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 Post subject: Code Update 12/7/2015 Q&A
PostPosted: Mon Dec 07, 2015 11:10 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Questions about changes related to the 12/7/2015 update will be discussed in this thread.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 7:29 am 
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Dulrik wrote:
Reflex save to avoid being knocked prone due to attack skills

Will there be reflex impairment after successfully making one's save vs a trip/bash/bulk attempt?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 10:32 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Quote:
New:
- Scout skins now may have masterwork bonuses that stack with enchants
- Dwarves get a bonus to crafting skills (which includes skinning)
- Reflex save to avoid being knocked prone due to attack skills

Changes:
- Spells cast from devices no longer have a chance for an automatic success
- Aura of Negation does not work against targets that are at reaching distance


All of these look pretty neat. Did I miss an update that included crafting skills?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 12:16 pm 
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Baranov wrote:
Dulrik wrote:
Reflex save to avoid being knocked prone due to attack skills

Will there be reflex impairment after successfully making one's save vs a trip/bash/bulk attempt?

I never considered that. I suppose it could be something added if this change needs more tweaking, but for now it is not part of the plan.

By the way (although this should be completely obvious), I will mention that spellpower is only useful for casting spells. Although a reflex save is now involved, training art will not aid a warrior who is using an attack skill to try to knock someone prone.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 12:20 pm 
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ObjectivistActivist wrote:
All of these look pretty neat. Did I miss an update that included crafting skills?

Unfortunately, no you did not miss an update involving crafting skills being added. Crafting skills refers to skinning and also one specific cabal skill. It does not refer to brewing. Dwarves are known for crafting superlative armor not brewing potions.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 1:11 pm 
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Dulrik wrote:
ObjectivistActivist wrote:
All of these look pretty neat. Did I miss an update that included crafting skills?

Unfortunately, no you did not miss an update involving crafting skills being added. Crafting skills refers to skinning and also one specific cabal skill. It does not refer to brewing. Dwarves are known for crafting superlative armor not brewing potions.


Shame about that.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 3:16 pm 
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There is no stun effect with the changes to bash/trip is this a bug or feature? Removing the prone effect is a start but removing the lag cripples those skills.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 4:24 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik wrote:
Aura of Negation does not work against targets that are at reaching distance
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

Personally I'm still a fan of the idea that it functions like blitzkrieg does right now (In that it hits everyone hitting you, reaching or not) but this was well needed.

Dulrik wrote:
- Reflex save to avoid being knocked prone due to attack skills
Woah, this changes things a lot. It's actually really nice to have an avenue against prone for front-liners, and a reason beyond "warlocks" to enchant for reflex. This will definitely shake things up.

Dulrik wrote:
- Spells cast from devices no longer have a chance for an automatic success
I'm confused on this. Does this mean that all magical devices now have a chance to fail, even if the wands/scrolls/staves is mastered, or does it mean that it is possible to roll a "natural 20" on a spell so that it would always succeed? This is strange to me.

Dulrik wrote:
- Scout skins now may have masterwork bonuses that stack with enchants
Is this a builder setting or is it totally random for each successful skinning?

And am I correct in hearing you say that dwarves actually make -better- armor, or do they just now have a better success rate?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Tue Dec 08, 2015 5:31 pm 
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Edoras wrote:
Dulrik wrote:
- Spells cast from devices no longer have a chance for an automatic success
I'm confused on this. Does this mean that all magical devices now have a chance to fail, even if the wands/scrolls/staves is mastered, or does it mean that it is possible to roll a "natural 20" on a spell so that it would always succeed? This is strange to me.

There has always been (1) a small chance that a spell would succeed regardless of how high you get your saving throw modifier. Also there has always been (2) a small chance that a spell would fail regardless of how poor your saving throw is. Item 1 no longer exists for spells cast from magical items. Which means it is now possible to have a 100% chance to succeed on a saving throw from an item.

In practice, this means things like a 'scroll of petrification, petrification, petrification' is no longer as good against well-equipped targets, and might even be futile. Whereas casting petrification would not be.

Edoras wrote:
Dulrik wrote:
- Scout skins now may have masterwork bonuses that stack with enchants
Is this a builder setting or is it totally random for each successful skinning?
And am I correct in hearing you say that dwarves actually make -better- armor, or do they just now have a better success rate?

They actually make better armor. It can get an additional masterwork bonus.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 8:01 am 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Is there a change planed for word of recall now that there is no way other than curse to counter word of recall? If there is not how do you expect anyone to actually die from combat other than group ganks?

Does the reflex save make it so you can resist falling yourself when bashing/tripping?

Does the spell item include weapons with spell buffs on them such as deafness etc?


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