Welcome Board Archive - Code Changes 3/2/2019(2)
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From: Rufus Title: Code Changes 3/2/2019
Posted On: Saturday, March 02 2019, 09:38AM
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* Backs out the changes to mobs knowing skills. This went a bit
further than I'd anticipated. Some individual mobs may be altered
in the future, but the blanket 'all mobs know all skills they
qualify for' will be on the back burner pending some additional
testing.
* Spell damage: Meteor (and all spells really) weren't supposed to
be able to do more than half of something's maximum hit points.
This bug has been fixed, but it means a pretty significant change
as to what mobs you can just walk in and eliminate with a single
spell.
That being said, there are some additional changes to this and they
apply to all spells:
- if you higher level than the mob, you can do as much
damage as the spell will do
- the mob must have at least a certain number of hit points
for the half-max-hit-points attenuator kicks in. Below this
the mob will take full damage. This is to accomodate the
mobs we've intentionally designed to be trivial regardless
of their level.
* merge and roll bandage have had their skill lag drastically
reduced (to like 0.5 seconds)
* A weapon in a dual wield slot has a slightly lower chance of
its spell(s) going off.
* Fixes the last crashing bug