Upcoming code changes

For announcements from the Immortals.

Moderator: Builders

User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

27.12.2010 - Niila

- Flee-lag has been halved.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

First Month, Third Day, Year 2011 - Niila

- Bladeforms can now be raised up to 85 + your circle / 2.
- Pointed out by a MC, Vertigo seems to trigger Sleep weave on a occasion. It triggers pain instead now.
- Sleep weave doesn't get triggered in any possible way through misfiring anymore.
- Sleep cannot be attained from wilder event anymore.
- Kicking a channeler who is channeling in the head might interrupt weaves they are doing.. if it lands on the head. Just like it would stop someone trying to bash. Or do bladeforms.
- Slight changes to channeling procedure.. should be no more instant weaves and instead take atleast one weave_tick to weave. Unless you fumble weaves. Then they might backfire instantly.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

First Month, Fourth Day, Year 2011 - Niila

- Bladeform path Path of Water now properly acts like it's said to act, as in defend better against bladeforms.
- Bladeform path Way of Wind now executes slightly faster than the other paths, as it's description promises.
- Kill (when hitting an target) has its lag back. It does, however, not have a lag when there's no target.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

First Month, Fifth Day, 2011 - Niila

- Fixed the "You should not see this" message when trying to wear in l&wrist or r&wrist position when both were full already.
- Bladeform crits, when missing, still deal slight damage. Just like glancing hits. In fact.. that's what they are. Kind of.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

Eight day of First Month, 2011 - Niila

- Hit human will target humanoid races (wetlander, Aiel, etc..)
- Hit dark will target darkspawn (draghkar, fade, trolloc..)
- Hit human/dark will not target players below level 25, to protect new characters. You'll have to kill them with hit name, if they're behaving improperly. Oh and if this gets abused by level lower than 25 taking part in player versus player.. I won't be amused.

The aforementioned only work for hit/kill command.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

Tenth Day of First Month, 2011 - Niila

- Warder regen has been downed. A lot.
- Bond sickness time has been downtuned from 1 to 3 ingame years, to from few ingame days to a bit over week of ingame time days. (read, this is fairly short)
- Mortal who has returned. It now only shows your own race members (and for trollocs, fades.. and for fades, trollocs) and immortals who are online.
- Status in the account doesn't show who's online anymore..
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

Eleventh of First, 2011 - Niila

- Channeling mobs now channel more often. And use the higher end weaves more often.

If any bugs occur or odd behaviour, let me know.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

Twelft of First, 2011 - Niila

- Targetting head no longer gives a 1.25 multiplier on damage. And targetting legs no longer gives -50% the damage. So targettting locations now is good for searching for weaknesses in armor. If you don't want to bother with that, target random helps by finding a random spot for you to hit.

- When you die, you no longer get full health and full moves. Instead, you get health according to level, and moves drop/go up to 10.

Report to me if there's any bugs or oddities.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

Thirteenth Day of First Month, 2011 - Niila

- Channeling in a fight while resting will make weaves fail.
- Power amounts(sp) have changed. Avarages have gone up, high ends down. This is to create some equal ground with channelers in general.
- Weaponweight no longer impacts weaponspeed.
- Weaves are slightly slower. Especially Blind/Poison/Vertigo.. it takes a while to weave them now. They take same amount of power as before.
- Channeling power regens slightly faster in general.

Report oddities as per usual.
User avatar
Niila
Site Admin
Posts: 527
Joined: Thu May 07, 2009 7:20 pm

Re: Upcoming code changes

Post by Niila »

16.1.2011 - Niila

<MASQUERADE>
- Is a skill used to conceal your identity. Without it, you have very low chance of not getting revealed while in combat. Even with it, you have low chance until high %.
- Masquerade skill takes more pracs than other skills. A lot. And requires additional training every 20 points. (that means 20/40/60/80).
- It's a skill that's for shady clans. Anyone can use a mask (or any item that goes to over eyes position) but expect not to be able to keep it on.
- It's a skill that's very, very painful to bring up. This is intentional.

<TROLLOC BREEDS - Concept design; Ganelon>
- You picked up a trolloc breed upon creation. Now you can see it in info.
- Trolloc breeds have differencies. Only four have a specialty now. These being eagle/vulture/ram/bull:
* Bulls/rams can use bash without a shield
* Eagle/vultures can see members of any race on where.. and using where cost moves for these breeds.

Bugfix to Character Generator of trollocs
- Fixed a bug where it was picking one number lower for breeds on creation, for some unknown reason.

There's probably a lot of bugs with these incoming changes.. report your findings in a PM. I recommend that you'll first test things around, note them down to a paper/notepad, and then send me a conclusive list as a PM. That way I'll have easier time keeping track of them. And there's going to be a lot of oddities, I'm sure. Thanks.
Post Reply