Welcome Board Archive - Update for 2020/06/13

From LegendMUD
Revision as of 10:17, 8 September 2021 by Emrysia (talk | contribs) (Created page with "<pre> From: Rufus Title: Update for 2020/06/13 Posted On: Saturday, June 13 2020, 11:00AM -------------------------------------...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
From: Rufus         Title: Update for 2020/06/13                    
                    Posted On: Saturday, June 13 2020, 11:00AM
---------------------------------------------------------------------------
HELP FILES
exits, hideares, lima, hotzone, showxpinfo, visited, evasion, sleep, 
sloth, stoneskin herblore, visited and night vision

AREAS

- the northern path out of SF is less confusing to navigate
- newbie QOL improvements surrounding various frustration points in 
  hometowns and surrounding areas

CODE

- In autoexits, closed doors show in brackets
- Attributes uses the field and value color coding (colors 40 and 41)
- Recovery and vicious backstab both expire in real-time (meaning they 
  tick down in ooc or offline)
- Many items that have some benefits to them (other than ac) are 
  indicated with an asterisk in a corpse (in the auto-help color) 
  and might bear out further investigation. For experienced players 
  and high-level areas, you should still examine everything, especially 
  in a new area as this flag is aimed towards mostly stats that newer
  players are unfamiliar with.
- Items that unbundle automatically (herbs, etc) will re-calculate the 
  rent properly on the remaining bundle
- Spiritual epiphany can be renewed
- When you are exhausted and fighting and you get the message:
    You are tired and not able to hit as hard.
    It only reduces damage by 10% now, instead of 50%.
    
- There is a new field in both the new score and in attributes called 
  Melee Damage Modifier (or Melee Dam Mod). This is a percentage change 
  of melee damage output after all other factors have been considered.
  -10% means 10% less damage (see warcry below)

CON SKILL CHANGES

NOTE: The effects, the percentage chance of special effects, the 
success rates of the skills and the damage done will likely be tweaked 
over the next few updates for all of these changes.

- Constitution 80 and above increases your natural regeneration.
  Resting at 100 con changes 1hp/1.5s to 1hp every .75 seconds.

Headbutt changes:

- Headbutt no longer sets you to sitting on a failed headbutt
  When you self-stun with a headbutt, it's a much shorter duration
  than before for you.
- Headbutt's damage is now based on constitution and will do more 
  damage than before (max=17, before it was max=5 and based on
  strength)

lindside changes:

-  Blindside is now a con vs con skill
-  Blindside no longer sets the alartness flag. This means that
-  you can blindside a mob and then someone else (or you later) can
   backstab them. Instead, you can't blindside a mob that has been
   blindsided in the previous 90 seconds by anyone.
-  Blindside no longer cares about the alertness flag
   blindside has a slightly higher chance to daze at higher con
   and a lower chance at lower con (it now takes into consideration
   the constitution of the victim, not just the attacker, but generally
   if you're landing the skill, it'll be a higher chance of dazing)

Warcry changes:

- The damage has been increased, as has the success chance of warcry.
  If a warcry is successful, it will do damage.

     WARCRY will do damage and a chance at paralysis (this
     one has the highest damage maximum)

     WARCRY FEAR will do damage and a chance at fearing the
     target

     WARCRY ENRAGE will do damage and a chance at enraging
     your opponent

     WARCRY BELLOW will do damage to everything in the room that
     you can fight (shares damage maximum with
     warcry) Basically an AOE warcry
     that does damage only.

     in the targeted versions above, if you already fighting, you can
     omit the target

- courage/valor/iron will affect both the chance to hit and the
  special effect (fear, enrage, paralyze)

- Warcry against a target that is fighting you (this means bellow
  doesn't work here, nor does fear) will impose a 1-round 10% melee
  damage output reduction on the mob. This warcry must come from the
  tank in order to work.

- Warcry only has 1 round of skill lag, but has a recycle time of 3
  rounds meaning you can use it once every three rounds, but you can
  use other skills in between. It will show up in your timers.