per CL
[*] Increased damage of Mass Inflict Serious Wounds to 2d12 per CL
[*] Increased damage of Mass Inflict Critical Wounds to 3d11 per CL
[*] Increased damage of Flame Strike to 2d10 per CL
[*] Increased damage of Fire Storm to 3d10 per CL

[*] Experimental version of Meteor Swarm (Location).
Spoiler: show
I did not update the description so far. Just let me know what you think about the concept in general and the damage values. If you like the new location spell we could remove the drop down menu for Meteor Swarm. If you cast the spell on a hostile target, the single target version would be fired and if you cast it on the ground the location version would be fired.

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