Updates!

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Updates!

Post by Jojozityjo on Sun Aug 11, 2013 5:22 am

This thread will hold any updates done to Universal Adventures.
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Re: Updates!

Post by Jojozityjo on Sat Aug 31, 2013 10:08 pm

UPDATE!

I've fine tuned the definitions of most talents and even slightly altered a few. Like changing Affend/Onguard from use once and it works for 5 turns, to use once and then keep it active for as long as you wish as long as you can afford the small cost per turn and live with the trade-offs.

I've also changed Necromancer bonus. Adding to it the ability to reanimate one fallen foe as an undead minion .. like so ..

Necromancer: Passive Activation: Control Undead. Also allows you to reanimate a fallen enemy as an undead minion by spending 20%MP. Only 1 minion can be had and cannot reanimate anything with more PL than you.
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Re: Updates!

Post by Jojozityjo on Sun Jan 19, 2014 7:36 pm

UPDATE!

I've finally given U.A. official maps of it's own instead of just ripping off the real worlds world map. For now it's just the home world and its alternate dimensions versions but it should be more clear for people, as well as actual names for locations.

Also, the home planet of U.A. is officially known as Durin, instead of the generic "earth" like the real world does it lol

So everyone, I welcome you to the land of Durin!
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Re: Updates!

Post by Jojozityjo on Thu Jan 23, 2014 7:38 pm

UPDATE!

I've made quite the large update to UA. I've lowered all the numbers to the game to make things a tad easier and maybe even a lil more realistic. So instead of dealing with hundreds and thousands and tens of thousands of numbers, we are dealing more with tens and hundreds and sometimes thousands in the much higher levels. This way calculating thigns wont blow up our calculators lol

While doing this, I have editted a few other things too. I've made determining exp value much easier and i nerfed how much exp you need per level.
I've also editted a few skills to compensate the changes, like lowing some of their costs or how they grow.
I did majorly edit Viking Slash and Barbaric Swing. Viking Slash is now much more purely for going for that wound than it is the big hit. Barbaric Swing is editted to be the stronger, much harder hitting move.

I've nerfed Regen, Regeneration, and the HP, MP, & EP Charges to suit the smaller numbers.
I've editted Sharpshooter to no longer just add more Aim but instead to turn all misses and grazes into normal hits instead.
I've editted the HP, MP, & EP Boosts to not only give that 20% extra pool, but to increase any heals you receive for their respective pools by 10%.
I've also editted all Support Spells except the teleporting ones to be cost per turn active instead of activate that are they for a given number of turns regardless.
I've even editted how Aim and Dodge work from Accuracy and Evade to be more like the mitigation system for str/int vs def/wis.
I've added better mathematical equations to Defending and Holding to make them not only smoother, but more realistic.
Finally, I've editted a few extra bonuses from certain gear and accessories to level with the player instead of the static amount that can get outdated quickly. Such as the Black Belt(Karate, Ninja, Assassin, etc) series sets Dmg, MDmg, Blk, & MBlk bonuses and our all time favorite God Medals of course.

I hope you all enjoy the changes ^,^/
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Re: Updates!

Post by Jojozityjo on Sat Feb 01, 2014 12:42 am

UPDATE!

I've added a new elite set of armor to the game, the Turtonian set!
This set comes with a full set of armor and mace classes weapons, as well as a full compliment of shields!
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Re: Updates!

Post by Jojozityjo on Tue Jan 03, 2017 10:40 pm

UPDATE!

I've done a lot since the last update message. A lot of it was minor tweaks and grammar edits and the like. I've done enough to merit a new Update message now though. On top of the many tweaks and grammar edits, I've made all talents a bit ore definitive and added in a new type of talent on top of Passive, Passive Activation, and Activate. Channeling talents.

Channeling talents have to be activated to turn on and stay active until you passively turn them off. All channeling talents take up 1 Focus slot and all chars get a default of 3 Focus slots. I've also added Char Bonuses to go with this. Focused, which adds 2 more focus slots, and ADHD Mastery which reduces the cost of channeled skills by 5% per Focus slot being used. Some old talents and spells have been updated to a channeled version.

I've also added an entirely new set of Talents known as Chi talents. They come with a lot of new talents and are based of inner energy so they come in the form of power projectiles or bodily empowering. There are even some elemental ones so now, outside of specials and Elemental Attack bonus, you have the option of doing non-magical elemental damage. I've even added Chi Master char bonus to go with them and updated Martial Arts Master to include them as well.
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Re: Updates!

Post by Jojozityjo on Sun Jan 15, 2017 8:10 am

UPDATE!

The way Knockback functions has been changed to be more efficient. Instead of Knockback being 5meters per Knockback value, Knockback is now based off certain values dependent on the skill inflicting the Knockback. Such as Knockback(5% Str). 5% of Str will be the meter distance the target is knocked back.

The Talents: Charge, Dragoon Jump Attack, Wing Gust, and Momentum Punch and the Char Bonus: Martial Arts Master have been changed.
Martial Arts Master= Basic, Punching, Kicking, and Chi talents cost 10% less
Psychic= allows you to use all talents without the requirements and at a range(20%Int) at any angle. Able to manipulate objects with your mind
Charge: Activate: 10EP per Lv.= +Str=20%(x1.5 with Athlete) of Spd, 25% of movement distance as range, Knockback(10% Str)
Dragoon Jump Attack: Activate: 10%EP= 1 atk, +1Dmg per 1m high
Wing Gust: Activate: 5EP per Lv.= 10% of Str as range with 6% of Str as arc, Knockback(5% Str) to all foes within the radius and blows away any movable traps. (need Wings)
Momentum Punch: Activate: 15%EP & at least 15m from target= 1 atk, +Str = 1% of Spd per 5% of max distance traveled

Their leveling has also been altered to suit their changes. Dragoon Jump of Chaos has been removed.

Specials functionality has also been changed. Specials no longer run off their own independent cooldowns. Specials instead now have a Charge cost listed at the end of the special. The Charge cost will take away from the chars Special Charges. All characters now have a default of 100 maximum Special Charges pool. All specials have been updated to suit this change and a number of those Specials have been updated to fit more recent versions of the game. More special changes on characters will be coming in future updates to the point all specials will be renewed, refreshed, more efficient, and even reworked entirely in some cases.
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Re: Updates!

Post by Jojozityjo on Mon Jan 16, 2017 11:17 pm

UPDATE!
Mitigation and the system of how Aiming and Dodging works has been changed a tiny bit. The mathematics behind it has changed to be more fluent and allow more room for things to affect them. Do not worry though for you will still be doing around the same damage as before and hitting about as often as before, I only changed the mathematical formula behind it to make it much more smoother on me to figure them out and get the statistics of what you guys do, better. I have however tweaked a Char Bonuses to make more sense. The changes for the above will be pasted below ...

RULES Changes ...
To hit your enemy, you need to determine your Accuracy Score(AS) and roll a 100 sided dice. To determine your accuracy score, use the following formula: (80 x Acc/(Acc+Foe Evade) x2)%. However for every 5% bigger your target is to you in cm, -0.5 from the multiplier, max of -10. For every 5% bigger you are to your target in cm, +0.5 to the multiplier, max of +10. Then, whatever your accuracy score is on the enemy, anything rolled above your score is a miss. Roll anything from your score to 15 numbers below is a Graze: half damage. From 16 to 70 below is a normal hit. From 71 and below is a Critical Hit: +50% Damage. Aim bonuses add to your accuracy score while the targets Dodge bonuses subtract from your score.

JUMP: determines the distance you can jump and it is how you evade attacks that have a radius. Replace your evade with jump in the accuracy score formula if the distance you can jump is greater than the radius of the move. The formula with Jump is unaffected by size.
RAPID: is how many times you can attack in a move, for every 100% higher Rpd you have compared to your foes is +1 more Atks. Also, if your Rpd is higher than your foes, than you can get more Crit Dmg by a factor of +(10 x (1 - (Rpd/Foe Rpd)))% more Crit Dmg.

To determine damage you roll a 20 sided dice for the % of the attackers damage. The damage is altered by the foes mitigation from their defense. Mitigation is determined by the following formula: (50 x Atk Stat/(Atk Stat+Foe Def Stat) x2)%. However Mitigation has a maximum of 80% and a minimum of 20% by normal means. Damage is done by rolling a 20 sided dice for attack. The results are:1=60% 2=63% 3=66% 4=68% 5=70% 6=72% 7=74% 8=76% 9=78% 10=80% 11=82% 12=84% 13=86% 14=88% 15=90% 16=92% 17=94% 18=96% 19=98% 20=100%

CHAR BONUS Changes ...
Brutal= decrease your targets melee mitigation score by 5% as well as their maximum and minimum mitigation by 5%
Defender= increase your physical mitigation score by 5% as well as your maximum and minimum mitigation by 5%
Evasive= Decrease your foes accuracy multiplier by 10
Leaper= Decrease your foes accuracy multiplier by 10 for jump evades / doubles distance effect from jump
Spiritual= increase your magical mitigation score by 5% as well as your maximum and minimum mitigation by 5%
Veracious= decrease your targets ranged mitigation score by 5% as well as their maximum and minimum mitigation by 5% and increase your accuracy multiplier by 10.
Wizard= decrease your targets magical mitigation score by 5% as well as their maximum and minimum mitigation by 5%
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Re: Updates!

Post by Jojozityjo on Thu Jan 19, 2017 3:31 am

UPDATE!
The amount of experience obtained from defeated monsters as has been altered. There is now a curve to the amount you gain from higher and higher level of monsters. How this effects the old experience system? Basically monsters under lv 45 will be worth less exp than before. Monsters between around lvs 45-55 are worth the same. Monsters above lv 55 will be worth more and more to help keep up with players experience needed curve. All monsters in the bestiary have been updated to show their Exp Modifier rather than their actual experience value. This is to add an air of mystery to them as well as make up for the fact that most monsters can come in many or even unlimited levels. Also to make it easier on me should I ever have to tweak the exp worth formula.

For those who wish to check the exp worth formula, I've added the following section to the rules, right after "Battle Additions" ...


    EXPERIENCE

Basic Monster exp worth is (Lv. x (5+(Lv./10))). This basic value can then be modified by 50-120% based on how strong the monster is for its level. "+" monsters have +10% to their value and "++" monsters have +20%. If a monster has added stats from gear or other things, it will add another ((G.Lv/2) x (5+(G.Lv./10))) worth onto its base worth, before any modifiers. G.Lv. = approximate levels worth of stats obtained from gear. Undead are worth 20% more.

a "+" before a monsters name means its dual stats for HP, MP, and EP are increased by 4x instead of 3x. "++" is 5x.
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Re: Updates!

Post by Jojozityjo on Mon Jan 23, 2017 12:44 am

UPDATE!

I've completely redone the gun modifications section. Gun mods come in different segments and you can only have 1 mod from each segment. I've also expanded this mod system to the other weapons, except ammo/throwables. All weapons can now be modified to alter, enhance, or change their functionality.
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Re: Updates!

Post by Jojozityjo on Tue Jul 25, 2017 1:34 am

UPDATE!

The forum structure has been changed to suit changes I have made to Rare/Elite equipment. I've combined the two into one category, Elite.
•Made Elite equipment generally 25% stronger than shop grade equipment, with a few exceptions.
•Reorganized the structure of how to view elite equipment, instead of one thread for one armor piece(I.E. 1 for boots, 1 for belt, etc), I've made a thread for each set so you can now view the entire armor set in one page instead of having to go through eight different threads for the whole sets bonuses.
•You will find that U.A. Rare Items and U.A. Elite Items have been replaced with U.A. Special Items. In there you will find the newly organized armors, the weapons, and the other various items you cant normally get in shops.
•Several sets have received tweaks and upgrades so it might be wise to check through the sets to see what has changed and what is now better. Some even function very differently.
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Re: Updates!

Post by Jojozityjo on Wed Jul 26, 2017 1:03 am

UPDATE!

Mods for weapons have been updated to be more balanced and a bit more diverse. Claymores have also been renamed to Great Swords.
Expect more Mod changes to come in the future when I can think of better ones.
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Re: Updates!

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