Development

Terulia Development~

Discussion topics:
 * [Proposed Changes]
 * [Bug Reports]
 * [Kingdom Maps]
 * [Terulia Classes]
 * [Construction]

things to do:


 * New Spell/Casting Mechanics

Modify Chant/Recoil -Increase the amount of time spells take to cast by x2.5 of the old cooldown timer for it. -Give all spells the Minimal Equal Cooldown. Increase the effectiveness (Damage, Effect, Duration) of spells by x2         Remove Old Fizzle Rate method Mage gear increases cast speed Heavy gear drastically lowers cast speed While you Chant, you lose a fraction of the mp it takes to cast that spell at every quarter interval while casting that spell. * I.E. if your spell takes 8 seconds to cast and costs 12 mp, Every 2 seconds you lose 3 mp. Light gear lowers cast speed slightly Being physically attacked gives a chance stop chanting, and fizzle casting that spell. 40% -1%* Prof Spell being casted. Proffing increases spell cast speed by 1.15% - so a capped spell casts about a third as faster as a normal spell Being able to Prime a Spell - Holding shift, then clicking a spell would prime it in such a means. - Trying to chant or prime another spell while one is already primed can result in a 50%/50% chance of Backfire or Fizzling (it being casted on self) - Running out of mp will make a primed spell fizzle, and gives the player 3 times the normal spell cooldown. - Fizzled Spells Give back Half their MP cost. - when a spell is Primed, you lose 1 MP for every 4 seconds the spell remains primed until its casted, The spell also has a 5% chance of fizzling apon the check for losing the 1 MP. Magus does not make spells instant, but Cut their cast time by a Third.


 * balancing, bugs, and upates

-Dean; for balancing and bug testing -Marcus; for bug testing -Temporary Testers; for bug reporting -Gaku; bug fixes and updates


 * toggle, auto attack (continuous repetition of last action)

-Details;the point in this was to make it so that once you use the basic attack you continue to attack until you either halt acting by clicking something else, or moving in general, could even be '.center'. sometimes players lag, and hold clicking can get really buggy at times.


 * newbie quest

-Gaku; working on it    -Marcus; willing to assist
 * intro movie

-Gaku -Marcus; icons completed, [Dream Temple]


 * savefile conversion

-Gaku


 * splitting server

-Gaku


 * domain construction

-Gaku


 * kingdom area maps

-Relleth; Mapping -Gaku; Coding -Marcus; Icons


 * adding a Slot feature for equipment

-Gaku: Coding; Pretty much equipment have slots, and blacksmith can infuse enchantment rare items into them so equipment can have basic kinds of suffixes. NOTE:These spells act just like the imbue spells. They can be casted directly on equipment even if it is lying down on the ground. but turf casting these spells have slightly diffrent weaker effects, so they arent limited entirely to utility usage, Note i forgot to log in...

Armor will have suffixes such as weight reduction, damage return, durability modification, Elements, slight increase in natural regen factors.

Rings and necklaces will have more unique suffixes such as...         Amplify Enchantment duration, or Reduce Enchantment duration. Weapons would get suffixes such as Elements, Skill bonus(enhance passive effect chance), durability increase, Stat bonus (slightly enhances stats on the weapon)

Enchantment Potency System~ The means of this system is supported by a soon to be confirmed Trade based job, this jobs will be able to use 'Invoke Enchantment' , 'Dispel Enchantment' and 'Draw Enchantment'.

Invoke Enchantment When casted on a weapon directly,will have a chance that is 50% success chance + prof *3.15 on equipemnt that have no enchantments already, Once the spell succeeds, Specific equipment is given a Enchantment durability stat that is influenced by the prof of the equipment, base of 200 then + 13.15 * prof. When this spell is casted on equipment that already has a particular enchantment on it, unless you're adding on to the enchantment, it will fail, and damage the enchantment durability by 50+prof*5, and occasionally deal a set of un reducable damage due to unstable reaction by an amount defined by the following variable and have an AOE depending on the variable as well, also creating a smoke bomb AOE (Damage = 30+3*prof,Prof -12 Aoe 1x1 on caster,Prof 13-24 Aoe=3x3,         Prof 25+ Aoe = 5x5, suffix enchantments deal non elemental damage          which currently counts as physical, and this damage ingnores Mres          and damage reduction, if the enchantment is elemental, it simply           uses the element of the enchantment, but still uses smokebomb AOE          effect.) If you try to cast on a piece of equipment with the same enchantment that you're trying to invoke, if the enchantment durability is not at least 35% below the max, you have a 50% chance to fail naturally, which causes the unstable reaction posted above , but this chance goes down by 2*prof as you prof it. If it is at least 35% below the max, you replenish the durability by 30%, and increase the enchantment durability max by 20+Prof*1, Enchantment durability cannot exceed 500. When this turf casted, it Gives all players within the imediate Area A Buff that has a third of the formula of buffs like fog. Ie, non elemental weapons and armor are imbued with a minimal Elemental or suffix effect, but this effect does not override any currently existing enchantments on equipment. This spell has a 5 minute global cool down when turf casted. Every time a piece of equipment with Enchantment durability is struck, or is used for striking, or casting, it loses 1 Enchantment durability Point.

Next theres Dispel Enchantment, it Damages enchantment durability by         40+prof*8 when casted on a particular piece of equipment. When Turf casted, All players caught in the 5x5 area take 5+prof*.5 Enchantment Durability damage on all of their equipment. This spell has a 5 minute global cool down when turf casted. Next there is Draw Enchantment, This completely Strips the equipment of          its enchantment. This spell has a 15% chance of failure, but goes down by 4% as you prof it, meaning at a certain point, it actually increases the chance. This spell also has an additional chance of failure Dependent on the Max Enchantment durability, compared to remaining Enchantment durability, how ever much is left will determine the success on a % basis, EXAMPLE! a level 5 Draw Enchantment casted on a         Sword with Fire in it, and that Sword having 80 out of 100 duration would have a 76% chance of drawing that element, creating the Enchantment item for that particular Enchantment. When this is turf casted on equipment, the cost of the spell can only be casted at full mp, and takes away third mp         and this spell uses its effect on all equipment held by people within the general area of its 5x5 range, it has to have succeeded completely on all of the pieces of equipment, or else they lose an additional 10% current mp for each piece that does not succeed. This spell has a 5 minute global cool down when turf casted. Since all equipment are fairly subject to this, and since this is pretty much subject to change, any opinions opposing this should be posted below. These skills arent limited to Trade based features, and can obviously be used in combat, so take into consideration the possibilitys of this. Also, i would like for these abilities to work under a Skill tree under Alchemest, This skill tree would also get 2 main element imbues and 1 sub element imbue. Marcus;

All of this data is not solidified, but is open for debate, it will be solidified once discussed, hopefully its even used. These features add a whole new level of         Versatility for Equipment, and is very newbie friendly.

Listing of Elemental Enchantment Effects and AOE effect EXAMPLE Name of the Enchantment Slot effect -Effect when the item is casted as a spell, usually AOE effect. Weight Reduction, cuts weight of equipment by 30% -Casts Disencumber on all within the AOE Damage Return, Returns 50% of the damage inflicted onto you, to the Attacker -Casts prof 1 Wall/prof 1 Barrier Durability Modification, Increases Durability of equipment by 100% -Repairs Durability of equipment by 10% Element Enchantment, Applies an Element to that piece of equipment -Applies Anti fire buff, and Imbue fire on weapons Regen Bonus, Increases Natural Regen rate by 30% - Casts Regen and Refresh on players Amplify Enchant Duration- Increases Enchantment duration by 50% (Good and bad enchantments, and this has no AOE effect) Reduce Enchant Duration- Reduces Enchantment duration by 25% (Good and bad enchantments, and this has no AOE effect) Skill bonus-Increases Passive effect chance by 10%*** -Casts Amplify on players Stat bonus-Treats weapons as if they were four qualities higher, does not exceed quality cap -Casts Saber on players

Personal development pages: [Gakus' Dev Page] [Dean's Dev Page] [Marcus' Dev Page]