Shattered Kingdoms

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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 4:24 pm 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I don't think it matters at all that charms and controlled creatures don't save. It will also prevent any possible issues that would have arisen with charm hoarding/ unique charm duplication, etc.

Thanks for clearing up the dispel/cancel/remove compulsion thing. Still haven't had a chance to see any of these changes in action.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 4:50 pm 
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Mortal

Joined: Tue Dec 28, 2010 9:53 am
Posts: 128
Remove timer on undead then since you can't have an army?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:05 pm 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Would it be possible to have all your pets recall with you when using word of recall?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:27 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Sakhul wrote:
Would it be possible to have all your pets recall with you when using word of recall?
Actually, that is already one of the benefits of the new pet system. I forgot to mention it.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:34 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Can we get forumid to work again?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:35 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'd actually prefer that charms and animates didn't recall with you, only your storebought pet, if only because casters don't really need that extra layer of protection for the weapons they give their charms.

But as it stands now it's fine, I'd -definitely- prefer that charms don't save over logout. The fact that necromancer undead get to save over logout is a good countermeasure to soften the blow of the 8 undead limit though.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:41 pm 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
So now that we've essentially tweaked the necromancer, can you make some changes to Warlocks please? Any chance to remove the timer from elementals and make it concentration based instead? The fact that they don't have access to an elemental after it's dispelled really kills their utility / defenses seeing as how easy they are to dispel. Or does the timer reset on dispels now as well like death?

Also, elementals should be immune to their own school of spells. (Air should be immune to lightning etc.) Please?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:45 pm 
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Mortal

Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
Yeah, one of the few ways to actually "hurt", did I say hurt? I meant inconvenience, a well prepared sorcerer that have EZ mode ethereal wands and other countermeasures with a lot of classes is to force him to leave and steal the very high level weapon from the NPC. Not a fan of having those pets recall with you.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 5:48 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I like the new necromancer compromise. Now to get good at SK and test it...


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 8:02 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
ladyjennbo wrote:
I like the new necromancer compromise. Now to get good at SK and test it...


. . . how different from a few pages ago. :roll:


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