Welcome Board Archive -Potential and one definite upcoming change
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Upcoming in the next CODE push:
I want to emphasize that we are going LIVE with these changes soon, but
they are still very much in a 'test and see' mode. I am curious to see if
some of the things below are just too powerful and may need to be toned
down. I expect people to SET THEIR EXPECTATIONS APPROPRIATELY. Enjoy any
over powered stuff while it exists, but understand that we can only test
so much in our limited fashion before deploying.
Also read all the way through to the bottom. There's stuff for non-casty
types.
* Weapon mastery will work again (oops)
* Raze Dead
Raze dead will have both a direct damage component and a damage over time
components. The damage over time component is reduced to 30 damage / fight
round, but still lasts 5 fight rounds. Initial damage is 75 points making
it close to on part with the single damage direct output of turn undead.
* Wall of Thorns
Create mages can cast this on party members. It lasts less than a
tick this way, but lasts the current duration if cast on self or on
a charmie.
NOTE: We have no plans at the current time to extend the damage-shield
ability to ring of fire, etc. where they can be cast on others
Wall of Thorns will be renamed to 'cloak of thorns'
* New 3rd Circle Create Spell: Summoner's Attunement
You may cast this on one of your charmies. It does the following:
- Removes the illusion flag (from doppelgangers, etc)
- Allows you to give items to that charmie if you couldn't
before (elemental charms, etc)
- If the charmie is awake and not fighting, will bamph to
you within the equivalent of 1 fight round, similar to,
but not as fast as the familiars.
- friendships that the player has (sidhe/etc) get copied
to the attuned charmies
You may only have 1 attuned charmie at any given time
The effect is essentially permanent until removed. When you remove
it, the attuned charm will die.
While attempting to attune or attempting to summon while having an
attuned charm and attempting to summon more, the charm limit is 5
instead of whatever it is currently. Boiled down: You can go with a
big army, or you can go with an attuned and a smaller army. Spectral
guardians and etheric archers do not count toward this limit.
* New 3rd Circle Create Spell: Summoner's Healing
A heal that only works on charmies.
This heal can be performed on any charm, but will have an increased
effect on those that are attuned.
* Summoned weapons
All summoned weapons can be given to attuned charmies
Staff of light is no longer an illusion, is weight 4 maxdam 6 q3
and now casts cause light wounds
Sword of flame is no longer an illusion, is weight 8 maxdam 10 q4
(spells and secondary damage are unchanged)
Dagger of ice is no longer an illusion, is weight 5 maxdam 7 q4
(spells and secondary damage are unchanged)
* Shroud of flame/shield of flame
Both provide maximum AC for the slot as well increased flame
resistance
* Summon elementals
Summon elementals spells are now all 85 mana, but arcane mastery
works with them.
* Greater Summoning
Greater summoning costs 200 mana and arcane mastery now works with
this spell
* Removed all instances of create spells giving you back more
mana than you spent under arcane mastery
* CALM SPELL (read carefully)
The calm spell had a bug in that it would check for the rage effect
on the *caster* of the spell rather than the person it was trying to
calm. I've fixed this. If your caster is permanently raged, the calm
spell would fail even though it says it succeeded. After this fix, the
spell will operate as normally HOWEVER, mobs that are raging will
not be affected.
* Arcane Mastery
Wait state applied after a spell, which means that your don't
get arcane mastery casting speed bonus for using an offensive spell
to initiate melee.
This does not apply to mana cost benefits of arcane mastery in the
same situation. You will still get the mana reduction if initiating
with an offensive spell.
* Animate dead
Animate dead is now 100 mana, however it is now a fixed mana cost, won't
refund mana, nor will it charge extra depending on what's being animated.
Arcane Mastery now works fully with animate dead.
* DoT spells
* MOB-cast dot spells will do damage even if they're not in the room
* The same (still) doesn't apply to PCs. You have to be in the same room
* DoT spells now give messages to the caster
* DoT spells can now crit on an update. When they crit, the amount of
damage will be doubled.
* Corrosive Death
Fixed the duration formula on this spell. It will no longer last for
darn nearly ever
* Raze dead now shows in all spells
* Duration of fever spell fixed
* Guardian Angel
* Increased spell cost slightly
* Increased the chance it will go off fairly significantly
* Increased the duration it can be recast on someone if it does
go off
* Corrosive Death won't target objects at all, ever, because that
was stupid as it didn't do anything anyway
* Hitroll formulas for con and str weapons is now identical to the
hitroll formula for dex, except additional high dex (over 70)
will add even more hitroll.
Translation:
If you're lower dex but have a con weapon and high con, expect your
Hitroll to go up
If you're lower dex but have a str weapon (and high str), expect
your hitroll to go up
Already 76+ in dex (or more?) expect your hitroll to go up slightly
* Balance
Being balanced now improves chances to both Parry and Dodge
* Armslore
- Armslore won't lie to you about how much damage a weapon does if
the weapon itself has a secondary attack (like the sastram)
- Armslore will tell you if it has a secondary attack and what
the secondary attack's damage range is
- Armslore will tell you if a weapon can be used with the dual
wield skill
* GUNS/BOWS
* Bows no longer jam
* Gun chances of jamming is reduced by a factor of 3
* Gun chances of exploding is reduced by a factor of 10
(Guns are now 30 times less likely to explode than previously)
* Gun (not bow) damage increased by 15% -- this is applied via
code; you do not need to re-acquire guns
Append 1 of 6 from Rufus on Saturday, December 30 2017, 11:00AM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* Dual wield
You may dual wield up to 10KG weapons. The primary weapon no longer
needs to be heavier
Append 2 of 6 from Rufus on Saturday, December 30 2017, 11:02AM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* Attuned charms will become proficient to the advanced level with
arms training, fencing and swordsmanship
Append 3 of 6 from Rufus on Sunday, December 31 2017, 09:13PM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* You can change autoattack settings in combat and they'll take effect
immediately
Append 4 of 6 from Rufus on Sunday, December 31 2017, 09:15PM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* frost bolt mana reduced slightly and damage increased slightly (62/68 vs
65/65 before)
Append 5 of 6 from Rufus on Sunday, December 31 2017, 09:16PM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* METEOR: At most, meteor will do 1/2 of a mob's maximum hit points (this is
calculated before any criticals or damroll adjusment is applied)
Append 6 of 6 from Rufus on Sunday, December 31 2017, 09:20PM
RE: Rufus Title: Potential (and one definite) Upcoming Cha
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* The ghost form of diancecht will now recognize it when a sheep is killed in
front of him.