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

This thread will hold any updates done to Universal Adventures.
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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo 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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Post by Jojozityjo Wed Dec 20, 2017 8:44 pm

UPDATE!

This update is, fairly massive. I've essentially changed the very core mechanics of the game. There is all new stats that function slightly differently and there will now be stat checks, which is basically rolling a dice for said stat checks and if the stat you're rolling for is good enough, you'll pass. Other than that, there is a LOT of changes, a LOT. Im going to list them off and if I forget any, then, well, surprise I guess!

•All Stats have been changed. They are now: Strength, Endurance, Intelligence, Willpower, Agility, Mobility, Perception, and Reflexes. Can see how each one functions in the U.A. Rules.
•Stat checks are a thing now and come in two flavors. Normal stat checks and challenged stat checks. Can see how these work in the U.A. Rules.
•Most of the Character Bonuses have been updated and changed. Some just merely updated, some broken down in many different bonuses, like Spell Master and Psychic. Some completely reworked. Some even have synergies with other character bonuses. Look through Abilities to see all the changes.
•Talent progressions have been worked into the talents initial description. No more needing to scroll miles or have 2 different tabs open for the talent and its progression.
•Spells have been minorly tweaked. ELEMENTAL is now BASIC again, Plasma has been moved to Basic category, and there is a new spell line: Blood.
•Equipment has been slightly reworked. They can now only have 1 enchantment unless otherwise stated. Some gear has been renamed and reorganized, there is new classes of gems, and there is now Runes which can be put into sockets gear might come with. They are also crafted in slightly different ways and armor has modifications.
•Most Professions have been reworked entirely, including Enchanters now being able to craft runes, scholars being able to make consumable Inscriptions, them and gurus able to give special training sessions. There is even new Professions entirely!
•There is an inventory rework in that there is now an inventory item slot where you put your inventory enhancers instead of just leaving them in your inventory. They must be put in the inventory Item slot to work. Same for banks and their Storage Item slots for each of their categories.
•New equipment slots for characters. Accessory slot has been reworked into Overwear slot and only certain specific gear goes into that slot. There is now 2 ring slots along with the amulet slot.
•Beastiary has been reworked almost entirely. More enemies are accessible as early as possible, they are alphabetized, provide more clear information, and are typically all combined into much fewer sections and have a "Habitat" section to show where they typically show up instead of having multiple lists of the same enemy just in different dimensions.
•Custom Character Creation has been tweaked a lil, there is 1 more race option, slots that character bonuses take up have been tweaked, and the amount of starting stats/growths have been tweaked to fit the new stat system. Most of you will notice changes on your character. You are of course welcome to a free stat change whenever you notice it to make up for the changes of this update.
•Throwing Weapons have been reworked. Grenades are now Chakram instead with mods now available and Shuriken have been tweaked from consumable, to bundles that you can retrieve after throwing, so now Shurikens also have mods available now because of this and can use Rune Slots.
•Chaos has been reworked. It no longer builds chaos energy as you deal/take hits. Instead chaos moves generate chaos energy and you have a Chaos Threshold(CT) pass the threshold and very bad things could happen to your character. Read the chaos section for explicit details.
•Magic spells now rely on aim. No longer do they have a garaunteed hit ratio, they are now affected by your characters aiming capabilities.
•Stat UPDATES no longer exist. As such a lot of preset characters have been buffed/nerfed not just to compensate for the UPDATES, but also for the new stats.
•A lot of items have received tweaks and updates to fit all the new systems.
•I've also added a new type of effects. Natural Effects. These are effects that generally occur based on climates or other natural means. Some can also occur by being hit too much too often by particular types of moves.
•Dino species has been renamed to Reptile species.

If I've forgotten to list anything, I'm sorry. This was a Massive update, took a LOT of time, and was just one gigantic swoop of every file of this game I have. Almost everything was changed/tweaked in one way or another.
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Post by Jojozityjo Mon Mar 05, 2018 5:40 am

UPDATE!

Mods for weapons have been updated again and are now focused around essentially giving you more options within a weapon type by modifying each weapon to be slightly like another weapon of the same class. Ultimately increasing the amount of weapons in the game by 3x.
The sections have been changed to, to segments:
Style, the segment that changes the weapon to another type of that weapon from the same class.
Material, essentially the distribution of materials to the weapon to effect its weight, which will effect its performance.
Mending, personalized little touches that can be done to a weapon to make it suit its user a bit more.

Shield mods have been made to follow suit, as such, the shield list is much smaller, 3x smaller actually, but still has all the shields available, through mods.

Some weapons have been tweaked and/or buffed. Bows and Crossbows have been changed to be completely self reliant for damage while arrows/bolts are just utility, with a number of different arrows/bolts to suit multiple situations.
Maces have had their "+All Stats" removed for a very slight dmg buff, and bonuses to crit rate as well as parry rate.
Pistols have slightly more dmg, Revolvers have more Crit Rate.

Characters have been updated to accommodate these changes.
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Post by Jojozityjo Thu Apr 05, 2018 8:35 pm

UPDATE!

We have another, pretty huge update. The game has been slightly reworked and runs slightly different not. You get certain commands per turn: Action Command, Bonus Command, and Movement Command. You can look these up in the rules.

Skills have been, mostly, redone and/or added upon. Talents got new moves as well as a slight categorical rework for easier browsing. There is now "Class" Style Talents that synergize pretty well with each other and other abilities in general. There is also old talents that got reworked or renamed to fit the new Commands per turn style of play.

Spells have been completely revamped. They still progress the same way: Use them enough and you learn how to use the more advanced versions of it. But, there is now a proper list of Spell Schools, custom to UA and Durin lore, with MANY new spells for all types of mages or generally magically inclined individuals.

Prayers have had a rework entirely. Prayer Points(PP) are no longer a potentially infinite resource so long as you find more. It is now a default 100, with ability to be increased upon through Char Bonuses or possibly other super special, ultra rare occasions. Prayers themselves work in different ways, you'd honestly just have to go look at prayers to see for yourself.
There is also a reliable source of GOD PRAYERS! Included along the Prayers section of the Abilities thread that details what prayers you can get from each god and what they can do. Some, are intentionally vague, such as "Frizzost's Godsend". Go ahead, use it, see what it does. Better hope Frizzost isnt annoyed with you when you use it though tehehehe.

Certain Char bonuses have been reworked to suit the new turn style and new skills, some just reworked cause it made more sense.

There is now GADGETS! Essentially a whole new category of skills, like talents or spells, however they are items that any one can potentially purchase and use. Most gadgets favor people with higher intelligence as typically, it takes some level of brains to use them to their full potential. For all those tinkerer smart guy heroes that DON'T use magic for once.
Along with gadgets is a set of talents to help synergize better, and a char bonus.

I've also added a list of basic, commonly known, Storage Items, so people can now know what to generally look for if they are looking to increase their inventory space, which I imagine they will with all the new items that have been coming to the game!

Characters have been updated to accommodate these changes, and, of course, everyone is granted 1 character reset so if they find there is new skills that suit their character more than before, you are free to respec for them, so no harm done!

Enjoy Unlimited Adventures everyone! ^^/
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Post by Jojozityjo Sat Jun 30, 2018 5:33 am

UPDATE!

I've updated armor. Armor has a new mod category called "Type". This basically lets you choose between different types of armor. Be it the default futuristic nano-fiber tech that blends in with your skin, or more classic stuff like Light, Medium, or even Heavy armor.

These new types will convert the "All Stats" bonus of Nano-Fibertech into more traditional things, like block bonuses. These block bonuses can further be altered by the Style mods that were already there, they will just effect the new types differently than they do Nano-Fibertech.

The new types will also effect how characters view you as odds are, they will be showing up on your body and be very visible to anyone looking at you, especially if you are wearing Heavy armor. Style will also effect this aspect as well when using anything other than Nano-Fibertech. A character may perceive a player wearing "Rogue" style armor differently than they would someone wearing "Paladin" style armor.

This change has also come with a price change for armors.

Everyone is allowed to change any armors they have once for free. Just talk to your GM to claim it.
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