Shattered Kingdoms
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Code Update 12/27/2011 - Q&A
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=22138
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Author:  Mira [ Wed Dec 28, 2011 1:41 am ]
Post subject:  Code Update 12/27/2011 - Q&A

What a Christmas present! D did it again! Fire away, folks. Remember to keep it civil.

Quote:
Impairment system:
- Saving against some spells can cause the Impairment affect
- List of publicly known impair spells: blindness, burning hands,
cone of cold, confusion, control undead, curse, deafness, dispel
magic, domination, energy drain, fear, feeblemind, lightning bolt,
magma spray, persuade, petrification, plague, poison, shocking
grasp, sleep, slow, and weaken
- An impairment temporarily degrades the relevant saving throw
- Impairments can stack from both the same and different spells
- Impairments no longer accrue once save bonus reaches zero

Warlock buff package:
- Buffs to chain lightning, fireball, magma spray, and cone of cold
- Elementals conditionally made more difficult to dispel
- Buffs to air and water elementals damage resistance
- Faerie fire removed from priests and awarded to warlocks
- Earthquake ignores magic resistance and protection
- Earthquake may cause victims to be knocked prone
- Added dig spell to find buried items and knock people prone
- Swap levels of burning hands and shocking grasp for warlocks
- Resist elements is no longer brew-able

Changes:
- New restrictions for paragons rewarding the same person
- Power of dispel magic increased so it is easier to dispel
- Color spray blindness duration shorter than blindness spell
- Lore and identify display the bonus type of enchantments
- Added stance modifiers for riposte
- Wall of Fire allows XP gain again

Bug Fixes:
- Add damage messages for chain lightning
- Fix so damage message colors work with colored names
- Fix spelling error in devotion damage message
- Fix so newbies aren't blinded by color spray after auto-rez
- Fix so thieving message isn't shown when nothing was taken
- Fix for counting of limited items in the game
- Fix autoloot and autogold to work on NPCs
- Fix greetback when two people have same adjective
- Fix targeting bug when adjective had same prefix as name
- Fix to stop precasting of spells when under song of sleep
- Reduce spam from halt messages by law enforcement
- Fix order of wear off message when using sneak
- Various other refactoring and optimization of code

Note: Many of the fixes and changes went in over the last month.
Several of the warlock changes were live during the Yed RP event.

Author:  alvarro [ Wed Dec 28, 2011 1:49 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Quote:
- Faerie fire removed from priests and awarded to warlocks


Why?

Quote:
- Saving against some spells can cause the Impairment affect


Huge buff to multiple spell scrolls?

Thanks for the updates D. :)

Author:  Dulrik [ Wed Dec 28, 2011 1:52 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

alvarro wrote:
Quote:
- Faerie fire removed from priests and awarded to warlocks

Why?

Yed demanded it.

alvarro wrote:
Quote:
- Saving against some spells can cause the Impairment affect

Huge buff to multiple spell scrolls?

Impairment only occurs when the spell is cast normally. Devices that store spells aren't eligible.

Author:  shadow [ Wed Dec 28, 2011 1:54 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Much <3 and TY!

Author:  alvarro [ Wed Dec 28, 2011 2:05 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Yeah. Thank you again for the updates.

It is cool that warlocks get a spell that raises vulnerability to the elementals. Also I assume that it was made so that faerie fire actually works with damage from elemental spells. BUT! It shouldn't be faerie fire they received but a spell only for warlocks. Why? Because faerie fire is a magical spell. My argument for this is that the most magical races receive it as an innate spell and still sorcerers get it as well.

Author:  Dulrik [ Wed Dec 28, 2011 2:15 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Even though it is made by faeries, it's still fire and so Yed demanded it. The spell has actually always been beneficial to warlocks, they just didn't have it on their spell list until now. Warlocks are the only class with faerie fire. Sorcerers never had the spell. I also wouldn't say most races have it innately - only sprites and deep-elves.

Author:  alvarro [ Wed Dec 28, 2011 2:26 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Okay. Sorry. I thought sorcs got faerie fire for some reason. Probably because I always play sprite sorcs ;) Anyway, I said the most magical races - the races that are the most innately magical. Those races are sprites and deep-elves, which is also what I was referring to.
I'm pretty sure two known players were yelling about faerie fire not helping their damage output while they were playing two sprite warlocks. I forgot what the argumentation was back then for faerie fire not helping with damage output.

One more question: is magical resistance affected by impairments from saves as well? I can't wait so see how people react to impairments in game

Author:  ObjectivistActivist [ Wed Dec 28, 2011 5:12 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Quote:
Warlock buff package:
- Buffs to chain lightning, fireball, magma spray, and cone of cold


Just damage buffs, or range of effect buffs as well? If chain lightning and fireball still affect caster-grouped targets, then all a damage buff will do is make them even more useless.


Quote:
- Elementals conditionally made more difficult to dispel


Meaning? Does that mean they now use the caster's resistances to dispel or have they been given their own?

Quote:
- Buffs to air and water elementals damage resistance


Good change, but was the buff enough to make it so that fire elemental is not still the only truly viable option for the warlock?

Quote:
- Faerie fire removed from priests and awarded to warlocks


I don't understand this change but whatever. Not a big deal.

Quote:
- Earthquake ignores magic resistance and protection
- Earthquake may cause victims to be knocked prone


Has the damage been buffed at all? The prone effect is in-theme and a good idea, but the damage even without magical protection is still a joke unless it's received some love as well.

Quote:
- Added dig spell to find buried items and knock people prone


Is there a help file for this spell? Does it replace the need for the shovel tool?

Quote:
- Swap levels of burning hands and shocking grasp for warlocks


Not sure what the aim of this was. Neither spell is particularly useful beyond leveling.

Quote:
- Resist elements is no longer brew-able


What about existing items, staves, etc that provide RE? Are those being affected or just brewing RE going forward? Can those items still be recharged as normal by a warlock?

Author:  ObjectivistActivist [ Wed Dec 28, 2011 5:22 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Quote:
- Lore and identify display the bonus type of enchantments


Does this have to do with the new impairment system? If not, I'm confused about what this means.

Quote:
Impairment system:


Is this a precursor to changes with enchant to make it less mind-numbing of a process?

Author:  Trexor [ Wed Dec 28, 2011 6:54 am ]
Post subject:  Re: Code Update 12/27/2011 - Q&A

Quote:
- Elementals conditionally made more difficult to dispel

Quote:
- Power of dispel magic increased so it is easier to dispel


I am a little confused on this, does this mean elementals are harder to dispel on top of the dispel spell being stronger?

Also, does this make it easier to dispel animated, control and charm person?

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