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Reply ALICE Online Beta (Emily Marneth)
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Emily Marneth

Captain

PostPosted: Sat Apr 16, 2016 7:11 pm


Update 0.0.14
  • From now on, resurrected monsters will be given new names:

    augmented mobs are now called radiant. They appear as a larger-than-normal mob, but they are effused in a soft glow.
    double augmented mobs are now called luminous, and appear even larger, and gleam with beams of light that shine through cracks in their model.
    triple augmented mobs are now called auroral, and, in addition to being much larger than a typical mob, they have chunks of their model missing, and light can be seen swirling inside the holes. They are surrounded by a pulsing aura of light, and swirls of light orbit them like glowing mist.

    these resurrected mobs can appear as described above, or the floor in question may have special rules governing their appearances.

    radiant mobs will function as they always have.

    luminous mobs will be calculated in the following manner:
    HP will be given the normal treatment, while roll3 will be increased by the same amount it was increased by during the first augmentation. (A gloomweave spider would get an additional +20)

    Auroral mobs will be given the same treatment as luminous mobs.

    In addition to these changes, there is a special type of resurrected mob now. Upon rolling a natural 1 on a loot roll, your character will be attacked by a Golden version of a mob. A Golden mob is an extremely rare encounter, and has special rewards for being defeated, but is exceptionally powerful. The creature's stats are equal to a mob that is two grades higher (a regular gloomweave spider would skip radiant and come back immediately as powerful as a luminous spider) but they follow the following roll4:

    1-20: defend 150% (multiply calculated roll3 by 150%)
    21-80: attack
    81-90: rage (attack with an additional +20 to attack)
    91-100: Light storm (attack all characters with +20 attack, multiplied by 150%)

    A light storm is an incredibly powerful attack that causes the creature to radiate a surge of blinding light, and increases the creature's roll3 by 20 for three rounds. This bonus stacks with other uses of light storm.

  • from this point onward, weapon and shield stats are limited by the character's skill level. Any roll1 or roll2 bonuses granted by a weapon are limited to being equal to your current skill level, and any damage bonus is restricted to being double your current skill level. Your character would still be able to equip and use the weapon, but they would not be able to draw out its full potential.

    For example, if you have a one handed straight sword that naturally possesses
    roll1: +100
    damage: +300

    but currently have only 26 points in OHSS, the weapon, as you used it, would have an effective bonus of
    roll1: +26
    damage: +52

    This is a way to balance the weapons and to scale the game back to a point where you cannot simply faceroll through opponents. Keep in mind that a weapon that does not meet the maximums for your skill level does not rise to meet them. The maximum is an upper limit, not a lower one.

    On the subject of status effects, a weapon cannot deal more points of damage per round than the level of the character in question. This means that one attack with a poison weapon at level 2 cannot deal more than 2 points of poison damage per round. Multiple attacks can still stack the poison damage as normal.

  • Legendary equipment will now have a number of upgrade slots called Chroma. Chroma slots can be filled with special items called chromatics which are essences of particular traits that can be gained through various actions in the game. Chromatics have different qualities depending on their colors.

    red chromatics: focus on dealing damage or combat
    orange chromatics: focus on buffing and strengthening characters
    yellow chromatics: are extremely potent, and can encompass a range of qualities
    green chromatics: focus on healing and recovery
    blue chromatics: are focused on cooperative effects
    purple chromatics: tend to be related to the creation of new items
    white/black chromatics: are extremely varied, and possess strange qualities.

    chromatics fall into several additional types beyond their simple color. Some may provide a consistent bonus, and others must absorb the light of the character who is using them in order to function.

  • there is a new combat post setup. It will be posted in the game manual thread. This is important for the new updates that are coming to the system, and should be adhered to whenever possible. Of special note are the spoiler tags built into the code, which will hide the information unless someone desires to see it, which will cut down on clutter.

  • There is another new experience post format.

 
PostPosted: Sun Apr 17, 2016 6:54 pm


Update 0.0.15

  • The housing update is finally here! Located in the ALICE Housing subforum (meaning that it is outside the proper ALICE subforum) your characters can now own land, and upon that land they can build houses! Prices for land and starter homes are available in the ALICE Housing subforum, and additional packets of land can be purchased from the housing vendor there. Houses open up a grand and fantastic new frontier for the players of ALICE, allowing for the characters to have a safe place to keep their things and to work in peace. Be sure to check in and find out what it takes to get your home started!
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Jun 11, 2016 8:42 pm


Update 0.0.16

  • A new bounty board has been created! In this thread, there will be jobs posted for interested parties. These missions may be repeatable, or may only be single-time offers. Be sure to check the board often to see if any new jobs have been posted that suit your fancy.

  • The system has been upgraded. Random encounters can now generate special circumstances, and some quests or actions may have unexpected effects. For instance, if you think something special might happen if you try an unorthodox approach to a problem, post a link to your action in the experience thread and a moderator will make a post updating you on the specifics. This system allows for players to approach problems in their own way.
 
PostPosted: Sun Jul 03, 2016 1:12 am


Update 0.0.17

  • Another revision has been made to the experience form.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Wed Sep 14, 2016 12:25 am


Update 0.0.18


  • A gargantuan prismatic nexus crystal has appeared in the center of the Gloomwood Encampment! This stone functions to project and draw light to and from distant places. It is said that these stones were once used to travel great distances in an instant! Now, if only we had another one.

  • A new questgiver/merchant has arrived in the Gloomwood Encampment, offering a completely new skill! Lightcasting allows the user to engage their enemies by manipulating the very light that comprises the world! This new combat skill operates somewhat differently from a conventional skill: there is no conventional weapon for this skill. Instead, your character will gather motes of light from the enemies that they encounter.

    The Lightcaster sells [lucent stones] which can be used to focus the light harvested from those enemies. Once empowered with the light of fallen creatures, these stones may be placed into a [talisman], from which their power can then be manipulated. You will receive your first talisman and a basic lucent stone from the questgiver, and will be able to begin your journey to become a powerful lightcaster!




 
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ALICE Online Beta (Emily Marneth)

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