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