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  #1  
Old 07-28-2012, 01:52 PM
SC Roo SC Roo is offline
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Combat Update

We've reverted to the old combat system for the time being until the new one is more fully developed. Please assist if you run into any problems We'll be updating the code a bit to allow for armor/weapon/shield degradation, as well as a way for smiths to repair damage to these items. Stay tuned for more information.

We've also turned skink hunting back on. Enjoy!
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  #2  
Old 07-28-2012, 08:45 PM
SC Roo SC Roo is offline
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I fixed some major bugs with the way damage was being dealt. Fights should last a bit longer between equally skilled opponents.

Armor/weapons/shields will now degrade during combat. Weapon will take damage when attacking or parrying, shields will take damage when blocking, and armor will take damage when absorbing blows. Each item will be able to take 10 points of damage per quality level before breaking (once broken, it will become unusable). So an unsurpassed quality item will be able to take 120 hits before breaking, while a terrible quality item will be able to take 10 hits before breaking. The condition of your weapon/armor/shield will be visible in its description. If you find yourself in need of repairs, you may seek a blacksmith.

Please please please assist if you find any bugs/errors regarding combat, damage, or item degradation.
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  #3  
Old 07-29-2012, 03:08 AM
Aptaliesin Aptaliesin is offline
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You are the man.

As for repairs.. Hows it done? Armor smiths for armors, weapon smiths for weapons, and black smiths for either one?

"Repair my bronze cuirass with my hammer and anvil" ?
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  #4  
Old 07-29-2012, 02:49 PM
SC Roo SC Roo is offline
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Quote:
Originally Posted by Aptaliesin View Post
You are the man.

As for repairs.. Hows it done? Armor smiths for armors, weapon smiths for weapons, and black smiths for either one?

"Repair my bronze cuirass with my hammer and anvil" ?
Any smith (blacksmith, weaponsmith, armorsmith) can repair your equipment. This may or may not change. The command is: repair <item>, and you have to have a hammer and anvil (either in your possession or in your immediate environment). Sorry for not specifying that before. I had a bad case of mush brain.
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  #5  
Old 07-29-2012, 06:18 PM
SC Roo SC Roo is offline
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The bug that prevented you from killing skinks with your hands has been fixed.
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  #6  
Old 08-05-2012, 11:56 AM
SC Roo SC Roo is offline
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Bows can now be used in combat situations.

To take a single arrow from a stack of arrows: grab stack
To load your bow with an arrow: load bow with arrow
To unload your bow: unload bow

Loading an arrow will cost 25 actions points. Attacking will deplete your arrow. You are not able to stack attacks like you can with other weapons (unless you are fast enough to reload your bow before the action goes through).
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  #7  
Old 08-07-2012, 07:37 AM
Aptaliesin Aptaliesin is offline
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Thanks loads roo. Great addition as always.

couple questions:
Is there a "Bow" skill added? Or is it the elusive "Ranged" skill ive seen?

Is there a career or plans for a career or two that uses bow?
Would an easy idea be to change all instances of "Gun" to "Ranged" so all the gun classes can opt for a bow as an alternative..

Reason i ask, every weapon skill has a career that can go with it so you can have those double rolls, ie.> gun 15(20) A bow currently doesnt have that.

Thanks!
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  #8  
Old 09-06-2012, 08:36 PM
SC Roo SC Roo is offline
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I had reported in the Healing Updates thread awhile ago that damage from sparring was toned down a bit (1/4th of what you would get in actual combat) so fights would last longer. Since you've guys have had time to play with this, is it something you enjoy? Would you rather it be switched back to give full damage so you have a better feel for how your character performs in actual combat?
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  #9  
Old 09-06-2012, 08:47 PM
~Bayard~ ~Bayard~ is offline
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While I can understand what you were trying to achieve, it doesn't seem necessary when spar damage heals so quickly. Most people spar specifically to see how their characters would stand up to each other in a real fight. Bayard was sparring Virendra the other day, we just sorta got bored and stopped after about 30 minutes of hitting one another for 1 dmg per hit.
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  #10  
Old 09-06-2012, 09:08 PM
Weasel Weasel is offline
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What Bayard said. Full damage, so one can see how their character is progressing and how they stand up in simulated combat.
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  #11  
Old 09-07-2012, 11:54 AM
Aptaliesin Aptaliesin is offline
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Yah, definitely needs to revert back i think. Sparring this way (while more engaging and RP worthy) doesnt give you a feel for how you'd actually do in a fight,

The main reason why, is endurance and armor cant be countered by good damage rolls or precision bonuses. you get alot of serious hits, for 1 -3 damage occassionally 6.

Means the armor wearers (especially with high endurance) can outlast anyone with damage dealers unable to reach their potential.
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  #12  
Old 09-07-2012, 04:22 PM
Virendra Virendra is offline
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As an armour wearer, fighting people who only tend to hit me for one point of damage during a 20-hit-long spar. I have this to say.

My infirmary bills are too damn high!
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  #13  
Old 09-07-2012, 07:29 PM
SC Roo SC Roo is offline
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Alright, since the general consensus seems to be pretty clear, I've reverted it back to do full damage. Happy sparring!
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  #14  
Old 09-21-2012, 06:42 AM
Khagra Khagra is offline
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Sparring

The new combat system. I luffs it. REally wish it had been like this all along. Same flavor as the original system from when I started, but with more. It's great! Awesome job so far, guys!
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  #15  
Old 10-03-2012, 12:46 PM
TheNomad TheNomad is offline
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Quote:
Originally Posted by SC Roo View Post
I fixed some major bugs with the way damage was being dealt. Fights should last a bit longer between equally skilled opponents.

Armor/weapons/shields will now degrade during combat. Weapon will take damage when attacking or parrying, shields will take damage when blocking, and armor will take damage when absorbing blows. Each item will be able to take 10 points of damage per quality level before breaking (once broken, it will become unusable). So an unsurpassed quality item will be able to take 120 hits before breaking, while a terrible quality item will be able to take 10 hits before breaking. The condition of your weapon/armor/shield will be visible in its description. If you find yourself in need of repairs, you may seek a blacksmith.
Out of curiosity, can armor/weapons/shields be repaired an unlimited number of times?

If that is the case, might it not be better to have the number of times they can be repaired be linked to their quality? (terrible once, upto unsurpassed 12 times (or what ever it would be)) It might give crafters a chance to RP more.

Those with fancy StP armor/weapons/shields could either be exempt from deterioration, or, more balanced they might be required to spend tokens 'send their items away to a specialist'

Any thoughts/ideas?
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