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	<title>Welcome Board Archive - 5/17 Code Update - Revision history</title>
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	<updated>2026-06-07T20:46:49Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_5/17_Code_Update&amp;diff=805&amp;oldid=prev</id>
		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: 5/17 Code Update                                              Posted On: Sunday, May 17 2020, 06:09PM ----------------------------------------...&quot;</title>
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		<updated>2021-09-08T17:59:46Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: 5/17 Code Update                                              Posted On: Sunday, May 17 2020, 06:09PM ----------------------------------------...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
From: Rufus         Title: 5/17 Code Update                         &lt;br /&gt;
                    Posted On: Sunday, May 17 2020, 06:09PM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
5/17 code update:&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
- fix for at least one of the recent crashes.&lt;br /&gt;
&lt;br /&gt;
- unfixed another crash so if we hit it again, I can actually fix &lt;br /&gt;
  it rather than stare at it blankly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rogue skill update:&lt;br /&gt;
&lt;br /&gt;
- Initial move cost for evasion reduced from 50 to 10&lt;br /&gt;
&lt;br /&gt;
- Evasion scales with damage avoided, but caps at 40 max mv per round&lt;br /&gt;
  (it continues to evade more damage than that)&lt;br /&gt;
&lt;br /&gt;
- Evasion disengages deadly precision&lt;br /&gt;
&lt;br /&gt;
- Evasion and brew are no longer exclusive skills&lt;br /&gt;
&lt;br /&gt;
- Deadly precision is calculated once for dual wielders (12 mv) in &lt;br /&gt;
  a round instead of twice. &lt;br /&gt;
  &lt;br /&gt;
- You can now learn archer and with both evasion and assail&lt;br /&gt;
&lt;br /&gt;
The Great 2020 AC Change:&lt;br /&gt;
&lt;br /&gt;
With any luck, this change will mostly not be noticible. But to fully&lt;br /&gt;
understand the change, a little background is necessary.&lt;br /&gt;
&lt;br /&gt;
AC is actually stored in a few places. For 'armor' objects, it's stored &lt;br /&gt;
as a value on that object. It can also be stored as an affect (like &lt;br /&gt;
strength, or hit points are) both on armor objects and non armor &lt;br /&gt;
objects.&lt;br /&gt;
&lt;br /&gt;
Currently you pay more rent for 'non-armor' ac. Why? Because it can't &lt;br /&gt;
be damaged away. The more damage an item takes, the worse its ac is. &lt;br /&gt;
This 'magical' ac remains regardless. &lt;br /&gt;
&lt;br /&gt;
In the upcoming spec revision, eliminating that rent distinction is &lt;br /&gt;
on the table to be eliminated. Along with that, we've decided that &lt;br /&gt;
the full range of AC should decreate based on the damage of the object.&lt;br /&gt;
&lt;br /&gt;
So this change converges the ac to one value that's shared on all &lt;br /&gt;
objects regardless of whether it's an ARMOR object or some other type &lt;br /&gt;
of object.&lt;br /&gt;
&lt;br /&gt;
The reality is, the only noticible changes you should see are that &lt;br /&gt;
as your armor gets more and more damaged, you lose more AC. Heroic &lt;br /&gt;
items will stay the same (they don't suffer armor damage/ac penalties)&lt;br /&gt;
and items will still go to a scrapped condition rather and be &lt;br /&gt;
repairable from that state.&lt;br /&gt;
&lt;br /&gt;
We're not done with the new rent spec yet, and who knows what, if &lt;br /&gt;
any, changes will come to existing items as part of that. So as of &lt;br /&gt;
now, rent will not change on your items. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
	</entry>
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