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	<title>Welcome Board Archive - Code update 8/24 - Revision history</title>
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		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: Code update 8/24                          Appends: 1          Posted On: Friday, August 24 2018, 09:17PM -------------------------------------...&quot;</title>
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		<updated>2020-05-09T19:09:34Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: Code update 8/24                          Appends: 1          Posted On: Friday, August 24 2018, 09:17PM -------------------------------------...&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 8/24                         &lt;br /&gt;
Appends: 1          Posted On: Friday, August 24 2018, 09:17PM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
NOTE: VERY IMPORTANT CHANGE TO INNATE DEFENSE:&lt;br /&gt;
&lt;br /&gt;
- Innate defense is now an active command. The command 'defense' &lt;br /&gt;
  toggles it on and off. While it's active, it will work as it had &lt;br /&gt;
  previously. Once activated it will last for 3 hours without having &lt;br /&gt;
  to reactivate it.&lt;br /&gt;
&lt;br /&gt;
NOTE: VERY IMPORTANT CHANGE TO REGENERATION RATES:&lt;br /&gt;
&lt;br /&gt;
- Currently, regeneration is based on the same stat that defines how &lt;br /&gt;
  many hit points, how much move or mana you have. It's the sort of  &lt;br /&gt;
  'double dipping' we've been trying to remove from the code. So we're &lt;br /&gt;
  going to TRY (and I emphasize TRY) something:&lt;br /&gt;
 &lt;br /&gt;
  1) If you currently have 100 in your regen stat (dex, con or mind),&lt;br /&gt;
     Your regen won't change&lt;br /&gt;
  2) If you currently have 104 or 105, your regen will stay the same &lt;br /&gt;
     as it is currently (slightly better than 100)&lt;br /&gt;
  3) If you currently have below 100, your regen rates will increase &lt;br /&gt;
     to match those with 100 in the stat.&lt;br /&gt;
&lt;br /&gt;
  Basically the design is that your stat determines the amount of X &lt;br /&gt;
  you have, and the regen of X is a constant.&lt;br /&gt;
  &lt;br /&gt;
  Again, I emphasize we're going to TRY this. We'll see how it goes.&lt;br /&gt;
  &lt;br /&gt;
  As an aside, mv regen, which was slightly faster than mana or hp &lt;br /&gt;
  regen, will be moved in-line with the other two.&lt;br /&gt;
  &lt;br /&gt;
  Another note: This does not affect HP, MANA or MOVE REGENERATION &lt;br /&gt;
  items. Those stay the same (except see note in 'other changes' &lt;br /&gt;
  below) and those were already static (3 times / tick).   &lt;br /&gt;
&lt;br /&gt;
OTHER CHANGES ...&lt;br /&gt;
&lt;br /&gt;
- Increased chance of mark target hitting. It should be just over 90% &lt;br /&gt;
  of the time at 100 perception.&lt;br /&gt;
- Vanish no longer has a mind requirement. Increased the dex &lt;br /&gt;
  requirement&lt;br /&gt;
- Added a wear-off message to deadly precision.&lt;br /&gt;
- Assail costs mv. It scales with level.&lt;br /&gt;
- Reduced assail damage by about 10%&lt;br /&gt;
- Deadly precision costs 12 mv every time it goes off&lt;br /&gt;
- You can now sneak when hiding as well as hide while sneaking.&lt;br /&gt;
- If you're over level 10 and you have low move (determined by your &lt;br /&gt;
  level), you will do less damage. This goes for everyone, not just &lt;br /&gt;
  for the new rogue archetypes.&lt;br /&gt;
- Maximum hp/mana/mv regen stat from items at level 50 is 20 rather &lt;br /&gt;
  than 15. It scales across levels as it did before.&lt;br /&gt;
- Both &amp;quot;stones&amp;quot; spells give 1 point of mv regen now&lt;br /&gt;
- Stones spells will renew duration properly (reality: there's &lt;br /&gt;
  nothing that should really change here)&lt;br /&gt;
&lt;br /&gt;
Append 1 of 1 from Rufus  on Saturday, August 25 2018, 03:28PM&lt;br /&gt;
RE: Rufus          Title: Code update 8/24                         &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Okay... to clear up a couple misconceptions:&lt;br /&gt;
&lt;br /&gt;
1) I reverted us to the old regen system. There was a bug in the new one that &lt;br /&gt;
will be pushed soon. However, movement regeneration is slower.&lt;br /&gt;
&lt;br /&gt;
2) We didn't reduce the efficacy of throw. I messed it up for a while &lt;br /&gt;
(badly) but it's been put back together. Throw has always had a very &lt;br /&gt;
strange random component to it and I minimized it. According to the &lt;br /&gt;
logs, it's actually hitting way more often than it used to. Please &lt;br /&gt;
keep submitting feedback, but I'm not seeing it on the code end of &lt;br /&gt;
things. &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>
	</entry>
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