Changelog
Updated hit-check algorithms to better account for hitroll and ac. These stats now matter in combat.
Adjusted parry and dodge to not be dependent on combatants' relative levels, as the revised hit checks handle that.
Adjusted racial combat abilities. This means caster races are worse at hitting opponents than pure fighters, in general.
Adjusted parry and dodge to not be dependent on combatants' relative levels, as the revised hit checks handle that.
Adjusted racial combat abilities. This means caster races are worse at hitting opponents than pure fighters, in general.
Fixed a very exploitable bug with currencies. Thanks for reporting it Kalisto.
Last edited by Everybody on Sun Sep 25, 2011 10:15 pm, edited 1 time in total.
A combat tweak went in, suggested by Brodgar during playtesting.
Hit tables were updated to make the early newbie levels somewhat less frustrating.
Additionally, blind, dirtkick and invisibility directly affect chances to hit, now, and targets that are unable to defend (stunned, incapacitated, mortally wounded targets) are hit at very high probabilities.
Hit tables were updated to make the early newbie levels somewhat less frustrating.
Additionally, blind, dirtkick and invisibility directly affect chances to hit, now, and targets that are unable to defend (stunned, incapacitated, mortally wounded targets) are hit at very high probabilities.
Several related changes to the hide skill went in:
Removed code that automatically unhid players from several locations.
Adjusted visibility checks to allow hidden mobs/PCs to occasionally be seen without magical aid.
Added notifications when performed actions cause a character to lose hide.
Changed movement checks to allow movement while staying hidden if checks pass.
Removed code that automatically unhid players from several locations.
Adjusted visibility checks to allow hidden mobs/PCs to occasionally be seen without magical aid.
Added notifications when performed actions cause a character to lose hide.
Changed movement checks to allow movement while staying hidden if checks pass.
Behind-the-scenes tweaks to the weather/time system, and a couple of speco's occurred. These should be invisible, but please let me know if you experience any issues with teleporting objects or demon gatekeepers.
Cleaned up a variety of reported and logged bugs. The largest of these is that combat would stop when the first attack was parried/dodged under some cases.
Fixed (nearly) all reported typos. The one remaining is related to combat display code that isn't a simple fix.
Edit: updated sacrifice and spec_cast_adept (trainer/clericus/etc.) to represent more current immortals.
One or two other things might have gotten fixed, but they would be minor, and I forgot to note them down as I was coding. My apologies.
Cleaned up a variety of reported and logged bugs. The largest of these is that combat would stop when the first attack was parried/dodged under some cases.
Fixed (nearly) all reported typos. The one remaining is related to combat display code that isn't a simple fix.
Edit: updated sacrifice and spec_cast_adept (trainer/clericus/etc.) to represent more current immortals.
One or two other things might have gotten fixed, but they would be minor, and I forgot to note them down as I was coding. My apologies.
Changed our single, global weather system to one that is determined and dynamic per-area. This also decluttered some of the other weather-related code.
As a note, I've found that the previous fix that fixed an initial dodge/parry halting combat makes for some awkward displays with critical hit and allows the new taint affects to hit even when a hit is dodged/parried. I'm still working out how best to rearrange this core portion of the combat code to resolve it, as it's a non-trivial fix.
As a note, I've found that the previous fix that fixed an initial dodge/parry halting combat makes for some awkward displays with critical hit and allows the new taint affects to hit even when a hit is dodged/parried. I'm still working out how best to rearrange this core portion of the combat code to resolve it, as it's a non-trivial fix.