2.0 Update: Jan 29th 2006

Discussion concerning the upcoming Toril 2.0 update as well as general 3.5 edition D&D discussion
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2.0 Update: Jan 29th 2006

Postby Shevarash » Mon Jan 29, 2007 4:28 pm

2.0 Update

The news about 2.0 has been slow and quiet lately, so I'd like to take a minute to update everyone on the progress of 2.0. As you may remember from the previous announcements, all of the core systems of the update are complete, and those include:
    - New character attributes system
    - New combat engine
    - New magic system
    - New skill system
    - New race system
    - New classes
    - New races
    - New saving throw system
    - New damage resistance system
    - Deities and Domains
    - Feats
    - New weapons/armor foundation and standardization
    - New combat maneuver system


Note that this is not an all inclusive list - there is a ton of small features and changes, such as combat stances and cover, that are not included here for brevity's sake. There are also quite a few changes that have not been publicly announced yet, but will be forthcoming soon.

Content

While these core systems were all finished in the latter half of 2006, a large amount of work still remained in the content creation area. In a nutshell, that means creating spells, feats, combat maneuvers, and more. All of the feats and combat maneuvers had to be created from scratch obviously, but so did our entire spell list. While many, many new spells were added, our existing spells had to be ported or completely rewritten to work in the new magic system. While this was a lot of work initially, it will pay off in the long run, as the new spell system is designed from the ground up to accommodate rapid updates and creation.

I am happy to report that the worst of this is over, and the initial Toril 2.0 Feat and Spell lists are now complete. There are roughly 175 feats and 400 spells. Both of those numbers are sure to increase somewhat before final implementation of course. There are many, many, many more spells and feats that will be added into Toril in the future, and we anticipate a regular and healthy update cycle for new content after 2.0 goes live. An enormous amount of work has gone into streamlining and standardizing the spell/feat systems to allow for easy modification and creation, and you will see the benefits of this in the future.

What's Next

With all of the core systems complete, and the initial content complete, what remains is a small, but important part of this project - the details. Now its time to add bells and whistles, complete initial testing, clean up some messages, write help files, and code the last remaining pieces of the puzzle. Revamping the Mob AI to take advantage of these new feats, spells, and combat maneuvers is the biggest project left to tackle, as well as finishing up the new experience system. As soon as these final pieces fall into place and our initial testing is over, we will enter the beta testing phase of 2.0.

I know its been a long time coming, but we're almost there. I will be posting some excepts of the spell and feat lists in the coming weeks to give you a preview of what to expect.
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Postby Gormal » Mon Jan 29, 2007 7:00 pm

(insert timeline here)
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Postby Eilistraee » Mon Jan 29, 2007 7:08 pm

Toril 2.0
Mudwide Game Revision

Syntax: varies
Aggressive: dependant upon player personality
Class/Level: All

COMING SOON
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Postby moritheil » Mon Jan 29, 2007 9:59 pm

Awesome.
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Postby Shevarash » Fri Feb 02, 2007 9:58 pm

Make that 430 spells.
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Postby Tasan » Sat Feb 03, 2007 7:25 am

Please tell me you don't have 20 different flavors of "magic missile". I want to attack the darkness with something new.
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Postby Shevarash » Sat Feb 03, 2007 2:41 pm

No, not really. Sure there's a lot of damage spells, but even those have tons of distinguishing features such as radius size, damage type, secondary effects, DoT, etc.

There's a ton of completely new spells of which we've never really had an equivalent on this MUD. I'll be posting a list of some examples this weekend.
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Postby teflor the ranger » Sun Feb 04, 2007 12:15 am

Melee skills/features? Or is this now a spellcaster's game?
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Re: 2.0 Update: Jan 29th 2006

Postby Shevarash » Sun Feb 04, 2007 12:32 am

teflor the ranger wrote:Melee skills/features? Or is this now a spellcaster's game?


...

Shevarash wrote: I will be posting some excepts of the spell and feat lists in the coming weeks to give you a preview of what to expect.


Missile Weapons and Combat Stances

Combat Maneuvers

Weapons and Armor Basics

Feats

Combat Basics
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Postby Gormal » Sun Feb 04, 2007 1:17 am

teflor the ranger wrote:Teflor retard Shevarizer.net
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Postby Sarvis » Sun Feb 04, 2007 2:09 am

So when do we start finding out what the classes *coughrangerscough* are going to look like?
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