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Re: Upcoming code changes

Posted: Tue May 10, 2011 9:51 am
by Niila
10.5.2011

- Travel has been fixed(?)
- Bladeforms have been altered. Forms that previously seemed to do nothing, should now have either an extra-benefit, or should do more damage.
- Bladeforms should execute faster now. This is subject to change to one way or another.

Re: Upcoming code changes

Posted: Thu Jun 02, 2011 9:39 am
by Niila
2.6.2011

- Rescue has a slight lag when you try to perform it (about half a round) if you don't have rescue mastered. This is to make the mastered version of rescue actually have a point.

- Windstorm no longer works 100% of the time. It now has a random variable to it. Mobs that are tough (relatively high level) have a chance to 'succeed' in not flying out of the room. Applies to players too. And extremely badass mobs (like those that are extremely high level) may be unaffected by windstorm's extra-properly all-to-gether. If it seems like it'll need tweaking to one way or another, it will be tweaked.

- Hail no longer takes 0 power if you have it at a low %. Instead, it behaves the same way as any other weave of the same tier.

Report any unintentional or somehow wrong behaviour to your closest immortal. Thank you.


Effective after reboot.

Re: Upcoming code changes

Posted: Sat Jul 23, 2011 2:59 pm
by Niila
23.7.2011

* Masked people shouldn't show up as 'Someone' when they're talking. Or emoting..
* Crafting-flag for items..
* Craft-editor..
* Timed CPs fix (everyone gets them now! This is intentional.)

Report any bugs or odd behaviour to the closest member of the Staff. Thank you.

Re: Upcoming code changes

Posted: Sun Jul 24, 2011 7:31 pm
by Niila
24.7.2011

* Preparations of crafting on code side..
* Failing bladeforms due to position 'sitting' now displays a message to those in room.
* Creative bladeform path does not suffer so greatly from being in the position 'sitting' or position 'resting' if they already have a form executing. They'll spring back to their feet, as they'll utilize their ill-be-gotten-situation.
* Tie, the skill, is now 100 times easier to raise up. (give or take twenty)

Report any odd behaviour or similiar to your closest immortal. Thank you.

Re: Upcoming code changes

Posted: Mon Jul 25, 2011 11:54 am
by Niila
25.7.2011

* Due to popular demand, combat has been slowed down by a lot.

Re: Upcoming code changes

Posted: Tue Jul 26, 2011 7:20 pm
by Niila
26.7.2011

* Two handed weapons are now properly displayed as such when looking at someone or when typing equipment.
* Kill masked should work again.

Re: Upcoming code changes

Posted: Fri Jul 29, 2011 6:56 pm
by Niila
29.7.2011

* Lag related to actions has been lowered

Re: Upcoming code changes

Posted: Wed Sep 07, 2011 9:39 pm
by Niila
7.9.2011

* Combat has been changed.. again. Dodge and parry have been seperated code wise (but you'll still just get those miss messages, just like before). Dodge helps you against all your opponents. Parry helps you against the target YOU are fighting against.

* Parry no longer drops down even if you're carrying lot of stuff.

* If your dodge is higher than your parry value, your dodge value is used instead of parry when trying to make an evasion.

* Thornbush lizard.. form.. thing.. now hits multiple opponents. As the description states.

Re: Upcoming code changes

Posted: Mon Sep 12, 2011 7:43 am
by Niila
12.9.2011

* Fades have their own bladeform path.
* Fade mobs that previously didn't have forms.. should now have forms.
* Twisting the Wind should now actually work again, instead of never executing.

Re: Upcoming code changes

Posted: Thu Nov 24, 2011 10:20 am
by Niila
24.11.2011

* Fixed bladeform header file. There was a mistake with the file I did when I was fixing up damage values for bladeforms and incidently made some bladeforms be uncounterable. Woops. - Niila