This update links into the last one. The shadow fade isn't 100% fixed but it doesn't hurt my eyes as bad as before. To compensate for the drop fade I have edited the colors of all three skins. The newest skin had a slight adjustment to how bright the category colors were. I also went through and adjusted how dark the villain skin's main board was, it was a subtle change though. Last but but not least the hero skin now has a slight blueish color added to the main boards, and the main background has completely changed to a lighter cityscape.
The new changes to all three skin themes has helped make the shadow text effect a little bit easier on the eyes. If you still see a slightly blurred or 3D type of effect popping out at you and it hurts your eyes, let me know.
Thanks.
If you have any questions you can Email me at: fgheroes@yahoo.com
I'll keep this update short. I'm working on a skin selector for the site so that you can quickly switch from one skin theme to the next. You may notice it on the left sidebar but it is not working at the moment. I'll get around to finishing it some time near the end of the week. I'll let you know about all the changes and updates when I'm done.
Thanks.
If you have any questions you can Email me at: fgheroes@yahoo.com
This is a very minor update. The "Hangout" topic has now been renamed to the "Heroes lounge" to match the board's name. It just makes it a bit less confusing when directing people around the site. That is all for now.
Thank you.
EDIT: I had "Remained", I corrected the spelling error to "Renamed".
Last Edit: Dec 27, 2012 1:30:58 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
A part of me wanted to be lazy and just say "I updated all the skills", but sadly I will actually list all the changes. Here goes:
Double shot now gives you two attacking rolls with a -5 roll penalty. Our member Bernard suggested this change because Short burst felt a bit overpowered. Which brings us to our next change.
Short burst now does slightly less damage than before. You can still attack four different targets at once, but now you will no longer get four individual rolls. Instead you will get a X2 attack bonus based on your current skill counter level, plus the damage you rolled on the dice log. For example you are level (5/10), and you roll a 50 on the dice log. You will do 5X2=10+60=70 damage, plus any additional damage that your weapon adds.
The Stealth skill has been updated so that after every attack roll you will no longer be hidden, you will need to reroll after every single attack to remain in stealth mode. This will fix the problem with the SD-99 and the constant stealth effect. Now after every shot you must make a stealth check roll; if failed you will be spotted.
I have also updated all of the recharge times and the ammo consumption rates for the skills. Some of the "weaker" skills now have longer recharge times due to the fact that they now do more damage, and some of the other skills now consume a large chunk of ammunition.
I will also be adding on to the "Life in Osiris" rules page to include the REP bonus points rules. Since I removed the FAQ those rules have been lost. If you want to read more about these updates, check out the Skills page and the Rules page for more information.
EDIT: I just found a old "D30" mentioned in the battles rules page. It was removed and replaced with D100. I have made some more corrections to the battle rules to reflect a few of the changes made with the skills.
Thank you.
Last Edit: Oct 16, 2012 23:53:15 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
Bernard (one of our members) has sent me a PM that he is still around. That kind of made me feel better, so I decided to do some updating. I was planning on making some big changes to the super powers and RP and this will be the first of those changes.
I have changed the wording to all of the super powers with how skills operate in terms of SP usage. Bernard had suggested that I increase the SP power limit, and although I was not for it at the time, I have decided to remove the SP limit cap. *GASP*
For those that don't know what that means, it means that this new system I am creating is about to get crazy stupid in terms of power levels. If a member stays around for eighty gabazillion years they could have a max SP limit of over 9,000. So in their bio page their SP counter would show up as something like: (9,000) out of (9,000).
At the moment bios say that the max limit is 100, but if you reach that cap just add another 100 on to the limit and go from there.
This will probably result in a lot of the high tiered characters dying in one hit, but that is what happens when you play in the big leagues. In the super power list I have also changed some of the limitations so that some powers have stricter rules to them in terms of what they can and can't do.
This role play is about more than just combat, so players that only have combat related abilities will eventually see how these restrictions affect them in game.
I'm going to be making some adjustments to the rules page and storyline page as well, but now that I am a lot busier with work I may not get around to it right away.
A few updates ago I mentioned some changes with the skins and that I was going to make a skin selector function on the sidebar, that project has been scrapped and will no longer be implemented.
The last change is that players will no longer be able to see the max HP and SP limits of NPCs. All of their stats will be hidden from the players and only the Admin will be able to see. That way if players pick a fight with an NPC they won't know if its a goon or a boss unless they have a power that alerts them to danger.
I will get around to promoting the site again for 2013, so if you are going to be joining us just make a comment in the Heroes Lounge and let me. I will be sending PMs to all the members telling them about the site reopening.
Thank you.
Last Edit: Dec 27, 2012 1:40:37 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
I made some changes to the rules a bit because I changed the way the SP and skill system works. The first thing I changed was the max limit for humans, I increased it to 20/20. The reason for this was because I completely removed the -20 penalty system of using skills that you didn't specialize in. I thought it would make more sense to just raise the skill level cap to give a greater bonus instead of giving a roll penalty. I imagined that most players would forget to add the penalty in game but would remember their bonuses.
I also changed the way debuffs work, their duration and power is now based on how much SP you use. If you want to do continuous damage you simply say so in your post. If you use 20 SP points the attack will do 20 continuous damage points for 20 turns, the only way to stop it would be to use a healing potion or have another player use a super power to stop the effect.
I've been updating the battle rules so that anything players need to know is all right there without me having to explain anything to them. I've put together a combat "guide book", so to speak.
The traveling rules has changed as well because players now have more SP. You will now lose one SP for every map grid space you travel, so long distance saves you money but cost more SP. That way low lvl players can't travel as far as the high lvl players.
I also changed the "Unique" superpower to "Creative imagination". This new superpower is pretty much the same as Green Lantern's. Your imagination and will works as your source of power. If I have the time I'll add more updates within a few days.
Thank you.
Last Edit: Dec 29, 2012 22:06:28 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
I have moved some of the old topics from the board and into the past post place. Almost all of the posts dealing with Gabriel's crossing is now located inside of the Past post place (I'll call it P3) for players to view past story events.
I went through and organized the P3 so that every post made is located in one topic so that it can be read through like most other RP sites, all on one page. Proboards automatically arranged it all by date so the posts fit together the way they were posted in chronological order. I will be going through adding other topics that have reached 10 pages to keep the active RP boards easy to read through.
I also edited the "Story so far" board and divided the Site overview from the actual story so that they are two separate posts. I'll be back to make more updates later, but for now I'm going to go enjoy the new year.
Happy New Year!
If you have any questions you can Email me at: fgheroes@yahoo.com
Made a small change today. I removed the shadow text from the role play site because it was causing problems with certain colors of text and made the words hard to read. I'll fiddle around with it one day to find the right color combination. Until then it will remain gone.
I have also made a backup of new the Head and Footer codes in the Admin CP in case it gets erased. That's all for now folks!
Thanks.
If you have any questions you can Email me at: fgheroes@yahoo.com
Today I made a change with the agility skill. While doing my battle between Naida and James I noticed I wasn't clear on how the skill worked so I added a bit more detail to the description. Hopefully that clears things up.
I also fixed some grammar and spelling issues scattered around the site. I noticed that my character bios have a lot of mistakes so one day I will read through and fix that up as well. For now that is all.
I updated the OPD and brought back their training room. Actually, the training room never actually made it in the RP because no one ever joined the OPD as a new player. So technically, I just added the training room for the first time...
OPD officers were supposed to start there and go through the ropes of learning how to use a gun as well as going through the basics of detective work and their policing duties. Since the tutorial was removed you can now make your way to this room by going to the OPD headquarters.