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	<title>Welcome Board Archive - Code Update 8/26 - Revision history</title>
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	<updated>2026-06-07T21:50:24Z</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_-_Code_Update_8/26&amp;diff=461&amp;oldid=prev</id>
		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: Code Update 8/26                          Appends: 2          Posted On: Sunday, August 26 2018, 08:18PM -------------------------------------...&quot;</title>
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		<updated>2020-05-09T19:13:38Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: Code Update 8/26                          Appends: 2          Posted On: Sunday, August 26 2018, 08:18PM -------------------------------------...&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: Code Update 8/26                         &lt;br /&gt;
Appends: 2          Posted On: Sunday, August 26 2018, 08:18PM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
- Increased the success rate on Feint&lt;br /&gt;
- Decreased the critical fail rate on Feint&lt;br /&gt;
- Feint's debuff duration has been doubled&lt;br /&gt;
- Mobs no longer get 'blindfighting' by default&lt;br /&gt;
- AC debuff spells now have a 20 pt ac debuff instead of 10&lt;br /&gt;
- You can fix secondary attack and weapons with the repair skill &lt;br /&gt;
  again&lt;br /&gt;
- Some mobs will have better AC, especially those in the run areas&lt;br /&gt;
- The regen changes will be made live&lt;br /&gt;
&lt;br /&gt;
A note about this update:&lt;br /&gt;
&lt;br /&gt;
A number of variables surrounding the hit table and how melee hits &lt;br /&gt;
are determined have moved to a run-time configuration. &lt;br /&gt;
&lt;br /&gt;
Though this was a pretty safe set of changes, as we've seen with &lt;br /&gt;
throw, I'm amply capable of screwing things up to a really, really &lt;br /&gt;
amazing degree.&lt;br /&gt;
&lt;br /&gt;
So be on the lookout. The numbers look right, but ya never know.&lt;br /&gt;
&lt;br /&gt;
That being said, with the note about AC on mobs above, you will &lt;br /&gt;
sometimes miss a bit more often. Feint, cause and create debuffs, &lt;br /&gt;
blindness, mark target and limn can be used to mitigate quite a bit &lt;br /&gt;
of AC now ... :)&lt;br /&gt;
&lt;br /&gt;
Append 1 of 2 from Rufus  on Sunday, August 26 2018, 08:20PM&lt;br /&gt;
RE: Rufus          Title: Code Update 8/26                         &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
- Item size and held objects is now a lot more consistent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Append 2 of 2 from Rufus  on Sunday, August 26 2018, 08:36PM&lt;br /&gt;
RE: Rufus          Title: Code Update 8/26                         &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So I turned the artificial mob ac limit on. As I was stat'ing a few &lt;br /&gt;
mobs around the mud to get a bit of insight, I realize there were &lt;br /&gt;
a few that weren't prepared for such a radical shift.&lt;br /&gt;
&lt;br /&gt;
So nothing new in terms of hitting potential from players. All the mob &lt;br /&gt;
ACs have returned to normal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
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